RPG a Day: Day 23


Share your best “worst luck” stories.

Back in the day – way back in the day – we played D&D.  We had just discovered Dave Hargrave’s Arduin and decided to give the critical hit and fumble tables a try.  They worked OK for awhile, but of course stochastic events  eventually caught up with us.

GM (me):  “You enter the room.  There is an old fountain there, from which emerge four GIANT TOADS!”

Player 1:  “I draw my sword and hit one!”  (rolls)  “Oh no, a ‘1’!”

GM (rolls on chart):  “You fumble your swing and hit yourself in the head, giving yourself a skull fracture.  You’re out.”

Player 2:  “I fire an arrow at one of the toads!  (rolls).  “Another ‘1’!”

GM (rolls on chart):  “You miss and accidentally hit another character” (rolls)  “Player 1, you get hit for 6 points of damage!”

Player 1:  “I’m dead.”

GM:  “The toads attack…  miss, miss, miss, critical! ” (rolls):  “Player 2, the toad ruptures an artery with its tongue.  You die in…” (rolls) “one round.”

Player 2:  “Fuck!”

Player 3:  “I cast lightning bolt!”  (rolls) “Another ‘1’!”

Player 4:  “We’re screwed.”

GM:  (rolls on chart):  “The spell goes wild, hitting everyone in range for 1d20 damage.  You’re all in range.  You take 18 damage each.”

Player 3:  “Dead.”

Player 4:  “Dead.”

GM:  “Guys, lets not use the critical hit and fumble tables anymore.”

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RPG a Day: Day 22


Supposedly random events that keep recurring in your game?

Once again I turn to our Night Witches campaign.

Throughout the whole of the campaign, our missions were almost always flawless – we hit the target every time, did damage to it every time, and mostly came home in one piece with few injuries or lost aircraft.

On the other hand, our daytime hi-jinx were generally disastrous.  Snake eyes were common and failure almost always accompanied our every effort.  We weren’t any worse at daytime stuff than we were at nighttime stuff, but all our good rolls came up on the missions, and all our bad rolls came up on the daylight activities.  Our unit suffered more harm from us trying to acquire supplies and spare parts than it ever did from the Hitlerites.

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RPG a Day: Day 21


Funniest misinterpretation of a rule by your group?

I don’t know if this constitutes a misinterpretation of the rules, but it certainly constitutes a lapse in attention by the GM.  And it’s funny.

We were playing Blue Planet, 2nd ed.  My character was Bob, a beluga whale.  In Blue Planet cetaceans like Bob interacted with dry land situations via remotes – vehicles that were linked to the user via computer interface.  At character creation I had duly used the rules to construct a few remotes for my character – one for observation, one for stealth intrusion, and one for combat.  The combat drone had an automatic shotgun mounted in a turret.  I passed the information to the GM, who glanced at it and told me they were fine.

One of the other characters got kidnapped by the Poseidon mafia equivalent, and Bob sent the combat remote to rescue him.  Since the combat remote had speakers and such on it, I figured that I would be negotiating, but my other remotes were fragile, expensive, and unarmed and I didn’t want them shot to pieces and me left with a big bill and wrecked remotes.

The remote got to the building where the character was being held, and I contacted the mafia guys to negotiate.

They told me to come into the building and take the elevator to the top floor.

I thought to myself “Man, these guys are confident.  I mean, the GM looked at my combat remote, and he knows that there is an automatic shotgun on the top.  I told him that I was taking my combat remote, not one of the other ones.  These guys must be loaded for bear.”

So in the remote went and up the elevator to the top floor.  It wasn’t jammed or disabled, and nobody took a crowbar to the shotgun turret.  At the top floor, I received instructions to go down the hall to a specific room number.  Which I did, still expecting trouble or threats, or something.

Once in front of the appropriate door, it was opened from the inside and I was ordered to enter.  The GM told me that inside the room there were three no-neck thugs with heavy pistols guarding the kidnapped character, who was tied to a chair.

Before they could even make threats, I opened up with my automatic shotgun and sprayed them all over the walls (and yes, I hit my companion too, but I wasn’t worried – he was built like a battleship and had subcutaneous armor or something – besides, Player Characters are always tougher than mooks – it’s one of the rules of gaming, amiright?).

The GM was incredulous, and initially resistant, but to his credit after reviewing the remote I had submitted and admitting to not having looked at it carefully, accepted responsibility for letting a heavily armed remote into a room full of mooks, and let the action stand.  Needless to say we were now in more trouble with the Poseidon mafia, but that was OK.

As a bonus, I should mention that the Blue Planet rules also allow cetaceans to do two things at once, due to the more autonomous nature of the two lobes of their brains.  So while all this was happening, Bob was hanging out in a cetacean bar having sex play with a dolphin.

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RPG a Day: Day 20


Most challenging but rewarding system you have learned?

Two games spring to mind:  Hillfolk and various Powered by the Apocalypse games.  Both were challenging for the same reason – they require the GM to give up some of the control normally associated with the position.

In Hillfolk I, as GM, have to take a turn in framing a scene just like all the other players at the table.  In Powered by the Apocolypse game I have a role even more limited in many ways because I can only respond to what the players are doing, and can act decisively only when they fail a roll, which is unpredictable.  In both cases the effect is roughly the same – I need to throw away the idea of a set-piece confrontation or difficulty, and come up with a lot more content on the fly.

In Hillfolk, as GM I sit and watch the action as it unfolds between the players, and get to interpret to some extent what success and failure mean, but I have no more say over the matter than any single player does.  I am just “one of the gang”.  Only when it is my turn can I really enact any sort of agenda of my own – but by the time things go around the table and back to me, the question that is most often on my mind is “where do I hit?”  I have watched and listened to plots unfolding from all of the players, and of course each one has given me ideas about scenes of my own to enact.  But there are multiple players and multiple scenes and unless I am very lucky and very creative, I can only throw a monkey wrench into so many of them – typically one or two.  Which dangling plot thread should I yank on?  Which provides the best story?  Conversely, who isn’t tied in enough and needs a nudge to get pulled in?  Can I tie two characters together in a plot line who aren’t already engaged with one another?  Can I break apart two characters who are becoming too chummy?  What needs pushing?  What needs shoring up?  I can’t do it all so I have to prioritize with a wide view of the story as it is unfolding, and a narrow view of which players need help to get involved and tied in.  I only get my one turn just like all the other players – I need to make it count.

The Powered by the Apocalypse games are similar, in that I need to be thinking at all times about what will work best for the story, but I don’t even have a specific time set aside for taking my actions.  I need to wait for players to fail a roll or ask me “what happens next?” for me to take a move, and the moves I can take are largely prescribed.  I need to constantly be reassessing the plot and the characters – who hasn’t been engaged in the current scene?  Who needs a nudge?  What would be exciting and stimulating for the group?  What is appropriate for where the group has moved the plot since my last move?  And how do I execute the move?  What narrative and mechanical resources do I employ?  For Hillfolk the mechanic is so simple that I can use it any time, but do I want to set up a one-hour fight in Dungeon World when I make a move, or do I want to fiat it and say “this happens” and deny player agency in affecting the outcome for the sake of the plot?  Are we near the end of the session so I should be setting up a cliffhanger, or are we in the middle of a session where I need to provide something that will move the plot along?

Questions, questions, questions.  And questions are a good thing.  Having to act on the fly keeps the narrative fresh, keeps me as the GM interested and focused, and allows everyone in the group to take advantage of unexpected results to move things in a desired direction.  When you sit down to run a D&D module you have a pretty good idea of where the plot is going to go – you have the dungeon, you have the monsters, and overall the player characters are either going to win (probable) or lose (improbable).  For Hillfolk and the Powered by the Apocalypse games you are the William Paley’s god – you create the watch and then throw it out the window to the players.  From the moment play begins it is they who have control of what happens to the watch – they can let it tick along as you intended, they can monkey with the workings and turn it into a mechanical music box, or they can smash the damned thing on a rock, build a quantum powered star-ship, and fly to Alpha Centauri.  And all of those things are okay.  Your job as the GM isn’t to set up the plot and then let them run through it, it is to set up some parameters so that everyone understands where they are starting from, and then let those parameters stand, fall, or be modified according to the desires of your play group.

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RPG a Day: Day 19


Best way to try a new game?

I am going to split this in two, because I think that the answer is different depending on the sort of game you are playing.

For medium or high complexity games

The best way to try out these games is to have someone who knows them teach them to you.  At a minimum a GM with experience in both running and playing the system should sit down with you and help you create a character, guiding you through any pitfalls in the system (“Yes, illusionists seem powerful, but 50% of all threats you will face are immune to illusions, which will leave you as an unarmored character fighting with a pointed stick –  so it may not be a good choice.”).  Under certain circumstances having other players in the campaign be knowledgeable about the system can be a plus, but this can also lead to problems because a) players want to play, not spend time helping the newb make a character, b) too much feedback can sometimes be intimidating – having five other people all telling you what is wrong with your character build, why you should build it differently, and how to plan your build up through level 20 can be confusing and overwhelming.

For low complexity games

Sit down and play it.  If a GM is required, maybe have them create a few pregen characters for people to try out.  But if you are making characters, make them as a group – its more fun anyway and it gives better results.  The only caveat is that everyone should know in advance that nobody, including the GM, has experience with the game so that they can get into the spirit of the thing, and people should have the opportunity to read over the rules first.  Most won’t, or will give them at best a cursory glance (gamers are a lazy and impudent bunch) but the one or two that do should give the group enough knowledge of the game to get started).  Make sure that there is plenty of good food and be prepared for jokes.

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RPG a Day: Day 18


What innovation would RPG groups benefit most from?

A decent indexing system for rules.

Yes, I know that doesn’t seem like it would be much of an innovation – indexes have been around since Roman times, and alphabetized indexes by subject have been around since the 18th century.  But indexing is trickier than you might think, and far too large a percentage of RPGs either a) have indexes that are near useless, or b) for some reason think that an insanely comprehensive table of contents can take the place of a good index.

RPG a Day: Day 17


What fictional character would best fit in your group?

Philip J. Fry

Most fictional characters seem far too busy doing more important things to be good gamers.  They’d miss too many games due to saving the world, pulling off the big heist, outwitting the Cardinal’s guards, etc.  As a GM I would rapidly get really tired of spending time crafting a special story arc only to get that last minute call telling me that one of my players couldn’t make it because they were defusing a cobalt bomb on Venus or something.

Fry would be a good addition to the group.  Sure he’s not as sterling as many fictional characters, but he’s laid back, into gaming, a genuinely nice guy and mildly entertaining.

Bonus if he convinces Leela to come too!

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RPG a Day: Day 16


Historical person you would like in your group?  What game?

Emily Dickenson, in a cyberpunk game.  Because she was clearly a shut-in nerd gamer just waiting for rpgs to be invented.

And because you KNOW that she would rock the house with an assault cannon.

“Because I could not stop for death…”

BRRRRRRRRT!

“… he kindly stopped for me.”

BRRRRRRRRT!

“The carriage held but just ourselves…”

BRRRT!  BRRRT!

“… and immortality.”

BRRRRRRRRRRRRRRRRRRRRRRRRT!

“WE LIVE!  WE DIE!  WE LIVE AGAIN!  WITNESS MEEEEEEEEEEEE”

RPG a Day: Day 15


Your best source of inspiration for RPGs?

My players.  Hands down.

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RPG a Day: Day 14


suspect that if I got all my old RPG friends together in one place it would look a bit like this.

Your dream team of people you used to game with.

No.

I love and cherish the friends I have made through gaming, and I love and cherish the friends that I have gamed with.  I’m not going to pick and choose between them.

My dream team is all of you, my friends.  I love gaming with you and I wish I could do it more often.

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