The Play’s the Thing: Teaching Roleplaying Games by Example Instead of Rules

Bryan and I had the opportunity to lunch together this week. Don't you just love it when people use "lunch" as a verb? In any case, our conversation inevitably turned to game design, and I continued my "why are games so damn long" rant for the benefit of Bryan, our waitress, and all the fortunate souls at the tables around us.

Then I said something that might be useful. I had an idea I thought novel at the time (Bryan has since unearthed an RPG that makes use of my "original" idea). However, I think it bears exploration… and rather than share it verbatim, I want to share it with you in the spirit it was conceived.

So, here's the only background you need. You're at the gaming store, and see a box for the new game "Pedants and Postings." The box states that it is a game based on the fast-paced world of blogging, and that players will take on the role of co-editors as they develop a site and try to build it's following. Weirdly enough, this interests you, and you buy the game.

Opening it, you find a small handful of oddly-shaped dice, along with three volumes that look like magazines. The first is short, about 16 pages, and helpfully labelled "Read This First!" in a font right out of 1982. The others are larger than the first, but no more than 64 pages. You pick up the first book, and this is what you begin to read…

Lost & Found 5: Charting a New RPG Realm

Our exploration of this original campaign setting is now allowing us to develop some major population centers that have been established in this new land.  Today we name a few of them, putting a pin in the map (as it were) where these settlements have taken root.  In a week or two, we'll build up these cities & towns and meet some of their population. If you're just hearing about this new realm for the first time today, you can catch up by checking out the previous posts in this series:

 

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From the Archives: Skew You! When Players Forget to Be Their Characters

Fat Kids: Player Skew by Bryan Dryer

Fat Kids: Player Skew by Bryan Dryer

Technology issues plague us all these days, and, as it turns out, I'm no exception. The upshot of my video driver inspired woes is that I have a post from the archives for you today. As it happens, it's my very first post on this site, our first content in fact. I hope you enjoy this trip through the Wayback Machine!

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May Day, May Day! Links Help for the Week Ending May 1

Most of Intwischa's best traffic is sent to us by other gaming blogs, and several bloggers have been kind enough to provide commentary or links to one of our articles (and, by extension, grant us a traffic bump). With that in mind, I'd like to share with you some articles that I bookmarked from the previous week, as well as some reflections I have on the posts.

Randomly Generating a Game Redux: The Neoverse

Over the last three weeks, Chase has developed a full-fledged setting using Intwischa's battery of generators. His posts

As I've been reading these, I've been interested in the choices offered by the generators, and curious about what a different adaptation of their output might be. I pondered a sci-fi setting, and came up with a near-future VR world called "The Neoverse." I've used Chases hard work of coming up with names to translate his NPCs to this new world.

I can be accused of having cheated a bit... adapting "iron age" to a sci-fi setting required a bit of a step. What I landed on was defining the virtual reality that serves as the backdrop for this setting as an MMORPG set in a fantasy "iron age." Also, I interpreted "European" as very much "Eastern European," even "Eastern Latvia" or "far-western Russia." So sue me.

Why are Role Playing Game Books So Damn Big?

Dusty Old TomesShortly after I got back into games as an adult nearly 10 years ago, I recall running an adventure that seemed thrilling at the time. I was running for two players, and they needed to delve into a Dwarven crypt to recover… well, something. 10 years ago, remember?

I alluded to massive traps scattered throughout this crypt, and built up a general sense of dread about the likelihood of character survival. They took the hook, and approached the dungeon with extreme caution. We've probably all heard jokes about searching every 5 feet--that quite literally happened in the first 60' hallway of this dungeon.

And I allowed it.

And what's more… it seemed fun at the time!

I tend to approach games as Oscar Wilde approached art--there are not good or bad games, there are fun and not-so-fun gaming sessions (and some games tend toward more of the former than the latter). By my standards today, I ran a "bad game." But at the time, it seemed fun. No regrets--but lesson learned.

My post today isn't about the philosophy of fun in gaming, or even about searching for traps every five feet. However, it is about something all too similar, and something that is becoming far more dreadful to me than that Dwarven crypt.

Why the hell are role playing game rulebooks so big?

Creativity Tetris: 2d4 Ideas for Beating Writers’ Block

Since you're reading Intwischa you probably are something like us in that you spend a fair amount of time writing when not rolling the dice.  Sometimes the words just seem to flow naturally: background fiction about your characters, an exciting new campaign arc, a prelude or epilogue to a recent adventure, or even details for an original role playing realm.   The connection between your ideas and how to express them is strong, maybe damn near unbreakable.

Other days, however, you may be lucky to get six words in a row that make sense.  That's been me for the last few weeks, so I've been collecting some ways to break the dreaded 'writers' block.'  What better way to exorcise those confounding demons than to share my discoveries with all of you?

Gaming Links for the Week of April 18-24

First off, what an awesome Kickstarter week! Backers of the Dinocalypse (including a handful of us at Intwischa) received our PDF copies of the first novel (as well as Spirit of the Century and Spirit of the Season). Furthermore, one of my favorite projects titled Full Moon (covered here last week) received funding AND hit all its stretch goals! Congratulations!

This week, we share links about dungeon design from perspectives of both artistry and functionality, and we look at the virtue of simplicity in roleplaying game design. Have links on these subjects you'd like to share with us? Post them in the comments!

Randomly Generating a Game, Part 3: GM’s Edition

Vorstland

This is the third in a series of posts about creating a game that's completely inspired by the output of random idea generators. In my first post, I laid out my plan, and gave the output of all the generators. In the second, I started to fill in the details within the framework provided by the generators. I recommend reading those before continuing on with this one.

The last edition described a bit about the setting, and a few of the NPCs. In this one, I'm going to continue laying out NPCs that the players may not have met or heard of at the beginning of the game. I'm also going to get into the "behind the scenes" part. In other words, this one's classified GM's Eyes Only. There has been some interest expressed in my actually running this campaign for our group, so if you're one of my players, stop reading now!