We’ve had deep and meaningful topics for long enough; it’s time to argue about roleplaying mechanics! In today’s episode, we explore the ways some systems let you build whatever character you like, while others make you play the game how the designers mean for you … read more »
You’ve been roleplaying a diplomat and really getting into character. You want eternal enemies to put aside their differences, but the dice just won’t deliver. If only your good roleplaying could pay off with some extra oomph to your roll. Fortunately, many systems have such … read more »
Roleplaying games are complex beasts. Even as sprawling simulationist games like 3.5 D&D and Shadowrun become less common, systems must have rules to cover a mind-blowing number of situations. With so much to cover, it’s no surprise that a few scenarios have slipped through the … read more »
Not every roleplaying game can be Primetime Adventures, with a single rule for resolving all conflicts. Some have to be more complex, and that isn’t always a bad thing. I champion Torchbearer’s light and resource tracking system on a daily basis, and it’s as complicated … read more »
Hark, let us once again gaze upon those skills that do nothing. It was fun the first time, after all. Roleplaying games are full of skills: social skills, combat skills, magic skills – the list goes on. Some are obviously good. It doesn’t take a … read more »
Oren, Mike, and Johnathan get into the weeds with roleplaying rulesets. They discuss problems with rules-as-written and when to follow designer intent vs. establishing house rules. Johnathan also gleefully explains why roleplaying games are just like practicing law. Read more »
Created by F.E.A.R. (FarEast Amusement Research) and translated by Andy Kitkowski, Tenra Bansho Zero (TBZ) is the first Japanese pencil and paper roleplaying game I’ve ever played. It is unlike any of the Western games on my shelf, which is both good and bad. Instead … read more »
Skills are put into roleplaying games for a reason. They allow characters to do something they otherwise couldn’t – most of the time. Once in awhile, you come across a skill with no clear use. Some are overshadowed by another, better skill. Others simply never … read more »
If you’re not familiar with Brandon Sanderson’s Mistborn, it’s an epic dystopian fantasy series set in a world where ash drifts down from the sky. Warrior-sorcerers called Allomancers derive magical power from common metals, and a violent aristocracy maintains their rule on the backs of … read more »
Mike, Oren, and Johnathan discuss systems for tracking a character’s health in roleplaying games. They cover why games do or don’t need to track health, and describe a variety of systems for representing damage or otherwise imposing consequences on players. Oren talks about nipples, Mike … read more »