- USA - 25th June
- Worldwide - 23rd July
You can check your local participating FLGS store on the website https://www.freerpgday.com/
You can check your local participating FLGS store on the website https://www.freerpgday.com/
From time to time the algorithm hits paydirt and suggests a video that tickles my fancy.
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.
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.
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.
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.
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.
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.
Okay which one of you is a rebel sympathiser? |
"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?
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.
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) |
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.
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.
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...
The criteria are simple. It needs to be:
Have you seen a great notebook. If so pop a comment in the box below.
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.
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 |
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.
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...
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.
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 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.
We've all had to begin somewhere and when I started playing nearly 40 years ago the internet didn't exist to help.
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.
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:
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.
March 4th is Games Master Appreciation Day so show some love to those people who make your game happen.
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.
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 |
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.
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.
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.
Yorky Smith in a life or death fight against the monstrous Doom Turtle |
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.
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.
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? |
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.
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.
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.
If you have any useful advice, tips or tricks which have worked for you then please share in the comments below.
aka Dorks & Damsels |
Reading Diana Warrior Princess by Marcus L Rowland |
Royal Barge "Gloriana" carrying the Olympic Torch along the river Thames (click to embiggen) |