#ttrpg#ttrpgredlist
For us, a good RPG is one that allows you to explore the setting, in any way you wish, and support you in that goal. The mechanics should be able to support this desire, and the characters you want to make within the confines of the setting.
If the game doesn't have a setting, it needs to support the players (and game master) in the genre of the game - a fantasy RPG supports playing in a fantasy world, a cyberpunk RPG supports playing in a cyberpunk world.
And we believe, a good RPG needs to be able to provide the group options. For example, a cyberpunk game should provide support for street level, corporate, military, gang, media, entertainment, or sport-star characters. (Cyberpunk 2020, and Shadowrun, are excellent for this).
A fantasy game should allow you to explore any walk of life there. A cabal of mages? Sure. A thief's guild? Okay. Nobles watching over their domain? Cool. Courtiers trying to win influence for their family? Yes.
And style is important.
If a group wants to go out and gun down gangsters in the alleys, a cyberpunk game should support that. But if they want to be a news team covering events, that should be just as viable. Or an emergency medical team.
If a group wants to explore dungeons, awesome. But if they want to be spymasters for the crown, sure thing. Or perhaps scholars at a magical university trying to unlock arcane secrets while avoiding the plots of their rivals.
You can play Shadowrun and never go on an actual Shadowrun, and the game says 'sure thing'. You can play Legend of the Five Rings (1e/2e) and not have to be nobility (samurai) or spellcasters. Want to play common folk? Go ahead. Merchants? Sure.
It's not *expected*, but it's *supported*. And class-based games aren't necessarily restricted. If you look at 1e Pathfinder, there was a lot of wriggle room for the kind of shenanigans characters could get into.
A lot of it was still combat-focussed, but it also was able to support colouring outside the lines. Want to make a complete pacifist and not go adventuring? Sure. It isn't easy, but it can be done.
Really, TTRPGs should, by this time, have evolved beyond 'here's the engine, designed for this narrow focus, and if you go beyond that we can't help you'. Beyond, 'you need to play the game this way'.
Want to play a cleric who doesn't use healing magic because they worship the goddess of pain - and the belief is pain brings spiritual growth? Cool.
A rogue who's got no skill in "climbing walls" or "hiding in shadows" or backstabbing people, or "dealing with traps" but is god-tier at reading people, doing sleight of hand, and being the 'face' of the group?
Perhaps a wizard who doesn't do spells specifically, but channels their magical energy into summoning creatures - instead, they sacrifice potential spell ability into buffing themselves with magic (Mystic of Nog, 2e AD&D).
And why not? The world out there is more than dungeon delving, exploring ruins, and fighting monsters. It's an actual *world*, isn't it? How does society function? Why can't PCs be a part of that?
Want to play a group who looks after their town and helps make it thrive? Awesome. Look after the crops, try to deal with gangs trying to move in, or make deals with the thief's guild, or deal with an overzealous church. Cool.
Or, flip it the other way.
What if you want to be part of an army, wiping out whole units with a single swing of your sword, or call down fire that eviscerates entire platoons? Not necessarily at the start - but eventually.
Games which don't go this far aren't necessarily bad. They're just not good. They're ... passable, at best. You can play it, you can have fun, but you're limited in what you can do even though the world itself should be able to accomodate more.
It'd be like playing Shadowrun and being limited to "Mage, Decker, Street Samurai, Rigger" with a restricted set of gear, skills, and spells 100% dedicated to doing Shadowruns.
Or playing a Wild West game. "You can play a Gunslinger, Frontiersman, Shaman, Bandit, or Priest."
Really? What if we want to play an escaped mobster from New York? Or maybe a reporter from the Big City?
Hell, Vampire has more flexibility, and you're usually stuck playing, you know, vampires. Masquerade? You had 13 Clans, numerous bloodlines, at least four Sects, and could be of nearly any status or walk of life.
"Former Police Officer, Ventrue, has Protean and Obfuscate (not Clan powers), and member of the Primongen in good standing." Totally viable as a starting PC.
Just our thought on what makes a good RPG system. Flexibility and supporting players and game masters thinking outside of a niche playstyle.
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So, you're planning to build at Baseline and Clyde. The local community fought you on this and lost. You plan on building a large building - taller than pretty much any other building in the area. Something that's going to blot out the view of a chunk of the area.
You plan to tear down the woods in the area, that houses wildlife. That people walk through and enjoy. Trees that the community get to watch change with the seasons. Where rabbits live. Where cats wander.
So. Here's the thing.
What are you going to give to replace this? What will you give to the community that replaces the trees, the wildlife, the serenity of that small patch between Merivale, Baseline, and Clyde?
#ttrpg#ttrpgredlist
Culture. Faith. Education.
This, we think, should be what determines what kind of magic a character has access to in games where magic exists. Rather than having magic be an open book where all spells are available to choose from,
where your character is from, where they were trained, and what beliefs exist should determine what's available and what isn't. You follow the Goddess of Peace, you don't get harmful spells. You're from a desert region, you might get a lot of fire, sand, and wind spells.
We had a character from an Arabian-like kingdom, so when we made a magus, we restricted elemental spells to fire and wind. The character had a few other spells to round things out (extra movement, buffs), but we decided that most of the spell list was out-of-bounds.
#ttrpg - Threat and Momentum.
From the Homeworld RPG, two mechanics have shown up: momentum, which the players gain and spend for benefits, and threat, which the game master gains and spends to complicate matters.
This is what we talk about when we talk about having 'fudging' coded into the game mechanics. We approve of this - rather than just having the GM cheat at dice rolls. Because check this out:
The player wants to do better on a critical roll? Momentum is spent on extra dice. They want to get off another action immediately? Momentum allows this. Do they want an advantage? Spend Momentum. Keep the Initiative? Spend Momentum. The player chooses when to gain a benefit.
#ttrpg:
As a GM, do you build encounters to the PC's strengths and weaknesses, or do you build to the setting and region? Do you go for suspension of disbelief and verisimilitude, or to create awesome scenes?
None of these ways are wrong, but each table, we think, has a preference. We go for trying to paint scenes which are accurate to the region, add verisimilitude, and then see how the players run with what's been provided.
Mostly, because we believe that being a hero is earned, one isn't 'just a hero', one strives to do right, and in so doing, faces tests, and overcoming them (or failing and pressing on), becomes a hero.
Re: Activision-Blizzard.
Guess what? As people, we don't need to presume innocence. We can look at the women speaking out, and go 'okay, yes' and believe them. We don't need to go 'let's wait until the trial is over'.
Know what the trial is for? To see if there's enough evidence to formally prosecute. To assign a penalty that's enforced by law. We, as people, do not have to wait and see. We can take the accusations on faith because there's so many of them, and they're believable.
Have you seen how women are treated in the video game industry? In the roleplaying game industry? In the wargame industry? ("Warhammer 40K is not for women" was something we saw just yesterday.)
Our view on Satan / Evil.
To us, Satan is the breaker-of-chains, the one who refuses to follow blindly, the one who accepts that knowledge is a good thing, and that it is good to question authority.
Good and evil are human things. There is no force outside of humanity tempting us - we provide our own temptation. It is our choice whether or not to give in to temptation - the gods have no interest in our struggles of good and evil. The universe doesn't care.
Heaven and Hell are here on Earth. We are responsible for whether the world is our personal heaven or our personal hell. The world is what we make of it. Our accomplishments are our own, as is our failings.