#RPGaDay2015 2: Kickstarted game that pleased you the most

Last year we celebrated Autocratik’s #RPGaDay, where we spend a month celebrating RPGs, discussing what we love and what we love about them. Here are the responses of the TRF crew. Be sure to tweet, blog, or post your own with the #RPGaDay2015!

For August 2, What is the kickstarted game that pleased you the most?
Aser: Horrors of War. I’m so very happy that it will be coming in PDF format: so happy in fact that I’m happy to endure the delays.
Chuck: The Strange, a gift that keeps giving.
John: FAITH: The Sci Fi RPG. Love that art!
Landan: I missed the original Kickstarter but I jumped on the Deluxe Boxed Set for Numenera. I haven’t gotten my Reliquary boxed yet so hopefully soon since I have seen some amazing images on twitter of people receiving theirs.
Megan: This is hard because I kickstart so many things, there are literally over 25 things for me to choose from. I think I will go with the Exclusive Numenera Boxed set though. And that’s mostly because it was something that fed into a game I already have a lot of love for. The boxes themselves are gorgeous, and then they’re filled with some many books and goodies that are going to be a pleasure to use. I plan on using my new Numenera dice exclusively for my Numenera games, and I really want to put the cloth map up on my wall

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#RPGaDay2015 1: Forthcoming game you’re most looking forward to

Last year we celebrated Autocratik’s #RPGaDay, where we spend a month celebrating RPGs, discussing what we love and what we love about them. Here are the responses of the TRF crew. Be sure to tweet, blog, or post your own with the #RPGaDay2015!

For August 1, What is the forthcoming game you’re most looking forward to?

Aser: I’m most looking forward to two very collaborative games on the grittier side of their genres. Blades in the Dark is an industrial fantasy game where your party take on the roles of a street gang trying to make a name for itself, while Scavengers is another team-based outing where you head up a crew of scrappers trying to make a living in the cold void. Both games place emphasis on teamwork and speed of play, so I’m anxious to see how much they can deliver on their promise. As a bonus, Blades was built from the ground up to be endlessly hackable, so we’ll have to see what TRF can do when we get our grubby little hands on it.
Chuck: No Thank You Evil. It is odd that I don’t have kids but I am looking forward to this game.
John: Burning Games’ FAITH: The Sci Fi RPG, and my hardcover Call of Cthulhu 7th ed book…
Jonn: Call of Cthulhu 7th Edition
Landan: I think it would be my friend’s original campaign he is doing using the Pathfinder rules. We are playing Gestalt style characters so it is pretty crazy but his setting is really cool.
Megan: The Horrors of War set of adventures for Call of Cthluhu by Adam Scott Glancy and John H. Crowe that was funded through Kickstarter! This set of adventures is set in WWI and I can’t wait to play/run them.
Patrick: The Witcher RPG. If there is as much story in the fluff for the Table Top version as the PC game, then I’ll be hooked for some time.
Rob: Anything Firefly RPG

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Things that go bump

or baba dook dook dook or whatever

Monsters! Chills! Thrills! Creepy crawlies or odd things! Monsters are an integral and even fundamental part of any modern (or classic) RPG. I had originally thought to write this piece about villains but what is a villain at its most basic, boiled down, level? You’re damn right, it’s a monster.

Coming from a largely high fantasy background most of my favorite monsters are the classics. The undead, orcs, ogres, and the fae commonly show up in the games I run. But they are not for everyone and knowing what kind of monsters your group likes to face will be a great help in making your games more enjoyable. But more than that, effective use of monsters is what you should be thinking of.

First, consider when the last time your party was truly frightened by an encounter. Not apprehensive of what they are fighting due to know what the thing is capable of, but truly, and honestly scared. Was it because they were sucking fumes for hit points and the party healer was tapped out? Or was it because they were at a disadvantage in numbers; or just much MUCH smaller than their opponent. While it’s all well and good that they may win these encounters by the skin of their teeth, they are often hardly memorable without some major feat by the players.

So how do we solve this?

With some monsters, it’s easy. Others , not so much.

First up are DRAGONS! Few GMs play dragons to their fullest potential. Think about it, even juvenile dragons are highly intelligent in most cases, have a breath weapon and can cast a few spells. But often they are used to rush and breathe fire at the players, make a few swipes with their claws and then die. Bleh. They are a proper monster! Don’t let them roll over and die! Use their spells, if you’ve done it right the players have come to them! Make their lair smoky, they can see through it. Have them hide and leap from the shadows, take a swipe at the chewiest looking player and then disappear into the smoke again. Cast magic missile from the air to soften up the hard targets and then breathe fire for the kill. If you DO choose to have the dragon be a mindless melee machine, why stop at just the dragon? What nasty thing is holding the reigns? A lich, an evil cleric of Tiamat, or Jeremy Irons are all good choices.

Adult Dragons should be even worse. Spell resistance gets added to the mix as does a good many feats. Oh and invisibility. I’ll just put that out there. An invisible g-golly Dragon. That can use Suggestion at will. Just sayin’

But Dragons are easy. What would you think about a pack of goblins? With few exceptions almost every RPG player will kill some goblins. They are often considered a throw away faceless nuisance to be waded through at low levels. But they have a few things going for them that are missed or overlooked by GMs. First, they can see in the dark. Trivial in most cases, but awesome in the right hands. One thing that can catch a party off guard in being in the dark, find a way to knock out the party light source and the advantage goes to the goblins. Not an easy thing but on a moonless night or in a cave it can make an easy fight so much harder. Next, Goblins are small and have a high bonus to stealth. The little varmints can get into almost any position to ambush the players. The surprise round gained from attacking from hiding is amazing. Last but not least is that Goblins will even the odds, especially if they are led by someone/thing smarter. Poison their weapons, weak at first, but maybe some deadly stuff for higher level parties. Run a few at the party headlong to get slaughtered while the rest sneak around behind to make a surprise attack. Be sneaky, be mean, be a monster!

To wrap my rambling up, think about the way you run your monsters. Read their descriptions, their skills, all the nitpicky details. Consider what they do well and not so well and play to those strengths and weaknesses. This will force your party to do the same and your game will be all the better for it.

Character Death and Your Game

This week we are going to address an often overlooked part of RPGs. Death. Specifically PC and NPC death and some things you can do with it.

Death in storytelling has existed long before RPGs ever existed and for good reason. It’s an effective tool in creating legends and giving rise to things that would otherwise never occur. A really poignant example of this to me is the little girl in “V for Vendetta”. When she is shot by a skittish Fingerman it sets the country ablaze, galvanizing the entire third act of the film. This is what a well-timed death can do for your game. Rally the players (or the NPCs against the players) into wanting to put your villain into the dirt.

A lot of what makes a death so powerful in your game is how it relates to the players. A beloved NPC is a gift from above that can do amazing things. But what is it about the NPC that makes them so endearing? For some it’s simple. A PCs family member is powdered instant motivation; just add tragedy or a threat. It’s enough to spur most engaged players into action with a fire for justice or revenge. Those players that prefer to run the hard-bitten mercenaries that are only in it for fortune and glory are a little harder. A well-crafted NPC can go a long way to bridge that gap. Think about using an NPC that runs with the party to provide support or a hireling that saves the party at some point, or a love interest that the player has developed. The villains can get wind of a woman (or man) that the player has shown some interest in and abducts them to apply leverage. Or just slits their throats while the players look on, powerless to intervene, and then pushes the unfortunate NPC at the player’s character before making their escape. If that doesn’t get a reaction, then you have some damn callous people at your table.

On the other end of things, what happens when a PC dies? When this happens it should be a powerful moment. Something that makes all the players sit up and take notice.

Now the way that this happens can vary from system to system. Some games are a little more casual about it. Where there are instant death traps and spells that boil down to a single roll before the character bites the dust. Pathfinder, Dungeons and Dragons, and most of the D20 systems (especially their predecessors) are notorious for this. Spells and monsters cause this most often and are held by some heinous NPCs and traps but those types of rule systems reward the player for surviving. But just because the death is instant and sudden doesn’t mean you can’t put it to use in creating an exciting scene.

Flesh out the scene; describe the feeling of what hits the character when their life force is suddenly rent from their body. How the force of the spell “Powerword:Kill” pounds them in their chest sucking the wind from their lungs as they collapse to the ground. How the dust is kicked up to leave a shadow of their figure on the wall or surface behind them. Or their minds are screaming “STOP!” but their body refuses to answer as the fight is “Commanded” to turn their blade on the surprised party wizard. It is a crisis that you should not let go to waste. Make it matter, make it important. But don’t let it be bland.

And if you do it right, your players should have all the reasons in the world to be pissed and go after whatever set the sudden death of their companion up in the first place. A renewed vigor in clearing the monsters from the dungeon, or the crime lord from the streets.

But there are PRG systems where PC death is a little harder to come by. In those cases when a PC dies it should be a ground breaking moment that you have possibly worked out with the player beforehand. One of my favorite RPG systems, “7th Sea” addresses this. Early into your story or campaign ask your players what their characters would be willing to die for. It may throw a few people off to ask what they would be willing to lose their character to but it raises some intriguing questions. It’s not often that players take a long hard look at thing through their characters eyes and see what is important to them, and not themselves as a real person. Try it out; you may be surprised at what you learn.

All in all, Death should not be an unwelcome guest in your RPG sessions. Just know that you shouldn’t just let it happen with nothing to follow. And make sure you have a backup plan if things go sour.

Tacklebox of the Damned

Ready to go plot hooks and problems to torment your players with.

1. Don’t stop the music – A local musician has been found murdered and their instrument stolen. The instrument has been passed down through generations and if it is not played each full moon, a terrible monster is released from its prison.

2. Rats, why did it have to be rats – The proprietor from an award winning brewery enlists the aid of the party in clearing the rat infestation from his cellars before the big festival where their title is on the line. The party discovers that the award winning brew has made the rats semi-sentient and they have built a sprawling society under the city, and believe the brewer to be their god.

3. Timmy fell down the well – Not really, the well is actually the remnants of a Wizard’s tower that was enchanted to grant wishes proportionate to the sacrifice made by the wisher. And the now suddenly wealthy farmer has been feeding locals to the well. For extra fun, have the farmer’s goons abduct a PC.

4. Redshirts’ revenge – The party is hired to quell an uprising from a mercenary company. Turns out that the Mercenary have a legitimate complaint as the local noble sent them on a suicide mission on a bet.

5. Do you like “Dags”? – The party is hired to eradicate a large pack of feral dogs. The dogs aren’t actually feral, they are the successful experiment of a local Alchemist hired to make better fighting dogs that got out of hand when the Alchemist wasn’t paid. The alchemist is leading the pack using potions to communicate with the intelligent canines.

6. Medusa for Mayor – The party comes across a fairly idyllic town that is led by a benevolent Medusa. And a neighboring township is preparing to wipe out the abomination.

7. Hot item – One of the players has been targeted by a previous foe, and is framed for stealing a local relic/artifact.

8. Mystery Meat – A plague has struck the livestock of the region where the players are passing through. But the butcher shop is chock full of “meat”. Start with one of the players’ horses, and then get steadily darker. Mwahaha……

Remedial GM’ing

Hello! My name is Patrick and I am a player and DM here on The Redacted Files.com. I have been playing RPG’s for a few decades with 10 years of those as a GM in a number of different systems. Playing as a GM (DM, Storyteller, Control, etc.) is, to me, one of the more rewarding and challenging ways to enjoy role-playing.

As GM you spin tales and craft adventures for your players to enjoy and explore. Not to mention lay your best laid plans to ruin, albeit with a casual sounding action or unforeseen course taken. But that’s the game for a GM, to set things up and then adapt as needed. I’m going to lay out a few guidelines that I GM by. These are by no means hard rules that you should follow, just things I’ve learned through the years that I remember when I run things.

KNOW THYSELF – As a GM the first issue that you may run into is not knowing your own play style, or worse, knowing your play style but not being able to effectively convey it to the players. It’s a doozy of a thing to lead off with but it’s true.

If you do not know what you want from your game, neither will your players.

And it will make things suck.

Before volunteering to run for your group or committing to do so for an established one; Have a sit. Write out your thoughts for your game. Things like “What genre?” and “Do I want a high adventure with ye olde romance or thrills?” Asking yourself questions like these can help you understand what it is you’ll be doing and what gets you excited to play.

Even more specific questions should be asked, such as how many players you think you can keep track of, is dice rolling something that bores you or do you want more rolling to keep things extremely random. How far are you willing to go to retain your original plot, or are you more flexible? Do you like to use real-world physical aids like miniatures for combat, or prefer the old school mind’s eye style of describing distance. Introspection is a powerful tool, use it.

READ YO’ BOOKS – Pretty self-explanatory. You should reach each of the books for your chosen system cover to cover at least once. If for nothing else than to familiarize yourself with where things are in them. I have met few people that are able to memorize everything in their rule sets but enough to have a good grasp of which is which and what does what. It will make your life miserable if you are reaching for your book each time a rule is called out or a player forgets what their spell does. Plus there is the added bonus of getting all the neat little GM tips from the guide for GM’s. Yeah, the book can be as dry as hardtack or full of boring advice, but it’s all in there to help you be a better GM. Read your books, read them. And then read them again for good measure.

TALK TO YOUR PLAYERS – Players, we all have them. And they are a necessary part of RPG’s. And you know what? They are the greatest barometer for how you stack up as a GM. RPGs are at their most basic level a communication device between parties. You speak/type/sing/etc.. to your players and they do the same with you, why not listen? Before you start your campaign or story, have a session where everyone gets on the same page about what type of game you are playing. If you have not decided on a system yet, decide as a group. Or if you have a game system in place, ask what type of adventures they like and adapt as needed. After each session ask for feedback, see what they liked and didn’t like, make it collaborative. The things that you can do by knowing what your payers want and expect are invaluable when crafting a game.  I’m not saying pander to the point where what you want from the game is eclipsed by the players’ needs, but hear what they say and try to walk the line between the two. It’ll make for happy players and a rewarding game.

NEVER LET THEM SEE YOU BLEED – It’s a roundabout way of saying, “When you fuck up, the players should not know it.” No matter how much you plan, no matter how much you think you are prepared, the players are going to piss in your kool-aid. The goal is that you should be ready for it and simply smile when they kill your villain on the first hit and described how the previously laughing megalomaniac feels about having a bit of lead lodged in his heart. And then let them do it. Kill your main villain, let them pull the pin on the train and ruin two weeks of planning in the first five minutes of the session. It happens. But how you respond is what they’ll remember.

They shot the villain, ok, they just released him/her from their mortal form and are now a demon. Or their lover/paramour saw what the players did and vows revenge; becoming the new antagonist for your game. The point is, the players got lucky. Don’t break from character and show them that you were ready for that business and the game goes on. Give the heroes their win, and then remind them that you came to play too. And making them pay for it can be oh so much fun.

BEING PETTY IS UNBECOMING – Along with the previous advice, know this. No player will stay with an asshat GM. What is an asshat GM you ask? I’ll tell you, one that punishes the player just for being lucky or figuring out what the GM is up to. Looking at the players in an RPG as adversaries is a huge mistake that a lot of rookie GMs make. I did at one point, my game suffered for it, and my players (who were all seasoned GMs) let me know. Big time. I found myself benched, reading how to be a GM for a year. It was the definition of suck. If you do act as an asshat, expect repercussions. It could be players suddenly being busy on game night, to straight up calling you out at the table. If you find your temper about to get the better of you, it may be time for a break before continuing, or getting a drink, or bathroom. Just take a moment, regain your composure, and calm things down. You’ll be all the better for it.

PLAY FOR FUN, OR GO HOME – If you are not playing for the sake of having a good time with friends, why are you playing? Do whatever it takes to keep things fun. Cheat, lie, say you flubbed rolls when you didn’t. Say you made rolls, when you were way off. Drop hint, drop a crate of hints, smack a player character with an ugly stick. Make memorable characters with an outrageous French accent. If you couldn’t get what I’m driving at here, close your browser and find something else to read. Fun is the name of the game. Fun can be vampires hunting down an elusive human to eat. Fun can be a political discourse between players on opposing sides. Know what your players find to be fun and wring the fun juice out of it. FUN.

Well, that covers the main things that I go by when I GM. I hope you find this little article useful, or perhaps gave you some things to think about. If you liked this, let us know and maybe more content on GM’ing and running games will be added. Thank you for reading!

TRF Favorites: RPG Systems

Of course, we love RPGs here at TRF – and we try to dip our toes into as many systems as possible. However, some of them have a special place in our hearts, and we come back to them time and time again. So, in no particular order, here are our top 5 systems:

1. Numenera. Numenera is actually the longest running campaign we have for TRF – and for good reason. The Ninth World is a treasure trove of weirdness and creativity. The only limit to what can be done is your own creativity. For the main part I’ve only run written adventures for TRF – The Devil’s Spine and Beyond All Worlds. However, the world is open and so easy to integrate into the games. I’ve begun building my own campaign, and going through the Ninth World Guidebook, Core Book, and Bestiary have given me so many ideas of twists and turns to introduce to my characters.

I love the Cypher system as well. It’s all player facing, so the GM rarely has to roll – I only roll to see what cyphers or mutations to hand out to my players. It’s also a d20 system, but doesn’t use modifiers like Pathfinder or D&D. Instead a difficulty is set for each task between 0-10, and the players must roll above the difficulty x 3 in order to succeed. However, they are able to adjust the difficulty, by using effort, spending out of their pools, being trained in the task, or using a cypher. Players earn XP in every session, for playing and through GM intrusions, which means I as the GM offer them XP in exchange for something bad happening to them. The great thing about XP in the Cypher System is that you can spend it. So you roll a one at a crucial moment? You can spend one of your XP to re-roll. Don’t want to take that GM intrusion? Spend an XP to avoid it. I keep finding myself in other systems wishing I could spend that XP for a re-roll, or adjust the difficulty in my favor.

Character creation is also great. There are three archetypes possible: Glaive (the fighter), Nano (the wizard), and Jack (the rogue). Each character gets to pick a descriptor and a foci, so you get to pick characteristics and what is important to your character, and then get the stat bumps to make this possible. When we were going through character creation for the Mysteries of Ninth World, I told the players not to worry about having an even distribution of the character types, because it’s really the foci and descriptors that make and set apart the characters. For instance, Ilvarya and Titania are both Jacks, but they are completely different.  And I can’t emphasize enough how easy I find character creation and leveling up. It feels very natural, and there isn’t too much to keep track of.

I’ve run games in a bunch of different systems, and Numenera is far and away my favorite. The world is so interesting and so deep, and like I said the only limit is your own creativity. The books are gorgeous and simply a joy to read through – the little tidbits scattered throughout are so entertaining.
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2. Final Girl. We record several episodes each week and attempt to balance about 18 different schedules to make sure we can get the whole group there each time. With that many people, it shouldn’t be a surprise that sometimes not everyone can show up. When that happens we have The Final Girl to turn to. This is GM-less system that takes about 5 minutes to set up, and all you need is a deck of cards. In a game of Final Girl, you create your own horror movie and get to wallow in all the great tropes that exist. I love horror movies, I love the tropes, and I love pulling them out in this game.

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Set up is easy and fun and the rules are very simple. As the game progresses everyone gets a chance to play any of the characters as well as the killer, and it becomes more and more of a bloodbath as the game goes on. The only sticking point we’ve ever hit is that sometimes the card draws mean it takes a long time for the killer to succeed in a scene, but things are set up so that eventually they will kill their victim(s).

Worried you can’t come up with a scenario to play in? The back of the book has 52 possibilities, including “Somehow, you have been sucked into Hell. You are trying to escape because it is obviously not a healthy place to be,” “A scientist or scientists plays God and returns the dead to life. They are not grateful,” and “Dracula.”

This is our go-to game for something quick to play because it is honestly the system we’ve probably had the most wacky fun in.
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3. The Strange. A lot of the praises I sung for Numenera can just be applied here. Both games run off the Cypher system, and what works there works just as great here. What is unique and puts the game on this list is the setting. In this version of our world, other realities exist just below the surface of our perceptions where dwell the embodiment of every fictional construct people have ever believed in. Fantasy worlds where lords and ladies live in magnificent castles and knights and magicians do battle with dragons, mad science dystopias where bioengineering runs amuck and people with psionic powers are as common as graduate students, or any number of post-apocalyptic wasteland, all are not only possible but are reachable by people with the ability to interact with The Strange.

The Strange is a long since defunct dark energy construct underlying our reality that once permitted faster than light travel between the stars. Whoever built it isn’t around anymore though, so there’s been no one around to work on upkeep. What’s worse, there are things that live out there in the dark spaces beyond normal space and time, hungry things. Ever wondered why we haven’t found anyone else out there among the stars? The answer is simple: planetvores found them first.

But that’s the big picture. What The Strange means for most people is that you can travel anywhere and do anything, using characters built using the simple yet deep creation system described above. Then, whenever your character goes to another reality, translates to another recursion as they say in game, you manifest in a new body suitable for that reality and get to pick a different focus. Someone who operates undercover on Earth may channel sinfire in the fantasy kingdoms of Ardeyn, or incorporates weapons in the alien recursion of Ruk where mad science reigns. Each place they go, gives characters a contextually appropriate way in which they can be the hero they want to be. In short, The Strange is the ultimate sandbox.
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4. Trail of Cthulhu. In the second episode of The Redacted Files, our brave heroes barely escaped a terrible fate when they were chased off a mountain by its otherworldly inhabitants and their human intermediary. Then they found an entire town flash frozen, its population of 300 souls wiped out in an instant. Then they failed about half a dozen perception checks and the scenario ended because there was nothing else they could do to get the story back on track. What Trail of Cthulhu was meant to address was this very fundamental shortcoming in any system that relies on pure luck for story element. To put it simply, if you need a piece of information to move forward, the Keeper gives it to you.

Trail of Cthulhu isn’t just a straightforward modification of the Call of Cthulhu framework adapted to Robin D. Laws’s terrific Gumshoe Engine though, far from it. Trail seeks to recapitulate everything that is mythos role-playing into a system more suited to procedural investigation, so that the drama switches from will the investigator find the clue to what can the investigator learn from the clues he or she discovers. What this means is that at the end of the day, though they still probably won’t be prepared for it, the players will get to see what it is they were meant to find, rather than wandering around, looking for the plot until the world ends, sometimes literally.

This mentality of automatic success is taken a bit farther with the use of investigative skills, where point spends can be used to gain just a little bit more information, and general point spends that end up working a little like effort in the Cypher System, enabling that spectacular success just at the right moment.

All in all, Trail is a polished experience that makes searching for the truth behind the mythos and the road to insanity so much smoother.
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5. Night’s Black Agents. So, what could make Trail of Cthulhu more awesome? What if you replaced the investigators with spies from your favorite espionage thrillers? And what if you replaced Eldritch horrors with vampires behind a global conspiracy with links to the highest levels of the governmental, commercial and criminal elite? Then you’d have an amazingly entertaining roller coaster ride, otherwise known as Night’s Black Agents.

On top of the usual Gumshoe goodness, NBA adds modular vampire creation guidelines, a menu of thriller combat rules, bonuses for players who specialize in certain abilities, guidance on setting up cities in which your agents may wreak havoc and conspiracies whose scope will boggle the players’ minds.

In the hands of a meticulous planner, Night’s Black Agents is a tool that could easily create campaigns that are works of art. In our hands, it makes for a great way to wreck things in new and exciting ways. We can’t wait to share our first adventure at the end of April.
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*Note: If you purchase these titles from Pelgrane Press, a PDF is included with the book.

–Megan and Aser

Game Review: The Strange

The Strange
One of the greatest things to come from starting The Redacted Files, though nothing in comparison to meeting Megan of course, was the discovery of just how diverse the tabletop gaming genre really is. We’ve tried something like a dozen games sofar, and bought tons more. I’m new to the whole space, so it’s not like I’ve had time to get tired of anything yet: but even so, I did start to wonder at how many games used D20, and how many did it in essentially the same way. And don’t get me wrong, it’s very fun, but how many games are there that have skills based on attributes that modify a D20 roll? There are versions of Star Wars, Star Trek, and Call of Cthulhu that work the same way as Dungeons & Dragons. Is that a bad thing? Not necessarily, but variety is good. And nothing seemed so different yet familiar as Numenèra.

Numenèra’s Cypher System is a marvel of elegant simplicity. Your health is tied up in three point pools: might, speed, and intellect that deplete in that order when you take damage. If a pool reaches zero, you become less capable to the point that you’re essentially only able to crawl away when you have points in just one. But that’s not all, aside from getting training, using equipment or coming up with circumstantial reasons (I have the high ground) for making your rolls easier, you can choose to burn points from your pools. It’s terrific to see it in action, as players run through the cost/benefit analysis on the fly and bet it all for the big win, trading in their half their might points for extra damage or to guarantee a hit with that superweapon they’ve been keeping in their back pocket, or ensure that official definitely sees things their way.

Aside from rolling in skill challenges and combat, the Cypher System handles everything else in a similarly abstracted but meaningful way.. How much your character is carrying doesn’t matter unless it’s important to the plot, all weapons of a given category always do the same damage be they heavy crossbow or greatsword so long as they hit. And distances are described as merely being immediate, short or long.

As far as a GM’s ability to tell an interesting story, there are a few more interesting twists. the experience system works off of discoveries and plot developments players encounter in game: and, the points they earn can be cashed in for more immediate benefits than character improvement like re-rolling a result or having the benefit of a skill for a limited time. What truly set Numenèra apart though, was that the game master does not roll. Instead she sets difficulties for tasks, which the players must roll against. Trying to bluff a town guard, roll against his ability to sense deception. Need to avoid having an angry mutant cave your head in with a maul, roll speed defense against his creature level, plus any applicable bonuses and penalties. It is one of those systems that seeks to get out of the way and let the GM and the players try to tell a good story. Where it succeeds better than most in my opinion, is that it remains a fun game while doing so.

So we all fell in love with Numenèra. The game had a brilliant system and was set in an incredibly well-realized science fantasy world a billion years in the future where high technology from past civilizations is as little understood and tenuously controlled as magic in the hands of people scrabbling to survive in otherwise medieval conditions. We played several sessions of it on the podcast and loved it: but then I began to wonder, what would it be like to run Star Trek in this? 😛 And then Monte Cook Games brought us The Strange, and we found out.

Now, we could find out what it was like to be crewmen on a starship exploring the galaxy, or knights on an epic quest, or scientists racing to discover the cure to a zombie virus, all in the same game. Because in The Strange, practically every fictional reality believed in by enough people is real, somewhere in the Strange: a network of dark energy older than Earth itself and underlying our own plain of existence. And for people who are “quickened,” going to those other worlds is as easy as closing your eyes and thinking yourself there. It’s not quite that simple of course, and there are dangers involved, not least of which is the ever present threat of planetary annihilation from residents of the Strange hungry for new worlds to devour. Ever wondered why we seem to be alone in the universe? They’re why. What’s worse, everyone who’s learned of the Strange, from greedy recursion miners to shady government agencies are out to use what they can buy, borrow or steal from handy recursions or even the Strange itself here on Earth.

So how does it play? You can hear our actual plays here. As of this writing, we’ve run half a dozen sessions and all involved seem determined to run several more. I ran the adventure included in the core book for a scratch group and have been spinning a yarn for our players ever since that I hope listeners have found entertaining. Not having to roll is very liberating, as it gies me the freedom to try to keep ahead of the players as they react to the fluid situation created by the dice rolls. I like to think this makes me less vulnerable to dramatic die rolls as I can adjust difficulty on the fly as things happen. Also, throwing in creatures to fight or NPCs to interact with is as easy as coming up with a creature level. The world provided for players to explore are well-populated with people to interact with, monsters to slay, and plenty of hooks to drag players into long sessions full of questionable choices. Unfortunately, since the book is about as long as that for Numenèra but with infinitely (literally) more worlds to cover, there isn’t as much detail, including really important things like foci specific to the different kinds of recursions you’ll encounter. Moreover, many included recursions are the thinnest of skeletons that require the GM to fill in a lot of blanks. This is the sort of thing that can be addressed with supplements though. And if the recently released Bestiary and the way Numenèra have been supported are any indication, there’ll be plenty more to chew on in short order.

In short, I’ve fallen in love with the game, but just wish there was more of it, and cannot wait for more Cypher System games and the forthcoming system rule book so I can try coming up with a setting just for TRF.

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#RPGaDay Day 31: Favorite RPG of all time

TRF is taking part in #RPGaDay! We’ll answer each question as a group, and would love to hear your responses as well, here or on Twitter.

For August 31, our question is what is your favorite RPG of all time?

Aser – The game I seem to end up talking about most with people is Call of Cthulhu. It’s such an enduring game that doesn’t seem to have changed all that much over the years: though I guess that’s about to change. Like I said earlier, the way in which it handles skill progression is really neat and so many great settings have been created for it.

John – If I could only play one game for the rest of my life, prob Call of Cthulhu, I think because of my love for the source material, solid system, and I have read and reread 4th ed. since. high school, and because it’s timeless. We strive to ‘cram Cthulhu’ into everything… Roll SAN!

Landan – Currently Pathfinder but that could change at some point.

Megan – Numenera!

Shaunna – I don’t think I can pick just one at this point!

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#RPGaDay Day 30: Rarest RPG Owned

TRF is taking part in #RPGaDay! We’ll answer each question as a group, and would love to hear your responses as well, here or on Twitter.

For August 30, our question is what is the rarest RPG you own?

Aser – No rare games to speak of: everything’s electronic.

John – Spooks! Welcome to the Great Beyond… Just came out in print and I backed Kickstarter. Huge gorgeous book where you are undead in the afterlife, can be silly, fantasy, or horror genre (they are Lovecraft fans…)
Hopefully we will try a game on the podcast?

Landan – I don’t think I own any rare books except may the Saga Ed. Star Wars books.

Megan – Does Paranoia count? I have the PDFs.

Shaunna – Eh? Well, my boyfriend owns a ton of RPGs…so…I guess I’ll post a picture of his library and just let that be my answer for this one. Although I HAVEN’T gotten my hands on the original Deities & Demigods yet, and have been trying for two Christmases….

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