#RPGaDay 25: What makes for a good character?

RPG a Day 2016 image

Each year we celebrate 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 #RPGaDay!

For August 25, what makes for a good character?
Aser – I think the best characters are specialized enough to be distinctive, but flexible enough in their attributes and skills not to be powerless when not in their optimal operating environment.
John D. – A strong basic concept, a good backstory, reason for doing what they do and a good skill build. It helps to have a visual appeal, signature gear or a personality quirk, like a bad attitude, disliking arguments, or slang particularly if at odds with the way NPCs perceive them.
I prefer ‘jack of all trades’ to ‘min / max’.
Jonn P.  – A good character has motivations and a quirk or two. A good PC makes interesting decisions and driving the story forward through their success and failure. That they actively take part in the story. There is nothing worse than characters that avoid action in a game.
Megan – A certain amount of flexibility. You can have important story elements in your background, but a rigid one makes it impossible for the GM to easily incorporate that background in the story and provide opportunities for a character arc. They also have to be willing to let other people shine.
Mike G. – A flaw and a good background that doesn’t interfere with group cohesion.
Patrick – Depth. Or at least a modicum of being fleshed out. I can’t take any more “Mysterious man/woman with an equally mysterious past.” I don’t care how crappy your character is if they have any spark of life. I find a stoned pizza delivery driver mage who ensorcells the pizza boxes for bigger tips to be more interesting than the stranger in the corner that makes monsters crap their pants with a knife edged glare. GIVE YOUR CREATIONS LIFE PEOPLE!
Phil – A good player.

#RPGaDay 24: What is the game you are most likely to give to others

RPG a Day 2016 image

Each year we celebrate 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 #RPGaDay!

For August 24, what is the game you are most likely to give to others?
Aser – I’m most likely to give people Fiasco. It has easy rules, an identifiable plot structure and encourages fun, self-destructive play. It’s a perfect gift.
John D. – Final Girl.
Jonn P. – I’m waffling right now, but I think Fate Core is still the game right now.
Landan – In the RPG context likely Pathfinder or something within The Cypher System.
Megan – Numenera is my favorite game, so that’s probably what I’ll try to hook you with. But for a fun quick game? Final Girl.
Mike G. – Cypher System RPG
Patrick – 7TH SEA. First Edition. Where the Eisen are manly and the Montaigne run scared.
Phil – Call of Cthulhu.

#RPGaDay 23: Share one of your best Worst Luck stories

RPG a Day 2016 image

Each year we celebrate 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 #RPGaDay!

For August 23, Share one of your best Worst Luck stories
Aser – Two weeks ago, we were playing Warhammer 40k: Only War. My character’s Storm bolter jammed, then he dropped his grenade with predictable results.
John D. – The second game of Only War my character (SPOILER!) crawled into a ceiling vent to drop grenades on the enemy; he wreaked havoc on the heretics yet unfortunately some survived and returned fire where I could not dodge or evade and scored a critical hit before I escaped, resulting in medically retirement due to the horrific burns be received (at least the plasma rifle was ok!)
Jonn P. – I fell off a gargantuan library shelf after failing a climb check. The GM let me roll luck check, 66% chance, every 10’ to catch myself. I fell 100’ to my death…
Megan – In Pathfinder I finally got bad guys with a high enough level to cast Prismatic Spray, which they used to great effect. Unfortunately one of the players also gained a CL high enough to use it and the result of their roll was that the monster I was so excited about was banished to another plane before I even had a chance to attack.
Mike G. – In a Strange RPG game (hosted by TRF of course) we had to fight a coven of witches. To say the least, all my rolls were good (either missing party members I was compelled to attack or to break their enchantment) exceptfor those rolls to keep from being enchanted in the first place!
Patrick – I was playing in a political based game of Legend of the Five Rings as a samurai of the Scorpion Clan (SCORPS FOR LIFE! NOTICE ME KACHIKO!), I had just finished cleaning out a yakuza gambling den of all their hard earned cash and was the victim of an attempted mugging by two of the Yakuza that I had best in a game of Winds and Fortunes.(I had rolled an effective Royal Flush after going all in.) After slaughtering one with no effort I hobbled the other and sent him to his masters with a warning not to try it again. The problem was that their boss was another player at the table, one made to take any kind of beating and crush most people in one hit. We dueled, and I got crushed. In one hit.
Phil – Clockwork knight, bad die rolls, head bouncing down stairs…

Review: RPG Crate

RPG Crate Box

A lot of subscription boxes are hit or miss. I’ve actually never kept a subscription for one longer then a few months. But I was really excited to hear about RPG Crate– a subscription box that aligned with one of my greatest passions. RPG Crate advertises that it has “Fantastic Tabletop Roleplaying loot delivered right to your castle steps! Subscribers will receive a monthly RPG Crate which may include up to a dozen different products; full modules, maps, dice, miniatures, exclusive adventure settings, and other tabletop role-playing game treasures.” I subscribed to get my hands on the first box and was super excited to have it arrive this month.

Box, closed and opened. White box with red and green sides, says RPG Crate on the top, and Critical hit on the side. When opened there is red and green tissue paper

Continue reading Review: RPG Crate

What’s Cool on Kickstarter

There’s many interesting items to be found on Kickstarter, but these are the coolest ones this week.

Polyhero Dice: Wizard Set
I backed the Warrior dice and got them shortly before I left for GenCon. And these dice are really cool. I love that they are so uniquely shaped and the colors are really great. I don’t generally play magic users, but I want these really interesting dice in my collection as soon as possible. I mean, you’ll be able to roll a magic missile shaped die for your magic missile damage. Does it get any better? (Well, probably, but you have to admit it’s pretty cool)

“Last year we ran a Kickstarter to produce a set of imaginative dice, the Warrior Set, and thanks to 2000+ supporters they are now a reality! Now it’s time to get together and summon a series of special dice for spell-casters! The Wizard Set is once again the classic 7-piece set of RPG dice (plus a special Kickstarter bonus – see below), and this time we are also going for fancy and fittingly magical looking materials.”
Continue reading What’s Cool on Kickstarter

#RPGaDay 22: Supposedly random game events that keep recurring

RPG a Day 2016 image

Each year we celebrate 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 #RPGaDay!

For August 22, what is a supposedly random game events that keep recurring?
Aser – Their is a player in our Pathfinder group, can’t spoil it by telling you which one, whose characters are all killed by indirect magic effects and consequences of spells that in and of themselves cause no damage. It’s almost like Megan looks for these and saves them for use against this one person.
John D. – Strings of very high or very low player rolls. There was one game where several of us rolled the same scores multiple times.
Jonn P. – Oddly-socialist bad guys who offer free on-site child care—evil lairs randomly built directly beneath schools and national monuments—unnecessarily flammable glyphs for holding Great Old Ones at bay.
Megan – I tend to put Deep Ones or their equivalent in any game I put together. I guess that’s not very random though.
Mike G. – We try to help, but it usually ends in anarchy.
Patrick – My character dying. A lot. Often involving rocks and water at the same time.
Phil – Go team grenade!

#RPGaDay 21: Funniest misinterpretation of a rule in your group

RPG a Day 2016 image

Each year we celebrate 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 #RPGaDay!

For August 21, what is the funniest misinterpretation of a rule in your group?
Aser – We used to think you could fire two full auto bursts in one round while playing Warhammer: no wonder combats were so short… 😛
John D. – I can’t think of a recent one; I did initially misunderstand the likelihood of overheat and proper utilization of a plasma rifle to my detriment.
Jonn P. – In one of my gaming groups, the DM told a player to roll a “survival” check to see if they would “survive” after being poisoned.
Megan – My favorite was when we let a shotgun impale in our first Call of Cthulhu game. It really worked out in my favor.
Mike G. – Using Time Stop within a Time Stop. I mean, really?
Patrick – Not really a rule slip up but we had a GM who mistook the words ‘Granite’ for ‘Garnet’ and ‘Sconces’ for ‘Scones’. We crawled through the Tomb of the Flamboyantly Gay Baker, decorated with garnet scone lined walls and garnet doors. We joked about just taking the doors off their hinges and retiring without completing the adventure.

#RPGaDay 20: Most challenging but rewarding system have you learned

RPG a Day 2016 image

Each year we celebrate 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 #RPGaDay!

For August 20, what is the most challenging but rewarding system have you learned?
Aser – I think the most challenging but rewarding system I’ve ever learned has to be Eclipse Phase. That game has so many moving parts and combat is so involved, but at the same time, it’s so dynamic and can be so incredibly devastating. There’s a lot of math but sometimes you just have these moments where everything clicks and you take out the bad guy with a perfect kill shot.
John D. – I haven’t really learned any new systems this year; first time playing Warhammer 40K and Only War is a good intro to more complex systems like Dark Heresy.
Jonn P. – I have never played a challenging system that I found rewarding. That said, I’m about to play GURPS for the first time so my opinion could change shortly.
Landan – I will say Cypher System for now.
Megan – Better Angels. There are so many things to track it can get a bit overwhelming.
Mike G. – Burning Wheel. It is very crunch, but I like a lot of the different system components, like character advancement, and how it helps move the story along.
Patrick – It is a toss up between Better Angels and Silver Age Sentinels.
Phil – Firefly RPG.

On Being a DM

With the release of Netflix’s spectacular Stranger Things, interest in tabletop RPG’s, and Dungeons & Dragons in particular, has been reintroduced into the public consciousness. Even as I’m writing this I have been preparing a campaign to introduce some new people to the game, and bring a few who have played a bit in the past into the current (5th) edition of the game that started it all.

From a personal standpoint, I have been an off-and-on player of D&D and other “pen and paper” or “tabletop” RPG’s for more than 20 years now, and a DM for 15. Few campaigns last very long (one statistic I read found that the vast majority of groups didn’t last more than 4-6 sessions, something I’ve experienced myself), which can be disheartening for those of us who want to run a game, and discourages many would-be DM’s who experience this from trying again. I’ve been in that position before. Thankfully, I had friends who were more experienced, that helped me learn what it means to be a good DM.

So what makes a good Dungeon Master?

Every role playing group, game, and system is different, but the golden rule for DM’s across the board is that a DM’s primary job is to ensure that every player in a campaign is having fun and enjoying the tabletop experience. This means something different for every group. Do your players just want to smash skulls and start riots? Do they want to be able to use their characters’ skills in interesting and challenging ways as they navigate a labyrinth on par with the infamous Water Temple? Maybe they want to explore who their characters are with more story-heavy quests that will have them spending more time building relationships with NPC’s and each other than squishing goblins. Most groups want a balanced game. Whatever it is, it is the responsibility of the DM to ensure that, regardless of what you have planned, you make sure that all of your players’ needs and desires are taken into consideration.

Even the best DM’s, with the best preparation and storyline, can have a group fall apart because they fall into a few basic traps that many DM’s fall into. The first is the mindset of DM vs group. The gist of this is that, while, no, they won’t throw a bunch of first level players into the demon pits to battle the evil Drow goddess Lolth, they are going to make them suffer, and make every encounter ridiculously hard, hopefully resulting in the death of one or more characters. This is an easy mindset to acquire, especially if your players aren’t really interested in doing the carefully constructed quest you’ve laid out for them, but it’s also a very dangerous one. A DM should work with their players to bring their fantasy world and characters to life and tell a story, not against or despite them. Like any other medium, the players want to feel connected to and invested in the heroes. When I DM, I encourage my players to create backstories, give them quirks and personality traits that make them more than numbers on a piece of paper. If a DM is trying to kill the characters at every turn, it can be difficult to do any kind of character development. If a player thinks their character is just another piece of meat on the chopping block for a hostile DM, they won’t care about the character any more, so they won’t care about the story, either, and, ultimately, they won’t care about the game. Now, to be sure, a DM shouldn’t just make everything a cakewalk, but putting in the effort to craft challenging, but winnable and fun encounters is a part of what makes a good DM good.

The second trap that many DM’s fall into is inflexibility. Too many DM’s spend too much time crafting an adventure, and then not being able to adapt if the players want to do something contrary to the DM’s designs. Players with a lot of experience want to have their own ideas of how their character would react to any given situation, or want to play characters that fall out of the normal hero-villain dichotomy. What if your player wants to side with the Blackguard and overthrow the king? What if they want to play a ruthless assassin who kills simply for the joy of it? What if they simply don’t care about what happens and would rather just explore all the ruins, claim all the treasure, and become wealthy and fat? When I was still a relatively new player, I once played in a game where we all decided to play chaotic neutral characters, and all we cared about was ourselves. Unfortunately, the DM had carefully constructed a whole world and storyline he wanted us to follow, so he resorted to a tactic commonly referred to as “railroading.” Basically, this refers to a DM telling their players what the characters do, instead of just putting their players in a situation and letting them react. Two things that should never come out of a DM’s mouth without VERY good reason are telling a player what their character does, or telling them that they aren’t allowed to try something. If you just want to tell a story, write a book; if you want to play a game, then let your players play the game.

The third major mistake a DM falls into is taking things that happen away from the table and aren’t game related, and letting them affect the game at the table. Being a DM requires a certain amount of professionalism and decorum, and the gaming table is not the place to resolve personal disputes, unless it is between characters, not the people playing the game. Think of it like a job, even if you absolutely hate one of your coworkers, you still have to go to work each day and be at least nominally nice to them. If you can’t do this, one of you is likely to lose that job. If you, as a DM, have a problem with a player that can not be resolved like adults, maybe being in the same gaming group, regardless of how long it’s been going on, isn’t a good idea. Remember, everybody at the table is there to have fun, and it’s no fun for a player if they feel like their DM is punishing them for something.

A DM has a lot of power. I often jokingly refer to myself as the “God of the Gods” of games that I’m playing, and that isn’t a bad way to approach it. What was that saying about power and responsibility again? Sure, it’s cliché, but it’s there for a reason. You are the arbiter of rules, the creator of your cosmos. The forces of nature in your fictional universe bend and twist at your whim, and that is no small thing when you really think about it. Unfortunately, this power presents its own challenges, because there are real people, with real hopes and feelings, that are relying on you to help craft an enjoyable, meaningful gaming experience. And if you are recording it for podcasting, as is becoming more and more prevalent these days, the responsibility is greater, because who knows what aspiring DM/GM might listen to you to try and learn how its done. If you can’t fulfill that responsibility, maybe being a DM isn’t for you, and that is fine, nobody says you have to be one, it’s perfectly fine if you just want to play.

#RPGaDay 19: Best way to learn a new game

RPG a Day 2016 image

Each year we celebrate 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 #RPGaDay!

For August 19, what is the best way to learn a new game?
Aser – I think the easiest way is to play it with someone who knows what they’re doing and can explain any ambiguities in the rules that you encounter along the way. It might be a bit self-centered, but actual play podcasts like The Redacted FIles would be a good way to go too.
John D. – A free QuickStart with pregens and scenarios, best if the GM is at least passing familiar with the basic premise and a few good actual play podcasts to listen to (plug plug.)
Jonn P. – First, have the desire to play the game, Second, read the game book.
Landan – Just play it with someone that is familiar with the system and willing to teach. If you want to play any of the systems you have heard on TRF and are not sure how feel free to chat with Aser, Megan, or pretty much any of us and we will try and help you out in some way.
Megan – I like listening to AP podcasts to get an idea for the rules. But for me the easiest way to learn is to play!
Mike G. – Play it! The rules come together into something that makes sense only with their application.
Patrick – Dive in headfirst and just play. If it has a complex character generation, get together with another player or ask the DM to run a character building session beforehand.
Phil – RTFM then play. But the play is more important.