The question for Day 9 is “What is a good RPG to play for about 10 sessions?” I was almost going to pick Dungeons & Dragons, but there’s so problems there. D&D is great, but if you’re going to run through a current published module it’s not going to take you 10 sessions. If you opt to run a campaign instead 10 sessions is barely scratching the surface.
Numenera is the game that fits better for the 10 session scenario. Character creation is quick, but open enough to allow for characters to grow. The mechanics are basic enough so that your group won’t spend three sessions running through a fifteen-minute combat scene. But, what makes Numenera perfect for a 10 session scenario is the world itself.
Because of the weird nature of the world of Numenera, it’s easier for a Game Master to string together as much strangeness as possible into a 10 session campaign without it seeming ham fisted. Why is there a cult of androids worshiping a mysterious glass cube on the road to the town we need to travel to? Numenera. Did we teleport from this temple into space where we found a ship that took us to an undersea kingdom? Numenera. You can build a campaign of about 10 sessions that’s all killer and no filler.
Today’s question is “What is a good RPG to play for sessions of 2 hrs or less?”
Technically, a GM can plan for any RPG session to be played in 2 hours or less. Unfortunately, players don’t care how long you planned a session to be. They’re like “Why would my character be searching a haunted house?” or “Oooh, I want to look in that drawer!” or “What does this spell do again? I can’t find the page.” Just awful!
You need a game that gets the players to the action quickly and doesn’t bog the action down with tomes of rules. A perfect game for that is Tiny Frontiers: Mecha and Monsters. Mecha and monster creation is quick and easy. The rules are minimalist and simple to understand making gameplay flow smoothly. Best of all, the premise of the game allows you to strip away a lot of extraneous story and just get right down to punching kaiju. You can spend the majority of that 2 hours having a great time.
For our full review of this game check out this post: Tiny Frontiers: Mecha and Monsters Review
The question for Day 7 is “What was your most impactful RPG session?” I was having a hard time coming up with an answer for this question. What makes an RPG session impactful? I could probably name my most fun RPG session or the most frustrating RPG session. But, I wouldn’t call either of those impactful. Then, the answer hit me. Continue reading #RPGaDay: Day 7
Today’s question is “You can game every day for a week. Describe what you’d do!” I have two answers for this. However, the RPGaDay bylaws allow for this.
My first choice would be running a mini-campaign. One of the biggest time wasters in our normal games is getting everybody back up to speed. Playing seven days straight would eliminate the need for this. The story and where the players were in it would remain fresh in everyone’s minds. Also, a mini-campaign played out in this manner would be more rewarding for the players. They would get to see their roleplaying have consequences hours or days later instead of weeks, months or years.
My second choice would be to run one-shots of as many different games as I could during the week. Probably my most difficult challenge is fitting new games into our gaming schedule. We’re all busy people who don’t have time to game every week. There is always the risk that you will spend an entire session trying out a game that no one ends up liking. As a result, we often fall back on familiar games. However, a week’s worth of sessions lessens the risk. The players and I could move on from games we didn’t like or play more of games that we did like.
Today’s question is Which RPG cover best captures the spirit of the game? The answer is Shadowrun 5th Edition from Catalyst Game Labs! Continue reading #RPGaDay Day 5
Welcome to Craft & Dragons!
A semi-regular post on The Worst blog that focuses on D&D inspired crafts.
As I thought out this project’s details, I realized we never explored that most magical of mediums – GLITTER! Now don’t flee in terror like a level one mage trying to outrun a marauding orc; glitter is your friend, and when you follow my simple tips and tricks, is a snap to work with it.
But, what kind of craft can we douse in the sparkling shower of unicorn tears that is glitter? Continue reading Craft & Dragons: Travel Battle Set
As a Game Master you probably spend a fair amount of time creating a Big Bad for your adventures. Part of this creation involves coming up with a motivation for this Big Bad. By determining why they do the things they do it is easier for you to determine how they will act in different situations. Motivation is an important aspect in creating well-rounded characters in your game. But, have you ever stopped to think about the motivations for the minions that serve the Big Bad? These NPC’s are often just nameless cannon fodder. We trot them out for the PC’s to fight without a second thought as to why they are fighting. However, a minion’s motivation defines their actions just as much as the Big Bad. Continue reading Minion Motivation
A few weeks back I received a question from George Cameron. Take it away, George!
I actually have a request of you, if you do that sort of thing. Would you be willing to do a conversion of the Tsunami and/or Locust from the Realmspace book? I’m about to start using your material in our 5E Kara-Tur game, and I thought having a carrier battle with this monstrosity would be fun. I hope it isn’t rude of me to ask!
It’s not rude at all. I’m more than happy to help. First some background. Realmspace was the second Spelljammer Accessory product released for 2nd Edition Advanced Dungeons & Dragons. It was written by Dale “Slade” Henson. Realmspace provided Dungeon Masters and players with the tools to bring Spelljammer rules into the Forgotten Realms, one of D&D’s most popular settings. This supplement introduced two new types of Spelljammer ships, the Locust and the Tsunami, that originated from Kara-Tur. Kara-Tur was originally its own D&D setting based off of medieval Asian culture. However, in 2nd Edition AD&D Kara-Tur was officially made part of the Forgotten Realms. If you’re interested, the Sword Coast Adventurer’s Guide has information about Kara-Tur for 5E . Okay, enough of that. Let’s get to it! I will be covering the Tsunami in this post and will detail the Locust in a future post.
Continue reading Monks in Space: The Tsunami
It’s no secret that I am a fan of the Tiny Frontiers RPG. I am also a fan of anything involving Giant Robots or Kaiju. Therefore, I was excited to hear that Tiny Frontiers was getting an expansion that would include both. I backed the Kickstarter (since apparently I back every RPG Kickstarter) and received my copy of the book back in February. I read through it right away, but haven’t shared my thoughts on the game until now.
Continue reading Tiny Frontiers: Mecha and Monsters Review
Apparently I rolled a natural 1 yesterday when I posted the 5e Critical Hits table as the Critical Misses table. Today I am posting the actual Critical Misses table. As with the Critical Hits table I am offering this up as an optional rule for your 5e Dungeons & Dragons game. Some of the results on this table are extreme. So make sure that your group is fully on board before introducing this into your game. Feel free to customize it in whatever way fits your game. Otherwise, happy gaming!
Continue reading 5e Critical Misses Table