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The Uncanny Resurrection of Dungeons and Dragons

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Re: The Uncanny Resurrection of Dungeons and Dragons

#221
post #115
post #103

Earlier quoted context omitted.

We've got this amazing supply of great and interesting RPG engines out now, which I think the broad internet community (just people getting together to DIY stuff) and crowdfunding (lots of these systems are kickstarted) sort of came together to support. That said, I think that most systems authors need to start with a paragraph or two about "why this RPG engine is necessary, instead of making it work as a plugin to G…

I mostly agree, as a long-time FUDGE fan. And recently it's been interesting to see how much AW has captured the imagination of the indie community. It just really seems to work, and we're seeing it pop-up in so many other places. I've been absolutely adoring Night Witches this year, for example. I slightly disagree, only inasmuch as I like to see exploration and innovation. Sometimes you're right it really doesn't w…

Yeah, I'm also in favor of experimentation and a rich ecosystem of ideas. Worst case is one of those heavily-contextual rpg engines that only lives in one system, such as Rotted Capes. It's an okay enough system (but mathematically flawed in some ways), and a pretty neat idea (zombie and b-list superhero mashup), but it would be considerably better if it were built on a different game engine. Then the author could spend more time building out the world and storyline, instead of making lists of superpowers and stuff.

Even then, though, I often back stuff on Kickstarter at the PDF level knowing full well what I'll really be doing is mining the product for ideas, setting, and story rather than mechanics.

Then again, I'm probably just like one of those people who says, "why would you write code in anything but LISP?"

Re: The Uncanny Resurrection of Dungeons and Dragons

#222
post #96

Earlier quoted context omitted.

This is the key insight which many new DMs seem to miss. D&D isn't a "game", it's a framework for telling an engaging story together.

This is much more explicit in a different, much simpler RPG called Fate, which is my new favourite. GM'ing (Game, rather than Dungeon Master) is nearly as hard because of the improv story authorship, but the lack of rules-lawyering judgement that is required of you in a D&D game (even in a good edition like 5th, sadly) is not missed.

I'll note that there are great, thriving G+ communities for both Fate Core and Fate Accelerated, with the designers engaging.

Also the Book of Hanz is a great free resource that highlights what makes Fate distinct, and offers good advice on running the game.

Re: The Uncanny Resurrection of Dungeons and Dragons

#223
post #109
post #6

It's because of Stranger Things. The article sees it as a symptom, but from a lot of people I know, it's actually a cause. Shameless plug: If any of you have ever wanted to try DnD but didn't know how to get started, or if you've played before and want to start again, try playing my fun-optimized rule set, _DnD: TL;DR_ - https://github.com/Miserlou/dnd-tldr

This can't possibly be the case. Nerd culture has spread and with it all things nerdy. Look at the growth of GenCon for one example of how explosive this has been. https://en.wikipedia.org/wiki/Gen_Con#Timeline Board games sales are up 28% in the US http://www.adweek.com/brand-marketing/from-monopoly-to-explo... If anything, I'd say that Stranger things is a symptom of nerd culture. I mean, look at things like Big Ba…

Agreed. Tabletop rpgs endured in the convention scene, and video games and cosplay revitalized fannish cons, a ton of people were introduced to or reminded that the hobby was something that "people like them" did.

Re: The Uncanny Resurrection of Dungeons and Dragons

#224

Earlier quoted context omitted.

Maybe then a new game could be related to D&D as Clojure is to Java? Like, built on the D&D runtime?

Ha, there actually are engines, that many of the new RPGs share. But I am not sure D&D (or at least 5e) is well suited for being a base for many different games, because i.m.o. it has a strong focus on combat. If you want a game with lot of encounters with monsters to defeat, getting more and more powerful to defeat even harder enemies, with combat system that is not overly complex but still tactical, you definitely…

It's fascinating that the thing you note about PbtA is its dice resolution mechanic. It wouldn't occur to me to focus on that.

The thing about it I think is so strong is its 'move' mechanic: the way it neatly and obviously separates role playing from game action, and helps players immediately feel like they're playing in the setting. It onboards newbies really well, and sets the scene without relying on the need to read a short story.

I'm not trying to say I'm-right-you're-wrong, it's just fascinating how things resonate with different players. I guess Vincent Baker's genius runs deeper than I thought!

Re: The Uncanny Resurrection of Dungeons and Dragons

#225

Earlier quoted context omitted.

Ha, there actually are engines, that many of the new RPGs share. But I am not sure D&D (or at least 5e) is well suited for being a base for many different games, because i.m.o. it has a strong focus on combat. If you want a game with lot of encounters with monsters to defeat, getting more and more powerful to defeat even harder enemies, with combat system that is not overly complex but still tactical, you definitely…

The powered-by-the-apocalypse engine sounds fantastic. Indeed as I read your comment I was thinking that one might want to repurpose the D&D combat engine to something more psychological, but the direction of the Apocalypse World engine sounds more interesting (and maybe profound) than anything I was expecting.

Dungeon World [0] is a hack/slash dungeon delving fantasy game using the AW engine. Fantasy isn't my bag, so I haven't played it. But it gets good reports. It won Indie RPG of the year, too.

[0] https://en.wikipedia.org/wiki/Dungeon_World

Re: The Uncanny Resurrection of Dungeons and Dragons

#226

Earlier quoted context omitted.

In my experience, the contents of the Accelerated Edition are nigh incomprehensible without a prior understanding of Core. I'd recommend that if you choose to play Accelerated, the GM be familiar with Core. It'll also be a lot easier to understand if you watch some "actual play" on YouTube beforehand. Note that the text of both editions (as well the Fate Toolkit and some other goodies) is dual-licensed under CC-BY or…

> In my experience, the contents of the Accelerated Edition are nigh incomprehensible without a prior understanding of Core. Oh, really? That's too bad, accelerated seems to be a way to get up to speed with Fate in a very short time without knowing anything about the game, shame that that's not so much the case. > The Fate SRD site is a third-party creation that presents the texts in a more convenient/organized way:…

> Oh, really? That's too bad, accelerated seems to be a way to get up to speed with Fate in a very short time without knowing anything about the game, shame that that's not so much the case.

You might be able to get by with just FAE and watching enough actual play to get a good grasp on how it works. For me, it felt like the FAE book sorta glossed over a lot of stuff that's more thoroughly explained in the Core book. That's just my experience, though; yours might well be different, of course!

> I browsed through that a bit and it seems to have the exact same text as the guide, so I'm a bit confused. Is it just the guide in HTML format?

Yup! It's exactly the same text, but some people prefer the organization and function to that of a book, so I figured I'd mention it :)

> That's a fantastic suggestion, thank you! I'll definitely check that out.

No problem! Fate—like its ancestor, Fudge—is so flexible and malleable that I've found it better to think of it as a framework/starting-point for creating a game rather than as a game in-and-of itself. Actually, it wasn't until I started thinking of it that way that I really felt like I understood the game. I think that if you take a look through some of those "Worlds of Adventure", you'll see it reflected therein: in tailoring the system to fit the setting, certain parts of the system are removed or restricted nearly as often as new parts are added.

> I've been playing D&D for a while, I just haven't DMed, so I'm not completely new to RPGs. I'll have a look at Dungeon World too, though, as it may fit our group better, thank you.

I wasn't sure how experienced your group is. Even if you decide not to play Dungeon World, I highly recommend reading over the GM chapters (The GM, First Session, Fronts, The World, Monsters, Equipment) and perhaps the appendices of the Dungeon World book (or "SRD" site as I linked before; it's the same text). The vast majority of the "rules", guidelines, and advice written there is generally applicable to GMing any sort of game. I've applied much of that stuff to D&D 5e and even GURPS games, and players have reacted positively. As an added bonus, I now spend far less time preparing for sessions (because I encourage and guide the players' own collaborative creativity so that we're largely creating the world and the plot on-the-fly, together as a group; they have more fun, sessions are railroad-free, and I have more freetime ;) ).

> Good call, I'm going to watch a few to get a feel for how the game is played, thanks again.

That group (modulo the guest player each season) has played a lot of different games, so if you're interested in checking out some new systems, I recommend looking through their videos :)

Re: The Uncanny Resurrection of Dungeons and Dragons

#227

Earlier quoted context omitted.

In my experience, the contents of the Accelerated Edition are nigh incomprehensible without a prior understanding of Core. I'd recommend that if you choose to play Accelerated, the GM be familiar with Core. It'll also be a lot easier to understand if you watch some "actual play" on YouTube beforehand. Note that the text of both editions (as well the Fate Toolkit and some other goodies) is dual-licensed under CC-BY or…

Interesting perspective. I'd take the opposite approach, recommending new game masters start with Fate Accelerated as being so affordable ($5 physical, pay what you want digital) and so short and saving Fate Core until you want to dive deeper and create a customized long term campaign. Watching a let's play video is a great recommendation! The fundamental structure of Fate is very simple and straightforward. I'm work…

Perhaps it's due to my own personal shortcomings, but I found FAE really difficult to wrap my head around until I'd read through Fate Core. I do like its brevity and simplicity, especially now that I have a good understanding of it, but I felt like some parts of it were unclear to me as a fledgling.

> I love Fate Core, but it's very wordy because it functions as a toolkit to adapt the game to any sort of setting imaginable.

I can see why so many people love it! I like it, though I must admit it isn't my favorite (I don't play a lot of pulpy games, and I've found Fate works really well for pulp, as designed to do, but not particularly well for other tones (though not particularly poorly, either)). I just finished up another reply to GP, wherein I mention that toolkit-esque quality. I don't think I truly understood Fate as a system until I internalized that it's not a game so much as a foundation and scaffold for creating games. Fate's immediate ancestor, Fudge by Steffan O'Sullivan, is very much in the same vein, but, I think, more obviously so (the Fudge book itself reads more like a list of possibilities than a list of rules!).

> I'm working on a space opera variant (in the 27th century genetically engineered cosplayers, makers, scientists and pop culture enthusiasts set out to reconnect the lost civilizations of humanity) …

That sounds fun! Is it available on the web somewhere for perusal?

I myself am working on a game, as well, though I opted to try my hand at designing a system "from scratch" (more of an amalgam of lots of ideas and mechanics that I like and that seem to work well together; exceedingly few of them are my original creations, but I have a ludography documenting and acknowledging my inspirations). Unfortunately, it's been on the backburner for a little over a year now, and the partially-written playtest document is out of date wrt my notes.

Perhaps we could talk nerdy game-design sometime :)

Re: The Uncanny Resurrection of Dungeons and Dragons

#228

I'll have to look into it again. Lost interest in AD&D at 3rd Edition; everything from the book artwork to the game mechanics made me feel like I was hand-executing a computer RPG game. I still use my old 2nd Edition manuals for the rare social games I play these days.

You should definitely give 5e a try! I only started at 3.5, but I love how much they streamlined the newest edition. It's much easier to DM and play, which leads to better stories imo

Re: The Uncanny Resurrection of Dungeons and Dragons

#229

Earlier quoted context omitted.

Interesting perspective. I'd take the opposite approach, recommending new game masters start with Fate Accelerated as being so affordable ($5 physical, pay what you want digital) and so short and saving Fate Core until you want to dive deeper and create a customized long term campaign. Watching a let's play video is a great recommendation! The fundamental structure of Fate is very simple and straightforward. I'm work…

Perhaps it's due to my own personal shortcomings, but I found FAE really difficult to wrap my head around until I'd read through Fate Core. I do like its brevity and simplicity, especially now that I have a good understanding of it, but I felt like some parts of it were unclear to me as a fledgling. > I love Fate Core, but it's very wordy because it functions as a toolkit to adapt the game to any sort of setting imag…

I have a website for the space opera game here: festive.ninja which will give you a sense of the game. I'm hoping to get a quickstart version of the game out shortly, after I get a chance to incorporate the playtest feedback. (Which was to double down on the whole "post-scarcity geeks, gamers and makers" aspects of the setting.)

Good luck with your game--when you get a draft in playable form I'd be happy to run a session and share feedback if that'd be helpful. Speaking of talking nerdy game-design, the RPG design reddit is surprisingly active, if you haven't had a chance visit yet.

I agree that default Fate is tonally suited best for pulpy games, or other genres where the characters default to remarkably competent.

Re: The Uncanny Resurrection of Dungeons and Dragons

#230
post #149

Earlier quoted context omitted.

And if the sum is 1, something REALLY bad happens? ;^)

In the originating Apocalypse-world, no :-) It is apocalypse after all, everything is really bad :D But I have seen hacks/systems with critical success on 12, (or more than 12, if you have i.e. modifiers for your character stats). But having critical failures sounds like fun, go for it :D You could easily add it to i.e. World Of Dungeons [1] probably the shortest rule-set for RPG I have ever run :) [1] http://www.one…

I think he might be saying that, if you find you've rolled a (natural) 1 on 2d6, it might be time to worry about more than just your character! ;)
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