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The Feedback loop - Dungeons & Dragons: Tactics

There has been an undeniable feedback loop between tabletop role-playing games and video games for a long while now. Tabletop games have been adapted to video games medium and some changes in gameplay, some mechanics have found their way back to tabletop games. And I don't always like it. My problem lies with D&D 5e specifically. It's probably not even the way the game is written or intended to be played. But in my experience the younger players tend to approach the game as if it was an MMO - a sentiment clearly started in 4E. In 4E each class got assigned a role in the party (Defender, Striker, Leader, Controller). There is no such thing in 5E explicitly but there is the myth of a balanced game, balanced encounter, balanced party.  It reminds me of early Fallout games where Fallout and Fallout 2 where extremely focused on role-playing to the point where you could avoid combat almost completely but Fallout: Tactics was completely focused on team combat. Older editions of D&

#rpgaday #rpgaday2019 - RPG a Day - "Last"

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DAY 31 - LAST In Doctor Who  there is a concept of the Klempari defence, the defence being "I'm the last of my species". Lamentations of the Flame Princess has no official bestiary or monster manual as the author believes all monsters should be unique. So, here are four ideas: 1) Creature Codex - for money Go green, or I'll smash yo face 2) Teratic Tome - Pay What You Want It's been working out... a lot. 3) Lusus Naturae - Pay What You Want An odd Christmas tree 4) Whatever Monster Manual you already have Think of the creatures of the book as unique. There is ONE manticore, that's it. There might be a few dragonborn but all white ones are descended from THE white dragon, there is one of each colour, no more. Older editions of D&D presented monster stat blocks with frequency and number appearing . You can use larger or non-humanoid creatures unique or at least make them very rare.

#rpgaday #rpgaday2019 - RPG a Day - "Connection"

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Day 30 - CONNECTION Two interesting types of connections: 1. The Team Why are you a team anyway?  Connecting the team at character creation is something I really like. To me it really brings out the collaborative element of adventure games. Games based on FATE Core ( Dresden Files , Mindjammer , Tachyon Squadron , War of Ashes: Fate of Agaptus , and dozens more) already do that as their zero session setup. Simon Burley's  Squadron UK (which totally is not a rewrite of Golden Heroes that the author did due to losing copyrights to his own creation - check out the amazing  Grognard Files for more) also makes players create characters together and work with each other to connect their stories. --- Assemble! 2. The villain A literal connection to the villain might be the them being always at the right place, one step ahead of the party because they either have spies following them or they are scrying on them. Obviously, things like that need to be hinted at in a

#rpgaday #rpgaday2019 - RPG a Day - "Evolve"

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Day 29 - EVOLVE That new 'TOOL' album is really good. Just a few things to think about: Westeros is about eight thousand years old, but has not evolved beyond Middle Ages. Why? Did something prohibit it? Was there a more advanced civilisation that has collapsed and the events of A Song of Ice and Fire are the post-apocalyptic Dark Ages? Why are there elves, dwarfs and other species in your game? How did they evolve? Where are they going as civilisations? Does the world evolve with players' actions? Can their characters introduce permanent change? Or does the world "reset" to an some unspecified state as the Dark Souls games do after character death/resurrection How did magic come to be? What are it's sources and how does it work? - in world fiction, not mechanically Almost all fantasy games are post-apocalyptic - there are various ruins of previous civilisations, dungeons, abandoned cities, etc. Who were they? How did this previous civilisati

#rpgaday #rpgaday2019 - RPG a Day - "Love"

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Day 28 - LOVE Back in my day we didn't think about love, we were kicking goblins open and killing doors. But seriously...  When we started as 15 year olds love wan not something we were looking for in a game. It could have featured as a theme - as someone's motivation for their actions - but I don't think it ever came up in regards to our characters. I believe that, quite traditionally, our characters were orphans or outcasts or both.  Thou art overly young, boy-knight. I shall marry your horse. He has better sense of style anyway A concept of characters falling in love has never occurred to us. It was Poland after all and we were all straight guys (although from perspective I'm thinking that one guy might have been asexual and another deeply repressed and closeted, heck if I know) The only advice about introducing any subject I can give is - have a look at free pdf on  Consent in Gaming , that you can get for free from Monte Cook Games website

#rpgaday #rpgaday2019 - RPG a Day - "Suspense"

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Day 27 - SUSPENSE The simplest way of introducing some suspense into your game is foreshadowing. Everything is better with Tim Curry Foreshadowing is a writing technique where you introduce a "gun hanging on the wall" that will soon fire. You can introduce a plot point that will quite obviously develop into something that the players anticipate, they just don't know how and when it happens. Rocky Horror Picture Show is the best musical, fight me! The Pirate story in the Watchmen foreshadows the events of the main comic book. In Empire Strikes Back after Luke kills the phantom Vader he sees his own face. Boromir from his very introduction wants to use the One Ring. When you watch the Sixth Sense again you realise that there is not a single interaction between the main character and the living people. Telegraph things to your players, get them to speculate or even guess the development of events just don't tell them when the hammer falls.

#rpgaday #rpgaday2019 - RPG a Day - "Idea"

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Day 26 - IDEA Back when I was starting in the hobby (late 90s) most Polish players would promote the view that the Game Master is supposed to come up with original stuff on their own. Maybe it was because of lack of support - apart from D&D 3E we usually got the core book for a game and maybe, MAYBE, a supplement or two. What year is this?! When we recently went to Burnaby Village Museum I did not think I would have so much fun. The whole place is stylised for  1920s, and a lot of stuff surprised me. I don't think there was semi-reliable electricity in Poland at that time. My primary school classroom, grades 1-3, was not that much different than this. The whole experience was closer to the "Wild West" American frontier than I expected.  Inspiration? Yes.  Ideas...? Oh, yes! 1920s apparently Where to get ideas? other RPG products - they don't have to be for the same game or even genre that you're running, as long as they ge