General Tabletop RPG Thread

In my understanding big appeal in D&D for many is the character building, picking a correct combination of feats, skills, spells and such to be effective in variety (of mostly combat) situations and utilizing those tools in game in different situations with some creativity.

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OK; I’ll roll with that for a while. If I accept your premise that continuity with past D&D games is a core restriction, then maybe you could say 5e does a pretty good job within that space. Maybe there’s limits to how good you can make a D&D game without most of the playerbase complaining that it just “isn’t D&D”.

If so, then one might consider D&D an analogy for C++ among programming languages. The design decisions behind it make no sense at all until you realise that the entire fucking language is a matter of historical contingency and path dependency; in that context it’s honestly surprising the strides that have been made with C++11 and C++17.

Yet, as with D&D, it’s so easy to envisage better if you step outside those historical strictures and look at the broader design space.

See, if the case for D&D boils down to continuity with the past, then there’s a fundamental issue: why should new players, who don’t have any attachment to D&D past, be exposed to D&D present? Why should the chains of history be imposed on them?

because DnD is the only ttrpg that advertises, it’s the only one with a global community. You can go online or to a flgs and find 1000% more people ready and waiting to play DnD than any other ttrpg on the market. Until ttrpgs as a collective game type become popular enough that there is a gigantic platform/distributor (drivethrurpg isn’t there yet) you’re not going to see a pop culture shift from “let’s play DnD” to “let’s play a roleplaying game”

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They shouldn’t. And I’m not talking about imposing the chains, but we’re not talking about people diving into the hobby ex nihlo, they have a tendency to jump in where they have interest. But the player base is also recruitment.

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For many this is true. They treat it like building a broken character in a Bethesda RPG, which if that is your goal can be super fun, but brings us around once again to one player’s goals vs other players’ goals vs GM goals and how those things are reconciled.

On those notes, one thing I think I like about the “D&D” style games and their kitchen sink approach is that… at least in certain eras… it had some variety in it. When you try to solve the entire game with a universal system, well, that’s what you have. It wasn’t balanced or even well handled, but I thought that in for-example 3.5 they had your core classes, your psionic classes, and eventually those book of nine swords martial classes, and they were all kinda entirely different systems unto themselves. I guess any sufficiently large game probably has that, world of darkness maybe - but I havn’t played a ton of that? Anyway, they could all coexist within one game or you could go hard into any single one of those systems and have a fundamentally different arc to the game.

And none of that was necessarily that well done, and it definitely all had problems. One I recall was just such a minor thing as the 3e oriental adventures book introducing a skill that could give you more damage on attacks under very specific circumstances, and you could play a whole game around that idea… or not. You could play so psionics heavy and have that whole other battle mechanic with psionic duels be a thing… or not. Most of it was all mechanically and balance-wise trash, but there’s still something fun about playing with crappy cardboard boxes as-it-were.

World of Darkness is very expansive but also an unwieldy clusterfuck. You know how Rym and Scott talk about how DnD isn’t an RPG because most of the game rules address fighting? WoD is the opposite of that, to the point where I feel about it as a game the way Rym and Scott feel about DnD but in the other direction; too much of the game is social and not enough is action oriented.

That’s really wierd because I remember when I last played WoD looking at the list of feats or whatever were it’s equals and it was mostly combat related stuff or boring “+x to skillcheck in spesific situation” with few rare things outside of that being also boring like “extra languages”.

The so called ‘storyteller’ system is just basic traditional rpg.

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About the only two systems that have a solid footprint in stores is D&D and Path/Starfinder. The reason for that is they have a system in place where people can sign up for a quick game at the local store or convention and try the game out. I keep hoping FFGs Genesys would try something similar, but their community is only focused on the competitive games.


Have any of y’all played a so-called “megagame”? It’s a bit like the polar opposite of an MMORPG in that it is M, M and RPG, but not O.

I played this one on Sunday:

and it was pretty insane. Extremely hectic and quite stressful, but very much worthwhile.

Major highlights included (spoilers?):
  • The Chinese team was kinda belligerent and insane; at one point they got pissed off at the UN so they nuked the UN office in Geneva, and afterwards kept making offers to nuke other peoples’ enemies for them.
  • One of the alien teams sent a message that they wanted humans to make peace amongst ourselves, which got somewhat misinterpreted to have an implied “or else”; because of this the UK made up a fake story that the Chinese had been mind-controlled by aliens in order to let them off the hook.
  • The peace-wanting aliens successfully spread a grassroots religion worshipping the “Ancient One”, a “vengeful god” that devours all those who do not worship it. Apparently it converted a bunch of people from major religions; major updates were made to religious texts by religious leaders including (notably) the Pope who stood up at the front of the room and declared that God and the Ancient One were one and the same.
  • In the end, the humans united to fight against the Ancient One. All player-controlled countries sent massive armies to fight off the ancient one, with Godzilla as the vanguard.

If you want to see some of the other highlights you can also scroll through the Twitter feeds that were set up for the two press teams to use:

Here’s a playthrough of “Watch The Skies” (a different megagame) documented by Shut Up & Sit Down:

I played a megagame very similar to Watch the Skies at Pax Unplugged 2018 and was pretty underwhelmed. Similarly there was gameplay representing different competitions between nation states, but the game runner who seemed pretty harried did not actually introduce the story twist for the scenario because certain tables seemed to have gotten really into roleplaying their parts and he let it run as-is. I got assigned to a bidding game for resources that was very uninteresting and my wife was doing a card-minigame representing trade deals which also was not too interesting and our country was not one of the 3-4 that got super hype into it so it just was lackluster overall.

Its a shame because I think the concept is interesting and I love boardgames that act as pseudo simulations (Fog of Love, the upcomging SHASN kickstarter looks interesting for similar reasons). I would probably try again but only if run by a different group/people because I really didn’t feel like the separate ticket I paid for to play was really worth the 12 dollars per person.

In my experience, massive games usually break down for a lot of the same reasons Pokemon GO breaks down.

You can’t make any mechanics particularly complex or compelling without drastically reducing the potential player base. Any one player’s actions can’t be particularly effective or destabilizing, so it’s hard to feel like, as a player, you even need to be there. The games requires a lot of busywork to keep all of the players engaged. There is a huge reliance on players expressing enthusiasm and caring about the outcome of the game.

There were smaller "mega"games that I couldn’t get tickets to that I would try again. The one I did was around 60 players and 2 game-runners so that was part of it to. I’d totally be willing to play a similar type of game with 10-20 players which seems more manageable.

Also part of the problem was it really became a political game to the exclusion of any gameplay so the like two tables that buddied up right away won because they pooled resources the entire game. I didn’t even know that this had occurred because I was sitting at a table on the other side of the room playing a mini-game to trade unaware that none of it could possibly impact anything because of the secret alliance. I’m sure those two tables had heightened enjoyment but it basically came at the expense of everyone not in their alliance because of how obfuscated the majority of the experience was.

I have witness sever mega games at PAXes, but never participated. The ones I saw seemed extremely gimmicky. Conceptually they are just incredible, but the reality doesn’t match up. A certain optimistic/naive flavor of player just can’t resist, and is so super enthusiastic about playing in it. That kind of person is going to have a fun time because their devotion and adherence to the spirit of the game will be a curtain concealing a tiny man behind it.

I see no meaningful difference between the mega games I have seen and games like Two Rooms and a Boom; a game I have the same feelings about. A blob of people engage in some swirling social activity with the flimsiest of rules to frame their interaction. Some people engage and matter much more than others. Somehow the people running the game reveal the result after a period of time. The end.

I also played Two Rooms and a Boom at Pax 2018 with the SUSD boys (Matt Lees and Quentin Smith) and had a ball of a time as an assassin speficially tasked with killing 1 person, completely separate from the main team objectives. Two Rooms and a Boom had me directly interacting with all of the other players and a coy bit of physical interaction with many ways you can reveal your role if you so choose to anyone else. I was able to succeed and kill my target because as a neutral actor one of the teams was like, oh I know who you need to get, work for us and I’ll tell you. I did, and he did, and we both won.

I feel like because it was more socially oriented that it was actually more successful as a game and an experience going in.

I think I played that one too; Was pretty underwhelmed by it. The one I played in was a game where we were on another planet. My group was picked as one of the two trade consortium that had a totally separate win condition.

On the other hand, I have played a game of watch the skies and it was a fantastic time. I ended up on the alien’s leadership team and pulled some absolutely crazy nonsense that the staff was really happy to help run with it and we ended up going for drinks with the Australians at the end of it.

I really think mega games have a fantastic opportunity to be really engaging experiences and the Watch the Skies game really sold me on the whole experience. Unfortunately, I think the mega games at PAX just weren’t as thoroughly tested.

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One design problem is that these games either require significant facilitation or extremely simplistic and self-enforcing rules. Escape rooms solve this by making the room itself physically facilitate via hard/technical controls.


I won’t say the one I played in didn’t have flaws, but it did address most the of issues y’all are talking about.

In short, Rym is absolutely correct; significant facilitation is the only way to make this kind of thing work at all. I think there was in total a team of 8 or so volunteers running this one, with around 50 people playing. I paid what works out to around 40 USD to play (lunch included) and the event ran from around 9:30 to 5:30. This was a completely standalone event, not at a convention.

Effectively it works as a giant role-playing game (hence why I put it in this thread), where the facilitators are acting as a collective GMing team, which is a factor that allows various actions to be relatively open-ended.

If people were going for strict win conditions and there was a strict notion of winning or losing the game it wouldn’t have worked so well; different teams were given broad motivations and goals to play towards just as you might in a normal RPG.

It was definitely a rather political game, but that was kinda the point and I think that worked well.

I don’t think I’ve ever been thrilled with a big ass convention game. Not my thing, I think. Even that one game where everybody got in line and they could only take a single action that everybody seemed thrilled to play was not my thing at-all.

My reaction to playing in like… Living Greyhawk… was that “oh I like the idea they tell you they’re going to do, but not the implementation.” That’s why I started Living EN World, which was a persistent shared play by post game. Basically we had character creation rules, and judges who were “above” the GMs to kinda try to keep people within a certain power curve and possibly inform GMs when their different games were overlapping, all in play-by-post. What ended up happening though over the years after I left is people became way more interested in the… leveling characters by GMing (which I didn’t really want) and other sorts of self-aggrandizing insular stuff. I just wanted a bunch of people to have characters that were compatible so when their game ended or died they could port it to another group relatively consistently and eventually you could build a reputation/step into another groups game/etc as things happened.

I’ve run some like 20 person murder-mystery parties. Those usually went better and a lot of people could just enjoy the theming/costuming and stuff. I definitely didn’t have some “guess who dun it, ha ha” moment, it was more of a social activity with several different thematic elements. It worked way way way better than the wanna-be detective mysteries I’ve played in and stuff like escape rooms.