#RPGaDay 1: Real dice, dice app, diceless, how do you prefer to ‘roll’?

RPG a Day 2016 image

Each year we celebrate Autocratik’s #RPGaDay, where we spend a month celebrating RPGs, discussing what we love and what we love about them. Here are the responses of the TRF crew. Be sure to tweet, blog, or post your own with the #RPGaDay!

For August 1, Real dice, dice app, diceless, how do you prefer to ‘roll’?

Aser – I like real dice, the feel of a tangible expression of the probabilities at work. Random number generators may offer a purer randomness than these little pieces of plastic, but feeling and hearing the dice tumble and roll imparts something special to the roll. Even if the randomness is more illusory given the nature of the game, isn’t that part of the fantasy too?
In another important sense, the dice I use are a constant reminder of the inventiveness and inclusiveness of the tabletop gaming community. I use Braille dice, designed by a woman who wanted her friend to be able to experience this iconic activity that forms such a major part of the hobby and brought to fruition through funding from hundreds of people on Kickstarter who thought the idea was worth making a reality. One of our players also bought me a full set of these dice and then some, one of the most meaningful and profoundly appreciated gifts I have ever received.
John D. – Real dice for the true randomness and sound but often online I have been using a free app.
Jonn P. – Real dice when the system is straight forward like fate, savage worlds, etc. For systems like 3.5/Pathfinder with a bunch situational modifiers and iterative attacks, dice apps to preserve what remains of my sanity.
Landan – I prefer to roll dice whenever possible, but in some instances I like digital rollers if it is a ton of dice to make the math quicker.
Megan – I prefer real dice. There’s just something satisfying about listening to them roll. But if I’m rolling more then 10 dice, I’m probably going to use a roller.
Mike G. – Real dice, and I prefer to roll.
Patrick – 100% real dice, forged in the fires of Hades, and kissed by Fortuna on my namesday.
Phil – I prefer a dice app for convenience (esp for dice-heavy games like firefly) but what RPG fan doesn’t like rattling the bones for real…

Not So Strange 8: The Omega Mission

Old Postcard that reads Greetings From Seattle with pictures of the city in the letters

Mission accomplished, our heroes take time to relax and recover. None of them could have predicted what would happen when they were called to join The Omega Mission.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin MacLeod, “Failing Defense”.

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Not So Strange 7: Wait, it shoots what?

A battle chrysalid, with a glowing red face and guns mounted to it's back moves forward menacingly

Escaping from the tunnels beneath Ruk, the team and Agent Davis join forces with the Quiet Cabal to take on a threat to Earth and Ruk before it’s too late.

Featuring Aser, John, Matt, Megan, and Mike. Music by Kevin MacLeod, “Failing Defense”.

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Not So Strange 6: Revenge is a Dish Best Served with Knives

A front and side view of partly mechanical beings

The team follows their nemesis to Ruk where they are joined by a veteran agent with a very familiar name.

Featuring Aser, John, Matt, Mike, and Megan. Music by Kevin MacLeod, “Failing Defense”.

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A Quickstart Guide for Game Masters at Gen Con

In hindsight, GMing at Gen Con is not easy. Don’t get me wrong, it’s a blast! But a 60,000 player convention has a lot of moving parts, and I would have loved a guide to avoid all the inefficiencies, mistakes, and general frustrations I experienced during my first few years.

So, without any further ado, here are some of the things that are in the Event Host Policy document Gen Con releases every year, but hopefully a little more concise:

GM vs. Gaming Group
If you are running an event by yourself, you are a GM! That means you’re only responsible for yourself and your event. This eliminates a lot of possible advantages, such as getting complimentary GM Badges or requesting a GM Hotel Room, but this provides a much faster, simpler submittal process and you don’t have the pain of herding the cats that are your fellow GMs. Good job on not being insane!

GM Badges
As a GM, you still must purchase a Badge as an Attendee, then request before mid-May a GM Badge for pickup at GM HQ. Once you pick up your GM Badge, you drop off your Attendee Badge and, after the convention, request reimbursement.
As a Gaming Group, you can request a number of complimentary GM Badges equivalent to number expected of player hours generated from your approved events divided by 72 hours. What does this all mean? If you plan to run 72 player hours of events (# of Events x # of players x # of Event’s Hours), you’ll get a free Badge.

Continue reading A Quickstart Guide for Game Masters at Gen Con

Not So Strange 5: Whoops

The Skype office in Palo Alto eaturing small patches of lawn with fabric stones and red chairs inside

The team infiltrates the September Project to get some answers. Things go according to plan, unfortunately just not theirs.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin MacLeod, “Failing Defense”.

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Finding the Best System for Your Horror One-Shot

As I prepare my horror RPG one-shot for a local convention, I’ve been reflecting on the Halloween themed games I’ve run over the years and what I’ve learned from those experiences. Working with the Redacted Files, I’ve seen how much they are aligned with the genre. That in mind, I want to share some things I’ve learned running and writing games for the season and for the genre. Not about story but about the system you select.

When telling your story, it is critical not to let the system cause you to stumble. If you want to disrupt the player characters’ sense of comfort and build dread (the key ingredients to a horror story), stopping with any frequency to have to check a rule or have to consider how to cram the story into the scene kills the mood. You want to use a system that works with the type of story you’re going to tell. Thankfully, there are lots of RPG systems out now that, with a little searching, you’ll find a supports your story.

I break systems into three categories depending on how easily they help tell the story:

Genre – A system that is designed for the horror genre. The rules and flavor text are all about horror, and the splat books are about telling a more in depth story using mechanics that support it.
Examples: Call of Cthulhu, Don’t Rest Your Head, World of Darkness

Generic – This is a system that is streamlined and won’t get in your way when you try telling the story. It may not be designed to tell a horror story specifically, but it won’t force you to continuously reference the rulebook as you play.
Examples: Cypher System, FATE (Core or Accelerated), Powered by the Apocalypse

Forced – RPGs designed for other genres, like high fantasy or steampunk, where telling the story is against the grain, so a splat book needs to be written to make major modifications to the core system.
Examples: Dungeons and Dragons, Iron Kingdoms RPG, Pathfinder

All of these systems are great, but they all have limits. It’s finding the system that is least limiting for your story and have enough depth to be able to support you as well. I’ve tried lots of these and, with very little practice, you can tell a one-shot with any of them with limited prep work on the system.

What I would recommend is sitting down and writing your story outline. Don’t think about rules yet, just what you want the plot to be and how you would build it. Then, look at different systems, starting with what you’re most familiar with and branching out from there. Find the system that supports your story best and won’t require you to spend weeks adapting rules or, worse, force you to on the fly modify the game to fit the system.

Remember, this is a one-shot. You’re not making a lifelong commitment to the system, and a good story will let you gloss over the rough edges too.

Not So Strange 4: The Scarlet Scarscape

Cauliflower dyed red, looks like unending red fractals

As the party escapes into the Strange, they have to manuever through a new environment and make new friends.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin Macleod, “Failing Defense”.

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Not So Strange 3: No One Gets Out of Prague Alive

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We finally release the episode where the team leaves heads to Prague, and hopes that this time, there won’t be dragons released.

Featuring Aser, Matt, Megan, and Mike. Music by Kevin MacLeod, “Failing Defense”

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Fear Itself: Invasive Procedures pt. 2

Invasive-image

As the horror becomes pervasive, the patients try to band together to escape from the monsters in the dark.
Featuring Aser, John, Matt, Megan, Mike, and Rob.
Music by Kevin MacLeod, “Spider’s Web” & “Classic Horror”

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