This holiday season, I’m using my free time to read some of the inspirational books and stories from Appendix E in the Dungeons & Dragons 5th edition Players Handbook. This is based on a much earlier list, compiled by Gary Gygax for the original Dungeon Master’s Guide and known throughout the internet as Appendix N. (Admiral.Ironbombs has talked a bit about Appendix N and Appendix E on their own blog, here.)
Since I have a roleplaying blog already, and since this is a roleplaying-adjacent subject, I thought I might blog a little about my impressions of these books. I’m not a prodigious reader, and I’m not much for literary analysis, but perhaps someone will find my thoughts on these tales interesting.
But I’m in a quandary: should I put all my reviews in a single blog post or split them up, perhaps even into separate reviews for each book? A single post would have the benefit of keeping everything in one place, but it would be very long (even though the individual reviews will be quite short). Multiple posts would be more easily digestible, but I suspect harder to find any specific thing you’re interested in (maybe even needing an index post), to the point where they might crowd out the other blog posts on the site. I honestly don’t know which is best.
Dear readers, what would you prefer? One long post, or many short posts?
The traits we use in roleplaying games frame a lot about how the game works and how characters fit into it. Three years ago, Fred Hicks encapsulated this (in an excellent blog post on Fate Accelerated Edition) by saying that the traits in the game pose a question that is answered when you pick which trait to use. In Fate Accelerated, for example, the traits are Approaches and the question is “How are you doing that?”. When you pick the Approach to use for a given action, the question is answered: Quickly, Carefully, Forcefully, Cleverly, Flashily or Sneakily.
I’d been thinking about something similar before Fred’s blog, and I’ve been thinking about it on-and-off ever since. It’s come to the forefront of my mind again recently because of Cortex Prime. Cortex Prime is a modular game system, so players (and especially GMs) need to have a solid understanding of what the traits in their games mean and why they’re there. (Cortex Prime is also why I’m using ‘traits’ as a generic term for rated stats that you pick when you need to roll or resolve something.)
I now believe that, contrary to what Fred wrote in his blog post, traits don’t pose a question for players to answer: they pose two questions, which players answer at different times. As well as the in-the-moment questions when players pick the trait they’ll use, there’s another question, posed even earlier, when the players establish the ratings of the traits on their character sheets.
In this blog, I’ll look at what these two questions are and what they mean, then give example questions for the main trait types in use today (and some new ones!). Hopefully this will be useful for GMs working out how to make their Cortex Prime campaign, as well as game designers more broadly. Let’s get to it!
7th Sea (second edition) by John Wick Presents is a roleplaying game of swashbuckling and sorcery in a fantasy version of 17th century Europe. I’m currently running a short campaign. The players and I are having fun, but I’ll probably never run it again and one of the players who had intended to run it himself has been put off from doing that. Some of the mechanics are great and powerful additions to the RPG designer’s toolbox; in other places the core rules feel unclear and frustrating, putting a burden on the GM to make rulings.
This isn’t a thorough review of the game (Rob Donoghue has you covered if that’s what you want), but it is a look at some specific areas that I feel are worthy of greater attention. First up is Stories, and players taking the helm for their own development.
It’s not that I wasn’t sure of the games’ worth. On the contrary, it’s because I well understand the quality and beauty and ingenuity of these games that I considered buying the bundle, despite already owning both of the games. Chuubo’s Marvelous Wish-Granting Engine, the one that I’ve played before, is unlike any other roleplaying game I’ve ever tried, and the scope of the ideas it can add to a game designer’s toolbox is immense.
I bought the bundle because I hope the Chuubo supplements will help me sort through a few issues that are holding me back from running another Chuubo’s campaign. I really want to, but some relatively minor things are in the way, like the need to provide and use large amounts of stationery props (the Quest and Issue cards). I got some advice on this on Google+, so I might have eventually got round to doing it again regardless, but this Bundle is a prompt to dive back into this (occasionally mindblowing) game and see if I can sort through it.
Even without playing, there are so many great game mechanics in these games that can be lifted out and used in other places. That’s what I did recently with the emoting rules in my blog post on Revealed Emotionality in roleplaying games, but there is so much more gold to mine in these pages.
To make a long story short, there are only two days left on the Bundle of Holding. If you don’t have these games already, this is an excellent opportunity to get them at a bargain price. If you own them, maybe it’s time to give them another look. I’m planning to do just that.