Showing posts with label Alternative RPGs. Show all posts
Showing posts with label Alternative RPGs. Show all posts

Wednesday, September 23, 2009

Top 5 Cartoons That Should Be RPGs - #2

Alright. Long story short - I love RPGs and Cartoons. Let's get right to the countdown. So far here's what we've got:

5. Avatar the Last Airbender
4. Danny Phantom
3. Aaahh!!! Real Monsters

Onwards we go...

#2 - Recess

"This film takes place at an adventurous elementary school. Among the elementary school faculty is the sleazy principal (Prickly), the tough playground guard (Finster), and the nice 4th grade teacher (Grotkey). The six main cast members are T.J.,the leader and schemer of the group; Spinelli, the girl who is a bully with a heart of gold; Vince, the playground jock; Gretchen, the science whiz and smartest girl in school; Mikey, the poetic drama king; and Gus, the wimp with a military family. Then there are plenty of other typical elementary school kids, like the spy Randall, the 4 Ashley snobs, the diggers, the kindergardeners, etc., and including the older kids like King Bob. Everyday the group hangs out at recess dealing with different problems they must work together to overcome."
- Anonymous

What Makes It Awesome?

I know, I know, another school based game. Blah, blah. But seriously, the world that Recess provides is awesome, and totally worthy of immortalization in RPG form. Lets break it down.

If you've seen the show, the main characters basically fill out a balanced adventuring party. You've got the leader, the nerd, the punk, the romantic, the jock and so on... And yet, they come together despite their diverse backgrounds to overcome challenges and be best friends. Sound a little like your gaming group's last session?

The big reason this game would work so well is it's parallels to D&D games already. In addition to the "classes" your character could fill, based in their role in the school yard - statistics like popularity, intelligence, athleticism and charm play a big part of this series and could easily be translated into a tabletop game's rules system.

The general basis of this show is to get the most out of every recess, whether it's participating in the various strange rituals of the playground, to battling older students for authority, to simply trying to cause trouble without getting caught. Players could be presented with a variety of tasks to complete, and much like in the Mouse Guard vein, they could be presented with a series of challenges opposing them. Depending on how they respond to the challenges they may either succeed or fail, presenting new challenges as a result.

The greatest part of Recess however, is simply this. The world of the playground is much more expansive than you might think, with a fleshed out culture, several factions, ancient rituals and traditions, and a government of it's own to boot!

A Snapshot: The World

The playground is a massive collection of varying factions and a self-sustaining government with customs and traditions that kids of the playground are expected to know. As such, the playground is populated with people who can aid with a variety of tasks, or who should be avoided at all costs. Here are some examples:

The King of the Playground (King Bob) - The playground exists as a monarchy, with the King attended by his personal aides, wielding the power to create or destroy traditions or decrees within the playground which then become law. The King is also a judge in all disciplinary issues or matters between two students who need a judge. In the show, King Bob is the ruler of the Third Street playground and the former prankster prince, whose throne sits atop the jungle gym. He is one of the school's older students (he is in the sixth grade). Bob is regularly depicted with a number "8" hockey jersey, and carries a hockey stick as a scepter. He is the individual with the most power on the playground and all bow to his commands.

The Ashleys - The prissiest members of the playground are the collection of all the girls named Ashley, a name which by some right sets them on a higher pedestal then the rest of the playground. As such, they also hold a bit of power, in addition to their own private clubhouse. They are fountains of gossip and generally good targets to go to for information.

The Kindergartners - Making up their own unique group among the students, the kindergartners live as uncivilized, and even dangerous, little urchins that wear face paint, carry tribal weapons, and harass the older children. They are uncontrollable and do not abide by the laws of the playground - sectioned off in their own private area with their own King. When they get loose however... dangerous things can happen.

And it doesn't end there. There are dozens of personalities on the playground. Each known for their specialties:

Randall C. Weems - Randall is the resident snitch of the playground. He is at the beck and call of the assistant teacher, who rewards him with various confiscated items and cookies.

Theresa "Cornchip Girl" LaMaise - Cornchip Girl is a sweet and loving girl who always thinks of other people and also gives people lots of useful advice.

Sam and Dave the Diggers - Two boys who enjoy digging holes.

Swinger Girl - A girl (voiced by Francesca Smith) who likes to play on the swings every recess. She wears her trademark pilot's outfit.

Upside Down Girl - A girl who hangs upside down on the monkey bars every recess. As a result, her pigtails always stand up.

The Hustler Kid - Francis, the Hustler Kid, is a kid that offers the children of the playground trivial toys and food, often discreetly.

Guru Kid - A boy who offers Buddha-like wisdom to kids who seek his advice. He wears a pair of striped shorts and his shirt on his head as a turban.

And my favorite...

Knarf - The nerd who usually hangs out in the school basement during recess with his three nerdy friends playing RPG games, reading comic books, and collecting trading cards.

Why Number 2?

Recess is already well on it's way towards being an RPG. There is enough just in the cartoon series to easily craft rules, a class system, and a full map of the playground and school. It would be a fun game for a couple reasons.

First, you get to be a kid again and use kid logic to solve problems. Second, the big problem is how can I get the most out of recess? Is there a nobler task? This game, as would most of these cartoon RPGs, would function best for one-shotish sessions, rather then ongoing campaigns, but I feel like it would be a blast.

This cartoon comes it at number 3 because I can already imagine playing this game, and it's not all that big a task to undertake to write up a small rulebook to make playing it a possibility. Plus, I loved recess when I was a kid - both the cartoon and the actual thing. I wish my playground was like this series!

Watch the opening below, and you can get a good idea for everything I've talked about here. If you get a chance, go watch an episode!

Stick around for #1 on the horizon!

Wednesday, September 16, 2009

Top 5 Cartoons That Should Be RPGs - #3

As discussed a little while back, I have an unhealthy addiction to both cartoons and RPGS. Blending my two passions, I have produced a fun little countdown for Beneath the Screen as I list the top 5 cartoons that I think could be turned into fun RPGs!

First I discussed Avatar: The Last Airbender, ranking it lowest primarily because of it's likeness to some other games out there, and it being an obvious choice. Next I discussed Danny Phantom, a fun ghost-based game where young surly teenagers go ghost hunting and interact with a variety of strange villains.

Onwards we go...

#3 - Aaahh!!! Real Monsters

"The plots revolved around three roommates/students that just happened to be monsters. You had Ickis, a monster struggling to be half the legend his father was, Krumm, a smelly and hairy little guy that carried around his own eyeballs, and my personal favorite, Oblina. She was the nerd and over-achiever of the group. The monsters studying at the observatory had to remain hidden to humans unless completing their homework by scaring them. They then reported their actions to the Gromble (the teacher of the school, and the first cross-dressing cartoon character I have ever seen) and were graded on how they assessed the situation.

Unfortunately, Ickis, Oblina, and Krumm were always suffering some sort of mishap."


What Makes It Awesome?

Calling for unique challenges, widely diverse characters, strange powers, and intense creativity, Aaahh!!! Real Monsters rolls in at number three in the countdown.

I mean... think about it.

You get to play a monster. Normally you fight monster. Here, you get to PLAY the bad guy! Everyone always wants to try their hand at being eeeeeevil, but now you have a reason, homework!

This show circles around a "scare" school, where homework assignments include scaring various humans in specific ways (Think Monsters Inc). Along the way, the students run into a large number of problems, usually stemming from the fact that they're not supposed to be seen by humans unless they're actually scaring. Tie that with all of the fun monster school drama, and you have the makings of some pretty awesome game sessions.

A Snapshot: Plot Hook

The dull sound of tired conversation and silverware on ceramic filled the small diner as the roar of the midnight train rolled by on the nearby tracks. A ding from the kitchen sent Bernice into a one-eighty spin as she shuffled back to pick up the order. As she picked up the plate of pie, the angelic ringing of the door's trio of bells indicated a new customer entering, to which Bernice turned with a smile. "Welcome to Be-" The woman stopped, as no one new seemed to enter at all. Someone must have left, she thought - shrugging it off looking for the now empty table.

As she laid the pie down, a blood-curdling scream rang out from the kitchen. Turning on her heels Bernice ran into the kitchen as the lights flickers. That's when she saw it, and the entire diner erupted into utter terrifying chaos.

A group of particularly nasty monsters unaffiliated with the school have been making a series of scares in a nearby neighborhood with no regard for how many humans see them, and in many cases actually harming those they attack. In this adventure, our monsters must locate the rogue monsters and keep their activities quiet, while trying to scare some sense into them.

Why Number 3?

I love Aaahh!!! Real Monsters because it can be played in a few ways. One of which being a sort of light-hearted, childish manner. One of which being a more Hunter fashion where setting up and executing scares is all about forward planning, staking out your foe, and executing everything flawlessly. And the final of which being in a World of Darkness horror genre type setting, where you are the things that go bump in the night, but there are other dangerous things out there as well.

This game gives the players a chance to combat enemy monsters, plan and puzzle out complex scare assaults, and try to achieve a large number of goals all at once. It is far from typical and has the makings of a great game.

Stick around for #2 next week!

Friday, August 21, 2009

Tuesday, August 11, 2009

Top 5 Cartoons That Should Be RPGs - #4

As discussed in yesterday's post, I have an unhealthy addiction to both cartoons and RPGS. Blending my two passions, I have produced a fun little countdown for Beneath the Screen as I list the top 5 cartoons that I think could be turned into fun RPGs!

Yesterday I discussed Avatar: The Last Airbender, ranking it lowest primarily because of it's likeness to some other games out there, and it being an obvious choice. I hope these remaining four choices will catch you all a little off-guard!

So, without further ado...

#4 - Danny Phantom

"Action-packed adventures of Danny Fenton, who straddles two worlds as a shy freshman at Casper High and a heroic phantom-fighter with ghostly superpowers. With his best friends, techno-geek Tucker and free-thinking Goth girl Sam, he thwarts the misdeeds of menacing ghosts; and stumbles through daily social hurdles."
- Anonymous

What Makes It Awesome?

Danny Phantom is great because it's a superhero game with a unique (ghost, specifically) twist. Since Ghostwalk came out and the idea of playing a ghost actually became a possibility it got me pumped.

One of the best parts of Danny Phantom is the awesome villains you have the potential for. You've got full ghosts, half-ghosts, and ghost hunters, each of which can come in all shapes and sizes.

The main reason I love the potential of Danny Phantom as an RPG is because of the hilarious grouping of ghosts you can throw at your players. There are runty little ghosts that basic combat can take care of, puzzle ghosts who can be destroyed by figuring out what makes them tick and dealing with it, and then of course really powerful villains who never quite can be destroyed.

Another great thing Danny Phantom has going for it is the wide spectrum of character concepts. It would be played in a modern setting, and players could take the roles of half-ghosts, full ghosts, ghost hunters, computer whizzes, or any other variation of average joe who takes up the mantle of battling evil ghosts.

There are many options for unique adventures and challenges in this game, from ghost hunting, to protecting innocents, to evading the public eye. Obviously a party with ghost-members has a lot to worry about in terms of staying hidden amongst the normal populace, which can create some interesting plots and challenges.

From entire towns being hypnotized by ghostly music, to neighborhoods vanishing one by one as they join a ghostly pirate crew, to a massive underground scientific organization opening a ghost portal and using ghosts for their own gains, there are hundreds of potential adventures that your heroes could embark on.

Similarly, this game would include pretty awesome opportunities for playing evil ghosts - sneaking onto the mortal plane and causing chaos while avoiding ghost hunters and do-gooding ghost folk.

Lots of fun opportunities.

A Snapshot: Villains

Here are some of my favorite villains taken from the TV series, to give some ideas of villains that are possible in this system.

Ember McLain: Ember McLain is a hard rocking ghost girl who feeds off the idol worship in teenagers. Ember's appearance, song, and character in general, portrays her as a ghostly embodiment of teenage rebellion and disobedience to authority figures.

Skulker: Skulker is the predator ghost hunter who hunts down rare and unique things, and sets his sights on half-ghosts, unique humans or creatures, and rare artifacts. Skulker is actually a small ghost blob who wears a large battle suit.

Youngblood: Youngblood is portrayed as a child who plays Dress-Up as a game. He has an assistant, a skeleton-like shapeshifter who takes the form of animals who go along with these characters (when Youngblood is a pirate his shapeshifter is a parrot, or a horse when Youngblood is a cowboy)

Vortex: Vortex is a century-old ghost with the power to control the weather. He finds the earth to be a meaningless planet, and has wrought havoc on the earth throughout the ages. Vortex is a ghost of large stature. He wears metallic armor on his torso and, rather than having legs, his lower half mimics a tornado. A lightning-shaped "V" crosses his right shoulder and comes to a point at his chest. His most notable detail is his constant, mid-sentence wheezing.

Pariah Dark: Pariah Dark is the King of all Ghosts, with control of the powerful Ring of Rage and Crown of Fire. While wearing both of these items, Pariah Dark has near limitless power. He commands the Fright Knight as well as an army of Skeletal ghosts. Very powerful foe, but more interested in becoming king than defeating his enemies.

And my favorite...

Box Ghost: The Box Ghost has the standard ghost powers of intangibility, invisibility, and flight. Most importantly, he has the ability to control boxes, and to empty the items inside. Later versions in the series of Box Ghost also have the ability to control bubble wrap and the power to create energy cubes out of thin air. Box Ghost's goal is to find Pandora's Box, with which he temporarily gains unlimited evil power, rendering him unstoppable.

(Villain info taken from the Danny Phantom Wiki)

Why Number 4?

The idea of fighting ghosts has always appealed to me (one of the reasons I'm the only one in my White Wolf group who actually really wants to play a Hunter game).

One of the big reasons that Danny Phantom is great though, as I've said, is the wide expanse of villains, challenges, and encounters you can have. On top of ghosts invading the mortal realm, the Ghost Realm itself holds an entirely new world to explore.

The greatness of a Danny Phantom game really comes forth in the fact that the sky is the limit in terms of encounters. The downside is that most of the action comes in the form of combat encounters, and will pretty much always be fighting ghosts - regardless of how unique each individual enemy may be.

A much more unique setting in terms of RPGs then Avatar, Danny Phantom's game play could wind up being somewhat limited or repetitive in terms of encounters and abilities (unless you have a really creative GM). The sheer potential for creativity is huge, but not quite as huge as the cartoon which falls in at #3.

Stay tuned, the final three may surprise you!

Monday, August 10, 2009

Top 5 Cartoons That Should Be RPGs - #5

It's Saturday morning. You crawl out of bed at ten without an alarm clock and take a breath of that fresh weekend air. Time to put on your favorite Cthulu slippers, grab a bowl of Sugar Frosted Sugar Lumps cereal, and sink into your couch in front of your favorite
Saturday morning cartoons RPG!

Inspired by some of the great "someone turn this into an RPG please!" posts I've seen over at the RPG Blogger's Network I thought I'd throw some of my own RPG dreams out there, building a huge past time of mine - cartoons.

Not sure why I'm such a huge fan of cartoons, but twenty two years young and I'm still hooked on my Saturday morning sugar cereal and animated antics. Combined with my love of RPGs I threw together this little list I'll be delving into for the next week or so.

So, here we go. Five cartoons that should be made into RPGs.

Starting with...


#5 - Avatar the Last Airbender

"When the hostile Fire Nation threatens to enslave the Water, Earth, and Air Nations, a reluctant and irresponsible boy must face his destiny as the Avatar, the Chosen One who can restore the world order. This new animated series centers on twelve-year-old Aang, who must forgo his selfish wandering to learn to master his latent powers over the four elements. Only then can he conquer the Firebenders, the evil magi who threaten the world."

What Makes It Awesome?

Avatar: The Last Airbender has a lot of good things going for it.

Firstly, Avatar is set in a well developed world, with lore and culture all it's own. Comets and stars, as well as the changing seasons and the yearly solstices, all have a significant impact on the world. The world believes in spirits (with powerful beings being able to travel into the spirit realm) and sometimes even see spirits made flesh. And the world is rich with secret organizations such as the White Lotus, and unique games such as Pai Sho.

Secondly, the potential build of characters could be very interesting. Benders must gain training to increase in their skills, encouraging them to travel all around the world to learn from masters. The world itself is full of strange creatures and unique challenges the players could match themselves against - using not only bending powers, but creativity, physical skill, and philosophical minds.

Thirdly, the setting is fantastic. A world divided, locked in a neverending war. And ever since Oriental Adventures was released for D&D, I've loved Oriental settings, which I think Avatar alludes nicely to with it's roots in martial arts.

A Snapshot: Character Classes

Airbender: Harnessing the power of air; quick movement, and even flight are at your disposal. Airbenders are spiritual, often pacifistic, nomads. Their skills are used for defense, dexterity, and unique movement on the battlefield - as well as disarming and inconveniencing their opponents.

Earthbender: Earthbenders are proud, strong, and sometimes stubborn people. Earthbenders are decisive and sure footed. Though they may be the slowest among the benders, they pack more strength behind each individual attack then any other bender. Great architects and builders, Earthbenders are as long-lasting and stalwart as the structures and cities they have raised in their kingdom.

Waterbender: With the powers of water and healing at their side, Waterbenders are powerful enemies and even more hardy friends. Flowing and graceful in their art, Waterbenders are at one with the spirit of the moon and the ebb and flow of the world around them. Talented at both defense and offense, tied with their ability for healing, Waterbenders are balanced and kind characters.

Firebender: The power of fire is harsh and quick. Firebenders are quick, deadly, and confident - not allowing any defense to stand in their way. Fast to act, Firebenders draw their power from the sun and - while they can utilize some defensive maneuvers, are best trained for their deadly offensive skills.

Scholar: While not everyone's a Bender, the knowledge Scholars possess of the world, the stars, and the many myths that circle the four kingdoms speak their own power. Seeking ancient ruins, forgotten libraries, and the shadowy history of the world, a scholar can be a fast companion - inquisitive and trained in many unique skills, including the use of ancient relics and scrolls.

Inventor: Some are content to study the past, but Inventors look to the future. Masters of creation, Inventors aren't Benders, but seek to emulate their abilities with everything from flying machines to grenades to firearms and much, much more. Some inventors are always traveling, looking for inspiration and studying the strange creations of distant nations while developing their own machines. An Inventor is a grab bag of usefulness, often coming up with the perfect tool when you need it the most.

Soldier: Whether a trained Fire Nation soldier, an Earth Tribe warrior, or a Water Nation barbarian, Soldiers may lack the skill for Bending but are skilled in the art of battle and war. There are many groups of trained warriors and mercenaries all across the four nations, each with their own unique style of combat. A talented warrior can be the greatest benefit to any group of travelers. Where Bending may fail, swords are always a good Plan B.

Why Number 5?

I partially ranked Avatar at the bottom of the list because it's so obvious! Anyone who's seen this show has probably thought of how much fun it would be to take on the role of an Earthbender or Firebender. The rest of the list consists of much more unexpected choices, which ranks them a little higher in my book simply because of how unique they are and how fresh the game would be.

In the end, Avatar - while it would be a unique take on a fantasy-like setting - winds up being not too different from some other games out there. Also, the choices for characters seem like they could be fairly limited (since everyone would obviously want to play a Bender).

Altogether though, Avatar would fit well into a tabletop game and I'd love to see it. From the deep culture and lore that's already been written for the series, to the clearly defined character concepts, to the oriental setting which always makes me smile.

Dibs on being the Earthbender!

To learn more about Avatar, check out the Avatar Wiki!

Thursday, July 9, 2009

Gone LARPing!

Well, I'm off to battle evil and such. Have a great weekend everyone, I will be back on Monday! In the meantime, please enjoy some steampunked Nerf guns! Happy blogging!











Tuesday, September 23, 2008

Gamebuilding #3: Othercity

First and foremost, I know there are bunches and bunches of blogs out there to read, and goodness knows I read about fifty RPG blogs daily. Is there anything you, my wonderful (and quite attractive, if I do say so myself) readers would like me to do a blog post about? Let me know! If you really liked something I've posted about in the past, or would like me to continue a specific series I've delved into, let me know! Getting some feedback about what to post would greatly help me know what you want to read about!

Anyways, to the point...

As many of you may have noticed, I wrote a pair of rather vagues posts a while back here and here. I entitled these posts "Gamebuilding" for a reason, which ties back to the first post I ever made on this blog. One of my reasons behind crafting an RPG blog is to document my quest for publication! Over time I hope to submit adventures and material to several RPG magazines and publications, but the two posts you saw offer an introduction to my grand project.

Othercity.

Here's the first real pitch of this game, so let me know what you think!


Dear Diary,

Myth tells us of time's greatest cities... Atlantis. Babylon. Agartha. Places of fantastic construction, magical origin, and beautiful sights. The stuff of fairy tales, offered up to humanity as symbols of utopian hope and dreamlike wonder.

Every beacon though, however bright, casts a shadow. One fallen to forgetful pasts and dystopian ideals. This shadow, is Othercity.

Othercity is a world outside of our own. A seemingly endless reality of steel, stone, streets and buildings. Divided by districts and factions, it is a harsh place for all who live within it.

And then there's us.

To Earth, we are the lost. To Othercity, we are the Phasers. Nothing more then a bothersome thorn in the feet of Othercity's superiors. People looking for answers, people looking for truth, people looking to get home. Othercity has a system, but we operate outside of it. Maybe it has something to do with the fact that we're special. Maybe it has something to do with what we can do here. Maybe it scares them. Maybe that's why they want to lock us up, or gun us down...

Some of the other Earth Phasers - Terrers they call us - say that Othercity was just another mythical location lost to time in idea and name. I think we've always known of Othercity though... just by a different name.

Welcome to Hell.

~Kayla Bradford

- - -

The way I'm envisioning Othercity is as a dozen or so different genres merging together all within this strange city. To name a few, there will be elements of Fantasy, Steampunk, Cyberpunk, Post Apocolypse, Contemporary, Biopunk, and Superhero.

As a preview to further discussions of Othercity, here is a very quick briefing on each of the cultures/factions:

Wrakes: Law officials of Othercity, unnaturally strong and known to be ruthless and cruel, though much more likely to break your arm then the law.

Serpians: Othercity's gypsy population, you can't trust these drug-dealers any further then their forked tongues will reach.

Rasks: The rulers of Below, these rats will supposidely kill anyone for a price, if you can speak their language that is.

Kienta: A winged race of scientists. If bad looks could kill, these ladies could bring back the dead, not that they aren't trying to find out how to anyways.

Phasers: The chosen. The visitors. The invaders. The Terrers. No matter what you call them, they all have one thing in common. They're a long way from home.

Humans: In the hundreds of years of Phasers coming to Othercity, their "need-to-breed" has left thousands of half, quarter, or less "Humans" in their wake. The Phaser bloodline eliminates all Othercity characteristics in the child, leaving them "normal" in a city that prizes everything else.

Brights: [Data file currently inaccessible]

Coming soon... expanded culture/factions, Othercity's basic geography, and a lexicon of terms important to know in the Othercity world.

Also, I'm leaving the below in the post even though I didn't type it for one reason. Ginger Unity.

***This is proof that Betsy Fernsten (non D&Der) was here when [Storyteller] was writing this blog entry!! She however, did not interfere (much).***


Anyways, more to come on Othercity. I hope people are enjoying what they're seeing so far!

By the way, that fantastic picture above was made by Greywulf over at Greywulf's Lair. He's pretty much awesome so go check his blog out. Right now. DO IT!

Monday, September 22, 2008

LARPing: A Weekend In Pictures

Just got back from Steam & Cinders last night, and am happy to say it was a successful weekend. For those of you not familiar with what I'm talking about, Steam & Cinders is a LARP - or Live Action Role Playing game - that I work as a senior staffer for. You can learn everything you'd like to know (and probably more) about LARPS from my RPG posts. Specifically this one.

As a senior staff member I get to create and run plots, which is tons of fun. This weekend I got to play a Fire Spirit, a wacky chief engineer, and a native huntsman ritualist, not to mention the dozens of other things I found myself playing as the weekend went on. I may speak more about the event later, but for now, enjoy some pictures!


A Balihu vs. an Aniyonema. Who will prove victorious?


A scavenger and a diplomat out for a walk.


Yes, yes that is a Steampunk Watercooler.


A Jhandihari Merchant and an Aniyonema Totemic pose.


A chemist studying her notes...

As a last note, everything looks better in Sepia. That is all.

Thursday, September 18, 2008

Gone LARPing...

Well, I'm off for the weekend.


Off to hit things with fake weapons and run around the woods...


And to see the world in sepia...


See you Monday!

Friday, September 5, 2008

D&D Quotes: Behold the Candy Cane of Doom!

Found some old quotes today that my group had compiled from our gaming adventures in middle school and high school. This was a pseudo homebrew system since we were too young back then to understand how to play real D&D so some of the quotes probably won't make a whole lot of sense if you're trying to understand them from the D&D 3.5 standpoint. Enjoy!

Konar the Dwarf: Pelor? What kind of a dumb ass name is that?

Konar: What do you know about the thefts?
Sketchy Citizen: There haven't been any deaths...
Konar: I said thefts.
Sketchy Citizen: Oh... of course...

DM: Ok, you're at the gem store.
Serenla the Elf: Can I break into it?
DM: ... You can try.

Konar: I wait for a point when the guard isn't looking and try to climb up the wall.
DM: He notices and says "what the hell are you doing!?"
Konar: I say "I'm looking for cracks... just to make sure it wont collapse cause there was a lightning storm earlier. I got hit by lightning" (referring to a punishment by Pelor)
DM: He walks over and pushes a button on the wall.
Konar: I run.

Konar: I take a nap.
DM: Where?
Konar: In the middle of the street.
Serenla: If I find you dead I'm going to laugh.

DM: Konar it's your turn.
Konar: I'm still sleeping.
DM: You wake up in a jail cell, Serenla you're turn.
Konar: Wait-- What?

Jom the Bard: Have you seen any dwarves around?
Guard: We arrested one earlier.
Jom: Where is he?
Guard: In....jail...?

Konar: Isn't it customary to have a trial first?
Guard: Uh... no.
Konar: Is the mayor here? I want to speak with him.
Guard: He's at the mayor's office.
Konar: Could you please bring him here?
Guard: The mayor will not take time out of his day to talk with convicts.
Konar: Well, can I talk with someone who can get me out of here?
Guard: No! Why don't you take a nap and eat your glop.
Konar: Cause I don't like glop!

Serenla: What the hell did you do this time, to get in jail?
Konar: I tried to get into the civilian area without permission.
Serenla: Why?
Konar: I just wanted to ask a few people if they had seen my wife, is that a crime?
DM: Well apparently, since you're in jail...

Jom: Could you let one of my friends out of jail?
Mayor: What's he in jail for?
Jom: He tried to break into the civilian area looking for his wife.
Mayor: Does his wife live in the civilian area?
Jom: No, she's missing.
Mayor: And why would he think she's in the civilian area?
Jom: He's crazy; he's gone crazy with grief.
Konar: It happens to the best of us.

Mayor: If you play a song for us we'll lower the bail to....
Konar (imprisoned): 10 gold.
Mayor: 30 gold, just because Konar said that.
Serenla and Jom: Argh!

This one takes a little backstory. There had been some thefts in town, and a small band of Drow happened to enter the town at about the same time. Back in those days we didn't really understand the concept of Drow being evil and eating babies. They were sketch though, so the party decided it would be best to interrogate them.

They weren't very subtle...

Konar: Do you know anything about the gems that have recently been stolen?
Drow: We know they've been stolen...
Konar: Do you know anything more then anyone else?
Drow: Of course not... how would we?
Konar: Just asking around...
Serenla: Have you heard of the caravan up north?
Drow: We heard it was highjacked.
Serenla: Do you know if there were any survivors?
Drow: How would we know?
Konar: Because your Drow.
Drow: And...?
Konar: Uhhh... your smart?

Konar thought it would be a good idea to try and get a discount at the inn by pretending the other inn in town was only half as expensive....

Konar: In the other tavern I can get a room for 10 gold, wy should I pay 15 here?
Innkeep: Since when did they change it from 20 to 10?
Konar: Well... That's what he told me.
Innkeep: I guess you're not interested in our discount then?
Konar: Excuse me a moment...
Innkeep: That'll be 20 gold.

Jom: I get up and get dressed.
DM: You're naked?
Jom: No! I get ready for the day.
Serenla (chanting): I'm a married spud, I'm a married spud...

Konar (to bartender): Would you like anyone... killed for 25 gold?
DM: The bartender pulls a little string above the counter.
Konar: I run.

Konar: Is he Dead?
DM: I'm not telling you.
Konar: I check his pulse (a vampire).

Serenla: I'll pay a certain amount
DM: Did you just say you'll pay a shirt and a mount?

DM: You are the Metagaming King! All other metagamers bow down to you as their leader! All hail the Metagaming King!

DM: A paladin of Cupid? Avast ye evil foes, I shall smite you with my happy goodness! Behold the Candy Cane of Doom! I smite you!

Famous Last Words

Konar: I drink the potion (unidentified potion of liquid blade)
Konar: I kiss her (a succubus)
Pat: Kord? Sounds like a stupid god to me. (Kerrrrrrsmite!)

Famous Should Have Been Last Words

Oskar: I touch the silver floating orb
(Said by many): I disbelieve in the bad guy and walk through them!
Unknown: He raised how many elementals?

Ah... those were the good ole days...

Wednesday, September 3, 2008

Gamebuilding #2: The Beginning

Three years earlier...

Sunday, May 4th, 2010
Dear Diary,

I suppose I should start writing something. There's a typewriter here. I don't want to forget anything. I don't want to forget a single thing.

We arrived a few hours ago.

The man behind the Hostel's counter smiled at us. It was like that was all he could do. He was of the overweight sort, with thick glasses, and a rather large stain that looked not unlike Florida on his shirt. He looked over his glasses at us. The seven of us. We'd signed in our names, we'd taken our keys, and now we were sitting - like it was preschool all over again - in a nice little semi-circle. It was morning when the last of us arrived. He was bleeding from the shoulder... maybe he ran into those... things I saw.

"Welcome EClass Phasers to the D26 Hostel." The man began, reading through his impossibly thick glasses from a slightly yellowed piece of paper. He had a grin on his face. The man with the bleeding arm chuckled slightly. It was an angry and insincere laugh. Dark, like this whole damn place.

"As you are probably already aware, you are no longer within your city, state, or planet of origin. You are currently located directly in the center of District 26, within the city of Other. This Hostel is the designated gathering place for all EClass Phasers within the boundaries of Othercity, due to the aforementioned Phasers most commonly arriving in the aforementioned district."


"We would like to personally extend both a welcome and our condolences for your current state of affairs. We assure you that, had we the capabilities to return you to your homes, we would do so. The electrical anomalies which we believe initially induce the Phase Pulses are still being researched by our top Kienta scientists. I am afraid that we are unable to offer any explanation as to why you have been called to Other, as research in this area is slow. We do of course sympathize with your situation however, and will try to make your stay in Other as comfortable as possible."

"Our initial studies show that, at any one time, there will be a maximum of seven EClass Phasers in Othercity. From here on out, you will all have access to private rooms within the D26 Hostel, and to basic meals three times daily. These meals will be delivered to the aforementioned Hostel every morning at First Light. You may quickly find that you are unaccustomed to life in Other, and for this reason it is suggested that you stay within the aforementioned Hostel at all times, as it will be your only guaranteed Safe Zone within the city."

Other can be a dangerous place, even for those used to it, and while Phasers are granted certain liberties within Other, your safety on the streets - especially during Dark Hours - is not guaranteed. Keep in mind that you are of course free to move about Other if you wish and are certainly not forced to stay in your predesignated Hostel, or even in your predesignated district. These are simply suggestions."


"What we do guarantee is that research is being undertaken even now to find a way for you to return home. We ask for your patience in this, as such research is slow - due to the potential danger it holds for our scientists. We hope that, in the meantime, your accommodations will prove comfortable. Welcome to Other, and have a nice day."


We had so many questions. But all he could say for himself was "Who wants breakfast?" None of us were hungry, but all of us ate. My first and last breakfast in this damn place if I have anything to say about it... He said he would answer some questions after we rested for an hour or so. I'm not tired. None of us are I'm sure. Soon, we'll get some answers. Soon, we'll be home.

I'm sure of it.

~Kayla Bradford

Sunday, August 10, 2008

The RPG Three: Part Three

In today's RPG three post, I want to talk about Live Action Roleplaying. I've noticed that LARPing is not a very common RPG blog topic, and as someone who's done it for 8 years, I hope that I can shine some light on the subject, help you find out if LARPing is right for you, and give you the steps to get involved in a local game.

Before we get started into that however, I've got some great news. I mentioned on my previous RPG Three post that Ravyn from over at Exchange of Realities was going to help out the series by writing a post on Play-By-Chat roleplaying and post it over on her blog. Well, she delivered, and it's a great post! Thank you Ravyn! It's enough to make me want to join up in a Play-By-Chat game (if you have any with open slots, let me know)!

Now, I wanted to expand upon live action roleplaying since, to tell the truth, LARPing events are tons of fun, and probably my favorite style of roleplaying. I will say this: LARPing is not for everyone. But for a special few, it will probably be the most fun you'll ever have. So lets waste no time, and dive right into the grand world of LARPing.


LARPing's not for everyone? Is it for me?


To be a successful LARPer, there are some key personality traits you're going to want to look for. Primarily, people who are drawn to such games have to be pretty extroverted, not to mention proud of their geekiness. If your a cosplayer then you're already halfway there, since you're used to dressing up in a costume.

One common misconception about LARPing is that you need to be athletic, or a skilled fencer/swordsman in order to play. Bzzz. Wrong. Trust me, from a guy who goes to the gym maybe once a month and lets just say... avoids the beach... LARPs are welcoming to people of all shapes, and sizes. In fact, LARPers are probably some of the most accepting people I've met. After all, you can't really judge someone when you're running around in a cape...

Another misconception is that girls don't LARP. That it's just a bunch of guys getting their manly anger out via fake swords. Also very wrong. While it's true that LARPs generally do attract more males then females, a lot of LARPs have strong female player bases, and are always welcome to having more.

If you play a tabletop game and love to really get into the minds of your characters - maybe even finding yourself acting out your character's actions more then describing them, then LARPing may be for you. If you enjoy acting or improvisation, or simply wish life was more like the game you enjoy playing so much, you should give LARPing a chance!

You're hitting each other with swords. Is that safe?

Well, techinically we're hitting each other with boffer swords, not real swords. Boffer swords are generally crafted with a PVP piping core, with pipe insulation foam around the pipe on all striking portions. The foam is usually secured with strapping tape and then the whole thing is wrapped in duct tape (for the blade) and electric tape or grip tape (for the handle). Some games allow archery as well, in which case the arrows are usually made out of golf tube similarly tipped with insulation foam, if not entirely covered with it.

That's a lot of "typicallys" and "usuallys"...

Every game is different. Some games will allow latex weapons for use by experienced fighters, while other games may have different rules for weapon construction. All games though take safety very seriously and have detailed rules for the weapons they allow in-game, usually followed up by weapon-checks at registration.

In addition to strict weapon construction guidelines, LARPs take many other safety precautions as well. All LARPs have safety rules that all players are required to abide by, generally accompanied by safety calls such as "HOLD" and "EMERGENCY" based on what the safety issue is. All players and staff members are briefed on these rules through the rulebook and usually following registration at any given event.

LARPing combat follows the "lightest touch" combat system, meaning that all swings are pulled. Basically, this means that players are only allowed to swing hard enough to lightly touch their opponent, and that people swinging any harder may be removed from combat if not from the game. This takes a little getting used to, and of course accidents do happen, but it's pretty carefully regulated.

Combat? How does that even work?

LARPs vary in combat rules depending on how the game works, but many LARPs work with a hit-point based system. Once you run out of hit points you can be knocked out, and then killed. Some LARPs have a much quicker combat system which is based on "hit locations". In these games, if you get hit in the chest or back, you're dead. If you're hit in the arm or leg, you lose use of that limb.

In the end, in either system, LARPs generally are based on an honor system. Obviously, you're the only one who can keep track of your hit points or armor, so everyone is generally expected not to cheat in order to make the game fun for everyone else.

So you just run around in the woods, hitting each other with fake swords?

Well, yes there is some "running around in the woods" that always tends to happen, but we don't hit each other. We hit monsters! In addition to the player characters at any LARP event, there is also a number of staff member who help to run the plots, stories, and encounters for the weekend.

Over the weekend, staff members alternate between taking on the roles of "Face Characters" (named NPC's who may be anyone from a traveling musician, to the head of the town's mages guild) and "Crunchies" (monsters of all shapes and sizes). For example, if you were to come to the LARP that I work as a senior staffer for, over the course of one weekend, you may see me as a half dozen different monsters, or Volt Greyfeather - the town's Chief Engineer.

Good LARP events will have a mixture of both combat and roleplaying encounters, with a nice mix of puzzles and dungeon crawling as well. LARP events will usually have many different plots going on - both overarching plots that concern everyone, and personal plots that deal with specific characters - usually based on their backstory or their current goals.

At most LARPs, after an event the staff will have some sort of form that you can submit to them prior to the next event. Through this form, it allows the staff to learn what your character is trying to accomplish, and allows them to write plot for you. Some LARPs will also allow you to accomplish tasks between games, such as producing alchemical potions, or doing scholarly research.

So, can you level up in a LARP?

While most LARPs won't actually call it "leveling up", your character does increase in power the longer you play them. In addition to the magical items, tools, or wealth your character might find in their adventures, your character will gain points or "build" of some kind the longer you play them. In almost all LARPs you increase in power simply by attending an event.

Usually, there are other methods you can take to increase in power more quickly - such as good roleplaying, donating materials to the game, helping to set up before an event, or helping to clean up after. Generally, in most LARPs, if you help contribute to the game in some way, you'll benefit from it. So, the more you help out, and the more you play, the more powerful your character becomes.

Some LARPs have a cap on how powerful your character can become, though in some games your character could theoretically continue gaining power for as long as you played them. This is generally based on the Death system that the particular LARP uses.

Wait I can die? You didn't mention that!

Well yes, just like in all RPGs, LARPs do allow characters to die. However, this varies wildly depending on the type of death system the game uses.

Infinideath - In what I like to call "infinideath" games, you can die theoretically an infinite number of times. Dying has no effect on your character, and it generally just means that you have to lie there until someone raises you. In infinideath games, generally there are a lot of people who can bring back the dead, since dying is most likely a pretty common occurance. Killing off a character permanantly is usually possible in these systems, but incredibly difficult to do. These games usually use "hit location" fight systems and have monsters that can swing blows that kill in one hit.

Finideath - In a finideath game, you can only die a finite number of times, and it's usually not that many, depending on the game. If your character dies too many times, you may have to make a new character. At these games, after you die there is usually a designated spot where you have to go and speak with the entity of death, played by a staff member. Such games usually use a hit point system and the ability to raise the dead is available, but hard to come by. Monsters can vary between weaklings and things you just plain run away from.

One-death - In a one-death system, you can only die once. These are the more gritty, realistic games. Generally characters are more powerful, and monsters are weaker in these games, as the characters become true "heroes". Such games have complicated death systems, and usually make it pretty hard for your character to die. For example, once you get knocked down, there may be a certain amount of time before you start bleeding out when a basic healer can get you up. After that, you may have another amount of time before you die, during which someone can try to use powerful magic or stitch you up in some other way. These games are usually more horror based, and certainly take advantage of the fact that you may die at any moment, adding a whole new layer of fear to the game.

Are there other LARP genres besides fantasy?

Why yes! In fact, there are tons of different LARPs out there, of all different genres. Certainly there are plenty of fantasy LARPs out there in countless different settings, but you can also find steampunk LARPs and even contemporary LARPs. For those of you familiar with World of Darkness, there is actually quite a popular LARP based on that game that is played nation-wide. Like Call of Cthulhu? Play Cthulhu Live! (Eeeeeeevil!)

You've piqued my interest. How can I get involved?

Huzzah! Well, the first thing to do is find a LARP in your area. One of the best ways to do this is to visit Shade's Larp List. There you can check out games in your area. Once you've found one that's piqued your interest, look around their website. Reading through the rulebook and taking a glance at their photo album is a good way to see if the game will be fun or not. Check out their messageboard if they have one, and don't hesitate to email the game directors!

Obviously the people running the game are going to have nothing but good things to say about it, but they can answer questions that you may have and help you make your character. With their help, you can get everything you need to set up.

My first LARP event is coming! What should I bring?

- Money for the event

- Snacks and water for the weekend (even if they're being provided. I strongly suggest beef jerky. If you have an in-game pouch you can carry beef jerky around in, it will sometimes even deter an ogre from killing you. Trust me.)

- Your costume (most LARPs will have costume requirements they mention on their website. Try to look at least partially in-period for the game you're going to. Avoid logos and denim jeans.)

- Your boffer weapons (if you don't have one and can't make one, ask the game directors if their might be extra ones. Most staff centers will be more then equipped with weapons and will gladly lend you one. Work this out ahead of time.)

- Your cell phone (it's a good idea to get the cell phone for a director of the game since most LARPs are held at campgrounds that are hard to find - especially if you'll be arriving in the dark.)

- A notebook and something to write in (you'll need it, trust me. You can pick out journals or notepads without metal rings or words on the front at most bookstores.)

- A flashlight (helpful for finding your cabin or tent in the dark, though you shouldn't use them in-game.)

- Your papers (make sure to have your character sheet on you, if you're required to bring it, as well as the waiver for the game you're playing since most LARPs require a signed waiver.)

- An open mind (don't be scared to have fun and talk to people!)

- A friend (sometimes you'll just have more fun if you don't go on your adventures alone. besides, some LARPs will give you a discount if you bring a friend! Everything's more fun when you get a discount.)

Happy adventuring!

Edit: As an added bonus since I made this post way longer then it was supposed to be, here's a lovely picture of yours truly sparring in one of the LARPs I used to play. The guy in the blue was actually the king of an in-game nation. I lost on purpose, you know, because he's royalty and all. Yeah... that's my story and I'm sticking to it.

Friday, August 8, 2008

The RPG Three: Part Two

As I began to discuss last time, there are many different ways to roleplay. Tabletop roleplaying is of course one of the more standard methods these days, especially with D&D 4e coming out and already having such a grand audience (myself included). However, a self-proclaimed geekaissance man such as myself can't just sit by and let other fine methods of roleplaying go unmentioned!

Before we go any further however, I need to correct an erroneous and quite blasphemous mistake against the geek world that I made during my last RPG Three entry. I had mentioned during Part One that there were only three main kinds of roleplaying setups: Tabletop, Live Action, and Play-By-Post. However, Erika aka Ravyn over at Exchange of Realities was quick to point out that I missed a valid game format. Play-By-Chat. Now, I've never personally done a chat-based game, but I have heard of them. Ravyn was kind enough to direct me over to a blog post where she spoke on the subject.

"Its first advantage is that it’s a balance between [tabletop and play-by-post games]; it can almost match the speed of a face to face game, but has a good measure of the locale flexibility of the play by post — I’ve seen chat games run with people spanning three states worth of West Coast, and was even in one in which the players were in locations spanning most of the Western Hemisphere and the game-master was in England."

You can read more of this post here. (As a side note, I did a little bit of surfing around Ravyn's site and apparently she writes for Victorious Press, an independent tabletop game design company. Her whole blog's pretty cool, and she's a member of the RPG bloggers network, so it's definitely worth checking out.)

Anyhoo, Ravyn said that she would try to write up another post more focused on Play-By-Chat roleplaying since I wouldn't even know where to begin with that subject, so stay tuned on her blog for that. I'll make sure to link to it when it's posted as well.

Onward!

Live Action Roleplaying

Cost: Live Action Roleplaying, or LARPing, out of the four types of gaming, is probably the most expensive. I would argue however that it is the most worth it. While you can buy the three core rulebooks of a game for about $60.00 and not have to pay a penny more for tabletop, many LARPs cost around $40-$60 per game. I have seen LARPS for as cheap as $5, but they are usually as cheap as they sound in terms of quality.

With LARPs you are generally expected to provide your own equipment and costume. If you want a good costume and aren't particularly proficient at sewing, then this may cost you a little bit too. Chainmail shirts cost money...

If you find a good LARP, you will get what you pay for. If you're throwing in $60 per event, you should be getting $60 worth of entertainment. If not, you should probably play a different LARP. Trust me, there are enough of them out there. As a warning, though I love Tabletop, I may be a little biased towards LARPing since I am a senior staff member at a great LARP near Boston.

Food: While it's always good to bring your own food to any camping trip, good LARPs will probably make some effort to keep you fed. Depending on the LARP you choose, this can vary. I've been to LARPs where no food is served, where they just had a Saturday night dinner, where there are snacks out constantly. It all depends.

Some LARPs will include your food with the game price, while others may ask for a small amount of money per sandwich. Generally though, LARP food is great and not too expensive. At a nice LARP you can get really amazing meals.

Who: LARPs attract a wide array of players. A small LARP will usually have anywhere between 30-60 players at it, though more popular LARPs can have upwards of 100. The amount of players is also usually based around the size of the campsite or location which the game is held at. LARPers are generally fun people who have a habit of very quickly becoming friends. LARPers generally form bonds over their geekiness, just like gamers at a table, only on a larger scale. Fighting goblins together tends to spark friendships.

What: LARPing is kind of hard to describe. Most LARPs start on a Friday night and run to a Sunday afternoon. Some have breaks during the night so people can sleep safely, while others keep running 24 hours a day. Just like with tabletop roleplaying, you have a character, though instead of saying what your character does, you actually do it. Rather then rolling a die to see if your sword hits, you actually swing a sword! (They're foam, don't worry.)

Live Action Roleplaying Games are basically a cross between Renaissance Fairs, Dungeons and Dragons, and Improvisational Theater. You are part of a group of players, while the staff poses as NPC's, monsters, and other beings that you meet along your path. Weapons are usually made of latex of pipe insulation. Games usually have complex rules set up to create a magic system and a combat system, keeping safety in-mind foremost.

You don't have to be physically skilled to have fun at a LARP, though it can help. Since you're actually fighting your own battles, it usually helps to be quick on your feet, though if you'd rather play a spellcaster who just hurls magic missiles, or a sage who would much rather read a book or tell a story, such roles are also usually available. No two LARPs are the same, though a few LARPs such as SCA have grown so much that they branch across the country.

LARPs can come in many shapes and sizes, as well as genres. For example, I play in two fantasy LARPs but work as a senior staffer at a steampunk LARP.

Where: LARPs generally take place at campgrounds - usually boy scout reservations or 4H camps. Some have cabins which are open to campers, while others ask players to bring their own tents.

When: A single LARP will probably not have more then six events in a year, unless the LARP is run by several different individuals who all throw individual events. Typically however, two-three events are held in the spring, while two-three events are held in the fall.

Why: Why go Live Action? If you are a devoted roleplayer who wants to be completely absorbed in the game, then LARPing is the way to go. It is a truly unique experience since you actually get to completely forget about the real world for a weekend and become the mighty warrior, the spunky priestess, or the dark sorcerer. You have the opportunity to fight evil creatures, join guilds, gain power, and find items of magic.

LARPing is great because it encourages you to basically play for a whole weekend! It's a great stress-reliever, since it's hard to worry about taxes and bills when you're running for your life through the woods from the undead (done that...) or lying in wait to disrupt a dark elf ritual 10,000 years in the making (that too...) with a war cry and a raised hammer.

If you want to just leave the dice behind and immerse yourself in a unique roleplaying experience, then I strongly suggest finding a good LARP and going for even one event. You may love it!

Play-By-Post Roleplaying

Cost: The cheapest of them all. Play-By-Post (PBP) roleplaying is absolutely free! Depending on what game you're playing you might need to invest in the basic rulebooks, but there are lots of resources online - like the SRD documents - that publicly share a lot of that information for some of the most commonly played games. Membership to great sites that allow PBP games is absolutely free.

Food: Whatever you bring to your computer!

Who: Through PBP games you are able to connect with and play games alongside people from all over the world. It allows you to find the gaming and posting style that is perfect for you. Due to the thousands of people who engage in PBP games there is really no limit to the number or types of games out there, which allows you limitless potential for roleplaying, unlike the limits of your tabletop gaming group, or the LARPs in your local area.

What: PBP games are text based games which use forums to tell a story. Much like in a tabletop game, there is a GM who is running the quest and will post story-based progressions of the campaign as the players advance. In response to the GM's posts, the players will post their actions in reply posts.

PBP games usually go much slower then tabletop and LARP games since you have to wait for the other players and GM to make their posts after you put one up. However, this extra time allows players and GM's to make their posts incredibly detailed and story-like. People who are fine writers usually shine in these games since they allow for very detailed storytelling and character development.

Where: Many sites offer fine PBP opportunities. The only one that I've personally found worth my time however is Roleplay Online. They have a great, easy-to-use layout, and a huge player base, allowing for thousands of games to happen simultaneously. Yours truly is hosting a handful of games over there as we speak!

When: Most GM's will ask that you post once daily, with many giving weekends off. It is general courtesy that you meet whatever posting requirement the GM asks of you, since otherwise games usually dwindle and die.

Why: As I said earlier, PBP games are great because they allow you to really take your time with what your character does and say. In a tabletop game, you may simply say "I attack the troll with my longbow" followed by a die roll. In a PBP game though you can really get into your characters mind and actions.

"Kaelantos quickly pulls another arrow from his quiver, nocking it into position with a deft celerity. Pulling back the bowstring the elf accounted for height and distance, all within moments. 'Corellon, guide my shot!' The elf shouted this prayer with force, as the arrow leapt from it's bowstring, arching through the air."

See the difference? If you want the time to be descriptive, then PBP are certainly for you. The great thing about PBP also is that you can play them every day! If you're playing a few PBP games then you'll probably be able to throw a post up for at least one of them every day. Ever get that rpg withdrawal halfway between gaming sessions every week? PBP games are essentially the nicotine patches for gamers with an rpg problem.

The final shining point for PBP games is that you can find games that play with any system. Seriously. You want to play Adventure? Star Wars? Mutants and Monkeys? You can probably find it. Even games that defy systems are out there! You can find freeform games and games based on TV shows, books, and movies!

God knows how many Harry Potter and Pokemon game advertisements I've seen out there. And if by some odd chance, no one is running a game in a system that you're itching for, you could always start one, and I guarantee people would join.

As the PBPers would say: "Host it, and they will come." Ok, so maybe I just say that. Yeah...

Wednesday, August 6, 2008

The RPG Three: Part One

I like to think of myself as sort of a polymath (how's that for a word) when it comes to the RPG world. While Dungeons and Dragons does of course have a special place in my heart (and my wallet) I have played rpg's from a large number of settings and in three distinct ways - Tabletop, Live Action, and Play-By-Post. For those of you who are scratching your head and assume I must be crazy for thinking there's any way to play other then tabletop, then this post is for you.

Yes, the truth comes out. I'm a geek. Well, you already knew that I suppose, but I mean I'm really a geek. I hope you don't hate me.

I am an active member of communities that provide access to each of these gaming types, and as such, my future posts will probably bring each type up, so I think it's worth discussing them a little bit. Maybe taking a look at each of the three gaming types with some good old-fashioned comparing and contrasting will open your eyes to a new form of gaming that you hadn't previously considered! They're all tons of fun, but of course, they're all very different as well.

With each of the three RPG types, we'll deal with two of the big deciders when it comes to choosing a game. Cost, and of course, food. Then I'll go into the who's, what's, where's, when's and why's of each gaming style. Who plays, what can you expect, where will you be play, how often will you play, and why should you play at all?

Lets begin with everyone's favorite.

Tabletop Roleplaying

Cost: The rulebooks cost money and so can supplemental information such as magazine subscriptions or adventure paths. Playing the actual game is free, save for the cost of munchies, but depending on whether you're taking on the mantle of DM or Player, you may be investing largely different quantities of money into the game initially. With any basic tabletop game though, an initial investment of about $60.00 is all that's usually needed to get the basic books needed to play.

Food: Generally a "bring your own" policy, going to a session doesn't mean that free snacks will be provided. Be prepared to order out, or bring your own snacks for the session. Food costs can go up between $5 to $10, maybe a little more, per session. Standard chips, soda, and pizza usually.

Who: Generally, tabletop games are played with a group of friends. Tabletop roleplaying can be a one-on-one experience, or you can play with a big group of friends. Most sane DM's won't allow a group of more then six players, but I've seen pretty crazy DM's before.

What: Tabletop roleplaying games use "pen-and-paper" rules where your character's abilities and scores are recorded on a character sheet, usually resorting to dice rolls to determine chance effects. A typical session will have you sitting around a table, moving miniatures about on a grid, and going through a series of battles and roleplaying encounters as your characters explore the world.

Unless you have a die hard group (no pun intended), you can generally look forward to it being a very social experience, where you can spend time with a group of friends, and maybe kill a dragon or two in the meantime. There is usually no dress code (please come clothed) and in general, tabletop sessions are pretty laid back.

Where: If one player had a free house, apartment, or dorm room, games can really take place anywhere. The only things that have to be moved are the players, the required books, and the battle grid (if you use one). I've even played sessions in a pizza parlor before, so I know firsthand that you can really play anywhere.

When: With a tabletop game, usually groups play between twice a week to once every other week for a game to be successful. I've known sessions to last anywhere between three to twelve hours. An average playing group though probably plays once a week for five hours, give or take an hour.

Why: Why go tabletop? Tabletop RPG's have many positive aspects. Such games function as a casual social gathering, offering players a chance to do some light roleplaying, kill some monsters, and chug down Mountain Dew - all within the temperature controlled comfort of a home or dorm room. Tabletop sessions are long enough to provide you with a fun afternoon, but short enough to allow for short attention spans, and other plans.

Since the clock is ticking ever-closer to 9:00pm, my home's internet is out, and Panera Bread is closing, I'll get into Live Action Roleplaying Games and Play-By-Post Games next time!