The Tabletop RPG Thread

Telwar

Ars Praefectus
4,085
Subscriptor
The SWRPG is in basically the same state that Armada and X-Wing were...receiving reprints in 2022, but no actually new content since Starships and Speeders on Feb 28 2020. The RPG got devolved over to EDGE from FFG, in a similar manner as X-Wing and Armada to AMG. EDGE has been publishing RPG stuff for Legend of the Five Rings and Twilight Imperium, but at a fairly low volume.

Edit: I suspect EDGE has far fewer resources available for publishing than the RPG division at FFG did, and I really doubt the Twilight Imperium or the Lot5R stuff is selling anywhere near as well as the Star Wars stuff did.

Like, it's still out, and it's not like they can take it away, but it's going to be more and more difficult to for anyone interested to get into it. So if it gets cut loose/sunsetted, I wouldn't be surprised in the least.
 

Nekojin

Ars Legatus Legionis
30,355
Subscriptor++
As an alternative to the drama-and-RP-heavy main campaign, I'm going to be spinning up another campaign that is more dungeon-crawly. And what better dungeon to crawl than Undermountain? :devilish:

I'll be doing a modified Dungeon of the Mad Mage, using material from both the 5e version of this and the 2e edition, which is coming in the mail.

@RaveBomb is talking about playing a centaur. I'm sure that the first time they show up to the Yawning Portal, Durnan is going to think that this is some sort of practical joke... :finedog:
 
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Ajar

Ars Tribunus Angusticlavius
8,904
Subscriptor++
Lancer is getting a reprint next month:


Lancer is remarkable not just for how flavorful its mechanics are, but for the kinds of futures it helps us imagine. And, of course, that art.
 

pauli

Ars Legatus Legionis
37,643
Moderator
Some thoughts about the campaigns I've been in recently, or at least the rules used for each:

Fabula Ultima: I really liked how the introductory one shot breaks the pre-made character sheets into numbered stages, with a story structured to let the GM introduce each section in turn. This is brilliant, and feels simple and intuitive - every game should do this. I also like that the system has enough depth in character design, particularly with its obligate multiclassing, to give players a huge amount of flexibility to turn their RP vision into something playable without being buried in math. The JRPG framework is giving us good expectations for player driven storytelling and world building - we've got a fair bit of silliness, but it's not outside the bounds of JRPG tropes (Jungle Scots! Dinosaurs! Flying islands populated by British assholes!). I'm quite excited about my character and the campaign; I've deliberately set myself up as a driving force when it comes to activity, which is new for me.

Stonetop: just finished session zero for a second Stonetop campaign (sessions for the first being sporadic), and it's such a fun process. The baked in collaboration is wonderfully stimulating; you take a group of strangers with their own ideas of who they want to play and how they want the game to go, and all of a sudden everyone is latching into everyone else's story, and a campaign starts to emerge. Where the game could improve this process is the playbooks - they cover all the things they should, but they are not structured to support the linear session zero process the game appears to prescribe. I would like to completely rearrange them, and perhaps move the collaboration forward a bit. Tonight's game was a three player group, which made the Q/A stuff a bit intimate at first, but once we got going it was surprisingly productive. I think everyone has a pretty coherent view of our game world, and now we have to find a way to gel these particular characters into a party - but the GM has assured us that threats abound, so I'm sure it will happen. This will be fun. I really do like how the playbooks drive thinking in terms of being part of the village's community, rather than just Rando the Munchkin's latest McGuffin.

Dungeons and Dragons, Fourth Edition: we wrapped up our 4e experiment a few weeks ago; the system was better than its reputation suggested, but it was still badly overburdened by mechanics and alien vocabulary. I liked how all the powers were put through a standard template, highlighting all the key facts without burying them in distracting cruft (or fiction, as the proponents would call it). I didn't like having to learn new terminology to parse them. I had a great deal of fun building characters (so many vivid characters!), but the role system (You are a striker and you will like it) was needlessly heavy-handed and off-putting. The designers clearly drew from MMOs and turn based tactical games, but... really dated ones. If that gameplay style wasn't what you want, you're gonna have a bad time.

With the emphasis on grid and math, the game functionally requires a VTT to play properly - and VTT support for dead systems is somewhat lacking. It's too crunchy for its own good - the designers clearly wanted players to collaboratively RP crazy action movie scenes in combat, but in the process they buried the players in so much goo that figuring out what they can do and when is the only thing on their minds. There were lots of good ideas in the system, especially with regards to non-combat things and skill challenges, and I could see a fully modernized version being fun for crunchy play. On the other hand, none of the strong bits require putting up with the technical debt of trying to play a complex and unpopular ruleset that was dropped ten years ago for a reason. That said, it was a fun experiment, and everyone wanted to keep playing their characters (even if none of them wanted me to keep playing mine).

Thread through all of this: enthusiasm is infectious, and collaboration hastens its spread. Rules should encourage player agency and engagement with both the game world and one another. Players and GMs should be on the same page about what they want to get out of a campaign - storytelling, story writing, number crunching, ERP, whatever. Please don't invite me to your ERP campaigns.
 
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GMBigKev

Ars Praefectus
4,331
Subscriptor
Saw my cousin for dinner on Sunday (she lives in Florida so I'm not able to meet her all the time and I miss her cause she's like a sibling with how close we are.) She's been heavily hinting she wants me to run another campaign and on Sunday she told me straight out she wants me to run one.

So I'm gonna run one, and I have an interesting premise but I need to work stuff out for it. 5e will have to do though I'm not terribly happy with the system it works pretty well enough for everyone.

The premise so far will be a lot of hidden backstory elements and stuff the players aren't going to know - it'll seem like a kind of Skies of Arcadia style world with airships and bits of land and flying cities above a heavy, seemingly endless soup of cloud cover with horrible monsters living in it. Truth is the world beneath the clouds is an irradiated wasteland that happened because of the empire for which they currently work and live in.
 

cblais19

Ars Tribunus Angusticlavius
9,233
Subscriptor
Some thoughts about the campaigns I've been in recently, or at least the rules used for each:

Fabula Ultima: I really liked how the introductory one shot breaks the pre-made character sheets into numbered stages, with a story structured to let the GM introduce each section in turn. This is brilliant, and feels simple and intuitive - every game should do this. I also like that the system has enough depth in character design, particularly with its obligate multiclassing, to give players a huge amount of flexibility to turn their RP vision into something playable without being buried in math. The JRPG framework is giving us good expectations for player driven storytelling and world building - we've got a fair bit of silliness, but it's not outside the bounds of JRPG tropes (Jungle Scots! Dinosaurs! Flying islands populated by British assholes!). I'm quite excited about my character and the campaign; I've deliberately set myself up as a driving force when it comes to activity, which is new for me.

Stonetop: just finished session zero for a second Stonetop campaign (sessions for the first being sporadic), and it's such a fun process. The baked in collaboration is wonderfully stimulating; you take a group of strangers with their own ideas of who they want to play and how they want the game to go, and all of a sudden everyone is latching into everyone else's story, and a campaign starts to emerge. Where the game could improve this process is the playbooks - they cover all the things they should, but they are not structured to support the linear session zero process the game appears to prescribe. I would like to completely rearrange them, and perhaps move the collaboration forward a bit. Tonight's game was a three player group, which made the Q/A stuff a bit intimate at first, but once we got going it was surprisingly productive. I think everyone has a pretty coherent view of our game world, and now we have to find a way to gel these particular characters into a party - but the GM has assured us that threats abound, so I'm sure it will happen. This will be fun. I really do like how the playbooks drive thinking in terms of being part of the village's community, rather than just Rando the Munchkin's latest McGuffin.

Dungeons and Dragons, Fourth Edition: we wrapped up our 4e experiment a few weeks ago; the system was better than its reputation suggested, but it was still badly overburdened by mechanics and alien vocabulary. I liked how all the powers were put through a standard template, highlighting all the key facts without burying them in distracting cruft (or fiction, as the proponents would call it). I didn't like having to learn new terminology to parse them. I had a great deal of fun building characters (so many vivid characters!), but the role system (You are a striker and you will like it) was needlessly heavy-handed and off-putting. The designers clearly drew from MMOs and turn based tactical games, but... really dated ones. If that gameplay style wasn't what you want, you're gonna have a bad time.

With the emphasis on grid and math, the game functionally requires a VTT to play properly - and VTT support for dead systems is somewhat lacking. It's too crunchy for its own good - the designers clearly wanted players to collaboratively RP crazy action movie scenes in combat, but in the process they buried the players in so much goo that figuring out what they can do and when is the only thing on their minds. There were lots of good ideas in the system, especially with regards to non-combat things and skill challenges, and I could see a fully modernized version being fun for crunchy play. On the other hand, none of the strong bits require putting up with the technical debt of trying to play a complex and unpopular ruleset that was dropped ten years ago for a reason. That said, it was a fun experiment, and everyone wanted to keep playing their characters (even if none of them wanted me to keep playing mine).

Thread through all of this: enthusiasm is infectious, and collaboration hastens its spread. Rules should encourage player agency and engagement with both the game world and one another. Players and GMs should be on the same page about what they want to get out of a campaign - storytelling, story writing, number crunching, ERP, whatever. Please don't invite me to your ERP campaigns.

Yeah, FU's 'tutorial' Quickstart is now my model for how that sort of thing should be architected and presented. Absolutely brilliant.
 
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Nekojin

Ars Legatus Legionis
30,355
Subscriptor++
Well, the trip to Undermountain is getting under way. The primary party has been chosen.

  • Anubis Devotion Paladin (custom race - he's a good boy!)
  • Centaur Lycan Blood Hunter (Critical Role class)
  • Sverfneblin Bard
  • Wood Elf Twilight Cleric
  • Half-orc Totem Barbarian
  • Kobold Armorer Artificer

Because Undermountain is tuned for four Lv. 5 characters, I'm starting them at Lv. 4 instead.

They were encouraged to create backup characters. Among those already planned are a Human Echo Knight and a Displacer-Beast-kin Rogue.
 
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cblais19

Ars Tribunus Angusticlavius
9,233
Subscriptor
Gotta say I'm really having a ton of fun with Fabula Ultima. It feels like it walks the line between "lightweight and fast" and "somewhat tactical combat" really well and in an unexpected way, while channeling the vibes/tropes of a JRPG so effectively. Great rules for free-form magic & tinkering use to adjudicate narrative solutions on top of the classic JRPG spells.

We had an alternate night game last night in light of the holiday, which involved:

-The group coming up with a plan to attract and incite predatory dinosaurs to assault a dastardly Republican site nearby draining mana fruit trees of their magic to take home to their flying island to sustain its power.
-Some amusing fallout when the Elementalist ritual to channel wind and disperse the attractant sent on the breeze failed and turned into a focused and short lived spiral storm lashing everybody into the woods.
-Recovering the attractant mushrooms, and combining some skill use with a free-form Spiritualist ritual to convince the herbivore dinos who showed up followed by a Spinosaurus to flee towards the mana tree site.
-Dealing with explosives, a massive construction robot rewire, hunting airships, a brief period of capture for one party member, and other stuff.

Highly recommended. I love how well it supports ranging from classic FFT style high fantasy through to more dark FF7/Xenogears stuff. Since the group creates the world and themes together in session 0, you can all come to a consensus on the initial goals & feel of the campaign that will unfold and get that great early buy in as everybody gets excited to see their ideas show up.