Rpgmedia

Runaway Hirelings, and Imaginary People

Runaway Hirelings is a comedy RPG about the squishiest and most inconsequential characters in the whole of the RPG medium: the hireling. Hirelings served a very specific role in the early era of dungeon-delving RPGs. Players often found themselves lacking certain abilities: perhaps no one was playing a lockpicking thief, or they needed some method for carrying and extracting all the loot they scavenged from the dungeons. One of the original uses of Charisma in 1st Edition D&D was to limit how many hirelings you could command at once, and how likely they were to stick around.

Fiasco, and Defining Success

Fiasco is an RPG, though it certainly doesn’t look much like one compared to the old RPGs of yesteryear. There are no stats, no challenge rolls, no character sheets beyond a single note-card. There are scenes, yes, and players act out their roles to advance a shared narrative, but no one ever rolls a die to see if they succeed at charming their way past a guard or pushing past a bouncer into the club.

d1 RPG, and Determinism

d1 RPG is a joke, right? Of course it’s a joke. Reading the rules makes it abundantly clear that this is a bit of a spoof. A parody what it means to play an RPG. Isn’t it? I mean, it has charts! Table A tells you the results of each side of your d1: if you roll a 1, your action succeeds. That’s it. No failures, no complications, nothing but success.

Parselings, and Stacking the Dice

Parselings has a early millennium action-webcomic aesthetic and tone, where players take on the role of the titular Parselings; ordinary folk who have become infected with strange ink-like entities that bond with their hosts and tattoo words on their bodies. Caught between humanity and dark linguistic monstrosities, the Parselings use the magic of these words to heal or harm the infected world. The world of Parselings is deeply thematic, drawing on ideas of mutual aid, internal versus external definition, freedom versus self-control, and the complexities of communication when others may have already labeled you differently than you label yourself.

Knave, and the Agency of Dice

Knave is an OSR (Old Style Ruleset, Old School Renaissance, or Old System Revival — I’ve seen them all) RPG. OSR games hearken back to the olden days of dungeon delving and hack n’ slashing. A system without a pre-built world, Knave is designed to be modular and adaptable to any compatible systems, bestiaries, spellbooks, and adventures. There is a long and detailed history of OSR gaming, and I won’t go into that now.

Ironsworn, and Clocks

Ironsworn, set in an iron-age dark fantasy world, is a game about survival. To quote the game itself: “You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land. Most importantly, you will swear iron vows and see them fulfilled — no matter the cost.” The mechanics of this game are quite interesting to me, but I want to focus on one specific design choice; everything — from a single combat to the campaign as a whole — is represented by progress tracks.

Badger + Coyote, and Tactical Conversation

Badger + Coyote is a GM-less dual RPG. One player plays Badger, the other Coyote. Asymmetrical in design, Badger has skills that allow them to do things in the game, such as digging, trapping, and sniffing. Coyote, on the other hand, can only spot, pounce, or make a roll to “speak” a sentence to badger, who can then respond. This is the only way that the two characters can communicate to each other.

After the War, and Performing the End

After the War is, quote: “a tabletop science-fiction roleplaying game of memetic horror. Ten years after the galactic war, millions of survivors try to rebuild on the frontier world of Polvo. They seek to guard their new homes from internal strife and the psychic fallout from the war.” This does not do justice to the horrific history that your characters have to deal with. Among After the War’s inspirations is Fiasco.

Of Grub and Grain, and Skipping the Boring Bits

Of Grub and Grain is an RPG supplement — a minigame, if you will — about cooking. Cooking is an often overlooked aspect of RPGs, generally falling into the same pit of uninteresting chores that we would simply rather not take part in. Generally, Cooking is dealt with the same way that eating is; ignoring it completely. You ever notice how characters in RPGs never go to the bathroom? They never really “get hungry,” either.

Fate of the Budayeen, and Behavior Stats

Fate of the Budayeen is a fan-made adaptation of the Budayeen setting from George Alec Effinger’s “Marîd Audran” series to FATE, specifically FATE Accelerated. I won’t detail the adaption process here, as Mechante Anemone has already done so. Instead, I want to talk about FATE Accelerated as a system. FATE Accelerated is a hack of the Core FATE system. Like FATE Core, FATE Accelerated uses aspects to define characters, forcing them to engage with the game narratively as well as mechanically.