Rpgmedia

Escape from Dino Island, and Scions

Escape from Dino Island is, quote: “a thrilling adventure game about intrepid heroes trapped on an island overrun with creatures from a lost age — dinosaurs! Players take on the role of everyday people who are brave and competent, but also in over their head. The game is designed to help you create the kind of stories that are full of action and suspense, but in which fighting is rarely a good option.

I Got Hit By A Meteor & Was Reincarnated as the Hero of a Tabletop RPG, and Fiat

I Got Hit By A Meteor & Was Reincarnated as the Hero of a Tabletop RPG is an RPG and I am not typing all that out again. I’ma call it Meteor. Meteor is purportedly a redesign of D&D 5th edition rules, with the framework detailed in the title; the players are dead, having been crushed by a meteor, and the devil has offered to redeem the players’ souls if they beat him in a game of 5th edition D&D.

Endless Lands, and There is No Such Thing As An RPG

Endless Lands is a fantastical RPG about traveling across the titular lands. As laid out in the rulebook, the game begins with everyone sitting down to talk about what kind of game they want to play, and then building the world that allows them to do so. The campaign’s Great Threat is discussed and decided on, all before the characters are created. Character creation is not particularly difficult, and the rules are simple enough to learn quickly and master easily.

Lancer, and Why We Play

Lancer is, to quote the book: “a mix of gritty, mud-and-lasers military science fiction and mythic science fantasy, where conscript pilots mix ranks with flying aces, mercenary guns-for-hire brawl with secretive corpo-state agents, and relativistic paladins cross thermal lances with causality-breaking, unknowable beings…players adopt the roles of mechanized chassis pilots — mech pilots — comrades together in a galaxy of danger and hope.” The system itself is quite rich. With a defensible claim to the most strategically balanced RPG currently available, Lancer is a system that requires careful consideration of forethought, resource management, teamwork, and luck.

FATE, and Ludo-Narrative

I described FATE as a system earlier; but my description was a poor one, abbreviated to get to the point I wanted to make. The actual rules of FATE are more detailed and interesting than I perhaps first made them sound. Characters in FATE Core have two fundamental things that influence their abilities: aspects, and skills. Skills are simple enough; they’re what your character is good at and have a numerical value from 0 to +5, usually.

Blades in the Dark, and the Two Narratives

Richly Gothic in tone, Blades in the Dark sees you and your fellows playing scoundrels in a wrought-iron steampunk city, working together to score heists, claim fortunes, and establish yourselves in positions of power in the city. The world is well designed, providing a fertile ground for intrigues, cloaks-and-daggers, and unseen dangers. Character design is detailed, including character sheets for each individual as well as the gang as a whole. You pick your backstory, select your class, put points into your skills, and set out to make or take your fortune.

GURPS, and the RPG War

GURPS is technically not an RPG, but an RPG System. It’s a distinction without much of a difference; an RPG is at once distinct-from and inexorably-linked to the ruleset used to play it. It could be said that D&D is a system, while settings like Greyhawk, the Forgotten Realms, or Ravenloft are the actual RPGs. At the same time you could call Greyhawk a game setting, and say that The Keep On The Borderlands module that you’re playing is the actual RPG.

What If We Kissed, and the Great Divide

What If We Kissed calls itself the “same genre of thing as Dungeons & Dragons,” and I understand the mistake. As I said before, for better or worse D&D is the entry point for most anyone who is curious about RPGs. Unless they have a friend who is both well versed in RPGs and believes D&D is an imperfect introduction to the medium, a newcomer is first going to take a look at D&D.

Dungeons & Dragons, and Defining our Terms

Dungeons & Dragons, as you may know, is an RPG. No, that’s doing it a disservice. D&D is the RPG. Arguably the first of its kind, D&D certainly became the definitive example of the medium. It has dominated the cultural dialogue about RPGs to the point that even if you know nothing about RPGs, you’ve still heard of Dungeons & Dragons. It’s difficult to explain how ubiquitous D&D is as a concept, not just a game in and of itself: It has spawned books, clones, parodies, movies, and even a children’s cartoon show, although we can probably blame that last one on the ethos of the 80s more than any inherent merit.

What Is This?

You probably have an image in your head about what Table Top Roleplaying Games “are.” Even if you’ve never played one, you have a shape in your head, defined enough that you can see a group sitting around a table with dice, paper, pencils, and a cardboard screen and say “ah yes, that is an RPG. I saw it on Stranger Things.”