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Wednesday 18 April 2012

Game Review: The World of Darkness

(From Google Image Search: "New World of Darkness")


Hello again everyone!

Today I will be starting a new segment which will involve a new layout and hopefully shed some light onto the many different R.P.G games out there in the modern world.

I'm going to call these segments; for lack of a better descriptor, 'Game Reviews', as they will be an in-depth look at the systems in terms of genre, play style, learning curve, and the technical aspects of the game. (Such as: What type of dice does it use? What's combat like? How is the game played? etc.)

Obviously, I cannot cover EVERYTHING in the books; they can be pretty heady after all, but I'll hopefully give you wonderful folks a chance to get a feel for the games that are available to you and your party and perhaps even help you find the game system that's right for you.

Just as a disclaimer, I do not work for any of the companies I mention,(even though I'd love too) nor do I want to sell you on their products, nor do I own or claim to own any of the rights to these games.(Those belong to the companies in question.) I am merely here trying to get my opinion out there into the wide world of the internet and help people find the joy and wonder in these great games.

Now that the boring legal disclaimer has been covered I can move on to the fun stuff!

Today's game system in question is the "New" World of Darkness (Or "N.W.O.D") by White Wolf Game Studio. The cover of the Core Rule Book is above and is the focus of this weeks blog, but first, I'm going to give you guys a nifty layout I thought up to sum up the Genre, Dice System, Creator, Publishing Date, and Edition.

Genre: Horror, Mystery, Modern / Dice System: D10 / Creator: White Wolf Game Studio / Year Published: 2004 / Edition: 3rd (?)

(Pretty cool huh? No? Alright I'll move on...)

"The world is not what you think." 

This excerpt of flavour text on the back of the Core book perfectly describes the setting and feel of the game. The world as we see it in our day to day lives is not all that it appears to be. There are forces (and things) out there that defy and challenge the comfortable, secure, reality of the world around us.

The book proposes a world in which our darkest fears and nightmares are not just imaginary but living, breathing, hauntingly real things. Vampires, werewolves, demons, ghosts, and other more grisly and nasty denizens of out wildest imaginings are out in the world right now, and they herd, stalk, prey upon, and kill people just like you every day. (Pretty gritty and gothic, right?)

However, that is just the kind of setting the system suggests you use it for.(Since it works really well with the other books in it's 'family') As a whole though, the system allows for games that could be action oriented, drama oriented, or even fantastical. As it happens,one of my favorite things about this system is that any kind of game you'd like to run could potentially be done through the N.W.O.D system because it is just so easy to learn and adapt to, but I'm getting ahead of myself. For now, I'll just give you a system breakdown with a few key points about the game.

System Breakdown:

1) Social Based: This is an incredibly social game, which means, the game focuses more on role playing and storytelling, then it does on intense combat. This doesn't mean you can't have a combat heavy N.W.O.D game, nor does it mean there isn't combat in the system, it just leans more heavily on character drama and realism then other games do. So, charging into the jewelery store guns blazing to stop the robbers from stealing or hurting anyone can; and is, be done, but it will likely get someone killed...Most likely your character.

Good role playing and deep characters make this game exciting and fun to be a part of. Even the character creation system is geared to making very realistic and believable characters. Not the combat heavy, magic infused, goblin crushing, kung-fu masters we see traipsing around in some other R.P.G settings. (Although, there are expansions for the game where those kinds of characters do exist...)

2) D10 Done right: One of the many things role players worry about when trying to create, use, or learn a new system is what kind of dice the game uses. Most popular R.P.G's use the D20 system or some variant of it but N.W.O.D uses an incredibly easy and well developed D10 system that new players and old veterans can pick up and play quickly. (Which I actually prefer to most D20 based systems.)

The system structures itself around a very simplistic "dot" based character sheet divided into two "main" sections: Attributes and Skills. Attributes are inherent Physical, Social, and Mental qualities your character has, meanwhile, Skills are more specific fields which your character is proficient in. (Such as Athletics, Drive, Computers etc.)

These two fields are then split up into three categories; Physical, Mental, and Social, and most of the time you will generally combine the relevant Attribute with the Skill in question. (For example: if you wanted to jump over a small fence in game, you would roll your Athletics Skill and your Strength Attribute. Pretty self explanatory right?)

I mentioned that it was a "Dot" based character sheet earlier, this just means that the character sheet calculates how many dice you roll, based on the number of filled in dots on the sheet. (Most of White Wolfs' game systems use D10 dot based character sheets but N.W.O.D is definitely the easiest and simplest of this genre to grasp.)

Players get a certain amount of dots at character creation to distribute between the three categories of both their Skills and Attributes in order to make a character.  However, realistic characters must have some weaknesses, (Not everyone can be smart, pretty, and strong) so to reflect this all characters get a very limited number of dots to divide into Primary, Secondary, and Tertiary Skills/Attributes.

I make it all seem pretty complicated, however in practice it should take you less than 15mins to write up a character once you have the rules down.

If my explanation doesn't help, there is a section at the bottom of the character sheets with a little guide to help in character creation. So, all the math and numbers are already done up for you...Which if you're like me and suck at math, is awesome.

This all combines to make a very smooth going, easy to learn gaming system that isn't very rules heavy, and creates deep, interesting, and believable characters within literally a few minutes so getting right into the thick of a game is easier. (White Wolf gets total kudos for optimizing and smoothing out this system from a Players/G.M's standpoint.)

3) Horror/Drama Storytelling System: Another nifty aspect of this game system is that it uses a Morality system to judge how your Players make choices in certain situations and even details consequences for each action/psychological test. This is done through a "Morality meter" with numbers from one-ten. One being morally devoid sociopathic/psychopathic characters and ten being morally virtuous/zealous characters.

This system makes for excellent role playing opportunities by creating characters who eventually become "tainted" or "scarred" by their experiences and choices in the World of Darkness through accumulated character flaws called Derangement. Long story short, if a character drops in a morality point for any reason whether that be robbing a store, knifing a thug, experiencing the death of a loved one, having problems wrestling with the fact that your characters' sister has become a ravenous werewolf etc., could potentially get a Derangement.

So, using the examples I gave above, I; as the G.M arbitrating which Derangement is appropriate for the crime/situation, might give the robber the Kleptomania, since it was so easy the first time to steal something, or give the person who stabbed the thug Hemophobia, because of all the blood that was split during the fight, or the character who witnessed their wife being shot to death I might give Nightmares, because the effects were so traumatic, or the character trying to cope with a werewolf sister, I might give Anxiety because of the stress and worry that her sister might turn on her at any point. (That would be enough to make me a little nervous...)

To top it all off, the only way to get rid of these types of character flaws is to atone for your actions/ cope with your past via good acts or emotional/psychological growth "in character" and gain back lost Morality, which also makes for awesome role playing experiences. The Kleptomaniac could atone by giving back everything they ever stole, the Hemophobiac could face their fears by donating blood, the character who witnessed their wife get shot could set up arrangements for a lovely funeral or take a vacation, (Perhaps even sleeping pills?) and the Anxious character could try and cure her sisters lycanthropy or maybe even move to a completely new town.

At any rate, you can see how the game caters to the Horror/Drama/Thriller type genre because of its in depth psychological game system...

Game Pro's and Con's:

Pro's: 

1) Easy to learn
2) Awesome narrative/story telling heavy game system
3) Very adaptable for different settings
4) Lots of Extra Source Books/Expansions (Vampire: The Requiem, Werewolf: The Forsaken etc.)
5) Great game for quick one shot ghost stories or lengthy campaigns

Con's:

1) Heavy Mature Topics/Themes (Definitely not a game system for kids or young role-players. 16 up.)
2) No More New Source Books (White Wolf has unfortunately stopped publishing new books in the N.W.O.D line...They have a lot of books out but its still sad that there will be no more new content.)
3) Expansions can be heady or difficult to combine (It is really hard to combine a few of the Expansions into a coherent and interesting plots which is sad because all of it is really cool. For example: Giest: The Sin Eaters and Changeling: The Lost would be very hard to combine together to make a cohesive and interesting game for all the players...I mean it could be done, but it would get very heavy, very quick.

Conclusions:

I love the N.W.O.D system. It has always been a pleasure to run games using it, from simple 'one shot' grab-and-go mystery sessions, to lengthy Vampire: The Requiem campaigns spanning over a three year long period. (Highly recommend that particular "Expansion"book...)

It has been a favorite stand-by game of mine and I am currently running and working on a few games at the moment using this Core system. It's easy to adapt, flexible enough to make your own rules/merits/antagonists to tailor into a game you'd like to run/play in, and it is mature/fun enough to keep a twenty-something year old amused and hooked on role-playing games long after his D&D years. 

I hope you folks enjoy this critique and I'll post a few links to White Wolf and their online store for those of you who would like to check this system out.

Thanks again folks and as always,
Keep 'em Rollin',

Leighton

White Wolf Publishing:http://www.white-wolf.com/ 

Sunday 25 March 2012

Player One Has Joined the Game!-Part 2

(Found on Google search: "You Just Lost The Game")

Hey everyone,

 I know it's been a while and I apologize. My hours at work have been pretty hectic but have started to settle down, so hopefully I'll be able to blog more consistently than I have  been lately.

I also realize after reading the last few of my blog posts that they can be quite bland..But fear not, my more creative and fun posts are just around the corner from here on out, so without any further delays I give you part two of my players section...Player Etiquette and Role Playing!

Yes, there is going to be a little lesson on etiquette for a bit, but I promise you it will be beneficial to you all. I find that when I'm running a game, nothing is more important than having respect for your fellow players at the table. (Or living room in my case...)

Usually, I don't have any problems with/or between any of my players due to great levels of sportsmanship, as well as, having some of the best Role Players around.  BUT, for the rest of you who might not be so lucky, here are some simple rules you can follow in  your games that might make playing your game a lot easier. (This may seem a little pre-schoolish at first, but I have found these rules work...)

Don't Talk While the Game Master is Talking: Okay, this seems like a very odd point because most of what happens in a Role Playing Game is talking with the G.M, but it still stands, there is nothing more annoying then when you are describing the next area/awesome machinery/the dragons' keep/ The Mines of Moria using REALLY good pre-written flavour text, and someone is talking over you about something else entirely.

Trust me when I tell you that it is really hard to keep a game running smoothly when everyone else is talking about unrelated things. Sure, a little bit of "out of game" discussions are hard not to pipe in every now and then, but when the Game Master is trying to describe places, settings, people, or just rambling off with some N.P.C's script LISTEN to him/her!

The G.M (as some of you already know) puts a lot of effort into the game you are playing regardless of whether or not it is a pre-generated game or a purely original creation of theirs and it is disrespectful to ignore their hard work.

In addition to that point, maybe something they say or describe will be important later on and you aren't listening. When you ask: "Where/When did *insert thing here* show up?" You will not only slow down the gaming session, but annoy the G.M greatly...

Oh, so greatly.

Don't Talk While Other Players are Talking: This also seems rather odd because R.P.G's have a lot of "in-character" interactions, but it really is quite rude when someone is trying to give their best effort in a game and no one is listening to their side of the story.

Everyone-and I mean everyone-in a Role Playing Game should be considered important to the plot, and thus, what they say, or do, or think should be treated as important by the other players.

So, next time someone's turn comes up, pay attention to what they say like your characters' life depends on it and if you have something to add, ask them if you could interject something. 'Cause nine times out of ten that person's idea could be JUST what you need to continue the story.

Hey, you never know, maybe you both might figure out something to fix that dragon problem in the Dwarven mountains using each others advice/ideas, than either of your characters could do/think up alone....Maybe.

Don't Criticize Other Players/The Game Masters Decisions: This is a really tough one to follow, since it is always so easy as a Player or a G.M to critic another players actions or decisions during play. I mean, we all want the characters to succeed in the end, (I hope) and it is always easy to try and change someones mind or opinion on a certain action when they could do/say something different to get a better result, and this would be great for everyone as the players are all kind of a team (ideally), but knocking someones opinion or decisions that they make for their character is not polite or productive for their growth as a Role Player. So, remember the person's character is their own and THEY make the ultimate choices for their character, not you.

If you do decide to critique a Game Master's decision, (And GREAT WOE befall any who do...) keep in mind that what they say "in-game" is close to God's own decree "in-game" and should be treated as canon unless otherwise noted. If the Game Master blunders on a rule, or a name, or creates a story paradox, bring it up after game to discuss with them, usually this will fix the problem later, but don't stop to critique them in game unless asked for help. It slows the pace of the game in general and undermines their authority over the Game world. (Which is an important part to get that suspension of disbelief which we are all trying to attain.)

Offer Help to Player/G.M's Where/When Needed: This rule is simple enough to get, HELP EACH OTHER! You're all trying to achieve the ultimate goal of an awesome Role Playing Game session, so help each other when you can. Offer advice "in-game" to other players "through" your characters,  or maybe ask for a five minute break to talk about possible plans of actions "out of game" with one another to help the game run smoother.

As stated above, don't step on anyone's toes, but if you see a player struggling, bring up a point, likewise, if you see your G.M struggling with something, ask if he/she'd like to take a five-fifteen minute break to recollect their thoughts, and talk with them "out of game" to find solutions. This can be a great way to not only make gaming go smoother, but it helps create a bond between players and their characters as well as the gaming group as a whole.

Leave Most (If Not All) Of What Happens Outside of the Game At the Door: This rule seems a little strict, but hear me out okay? When everyone takes time out of their week and decides to sit down for an R.P.G it should all be about the game those few hours. Sure, talking amongst your friends, and fellow comrades is important, but the drama of everyday life, or amongst other players, should try and remain in the "real" world.

The number one reason people play Role Playing Games is for capital F,U,N. If you're not into playing the game for any reason, or can't play because of something that happened, give your G.M a call/e-mail/tweet and tell them. We tend to be very understanding folk and can work around your needs/problems with good warning.

Also, it takes a lot of effort to put together a game, take time off, and schedule people correctly to have a game run for only a few hours every week or so. So, really, really, reeeeally try to keep "out of game" dicussions/issues out of gaming time.

As a rule, I find that if you give people about 15-20 minutes before and in-between a game to talk, chill, eat, or whatever, that when the game starts you will have less interuptions and less rabble to contend with while the game is playing.

No Alcohol: Well....Aren't we a party pooper, eh? But seriously folks, in my experience, alcohol has never made any of my games better. Ever.

I mean, if you are planning on doing a bar scene, and actually bring a bottle of beer/ale/wine for your players to drink during such a scene then have at! It'll definitely be a game to remember.  But I find most people get distracted (for good reason) after consuming alcohol and thus, I avoid it like the plague when my games roll around. (Love dice puns!)

Remember Everyone is Equal at the Gaming Table: I don't care whether you are ten years older, ten levels higher, or have ten years experience in Role Playing at the table then someone else, remember that everyone at a gaming table is important and equal when it comes to R.P.G gaming.

Every person in a good R.P.G is important to the overall story be they a level 1 Human Fighter, or a seasoned "Old World of Darkness" Player in an "New World of Darkness" game, everyone should be treated with respect and patience. I've been Role Playing and running games since my second year of high school, so believe me when I say I know a few things about how to play in and run a game. BUT that doesn't mean I should be patronizing to a new player in a game I'm in, nor should I be critiquing someone on how they 'should' run their own game.
 I mean, that is just plain arrogant and rude.

People should want to keep playing a game and should grow with every new system they run with/in. Every person's experiences matter in an R.P.G and those experiences should be fun and insightful no matter what happens in game. It all comes back around to the main reason for playing/running an R.P.G, it all comes right down to fun. So, make every experience awesome by treating everyone equally and with respect. In the end, it makes every game a better one for it.

Mostly folks, just do what your pre-school teachers taught you and your games should be fine. Share your dice with the other kids, Help people when they are running low on Hit Points, Care about what the Tavern Keeper is talking to you about, and Respect the G.M's au-tho-ri-ta on gaming matters. If you do all that already, then just have fun.^_^

Hope that helped folks, You'll hear back from me soon,
Keep 'Em Rollin',
Leighton

Thursday 23 February 2012

Player One Has Joined the Game!-Part 1

(Found on Google Image Search: "Check for Traps")

**Before I begin, I'd like to dedicate these next two posts to my R.P.G group. Without you guys, none of my adventures would be possible. Thanks a lot for the good times, friendship, and know that I can't wait to continue our adventures together!-Leighton**

So, since I've been away for so long, here is an extra special two part special in one go! No time for stalling, lets get right into it!

The last few posts have been devoted entirely to the G.Ming aspect of R.P.Ging, highlighting all the ingredients one should consider when creating and running a game. (In my opinion...Of course, I'm not always right...) 

However, with these last posts I have neglected one of the most important parts of Role Playing Games, the guys and girls who make all the adventures into the unexplored regions of our imaginations possible...The Players!

They are the heroes of the story, the makers of adventure, the harbingers of  chaos, fates' chosen warriors, those pesky kids, the saviors of Middle Earth, as well as the people who will be playing the 'protagonist' of your chronicle/R.P.G/Game. But as I always do, I'm getting ahead of myself. For now, just be aware that they/you are an important part of the plot. 

Part One of these Player centered posts will deal directly with the Players Role(s) in an R.P.G and then part two will deal with How to be a Good Player in a game session. These two points are important to dealing with the overall 'flow'/consistency of a gaming session and help to keep everyone happy and interested. 

I also make this a section in my information posts because most people who play Role-Playing games (in my opinion) forget just how important a Player is to a gaming session ,taking the "Role" out of the "Player"...Every player, old, young, indifferent, eccentric, or otherwise, adds a completely new layer to a role-playing session and one gaming session can change completely by simply adding or removing a personality. Just some food for thought...Back to the task at hand!

The Player's; or P.C's meaning "Player Character's", are the driving force of a story. I've said before that without them R.P.G's would be moot, but it is because of this drive that they are so important to a games story. 

I mean, sure a G.M can plan a game all they want, setting out the epic storyline, getting all the maps drawn up, thinking up all those awesome N.P.C's, but without the players, the G.M has no one to set his domino's 'a-toppling. In short, the players start, continue, and finish the game by their choices and actions.

From this statement comes our first role of the player as The Drivers of the Story. Ones role as a player is to move the story forward as a character would in a story, constantly reacting to situations as the story unfolds. This usually means that when an obvious plot point comes around the characters react to their situations accordingly. So, when the princess of the kingdom gets stolen by bandits and the King offers a large reward, the P.C's should usually be the first ones to step up...Unless of course your character isn't the political sort, in which case he might try joining up with the bandits and keeping the other P.C's at odds, or perhaps he'll stay at the tavern a little longer until a juicier proposition comes around...

Regardless of what you decide, your character(s) should be the ones making the decisions and moving the general plot along. 

On that note, part of this process falls upon the G.M to react to the players decisions or indecision, but that is something every G.M should be able to do and plan for during character creation. During which you should TRY to know HOW each character would/could react to a situation when planning out your story-lines/story hooks, asking questions on who that character is, and what drives them.

 However, you should also know that characters/plots/people all change as the story unfolds, and it is O.K to take a quick break from a game and come back to the main plot...But that is more advice for the G.M then I intended, so let us return to our stars...

The Second role of a player involves Asking Questions.  This may seem a little strange but bear with me...Players asking questions helps keep everyone thinking, helps to keep the plot moving, helps to further the intrigues, and further creates the world around your characters. Asking the Who's, What's, Where's, Why's, When's, and How's of the G.M's world is essential to creating a good role playing session, and it is the players who get the (almost) G.M-like powers of creation in their story's by finding out MORE.

So, next time you are in King's Landing, ( 'A Song of Ice and Fire Role Playing' reference for all my players! Good job guys!) ASK about the defenses around the city, who runs the city guard, what are the main districts of the city, where your Inn is in relation to The Red Keep, why there are so many guards around, when do the taverns open, and how do we get an appointment with the King. 

Not only does it keep the plot rolling, but it helps flesh out the world around your characters, and thus provides more life to an otherwise hollow backdrop.

Finally, the third role of the player lies in Providing Constructive Criticism. This does not mean you should constantly bash the G.M's session with what you think they should have done better. It means giving your honest opinion on how the game might have gone better/smoother/been more fun for all of you. G.M included.

Good role-playing sessions THRIVE on constructive criticism, it helps the G.M plan entertaining gaming tailored to your groups needs, as well as provides a way for you to vent your needs, wants, and ideas to the rest of the group. (Which takes a HUGE load off the G.M's shoulders...I assure you...) It also, generally creates a tighter knit group through the exchange of ideas/thoughts/preferences...I mean, getting to know who you're slaying the dragon with is always a pretty important thing if you ask me...

Don't be afraid at the end of a session to ask your G.M and fellow players for a critique session,  (if they're up for it and not in a rush...) and G.M's don't be afraid to ask the players for feedback! In the end it is for the benefit of everyone and keeps to the main goals of an R.P.G session: Having Fun. 

My advice? Sit back a bit and plan for a five, fifteen, or even thirty minute after-session on what everyone wants to see and I'm sure you'll always come out better for it.

In closing a players roles are simpler, but no less important to creating a lasting, fun, and smooth role-playing session for everybody. Firstly players should seek to Drive the Story Forward, to Ask a Lot of Questions, and Lastly, they should provide Constructive Criticism when they can.

Thanks again for reading folks! I appreciate all of your support and as always keep 'em rollin'!
      Cheers,
              Leighton
 

Thursday 2 February 2012

Their World is Your Sandbox-Part 2

(Image from: http://hiki.trpg.net/en/?TRPG)

Hello everyone!

Sorry it's been a while...I'm sure you all know how hectic "real life" can be. But, as promised, here is part two of my G.Ming series. This week I'll be covering the last three roles as a G.M: Storytelling/Narration, Writing, and Acting. So, without further ado, let us pick up where we left off shall we?

Story Telling/Narration; in my opinion, is basically the entire point of a pen and paper R.P.G. It is not simply enough to create the plot graphs, the awesome N.P.C's, and gather the players together...One of the best ways to run a good game, with memorable scenes, and enjoyable characters is to make your focus the Story and the Narration. 

Parts of this aspect of R.Ping are done in the Game Design Process and I'll go over that in more detail as we continue our journey together but for now I'll just give you some advice...

Keep in Mind your Characters and Your Play Style: On that same note, different people have different G.Ming styles and different players like different types of games. I mean, some peoples' greatest joy in R.P.G life is to grab all the loot, kill all the monsters, and save the princess. If that is the kind of game you want to play, that's great!  Kill those goblins and get all the loot!

However, if you're more like me, and wish for a less monotonous, less straight forward approach to role playing, then perhaps you'll take a few pointers?

Q: What's the difference between Story Telling and Narration?: Storytelling is the process in which you tell the story and it involves a lot of Narration. They are not one and the same, yet they work in tandem to create a very interesting process.

Your job as G.M is to ultimately tell a Story, however, you do this with the help of your characters and thus, you all "story-tell" together.

This harkens back to the days of the oral story-telling tradition, where people used to sit around the camp fire and start a story, passing it around the circle and each individual would add their own bits and pieces to it until eventually they had the works of a great folk tale.

Some people still do this today around the camp fire by starting a story with one sentence and then the person next to them continues it with another, and another, until....BAM! Completely wacked out storyline in less than five minutes.

Story Telling then, is how you interact with your players in the story, how you fit them into your plot, how you keep the story on track, (or don't!) and ultimately how the story eventually unfolds. You as the G.M set the game in motion, figuring out the scenes you want the players to play through, getting the N.P.C's in the players faces, figuring out what you want to throw at your characters next etc. However, without the players, the story never goes anywhere and thus, you need to work WITH the players and roll with whatever they eventually decide. After all, they are the stars of the show.

Narration however, is more personal. This is the part where you start describing the scenes, the characters, and set the overall tone to the story at hand. It's easy enough to just describe a room as:

"Your characters find a square room that is a forty feet-by-forty feet, with a fifty foot ceiling. A chest sits on one side of the room with a bridge to cross a narrow gap that is ten feet-by-ten feet across....

...But, It's a little harder to describe the actual feel of the room, the smell, the quality of light, the condition of the chest, the entrance way etc.Using the same example above, I could narrate the same room like this:

"Your characters walk into a square open-roofed, domed cavern of some sort which is carved out of cold limestone, that has grown slick with condensation from the rain pouring in from above. The area smells damp with the fresh spring rain and the ground is dotted with puddles filling in a few broken tiles. There seems to be an old-worn chest on the other side of the room, however, the only way to reach it, is a rickety rope bridge; that has seen better days, over a narrow, seemingly endless chasm."

Clearly, I have over exaggerated the example above, but there is a difference. Not only do the characters get a lovely picturesque image of a ruined underground sanctuary eroding away to the elements, they now understand that there is enough light to see all of this scene by, the floor is wet and thus, more treacherous, and there is clearly fatal consequences to continuing forward for what looks like a worn, treasure chest.

(Doesn't mean they won't go for the chest anyways...I mean...I would!)

Narration is the personal flavour you give everything that you have created. If you want to make a weapon seem more dark and ominous, describe it as such, if you want a room to look like a haven, describe things that make it feel comfortable and safe. Not everyone is going to be great at this at first, (nor does everyone like this style of play) but with a little bit of practice, planning, and patience you can create scenes that would even give Hollywood a run for it's money.

Thus, Story-telling, is what you and your R.P.G groups goal is, creating a story using your imaginations. Narration is a tool which helps you set the pace, the scene, and breathe life into what would otherwise be a very dull and boring setting.

The only tips I can give you folks right now would be to Practice and Work With Your Players.

Practicing: This should be self explanatory, but good narrating and story telling comes with lots, and lots, and lots, of practice! Personally, it has taken me YEARS to become confident with my narrating abilities, and I am always being surprised by unexpected character developments and plot movements, but eventually it becomes easier to tell the stories. It becomes easier to create the settings, the people, the places, and the world you take your friends too. Until, one day, you all will know it so well, you won't even need to go over some of the mundane things. You'll start finding your players have become more descriptive and outgoing then they used to be, and eventually the story will move forward swimmingly.

However, it all takes time and practice.

Work With Your Players: This is not a suggestion for me, but a rule. The players are who you want to impress, they are the protagonists in your novel, the stars of the stage, the winners of the tournaments, they are the reason you all get together every Saturday night to play another round of "Mage: The Awakening", come hell or high water, for one simple, yet important reason.

Because everyone wants to see what happens next!

You may create the story, you may do the most work to keep the game going smoothly, and you may be the person who creates the world, but really the only reason ANYONE G.M's is to find out where their story will go next.

Face it. The players help move the story forward, for better or for worse. Everyone should laugh at the parties triumphs, or gasp at one of the party members missed rolls, because even though you are the one who creates the settings/characters you never truly know which way the dice are going to be thrown.

What I'm trying to say here, is work with the people who make your Saturday evenings (or whenever you play) on your story lines, ask them where they would like their characters to go, what they would like to see, how they see their characters progressing, what they enjoyed and it will make every ones' experiences that much better.

Writing for an R.P.G is something that everyone takes to differently. It involves a lot of thought and some spare time, however, not everyone writes everything they want to explore or go into detail on, nor do they have too.
Some methods and techniques I've found that have been useful include: the creation of plot graphs, writing down important descriptors down on a piece of paper, (Like REALLY fancy and specific item descriptions; also called "flavour text", N.P.C appearances and clothing, etc.) or writing out important dialogue you want to share with your characters.

(I have used the later technique more than once to create epic war speeches, or to drop in a few minor clues to help the characters in the right direction, and it has always been worth the extra time and effort!)

Some tips to help you in this section include:

Keep Notes: Writing is also a great way to keep notes on a game and chronicle the adventures of your characters. It really helps being able to just flip back a few sheets and see what had happened in the previous game in order to help figure out what to do for the next. I forget some minor details of my games all the time, but usually a quick read over what happened last game really helps jog my memory.

Keep a Game Master's Log Book: I highly recommend keeping a written record of what happened after each game session or even asking the characters before the beginning/end of a session what happened previously. It helps keep everyone on the same page and keeps the game moving.

Start Early: Planning your flavour text ahead of time helps to keep the game moving slowly. If you make up the General's speech literally right before the battle, nine times out of ten, it will be less inspiring or less well thought out then if you had written it a few days before....(Although, some of my best lines have been said "in the moment"...)Most of the time this will help you and with practice you might not have to write some of the cooler things you want to share with your R.P.G buddies, you'll just remember on the spot, or create something that sounds awesome out of thin air. (Patience my young padawan's...Patience...)

Writing then is simply a part of the Game Design process and is a tool one can (and probably should) use to help with all the micro-managing a G.M goes through to ensure a great ,consistent and game.

Finally, we come to possibly the most embarrassing part of G.Ming Acting.

This usually comes into play when the G.M takes the role of an N.P.C and believe me when I tell you that it can be A LOT of fun!

On the other hand, if you are not the greatest actor in the world, then this process can also be glossed over quite easily. It just makes the game a tad bit more amusing if you at least try to act out the part of the busty bar maid. (Come on. You know you want to.)

Seriously though, part of playing an R.P.G is acting out different roles, trying on new personalities, with different goals, experiences, viewpoints etc. Eventually, your P.C's are going to want to talk to the King, or the Bar Maid, or the Black Smith and you are going to have to (at least try) to act out their parts differently.

This doesn't mean that you need to slip into accents, or wear a corset, (As hilarious and memorable as that might be...) but trying to give the Black Smith a gruffer stronger voice, or give the King a more dignified dialogue makes all the difference when you are trying to describe two very different N.P.C's.

There is only one true way to help you with this part:

1) Booz....I mean...*Ahem* Practice: Yes, it's that word again. Practice. The more you play with your group of friends, R.P.G buddies, etc, the more you will become comfortable acting around them and the better you will get at acting. (You're starting to see the trend now, eh?)

Just remember the golden rule and bottom line of R.P.Ging: HAVE FUN.

Anyway folks, I hope I helped a few of you out, or enlightened a few of you to the wondrous world of G.Ming, and with that I conclude the second part of the Intro to G.Ming section of this blog...*Phew*...

I'll be back sometime next week with a quick look at the Players role in R.P.G's and how to be a good "Role-Player". But until next time,

Keep 'em rollin',
Leighton Smith

Monday 16 January 2012

Their World is Your Sandbox-Part 1

 (Image from: Google Images: "Game Master")

Hello again everyone! (Told you I would post again...XD)

In this post I will be covering the most intensive; and possibly the most fun, role in any good R.P.G and that is of course the Game Master...(If you do not know what this is, check out my earlier post on January 13th. It'll set you up with the basics...)

Before we begin, let me just say that G.Ming is not for everyone...Some people don't respond well to having control over the fates of an entire world, let a lone over the fate of some of their best friends (characters) lives, but I assure you, those that can handle the pressure; and maybe even enjoy it a little, will do well.

In all seriousness though, G.Ming is hard work and takes time, patience, a good sense of humor. In the end though, what matters is that the game is constructed for the enjoyment of you and your friends. So, whatever you create, whatever world you take your friends to, and no matter what trouble you all get in, know that in the end it'll all make for a great story later....

So, let us get started then, shall we?

The job of a G.M covers a variety of roles, however I think I've found in my games that these are the ones you encounter the most:

1)System/Rules Arbitrator
2) Game Designer
3) Narrator/Story Teller
4)Writer
5)Actor

Not every G.M is great at all of these things, (For example, I am not the best narrator, or rules arbitrator, but I like the acting and creation roles of G.Ming...) but they all pop up during gaming. In the end though, it's YOUR game and you can gloss over the things you're less inclined in...

System/Rules Arbitration deals with anything that covers the System of your R.P.G. Everything from game rolls, skill checks, combat rules, and general number crunching.

For this part of G.Ming I can recommend a few things:

Read Your Core Book: Reading the book from cover to cover is the only way you can truly grasp the system...You don't HAVE to remember everything, (it sure helps!) but reading the book at least one time over can really help with getting comfortable with the over all system. Also, taking notes while reading the first time helps with finding rules later, as well as, writing down good ideas as they come to you.

Practice: Like anything, practicing the system helps dramatically. (Pardon the pun.) Personally, I find the best way to understand a system is to start at character creation, so, create a character for yourself! You'll learn quick how the system works with the character sheets; which is half of how the game works anyway, and it'll help when you work through character creation with your friends.

Take Notes: Write while you read. Like I said before, there is a lot of rules that make up a system in R.P.Gs, so sometimes writing them down helps when you need to look up a rule in a jam. (This doesn't mean you should write every rule you come across, but if it helps....) Also, sticky notes or book marks can help for quick references, especially when you're dealing with combat rules or convoluted events.

Rule Mediator: When a dispute comes up about gaming rules; particularly amongst more experienced role-players, you'll find that people argue about how a rule is decreed or what skill check should be used in a certain situation. At the end of the day, it is your job to see that the rule is set upon and is followed correctly, BUT this does not mean you always have to be a "by the book" kind of person. If a rule comes up and you don't know about it, make a note, skim over it if you can, and continue the game. If it can't be skimmed over, play through the situation with what you know, and then make a note to look up the rule later.

Remember, that it is always a good thing to keep the game moving forward and at the end of the day it is all about having a good time. So, don't let a single rule keep your characters waiting for the outcome of that epic combat on the rocking pirate ship in the middle of a stormy sea only to get bogged down in rules over how to tie a knot in a rope for the security lines. Have the character tie the knot and continue the game. The story is more important than the rules.

The next aspect of G.Ming (and definitely my favorite part of the role) has to be Game Designing. This is the process in which you get to create your world. Everything from the cities your players will be traveling to, to the people they encounter, to the perils that they face are all aspects of this role.

I will be going into a lot of tutorials on different methods of Game Design from creating maps, to building fully developed plots and N.P.Cs. (Non-player characters...More on that later...) But for now, (as this is an overview of the position) I can recommend a few things.

Grid Paper and Erasable Writing Tools: I LOVE grid paper for many reasons, primarily because each square can represent many things, usually a numerical movement block. Some games; like Wizards of the Coasts "Dungeons and Dragon's 4.0" for example, use a "foot"(ft) grid system in their games to represent space. This  means one square can easily be modified to represent 1ft or 100ft, and this system usually works in most R.P.G systems in terms of movement.

I usually draw more detailed maps/areas where my characters are going to be exploring/investigating on grid paper as it provides these wonderful squares for movement. In addition, creating buildings (displayed as rectangles/ other shapes on a grid sheet of paper) can be used to make grand scale aerial views of a large city or district, so I find this type of paper invaluable. (I'll be sure to give you all some examples in two weeks time.) 

The erasable writing tools like pencils and paper make the creating process easier, simply because it gives the freedom to change things on the fly. (However, they always seem to disappear on my game days when I lend them out to players...)

Other Sheets of Paper: Lined sheets of paper, blank sheets of paper, and any other types of paper are useful for an assortment of different jobs and tasks. I am an okay artist but I find I'd rather not waste good grid paper or lined paper for sketching out items, people, and scenes from my games, so I use blank paper to display key characters/items/scenes in detail. I usually use lined paper to write down my story-lines, plot graphs, G.M notes, and everything in between. The lines help keep my ideas organized and I find I have ample space to write everything I need on a few sheets of paper.

The Book: No matter what kind of R.P.G you are I can advise you to always have the book handy. Most R.P.G core texts have a G.Ming section in it to help you along your way to creating a solid story for your games and help you with everything from creating your first story, to maintaining interest/organizing your gaming group for sessions. This is an invaluable tool and I suggest when you are creating your first story/game, skim through some of it to get ideas and direction. The rest is really up to you and your imagination.

Dice: Sometimes you need a random number or maybe you're clever and made a random encounters chart for events in your game. (Something I will teach you folks to do later, for every system I know.) You'll need dice in order to get these numbers so definitely  keep them close.

Imaginative People: Bouncing ideas off of friends, family, and other like-minded individuals make creating an interesting and unique game almost every time. You've all heard of the old saying: "Two heads are better than one"? Well, it works in the case of game design too. More than once I've asked someone I knew was creative for some feedback on a storyline point or character encounter and I've always gotten a better idea from working with other people than I would on my own.

That being said, the BEST way to get ideas for your story and your plot is actually from the people playing in your games. The players are always getting first hand experience from your G.Ming style and so who better to ask for comments on the next big segment of your adventure? It will surprise you how much getting feedback helps from your players for creating new and exciting events and story lines.

For example: When I was running my game last Saturday night, (which is my regularly scheduled game night) I asked my players for feedback, on our "Comments, Questions, Queries, Critique" section of my games and I found I got some great receptions to most parts of my game butand got some very handy critique for a section that I dragged on about for far too long. This section they felt could have been glossed over and the story could have moved on more, and you know what? They were right. So, if you are ever in a jam, or need a direction for your story ASK YOUR PLAYERS! They know what they want to see better than you do (most days) and always help to improve your game.

Use Your Imagination: What I mean by this section is you must have some kind of imagination to help create your game setting/game for your characters to play in. This doesn't have to be a purely original or new plot/story/setting, however some of the games' overall flavour comes from you at the end of the day. So build up your imagination, draw  ideas and settings from real life places, 'google' some interesting pictures, read a fantasy novel, or your favorite books, or perhaps draw inspiration from a video game or movie. Whatever most inspires you to write a game, use it!

For those of you who have actually ran a few games, draw from your experiences there, or even re-use some characters as N.P.C's. Maybe even have some recurring characters from older games in a new game, or have some "cross over"characters from completely different settings/games appear as characters in your current game. You'd be surprised how much fun you can have with these "Dr.Who" like encounters and the giggles you and your party will have from some of these references.

For now, this is where I'll leave you folks off with Game Design. I'll make sure to blog more about the G.Ms role in R.P.G's next week in "Part 2" of the G.M series. I hope some of you found these tips helpful and I wish you happy travels in your adventures.

Keep 'em rollin',
Leighton



Friday 13 January 2012

"So, your characters start in a lively village tavern..."

I name this post after possibly the MOST overused, stereotypical, (and admittedly) one of the best, starting scenes anyone has ever created..."The Tavern Encounter".

Usually, (but not always) this encounter is set at the very beginning of an R.P.G session and is a great way to introduce the characters to one another and get everyone used to the system. It is defiantly a trope that has been played out in every R.P.G nerds' life and usually provides a memorable, (if not original) experience to new players; and their characters, to the system.

The reason I open with this trope is because this first blog is the start of our own journey. This is the tavern with which I hope we begin our adventures together into the great realm of our imaginations, and hopefully which will fill your  R.P.G sessions with life, character, and enjoyment for years to come....

However, I am getting ahead of myself, and for now, I welcome you all to my shiny new blog. (Insert triumphant band music here...)

I assume that by clicking upon my humble book-lined blog you are here to learn a few things about R.P.G's or maybe even just to read a review I might have on an R.P.G you run frequently...Mind you for those of you who have simply wandered farther down the rabbit hole than has been intended, I assure you, I will not stain your fluffy white tail (too much) on your journey with me.

Yes my friends, this blog is as much my journey as your own and I hope we become great travel companions. So,  without further ado, let us sit by the warmth of the tavern fire as I regale you with a few trifling tales...

Firstly, I guess I'll go over some terms I use a lot; since this is kind of a Help Desk/Info center for the "Pen and Paper" R.P.Ger, and then I'll go over a few things you need to start a game...Savvy?
 
Common Terms and Definitions:

"#D#": This abbreviation is one which almost every R.P.G uses and which I use a lot so, I'll cover it first. The first "#" in front of the "D" is the amount of dice being rolled in a game. So, "2D" means: "Roll Two Dice". The final "#" represents the type of dice being rolled and there are a few of those, but I'll explain that later. Therefore, "D20" means a twenty sided die or "D10" means a  ten sided die.
Thus, when you roll "2D10" you are actually rolling two ten sided dice...Simple enough right?

 "R.P.G" : My bread and butter...This abbreviation (You're sensing the trend right?) stands for Role Playing Game. This means any game which sets you, as the "player", into a role for the duration of the time you are playing the game.

In most pen and paper R.P.Gs you create your own character using a set rule system (provided by very pretty, very expensive books) which helps you calculate the dice rolls you will be using in your interactions during the game play.

The R.P.G is run by someone called a "Game Master", "Dungeon Master", or "Story Teller", who acts as the narrator, plot creator, villain, ally, and general populace of the game you are playing in. (More on that later.) Usually an R.P.G has multiple players (around 4-5) and one Game Master. (However, I have run games with multiple Dungeon masters...again more on that later...)

"D.M", "S.T", "G.M": All of these abbreviations are used to refer to anyone who is actively "running" the R.P.G the "players" are participating in. From rules arbitrating, to game designing, to the creation of interesting enemies and allies "In Game", it all falls on the D.M (or S.T, or GM) to ultimately run the game...

"D.M" is a commonly used term often associated with the Wizards of the Coast game: "Dungeons and Dragons" (Adoringly called "D&D" by it's players and followers alike.), and means Dungeon Master.  However, some people (including myself) still use this term to cover the whole narrator role of the Game Master.

"S.T" is a less common term, which denotes the narrator like role of the Game Master, White Wolf's "World of Darkness" games uses this term for their R.P.G system. It stands for Story Teller.

Finally, a very common, widely used general term for someone who runs an R.P.G is a "G.M" or "Game Master". This term is fairly appropriate to use for most settings and games, since it denotes the role of the person running the game. They are the rules arbitrator, the narrator, the encounters, the setting and even the mediator between "players" in the game one is in. (This however does not mean that they RULE over the players but more on that later...)

"Player": Anyone who is actively participating in an R.P.G is considered a "Player". They are (usually, but not always) the protagonists of the story the G.M is creating, and work with the G.M to create fun, interesting, and epic stories. Player's role-play their characters using the rules of an R.P.G system usually, but not always, resolving incidents with dice rolls. (However good role-playing can 'over-ride' dice rolls entirely...More on that later...)

"System": This term refers to the rules systems which an R.P.G uses to judge actions, decisions, events, and anything that would cover the technical aspects of a game. For example, Wizards of the Coast's, "Dungeons and Dragon's 4.0" Uses a "D20 System" meaning the game relies heavily upon twenty sided die and a few others for most of it's major actions. Or Green Ronin's "A Song of Ice and Fire" uses a "D6 System" meaning it uses six sided die to determine major actions and outcomes. This doesn't mean the game uses ONLY those dice, but it means that many of the actions within the game rely on those dice. "D&D 4.0" for example uses a slew of gaming dice, where as"ASIF" uses only D6's, so before you pick up an R.P.G book read its "What You Need to Play" Section usually found in the Introduction section of any "Core" rule book.

"House Rules": This term includes any tweek or change in the R.P.G rule system which a G.M uses in their regular gaming sessions. For example: a G.M could alter combat rules to make an R.P.Gs fight scenes flow smoother, or they could consider dropping a "social" roll if the player acts out the scene really well. Anything, that a G.M arbitrates as  making the game easier for their party counts as a "House Rule"...New G.M's will eventually find what works for them and change rules to suit their games...however I'll eventually write about House Rules I use so more on that later....

"Skill Checks, Ability Checks, Tests etc": R.P.G's are governed by rules usually involving dice rolls. Anything which would involve a dice roll is called a "Check". (Usually combined with a characters Skills or Abilities as recorded on their "character sheet".) These "checks" test the player's characters in different situations, usually ones which have game altering consequences. (Such as attacking the goblin-king, or wooing the busty bar-maid, or convincing the court that your client is innocent...etc.)

"Character Sheets": A Players character is written out and recorded on a character sheet. (Ideally, however, pencil and lined paper work just fine too...) These sheets of paper are usually included as scan sheets at the back of most R.P.G books or as online PDFs which you can download and print from your printer. These sheets usually provide amble room, and designated slots for all your gaming needs from what kind of character your playing, to the resources they have, to the skills they excel in etc. Usually these are split up into a few (or all of these) categories such as: Skills, Abilities, Attributes, Merits, Spells, Talents, Items, Equipment, Weapons, Attacks, Health, Willpower, etc. Not all games share the same sheets or the same headings, but they all generally include a Skill section, and Ability section, and a Health section.

"Nerd/Nerdy": I use this term loosely to denote the activities of myself and my colleagues... (Just kidding...)This term is commonly used derogatorily toward a group of individuals who deviate from what is considered the status-quot through their unusual tastes and interests. Someone who is a "nerd" then could be someone who plays R.P.G's, since it is not generally associated with the "norm"...(This does not mean, however, that it is not a very widely liked and played hobby by a varied group of individuals who do not fit the nerd stereotype.) However, for me (and the people on "Big Bang Theory") it is a term which constantly pops-up in my vocabulary, and thus I'll use it here. I am a nerd and proud of it.

"Running": This term refers to the act of starting up, planning, and G.Ming a game. I found this term has stuck with me as I "run" more and more games. Players don't usually "run" a game, however they are "running in/with" a game.The person who creates the game/mediates/governs the game is "running the game". For me the term works and many of the people who play with me use this term often when they are thinking about playing through a new system or setting. Yes, you may borrow it if you are not already using it.^__^

"Core Books v.s Expansions": A Core R.P.G book is a basic rules text. It gives you all the rules you need to know in order to play the game. These include Players Handbooks and the Main Rule book. All the books I mentioned above are considered Core Books since they include all the gaming rules which you need to play in their core texts.

Expansion books add more detail or more flavour to your Core game. For example the R.P.G company (One of my favorite R.P.G companies) White Wolf has many expansion books which are as much a stand-alone text (with their own rules, settings, etc) as they are an expansion. (Such as: "Vampire: The Requiem", "Werewolf: The Forsaken", "Mage: The Awakening") However, since they all require the core text ("World of Darkness") for basic rules they are Expansion texts.

So, that's all the terms I can think of at this moment and I'll add more to this list as we move on from page to page and topic to topic...And now onto the things you need to start playing and R.P.G... (In my opinion...)

The Tool Box:

1) A very big imagination...These types of games thrive off of imagination and it will really add to the enjoyment of a game if you can visualize what is happening in game. It also helps you to plan out new ideas, settings, and characters if your running a game.

2) Good Friends. People you'd love to have coffee with and bounce ideas/settings off of. These kinds of people are invaluable to you as a G.M since they will (ideally) be the people playing in your games, and for players, it makes a game a lot better if your playing with people who you already know...(Makes getting to work with/off of other players in game a lot easier too...)

3) A Good Table/Game Space. The area you play in should be comfortable and inviting (in my opinion) and helps to create a general good feeling when everyone is sitting down to play a game for a few hours. (Snacks, food, and drink don't hurt either as long as your careful with the sheets and food...)

4) A Good Few Hours of Free Time. This is very important...there is nothing worse then a rushed or short session. Make sure when you are planning an R.P.G that you have ample time to play a decent game...Try to set you game to about a 2-4 hours which everyone can commit to, maybe a Weekend in the evenings, or whatever works. Even throw in a few smoking breaks (don't smoke children...), eating breaks, or socializing time for everyone...It really helps to relax the party and lets everyone have a little down time.

5) A Pen and Lots of Paper. Nuff said? Sometimes the best tools you could ask for are a blank sheet of paper, or grid paper. They help to create maps, draw out tools, equipment, traps, anything really...Mostly I find these are useful from creating visual representations of my cities, terrain, dungeons, items, and anything else that my words simply cannot describe. Also, it helps to make notes before games to refer to when you are running you game...It sucks when you forget that awesome name of that epic villain you just created and introduced to the characters and have to create a lame name on the spot, so my word on the matter...Pen and paper.

6) Pencils and Lots of Erasers. Usually character sheets have erasable stats like Health pools, Magic pools, etc, so erasing happens. Maps also change with character interactions so erasing something on a map could come in handy. Have at least one pencil for each player and an eraser for each player (or they can bring there own...whatever...) it helps everyone in the long run.

7) Dice, Rulebooks, Character Sheets, Etc. I know this is going to sound like advertising and marketing but you are going to need to get an R.P.G that you like and enjoy the sound of. Go to your nearest Hobby Store/ Nerd Store and ask about a few R.P.Gs. Find a setting which you enjoy and read the rules, stick with it, find out what kind of dice you need to play and print off character sheets, see if your friends want to play first or are interested in the setting and games that you are and get together...

 It's tough sometimes to start out (and I'll get to that in a bit as well...) but once you are starting your first game session, or are playing in your first game session, you'll find it's easier to try new games, new settings, and play with different rules. Once you try one thing, other games get easier. I would try researching a few games with different settings and genres...

Games I can recommend to start in would be: Wizards of the Coasts " Dungeons and Dragons 4.0", White Wolf's "World Of Darkness", Green Ronin's "Mutants and Masterminds 3.0", Wizards of the Coasts "Star Wars Role Playing Game Saga Edition", Paizo's "Pathfinder", and (last but not least) White Wolf's "Scion: Hero"...(I'll go into detail for all of these games later, but for now pick one, do some research and see what you would like to play.) 

8)The Right Mind Set. There is nothing worse than starting a what you think is going to be another fun game and finding out no one wants to play. Make sure that everyone is in the right mood to game for a few hours or you will find that your game turns sour quick. Ways to avoid this include eating, or socializing beforehand, or even getting feedback from everyone at the beginning and end of each session. You'd be surprised how many good ideas and things you all want and that is the whole point of a game after all isn't it? To have fun creating an adventure that is entirely yours.

9)A Good Sense of Humor. Listen we ALL have inside jokes in our daily lives...When you get creative people in a room, acting out sometimes insane, outlandish things, then of course you are going to get a few laughs. Have fun with those funny times! This is what R.P.G's are made to do, show a little bit of imagination and hilarity. Some people take there games too seriously and that is okay with them...BUT if your like me, you find that having "LOL moments" is an awesome thing. Try not to let a joke get in the way of your few hours of gaming though.

10) A Good Hobby Shop/Online community. In order to play, you'll definitely need to get some dice and books as mentioned above but the best place to get players, or to get involved in an R.P.G is to get involved with your local Hobby Shop or an Online Forum. (Children get permission from you parents please...) Getting a good community and gaming group behind you is possibly one of the best ways to enjoy yourself in this hobby/experience.

I recently volunteered at an R.P.G convention (Phantasm Peterborough) G.Ming a system I was comfortable with and you know what? The experience was awesome! I met some new people, got some new connections, and got to see some really interesting R.P.G swag and systems...

For some of you, this might not be what you want and that is cool, but if you are adventurous enough to try acting with your friends around a table with pencils, paper, character sheets, rolling dice in order to slay a dragon every Saturday night, wouldn't it be interesting to meet other people who do the same thing? Maybe you'll be introduced to some new systems? Maybe you'll get some shiny new dice? Maybe you'll meet a group of nice folks who live close and meet for a few games at the local hobby shop? What have you got to lose?

Bottom Line? Have FUN....Play a few games, have a few laughs, and slay a few trolls, or dragons, or try not to get your character killed, whatever most appeals to you...But most importantly, have fun at what your doing and enjoy the game! That's what these games were made for and that should be the most important rule of your game regardless of rules and systems. Have fun.

I hope whoever reads this enjoys my posts and looks forward to the next one...I'll do this as frequently as my schedule allows and hope that this helps a few people.

Keep  'em rollin',
Leighton