History SoYouWantTo / WriteATabletopRPG

13th Feb '17 6:25:21 AM Koveras
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* ''TabletopGame/ApocalypseWorld'' and its [[TabletopGame/PoweredByTheApocalypse many hacks]] are the more modern evolution of the the Forge ideas formulated in the early decade after the TurnOfTheMillenium. Their design facilitates player-driven stories with continuously rising stakes, while providing game masters with the tools to create game worlds practically on the fly.

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* ''TabletopGame/ApocalypseWorld'' and its [[TabletopGame/PoweredByTheApocalypse many hacks]] are the more modern evolution of the the Forge ideas formulated in the early decade after the TurnOfTheMillenium.TurnOfTheMillennium. Their design facilitates player-driven stories with continuously rising stakes, while providing game masters with the tools to create game worlds practically on the fly.
13th Feb '17 6:24:58 AM Koveras
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* The first roleplaying game is Dungeons and Dragons--you can't go wrong with seeing how the originals did it. For extra extra credit, check out every edition of the game and see how drastically it's changed from one edition to the next and how it influenced or was influenced by the game design of its peers. Bear in mind, of course, that this is just the first step in roleplaying gaming.
* [[http://www.fudgerpg.com/ Fudge]] is the universal translator between systems. Based not on numbers but on comparative adjectives (Good Swordsman vs. Mediocre Swordsman, etc.), Fudge gives you a basic system from which to design your own set of stats, skills, abilities and so forth. It's a good system to study while trying to think out what you want your system to become.

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* The first roleplaying game is Dungeons and Dragons--you ''TabletopGame/DungeonsAndDragons''--you can't go wrong with seeing how the originals did it. For extra extra credit, check out every edition of the game and see how drastically it's changed from one edition to the next and how it influenced or was influenced by the game design of its peers. Bear in mind, of course, that this is just the first step in roleplaying gaming.
* [[http://www.fudgerpg.com/ Fudge]] ''TabletopGame/{{Fudge}}'' is the universal translator between systems. Based not on numbers but on comparative adjectives (Good Swordsman vs. Mediocre Swordsman, etc.), Fudge gives you a basic system from which to design your own set of stats, skills, abilities and so forth. It's a good system to study while trying to think out what you want your system to become.



* Call of Cthulhu is the first horror game and still one of the best. Its rules are ''profoundly'' ancient, but they're still quick and quite gamable (if you can forgive such oddities as still describing vampires as "an antagonist most players will love to match wits against" as opposed to "something lots of players will be interested in/have already played as"). Its supplements are extremely high-quality. Be sure to check out NEMESIS, Trail of Cthulhu, and Call of Cthulhu d20 as well.
* GURPS was one of the first point-based games and the first generic game. While the core rules aren't everyone's cup of tea, the unspeakably vast library of supplemental material is perhaps the strongest and most amazing body of supplements in any game line ever made. Designed to be easy to convert to and from, you can freely ransack GURPS books for ideas without ever having to use their (sometimes Byzantine and ruthlessly complex) rules.
* Vampire: The Masquerade was the first breakout "narrative first" game, and remains popular even after the end of the game line. While the Old World of Darkness had more than its share of problems and inadvisable decisions, it is still widely beloved and able to be mined for plot points. A revised 20th edition of the rules has just been released in .pdf format, so you can enjoy the original for yourself without having to scour the web for used copies. Compare and contrast its successor Vampire: The Requiem.
* Throwback games seek to imitate the feel of older editions of Dungeons and Dragons. The most popular include OSRIC (1st edition), Castles and Crusades (2nd edition), and Pathfinder (3rd edition). They're more than worth your time to see how modern gamers interpret the rules and stylings of older systems of D&D.
* Spirit of the Century kickstarted the popularity of FATE. It's an extremely player-friendly game that does its very best to get readers into the spirit of gaming and of playing their character. There are a number of other FATE games in a variety of genres already, so give 'em a look-see.


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* Call of Cthulhu ''TabletopGame/CallOfCthulhu'' is the first horror game and still one of the best. Its rules are ''profoundly'' ancient, but they're still quick and quite gamable (if you can forgive such oddities as still describing vampires as "an antagonist most players will love to match wits against" as opposed to "something lots of players will be interested in/have already played as"). Its supplements are extremely high-quality. Be sure to check out NEMESIS, Trail of Cthulhu, and Call of Cthulhu d20 as well.
* GURPS ''TabletopGame/{{GURPS}}'' was one of the first point-based games and the first generic game. While the core rules aren't everyone's cup of tea, the unspeakably vast library of supplemental material is perhaps the strongest and most amazing body of supplements in any game line ever made. Designed to be easy to convert to and from, you can freely ransack GURPS books for ideas without ever having to use their (sometimes Byzantine and ruthlessly complex) rules.
* Vampire: The Masquerade ''TabletopGame/VampireTheMasquerade'' was the first breakout "narrative first" game, and remains popular even after the end of the game line. While the Old World of Darkness had more than its share of problems and inadvisable decisions, it is still widely beloved and able to be mined for plot points. A revised 20th edition of the rules has just been released in .pdf format, so you can enjoy the original for yourself without having to scour the web for used copies. Compare and contrast its successor Vampire: The Requiem.
* Throwback games seek to imitate the feel of older editions of Dungeons and Dragons. The most popular include OSRIC (1st edition), Castles and Crusades (2nd edition), and Pathfinder ''TabletopGame/{{Pathfinder}}'' (3rd edition). They're more than worth your time to see how modern gamers interpret the rules and stylings of older systems of D&D.
* Spirit of the Century ''TabletopGame/SpiritOfTheCentury'' kickstarted the popularity of FATE. It's an extremely player-friendly game that does its very best to get readers into the spirit of gaming and of playing their character. There are a number of other FATE games in a variety of genres already, so give 'em a look-see.

look-see.
* If indie narrative games are more of your thing, check out Website/TheForge darling trio: ''TabletopGame/{{Sorcerer}}'', ''TabletopGame/MyLifeWithMaster'', and ''TabletopGame/DogsInTheVineyard''. Unlike many [[UniversalSystem "universal" game systems]], these games are designed to facilitate a single, very specific player experience--but also to [[GameplayAndStoryIntegration do it really, really well]].
* ''TabletopGame/ApocalypseWorld'' and its [[TabletopGame/PoweredByTheApocalypse many hacks]] are the more modern evolution of the the Forge ideas formulated in the early decade after the TurnOfTheMillenium. Their design facilitates player-driven stories with continuously rising stakes, while providing game masters with the tools to create game worlds practically on the fly.
16th Jan '16 1:36:26 PM Dravencour
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** Dungeons and Dragons was the first, and it decided to model its characters' broad physical and mental abilities (Strength, Dexterity, etc.) and ability to survive threats (hit points, saves, AC, etc.), as well as unique abilities divided by class. Later games added formal skill systems, feats, and other options for customization.
** Vampire: the Requiem has a full three stats for social interaction to emphasize the importance of backstabbing undead politics. They also have a power stat, Blood Potency, and special powers based on what kind of vampire you are. This is part of the New World of Darkness system, designed so that different types of supernaturals can interact seamlessly.
** Spirit of the Century rolls stats and skills into the same system, then makes the heart of a character short, descriptive phrases called "Aspects." Stunts add special abilities or new ways to use skills. Characters are much more self-sufficient, though implicit roles like "good at hitting things" or "stupendously rich" are around.
** Wushu characters are literally just three short phrases with numbers attached, all based around hurting people in creative ways.
** There Is No Spoon has ''one'' stat, as well as two or more broad Traits that are influenced by that stat.

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** Dungeons ''Dungeons and Dragons Dragons'' was the first, and it decided to model its characters' broad physical and mental abilities (Strength, Dexterity, etc.) and ability to survive threats (hit points, saves, AC, etc.), as well as unique abilities divided by class. Later games added formal skill systems, feats, and other options for customization.
** Vampire: ''Vampire: the Requiem Requiem'' has a full three stats for social interaction to emphasize the importance of backstabbing undead politics. They also have a power stat, Blood Potency, and special powers based on what kind of vampire you are. This is part of the New World of Darkness system, designed so that different types of supernaturals can interact seamlessly.
** Spirit ''Spirit of the Century Century'' rolls stats and skills into the same system, then makes the heart of a character short, descriptive phrases called "Aspects." Stunts add special abilities or new ways to use skills. Characters are much more self-sufficient, though implicit roles like "good at hitting things" or "stupendously rich" are around.
** Wushu ''Wushu'' characters are literally just three short phrases with numbers attached, all based around hurting people or otherwise getting things done in creative ways.
** There ''There Is No Spoon Spoon'' has ''one'' stat, as well as two or more broad Traits that are influenced by that stat.



** GURPS is rules-heavy. You can play the game with a minimum of rules (GURPS Lite), but if you want game mechanics to model virtually ''anything,'' they're there if you need them.
** HERO System is rules-heavy. There are ''lots'' of rules and character creation can take a long time, but they're predicated on a (hopefully) balanced point system so fine-tuned you can create characters that play exactly like they do in their native systems.
** Dungeons and Dragons is rules-medium. It errs on the heavy side in offering specialty rules, but the bulk of most rulebooks are all about ''stuff,'' which is optional and not essential to memorize.
** FATE is rules-medium. While the game is narratively-focused, there are a lot of rules for integrating abstract narrative concepts into mechanical solids, the flavor feeding into the rules.
** Wushu is rules lite. Characters can comfortably fit on three lines of a sheet of notebook paper, a simple "anything you say goes unless another player vetoes it" rule governs most routine interactions with the game world, and any challenge your group/GM considers actually worth resolving mechanically can be easily handled with the fairly lightweight combat rules (just treat the problem as another opponent, whether it's actually a ''character'' or not doesn't really matter).
** TabletopGame/StickGuy is so rules lite, it's compared to laying about eating pretzels and drinking beer. One stat, 3 traits that add or subtract one point, and a LuckManipulationMechanic.

to:

** GURPS ''GURPS'' is rules-heavy. You can play the game with a minimum of rules (GURPS Lite), but if you want game mechanics to model virtually ''anything,'' they're there if you need them.
** HERO System ''HERO System'' is rules-heavy. There are ''lots'' of rules and character creation can take a long time, but they're predicated on a (hopefully) balanced point system so fine-tuned you can create characters that play exactly like they do in their native systems.
** Dungeons ''Dungeons and Dragons Dragons'' is rules-medium. It errs on the heavy side in offering specialty rules, but the bulk of most rulebooks are all about ''stuff,'' which is optional and not essential to memorize.
** FATE ''FATE'' is rules-medium. While the game is narratively-focused, there are a lot of rules for integrating abstract narrative concepts into mechanical solids, the flavor feeding into the rules.
** Wushu ''Wushu'' is rules lite. Characters can comfortably fit on three lines of a sheet of notebook paper, a simple "anything you say goes unless another player vetoes it" rule governs most routine interactions with the game world, and any challenge your group/GM considers actually worth resolving mechanically can be easily handled with the fairly lightweight combat rules (just treat the problem as another opponent, whether it's actually a ''character'' or not doesn't really matter).
** TabletopGame/StickGuy ''TabletopGame/StickGuy'' is so rules lite, it's compared to laying about eating pretzels and drinking beer. One stat, 3 traits that add or subtract one point, and a LuckManipulationMechanic.



*** Call of Cthulhu d20, other than bringing the game into the d20 rules system, uses its level system as a slider for mood. At level 1, characters are ''even more vulnerable'' than starting characters in the original game. At higher level, while still fragile, characters are pulpy action heroes able to withstand some of the horrors of the Mythos. It also has a much larger art budget and makes the most of it.
*** NEMESIS takes place in the modern day, and is particularly designed with an eye toward Delta Green. Combat is more visceral than in Call of Cthulhu, it has a much more specific and brutal sanity system, and it introduces the option to play supernatural monster-fighters a la ComicBook/{{Hellboy}} or the Wiki/SCPFoundation.
*** Trail of Cthulhu is Lovecraftian horror as a detective story. Characters automatically find clues if they have the right skills, but they must then assemble the mystery on their own. Rather than having static stats and skills, players have dwindling resources of skill points and Stability that they have to marshal carefully if they wish to survive.

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*** Call ''Call of Cthulhu d20, d20'', other than bringing the game into the d20 rules system, uses its level system as a slider for mood. At level 1, characters are ''even more vulnerable'' than starting characters in the original game. At higher level, while still fragile, characters are pulpy action heroes able to withstand some of the horrors of the Mythos. It also has a much larger art budget and makes the most of it.
*** NEMESIS ''NEMESIS'' takes place in the modern day, and is particularly designed with an eye toward Delta Green. Combat is more visceral than in Call of Cthulhu, it has a much more specific and brutal sanity system, and it introduces the option to play supernatural monster-fighters a la ComicBook/{{Hellboy}} or the Wiki/SCPFoundation.
*** Trail ''Trail of Cthulhu Cthulhu'' is Lovecraftian horror as a detective story. Characters automatically find clues if they have the right skills, but they must then assemble the mystery on their own. Rather than having static stats and skills, players have dwindling resources of skill points and Stability that they have to marshal carefully if they wish to survive.
4th Jul '15 2:12:49 PM thunderfree
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** Note that this does not include deliberate genre throwbacks to 1st or 2nd edition Dungeons and Dragons. These are games designed with ignorance of all but perhaps a handful of games outside the player's personal experience.

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** Note that this does not include deliberate genre throwbacks to 1st or 2nd edition Dungeons and Dragons. These Heartbreakers are games designed with ignorance of all but perhaps a handful of games outside the player's personal experience.
12th Apr '15 6:20:05 PM nombretomado
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** An "interesting" example is the new edition of Nobilis, which supplements the previous edition's eerie and amusing microfiction with, uh, DeviantArt chibis. These have been controversial in the fandom.

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** An "interesting" example is the new edition of Nobilis, which supplements the previous edition's eerie and amusing microfiction with, uh, DeviantArt Website/DeviantArt chibis. These have been controversial in the fandom.
18th Oct '14 12:56:16 AM Underachiever
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** Wushu is rules lite. Characters can comfortably fit on three lines of a sheet of notebook paper, but the system is entirely predicated on beating the snot out of people in vivid ways.

to:

** Wushu is rules lite. Characters can comfortably fit on three lines of a sheet of notebook paper, but a simple "anything you say goes unless another player vetoes it" rule governs most routine interactions with the system is entirely predicated on beating game world, and any challenge your group/GM considers actually worth resolving mechanically can be easily handled with the snot out of people in vivid ways.fairly lightweight combat rules (just treat the problem as another opponent, whether it's actually a ''character'' or not doesn't really matter).
2nd Feb '14 9:10:15 PM dvorak
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** TabletopGame/StickGuy is so rules lite, it's compared to eating pretzels and rinking beer. One stat and a LuckManipulationMechanic.

to:

** TabletopGame/StickGuy is so rules lite, it's compared to laying about eating pretzels and rinking drinking beer. One stat stat, 3 traits that add or subtract one point, and a LuckManipulationMechanic.
2nd Feb '14 9:09:13 PM dvorak
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Added DiffLines:

** TabletopGame/StickGuy is so rules lite, it's compared to eating pretzels and rinking beer. One stat and a LuckManipulationMechanic.
21st Oct '13 3:09:34 AM Wyvern76
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* Vampire: The Masquerade was the first breakout "narrative first" games, and remains popular even after the end of the game line. While the Old World of Darkness had more than its share of problems and inadvisable decisions, it is still widely beloved and able to be mined for plot points. A revised 20th edition of the rules has just been released in .pdf format, so you can enjoy the original for yourself without having to scour the web for used copies. Compare and contrast its successor Vampire: The Requiem.

to:

* Vampire: The Masquerade was the first breakout "narrative first" games, game, and remains popular even after the end of the game line. While the Old World of Darkness had more than its share of problems and inadvisable decisions, it is still widely beloved and able to be mined for plot points. A revised 20th edition of the rules has just been released in .pdf format, so you can enjoy the original for yourself without having to scour the web for used copies. Compare and contrast its successor Vampire: The Requiem.
21st Oct '13 3:05:22 AM Wyvern76
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* GURPS was one of the first point-based games and the first generic game. While the core rules aren't everyone's cup of tea, the unspeakably vast library of supplemental material is perhaps the strongest and most amazing body of supplements in any game line ever made. Designed to be easy to convert to and from, you can freely ransack GURPS books for ideas without ever having to use their (sometimes Byzantian and ruthlessly complex) rules.

to:

* GURPS was one of the first point-based games and the first generic game. While the core rules aren't everyone's cup of tea, the unspeakably vast library of supplemental material is perhaps the strongest and most amazing body of supplements in any game line ever made. Designed to be easy to convert to and from, you can freely ransack GURPS books for ideas without ever having to use their (sometimes Byzantian Byzantine and ruthlessly complex) rules.



* Throwback games seek to imitate the feel of older editions of Dungeons and Dragons. The most popular include OSRIC (1st edition), Castles and Crusades (2nd edition), and Pathfinder (3rd edition). They're more than worth your time to see how modern gamers interpret the rules and stylings of older systems of D'n'D.

to:

* Throwback games seek to imitate the feel of older editions of Dungeons and Dragons. The most popular include OSRIC (1st edition), Castles and Crusades (2nd edition), and Pathfinder (3rd edition). They're more than worth your time to see how modern gamers interpret the rules and stylings of older systems of D'n'D.D&D.
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