Rpgs

RPG Errata: Sunderwald, and Discovery

Sunderwald, made by Long Tail Games, is a Legacy RPG.

Legacy, as an RPG term, has come to mean a game that is focused less on individual characters. Legacy RPGs are generally about regions, families, factions, or generations. The stories develop over in-game years, rather than days or weeks. Players may find themselves playing multiple different individuals over the course of a single campaign, if not a single session.

This is not the kind of Legacy game Sunderwald is.

RPG Errata: Strike!, and Reskinning

Strike! is a tactical wargame SRD, without much in the way of world to justify its system. It’s the same combat used in the marvelous Tailfeathers RPG, full of interesting tactical choices and clever little tricks that keep it fresh, fun, and fast.

It also clearly and proudly supports reskinning.

“Re-what?”

Reskinning. This hobby is full of creative people, and one of the major selling points of role-play is the ability to exert your will on the gamespace in a way rarely supported in other mediums; naturally, players often want to change things to suit them.

RPG Errata: Ascendancy, and Double Classes

Ascendancy, by Gemworks, is a “Sparked by Resistance TTRPG for 3-5 players, set in a cyberpunk city in a distant future, after the empire that ruled the world for centuries has fallen.”

The “Sparked by Resistance” system originated with the Spire and Heart RPGs, and is similar in many ways to “Forged in the Dark” systems. To take action, players roll one to four d10s, and take the highest to decide how successful, or not, their characters were.

As a system, Ascendancy does a lot of other interesting things with the system, all building on the narrative of ex-weapons trying to survive a post-war cyberpunk world.

Perhaps the most interesting aspect of the system, or at least the thing that is done rarely, is Ascendancy’s dual-class feature. When creating your persona, you choose not one but two classes for your character.

RPG Errata: Dungeon Crawl Classics, and Maneuvers

Dungeon Crawl Classics, created by Goodman Games, is an OSR-adjacent game, inspired in part by “Appendix N.”

What is “Appendix N?” It’s the Appendix in the original D&D Dungeon Masters Guide that listed sources of inspiration for GMs. Is there any stronger claim to the OSR name? DCC is inspired by the same fictions that inspired the original D&D. It encourages the same OSR sensibilities that other games champion. It is a game where, quote: “Each adventure is 100% good, solid dungeon crawl, with the monsters you know, the traps you fear, and the secret doors you know are there somewhere.”

Which makes it fascinating how different DCC is from the old-school rulesets.

RPG Errata: Committed Relationships with Dice

Dice are important to RPGs. I’ve talked a lot about the arbitration between narrative and mechanics, but whatever balance a specific RPG system strikes, it is a nearly universal rule that the mechanics require some form of randomization. The traditional method; dice.

This is a very long-winded way of saying almost every RPG uses dice to help decide what happens in the game.

RPG Errata: What Happens Next

“What happens next?”

It is, perhaps the pinnacle of the medium. All the preparation, all the imagination, all the dice and chips and conversation all depends on that one procedure, that game-loop, that single question.

What happens next?

We answer the question in a myriad of ways with a myriad of tools. We think of our characters, and what their emotions or worldviews might push them to do. We think about the story, and what might be fitting. We think of ourselves, and consider what we would find interesting or exciting. We think of our dice, and decide what actions are most likely to succeed. Sometimes, we are simply inspired.

RPG Errata: D&D Alternatives

So I’ve been somewhat unkind to Dungeons and Dragons, I’m sure you’ve noticed.

I have my reasons for that, and I don’t really care to rant about them here, again, for those of you who aren’t sympathetic. If you love D&D, great! Go buy the next edition, and I hope you have a great time with it!

But for those of you who are at least curious about the world beyond the Red Wizards of the Coast, I would like to hand you a stepping stone, as it were. A small collection of simple RPGs that I think will be an easy and gentle dipping-of-toes-in to the alternatives. Better to try one of these first, then jump straight into Wanderhome or Noumenon.

RPG Errata: Session Zero Questions

I have championed the idea of Cold Opens and Session Zeros, but perhaps been a little coy about the practicalities. What sort of questions and discussions should go into a Session Zero?

There are some obvious answers, such as establishing Lines and Veils, to say nothing of setting and system; but I’ve spent a long time discussing how much more complex a game is than just setting and system. What about Tone? Best practices? Table expectations?

Well, a lot of that requires very personal answers, but I can offer a few ideas. What follows are some suggestions based on what I’ve gleaned from my looking into the genre and importance of Session Zero conversations.

RPG Errata: Introduction

So, what’s all this then?

Well, it turns out that people didn’t stop making RPGs once I finished writing and posting The RPG Medium. Go figure. On top of that, it turns out that there are a lot of games that I didn’t see before I wrote the treatise, some of which fit better than the ones I had chosen to support a specific concept or question.

I’m not going to rewrite my old work, but over time enough new RPGs have crossed my path that it makes sense for me to continue the treatise; an Errata, if you will, that brings in new ideas and supports some old ones.

So to start with, I’d like to lay out a few assumptions going forward; things that are important, but aren’t substantial enough to warrant their own post.

A Long List

Wait, wait! Not finished yet, I guess… Call it an errata, if you wish, but the truth is there are simply too many games and too many complex aspects of RPGs to ever really be “finished.” Even in the process of writing this, games have come out that are far better examples of, say, experiments with Game Balance or explorations of real-time than the examples I used. And that’s nothing compared to the subjects I haven’t even broached.