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Cake day: June 18th, 2023

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  • This is a great point, and I definitely agree, and I haven’t thought about it in this way. I don’t think that I’ve ever ran into a group where our expectations would be so much different that it would cause an issue, but it’s a great thing to keep in mind. Now that I read it again, I think I should add that I don’t think that it’s wrong to play RPGs as a board game, and I don’t really mind if someone does even in our group and I’m having fun either way, but I mostly felt like it’s a little bit shame that it may not even occur to some people that you don’t have to focus mostly on rules - since thats what most of the game book is about, and can do it differently, especially when you’re starting out. Which is also a good thing to keep in mind, to discuss and make the options and expectations clear before starting.


  • I agree, and I think that what may have also helped was that I was still basically a child when I was introduced to the dice-only RPGs. Also, it’s definitely way more difficult for the GM, which I was fortunate enough to have a really experienced and amazing one.

    It’s true that if the whole group including the GM is starting out, going with something like Fate is better choice, which I also prefer nowadays. Or more experimental ones like Dread or the candles one.


  • I’m really glad that my first introduction to RPGs, when I was on a summer camp and like 13yo, was with a GM who didn’t use any rules (aside from a D10) and instead focused on RP, and resolved actions based on what exactly we described, intuition and a D10 roll without a set goal or number.

    It has taught me an entirely different approach to pen&papers that has carried really well over to when I started playing more rules heavy systems, which is especially apparent when I play with groups who never really played without rules, where most of the combat or actions are reduced to playing a board game and a lot of talk revolves around stats and numbers, instead of on the RP, which is a shame. Which is understandable, since if your first experoence with RP is a rule heavy system, it’s not exactly intuitive to just ignore the stats and rolls, because they seem important.

    I’m used to paying almost no attention to stats aside from vaguely knowing what my character is better at, and threat them and the rolls in same way as I did when starting - don’t care what are the odds, don’t care about the roll, I just start with describing an action I want to do and figure out the stats as an afterthought. And it makes for such a better experience, and I higjly recommend for anyone starting a new group or having inexperienced players - just go with a single d10 for the first session, and guess the results based on a vague gut feeling based on the situation and the number rolled. Its suprisingly intuitive once you start from the GM side, and it teaches the new players way better habbits in how to approach the game and what is important, that will stay with them even after they add rules to the mix.



  • Forgive my ignorance, but I was always wondering why is it such a faux pau to show support to Palestine? From how I understand it, and that may be wrong, hence the question, the regular Palestinian people are occupied not only by Israel on the outside, but also by a terrorist group, HAMAS, at home. Which is basically a dictatorship, thats not afraid to openly use terror tactics. It’s a lose-lose situation, and the only thing you can do is hope youre not going to be one of the 1/100 that dies to a random strike.

    When there are innocent people in a situation like that, the least we can do is show them some support.

    Or do majority of people in Palestine actually support HAMAS and the war? I feel like in missing something, because the backslash to people who show an ounce of support for Palestine is massive, and I don’t really get why. I just want regular people who aren’t terrorists to live at peace :(


  • Its such a different experience compared to rules-heavy RPGs. Everyone should try it at least once, just to get a glimpse of what RPGs should be about, especially when starting. Its really sad when i play with players who spent most of the game talking about numbers and action names, and almost never RP.

    Im not saying that its not possible to RP with a rules heavy game, and ive met a lot of amazing players who still put RP first, but for a lot of new players it can be hard to get used to it, and the rules and numbers take away the focus from it, to the point where they tend to play it as a regular board game, not realizing thats not what it is about.


  • It is difficult for the GM, that’s for sure. I was never competitive, so I didn’t mind just loosing for the sake of story or wasn’t invested in my character performing well - quite the contrary, I’ve always enjoyed underpowered RP characters more than all-powerful warriors, and just having one D10 to worry about introduced just enough randomness for it to still be interressting with critical misses, while also letting the GM to give us an experience that would be fun and enjoyable, because there are no rules that would say “you can’t do this”. And from my experience GMing one such game (on the same summer camp, once I was older), it’s surprisingly intuitive experience - I never really had to think about “Ok, how much for this skill check?”, but always just let them describe the action, roll, and then have a pretty clear gut feeling on whether it was enough or not. I was pretty nervous during that game, since it was one of my first time GMing and for people I didn’t know, and without a rule system to hide my decisions behind, but it just worked well and everyone enjoyed it.

    But you are right, I now much more prefer some rules-light systems that give you and the GM at least some base to go on. Or Dread. Dread is the best system I’ve ever used, and to this day is one of my most favorite examples of unique and really clever game design.


  • Mikina@programming.devtoRPGMemes @ttrpg.networkAnything else?
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    6 months ago

    My first experience with Pen&Papers was on a summer camp, where a bunch of older guys were mastering RPGs for us. They didn’t use any kind of rules system, and just told us to describe what we’re trying to do and they would roll a D10 and just kind of improvise from there.

    I’m really glad they did that, because it made us, teens having their first experience with Pen&Paper, focus much more on roleplaying rather than rules and numbers. And even when I later switched to rule-based systems, this experience has stuck with me, and all of my friends who played there too, and even though we did have rules and numbers now, we still kept focusing on the RP side and never really paid them much attention.

    I’ve once played with a new group of people at my new job, who were obviously used to playing with rules, and it was such a massive difference in how they approached the game. They usually thought and talked about numbers first, and then figured out some kind of RP to go with it, but it should be the other way around! The game felt so bland, most of the talk was OOC, and it just felt more like a board game than a Pen&Paper.

    So, in my opinion, as much rolls as possible should just be done by the GM without the knowledge of the player. It just makes the experience a lot better. Even though I’m actively trying to pay no mind to the dice rolls when playing, and have no problem with separating IC and OOC knowledge, playing to entertain and not to win, just seeing that failed perception/WP roll will nag you and influence you, no matter how you try to avoid it. It’s better to just not know. If it would be feasible, I’d preffer for the DM to do all rolls in secret, and handle each players rules, just asking them for reaction if it’s appropriate. But that would be almost impossible and put a lot of strain on the already busy GM.

    But, if you’ve never tried it, try running a session with no rules, and GM just rolling D10 and improvising of the number he gets, based on the action you’re describing. It’s a lot more fun, and especially for new players, it teaches them an important aspect of the Pen & Paper RPGs - the rules and numbers are there as an afterthought, you are not supposed to think about them. You are supposed to live and roleplay the character, describe his actions, and cooperate with others to build a nice and immersive story. And if it turns out that what you just described is something your character is bad at? Who cares, it’s going to be fun.