Break out the acetone, cause I'm stripping that Ravnica sheen off of Guildmaster’s Guide to Ravnica. The latest setting book from Wizards of the Coast has a lot to offer someone who enjoys the setting of the world's most popular collectable card game, but is it any good for someone who doesn't? In a book all about a specific, high magic setting, can we take away the Ravnica and come away with something usable? Here is a quick list of things we can all use by just filing off those serial numbers.
1) New Races
Need I say more? Oh, ok, I guess I will. Centaur, Loxodon, Minotaur, Simic Hybrid, and Vedalken make their appearance here. Two of those, Centaur and Minotaur have existing places in any mythical fantasy setting. Loxodon, or elephant people, have the same half-man half-animal thing going on, so not too much of a stretch. Simic hybrid and Vedalken are a bit more on the science end of fantasy, but we can work with that. Those running a spelljammer campaign have an easy fit for Vedalken, but they could exist right along side of elves, albeit with a shorter lifespan, which could give them the time and the separation for an alien point of view. Simic hybrids are a bit easier, replacing their expertly grafted appendages with the grotesque, Frankenstein-like stitching of the mongrel folk from earlier editions and Curse of Strahd.
2) Guild, Contacts, And Advancement
Here's my take on the guilds:
Azorius is a lawful neutral police force, Boros is a lawful good army, Dimir is a lawful neutral spy organization, Gruul are chaotic neutral tribes of wanderers who hate civilization, Golgari is a chaotic neutral sewer dwelling guild of the creepy and dead, Izzet is a chaotic good guild of crazy inventors, Orzhov is a lawful evil church syndicate, Rakdos is a chaotic evil circus of demon worshippers, Selesnya is a neutral druidic nature group, and Simic is a society of scientists building the perfect future. Each guild is mechanically a background, giving you access to guild features such as guild spells (for spellcasters), contacts, and tiered rewards as you progress in the guild. Guild spells are extra spells added to a caster’s list they can choose from. These spells are themed to each guild and balanced very well. Player characters start with three contacts. The contacts are kind of generic, but at least can be tweaked a bit. Judge, procognitive mage, and “promoted into secrecy” are a few examples. Once you get to know the guilds it's easy to substitute your local military for a Boros Sunhome Guard or a thieves guild member for a grateful Dimir spy. Each guild uses ranks which grant rewards. This is a great melding of factions and the renown system in the Dungeon Master's Guide with the bonus of something to strive for. Each rank gives you more access to guild hierarchy and usually other faction members you can call into action for you.
3) Adventure Building Tools
I really hope Wizards continues this in future supplements; they put so much goodness into this chapter. This chapter makes the book worth buying. First, every guild has an adventure map to use. These are good sized maps with a lot of rooms: great for tactical play. The maps are done by Dyson Logos and are minimalist and very easy to copy onto a battle map. The lack of specifics in each map (chairs, tables, rugs, etc.) make these maps easy to use in any setting or location. I've already pulled a few out in my home game. There are five tables for each guild, d10 adventure goals, d8 villains, d6 assignments and hooks, and d12 adventure ideas for each map. There are also one hundred adventure goals, eighty villains, 120 assignments and hooks, and 120 adventure ideas. While I haven't sat down and used these tables, they are a great addition to my already extensive collection. If I need a certain trope, say a spy or a military villain, I can just pick a similar guild, Dimir or Boros, and roll up a quick villain and scenario. Through the previous chapters you have gotten to know the guilds, and understanding how the guilds relate to fantasy tropes really makes these tables useful at any table, especially in the middle of a session.
4) New Monsters And Magic Items
Some stand out magic items, based off of magic cards, are included in the book. A few are heavily thematic, but can be changed to suit your campaign world. There's a dwarven thrower that explodes and requires an action to call back; a pair of bracers that let you cast a copy of a cantrip cast with a bonus action. There’s another set of bracers as well which allow you to cast a spell you don't have memorized or know with a chance for a random spell if you fail. As far as monsters go, there's a rage beast template for boosting beasts, an evil angel and krasis. A krasis is basically an upgraded version of mongrel folk; customizable with three sizes (medium, large, and huge) and two d8 tables of major and minor adaptations.
Some of the creatures come with new traits we can steal for our regular ones. Aura of Blood Lust makes creatures within thirty feet attack randomly. Feed on Fire causes a creature that takes fire damage to grow bigger until it finally explodes and starts over.
Taking Guildmaster’s Guide to Ravnica apart and incorporating it into your home game is a relatively simple and painless process. Even in the area descriptions of the Tenth Ward I found some really cool ideas to use in my game. Digging in a bit for yourself, you can find more little gems building off of the existing rules, new favorite monsters, or even a new favorite class. So go out and grab yourself a copy, and if you already have it, let me know what you are using at your table!
Richard Fraser has been roleplaying since the early days of Dungeons and Dragons and started with the red box in the eighties. He currently prefers to DM fifth edition D&D, though reads a lot of OSR and PbtA. He currently has podcast, Cockatrice Nuggets and maintains a blog at www.slackernerds.com, and recently started a Patreon.
Picture Reference: http://dnd.wizards.com/products/tabletop-games/rpg-products/guildmasters-guide-ravnica
A friend is currently running a kickstarter for his wild west roleplaying game Ballad of the Pistolero. Last time I looked the game was just over one third funded. By a strange coincidence I am also working on a wild west themed roleplaying game and the two of us produce games that are about as far apart as one could get. Mine is more fast paced cinematic action of Saturday morning Lone Ranger and Casey Jones. Ballad of the Pistolero is akin to the Old West of fiction from The Searchers, to The Good the Bad and the Ugly, and Red Dead Redemption.
On December 31st I pulled my Indiegogo crowdfunding project, a matter of hours before it went live. I had created all of the assets for it right down to video trailers. I decided that crowdfunding was not the way I wanted to go. What I have seen in 2019 has only reinforced by opinion that Kickstarters are not necessarily the ‘good thing’ for games that they are portrayed as.
If you had ambitions to write your own RPG and fund it through a kickstarter then you may be interested in my reservations. Maybe you will look at them, take them on board and address the concerns to your own satisfaction. At the very least your business plan will be a little bit better and stronger for having looked at potential problems, and thereafter having a solution in place should I be right.
1) Where Do Your Sales Come From?
The most basic kickstarter or crowdfunder is based on, pledge money and get advance access to the final game. In effect it is a pre-order system. There are normally tiers of rewards and the more you pledge the more you get. Lower tiers offer PDF copies of the final game and then higher tiers bundle in printed rules and even hardback editions. So why is this a problem? The problem is that if you have a large number of pre-orders, even if everyone you know, and everyone they know, that has any interest in your game has it on pre-order where are future sales going to come from?
2) You Don’t Get What You See
If you have a pledge target of $3,000 and you hit $3,000, you do not get $3,000. There are two big slices that get taken out before you get to spend your war chest. The first is the platform fees. Kickstarter and Indiegogo are not charities. They exist to make money and they are going to take a typical 8% of the total pledged. Then there is tax. The money pledged is taxable income and the tax man/woman is going to take their slice. After those two a $3,000 target leaves you with little over $2,000 to actually spend on finishing your game.
3) Fulfilled By Drivethru
This is not OneBookShelf’s fault in any way but a great number of kickstarters are fulfilled via Drivethrrpg.com. What this means is that they will handle sending out all the PDFs and eventual printed books for you. You upload your supporters list with what needs to be dispatched and they do the rest. You then just send them the money for any printing and delivery. So where is the problem you ask?
The problem as such is not with the fulfillment (that is a great service) but with the way that OneBookShelf and DriveThruRPG rank games. They only count the games that people pay money for. A game that sold one copy for a single cent will outrank a game that has a million free downloads. Therein lies the problem, all your sales were pre-orders and the money doesn’t go through the tills, so to speak. You could send out a thousand copies of your game and it will be nowhere on the popularity rankings.
4) The Real Cost Of Stretch Goals
Many kickstarters and Indiegogo campaigns have additional rewards if they exceed their initial goals. You may think you need $3,000 to finish your game, but what if you raise $5,000 or $10,000? You may think that it is a nice problem to have, and in some ways it is. Where the problems start is with the danger of over committing yourself and unforeseen expenses. Along with this is the sheer production time. You probably have your game already written before you even started your kickstarter, but what if you are now committed to producing a GM’s screen and ten adventures?
Your production queue now extends months further into the future and you will want to send out all these things at once to your backers to save on post and packaging. Suddenly, you have a big lag between completing your game and sending out the goods to your backers.
This also touches on that ‘future sales’ issue. If everyone already owns everything, do they need to buy more?
If there are unexpected expenses with any of these stretch goals, like your artist ups their rates as they didn’t realise the project was going to take up so much of their time, you cannot go back to the backers and ask for more money.
5) Natural Born Failure
In many respects Kickstarters are popularity contests. It is not the best games that get funded, it is the game designers with the most social muscle who can get the word out about the game. Sure, great art helps. A game trailer video helps. If no one thinks to search for you kickstarter though, no one is going to see or read about it. You need to shout it from the tree tops, figuratively speaking and for that you need a big audience.
If you kickstarter doesn’t succeed then your game has started life as a ‘failed’ kickstarter. If you try again, your profile shows how many campaigns you have tried and how many succeeded. Starting life as a failure is not exactly auspicious.
Trying to fund a new game is always going to involve an element of risk. At the time of writing there were 525 tabletop role playing games looking for funding and another 20 on Indiegogo all vying for your money and support.
If you can make it work for your game, that’s great, but that is against a backdrop of John Wick Presents, who raised $1.3M for 7th Sea 2nd Edition, being unable to deliver. The company laid off staff and push back delivery time but could not avoid the eventual death of John Wick Presents, in March, when it was gobbled up by Chaosium Inc. If that is what success looks like, it could be time to reevaluate one’s goals!
There are success stories out there. There must be or Kickstarters would never have caught on, but there is a vested interest to publicise the success stories to make pledgers trust the platform. Games publishers want to tell the world about their successful campaigns as it makes the game look popular and successful.
As for my little wild west game, it is out on Drivethrurpg as a free to download playtest edition and quickstart. So far it has had 325 downloads and more daily. Maybe, just maybe the number of people who have downloaded the game will be my audience and I may go for a kickstarter in the end but I probably won’t. I think I would rather take my chances in the general marketplace and avoid the worry.
Peter Rudin-Burgess is a gamer, game designer, and blogger. When not writing his own games he creates supplements for other peoples to sell on DriveThruRPG. His current obsessions are Shadow of the Demon Lord, 7th Sea 2nd Edition, and Zweihander.
Cover image copyright Peter Rudin-Burgess
Please take a moment to consider supporting this platform at Patreon. Also, please note this article gets pretty vulgar, and contains mild spoilers for a whole crapload of shows, movies, and video games, most notably Halo and Assassin’s Creed.
Everyone's been there. You're at the table, Cheetos in hand, dice at the ready, and the GM gives you that look. That look. The 'I'm-so-great' look. That smug half-smile that tells you they're about to drop their latest display of their own genius (or edginess, or creativity, or whatever) on you and your unsuspecting comrades.
Except whatever it is, you've seen it. You haven't just seen it, you've seen it done a million times, backwards and forwards, ever since you were a wee baby gamer critting your nappies. Maybe it’s cringey, maybe it’s just played out, but either way, you’re sick of it. Good news: so am I! So let’s get all these pet peeves out on the table.
1) Questgiver Betrays You
If my entire career’s contribution to gaming is to get people to do this one less, my life will not have been spent in vain. I suppose I can hardly be shocked that this crap shows up in our tabletop games over and over, because it shows up in our larger media over and over as well. Grognards, look back at our formative adventure media, like Buffy, Xena, Hercules, Charmed, Highlander: how many episodes revolved around the titular hero(es) being asked for help by some put-upon victim only to find out that the ‘victim’ was either setting them up for an ambush, or using them as a catspaw to eliminate a rival (and probably then die in an ambush…)? It’s okay, you don’t have to answer. And if you haven’t seen any of these shows, then spoiler alert: it’s all of them.
This trope turns up in video games, too. Like, all of them. Linear games like the first installments of Assassin’s Creed and Halo went through a period in the early 2000’s where virtually every game was built on a framework of a mysterious knowledge holder parceling out jobs for you only to betray you in the end, usually fighting you with an arsenal of shit you’d handed to them. Fortunately, video games now have moved on to the era where the only type of game anyone makes anymore (other than indy sidescrollers where you play a deformed cartoon child who’s dreaming and/or dead) are massive sandbox games, where we can joyfully exchange the predictable disappointment of being betrayed by the primary questgiver for the mind-numbing tedium of being betrayed over and over by an endless stream of sidequest-givers!
I’m a huge fan of stealing things from books, movies, TV shows, and video games for your TTRPGs. Do that, as much as possible. But don’t steal this concept. Like, ever.
2) The Treasure Was A Fake
Now, don’t get me confused: I’m not talking about a Maltese Falcon situation, where the treasure the story is ostensibly centered around turns out to have been counterfeit. If the true goal of your story or campaign was something else, with the treasure as a MacGuffin to move things along, then go with God.
No, no, I mean when the primary goal of a story is a specific treasure (be it actual money, a magic item, or even a person) and the end result of the story is that the promised treasure isn’t just not where they thought it would be, but that it never existed in the first place (or has long since been destroyed).
Here’s the deal: that treasure is the carrot you’ve used to goad us poor pack mules into moving this story along for you. We’ve dutifully carried your GM baggage up all these goddam hills, over the rickety bridges, and we force marched through the night for you. Now it's time to pay up. I understand that sometimes an interesting bait-and-switch keeps a game exciting, so you need to give the asses across the table from you an apple or a bag of oats instead of the promised carrot. But if you don’t give us anything, then it’s not a cooperative journey anymore, it’s just animal abuse.
3) You Wake Up Pregnant
It’s a tale as old as TTRPGs themselves. The men in the group carouse like there’s no tomorrow. Elven prostitutes are purchased by the truckload. Farmer’s daughters fall before the bard in droves. The moment the one woman in the group dares to take a dashing stevedore to her bedchamber, though, suddenly the tone shifts. The next morning, as the group prepares to depart, she suffers a sudden and “unexplained” bout of nausea.
Right about then, I do too.
I’m not talking about situations where there’s a good story reason. 99 times out of 100, that isn’t the case with this silliness. It’s almost always a reactionary lashing out. The woman character is being punished for daring to express sexuality, while the men continue to dip their wicks with impunity without fear of pregnancy (I cannot help but notice that the elven hookers and farmers’ daughters of the world return demanding child support with far less frequency than the lady adventurers wind up trying to find the Middle Earth family planning center) nor the rampant sexually transmitted diseases they ought to be racking up.
4) It Was All a Dream
AKA, the coward’s way out of a TPK.
Now I don’t mean a scene which is clearly a nightmare or a vision; that’s totally fair game. I mean scenes where the players made meaningful progress in their stories, suffered meaningful consequences (and yes, that progress might have been a fatal mistake leading to the consequence of dying), and are then told all that time was just meaningless. Nothing steals the impact from an important event like finding out it was all a hallucination.
Most of the time this is a problem, it’s because the GM is trying to fix something they screwed up. Even when they planned it out, this shtick can fall flat if it falls into the valley of mundanity: the dream sequence is engaging enough that the players care about what happened in it, but mundane enough that it seems believable. You need to either have a clue here or there that something is wrong, to prevent them from feeling that the rug is getting yanked out from under them, or else you need to go full-tilt Hellraiser on them and make the adventurers beg to wake up in a urine-soaked bedroll.
5) He Was Just an Old Man!
The heroes have successfully infiltrated the villain lair, and finally spotted him: the dastardly mastermind is caught unawares or jumps out to menace them. They roll initiative, start throwing fists, and to their shock, pulp the boss in one shot. Like, horrendously. Usually accompanied by a gruesome description of necks shattering, eyes bulging, and blood flying. Unless you’re playing a hyper-moral game (like most superhero RPGs), there will inevitably be a frightened eyewitness to point a horrified finger and scream about what monsters the PCs are.
“Look what you did! He was just an old man!”
Look, I get it: most heroes tend to pull the “Get ‘er, Ray!” plan as their primary tactic. It can be frustrating as a GM, but this ends up backfiring most of the time. In many TTRPGs, letting the villain go first will often spell certain death for PCs or innocent bystanders, and unless their recklessness is really out of control and you need to give them a reality check, pulling this trick on your players makes them doubt their own abilities. A villain who controls a vast network of evil minions in a setting where adventuring vigilantes are common shouldn’t be going down in a single stroke to aforementioned vigilantes.
6) Oh Look, Another Evil Child
In many ways the exact opposite of the last trope. You’ve seen this one over and over: the veneer of innocent child, and in a shocking twist, the kid is evil! Ooh, surprising! Unless you’ve already seen The Omen, Children of the Corn, the Exorcist, The Good Son, The Bad Seed, select episodes of Buffy, Angel, Highlander, and the X-Files, or every third episode of Supernatural…
You need innocent kids (and innocent bystanders). That kind of hook is your nuclear option for getting recalcitrant players invested in a plot, and when you suborn it like this, you screw yourself over in the long run.
My players would probably make the argument that ‘Sweet Elderly Person Who Turns Out to Be a Supernatural Powerhouse’ should fall under this heading too, but fuck ‘em. That one’s my bread and butter, and I’m going to run that particular horse is never too dead for me to beat one more time.
No, wait. You know what? I’ve got one more bonus pet peeve. A repetitious occurrence that’s been infuriating me the last few hours:
Bonus: This Shitty Listicle
Seriously. Who does this guy think he is? If I think back on my absolute favorite moments in gaming, a huge number of them fall under one of these headings, or used one of these tropes to further their story. So why do I hate them so much? Why would I break my normal rule about negative articles and spend hours writing the most hateful soapbox speech I could think of?
Look, I think these ideas are played out. I’ve seen them over and over again, and gotten seriously tired of them over the years. Does that mean they’re bad ideas? Not necessarily. In point of fact, like most things that are ‘basic,’ they’re so widespread because they’re extremely enjoyable. You could use any one of these ideas and craft a pretty damn good story.
So what’s the takeaway? Maybe just keep an eye on your friends, and try to be aware of what tropes are getting overused in your group. When you get more than one eyeroll at a reveal, maybe it isn’t your voicework or the monster that’s getting the reaction; maybe it’s the set-up that folks are tired of seeing.
In an event, what are your favorite tropes to hit over and over again? Which story tropes are you absolutely sick of seeing repeated ad infinitum?
In addition to being a complete hypocrite who has used every single one of these tropes multiple times, Jim Stearns is a deranged hermit from the swamps of Southern Illinois. He enjoys writing for High Level Games when he isn’t writing for the Black Library or Mad Scientist Journal. His most can be found in Inferno! (vol 2) from Black Library. Follow him on Twitter @jcstearnswriter.
Picture Reference: http://lukebrimblecombe.blogspot.com/2015/08/fantasy-tropes.html
I’ve known Jason Andrew since 2016, when I met him during White Wolf’s Grand Masquerade in New Orleans. Jason is part of the development team for By Night Studios, as well as having a large history as a game writer. He was a guest at HLG Con, and I’ve talked about his book Mystical Rome on this blog before as an example of a setting that would work really well for an RPG. Well, now Jason and his team at Mighty Narhwal are bringing us a game system that takes a crack at a universal system for tabletop and larp under the Morra Cinematic Roleplay banner. Oh, and that crew is running Mystical Rome as a larp in the Pacific Northwest this year, which is going to be amazing.
During HLG Con, I got the chance, briefly, to play some Morra with my friend Victor. The game was run by both Jason and Andrea of Mighty Narwhal and I was really digging both the setting and the system. Their team just released an Alpha Slice of rules for people to dig into. It's a playtest document, and I really want to suggest you look them over. Below are my highlights.
1) Defining A Genre
This was the first thing that caught my eye with this system. There is an entire backend development system where you can create your own genre of play, based on movie tropes and styles of cinema. Want horror? You can do it with Morra. Want Superheroes? You can do it with Morra. Whatever you think would make a fun genre, you can do that with Morra and it will work. Because the system mimics cinema, rather than being perfectly simulationist, it allows for a lot of flexibility of genre that is sometimes hard for universal systems to really crack. If you want the feel of the genre to really be there, you can build it into the way you run the game.
You do this through a series of choices, Define the Target Audience, Rating and Content Descriptors, Media Length, Pitch, and Budget. So, if I create a Teen, PG-13 Superhero Show, that usually runs 30 minutes (3-6 game sessions), with the idea that these are Teen Heroes struck by the power of the gods, with a low budget, I now have enough to craft the basic confines of the world we’ll be playing in. It’s straightforward and allows for both safety calibration from the start and a way to get a sense for what play will look like.
2) Character Creation Is Quick And Light, But Also Deep
One of my biggest struggles with games I like is how long it takes to create characters. I love games that have systems that are deeply intertwined from character creation onward into play and development, but there are times games can get too big and clumsy in that integration. Morra isn’t one of those. The systems for character creation can be done in 20-30 minutes, tops, with lots of distractions. How do I know? I think I got pulled away from CC at least 4 times during HLG Con and still really was able to get my character done.
Archetypes, Motivation, Quirks, Background, Side, Attributes, and Skills are at the core of the system. Archetypes are developed as part of the genre, motivations are cross-genre, as are quirks, backgrounds and side are influenced by both, and attributes and skills are universal, but can be customized to the setting if required.
I’m a d10 or d20 chucker in most games, so it was interesting to see Morra using a two-d6 system, which it utilizes really effectively. It’s a dice pool system though: Attribute + Skill + Wild Card + 2d6 = Action Pool set against a difficulty that changes based on various factors. All in all, it feels intuitive to me, and easy to follow during play enough that I was looking at my sheet and suggesting rolls I could make by the middle of my first session. That’s often a hard thing for me when I’m playing new games where I have to try and figure out what I can do in play before I can look toward how to make my character do what I think they should be able to make happen.
There is more to the system, but this basic set-up is a solid underpinning and you can find out more in the Alpha slice yourself.
4) Mystical Rome
First, go and check out Jason’s Mystical Rome novel. It’s really well written and very interesting. It looks at Roman culture without a lot of baggage that most writers bring to the setting and while it is slightly creepy at times, it presents an alternative Rome in a light that is simultaneously engaging and in-keeping with history. Then go and check out the section on Mystical Rome in the Morra Alpha, and then sign up for the larp. I am in no fit state financially to attend this event, but I really wish I were because it looks amazing. The setting sells itself, but attached to a universal system like Morra it means I can run Mystical Rome and then turn around and switch genre’s without having my players have to memorize an entirely new ruleset every time we decide to go in a different gaming direction. It’s a win-win.
Morra is one of the cooler universal gaming systems out there to date and I think it’s going to create some serious excitement. It’s tapping into the gaming zeitgeist in a way we need. Check it out, and let us know what you think in the comments.
Josh is the intrepid Chief Operations Officer of High Level Games and he organized the first HLG Con. With 20 years of playing rpgs, Josh started with Mind's Eye Theater LARPs and loves the World of Darkness. He runs, www.keepontheheathlands.com to support his gaming projects. Josh is the administrator of the Inclusive Gaming Network on Facebook. He’s a serious advocate for inclusive gaming spaces, a father, and a graduate from the International Peace and Conflict Resolution graduate program at American University in Washington, D.C. You can also find Josh’s other published adventures here and here.
Picture Reference: https://www.redbubble.com/people/mightynarwhal/works/21654245-mighty-narwhal-productions?p=t-shirt
Fifth edition D&D is relatively free of any complicated or confusing mechanics. From its very conception, it was meant to be a more streamlined version of the game. This not only made it more accessible, but it also allowed for people to become more invested in the game because they didn’t have to sift through two books just to find the correct things to add together to find they were looking for the wrong ability the whole time. But at the same time, for a lot of people, it took a lot of the “meat” out of the gaming experience. I personally lie somewhere in the middle. I think too many mechanics can choke a game and not enough can make it feel bland. 5E D&D lands in a strange position for me, where I think it has plenty of interesting mechanics that it just doesn’t utilize enough. Here are some of those mechanics and some ways I think they should be used more.
1) Damage Resistance And Immunity (And Vulnerability)
Now, I’m sure you’re moaning that this is something that is all over the place in 5e monsters. However, I am of the opinion that there should be more resistance and immunity opportunities for players. There are a lot of ways to gain condition immunities. But damage is something that is so dangerous to start allowing characters to ignore. It can become very difficult to balance. But I think the important thing to remember here is that if you make more powerful characters you can make more powerful encounters. Now, I understand that having everything being scaled up constantly can make the game drag on and make encounters stay past their welcome, but I think this is a way to make characters feel more powerful without having to shake things up too much.
You gave a character fire immunity but still want them to take the full damage of a fireball for some purpose? Change the damage type of the spell. There are so many different damage types that giving players resistances and immunities essentially have no long term impact, but throwing their favored damage type at them occasionally will still make them feel more powerful. It also allows for more interesting battle strategies, where players can use other players to draw fire or be a meatshield.
Another thing to consider with damage resistances is armor. In the real world, armor was made to counter certain weapons. Plate armor, for example, was fantastic against piercing and slashing weapons but could be crippled by bludgeoning forces that could bend or crack the metal. So you could give a character using plate resistance to both piercing and slashing weapons and vulnerability to bludgeoning weapons.
2) The Battlemaster Subclass. The Whole Thing.
I will sing my praise for the battlemaster subclass until the day I perish, and on that day I will request that they carve the PHB page number for the subclass and the words “look upon my works ye mighty, and despair” onto my gravestone. When this request is inevitably ignored, I’ll go to whatever afterlife has been selected for me and I will then complain that there were far too many subclasses that gave spells to classes that didn’t need them and far too few that gave interesting multi-use abilities to classes that begged for them.
If there was a single ranger subclass that was modeled after the battlemaster subclass, by the gods I would make a dozen more rangers on the spot. A great example of this is a Roguish Archetype made by The Huntsman over on DMs Guild. It wonderfully implements these similar mechanics into the game under another beloved base class. (You should really check out their stuff, they’ve put a lot of work into their subclasses and I think it really shows.)
The battlemaster subclass is *mwah* beautiful. It allows for personalization within itself and adds so many layers of strategy in such a simple way. It’s a real shame that more abilities aren’t able to be used multiple times in a similar fashion. Of course, it’s understandably a lot of work, and there's a lot of balancing issues behind making something like that. So I suppose I’m happy that there's already one subclass that’s like this.
Reactions are probably my favorite addition to this edition. They allow for an extra fluidity to combat and let players feel like they have more influence. Personally, as a DM if a player says, “Can I use my reaction to try and XYZ if he misses me?” More often than not, I’ll let them. But for the people who don’t like stepping that far outside of the rule book, reactions can often feel a little distant. Sure there are some spells and abilities that allow for them, but most of those are highly situational. I suppose what I’m asking for is more general purpose reactions.
A parry. A riposte. Both are already battlemaster abilities but that's, not the point. What if every class had a base reaction ability to being missed by an attack? A wizard is missed and gets to cast a cantrip as a reaction. A fighter is missed and gets to attempt a disarm. A monk is missed and is allowed to make a counter attack (without bonuses). I personally believe that of all the mechanics that are underused on this list, reactions are the most egregious offenders. There’s so much to put into this little mechanic and a lot of space for both utility and flavor in it. Yet it’s mostly just sitting there. Waiting. Alone in the dark. With a tub of ice cream. It still remembers her smile. Her laugh. He hasn’t shaved in far too long.
Then a wizard cast shield and he felt a little better.
In everyone's life, there are moments where nobody is really doing anything impactful. Where you’re just doing the 9-5 and going day to day. Now, for adventurers, their downtime normally consists of hunting down the next job, but there's so much more they could be doing. Business, mingling, gambling, and building are all possible endeavors they can set out on and spend time on. If they start up a business, not only do you have something to keep players interested in the story, but they also have something to give them money to spend on other investments.
In my humble opinion, downtime is a surprisingly good way to get your players invested in the world. It keeps them busy, and it reminds them that there's more to the world than dragons and orcs and necromancers. There are people out there just trying to get by. There are places out there that no one can ever quite settle in to. There are pocketbooks out there just waiting to be emptied. Everyone is trying to make their fortune. Downtime is a good way to explore a new type of fortune for players that can get as in-depth as they would like.
There is a lot more to say about the failings of 5e in regards to the mechanic saturation in the game. But in all honesty, it’s a near perfect mixture when you take into account how diverse the average gaming table is. 5e D&D is really a home run in a lot of different ways, and it will always hold a special place in my heart. The available options for character customization are abundant and interesting. There really isn’t much else to say other than the combat and mechanics sometimes just lack that satisfying crunch. Even though this is my favourite mixture of roleplaying and mechanics yet.
Jarod Lalonde is a young roleplayer and writer whose passion for both lead him here. He’s often sarcastic and has a +5 to insult. Dungeons and Dragons is his favorite platform. Although he’s not quite sure if it’s Cthulhu whispering to him in the small hours of the night, or just persistent flashbacks to the Far Realm.
Picture Reference: https://merovia.obsidianportal.com/wiki_pages/battle-master
I used to have a bad habit of not knowing, or not remembering, where I had seen interesting game systems and supplements. More often than not I had to just Google it. If, like me, you've grown tired of all the scrolling and searching, and just want to jump into the good parts of buying RPGs online, then this list may help. These sites are where I go whenever I’m on the prowl for something juicy to sink my teeth into. From system specific to ‘just-about-everything-under-one-virtual-roof,’ this list compiles my favourite sites for downloads and hard copies of RPG content and essentials.
1) Drive Thru RPG
If you’ve looked into RPGs online you’ve definitely heard of it. Everything you could possibly want or need in one place for so many games, systems, and genres that there’s something for everyone on this site. Not only do they sell digital downloads, they also do hard copies and print-on-demand when available, shipping costs are fair. This is the site I began my upward spiral into RPGism (similar to video game addiction but better) and is a go-to when I struggle to find what I’m searching for elsewhere. They also have themed holiday sales with my favourite being the run up to Halloween and their horror themed sale.
2) Game Lore
More than just RPGs, Game Lore covers all kind of games, from card games like Eldritch Horror to board games like Settlers of Catan and more. As a result of the vast and diverse library of games their RPG section is less than DriveThruRPG, but still substantial enough to keep me coming back time and again. The interface is easy to use, with categories and subcategories to quickly jump between departments. Game Lore has regular sales as well as a ‘damaged’ section which usually means slight dents on the box with the contents being 100% untouched.
A publisher of solid RPGs, from Achtung! Cthulhu to Fallout and Mutant Chronicles. They also provide wargames setin the universes of the RPGs, offering you the chance to not only play your hero, but also try your hand at some tactics as you decide who wins the battle going on in the background of your last campaign. Modiphius is a retail site I check in on once in a while, as I love the Achtung! Cthulhu game and they provide their customers with free living campaigns. Make sure to sign up to their newsletter, which is crammed with all the good news from their top notch systems and games.
4) Evil Hat
Another independant site, they have a great selection of games as well asmy favourite system (FATE). They also have a wide variety of world books for the FATE system and a whole lot of physical aids such as dice and cards. The site is nice-looking as well as easy to navigate. I’m on this site more than I need to be really, but I just love looking at what's new in their world! This is also the home of the Dresden Files games based off of the books written by Jim Butcher, and the ‘Improv for Gamers’ book designed to help give new and rusty players a little tune-up.
5) Humble Bundle
A great site that combines various hobbies with charitable donations, Humble often has a variety of sales for RPG PDFs. The last one I saw was a huge stock of Pathfinder supplements, as well as the core rules and bestiaries, with the Starfinder core rules thrown in for the big spenders. All that came to around $20 for the lot, so swoop on by if you want to grab a bargain at the same time as making a donation to a good cause.
Hopefully you’ll enjoy your time browsing through even more RPGs than before. Fingers crossed that you find your next great adventure within the pages of these sites or even rediscover an old favourite! Whatever you do, I hope you have a great time, whatever you play.
Ross Reid has been reviewing games and RPGs privately for many years until he was approached by High Level Games to come write for them, and is currently working on a fantasy novel. Ross enjoys all kinds of games to procrastinate.
Picture Reference: https://www.specialeffect.org.uk/specialeffect-news/a-fantastic-humble-rpg-book-bundle
Even though a large portion of people participate in play-by-post games, most roleplaying games are written assuming you will play live, either in person or online. The guidelines written in these books as well as the rules, sometimes simply do not support play-by-post to the best of its ability. I have recently started a play-by-post game, only to realise most of my GM experience was useless. For this reason, I’m sharing what I have recently learnt when playing a play-by-post.
1) Speed Up Dialogues
When playing a live game, you want to keep things as natural as possible, thus making interactions last long and having multiple comings and goings between the characters involved. In a play-by-post this is simply not feasible. Take the following dialogue for example:
- ‘You there! Guard!’ called out Jaeger the Paladin.
- The guard, turned around to face him: ‘Yes? What is it citizen?’
- Jaeger, running to the guard and out of breath exclaimed, ‘Have you seen a man wearing a red hood?’
- ‘A red hood? Perhaps, what’s this about?’ demanded the guard.
- ‘He has stolen a special belonging of mine, I need to find him,' said Jaeger
- The guard smirked ‘Well, what’s in it for me?’
- Jaeger quelling his anger for the corrupt city watch, barked ‘I’ll give you a gold coin, just tell me where he is!’
- Taking the coin in his hand and biting it the guard replied ‘He went that way, through the sewer entrance, though I hardly recommend you go there. That’s the Knives’ territory it is.’
This simple dialogue which would take less than a minute in a live game, could take hours or days in a play-by-post game. It involves four posts from a player and four from a GM, assuming they check the game twice a day, that’s two days at best for this interaction to resolve.
Now, we could clean it up a bit and organize it as such:
- ‘You there! Guard!’ called out Jaeger the Paladin. ‘Have you seen a man wearing a red hood? He has stolen a special belonging of mine!’ he exclaimed, leaning on a wall to catch his breath.
- ‘A red hood?’ the guard asked. ‘Might be I did, what’s in it for me?’ he said smirking.
- Jaeger, quelling his anger for the corrupt city watch, barked, ‘I’ll give you a gold coin, just tell me where he is!’
- Taking the coin in his hand and biting it the guard replied, ‘He went that way, through the sewer entrance, though I hardly recommend you go there. That’s the Knives’ territory it is.’
By simply adjoining as much text as we can into a single post, we have cut down the time by half, and that’s a significant amount of game time.
2) Share the Narrative
Depending on the style of play, most of the time players will be asking the GM whether they can attempt something, if there is something in the scene available for them to interact with, or if they may move their character to another scene or location. For there to be ease of play, this must be removed entirely. Players should be encouraged to try things without asking. The GM intervening should be the exception, and not the rule. That way we can turn this:
- Player: ‘Is there a mug on a nearby table?’
- GM: ‘Yes, there are plenty of mugs and bottles around. Why do you ask?’
- Player: ‘Can I throw it at the men fighting?’
- GM: ‘Sure, go for it!’
- Player: ‘I grab a mug from a nearby table and throw it at the men fighting in an attempt to call their attention.’
3) Ignore Initiative
Combat is fun, until you need to synchronize several people living in different time zones for it to work. Having to wait for each previous player to act before deciding what your character does increases the game time greatly. To solve this, simply have all players post what their characters will attempt when their turn comes, and then resolve it simultaneously or in order of Initiative. This might require some tweaking depending on the game system being used, but it’s the best way of reducing combat time.
4) Keep the Pace Up
Normally a game is recommended to have its ups and downs, moments of tension followed by moments of relaxation. With a play-by-post game its difficult to extend the tension over periods of hours or days, so most players will be pretty relaxed when playing, regardless of what is happening. Building up the pace could take days or even weeks, so just go ahead and go straight to the action. Instead of leading them slowly into the adventure hook, have them start directly at the hook.
5) Play Simultaneously
In a live game, it’s impossible for two players to be talking to the GM at the same time, so it’s OK for other players to wait for their turn. In a play-by-post, everyone can be playing at the same time. It should not only be allowed, it should be encouraged. This saves a tremendous amount of time, the GM can reply to several messages at the same time and keep the momentum going.
6) Be Clear
Each time the GM or a player has to ask exactly what you meant in your last post, that's time lost. Try to avoid unclear or implicit posts. When attempting tests be sure to explain the What, How, and Why of the test. You can read more about it in my other post: 5 Things Players Should Consider Before a Skill Test.
In general, you should strive to reduce the amount of posts needed by all players to the minimum possible, that ensures the story advances in a steady fashion and everyone has an opportunity to participate and have fun, which is always the objective of roleplaying.
Rodrigo Peralta is a roleplayer and a DM that likes to playtest many different rpgs. He enjoys both highly detailed complex systems and barebones casual games. He participates in local roleplaying events as both DM and player.
Picture provided by the writer
All blog materials created and developed by the staff here at High Level Games