Showing posts with label Advocacy. Show all posts
Showing posts with label Advocacy. Show all posts

Tuesday 31 May 2022

Free RPG Day 2022

Free RPG Day
The dates are confirmed for Free RPG Day 2022 as...

  • USA - 25th June 
  • Worldwide - 23rd July


You can check your local participating FLGS store on the website https://www.freerpgday.com/   

Freebies Announced


Thursday 27 January 2022

A New RPG YouTuber Worth a Watch

From time to time the algorithm hits paydirt and suggests a video that tickles my fancy.

Ethnic Diversity and Role Playing Games

This is a fascinating take on the problem seen from the eyes of one black roleplayer.



My regular Friday night group, Dragons Keep Roleplay Club, is a very ethnically diverse bunch of guys and gals, but we also do not have any black players.  

Is this a generational issue, because I am sure diversity among players is not an issue in video games.

The zeitgeist fueled by nostalgia vehicles such as Stranger Things would have us believe that it was different in the 80s.  The make up of the core friends conveniently mirrors that of the Ghostbusters, but the interesting thing about Lucas is that he is also our conduit to the cultural changes in the world which surrounds Hawkins.  He is confident but at the same time wants to embrace the latest trendsto blend in.

Stranger Things Ghostbusters

His sister was also a fantastic addition to the show.

I hope that as time goes on more black players get introduced to this fantastic hobby and they can enjoy the fun of letting your imagination run wild. 

Go watch the video and like and subscribe because this is a voice I  think needs a bigger audience.

Friday 31 December 2021

The Self Insert. Is this valid roleplay or just bad roleplay?

I came across this term whilst browsing YouTube and I have to confess that I hadn't heard of it before.  It would seem to originate from the world of academia and specifically media studies.  As the Urban Dictionary puts it:

  "When an author or writer puts themselves into a story they have written as a character."

I can see where this literary concept might be fun for the author and a hidden easter egg for the reader,  but does it translate to roleplaying games.

Who is the Author in an RPG?

Technically speaking it is the Games Master, they write the plot and the players inhabit characters within that plot.  That said, the players are collaboratively creating the story within the boundaries of the plot and could also be considered authors.  They certainly have free creative rein when it comes to their own character and how that character impacts on the world that they share with the other players.

I have witnessed that inexperienced players, or dare I say the less imaginative players, will naturally want to put themselves in the game rather than playing their character.  I think that this is a by-product of how we are exposed to fantasy and science fiction tropes these days and how they are born.

The creators of most RPGs drew their inspiration from the media of their day, the great fiction writers of the day who were collectively read by a large part of the RPG fandom.  We all read the same books so we had a shared understanding and acceptance of the concepts we consumed.  The characters were largely the work of one person, maybe two and often spanned epic cycles like scandanavian sagas.

A lot of the media we consume today is watched and not read and is the creative endeavour of many people from Directors to screenwriters to producers, each one has their own vision of what should happen and where the story should go.  These stories are then fed into the studio screening system where analysts record audience reaction in a minute detail.

The danger with this system is that we are forced to watch the current crop of Hollywood stars essentially play themselves in whichever cinematic masterpiece they are currently attached to.  You know the ones, Arnie, Sly, Statham, and Johnson.  They aren't being paid to be someone else they are being paid to play themselves.  This isn't the exclusive preserve of the action genre there are plenty of talented actors out there who can't help but play themselves, even the likes of method actors such as Christian Bale, Morgan Freeman and Jennifer Lawrence have their moments of phoning it in.   

I always try to encourage my players not to inject their personality or knowledge into their PC in order to inhabit the character.  If you were playing a Mega City One Judge you would play up the harsh and brutal nature of the job despite what your personal thoughts are about the crime and punishment.  Similarly if you are playing in a fantasy campaign it would be anachronistic to use modern understanding of science to Macguyver your way out of a situation.       

Your Character is not You

The challenge, nay the fun of roleplay is the opportunity to play someone other than yourself.  That might mean you are a 6 foot tall one legged retired pirate who pretends to be a Dwarf or a 85 year old art historian named Gertrude with a penchant for the hurdy gurdy.  These are not extensions of your own persona they are persona's all of their own.  

Your character sheet, stats, backstory and ephemera that you create to describe the person you are playing are all tools to help you to portray that person.  The art of roleplaying a character is to get inside your characters head and to come up with a believable and convincing portrayal.

Inserting yourself into your character is easy because your motivations and feelings are second nature.  If you are playing a streetwise orphan in a sprawling fantasy undercity your middle class sensibilities are going to seem out of place in a dog eat dog world where you have to survive on your wits and be prepared to do whatever it takes otherwise you don't eat tonight. 

Representation

I have heard it said that roleplaying games need to be more inclusive and representative.  The crux being that unless people see themselves represented in RPGs that they don't feel like it is "for them".  

I'm not so sure I get this argument which it would seem stems from traditional media such as books, movies, TV and even video games.  These media are traditionally consumed, the reader / player has limited agency with regards to the direction of the story or the major NPC characters encountered.  Even with video games where you might have some input in what your character looks like, if the options aren't programmed into the game then it doesn't appear.

Roleplaying has never suffered from these issues because you, the GM and the other players make the game what it is.  Important NPCs are often pulled directly from your back story, your species and their cultures have always been yours to houserule to your hearts content.  

This should not be confused with the goal of increasing diversity within the RPG Industry.  This is absolutely to be encouraged so that we get more diverse ideas and inspiration for the stories we continue to enjoy. 

What the designers of the latest D&D edition may put in their book may or may not make it to the table in my games and there's no way that anyone can "police" how I use the content once I've bought the books.  What flys at the table is that which the group collectively agree is acceptable.  If I want to include a story arc that has the heroes being enslaved by the villains so that they can bring the whole evil practice to a permanent end then I should be able to. The classic Heroes Journey as they confront absolute evil has to be a challenge otherwise it becomes insignificant.  Barely an inconvenience.  

Similarly If I want to outlaw the +1 wheelchair of dungeoneering in place of a house rule magical armature of mobility then so be it.  I might want all my drow to be evil to allow a player to be the mythical rebellious "Good" drow, then that's fine too.  In fact the whole concept of evil bad guys and good rebels throwing off their cultural heritage falls apart if these tropes don't exist. 

The Many Faces of Stormtroopers
Okay which one of you is a rebel sympathiser?

Which is why I am a little bemused by the whole narrative that seems to swirl around the internet these days which states

"I can only feel comfortable and safe if I can see myself represented in the game and you are a bad person for not understanding my feelings".  

I thought the express purpose of roleplaying games was not to be yourself and to have fun being challenged with making decisions you might not personally agree with safe in the knowledge that this isn't real life, it's just makebelieve.  To demand that the industry makes RPGs some kind of non-triggering safe place by design removes that quintissential element of challenge and seems like the presumptuous demands of a self insert to me.

If the imaginary world you inhabit is safe and non threatening, why do we need heroes?

Friday 17 December 2021

I Bought Another RPG... Flotsam

In a recent article I wrote on the Dragons Keep Roleplay Club site in support of the November 2021 RPG Blog Carnival, I mentioned my love of Indie TTRPGs.  

One such game I namedropped as a "Would love to Play" was Flotsam from Black Armada Games.  Well I couldn't resist and handed over my cash to the eBay gods. 

Flotsam: Adrift Among The Stars

The premise is simple, you live in the underbelly of a spacestation.  Unseen and unheard you are the underclass of society, the renegades and misfits that the more prosperous society above cares not to think about.  The game cites such inspiration such the belters of The Expanse, the folk of Downbelow from Babylon 5 but this is a story told many times in the stories of underclass struggle seen in Asimov's Foundation or even Anime such as Battle Angel Alita or Megazone 23.  

Flotsam: Adrift Among the Stars - Joshua Fox (Black Armada)

Flotsam: Adrift Among the Stars - Joshua Fox (Black Armada)
 
Interesting Game Concept 

Whilst the game has the standard Player Character that we all know and love, it introduces the interesting concept of a secondary character known as the situation.  Situations are the world building element to the game and the way in whihc you introduce threats and complications into the lives of your characters.  

This is not a Rulebook, It's a Way of Life

If your only experience of Roleplaying Games is Dungeons and Dragons then this might come as a bit of a culture shock.  Flotsam is more or less a guidebook on how to run a GMless narrative story.  This is something I have, in middle age, come to embrace through my exposure to Indie TTRPGs like Fiasco! and The Quiet Year.  Flotsam is a game in this vein and is very much focused on the relationships between players as they struggle with everyday life and the challenges that situations throw at them. 

Collaborative world building is a fun way to run a game as everyone gets to contribute their ideas into the mix rather than following a prescribed narrative written by one mind.  Each player gets to introduce their own situation which makes for a much more complex and nuanced experience as characters struggle to deal with the various competing priorities.  Players will make decisions in a much more organic way based on perceived threat and poor information, a totally different kind of play compared to traditional roleplaying games where players come preloaded with information about the world.    

First Impressions

This is a first impressions article and I have yet to bring this to the table but with the festive season fast approaching and the possibility of a Christmas Eve Friday with low attendance, this might just make an appearance.  Fingers crossed.

If you have played a game let me know how it went in the comments below.

Saturday 2 October 2021

The Perfect Gamer Notebook?

I have recently taken up the mantle as session reporter in the Savage Worlds Hellfrost game which is run every Friday night at my game group Dragons Keep Roleplay Club, in Chislehurst, South East London.

I've been using a less than practical A6 sized filofax style notebook that I bought as part of my Random Wish Roleplay Stuff challenge.  This got me thinking about...

What Should the Perfect Gamer Notebook Look Like?

The criteria are simple.  It needs to be:

  • Sturdy and Secure - Your notebook will get tossed into a bag and rattle around with all of your other Roleplay gear so a sturdy cover is essential.  An elastic ribbon or similar to keep it all closed up would be double handy too.

  • Good for Mapping - Having squared paper is essential when you get tasked with being the map scribe for the night.

  • Lined for Legibility - My penmanship is not great at the best of times so having lined paper is an essential to keep your notes in check

  • Good for Sketches - Sometimes you just need a space to sketch.  Maybe it's a character portrait, maybe an object or a symbol.  Having an unlined plain white background is useful if you want to digitise the image

  • Session Info - A space where you can write that all important session info like date or session number.  Very helpful when you are playing multiple different games.

  • Loose Pages - Having ring bound pages is a great way to keep your campaign notes organised.

  • Compact and Bijoux - Let's face it by the time you have your rulebooks, character sheet, pencils, dice and tray, snacks and a drink on the table there's not much room left.  Having a large A4 sized notebook is probably a step too far, A5 is about the maximum size for the cramped playspace and still be a useable size.

Have you seen a great notebook.  If so pop a comment in the box below.

Roleplay Notebook


Sunday 25 July 2021

Why a Canonical D&D is the Only Way Forward for WotC

ComicBook.com reported recently that Principal D&D designer Jeremy Crawford offered clarity on the subject of what is canon in the Dungeons and Dragons RPG world.

Crawford said.

"Basically, our stance is that if it has not appeared in a book since 2014 [the year that Dungeons & Dragons' Fifth Edition core rulebooks came out], we don’t consider it canonical for the games."

Typically this got a fractured response from the RPG community who are typically divided into two camps, those who slavishly follow the product/story lines of D&D and everybody else.

Why a D&D Canon is Important to WotC

Wizards of the Coast is a business owned by toy making giant Hasbro.  Dungeons & Dragons is just one of its properties, not the most profitable one but it is the most recognised brand in the Tabletop Role Playing Game (TTRPG) sector.  Each edition of D&D has its own life span.  At the time of writing 5th edition is 7 years old and as with any games system the bulk of its sales will always come initially from the sale of its core rulebooks and as the edition ages these are overtaken by supplemental materials such as adventures, settings, campaigns and other entertainment properties.  

Older gamers like myself have seen this pattern repeat itself over many editions of many games systems.  It's similar to the way that movie and tv franchises like Doctor Who, Star Wars, Star Trek or Battlestar Galactica have been rebooted multiple times over many decades.

The rise in popularity of streamed D&D game channels such as Critical Role or Acquisitions Incorporated has changed the audience dynamic,  For some their only experience of D&D is watching it being played by people on Twitch, YouTube etc.  They passively consume the content in exactly the same way as you would a movie.  It is a story from beginning to end and a history of play emerges which becomes canonized episode by episode.

When this audience wants to begin playing their own sessions their desire is to emulate what they have watched, after all it is their only frame of reference.  WotC needs to take this into account and provide a world and a shared canonical history which they can control in order to feed the various different projects that they have planned for this edition of D&D such as movies, books, TV series and merch, merch, merch. 

It's not personal it's just business - The Godfather
It's not personal it's just business - The Godfather

If WotC D&D is to make more money then they have to sell more than just rule books.  They have to control their universe to make other properties easy to write and to enable their consumption as passive entertainment.  Good luck to them I say.

So why are some people getting upset about this?

Older players might view this as just one more betrayal in a long list where WotC is taking their beloved franchise and turning it into something else entirely.  We've seen this happen across all of the rebooted movie and TV franchises in recent times but I don't think we are going to see the same voracity or backlash in D&D.

But stop, calm down, put down the keyboard and step away from the monitor...

Everyone's D&D Experience is Different.

Playing D&D is not like watching a movie, reading a book or watching a twitch stream of internet celebrities playing a game of D&D.

When we play D&D we do not play the same game, the choices we make during the game change the story and our experience becomes unique.   How the Dungeon Master brings the story to the table, the characters in the adventure, how the rolls go, how players react to events, everything becomes a unique experience.

With the best will in the world, once those books leave the store, WotC has lost all control of how they are used, interpreted, played, written about, podcasted and most importantly experienced.  Your D&D experience is a product of all the choices and decisions made around your table regardless of what the author, designer, WotC or Hasbro might say.

The D&D Expanded Universe (DDEU) vs My Exapanded Universe (MEU)

WotC is carving out it's DDEU so that it can continue to make products for the coming years.  To me this signals that 5e is here to stay for many years.  It wants to homologate these products into a framework of historical canon which helps its many writers and designers to navigate the confusing and inconsistent waters of a property that has existed across many different editions over the last 5 decades. 

Good for them.

My Epanded Universe will continue to beg, borrow and steal it's material from anything which I have read or watched in my 5 decades.  WotC can't police what I'm doing with it's product, it doesn't dictate what can happen in my games, my players do. 

Good for them.

The Only Thing that Matters is Having Fun

The concept of control strikes at the heart of the recent "Culture Wars" that are ongoing in every hobby and every social or political structure at the moment.  The incessant labelling of ist, ism and phobe being bandied about on the cesspool of social justice that is social media (mostly twitter) is a mask worn by those without imagination and creativity. 

These people play the person and not the ball because they cannot win (control) the argument.  The only way to win the argument is to not play the game by their rules.  The recent debacle with the relaunched TSR is a case in point.

What happens in your game, what rules you specify for the alignment or moral choices made by orcs and dark elves or what frameworks you implement to ensure that your games are internally consistent (or wheelchair accessible) are for you and your players to decide.        

WotC and the horde of blue check mark allies can shout all they want and try to define what is and what isn't D&D.  I am not forced to use what WotC is selling to still play D&D, those books walked out of the store many years ago.  If they sell something I like I might buy it.  If they don't I won't.

In summary the only voices I hear are the ones around my table.  If they don't like something they'll tell me.  If they like something, they will be laughing and having fun.

And that my friends, is all that matters.

Thursday 25 March 2021

How Do I Start Playing Dungeons and Dragons

We've all had to begin somewhere and when I started playing nearly 40 years ago the internet didn't exist to help.

Find a Local Dungeons & Dragons Group

When you first start playing roleplaying games you need to learn from other players.  Critical Role and other streamed "Live" games are fine, but they are edited professional voice actors and that's going to give you an unrealistic expectation of what the game is like to play with normal people.  

Learn to play Dungeons and Dragons
Learning to play from experienced players is the best way

Joining a local group is the best way for you to learn the basics before you begin investing time and money into the hobby.  You will meet people who have been playing for years and can help you get up to speed straight away.

At my Friday night Tabletop Roleplay Group, Dragons Keep Roleplay Club, we are always welcoming to players new to the hobby and will help you to create a character and learn the basic rules.  We have experienced Games Masters who have been running Dungeons & Dragons for many years 

Google search terms like:

Roleplayers are everywhere and anyone

Even if you live in the back of beyond you will find that there are small groups of players in your town who have been quietly playing their games for years.  They will be from all walks of life and all kinds of people.  Roleplayers are some of the most diverse hobby groups I've ever come across.
 
They will advertise spaces on some of the many Roleplaying Forums like

Buy a starter set

Dungeons and Dragons has a long history of producing starter boxes which give you a simplified cut down version of the game, a starter adventure and even teach you how to play the game.  In fact they contain pretty much everything you need to get yourself up and running with the game.

Most game systems will have multiple starter set entry points.  Dungeons and Dragons has at least 3

For younger players there is even a boardgame version of D&D called Adventure Begins which will get you started.

 

Thursday 4 March 2021

It's Games Master Appreciation Day

March 4th is Games Master Appreciation Day so show some love to those people who make your game happen.

Dungeon Master - D&D Cartoon 80s
 
I've been a Games Master on and off for well over 35 years and whilst it is a heck of a lot of work it is one of the most rewarding experiences in the hobby. I do it because:
  1. I have stories that are begging to be told.  Sometimes it's a funny idea I dreamed of in the shower, sometimes it is a puzzle I want to put in front of my friends to solve.  Often it's just an interesting story idea that I want my players to enjoy.

  2. I enjoy the collaboration.  I feel that GMs who don't feed off the ideas that their players generate are missing a trick.  Tabletop RPGs are a collaborative experience and that comes down to the plot and the storyline.  Many times I am stunned by the creativity of my players.  They will often come up with alternative ways to resolve encounters that I never imagined or they will ruminate on a possible scenario which is may more interesting than I could dream up.

  3. I enjoy the pressure.  GMing can be hard at times, you are juggling a lot of balls most of the time whilst trying to keep your players engaged. 

  4. I enjoy learning from my mistakes.  Even after 30+ years behing the Dungeonmasters Screen I'll admit that I get it wrong.  I love when my players tell me that I did a good job but even more, I look forward to them telling me when I did something that didn't make sense to them.  This gives me an opportunity to try something different.

  5. I enjoy Seeing players laugh and smile.  At the end of the day this is why we are Games Masters.  It's having fun with your friends and getting them to put their ordinary lives into the background for a few hours and just have some fun. 

Check out some of the other Appreciation Days I have added to my Geeks & Gamers Social Media Calendar.  Have a date you think we should celebrate or a story you want to share with the community then pop a comment in the box below.

Wednesday 3 March 2021

Why You Should Join a local Tabletop Roleplaying Group

Online is a necessity at the moment thanks to the current year situation.  The internet allows us to be connected whilst being seperated by thousands of miles.

However, being part of your local Dungeons and Dragons group means much more than just playing your favourite Tabletop Role Playing Games (RPG) game. 

A Typical Friday Night at Dragons Keep
A Typical Friday Night at Dragons Keep

Face to Face is Better in Everyway

When Gary Gygax and Dave Arneson invented Dungeons and Dragons back in 1974 (I was 2 at the time) there was no internet and were always meant to be a social experience played face to face.  Those who have played both online RPGs and real world tabletop RPGs will appreciate that face to face interactions have an immediacy and a subtlety which gets lost on a zoom call.  

We are socially programmed from childhood to pick up and interpret body language and facial expressions as part of non verbal communication.  When you are in a video meeting you tend to treat it like a phone call and so your body language reflects that.  Worse still if you have a poor internet connection you can lose video alltogether or it is reduced to a jittering mess of blocky pixels.

When discussing non-verbal communication I am always reminded of one of my players Sam, who when negotiating with a Pirate Captain, started reaching out and drawing his hand back towards himself.  After 5 or six of these motions I asked him 

"What are you doing?" 

He calmly replied  

"I'm grabbing my pet turtle before he escapes off the edge of the table".  

I was blown away by this interraction and grateful that my players feel are encourage to role play in this way.

Creating the World Through Play

Most new players these days get introduced to roleplay through Dungeons and Dragons or by watching computer game streams such as The Witcher, Mass Effect, Fallout, Legend of Zelda and The Elder Scrolls.  When you play a computer game you are getting one vision or version of that world as programmed by the team who developed it.  There is no ability to break out of the box even in the biggest MMORPG.

Pre-written tabletop modules designed for online play also suffer from this to some degree.  Your Games Master (GM) may have bought the module or encounter packs for their Virtual Table Top (VTT) and you are going to encounter them come hell or highwater.  

When you meet face to face play there is so much more time for your GM to get to know you as players and therefore create personalised elements which make you much more engaged.  You get to chat as friends about what you saw on TV, read, or saw on the internet.  You find out much more about a person in this non-game chit chat time than it is ever possible to do if you only log on to play a session.

I know that I have often included references to things that my friends enjoy outside of gaming to embellish my games and create much more engagement for them as players.

Roleplaying is a Wide and Varied Hobby

There are ancillary aspects to the hobby which are firmly rooted in the real world rather than online.  For example if you are a fan of the creative arts like painting, modelling or crafting you can turn your skills to collecting and painting miniatures, scenery building, map making, prop and puzzle making.

I am a 3D Printing nerd and a journeyman miniature painter and love to show off my creations to my friends and more importantly use them in my games.  There's no substitute in my book for trying to solve a tactile puzzle with your own hands, or viewing a combat using little tiny plastic toy soldiers.  It brings and extra level of immersion which you just can't replicate online.

The Doom Turtle
Yorky Smith in a life or death fight against the monstrous Doom Turtle

Roleplaying Breeds Community Spirit

Being part of a group means you have shared experiences beyond just the game itself.  At Dragons Keep we host several events throughout the year at weekends such as Games Days, Poker Nights, Karting, Movie nights, Barbecues and trips to events such as Dragonmeet or UK Games Expo.

When you are part of a group you also get to chat about each others games and share your collective experience.

Lifelong Friendships

I've been playing at my local group (Dragons Keep) for nearly 20 years.  I've met people from all walks of life, young, old and of every culture and background imagineable.  

We have laughed, cried and argued with each other and shared many adventures both in our games and outside in the biggest game of all...   Life.

Joining Dragons Keep

If you live in South East London we might be the group for you. Our venue is located in Chislehurst, whithin easy reach of Bexley, Bromley, Dartford, Eltham, Greenwich, Lewisham, Orpington and Sidcup. Drop us a line via our Contact Us page and talk to us about your passion.

If you live in another part of the UK then check out our tips on How do I find a tabletop RPG group near me?.

Tuesday 16 February 2021

How Do I Find a Tabletop RPG Group Near Me?

Finding a tabletop RPG group near me has always been a challenge and I've ended up creating more than one club to satisfy my passion.  

I know others out there find it very difficult to find clubs or groups to play their favourite roleplaying games like Dungeons & Dragons near where they live too. 

Are you looking for a group of friends like this?
Are you looking for a group of friends like this?

Local Tabletop RPG Groups Need Committed Members Like You

My club is on a recruitment drive at the moment and we are looking forward to resuming our normal Friday night sessions in our community hall in Chislehurst, South East London.

We try to host 3 games each week and to ensure lots of variety and prevent Games Master burnout we like to rotate the GMs in and out of GMing and playing 3 times a year.  Our typical game rotation is about 17 weeks long so we are actively looking for members who are going to turn up every week and take an active role in an entire campaign session.  We do string sessions back to back and I for one have run at least one campaign which ran for 60+ consecutive sessions.

That's a heck of a committment from GMs and so we try to recruit members from towns within easy reach of our venue such as Bexley, Bromley, Eltham, Lewisham, Orpington and Sidcup.  This makes travel to club easy on public transport especially when our games finish at 11pm and it's a cold dark wet October night.  This is the UK after all.

How Do I Find a Roleplay Club Near Me?

Obviously our club is just not going to be a viable option if you are living in North London, but the internet has a bunch of resources to help you find the right club for you.

  1. Google - I know it sounds obvious but many Tabletop RPG clubs have websites which they use as their primary advertising mechanism when they are looking for players.  The most popular search terms are "Tabletop RPG near me", "DnD near me" and "Dungeons and Dragons near me" but also consider using terms which include "in (your town name)" for a more local search result. Avoid the term "Roleplay" as this tends to throw up adult orientated or early years educational resources.

  2. Meetup - Is a useful listing service which many clubs (my own included) pay to use.  However, remember that RPGs are typically are a long term time commitment so if you are looking for more casual drop-in play or if your other real-life commitments such as work or home take precedent then consider looking for the boardgame or online game groups.

  3. Reddit - The homepage of the internet has a thriving roleplaying community and many subreddits dedicated to specific systems or genres of tabletop RPGs.  Three places I would look are:
    • r/rpg (1.3M members) - a sub for Tabletop RPGs of all flavours
    • r/DnD (2.3M members) - a dedicated sub for fans of Dungeons and Dragons
    • r/lfg (155K players) - a sub for those people looking for a group.  Post a message and see who replies.

  4. Your Friendly Local Game Store (FLGS) - Will usually have a clubs register or a notice board where people can advertise their clubs or groups.  Talk to the staff as well as they may know of some themselves.  Check their website too as they may offer free advertising for clubs.  My FLGS is Orcs Nest in Central London and my club is on its listings page.


  5. Register with Tabletop Wizard's Tabletop Finder - This is a relatively new worldwide personals ad space dedicated to the needs of Roleplayers, Boardgamers and Wargames looking for a game either face to face or online.  It's got a growing community with just under 40,000 members.

  6. Check with Forums - There are a few big tabletop game forums out there and meny have dedicated threads for players seeking games and game group announcements.

Be Patient, but Be You

Roleplaying is a social contract between people and you might not fit in with the first group you appraoach.  Many things can influence a game; GM play style, age, experience and exposure to pop-culture tropes.  

Don't get disheartened if you don't gel with the first group you try.  In my experience new groups tend to be a bit reserved with new players and likewise people new to a group.  Everyone is on their on their best behaviour until they work out exactly who you are.  

My advice is to be you and engage with everyone.  This gives the group the best opportunity to get to know you and work out if you are going to be a good fit for their group.

More Advice for Players Looking for a Tabletop RPG Group

If you have any useful advice, tips or tricks which have worked for you then please share in the comments below.

Wednesday 8 February 2017

Teaching D&D to Ten Year Olds

Out of the blue a work colleague (and former D&D player) told me that they had bought the 5e Basic Set for their 10 year old daughter and asked me for advice on how to run their first game.  The problem is twofold being as much about teaching dad to be the DM and daughter how to play.



Breaking it Down

All RPGs have the same basic elements:

  • Character Generation -  Where players get to "roll up" their characterss and use their imagination and creative writing skills to put some background flesh on their barebones stats.
  • Mechanics - The rules of the game which are there not to constrain creativity or storytelling but to add a little consistency to the experience.  In this way a fireball or a sword strike do a consistent amount of damage every time.
  • Storytelling - The art of story writing, dungeon mastery and how to be a player.  This is not really contained in any rulebook and is a skill which you develop over time and exposure to roleplaying.

Character Generation

I remember my own experiences as a young roleplayer some 35 years ago when I unwrapped my christmas gift of a 2nd Edition Players Handbook and Dungeon Masters Guide.  Hundreds of hours were spend pouring through the pages and generating character after character who would never see a moment of play.  However, I know now that this was probably the wrong way of going about things.

Looking at the Lost Mine of Phandelver there are no pre-generated characters designed specifically for the adventure but there are some starter characters in the box set which is a good place to start. 
There are also a couple of great web resources if this is too limited a selection.
  • 1,000 Basic Pregens - has a huge array of different characters presented as short form stat blocks.  These take a bit of deciphering for the beginner but there is a key on page one to help you.

  • Digital Dungeonmaster Pregens - 1060 different pregens by class and level but strangely not by race so you have to go hunting round to find the right combination of race and class.
Once your players have played a few sessions they will understand how the game works and will be able to use something like the ORCPUB D&D 5e Character Builder to generate their own.

Mechanics

Every D&D game involves a mix of combat (melee / missile) magic and skill or attribute checks.

Melee and Missile combat boils down to finding the AC (Armour class of the target) and the player trying to beat it on a d20.  There are lots of modifiers (numbers which are added to the dice roll or subtracted from the AC) which as you grow as a DM and player you will learn to remember.  Once a successful hit is determined then the appropriate weapon damage is rolled and applied to the target.

Spells in D&D when any type of magic is cast, it always works unless the spell says that a target gets a Save.  This usually negates or reduces the spells damage and can be cumbersome and tedious to implement, so for first games I would always leave this sort of thing out.  Mages are low powered at low level and the important thing is that the ten year old magic user gets to do a bit of damage now and then so make sure that they have magic missile in their arsenal of spells.

Skill and Attribute Checks are used whenever a PC tries to do something which is not combat or magic related.  Searching for things, disabling or setting traps, scaling a cliff, these are all skill and attribute checks.  The D&D skills and attributes give bonuses to doing specific tasks, but they all require a roll (once again using the d20) to beat a target number.  For example climbing needs a dexterity check, so any DEX modifiers need to be added to the dice roll, but if a character has climb skill they will get additional modifiers.  The target number which needs to be beaten represents the difficulty of the task and starts at 15, a particularly easy task would be 10 and a difficult task 20.  

Storytelling

Visualisation is one of the toughest challenges when trying to get a group of people sitting round the table to all imagine the same thing.  A key tool is the Battle Map which represents a top down view of a location and has been a standard for decades.  This can be as simple as a sheet of paper on which you draw what the characters can see and interact with.

Key Text / Player Descriptions are contained in most pre-written modules and highlight a piece of text to be read out to the players when they enter a new location describing what they first see.  Supplementary text will describe to the DM only what the room may contain (for example monsters, hidden doors, treasure etc).

Feed the Players Excitement by putting them on the spot, adding tension when they are being cautious, make it theatrical, do voices, encourage them to do voices, make grandiose gestures and gory descriptions of monster death.  I always like to make my players to stand on the precipice throughout my games, they should never feel cosy and comfortable.

Let Players Explore - The joy of roleplaying is about being able to explore.  In some cases it might be a dungeon, in others it might be your options, but whenever you play, you are always exploring your character.  There is no right or wrong thing to do, if a player chooses a path which will bring about conflict or adversity, warn them, but let them do it anyway.  When the situation turns bad they will have to deal with the consequences.

Don't Be Scared to Fudge it, the rules are there to be ignore and modified as you see fit.  If a rule might prevent something heroic or cinematic happening just ignore it.  If a monster's die roll might inadvertently kill a PC then change it.  Need a new rule to get you out of a situation then make it up but always try to consistently apply the new rule when the situation reappears.

Keep it Simple, Stupid is a good mantra and the The KISS Principle should always be in the forefront of your mind when DMing for a young group.  They will want to be at the heart of the action quickly and they won't be too concerned with deep complex storylines.  Define the Good and the Bad monsters early on as clearly black and white and they be able to quickly react to any challenges they face.

Start Small by choosing a simple combat encounter for your first session.  Ambush your heroes in the woods with a small band of kobolds or goblins.  If the PCs kill half of them, the monsters will run away.  This immediately presents the players a plethora of choices, do they run after them? Do they run to town alert the authorities?  Do they loot the bodies? Do they track the fleeing monsters back to their hideout?  All have possibilities for the next installment.

Guage your Success as a DM


If all goes well your players should look like this:

Stranger Things - D&D Success!!

Monday 10 November 2014

I'll show you mine if you show me yours

So last week I asked readers to help me out by completing a little survey (a big thank you to all those who responded) and although I'm not yet ready to reveal what the results were, I can tease you with this emerging trend:

UK roleplayers like to do it in a club
US roleplayers like to do it in their own home (or at a friends house)


It's still very early days at the moment, so I've put a permalink to the survey on the right hand side of the site for those who haven't left a response.  As they say in Paranoia, it's just a bit of fun really.... mandatory fun!!

And for all those of you who game in a club anywhere in the world, I'd like to share this with you in the hope that you will also share in return.  Perhaps we can get an internet thing going, share an image of your own club on your blog and put a link in the comments section below.


The Roleplayers Creed

This is my roleplay club. There are many like it, but this one is mine.

My club is my best friend. It is my life.
I must games master in it as I must games master my life.
My club, without me, is useless.  Without my club, I am useless. 

I must roll my dice true.
I must roll them better than the Games Master who is trying to kill me. 
I must kill him before he kills me.

Anyone in the South East London area interested in joining my club, please visit our website: hobbitshole.com

Monday 11 August 2014

Astropia - RPG Advocacy in movies

Last night caught me flicking through the free movie content on my WD TV Live, where I stumbled across a Norwegian language film called Astropia.  Also known as Dorks & Damsels it was an indie film released in 2007. Given the subject matter, it was surprising that I'd never heard of it, but I've had good experiences with Norwegian films in the past so thought I'd give it a go.    

aka Dorks & Damsels
In a plot borrowed heavily from the classics such as "Oliver" and "Pygmalion", socialite Hildur (), is living the life of a minor celebrity when her wealthy boyfriend Jolli, a shady car dealer, is suddenly arrested and jailed.  The confused society girl is thrown out of her home and hounded by the paparazzi, so goes to live with her sister Bjort and 10 year old Nephew Snorri.

She struggles to complete even the most basic tasks and come to terms with her new station in life when, by chance, she lands a job at "Astropia" the local "Nerd Store" as their RPG salesperson.  She knows nothing about roleplaying and her colleagues and customers are initially hostile until she joins her first game session run by store owner Goggi.  

RPG portrayals in mainstream media fall squarely into two camps for me, you're either condescendingly laughing at the nerds (Big Bang Theory) or knowingly laughing with the nerds (Robot Chicken) and this one falls squarely into the latter.  In fact the only condescending character in the movie is the villain Jolli and although Hildur is treated with a bit of suspicion and sexism by her co-workers, she wins them over quite quickly.

The movie does a good job of parodying some of the stereotypical nerd subdivisions and there are some great little moments like DVD salesman Floki trying to sending young Norri off home with copies of "The Exorcist" and "The Shining" as educational movies.

Importantly this movie has has an engaging convential plot centered around Hilda's and Jolli's abusive relationship.  It does a great job of portraying the members of the games group as odd, but likeable and fully functioning adults and the "normal" people as monsters.  The use of LARP costume action is sparing, but serves as an effective mind's eye view inside a game session and is sympathetic.  It explains the core functions of characters and GM well and demonstrates how RPGs have the power to unlock imaginations and how people can often have surprising hidden talents or skills and the determined Hildur also manages to knock some of the sexism for six in her first session.

If you don't mind watching subtitled movies this is definitely well worth a look and I'd definitelty recommend it to anyone trying to explain RPGs to a non playing partner or friend.

Friday 27 July 2012

Read an RPG in Public Week

Today, in memory of Gary Gygax's Birthday, I took a stroll along the river and read an RPG in public.

Reading Diana Warrior Princess by Marcus L Rowland
Not 5 minutes later this little lot rowed by...


Royal Barge "Gloriana" carrying the Olympic Torch along the river Thames
Royal Barge "Gloriana" carrying the Olympic Torch along the river Thames
(click to embiggen)

... which was nice