Time for another #introduction :
So hi everyone, I've been posting #rpg related stuff over on dice.camp and on reddit for quite a while now, decided to move here with a brandnew handle, yay.
husband, father, family physician and boats enthusiast when not gaming.
Guys, this is the thing to do this upcoming saturday. The excellent performance group #gobsquad has it's premiere of Show Me A Good Time produced in Berlin and San Diego ...
"In Show Me A Good Time, Gob Squad send out time-travelling, shape-shifting explorers into a strangely unfamiliar reality, to find out how to go on and where, amongst the dust and the dirt, a good time might be found again."
"Traveller is Old School/Rules Light. Mostly conversation between Referee and Players, the Referee adjudicating rolls and outcomes on the fly."
"The submission deadline for the 2020 One Page Dungeon Contest is July 1st, 2400 UTC" – https://www.dungeoncontest.com/
Itch are raising money for the NAACP Legal Defense and Educational Fund and Community Bail Fund with a massive bundle containing over 700 DRM-free games: https://itch.io/b/520/bundle-for-racial-justice-and-equality
There's also some smaller bundles which are donating proceeds to bail funds: https://itch.io/b/513/black-lives-matter-support-bundle https://itch.io/b/516/indie-games-for-bail-funds
Today I released the first edition of Riot Medicine, a public domain book to help street medics in the struggle for liberation, autonomy, and dignity for all. You can download all 466 pages for free here: https://riotmedicine.net/downloads
I really enjoyed these two podcast eposodes by Che Webster. So simple, so basic and so true. Here instead of "rules" the actual game engine is in focus. New players and GMs will get most out of it, but they're a good listen for every #rpg enthusiast.
... high structure/low rules games are good for improvised / emergent story telling (the #osr and indie crowd?)
High rules/low structure games are good for scripted/prewritten adventures ("new school" games?). Also, they might provide more percieved "fairness" to the players (combat as sports).
Where on this continuum would you locate your favourite game?
Here's something for you guys to ponder:
Every #rpg pivots around the magic question "What do you do?" (thanks Dave Arneson).
Whatever comes after that question is governed by the rules.
However things that go before said question are game structure.
It's interesting to see how different games put more or less emphasize on game structure. PbtA: a lot, Traveller: more structure than rules, OD&D: quite a bit. Many "new school" games: ton of rules, scant on structure ...
Some good advice by goblin punch:
I like this introductory podcast to roll playing from the players perspective. It's system neutral, focusses character and the true arnesonian gaming engine.
Any of you guys know of a system-agnostic spell book / magic system for #rpg s?
Today Man to Man turns 35:
at least I saved everyone from tedious rolling down of hit dice ... and in a way, the players still got what they wanted ... albeit with only a weak feeling of accomplishment 😅
interestingly ... as I think about it, the problem was not to few hit points on the monsters side, but purely a problem of bad tactics on my side 🤔
A botched encounter: last nights game had a crazy hermit wizard, supposed to be more than an obstacle. Once the party faced him though, I decided, his lightning bolt would be just too harsh, it would have insta-killed one of the PCs. But then I woefully misjudged the reach of the parties mounted fighter. Two failed initiative rolls later, the party just punched that wizard into submission and even anihililated the djinn I had planned as a backup ... gotta learn hi level OD&D encounters ...
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