[HN Gopher] The Game: A continually-run D&D campaign, since 1982
       ___________________________________________________________________
        
       The Game: A continually-run D&D campaign, since 1982
        
       Author : gaws
       Score  : 412 points
       Date   : 2022-05-02 02:56 UTC (20 hours ago)
        
 (HTM) web link (thegamednd.com)
 (TXT) w3m dump (thegamednd.com)
        
       | madrox wrote:
       | As a forever DM, I'm impressed by this guy's fortitude. Coming up
       | with an interesting session can take a good deal of time. In my
       | experience, the amount of prep time you need is at least half of
       | what the length of the session is. Of course, modules can help a
       | ton, and there's a lot of tools available these days to
       | procedurally generate the hard parts. Still, many of those didn't
       | exist until recently, for the most part. This guy had to have
       | spent countless hours on his own building out this world. It's an
       | inspiration, really.
        
         | Aeolun wrote:
         | > In my experience, the amount of prep time you need is at
         | least half of what the length of the session is
         | 
         | In my experience, you can run an entire session on basically
         | nothing. Half the time I make things up on the spot (and keep
         | track of them so they'll still be the same when players
         | return), but most of the time the players make the story.
         | 
         | It's especially helpful when they're discussing what they're
         | thinking the reason for something is between themselves,
         | because one of those is pretty much always a good one (even if
         | they settle on a different explanation afterwards xD).
        
       | _aavaa_ wrote:
       | > A continually-run D&D campaign, since 1982. > Players create
       | their characters and if they die, they are out of The Game. There
       | is no "reset" button that you can hit when you don't like how
       | things are proceeding or you die. > Players are allowed to take
       | on the characters of their descendants. > And yes, players have
       | had their characters die and they have been ejected from The
       | Game.
       | 
       | WILD
       | 
       | Thank you for sharing!
        
         | cthalupa wrote:
         | This is sort of the standard for earlier editions of D&D, or
         | games that aspire to follow some of the same themes (You might
         | see modern RPGs in this vein referred to as OSR/Old School
         | Renaissance). Historically, players would take on the role of
         | adventurers rather than heroes, and most of the focus was on
         | collecting as much treasure as you can (XP was awarded based on
         | the gold value of treasure).
         | 
         | If you played smart you could certainly keep a character alive,
         | so the idea that older editions of D&D were wantonly fatal
         | isn't really correct, but any time you left your character's
         | fate up to the roll of the dice, you were taking a risk, so the
         | smart play was to rig any such encounter in your favor as best
         | you could. If you did manage to live, your characters would
         | tend to retire, taking ownership of domains, running wizard's
         | towers, etc. - you didn't generally go up ever escalating
         | levels of cosmic threat. Rules and modules existed for that,
         | but it wasn't the type of play people would generally engage
         | in. Instead, your old characters would become NPCs in the game
         | setting, and you'd roll up a new group of adventurers to keep
         | the story going.
         | 
         | 3E is probably when the focus shifted to be predominantly
         | around more Big Damn Hero type storylines, and it's firmly
         | cemented as the de facto standard in 5E, but I think the
         | success of 5E shows that that's really what more people are
         | interested in. Which is great! It's been huge for the hobby,
         | and introduced a lot of people into other styles of RPG,
         | including old-school D&D.
         | 
         | Which is a long way to say if this style of play sounds
         | appealing to you, you might want to check out modern OSR games
         | (Mork Borg, Worlds Without Number, Electric Bastionland,
         | Troika!, Mothership) or retroclones (Old School Essentials is
         | probably the biggest name here currently, and is based off of
         | the Basic/Expert ruleset - my personal favorite)
        
           | oneoff786 wrote:
           | I find modern players tend to want to be neither of those
           | things. They're not adventurers or heroes. They're just some
           | dudes with their own characterization that somehow get looped
           | into a quest and just sort of become very powerful by
           | accident. Self awareness of how ridiculous the typical TTRPG
           | power scaling is makes this pretty common imo.
           | 
           | A random dude, can / should canonically go from level 1 to a
           | pretty high level over the course of an in game month if
           | they're busy doing things. At which point they're basically a
           | superhero relative to your average level 0 commoner peasant.
           | Power gains are linear, but it's a very steep climb.
        
           | _aavaa_ wrote:
           | The part I was more surprised by was not the character death.
           | My group has played both 3.5, PF, and 5, and the DM has been
           | more then happy to let us suffer the consequences or
           | poor/stupid choices.
           | 
           | It was more so the aspect of "you run out of characters, you
           | the player can no longer play with us".
        
             | aeontech wrote:
             | I thought "Players are allowed to take on the characters of
             | their descendants." meant that the group member could stay
             | in the game, just under a new character?
        
               | _aavaa_ wrote:
               | Yes, but also check out the last line on the page about
               | death:
               | 
               | > And yes, players have had their characters die and they
               | have been ejected from The Game.
        
         | themodelplumber wrote:
         | There are some pretty deadly games out there.
         | 
         | Dungeon Crawl Classics has its own special concept related to
         | death for character-development purposes, known as the Funnel.
        
       | Taylor_OD wrote:
       | This is pretty cool. I would like to play more D&D. Every group
       | I've been apart of has fizzled after a few sessions. But
       | hopefully someday I'll be able to join a group that lasts for a
       | while.
        
       | lelandfe wrote:
       | This must be the best DM in the world. How in the world one
       | manages to keep track of 50 people playing multiple multi-hour
       | sessions a week...
        
         | eh9 wrote:
         | It looked like he was mostly using binders. I'm a lot more
         | interested in how he keeps up with the hundreds of sub-quests
         | at any given time.
        
       | markus_zhang wrote:
       | I'm more into a computer DnD and figured out that just playing
       | games such as Baldur's Gate and Neverwinter nights are good
       | enough. I'm not a social person and role play even before closest
       | friends feels weird.
        
         | ryneandal wrote:
         | I was much the same until I started discussing the idea with
         | close friends who had similar interests.
         | 
         | If you have an interest it, you could always try a one-shot[1]
         | adventure and test the waters.
         | 
         | I have pretty awful social anxiety, but I find that getting
         | into character and being with close friends (whether physically
         | or remotely) allows me to ease into the social setting and have
         | a ton of fun.
         | 
         | Also note that role-playing is NOT required! If you and/or your
         | friends prefer to just discuss the game and setting in the
         | third person akin to talking about video games, go for it.
         | 
         | Don't force yourself to do so if there is no interest, but
         | certainly at least give it a try if you have any sort of
         | interest, there's nothing to lose and love for a new hobby to
         | gain!
         | 
         | 1: https://blackcitadelrpg.com/one-shots-dnd-5e/
        
       | reidrac wrote:
       | The first thing I thought is "but, what D&D do they play?";
       | because D&D has changed over the years.
       | 
       | Turns out the game started as the D&D of the time (AD&D), with
       | more or less house rules; and then moved on with some "homebrew"
       | rules that are still familiar to D&D players.
       | 
       | I mostly tend to say I _played D &D_ back in the day, but the
       | truth is, I only played _actual D &D_ on one short one-afternoon
       | session. I played other games instead (LoTR Middle Earth,
       | RuneQuest and Vampire), but D&D is what people mostly understand
       | I guess.
        
       | miiiiiike wrote:
       | I grew up about an hour from Lake Geneva, D&D was everywhere when
       | I was a kid. So I played, but I had no real context for it. I was
       | more of a Star Trek/Heinlein kid, never had any interest in
       | fantasy or made an attempt to read it.
       | 
       | A few years ago I started to try to get into Fantasy. I read
       | Vance, Howard's Conan stories [0], Clark Ashton Smith's Zothique
       | stories, Tolkien as an adult for the first time, and a bunch of
       | other stuff referenced in the old DMG's Appendix N [1]. I like
       | Smith's "evil as an aesthetic experience" vibe best but I
       | wouldn't say that I'm a fantasy fan. Still, getting the S&S
       | context has been neat.
       | 
       | I recently moved back to my hometown from NYC because of the
       | pandemic. Being back here and living in a forest again got me
       | reading the old AD&D books. And, AD&D is just more interesting
       | than the third edition we played in high school. When I talked to
       | Gygax about 3rd edition he just kind of sneered and said "It's
       | for powergamers." [2]
       | 
       | Reading AD&D 21 years later, I see what he meant. AD&D has
       | texture [3], it's bumpy, it's rough, it's great. But, beyond the
       | mechanics, what's really grabbing me is that it hints at a style
       | of play that I'd heard about from people who used to play with
       | Gygax and his kids, but never experienced myself. The old D&D
       | campaigns weren't epic, level 1-40, movie trilogies with a
       | definite beginning middle and end like we think of them today. A
       | D&D "campaign" was something a that could be played with a large
       | number of players in a club. It was like the old military
       | campaigns wargaming clubs used to organize. People in the
       | campaign would have multiple characters of different classes and
       | drop into or run individual games that exist in a shared time and
       | place. Want to play, stop by. Someone can't make it, who else is
       | available? Why does everyone meet in a tavern and then live
       | together for the next forty levels? I'd rather play in a world
       | that's populated with NPCs that used to be PCs.
       | 
       | Reading these old stories and the AD&D Dungeon Master's Guide for
       | the first time really makes me want to run a shared world with a
       | group of 10-20 people.
       | 
       | [0]: No one tells you this but Conan stories are basically
       | Lovecraft Mythos stories. But with Howard's version of the Mythos
       | you can just punch the cosmic horrors until they crawl back down
       | their mystery wells.
       | 
       | [1]: https://goodman-games.com/blog/2018/03/26/what-is-
       | appendix-n...
       | 
       | [2]: I met Dave Arneson too. I was digging through a bin of old
       | miniatures at Gen Con in 2004. I turned to the old guy dressed as
       | a wizard rummaging next to me and said something like "I really
       | love these old miniatures." He said: "Me too" and we go to
       | talking. About 10 minutes in I looked at his badge. He just
       | smiled.
       | 
       | [3]: Look at the AD&D version of the "Animal Friendship" spell
       | and then compare it to the 5th edition version:
       | 
       | Animal Friendship (AD&D):
       | https://dungeonsdragons.fandom.com/wiki/Animal_friendship
       | 
       | Animal Friendship (5th Edition):
       | https://www.dndbeyond.com/spells/animal-friendship
       | 
       | Ask yourself, do you want to play the game where animal
       | companions "follow you about" while you teach them tricks over
       | the course of a month or the game where "Animal Friendship" just
       | means "Bear go away now."? And no, I don't care about "balance".
       | That's what a DM is for.
        
         | Steko wrote:
         | The idea that AD&D didn't have powergamers sounds like Gygax
         | propaganda. This is the edition that put out a book of diety
         | statblocks like it was another monster manual. Your linked
         | Animal Friendship, allows 2xHD of companions so a L3 druid
         | could have a Cave Bear. That's as bad as it sounds.
         | 
         | Every edition has many issues but imho 1e is pretty terrible by
         | modern standards.
        
           | miiiiiike wrote:
           | He didn't say AD&D didn't have powergamers, he said that 3rd
           | was FOR powergamers.
           | 
           | On Animal Friendship, see my comment about balance: Who
           | cares. The bear is taught three tricks and kinda hangs
           | around, the druid doesn't get to control it. How many
           | "friends" would you take a bullet for?
           | 
           | Still a problem? Get rid of the bear and see if the player
           | wants to skip leveling their druid for three weeks and play a
           | different character while their druid trains a new one. Time
           | passes in real-time when not playing in AD&D and the bear
           | will wander off after three days if the druid leaves before
           | it's fully trained. If the druid wants to try taking a half-
           | trained bear along on a hike, make it more trouble than it's
           | worth. Playing AF like this is really fun.
           | 
           | Every edition has issues but AD&D is pretty fun by modern
           | standards.
        
         | Andrew_nenakhov wrote:
         | > No one tells you this but Conan stories are basically
         | Lovecraft Mythos stories.
         | 
         | Never thought of this, but it makes a certain sense. Now I want
         | a Conan at the Mountains of Madness crossover book.
        
           | ScarletEmerald wrote:
           | I was recently catching up on Dark Horse's _Conan the
           | Avenger_ , and sure enough, Conan and his companions of
           | circumstance end up facing a monstrous beast from the outer
           | dark. Conan's plan?
           | 
           | "Hit whatever attacks us, man or beast, repeatedly, until it
           | dies."
        
             | miiiiiike wrote:
             | And did it work? It sounds like it would work. It probably
             | worked.
        
         | Biganon wrote:
         | As someone who's always lived next to the "original" (Swiss)
         | Lake Geneva, I was confused as to why I'd never experienced
         | this D&D enthusiasm you've mentioned
        
       | luan_l wrote:
       | >The game
       | 
       | Dammit - haven't lost it in a while.
        
         | pjerem wrote:
         | Damn I also lost it. I'll take the downvotes with you.
        
         | falcrist wrote:
         | I just lost the game.
        
         | Aeolun wrote:
         | I didn't, until I saw your comment...
        
         | russellbeattie wrote:
         | I lost The Game reading the title. Dammit.
        
           | wccrawford wrote:
           | My family and my friends each have something else they also
           | call "The Game". I haven't had a chance to not-lose for a
           | very long time.
        
         | Grustaf wrote:
         | What does this mean?
        
           | smcl wrote:
           | https://en.wikipedia.org/wiki/The_Game_(mind_game)
        
           | Hedepig wrote:
           | The Game cannot be won, it can only be lost
           | 
           | When one thinks about The Game, one loses.
           | 
           | When one loses, they must declare they have lost.
           | 
           | "I lost The Game"
        
         | dhosek wrote:
         | Damn you. I just lost.
        
         | cryptoz wrote:
         | My first loss in years. Been 'playing' ~20 years, last time I
         | lost was maybe 5 years ago. Oh well, restart the counter!
         | Playing for life I guess, there's no way out.
        
           | tenryuu wrote:
           | >"What is the most resilient parasite? Bacteria? A virus? An
           | intestinal worm? An idea. Resilient... highly contagious.
           | Once an idea has taken hold of the brain it's almost
           | impossible to eradicate."
        
             | felipemnoa wrote:
             | Fortunately dementia is quite the antidote to ideas.
        
         | stolenmerch wrote:
         | Wow, same. Haven't lost since the 2009 Time poll.
        
       | jamal-kumar wrote:
       | I found D&D to be really popular in the Canadian North lately,
       | like people you'd never expect to be into it who aren't really a
       | huge part of wider culture around fantasy games and stuff like
       | that until around when Game of Thrones came out, super into the
       | game because it's pretty much a great thing to do when you're
       | stuck inside for most of the year.
       | 
       | It's fun. I play maybe like once a year though I look forward to
       | that all the time.
        
         | simonh wrote:
         | The latest 5th edition deserves a lot of credit for this. They
         | did a fantastic job. It's easy to learn, easy to run and you
         | can do a lot with it. I've been a tabletop RPG player since the
         | early 80s and never really got on with D&D, but 5th edition is
         | a lot of fun. It not my favourite game by far, but it deserves
         | its success.
        
           | black_knight wrote:
           | Stranger Things and Critical Role also played a part in
           | growing the player base, I think. At least in my current
           | group Stranger Things helped motivate people to start
           | playing.
        
             | stwr wrote:
             | Dungeons and Daddies should probably be in that list too!
             | :)
        
             | henriquecm8 wrote:
             | > Stranger Things and Critical Role
             | 
             | I was taking to a friend about this, Stranger Things and
             | Critical Role, bought a lot of new players to D&D,
             | meanwhile WoTC isn't doing half as much, they could be
             | doing an animated series, to explore the settings. They are
             | making a live-action movie, it isn't the first, but this
             | one has a bigger budget.
        
               | ryneandal wrote:
               | I really think an animated series with some of their more
               | popular novelized campaigns and characters is the way to
               | go to seek out mass appeal. I'd love if they followed
               | Critical Role's lead and signed with a streaming service
               | for an easy-to-pitch series like Drizzt's life or (my
               | preference) the Companions of the Hall.
               | 
               | Live action can be great, but often times fantasy
               | settings can completely fail in how they're translated to
               | the big screen (See: the WarCraft movie).
        
               | Kinrany wrote:
               | Critical Role is doing an animated series too:
               | https://www.imdb.com/title/tt11247158/
        
             | alickz wrote:
             | CRPG video games are also having a bit of a renaissance
             | right now.
             | 
             | Between Obsidian (Pillars of Eternity), Larian (Divinity
             | Original Sin, Baldurs Gate 3), and Owlcat (Pathfinder WOTR)
             | it's a good time to be a CRPG fan and the genre seems quite
             | popular.
        
       | themodelplumber wrote:
       | It's cool to see this here, thanks for posting op. I was just
       | deepening a solo campaign in Palladium Books' Recon [0] today and
       | getting a space trucker team together in FrontierSpace [1].
       | 
       | Epics and long-form narratives are really important in TTRPG
       | culture. While originally pretty overwhelming, I learned a lot by
       | running long-form campaigns myself. I find that the session-level
       | complexity is usually best when kept very low, compared to what
       | people think. The scope of events is also kept low in terms of
       | things like "what happened today".
       | 
       | Personally I find that there's something about dialing the
       | dopamine down (contrary to what people would expect) that helps
       | the game feel easier for everybody to play in the long term.
       | 
       | My kids allow me to GM a couple of ongoing long-term campaigns
       | for them, one that went from dungeon crawl to space adventure
       | within 2 sessions and continued into space opera territory, and
       | another long-form high fantasy campaign that's been going for 4
       | years now. The former uses Supers! RED [2] and the latter is
       | based on GURPS [3]. Both are kind of gear-and-pet-fests for them
       | so it's part of our job together to manage all that. :-)
       | 
       | (Including links in case others are interested in the publishing
       | culture or games themselves)
       | 
       | 0. https://www.palladiumbooks.com/modern/recon
       | 
       | 1. https://www.dwdstudios.com/frontierspace
       | 
       | 2. https://www.drivethrurpg.com/product/130108/SUPERS-
       | Revised-E...
       | 
       | 3. http://www.sjgames.com/gurps/
        
         | MrJohz wrote:
         | What's interesting is that long-form narratives seem to less
         | popular in newer systems (and particularly outside the
         | traditional D&D camp), which tend to aim instead for a
         | reasonably short, self-contained arc in maybe half a dozen or
         | so sessions. Particularly with the PbtA/FitD genre that's come
         | out of Apocalypse World and its derivatives, there's a lot of
         | emphasis on telling the one story that the system makes sense
         | for, and then moving on to another story.
         | 
         | Even in more traditional games, I feel like I also see that
         | tendency in certain parts of the Old School Renaissance scene,
         | which makes me wonder if it's got something to do with the
         | plethora of different systems that are out now. If I'm only
         | going to have time for one game a week, I might not want to end
         | up stuck to one setting and one system, but rather try deadly
         | space horror in Mothership, surreal British fantasy in Troika!,
         | steampunk metropolis Victoriana in Electric Bastionland, etc.
         | 
         | I'm intrigued to see if this sort of style, where one jumps
         | from game to game relatively easily, but doesn't invest so much
         | in a single character or world, will be as long lasting. I
         | think the danger is that eventually you run out of new things
         | (although that honestly seems hard at the rate that new games
         | are being punished), but a lot of these games are fairly
         | replayable, and my impression is that people keep on coming
         | back to their favourites.
        
           | themodelplumber wrote:
           | Funny, I noticed that too, it's a bit strange to me TBH, also
           | with e.g. Itch becoming this neo-idea-topia just chock full
           | of PDFs. (The charity bundles are an absolute travesty of
           | making really cool stuff look like shovel-ware in some ways,
           | too.)
           | 
           | It makes less sense to me as someone with a lot of TTRPG
           | baggage, like back when I was a kid there was going to be a
           | campaign to justify the character one wanted to become. But I
           | do love to see the energy that goes into the newer games.
           | 
           | Socially I guess I can also see why it may help to switch
           | things up for a lot of reasons. Maybe treating TTRPG night
           | more like a mutable board game night allows some groups to
           | keep on going. Or maybe we're really on the verge of some new
           | industry discoveries that could explode into gaming we
           | couldn't imagine before, without this new world of different
           | gaming perspectives.
        
             | rhn_mk1 wrote:
             | > The charity bundles are an absolute travesty of making
             | really cool stuff look like shovel-ware in some ways, too.
             | 
             | Could you point out the cool stuff? As someone not staying
             | up to date, all those PDFs do look alike.
        
               | spencerflem wrote:
               | The big-name ones are Wanderhome, Troika, and Blades in
               | the Dark all of which are fantastic full featured systems
               | that outside of the bundle go for a decent bit.
               | 
               | Pigsmoke and Damn the Man Save the Music are smaller but
               | also very good.
        
             | YeGoblynQueenne wrote:
             | >> Or maybe we're really on the verge of some new industry
             | discoveries that could explode into gaming we couldn't
             | imagine before, without this new world of different gaming
             | perspectives.
             | 
             | You mean like what happenned to wargames back in the day,
             | when D&D came out? Nobody makes or plays those anymore, far
             | as I can tell (and from what I gather, the majority were
             | solo-played anyway, which sounds a little sad).
             | 
             | This might be a little morbid, but I often wonder what
             | Gygax and Arneson, and the other people involved in early
             | D&D, thought about the genre they had started up, as they
             | went to their graves. "I left something worthwhile behind",
             | or "Why are all those people messing up my game"?
        
             | Beldin wrote:
             | Back in the days, my students gaming group organised "one-
             | shot" weekends. One session, 4hrs or so, story finished.
             | Repeat 4 times, weekend done.
             | 
             | It was great fun and a great way to get exposure to new (to
             | us) systems. I can't imagine the wacky hijinks of Toon in
             | another way now. Or starting a session of Munchausen at 2
             | in the morning - with a whisky, because, you know,
             | Munchausen. There was also serious stuff: Star Wars d6, of
             | course the Empire knew about the trench run and had taken
             | precautions! So while Han & Luke were freeing Leia, we were
             | out to sabotage those countermeasures. I even got Kenobi's
             | light saber out of it.
             | 
             | Highly recommended to those who can afford a while weekend
             | like that.
        
           | YeGoblynQueenne wrote:
           | >> What's interesting is that long-form narratives seem to
           | less popular in newer systems (and particularly outside the
           | traditional D&D camp), which tend to aim instead for a
           | reasonably short, self-contained arc in maybe half a dozen or
           | so sessions. Particularly with the PbtA/FitD genre that's
           | come out of Apocalypse World and its derivatives, there's a
           | lot of emphasis on telling the one story that the system
           | makes sense for, and then moving on to another story.
           | 
           | That's right, but I wonder whether this is more of an effort
           | to find and occupy a niche in a market where D&D still sucks
           | all the air out of the room. D&D and some other big-name
           | games like Pathfinder, or Vampire I think. I'm not even sure
           | anymore.
        
       | oneoff786 wrote:
       | A question for people who play more traditional dnd. The original
       | content seemed to be a lot less... narrative? That is, resting in
       | the open wild you might be encouraged to roll for a random
       | encounter and do a fight that has no particular meaning.
       | 
       | That always struck me as a lot of tedium. Combat is pretty slow
       | and older versions' combat was more involved if anything. Was
       | that boring?
        
         | lupire wrote:
         | It was before computer games were well developed, so much of
         | what is a computer game today was done manually. See also "war
         | gaming".
        
           | oneoff786 wrote:
           | I don't follow what this is saying. TTRPGs are still manual.
           | Maybe you have a spreadsheet or an online tool to facilitate
           | but it doesn't change that much.
           | 
           | More so I don't see how this relates to my question
        
             | YeGoblynQueenne wrote:
             | No, it makes sense to me (and I'm by no means a grognard!).
             | As far as I understand it, D&D evolved from earlier board-
             | wargames and it was essentially a sort of free-form wargame
             | with rules for fantasy skirmishes with a theme cribbed off
             | its authors' favourite Sword and Sorcery fiction (which was
             | not, famously, Lord of the Rings, but more Jack Vance's
             | Dying Earth).
             | 
             | If I understand correctly, the original D&D had rules for
             | Combat and then for things that weren't directly Combat,
             | but were still about fighting battles, like attracting or
             | hiring henchmen, building a stronghold, controlling a
             | territory and ultimately fighting battles with large
             | armies.
             | 
             | Importantly, D&D predates Computer RPGs so all this
             | wargmaing had to be managed by hand, and the rules involved
             | a significant amount of crunch- what you call "a lot of
             | tedium".
             | 
             | But then Computer RPGs (CRPGs) started to appear,
             | invariably influenced by D&D, or other CRPGs influenced by
             | D&D. So if you enjoyed crunchy, wargame-y, combat-oriented
             | gaming, and didn't particularly need "narrative", then
             | CRPGs were now your friend, and you didn't need to play D&D
             | for that. For instance, I remember spending weeks and
             | months playing Neverwinter Nights, which was pretty much
             | just 3d ed. D&D with an automated GM.
             | 
             | That's how I understand OP's comment. And I kind of agree.
             | 
             | Interestingly, there seems to be a return to the original
             | D&D mode of play with the "OSR" (Old School R... something)
             | genre, that is discussed everywhere in this thread. Perhaps
             | because OSR's rallying cry is "rulings, not rules" and
             | maybe after a couple of generations of games with detailed
             | mechanics designed to promote "narrative", players who just
             | wanted to play a game without too many restrictions got
             | bored with all the rules and wanted to go back to just
             | telling the DM what they want to do, and then rolling the
             | dice to see what happens. Which is the one thing that CRPGs
             | can still. not. do.
             | 
             | Incidentally, one of the earliest RPGs of the 1980's was
             | Call of Cthulhu which was very much designed to be "not
             | about combat", but about experiencing a horror story, in H.
             | P. Lovecraft's Cthulhu Mythos universe. There has been a
             | clear split between games that are, on some level "about
             | telling a story", or "about roleplaying" (so "narrative"),
             | and games that are about killing monsters and nicking their
             | stuff (so "Combat"), since the very early days of the
             | hobby.
             | 
             | But, you know there's nothing stopping you from running a
             | narrative-driven game in the D&D world, if that's more your
             | thing (Ron Edward's "System Matters" nonwithstanding). Or,
             | conversely, you can pick up a ruleset designed to "tell a
             | story" and run it like a classic hack-and-slash dungeon
             | crawl. To paraphrase the old joke about Fortran
             | programmers, "The determined Real D&D Player can run a D&D
             | session with any ruleset" [1].
             | 
             | ________________
             | 
             | [1] https://news.ycombinator.com/item?id=20856747
        
               | oneoff786 wrote:
               | That does make sense. But I suppose what I'm asking is
               | that at a more abstract level, encounters can be analyzed
               | at the very beginning. Some are hard. Some are easy.
               | Playing the easy encounters is pretty boring in my
               | opinion. This is balanced in a lot of TTRPGs somewhat by
               | making resource conservation a thing so maybe you can't
               | just use your big powers to blow up some simple goblins.
               | But I have always found it very difficult to get people
               | interested in following this curve. Nobody wants to spend
               | 30 minutes on a goblin encounter.
        
               | YeGoblynQueenne wrote:
               | I think I see what you mean. You're talking about
               | balance, yes? If so, I think it's easy to do balance
               | wrong and hard to do it right, and there's a lot of
               | people trying at the same time, in any game: the game
               | designer, the GM, the players even, at some level. So
               | there's lots of moving parts to combine and it doesn't
               | always work.
               | 
               | To be honest, I don't have a good answer to that. I've
               | read (but not played) games that had special rules for
               | "mooks" or "mobs". For example, Wushu, a game of
               | cinematic Kung-Fu action, was like that, because I guess
               | it's very in the spirit of the setting. I've played
               | computer games that throw hordes of enemies at you, also.
               | Invariably there's a progression from mooks, to mini-
               | bosses, to bosses to big bads. Then there's games like
               | Call of Cthulhu (CoC) were there are no goblins and even
               | the weakest enemies can drive your character insane
               | (well, ish. I think Ghouls are relatively safe...).
               | 
               | I have no clue what's the right way to achieve balance.
               | It seems to me that the only way to avoid what you
               | describe is to have no weakling enemies and make every
               | encounter a matter of life-and-death, with a substantial
               | risk for at least one character to die (like CoC). But
               | not for a Total Party Kill probably.
               | 
               | I kind of have Nethack in mind, here, and other
               | roguelikes (I think a lot about them lately). In Nethack
               | you fight some weak enemies at first, like slime molds,
               | but you can at least eat them, so they're a resource.
               | Then as you progress down the dungeon, the chance of
               | dying increases very steeply. And then your character
               | dies. And the next one. And the next one too. And the one
               | after that. So there's no boring encounters, but I
               | personally want to throw the keyboard after a while and I
               | end up savescumming because I just want to get a bit
               | deeper in the dungeon and see what's there.
        
               | oneoff786 wrote:
               | Balance yeah. Specifically when a fight is going to be
               | easy and everyone knows they will win, but running the
               | battle will take a half hour because it's pretty
               | involved. And nobody has any particular investment in
               | that battle because it's some dumbass random goblins that
               | attacked you in the night because... they're stupid.
        
         | cl42 wrote:
         | I believe this would depend on your DM. I've been playing since
         | the mid-90s (not sure if that's far back enough for you! :) ),
         | and we rarely rolled for random encounters like that.
         | 
         | In general the DM has a lot of say over the rules and their
         | interpretation. A good DM will make a huge difference.
        
         | StevePerkins wrote:
         | Different strokes. A lot of old school gaming resembles modern
         | adventure video games. There is an overall narrative arc, but
         | then there are fairly random encounters along the way.
         | 
         | I agree that a purely mechanically-generated game would be
         | tedious, it's all about balance. But I don't know... ever since
         | "Critical Role" came out, it feels like the dominant strain of
         | role-playing games is people trying to be theatre majors, or
         | produce something worthy of a live-play podcast. I find that
         | likewise out of sync with what I'm looking for in a game.
         | 
         | I just want a classic dungeon-crawl, with limited "acting"
         | ability required. And therefore limited code of conduct
         | debates, because the creepy theatre major wants to act out his
         | rape fantasies while the super progressive theatre major wants
         | a race and gender studies class. Like, huh? Dude, I just want
         | to join a gang of murder-hobos, so we can kill some goblins and
         | take some gold.
        
       | brolumir wrote:
       | Great story, but I wonder about the logistics of effectively
       | DM'ing 25 players. I'm assuming not everyone plays in the same
       | session? Otherwise - how do you handle battles with a party of 25
       | PCs?
        
       | RyanShook wrote:
       | Mini doc on this guy: https://youtu.be/nJ-ehbVQYxI
        
       | JabavuAdams wrote:
       | I love that this exists, and that there are people just
       | relatively quietly making these things happen. Contrast this to
       | how we as developer feel pressure to monetize, or to grow, or to
       | _something short term_.
       | 
       | It's a bit of a shock to me that this is the first time I've
       | heard of this. This sensation always makes me wonder "What else
       | like this is out there" ... in other pursuits, other fields?
       | People just toiling away and gradually producing something
       | extraordinary.
        
       | fho wrote:
       | I recently achieved two milestones that I am somewhat proud of:
       | (a) finishing a role-playing campaign, to be fair that was in
       | LancerRPG that by default has a 12 level skill ceiling after
       | which it does not make sense to play anymore. (b) finishing a
       | legacy game, Charterstone that is. Again that has a manageable 12
       | game limit.
       | 
       | Still, there are so many people that have not finished Gloomhaven
       | or whose RPG campaign has come to nothing after some years. So
       | finishing both feels like a small achievement :-)
        
       | spc476 wrote:
       | A friend of mine has run a continuous D&D game since 1993:
       | <http://www.dragonslayers-society.org/pmwiki/pmwiki.php>.
        
       | dhosek wrote:
       | I was obsessed with D&D in junior high and high school despite
       | never actually playing for more than a few hours. I had binders
       | full of NPC character sheets, a multiple continent world designed
       | (which included, among other things, Middle Earth and Prydain
       | plus many modules, both the letter-number'd ones and modules from
       | Dragon magazine.
       | 
       | In college, there was a group who played in the dorm lounge and
       | hearing them play, I ended up losing interest in the game. My
       | imagination of how the world I'd designed would come out and the
       | reality of a game just didn't conform to each other.
        
         | stjohnswarts wrote:
         | You might have liked the white wolf games better. A bit more
         | slack in world building and what happens :)
        
         | rectang wrote:
         | I played back in the day. I was terrible, insisting on
         | omnipotent characters and unable to accept misfortune.
         | 
         | If I were ever to return to play, I would aspire to have
         | disposable characters die glorious deaths and weave an epic
         | tragic tale instead.
         | 
         | My brother was much better than me. He was a Dungeon Master.
         | Now he writes fantasy novels.
        
           | User23 wrote:
           | Any that I can buy? One of my favorite novel series is based
           | off a gaming session: the Malazan Book of the Fallen.
        
             | rectang wrote:
             | He's written a few. _Damnation Kane_ , the story of a time-
             | traveling pirate, is my favorite:
             | 
             | https://www.amazon.com/Adventures-Damnation-
             | Kane-I/dp/138779...
             | 
             | > _Damnation Kane: Irish pirate captain, born in 1650 to an
             | English Puritan and an Irish druidess. Through means
             | mystical and mysterious, somehow Damnation finds himself,
             | with his ship The Grace of Ireland and his crew of
             | scalawags, in strange seas. His ship damaged by battle and
             | by storm 's fury, Captain Kane and his men seek a safe
             | harbor; in the process they make dangerous new enemies, and
             | tensions among the crew worsen. Because they do not know
             | where they are, nor how they came to be there. Is it Hell?
             | An undiscovered country? The land of the Fae? No: it is
             | Florida. In the year 2011._
             | 
             | The novel isn't D&D swords and sorcery, but my second
             | favorite scene is fantasy-like, where Kane's druidess
             | mother casts an elaborate spell in a desperate attempt to
             | contact him across the sea and centuries. (My favorite
             | scene is where the pirates invade a Home Depot, and the guy
             | with no thumbs swinging chains attacks a table saw...)
             | 
             | D&D definitely played a role in developing his narrative
             | talents. Amazing game.
        
               | asicsp wrote:
               | Sounds interesting. Time shenanigans is one of the bingo
               | square prompts this year on /r/fantasy, so I wanted to
               | check this one. Any reason why Kindle edition is not
               | available?
        
               | rectang wrote:
               | > _Any reason why Kindle edition is not available?_
               | 
               | Dunno why it's not on Amazon, but it's available as an
               | eBook on SmashWords in several different formats
               | including mobi (Kindle).
               | 
               | https://www.smashwords.com/books/byseries/33132
               | 
               | The first 8 chapters can be read for free on the
               | SmashWords web reader:
               | 
               | https://www.smashwords.com/extreader/read/823124/1/the-
               | adven...
               | 
               | > _Time shenanigans is one of the bingo square prompts
               | this year on /r/fantasy_
               | 
               | Oho?
               | 
               | The full title is "The Adventures of Damnation Kane Book
               | I: Out of Place and Out of Time".
               | 
               | Here's a teaser (the story is mostly told from the
               | perspective of Kane as a ship's log):
               | 
               | > But that _thing_ that I saw when we came in sight of
               | the shore! I thought it was a part of the land: the White
               | Cliffs of Dover on the shore of the New World. Until it
               | _moved_. Until it blew smoke from its back, like the
               | spume of a whale, and sounded a horn that could have
               | drowned out Gabriel's trumpet, and then it sailed across
               | the bay before us. _Against_ the wind. _Against_ the
               | tide.
               | 
               | > It was a hundred feet high, two hundred. Pure white,
               | shining like the clouds in a summer sky. It would have
               | stretched from one end of the village where my mother
               | raised me to the other, and beyond. It was smoking -
               | there was _fire_ on it - fire, the curse of ships, the
               | terror of all sailors. And it sailed through the waves,
               | without sail, without oars.
               | 
               | > I looked through my glass and I saw the faces of the
               | men and women aboard. I saw children. They smiled.
               | 
               | > I looked at its bow and I saw written there in letters
               | as tall as a man, "GRAND PRINCESS."
               | 
               | > It was a ship. A ship the size of a mountain.
               | 
               | > We are in Hell.
        
               | asicsp wrote:
               | Thanks for the links and teaser. I'll check it out :)
               | 
               | Here's the /r/fantasy bingo: https://www.reddit.com/r/Fan
               | tasy/comments/ttrev1/official_rf...
        
               | rectang wrote:
               | "Wibbly Wobbly Timey Wimey", LOL. Any other D&D-adjacent
               | novels on your bingo board?
        
               | asicsp wrote:
               | Yeah, I read "Morcster Chef"
               | (https://www.goodreads.com/series/341256-morcster-chef)
               | for non-human main character square. A light hearted fun
               | series about an orc who loves cooking.
        
             | RobertoG wrote:
             | I think that's the case too for 'The Expanse'. It seems it
             | followed the path role game -> books -> tv show.
             | 
             | At the moment of watching the show I didn't realized but,
             | after learning the fact, it was obvious that I had been
             | watching a role campaign.
        
               | hnlmorg wrote:
               | There is a new animated series on Amazon Prime Video
               | based on a role playing session too: _The Legend of Vox
               | Machina_
               | 
               | https://en.m.wikipedia.org/wiki/The_Legend_of_Vox_Machina
               | 
               | I'd loosely describe it as Final Space set in Middle
               | Earth. Though I found the humour far less forced than in
               | Final Space.
        
               | hef19898 wrote:
               | And very well written one at that!
        
             | saxelsen wrote:
             | Malazan fan here too! Coincidentally, Erikson and Esslemont
             | are also Canadians like the OP :)
        
           | sbergot wrote:
           | Today D&D 5e is made for powerful fantasy heroes that rarely
           | die and earn XP by killing things. If you aren't aware there
           | is a whole movement called "osr" which put more emphasis on
           | finding treasure in very dangerous situations. There is even
           | a game called Dungeon Crawl Classic that suggest doing a
           | "funnel" to create new characters: each player starts with
           | 3/4 weak characters. At the end of the dungeon you pick your
           | official character among the survivor.
           | 
           | Osr authors have produced many wonderful books. Definitely
           | worth checking out. So games like OSE are carbon copies of
           | older games. Other like knave try to modernise and streamline
           | things while keeping the spirit.
        
             | YeGoblynQueenne wrote:
             | It's a bit complicated what OSR is about and to be honest
             | I'm very confused about it.
             | 
             | There seem to be two categories of OSR games, as far as I
             | can tell.
             | 
             | One is a category of games that are more or less faithful
             | reproductions of some pre-3.0 edition of D&D rules, without
             | any setting information. This is possible apparently
             | because of an (untested?) understanding that rules cannot
             | be copyrighted.
             | 
             | Most of those games are free downloads. Just the ones I
             | have on my drive:                 OSRIC (Old School
             | Reference and Index Compilation)       Dark Dungeon (2nd
             | ed. D&D?)       Labyrinth Lord (1st ed)       Old School
             | Essentials       Swords and Wizzardry       Neon Lords of
             | the Toxic Wasteland (1st ed. BX)       Lamentations of the
             | Flame Princess       Lightmaster       Dungeon Crawl
             | Classics
             | 
             | Some or all of those games are referred to as "retro-
             | clones".
             | 
             | As far as I've read up, DCC and Lightmaster seem to be the
             | ones that depart the farthest from the original rulesets.
             | 
             | The other category is a category of rules-light, low-effort
             | games that are often no more than a commentary on D&D and
             | TT-RPGs in general, sometimes in zine format.
             | 
             | I don't want to give too many examples of those because my
             | description probably sounds disparaging enough, but see
             | this link for some such games (or "games"):
             | 
             | https://liberludorum.com/2021/03/29/sword-satire/
             | 
             | And I'm probably missing a few categories of OSR games. For
             | instance, The Black Hack, Rogue, Troika and Into the
             | Electric Bastionland seem to be OSR, but I haven't had the
             | chance to read them and figure out what they're about.
             | Anycase, the OSR movement seems to have started around the
             | time of this essay:
             | 
             | "A Quick Primer for Old School Gaming"
             | 
             | https://archive.org/details/a-quick-primer-for-old-school-
             | ga...
             | 
             | If anyone understands what OSR is, or means, better than I
             | do, please help because I'm just confused. I don't even
             | know what the comonly accepted definition of the "OSR"
             | acronym is supposed to be (or if one exists even).
        
               | rtkwe wrote:
               | It's not just a kookie idea they've come up with though
               | it's coming from Baker v Selden and the Copyright Act of
               | 1976 which says:
               | 
               | > In no case does copyright protection for an original
               | work of authorship extend to any idea, procedure,
               | process, system, method of operation, concept, principle,
               | or discovery, regardless of the form in which it is
               | described, explained, illustrated, or embodied in such
               | work
               | 
               | The core rules have no copyright protection and it's
               | "untested?" because the language of the law and the
               | interpretation of it is pretty clear and consistent.
               | 
               | https://www.americanbar.org/groups/intellectual_property_
               | law...
        
               | uxp100 wrote:
               | To speak to Troika just a bit as someone who read the
               | rule book and played like one session:
               | 
               | A lot of the Troika book is character
               | profiles/archetypes/etc. if you tell someone this is a
               | wild game, make up your craziest character, they will
               | probably not be as "out there" as the provided
               | archetypes. You roll 2d6, and get a refined alien
               | cannibal (well, not exactly a cannibal, I guess, someone
               | who wants to eat other characters) or a character that
               | has become "enlightened" (chemically, surgically? I can't
               | remember) to the point they have very little thought. So
               | anyway, between wacky characters and wacky skills, that's
               | what in the troika book. Some simple rules, No setting
               | aside from a one session adventure, but flavorful skills
               | and character ideas.
        
               | YeGoblynQueenne wrote:
               | Thanks! I kind of got that sort of vibe from descriptions
               | of Troika I found online, but I looked for a quickstart
               | and couldn't locate it, so I wasn't sure.
               | 
               | What I don't understand is what common elements Troika
               | and Electric Bastionland, for example, share with Dungeon
               | Crawl Classics or Old School Essentials. They seem to me
               | like completely different kinds of game, in tone, mood,
               | rules, and everything else besides.
               | 
               | Not that this is a bad thing, I just get confused about
               | what's OSR and a bit frustrated that it seems a bit
               | cliquey in the end. Like you gotta be an insider to get
               | it and if you don't get it then you don't need it
               | explained.
        
               | uxp100 wrote:
               | I think the troika connection to OSR is somewhat tenuous,
               | but the game system is inspired by the Fighting Fantasy
               | series of "interactive" novels that were popular in the
               | UK in the 80s. But I think it is essentially a cliquey
               | thing. It is general approach or attitude, plus just who
               | is friends with a game designer that makes something OSR.
               | It's a scene.
        
               | simonh wrote:
               | That's pretty much it, they're for the most part strongly
               | D&D flavoured RPGs with relatively simple mechanics.
               | They're in many ways more inspired by pre-AD&D editions
               | of the game and partly a reaction to the complication of
               | the game and move away towards general skill mechanics in
               | 3rd Edition. The designers of the 5th edition of D&D
               | consciously took on board some of the attitude and game
               | design culture of OSR.
        
               | BryantD wrote:
               | There's a trend for the latter category to be renamed
               | Free Kriegsspiel Revolution (see
               | https://boardgamegeek.com/thread/2500148/ancient-
               | roleplaying... for a writeup). Kriegsspiel is a Prussian
               | term for refereed war games, developed to enable better
               | training for their army; the original free kriegsspiel
               | movement arose because the rules felt too constrained.
               | 
               | These are not really all satires, although I like that
               | post about satirical games a lot.
               | 
               | The Quick Primer is about as good a general definition of
               | OSR as you're going to get.
        
           | hef19898 wrote:
           | The principle of having disposable characters is something I
           | like about the new Alien RPG. It definitely helps that the
           | adventures / campaigns are well-written.
        
             | curuinor wrote:
             | the OG disposable-characters RPG is Paranoia. Friend
             | Computer has 6 clones of you in reserve for your messy
             | demise!
        
         | EnKopVand wrote:
         | Before I went back to software development I found myself in
         | some national task forces for enterprise architecture in the
         | public sector, and as such got to do a lot of speeches on it at
         | different conventions. For around the first year I literally
         | had to do the presentation for myself. In the beginning I spent
         | an entire day talking to the mirror, otherwise my presentation
         | would be terrible. After a couple of years of it, I can now
         | pull a presentation out my ass on the spot about basically any
         | subject of which I have a solid foundation of knowledge.
         | 
         | I imagine game mastering to be a lot like that. Except when
         | playing a game or D&D you also have a bunch of people
         | participate in your presentation. I think you may have skipped
         | the practice part a little too much, but I'd encourage you to
         | get into to it as a player because it can be really fun with
         | the right group.
         | 
         | I personally play AD&D with a bunch of other 35-40+ year olds,
         | and the primary reason is to spend a few Saturdays each year
         | drinking beer. Basically the reason for which I play blood
         | bowl. The stories we go through are better than playing Baldurs
         | Gate was though, largely thanks to our game master and the fact
         | that nobody is too serious, and maybe because AD&D wasn't
         | designed to be as forgiving or "your character is now a God" as
         | the modern systems. Anyway, we found our group through
         | Facebook, and while there are two sets of "friends" in it half
         | of it are solo players who joined us, so it's certainly
         | possible for you to find something if you look!
        
           | jasondigitized wrote:
           | I've always thought there was an opportunity for professional
           | dungeon masters. If you live in a large city, or think you
           | can pull it off in Zoom, I am sure there is a market for a
           | very curated and polished experience for players. I'd imagine
           | there are hundreds of people out there that are really really
           | good at this, just as there are really good speakers,
           | narrators, and voice actors.
        
             | ninju wrote:
             | Yep..that's happening already
             | 
             | https://www.polygon.com/22525941/how-to-hire-a-dungeon-
             | maste...
             | 
             | Then she saw the section for pay to play games, hosted by
             | professional Dungeon Masters (DMs), that typically cost
             | between $5 and $25 per session.
        
           | black_knight wrote:
           | I started lecturing at the university at the same time as I
           | picked up D&D again. I think both activities helped each
           | other out. But I felt a bit like a living circus, pulling
           | elaborate acts out of my head almost every day.
        
         | Taylor_OD wrote:
         | Sounds like you want to DM rather than play. Build that world!
         | Get some friends together who might have an interest.
        
         | seti0Cha wrote:
         | That was pretty much how I was. Played a little in middle
         | school, but picked up an obsession with RPGs. I'd buy pretty
         | much any RPG I could get my hands on and read through the
         | rules, roll up characters, think about a campaign, but do
         | nothing. Later this would translate into playing virtually
         | every MMPORG that came out but only for the first few levels.
         | At some point I realized I just liked understanding the
         | systems, but didn't enjoy the games, particularly the social
         | element. The upshot though was mastering all those rule systems
         | prepared my brain for a career in programming. I now play
         | around with programming languages the way I used to play around
         | with MMPROGs and I enjoy digging around in cloud deployments
         | the way I used to enjoy reading RPG lore.
        
         | brightball wrote:
         | In junior high I was absolutely obsessed with character
         | creation for some reason. I just built characters all the time
         | to the point that I was creating my own classes too.
         | 
         | I have no idea why. Just a weird phase I experienced.
        
         | lupire wrote:
         | Looks like you were more into worldbuilding and maybe the
         | bookkeeping/accounting. Those are their own kind of fun.
        
         | uncletaco wrote:
         | This was me except with Vampire: The Masquerade. I had binders
         | full of characters, _all_ of the clan novels and trilogies, and
         | held a repository of V:tM lore knowledge in my head. Used to
         | doodle shadow tentacles onto little characters I made in
         | notebook margins. I would argue on forums about what clan
         | characters would be that borrowed liberally from the game's
         | aesthetics and settings (Blade and Underworld being the most
         | egregious)
         | 
         | This was when I was in middle and high school. I'm 34 now and
         | I've _still_ not played a single game lol.
        
           | count wrote:
           | Having played the game (and the other White Wolf games), I
           | think you maximized the possible enjoyment there. I really
           | didn't care for the 'game' part of it, but the world building
           | was amazing!
        
         | themodelplumber wrote:
         | There are so many different ways to run games. It can be
         | disheartening to see people play very energetically to what is
         | essentially one's own point of least interest.
         | 
         | Maybe it's similar to seeing someone speed run a video game
         | where you mainly go for the sensory thrill of taking it slow.
         | And you feel some pressure to get "better" but it doesn't
         | exactly sound fun. Maybe something like that, anyway...
         | 
         | Personally I like to house-rule away just about everything that
         | bugs me about any given game, if I like the setting for
         | example. (And I also appreciate games with optional rules like
         | "here are some ideas for making this game more heroic and less
         | depressing for your PCs")
         | 
         | For example I was using one system and realized the writer
         | didn't care very much about how one weapon differed from
         | another, except in terms of raw damage. So I found a way to
         | take the game in the complete opposite direction and I called
         | my rules framework PaG, for "Play as Gun." (As opposed to
         | playing as a character)
         | 
         | Every rule that the original game used for creating baroque
         | characterizations was applied across to weaponry, and then
         | ammunition. I started getting into all kinds of crazy smart
         | ammo and it was a lot of fun.
         | 
         | This got me thinking of the idea of Ammo As Character in which
         | you could effectively write up your ammunition as an archetype
         | and play it as a character in the game.
         | 
         | That world got really cool fast, IMO. And mostly just to me.
         | But that own-world, own-prefs stuff is a huge part of TTRPG
         | culture.
        
           | Jensson wrote:
           | Weapons functioning the same is mostly about playability. A
           | player can learn their character class and then be set, if
           | they find a new weapon they don't have to learn a new class.
           | But if the complexity lies in the weapon it means that every
           | time a characters weapon breaks or they have to use something
           | new, their entire playstyle now changes and they have to
           | learn new rules, that really slows things down and most
           | players aren't that interested in reading about the rules of
           | new things. Even the basic character rules in dnd are said to
           | be too much for newbies.
           | 
           | Having more complex weapon behavior like that works much
           | better in computer games where players can just play without
           | having to understand what things does.
        
             | Erwin wrote:
             | There are roleplaying systems that do embrace the
             | complexity (and well beyond CPRG).
             | 
             | Here's an "attack table" for one specific weapon in
             | Rolemaster: you roll a 1-100, add and subtract a whole lot
             | of offensive and defensive bonuses and end up with a result
             | like "15DK" -- 15 hit points of damage and a severity D
             | critical hit on the K (Crushing) table. The broadsword can
             | give both Crushing and Slashing criticals. That again has
             | 20 random outcomes such as "Strike lower level; tear
             | tendons. Foe is at -25%. +3 hits. Foe is stunned and unable
             | to parry next round"
             | 
             | https://i.stack.imgur.com/SPCmu.png
        
               | YeGoblynQueenne wrote:
               | Rolemaster? That's rules light. Try Harnmaster:
               | 
               | https://writeups.letsyouandhimfight.com/hulk-
               | smash/hrnmaster...
        
               | ninju wrote:
               | https://writeups.letsyouandhimfight.com/images/14470f5952
               | 9fa...
        
               | count wrote:
               | Holy flashback to my 90s gaming days!
        
               | Communitivity wrote:
               | Rolemaster is probably my favorite system, to this day.
               | Had a devil of a time finding anyone to play it with
               | though. Somewhere around here I have a couple boxes full
               | of ICE Rolemaster books. I like the complexity, and the
               | ability to run either a low power or a high power game.
               | 
               | I still think ShadowWorld (the main Rolemaster campaign
               | setting) is the most detailed and well put together
               | setting I've ever seen.
               | 
               | Just checked, ICE and Rolemaster are still going.
        
               | YeGoblynQueenne wrote:
               | I think I'd love to play, I just wouldn't want to GM...
               | ever!
        
               | rtkwe wrote:
               | I know some people like those hyper crunchy systems but
               | they're just not for me. It always feels like they're
               | better suited for the backend system for a computer rpg
               | where all the tables and math can be simplified away.
        
               | autoexec wrote:
               | I agree, if you have to consult 50 charts and formulas to
               | calculate damage in a single round of combat that's going
               | to slow the game down too much. No need to go full
               | computer rpg though, I could see a DM pulling out a
               | laptop and writing some scripts to handle some of the
               | math while keeping the rest of the game tabletop though.
        
               | Aeolun wrote:
               | Yeah, that strikes me as much too complex. I like the
               | games where you get something like '3 damage points, pick
               | any effects you want (optionally limited per weapon type)
               | or just pure damage'
        
             | YeGoblynQueenne wrote:
             | Easiest way to avoid that: don't let weapons break and only
             | introduce new weapons when players ask for it.
             | 
             | The rules shouldn't be a straightjacket dooming the players
             | to a death spiral of despair and boredom. Especially so if
             | they're your own houserules.
             | 
             | Personally I don't even understand why people buy rulebooks
             | anymore. Just for the art I presume, or to cannibalise for
             | their own systems and settings.
        
         | Jensson wrote:
         | Dungeons and dragons groups lies somewhere on the spectrum
         | between improvised theatre to strict rules boardgame. If you
         | imagined it to be anything other than that you will be
         | disappointed. But if you want one of those you can always find
         | such a group, just note that most people are really bad at
         | improvised theatre, so you need to find bad acting to be funny
         | to enjoy it so you might not like it even if you like stories.
        
           | Ntrails wrote:
           | > somewhere on the spectrum between improvised theatre to
           | strict rules boardgame.
           | 
           | And players can range from mildly disinterested in combat to
           | tryhard min-maxers. Similar vein, but finding a group with
           | the same overall style is helpful both from a balance and a
           | fun perspective.
        
       | fermentation wrote:
       | What happens when the characters reach max level? I've played
       | campaigns that lasted a little over a year and once we reached
       | 16th level or so, combat rounds in 5e became excruciatingly slow.
       | I imagine it is very difficult for the DM to balance that, and
       | even more so for them to provide the feeling of increasing power
       | to folks who have been in the game for some time.
        
         | cperciva wrote:
         | First Edition had guidelines for high level characters
         | literally becoming gods. IIRC one of the paths involved being
         | reincarnated (without memories of past lives) as a level 1
         | character in each of the different classes and needing to reach
         | high level in each of them in turn -- no easy feat considering
         | that the attributes which make for a great fighter will make
         | for a lousy wizard, but of course becoming gods shouldn't be
         | easy.
        
           | ScarletEmerald wrote:
           | That wasn't First Edition, it was the parallel Basic, Expert,
           | Companion, Masters, Immortals (aka BECMI) D&D line that had
           | 36 levels and came out between about 1980 and wrapped up in
           | the mid-90s. AD&D First Edition did have a few paragraphs on
           | divine ascension, noting that it was "remotely possible" and
           | removed the character from play. BECMI, in contrast, had
           | multiple defined pathways to divinity/immortality, along with
           | rules for playing immortal characters.
           | 
           | Of the BECMI paths for immortality, the one you mentioned is
           | the polymath. There are others. The epic hero quests after
           | legendary artifacts of good and evil, accomplishes great
           | deeds and leaves behind a successor. The paragon creates a
           | unique artifact of power, recruits and train powerful
           | minions, reshapes the landscape, and vanquishes any potential
           | equals. The dynast founds a mighty empire and ensures it
           | withstands the tests of time.
        
             | cperciva wrote:
             | Thanks for correcting my memory -- it's been a while!
        
       | YeGoblynQueenne wrote:
       | >> I learned early that following Gary Gygax's advice in the
       | opening lines of the DMG was essential: the rules were only a
       | rough guide; develop your own system.
       | 
       | One has to wonder then why we already have 5 official versions of
       | the rules, and counting.
        
         | at_a_remove wrote:
         | Rather than a flip "money," I will detail the cycle.
         | 
         | 1) TSR (or WotC) puts out a new version of the rules, a set of
         | core rulebooks, typically a Dungeon Masters Guide, a Monster
         | Manual, and a Players Handbook.
         | 
         | 2) Some additional content is pushed out, like a module or two.
         | 
         | 3) _Here is the danger part_ : Realizing that there are more
         | Players than DMs, well, more money is to be made putting out
         | content players want. Splatbooks of unlikely "prestige paths,"
         | or if you want to go old school, barbarian and cavalier and
         | acrobat. Rather than having rules so flexible you could re-
         | enact _Conan the Barbarian_ or _Sword and the Sorceror_ or
         | _Beastmaster_ , instead rules are carved out for an archetype
         | of exactly that film or book.
         | 
         | 4) The game unbalances due to new rules, and Pun-Pun the Kobold
         | is born.
         | 
         | 5) Players proceed to tear through every encounter with min-
         | maxed ("munchkined") characters as per the hyper-optimized
         | builds laid out in the splat books.
         | 
         | 6) We must rebalance the game.
         | 
         | 7) Go to Step 1.
         | 
         | This is _part_ of the problem, not the whole of it, but ... I
         | would not say it is insignificant.
        
           | YeGoblynQueenne wrote:
           | Yes, I think that's on point, particularly point number (3)
           | and its consequences.
           | 
           | Well, balance is hard, particularly when you want to sell
           | your game to er, well, you said the word munchkin :P
        
             | at_a_remove wrote:
             | #3 is more complex than I let on. It needs a few things to
             | remedy it:
             | 
             | A) A focus on creating material for the DM, and most
             | especially pre-built playable areas. A decent-sized city
             | would cover an entire book, for example, as it would have
             | several maps, scores of encounter areas, and just as many,
             | if not more, fleshed-out NPCs with their own goals, as well
             | as areas "just outside of town" to be worked with. Or take
             | the Dungeon Dozen, but make it 1) serious, 2) strictly
             | fantasy, 3) two hundred entries long.
             | 
             | B) An allowance for players to craft their characters, but
             | _not_ along the rails TSR or WotC or some d20 affiliate has
             | made. Referring back to my example, Conan (the movie Conan)
             | wasn 't a "barbarian" class, he was a lot of fighter, with
             | a little thief, a guy whose CON exceeded his STR, and he
             | should be buildable by taking a little from this or that,
             | some out of this skill tree, a feat or two here and there
             | ... this eliminates the need for splat books.
        
         | kibwen wrote:
         | Even if you're developing your own house rules based on an
         | existing system, it's great to have a variety of systems all
         | with fleshed-out rules to draw from. And while it's good to
         | retain some similarity between versions for the sake of
         | thematic continuity, it's good to make each version distinctly
         | different to give people distinctly different jumping-off
         | points for their own rulesets. This is why, unlike seemingly
         | everybody on the internet, I never begrudged D&D 4E for being
         | so different from 3.5; it served its role in having a distinct
         | identity from its predecessors to appeal to different people
         | and result in different variations.
        
           | YeGoblynQueenne wrote:
           | I've played the one session of D&D 4ed. so I can't really
           | disparage it :)
           | 
           | I get what you're saying but it's useful also to remember
           | that D&D is a brand and a product and in fact one of the
           | flagship products of a game publishing giant, so the
           | motivation that directs the changes to the ruleset must be
           | profit, first.
           | 
           | Which is fine, I work for profit also. But what I don't see
           | the point of is spending a ton of money buying in to every
           | new D&D version, of which there are going to be at least
           | another 5 before I'm dead, as far as I can tell, when I can
           | just roll my own and play it for free with my friends.
           | 
           | Anyway this creative aspect has always been part and parcel
           | of the hobby, as evidenced by the -probably thousands- of
           | TTRPG rulesets in existence.
        
       | [deleted]
        
       | jdkee wrote:
       | AD&D was such a world creation myth to immerse oneself in.
       | Greyhawk and the Forgotten Realms. We fell out of it, my friends
       | and I, in our twenties. But it has pulled us back in in our
       | forties. Playing the original TSR modules with new characters. So
       | much better than computer role playing games as the fun exists in
       | the real tabletop experiences of people interacting with each
       | other in meatspace. It demonstrates what has been lost in virtual
       | space. Similarly to playing boardgames with real players around
       | the table.
       | 
       | Humans are social creatures who belong in close physical
       | proximity with other people. To interact, to feel free to belong,
       | to be humans. Technology is a poor replacement for this.
        
       | e_i_pi_2 wrote:
       | Just saw this interesting video[1] from Wired yesterday - "Inside
       | the 40 Year-Long Dungeons & Dragons Game", funny timing because
       | this seems to be about the same game!
       | 
       | [1]: https://www.youtube.com/watch?v=nJ-ehbVQYxI
        
       | siavosh wrote:
       | Watched the video interview with him -- never thought of games as
       | a purposeful mechanism to help keep friends together as they get
       | older. Need to look into this.
        
       | sshagent wrote:
       | My setting is live from the mid 90s. I've stayed in the same
       | town, so hasn't had the same complications of his moves. We've
       | got nearly 400 years of in campaign history. We've migrated
       | through a lot of systems (currently PF2E). Its something I'm
       | proud of, and its always pleasant when non RP nights end up with
       | others talking of epic moments in our games from over the years.
       | Friends who've sadly past are immortalised through the deeds of
       | their characters as well, obviously not to take anything from
       | their RL activities but its nice to speak of those who've moved
       | on from the real world, whose exist as NPCs
        
         | ExtraE wrote:
         | How do you feel about PF2E? I've heard it's... complicated.
        
           | seanclayton wrote:
           | As a GM, PF2e is quite easy and simple. There's great tables
           | for DCs. It's pretty easy to determine what skill to roll.
           | Calculating your roll is super simple. Scaling monsters is
           | easy and simple. Creating encounters of any level is easy.
           | 
           | As a player, I think it has a higher learning curve because
           | of the new action rules and the vast amount of actions one
           | can do, but personally I think it's a good thing :)
        
           | TheCraiggers wrote:
           | Not OP, but I can say that PF2e is complicated only in
           | comparison to something like D&D5e. Compared to D&D3.5e
           | (which is what PF forked from) it's more streamlined.
           | 
           | I think streamlined vs complexity is a topic that should be
           | discussed here. Complexity isn't a bad thing- Street Fighter
           | is more complex than Mario 1. But that doesn't mean it's
           | _bad_ , obviously. PF2e vs D&D5e are similar. Both are great
           | games depending on what sort of complexity you're looking
           | for, and that's personal taste. For me, 5e isn't complex
           | enough.
        
             | causi wrote:
             | Right. 5e is much easier to learn to play and DM but it
             | also has less room for interesting things to emerge
             | dynamically from events. 5e is arguably as fun to play but
             | it is _far_ less fun to watch, at least in my opinion.
        
           | sshagent wrote:
           | Its a little crunchier. However from the GM perspective its a
           | lot better to run. The math behind the system is real strong,
           | which isn't something you get from RP systems. Its not like
           | PF or 3.5 where there can be massive power differences
           | between characters.
           | 
           | Combat is a lot more interesting, its not just roll d20's
           | burning down the HP of whatever you fighting. I tend to find
           | that 5e battles seem very same-ish.
        
         | oneoff786 wrote:
         | My campaign world covers about 2000 years. Most campaigns start
         | towards the latter end of previous game's longer lived
         | characters' lives but the exact setting usually isn't made
         | clear to the players up front. Sometimes it's a prequel. No
         | characters are immortal except one vampire, some zombies, and
         | some gods but there's some non linear temporal locations which
         | occasionally feature. Most campaigns start with new characters
         | who have little to no knowledge of the previous games
         | characters and go through the process of meeting them and
         | filling in what's happened in the past few hundred years.
         | Characters come and go, but CURSED ITEMS are eternal which is
         | fun.
         | 
         | Most important is that everything is canon. Sometimes a
         | campaign fizzles out. Still canon. The end of that adventure is
         | free for the next DM to write out as they wish. Often these
         | campaigns are considered to have had the party fail their
         | quest.
        
           | sshagent wrote:
           | Oh yeah, my setting has 2000 years of history... Its just 400
           | or so is player influenced and made.
        
         | rightbyte wrote:
         | How many characters have died in such a time spann? Like is any
         | of the original characters alive?
        
           | sshagent wrote:
           | Sorry i missed your second question. Plenty of characters are
           | still alive. Characters retire into NPC formats, generally
           | once they are lords and such. There is only so many
           | apocalypses you can have to challenge high level characters.
           | They can come on "screen" in other campaigns. They generally
           | have their own faction that they operate off camera. New
           | characters sometimes opt to be sons of earlier characters of
           | their own, or of other players characters. It works quite
           | well.
           | 
           | I have had to add a magical plant, which when processed,
           | slows the aging process. I felt a bit harsh killing retired
           | characters, so the rich and powerful tend to not age too
           | much. Some players are fine with their characters to die off,
           | but thats there choice.
           | 
           | Lastly we sometimes dust off old characters to deal with
           | major problems or just for mainly RP type sessions.
        
             | rightbyte wrote:
             | Interesting read. I think the longest game I played was
             | maybe 20 sessions over a year (it ended in a wipe). There
             | is a fine balance between "feeling of danger" and losing
             | interest due to deaths of characters that you have got
             | attached to.
             | 
             | It requires some investment to keep it up but it is really
             | nice to meet ppl on a regular basis for other things than
             | food or alcohol.
        
           | sshagent wrote:
           | Plenty. Early days, from a GM perspective my mindset was the
           | risk of death had to be genuine and meant victories we're
           | more to enjoy. Over the years I've relaxed a lot away from
           | that. Its not often nowadays that players die. I don't run
           | published adventures, and don't always keep things within the
           | appropriate difficulty range. However i will always give
           | opportunities to withdraw or escape if its something a little
           | too tough. Some systems are a lot more flexible on what each
           | party can handle but things like PF2E the math behind the
           | system is strong and you can easily gauge what they can't
           | handle.
        
       | gedy wrote:
       | Amazing timeframe! I first played D&D in 1983 for a couple years,
       | then picked up again 2 years ago with my sons. It feels like the
       | campaign has had so much happen in 2 years, can't imagine how
       | rich a 40 year campaign would be.
        
       | vjk800 wrote:
       | I really wanted to get into pen&paper RPGs when I was a teenager,
       | but was too socially awkward to break into the only group of
       | people I knew that played them. Can you believe that; too
       | socially inept to have the nerdiest hobby ever? The D&D players
       | were the cool kids compared to me.
        
         | dkarl wrote:
         | I was similar, not that I wasn't invited, but I couldn't handle
         | something where the point was entirely social. I wanted a game
         | where I could know if I was good or not (and preferably be
         | better than other people.) It also drove me crazy that we were
         | playing a high fantasy game where we were fantasizing about
         | having all kinds of great powers and doing amazing things but
         | nobody was doing anything cool outside the game. Not that I was
         | doing any better; I just liked to hate myself for it. I
         | probably could have made some friends if I had gone back.
        
         | ragebol wrote:
         | And the group maybe too socially inept to see that and to
         | comfort you out of the awkwardness :-)
        
       | bythreads wrote:
       | Some of my best games have been the ones without weapons, powers
       | and shenannigans -
       | 
       | Playing kids, playing people with delusions of grandeur, playing
       | deaf/mute, playing madly in love etc.
       | 
       | After years we just ditched the rules and only threw dice to keep
       | things random.
        
       | User23 wrote:
       | I ran a pretty great, if I say so myself, AD&D campaign. I
       | started with a campaign that was find the pieces to reforge the
       | sword of ages to beat the big bad (I know right?) that eventually
       | ended up with psionics and spelljamming. Obviously I'm nostalgic,
       | but the AD&D 2e era was marvelous. It's fun to look at those old
       | notebooks.
       | 
       | It reminds me of the charming MUDs of that era. There was a total
       | focus on fun, with no concern about irrelevancies like
       | "intellectual property." That's of course the spirit of D&D.
       | Appendix N literally encouraged lifting ideas from published
       | works.
       | 
       | The hardest part was organizational. I had a half dozen
       | enthusiastic players, but arranging a time where everyone could
       | be there was a real challenge.
        
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