Showing posts with label rulesets. Show all posts
Showing posts with label rulesets. Show all posts

Thursday, 17 March 2022

Running Troika! with family

it's also legal to buy and sell drugs if you do it through a mandrill
A while back I bought Daniel Sell's Troika! RPG. It's... strange. The Troika! game universe reminds me more than anything else of the Hitchhikers Guide to the Galaxy, but with rather more fantasy elements. It's very whimsical, very British, very surreal, and very silly. As for the rules, after playing Into the Odd with its very, very pared-down ruleset, I found Troika! a bit long-winded (even though its rules are pretty minimal compared with many games). But I absolutely love the rule for determining who goes next in combat, which can produce really interesting results. It allows participants to carry out one, multiple, or no actions during a round, depending on the order in which a bunch of cards or tokens are drawn.

The game book includes a truly great introductory adventure, one of the best (certainly the silliest) things I've ever read, called the Blancmange & Thistle. I played through it with 2 relative RPG newbies: my wife (who'd previously played 1 session of Into the Odd and 2 of I'm Sorry Did You Say Street Magic) was playing a Chaos Champion called Minx, while my 26 year-old daughter (who'd only ever played a session of Honey Heist) played a Thaumaturge called Thora Turd. A report of their play is given below - contains some spoilers (although, given how far they got in the adventure, not many).

Tuesday, 1 March 2022

Into Into The Odd

Into the Iron Coral
This weekend I ran my first game of Into The Odd. I was also my first in-person TTRPG since the pandemic started, my first in about 30 years in fact. And it was also also the first time I've talked my wife into playing an RPG. But not the last! (Actually, I had previously persuaded her to play I'm Sorry Did You Say Street Magic, but that was verrrry different from playing an old-school dungeoneering type game)

Thursday, 12 August 2021

I'm Sorry Did You Say Street Magic?

Illustration by Shannon Kao for ISDYSSM


 In the last few days I've discovered and played 3 games of I'm Sorry Did You Say Street Magic (I'll call it ISDYSSM from now on) by Caro Asercion. I've also introduced a number of people to the game, including several who'd never played RPGs before. All have fallen in love with its beautiful, simple system of playing, and the genuinely magical creations that result from playing it. One RPG-newbie I played with, a counsellor for autistic young adults, thought that the game would be an ideal tool for playing with her clients, helping them to come out of themselves and express their hopes and fears through directed creativity. 

ISDYSSM is a GM-less game - all players take an equal role in determining what is possible. This is a concept which, when I first encountered it, I couldn't envisage how it would work. But it does. It is, more than anything else, a loose structure within which people can explore the extremes of their imaginations to collaboratively build a story.

The rules, as I said, are simple and lightweight. After loosely describing a city by choosing three adjectives and then discussing the setting and what kind of beings might live there, players take it in turn to add either a Neighbourhood, a Landmark or a Resident to the city. Each of these involves a slightly different process, but all require the creation of true names, words or phrases that make that Neighbourhood, Landmark or Resident unique. These are a lot of fun to come up with, and can be as weird as you like: examples might be "slow-moving tourists", "big stain underneath", "oxidisation" or "braised tofu smell".

Declaring a resident involves an additional step of roleplaying a vignette, wherein the current player acts as the resident, and other players play roles of those interacting with them - perhaps customers, employees, or more abstract elements such as the weather or the nearby buildings. This aspect of the game was a lot of fun!

Finally, compasses - a word or phrase to inspire the round - and events - during which the city may be changed, and questions asked - help to make each round of the game unique, and determine the story of the city's growth and progress. The end of the game can happen whenever the players want - or you could keep on playing forever over multiple sessions if you prefer.

As well as being a lot of fun, it's a great tool for generating unique and characterful city environments for inserting into other RPGs or as a location for works of fiction.

In our first game, we invented the "Walking City of Lig⤦" (we think it may have once been called the Walking City of Light, but some of the letters have clearly fallen off the sign). It's a "sprawling, ornate, kinetic" city with something approaching a faded steampunk feel, where the buildings walk around on legs and the districts rearrange themselves over time. Quite unexpectedly, around halfway through the game, the city exploded into a battle between humans and robots, instigated by an android dishcloth-selling magnate in a tiki bar. You can read the summary of our gameplay here

In our next game we created an alpine city of cable-cars, where the building of a tunnel led to intrigue and death.

ISDYSSM is enormous fun, easy to play on the tabletop or online with only minimal resources (pen and paper), and a great introduction to RPGs for newbies. The rules are simple enough to learn that by my second play I didn't need to refer to them once. I can thoroughly recommend it, and will definitely be playing it again.


Tuesday, 27 July 2021

In my end is my beginning



I've written a role-playing game. It's not the one I had expected to write. There are no fairies. Unless you want there to be.

Short and sweet, it's my entry for the The One-Page RPG Jam 2021. You play a person who is about to die. It's funny, most RPGs contain death, often lots of it, but they only treat it as a technical issue and something for players to avoid (unless they're inflicting it on someone else). There's never much space to consider what death really means. In the last few years, I have made friends with an undertaker, have lost my father suddenly, and have seen one of my closest friends publish an astounding novel about death.

Oddly, I felt the need to add "content warning: death" to this game, and it struck me as really quite peculiar that no other game I'm aware of does this, despite the trauma that death can cause.

Anyway, enough of the lecture, here is IN MY END IS MY BEGINNING

Sunday, 19 July 2020

What's so great about OSR?

What is so great about OSR? Genuine question. I gather people can get quite heated about this topic but... help a newbie out here.

Since I started playing RPGs again about 3 months ago, I've gravitated towards some of the more indie stuff out there (I have to say that it's great to see the zine scene is every bit as strong as it was 30 years ago). One thing I noticed really quickly was that all of the writers and publishers I like keep going on about "OSR" in general, and "LotFP" in particular. I'd just started playing D&D 5th Edition but... these guys are great, the stuff they publish is great, so OSR must be muchly much better than 5e, right?

So I downloaded the free version of the LotFP rules and read them through. And I don't get it.