RPGaDay 2017, Day 25: What is the best way to thank your GM?

RPGaDay 2017 infographic

RPGaDay is an annual celebration of tabletop roleplaying. This is the first year I’ve tried to do it.

What is the best way to thank your GM?

I don’t know the best way to thank your GM, but here’s a handful off the top of my head:

  • Be friendly so that running a game for you is a pleasant experience.
  • Make it easy to schedule future games and don’t drop out at the last minute.
  • Give honest feedback.
  • Encourage the GM if they are interested in running more games.
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RPGaDay 2017, Day 24: Share a PWYW publisher who should be charging more.

RPGaDay 2017 infographic

RPGaDay is an annual celebration of tabletop roleplaying. This is the first year I’ve tried to do it.

Share a PWYW publisher who should be charging more.

The only PWYW (pay what you want) publisher I’m familiar with is Evil Hat Productions, and only some of their roleplaying game products (like Fate Core) are PWYW while others have a fixed price. Look, I’m not going to second guess their business model. They know why they charge what they charge better than I do. Fate Core and its related products are definitely worth paying for, but they must have worked out that PWYW works to bring in a bigger customer base that will then spend money on their other titles.

If you want to show Evil Hat some financial love, I recommend supporting their Patreon for Fate Worlds of Adventure. Fate Worlds of Adventure are magnificent, and the pledge level is so close to letting the line be self-sustaining! Do it! Do iiiit!

RPGaDay 2017, Day 23: Which RPG has the most jaw-dropping layout?

RPGaDay 2017 infographic

RPGaDay is an annual celebration of tabletop roleplaying. This is the first year I’ve tried to do it.

Which RPG has the most jaw-dropping layout?

The word “jaw-dropping” is key here. I’m not the kind of person whose jaw drops very much, so I had to flip through a lot of my RPGs to find something that fit the bill. To be honest, I’ve gotta go with Vampire: The Masquerade from the ’90s, when the books had artwork on every other page. Maybe other World of Darkness products are similar, but I’m mostly familiar with Vampire. It’s not just the core rulebook either, but pretty much any book in that line. It’s just so consistently in-your-face about its so-called “Gothic-Punk” aesthetic. Pictures can be straightforwardly representative of game terms, but more often they are moody, creepy, expressionistic, or grotesque. Sometimes you have to wonder what the hell the designers were thinking. It’s incredibly varied, and yet also weirdly on-brand, held together by frames, watermarks and backgrounds that carry the mood through the book (only rarely affecting the legibility of the text). My jaw may not have dropped, but it’s the closest it’s come from an RPG.

I stopped getting books for Vampire: The Masquerade, or any other World of Darkness product, shortly after the Time of Judgement in 2004, so I’ve no idea how jaw-dropping the layout is in anything more recent.

RPGaDay 2017, Day 22: Which RPGs are the easiest for you to run?

RPGaDay 2017 infographic

RPGaDay is an annual celebration of tabletop roleplaying. This is the first year I’ve tried to do it.

Which RPGs are the easiest for you to run?

The RPGs that are easiest for me to run are the ones in which the players do all the hard work, particularly in being proactive and developing conflicts between each other instead of waiting for me to provide a problem for them to solve. For example, Smallville is a dramatically driven game in which, during a session, I could often sit back and just watch things unfold. The problem with Smallville, however, is that there was so much preparation needed at the start of the campaign (preparing NPCs and so on), and so much bookkeeping needed between sessions. That’s a significant barrier to me running it again.

Psi*Run is a game that also takes a lot of player input throughout and, being designed mostly for one-off sessions, has no prep work or bookkeeping to speak of. On balance, I think Psi*Run is the easiest RPG to run, although I wouldn’t be comfortable using it for a campaign.

RPGaDay 2017, Day 21: Which RPG does the most with the least words?

RPGaDay 2017 infographic

RPGaDay is an annual celebration of tabletop roleplaying. This is the first year I’ve tried to do it.

Which RPG does the most with the least words?

John Harper is the fricking master of this. Of the seven games currently listed on the homepage of his website, one.seven design, one is 1 page long, three are 2 pages long, and one is 4 pages long. That 1-pager is Lasers & Feelings, which is a pretty impressive RPG inspired by shows like Star Trek, and while it would therefore seem to be the obvious candidate I’m actually going to pick some of John Harper’s other work instead.

Specifically, I’m going to give it jointly to the three chapters of the Tales from the Wild Blue Yonder: Lady Blackbird (16 pages), Magister Lor (9 pages), and Lord Scurlock (11 pages). Although connected by a single setting, these are completely separate games. Each booklet presents the relevant parts of the setting in sufficient detail, a backstory and an inciting incident, then pre-generated character sheets for the cast of characters. These characters are fully statted but have room to grow, with personalities sketched in just enough detail to inspire without constraining, but most importantly with motivations and relationships with all the other characters. Each character sheet also has the complete rules of the game, so the booklet literally has everything you need to start except dice.

RPGaDay 2017, Day 20: What is the best source for out-of-print RPGs?

RPGaDay 2017 infographic

RPGaDay is an annual celebration of tabletop roleplaying. This is the first year I’ve tried to do it.

What is the best source for out-of-print RPGs?

When I’ve found interesting out-of-print RPGs in the past, it has been in one of two ways. Either I’ve found a second-hand book in a trader’s bin at a convention, or I’ve found a pdf online. Both methods tend to be unreliable for finding somethng you’re specifically looking for, unless you know somebody that already has the game. It’s a good thing that there are so many great RPGs still in print, to be honest.

RPGaDay 2017, Day 19: Which RPG features the best writing?

RPGaDay 2017 infographic

RPGaDay is an annual celebration of tabletop roleplaying. This is the first year I’ve tried to do it.

Which RPG features the best writing?

I understand this question to mean “writing” as something distinct from the part of game design associated with rules and mechanics. I take the question to be close to those “best art” questions, in that it refers to how the presentation and style of an RPG—in this case, its use of language—contributes to its setting, tone, theme, etc. A lot of people are probably going to say Apocalypse World for today’s answer, because it’s got a reputation for doing exactly that, bringing the apocalypse to life in the mind of the reader. Alas, I’ve never actually read the Apocalypse World book from cover to cover, and never got a sense of its use of language.

One game whose use of language I absolutely love, though, is Swords Without Master. Right from the get-go it makes it clear what sort of RPG we’ll be playing. Here’s the first paragraph:

Gather writing implements, scraps of paper, three or four of your cohorts, and two six-sided dice that you can easily tell apart to a table. A mahogany table adorned with thick, greasy candles and five human skulls. Failing that, a stout oaken table near a glowing hearth, replete with ale-filled steins and a succulent roast. Or, if you prefer, a tabletop chipped whole from a single obsidian stone, placed on the back of a coiled serpent of silver in a room high in a lonely tower shrouded in a prismatic fog.

But it goes further than this: use of evocative language is actually built into the game through its use of tones. Every dice roll in the game sets the tone as Jovial or Glum (or, rarely, a third tone chosen by a player), and the definitions of those tones are wonderful. They start with a list of pseudo-synonyms but then provide examples of the tone in play. Here are the examples for Glum:

The gray-green sky just before a storm, a starlit path, whispers from forgotten languages, the blade drawn swiftly across the throat, stifled laughing, gentle weeping, subtle enchantments, erudite conversation, the furtive glances of new lovers, a song sung in a minor key, a book enjoyed by candlelight, armies awaiting each other in the rain.

If running the game for the first time, I definitely recommend reading them aloud to your players.

You want the examples of the Jovial tone? Then I suggest you buy the game for yourself! Ho ho ho!