Courtney Campbell couldn’t find random tables when he needed them, so he made a big list of all the ones he knew about circa 2011.
I have made this post so that I can find that again.
Courtney Campbell couldn’t find random tables when he needed them, so he made a big list of all the ones he knew about circa 2011.
I have made this post so that I can find that again.
Time for some fun in the post-Forge moonscape.
Jason D’Angelo wrote a very insightful analysis of part of Apocalypse World, and (in a comment) linked to Vincent Baker at http://lumpley.com/index.php/anyway/thread/466 as being something that sets up a key idea for understanding that analysis. In that post, Baker makes three claims:
As I find common for the Forge and its hinterlands, that sounded interesting, but I wasn’t sure what it meant. And it was clear from the first few comments that no-one else was sure either. My heart sank as a mess of confusion followed. Baker took a long time to express himself clearly; his many interlocutors took a long time to ask clear, explicit questions that squeezed said clear expression out of him. Sadly, when I go back to the Forge or its diaspora, this is my usual experience — it’s like there’s treasure there, but it’s sunk deep in a swamp.
There was a happy ending this time, though — having read the whole discussion, I think Baker’s point is fairly simple and quite useful.
Continue reading “Enthusiastic assent is better than formal authority”
Status — Conjecture, mostly untested. I have a suspicion that “levels” aren’t the best way to go about most of this — perhaps a flat list (“do at least three of…”), or a set of conditional rules (“if they’re ostensibly an ally of a PC, then describe…”), would be better.
I’m writing this for my Beyond the Forest games. Key properties:
Give them:
Some good articles I’ve read recently:
Joseph is talking about using third-party sources, while Justin is talking about making your own material, but there is a common theme — support material that’s no better than the ideas you can improvise on the fly is a waste of time. It’s not just neutral — it’s actively bad.
This is the advice-and-resources page for players in either of the Edge of the Forest spinoff games.
The latest version of the rules is on Google Drive.
A timeline of the kingdom’s history and a possibly-current version of the kingdom map are available.
Nathan Dowdell (lead rules developer for Modiphius’ Star Trek) made a distinction on rpg.net between necessary and desirable house rules —
I see an analogy here to the distinction between “fat” and “skinny” games — fat games have extensive library content, while skinny games just have the rules. Fat is easy to cull, easy to add; skin is not. Changing skin is hard work. Change the skin wrong, and all the fat falls out, and stains the carpet.
For my posts Why Do RPG Players Ignore Rules? and What Do Rules Ever Do For Us?, there are some important nuances to bear in mind.
I’m using Burning Wheel -style Beliefs in two new campaigns, the first time I’ve done so in many years. I’m finding my tendency is to challenge them directly — to say “Even if this?” or “Is that really true?”. This can be powerful, but I suspect it could be frustrating for players if that’s all that I do.
Michael Prescott has a standard list of Belief-response tactics, of which the above (“undermining”) is only one. The original was on the BW forums; a revised version is in a free sample of the Burning Wheel Codex. In summary, the tactics are:
Brendan S has written a blog post on how some people treat rpg rules as primarily in texts, while others treat them as residing primarily in culture of a play group and its hinterland —
“I contend that one of the major causes of misunderstanding in discussions of tabletop roleplaying games is differential prioritization of where rules should live. At base, games are bundles of practices that can be stored and communicated in various ways. For example, baseball in the United States started as a game played by amateurs using informal rules that lacked textual basis. A social club wrote the first baseball text in 1845: the Knickerbocker Rules. Tabletop roleplaying game rules can also reside ultimately in culture or in texts.”
The post felt very important when I read it, and I felt I should blog about it. Now, several days later, I cannot remember what I planned to say in such a blog post. I know it indirectly lead to Why do rpg players ignore rules? and What Do Rules Ever Do For Us?, but I thought I had something more specific to say.
I remember thinking that this clearly relates to the comments by Eero Tuovinen I summarise in Valuable insights into OSR play, and to my position in A Ruleset is an Intervention Tool (in Brendan’s terms, the latter talks about written rules as a way to modify culture).
If I remember more, I will put it here.
Status: I’m fairly confident of validity and completeness
Over on G+, Dan Maruschak laments that many rpg groups will not or cannot follow rpg rules as written. I said
“In most life contexts, believing written rules and procedures is of dubious value. When you enter a new community, you’re usually better to follow what others do rather than what the rules say you should do. The real rules — those that most people follow in practice — are unlikely to be exactly those that are written down.”
to which he replied
“Which is why I find it so aggravating that that “follow the written rules of a game” is such a hard sell. People can get no-rules everywhere else, why demand no-rules here, too?”
In other words, Dan is asking why people don’t take rpg play as a chance to enter a well-defined magic circle — to play, for a change, in an environment defined by rules.
I think the following reasons are all factors here:
Continue reading “Why do RPG groups so often ignore the rules?”