677 lines
63 KiB
Plaintext
677 lines
63 KiB
Plaintext
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Episode: 2550
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Title: HPR2550: Howto get started playing RPGs
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr2550/hpr2550.mp3
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Transcribed: 2025-10-19 05:23:54
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---
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This is HBR episode 2550 entitled How to Get Started Playing RPGS and is part of the series
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Tabletop Gaming. It is hosted by Klaatu and is about 25 minutes long and Karima Cleanflag.
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The summary is Lost in Drunks and Klaatu Tagdima Intro to Tabletop Rowl Playing Games RPG.
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This episode of HBR is brought to you by an Honesthost.com.
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Get 15% discount on all shared hosting with the offer code HBR15. That's HBR15.
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Better web hosting that's Honest and Fair at An Honesthost.com.
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Hello, this is Lost in Drunks. Today, Klaatu and I are going to attempt to give you a very
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quick grounding in the basics of role playing games. What are they and how do they function?
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In-depth answers to those questions are worthy of a series all their own because for every
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generality worth mentioning there are no worthy exceptions. There are RPGs that seem to be
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about little more than dice rolling and statistical analysis while there are others that don't
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rely on dice, chance or statistics at all. Certain generalities are common among most role playing
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games though and that's what we'll be focusing on here today. Just a quick note we might use the
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terms Game Master or GM and Dungeon Master or DM interchangeably. For the purposes of this discussion
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they mean the same thing, the person who is in charge of the game setting and plot.
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While the GM is indeed playing the game along with everyone else they are considered to be distinct
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from the players of the game. GM and players are terms used to describe two different positions
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in RPGs. This will become clear as we go along so don't fret if it's confusing right now.
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Two other phrases we might use are Player Characters or PCs and Non-Player Characters or NPCs.
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A player character like it sounds is any character controlled by a player while an NPC is any
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character controlled by the Game Master. And with all that out of the way let's get started.
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What is role playing? Well it could be described as collaborative storytelling.
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Now does that mean it's acting or narration? Well it can be both but it isn't necessarily either.
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At its most essential RPGs are stories that the GM and players participate in and tell to
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each other by pretending to be different people. This can be as expressive as you'd like,
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ranging from simply describing what you want to do to trying to embody the character along
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with their voice and accent all the way up to dressing like them. Though this last one is rare
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and I've never played with a group that did it, so I've heard stories. Now RPG also involves
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problem-solving. This is an essential part of most games and that includes everything from
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traps and puzzles to dealing with NPCs and their problems to trying to outweather, out-strategize the
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villains. It covers everything and pretty much from day one you're trying to solve problems either
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your own or someone else's. Another important and I would say essential part of RPGs is teamwork.
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This type of gaming is about the entire group of players. No one player can be a rock star here
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because that comes at the expense of the others. Some players are naturally more outgoing than
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others. It is everyone's job to make sure that those players don't dominate game time and
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action over the others and to see that the less expressive players are having a good time.
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Everyone needs the chance to express themselves in the game. If you're all playing, then you're
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all playing together. Another important aspect is social interaction. This might seem obvious to
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you but it might not. Spending time doing something fun with the same family members or group of
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friends week in and week out builds a special bond. Like a bowling team, a sewing circle, a choir
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group or any other dedicated collection of people who come together for the love of a particular
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avocation, you will grow closer to your fellow players. If you don't look forward to being with
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them from session to session, either they're the wrong people for the group or you are.
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Another important aspect and it's something you really need to understand and it's a fundamental
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difference in this game over many others is that the GM controls everything in the game except for
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the player's actions. The universe, the world, the story plot and specific scenarios of the game
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world in which you adventure are all controlled by the GM. The animals, monsters, spirits, gods and
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all the people of this world are controlled by the GM. All of them accept yours.
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The GM can tell you what's happening to you but cannot tell you how to react.
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You can do something in the game and find that there are consequences but the choice to do the
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thing in the first place is entirely yours. Barring mind control of some sort, which happens from
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time to time and nearly every game regardless of genre, your character is entirely under your
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control and you can do whatever you want, reaping the benefits, penalties, fun or disappointments that
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result. Okay, now that we're on the same page as to what role playing is, let's talk about how to
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get started. So the first thing that you need is, well, honestly, a will to play. If you have a
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will to play, you're going to play. Trust me. That's what you need first and foremost. I've had
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friends who I've invited over to play a role playing game and they've declined. And then three
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months later, I've called them up to talk, I haven't actually called them up. I don't call people.
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I've talked to them when I bumped into them on the street and it turns out that they've started
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their own role playing group and they just made up a game. They didn't bother getting a game.
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They just made it up and they're playing it every Thursday now. So just the will to play is
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really all you need. Setting that aside and saying, maybe you want to do this a little bit more
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formally, then what you need is a rule book, any rule book. You just need a rule book to
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an RPG game so that you can kind of get familiar with what an RPG rule book usually contains.
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So that means you're free to get something that costs anything from $0 all the way up to $50.
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You can get whatever rule book you want, whatever really sort of speaks to you. Now,
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I think that the most popular rule book out there and it's popular because it's fun is Dungeons
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and Dragons. It's super easy to find. You can go to your friendly local gaming store or your bookstore
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or an online bookstore, ask for the latest version of Dungeons and Dragons. They will hand you the
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player's handbook. That's what they call their rule book and you will walk out with 315 pages
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of rules that you should then read from cover to cover. You might doubt yourself as you start to read.
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You might think, well, this is a lot of text for something that I'm not even playing yet. But trust
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me, getting to know those rules is really, really useful. It'll make you a better player. It'll be a
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lot more fun because you'll actually understand what's going on during the game and I think it's
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just good. But if you're not the type of person to read a big book like that from cover to cover,
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don't worry about it. Just have it on hand and we'll talk about building a character and other
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things that you might need out of that rule book later. If you don't have the 50 bucks to spend on
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a D&D player's handbook, you can find several rule books online that are creative common or open
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game license for completely zero dollars amount of money. You can find these frequently at drivethroughrpg.com
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and other sites. People have just invented games and they post them online and they sell them for
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like $1 or $2 or $0 sometimes. So you can find a rule book. So go and find a rule book for a
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system that seems to appeal to you and read it through. Just kind of browse through it and see what
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an RPG game entails. But the rule book is really important because if you're going to play a game,
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you do need to know the rules. I mean, that's why when you open up that new board game,
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the first thing you do is you look at the rules. So do that. At this stage, if you don't have
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anyone to play the game with yet, don't worry too much about getting the wrong rule book. I mean,
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if you're just looking for a group of people to play an RPG with, getting any rule book
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of an RPG will help you understand how an RPG works. And so even if you purchased the D&D book,
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but you end up finding a Pathfinder group instead or a Shadowrun group instead or a
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Callica Thulu game group instead, it's okay. They won't not let you play because you don't have
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their rule book. They'll just share the rule book with you. They'll explain the system to you.
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And it will all make sense to you because you already know the basics because you've read
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the rule book that you got because I told you to go get a rule book. The second thing that you
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absolutely need probably is dice. Lots of dice maybe. And the kind of dice will depend on the game.
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So if you're playing for instance Shadowrun, you will need lots of six-sided die, D6.
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If you're playing Dungeons & Dragons, you will certainly need a D20 and you'll probably need
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others like a D8 and a D12 and a D10. Maybe a D4 sometimes, it kind of depends. How to find all that
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dice? Well, first of all, there are gaming stores out there. They sell all those dice and more.
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There are also gaming stores online, which will sell you sort of a collection of starter dice,
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just kind of like all the typical ones that you will need. A D20, a D12, a D10, a D8, a D6,
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a D4. And you'll have those and you will be able to, sometimes you might have to roll them twice
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because it will want two rolls from you, but whatever. It doesn't matter. Just have some dice
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for the system that you're playing. How do you know which dice you need? Well, that's the kind
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of thing that will be in the rule book. It will tell you what kind of dice you need. It might not
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tell you all in one place, but if you read it, as I say, from cover to cover, then you will learn
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all the different kinds of dice that you absolutely need to play what you're trying to play.
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Ah, but then last but not least, you must acquire one more item. And this one's kind of optional,
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because if you're the game master or the dungeon master, then you may just come up with this
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yourself. But so far, what you've done is you've acquired the rules and the tools that you need
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in order to play the game, but where's the game? An experienced game master or dungeon master
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might just invent their own stories and present these scenarios to you and have your characters
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respond to them and react to them. If you don't have time for that or if that's just not your
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style, then you can also purchase pre-written scenarios for the characters to go through. And that
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really in the sense of this being a game, that's where the game is. Now, these are called modules
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traditionally. They're pre-written adventures with a story and a set of scenarios and problems
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for characters to confront and solve. Most modules that I've ever used do a pretty good job of
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not assuming you know what you're doing. And so they tend to ease you in and help you if you're
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the first time you've ever run an RPG game, figure out what to do and what to say to your players
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and what not to say and so on. Here's a good one to start with or at least to take a look at to
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kind of get an idea of what these things are like. Go to dmsgild.com and do a search for caves of
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shadow. It's by a guy named Monty Cook and was written for Dungeons & Dragons 3.0 and it's so old
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now that Wizards of the Coast, the publishing company, is offering it for free. They just give
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it away. And you'll get an idea of what an initial Dungeons & Dragons or any role-playing game
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will likely involve. The story may or may not be to your liking and you may not even be playing
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Dungeons & Dragons. But the advantage to looking at something like this is that it kind of steps you
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through the process of playing your first game. And since RPGs are so flexible, even if the game
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system of your choice doesn't have nice fancy, professionally written adventure modules for you to
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play through, you might be able to adapt existing ones for other games to whatever you are playing.
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So to reiterate, your quest is to get three things, a rule book, some dice, and an adventure module.
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How about a few examples? Imagine there's a guy walking down the street in a city. Suddenly,
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he sees a man come running around a corner up ahead of him. The man clearly intends to run by
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him. And then the guy lets him. That's it. Now much of a story, right? Okay, same situation.
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Except you're the guy walking down the street. You see a man come running around the corner.
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He's coming towards you, but it looks like he wants to run by you. What do you do?
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Now, see, at this point, you probably want more information, and that's when quizzing
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the GM about what's going on comes in handy. You might want to ask, is it snowy or icy out?
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Is this guy having trouble running? Is it a beautiful day? Is it a nice day?
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What's this guy look like? That's coming. Is he a big man? Is he a desperate looking man? Does he
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look like he's running away from something or maybe running towards something if you can tell the
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difference? Does he look dangerous? Does he have a weapon? Does it? How's he dressed? All of this
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information might be stuff that you want to know before you decide what it is you're going to do?
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Okay, let's jump back a bit. Exact same situation. You're walking down the street,
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and this man comes running around the corner towards you. But instead of just asking what this guy
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looks like and what the general situation is, let's pull out a little bit and find out a little
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bit more about you. Maybe you are a spy, and today you were supposed to go to an embassy that's
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right around the corner and meet a friend of yours. You're casing this joint. You're surveilling
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it because you need to break into this later, maybe tonight, and get an important piece of
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information, some sort of secret that you have to get back to your government. You may ask,
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do I recognize this guy? And the GM may say, yes, that's your fellow spy that you were supposed
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to meet. And he comes tearing around the corner, running towards you, looking like he wants to get
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past you. Now what do you do? See, that question suddenly becomes very different than before.
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The context has added so much to your decision right now, having all of that information and
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having the freedom to make a choice. You can let this guy go by. You can try to stop him. You can
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ask him what's going on. You can maybe follow him or run towards the situation to see what he was
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running from. All of these options become available to you and the decision is entirely up to you.
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In order to play an RPG, you do need a character and the way that you build a character for an
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RPG differs on the system, but they're all basically the same. They all basically will have you do
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the same broad set of action. And the way that you learn to do that is, again, basically the same.
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And that is refer to your rulebook. It will tell you how to build a character. The Dungeons and Dragons
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rulebook, which I'm going to use as a guide for this segment, tells you in part one, chapter one,
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how to step by step character build. So the first step, choose a race. It talks a little bit about
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races, but mainly it refers you over to chapter two, which is all about races. And there's going to be
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a lot of that during the character build, probably no matter what rulebook you're using. Most of them
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have kind of a master list of what you need to do and then they refer you to the place where they go
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into greater detail about that choice that you're going to make. So break out the post-its for the book
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marks or whatever so that you can flip back and forth. You'll be doing it a lot. So in chapter two
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of the Dungeons and Dragons player handbook, they describe all the different races to you and they
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give you a lot of information that will probably make very little sense to you if you're a beginner.
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I wouldn't overthink this if you were a beginner. Just go with whatever you want to do, like what you
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feel like doing. Don't worry about people who talk about I chose this race because that would
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optimize my combo attack once I reach the sixth level. Don't worry about things like that. That
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doesn't matter yet. Use your imagination. Read over the races, see if anything inspires you
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particularly and go with that. Here's one called the tiefling. It looks like it's kind of like a
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demon child. That sounds cool. I think I'll take that one there. See how easy that was. Now your
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rulebook will probably have a character sheet in the back of it or somewhere in it for you to make
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a copy of but more likely or more commonly you'll just get one off of the internet. If you do
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print it out, print many copies because part of maintaining a character across a game usually
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means that you're going to transcribe your old character sheet to a new one when the old one
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starts to get too messy to read anymore. Okay, so in the character sheet, in the race
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blank, I would write in my case because I just chose tiefling. I would write tiefling. Next step,
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choose a class. Well, I don't know what a class is yet because I'm new to this game but it does
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refer you to chapter three. I told you you'd be flipping back and forth a lot. So in chapter three,
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it has a table for you describing each class. Now whether you're rulebook, if you're not doing
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Dungeons & Dragons, has that or not depends of course but somewhere in your rulebook, it will
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describe what kind of classes or what kind of character jobs exist for your character. This one
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lists a bunch of different ones. I'm going to choose randomly because again, a lot of this information
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that they give me doesn't mean anything to me yet but I just feel like it would be cool to play a
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warlock. Warlock sounds really cool. It's a wizard who has made some kind of packed with an extra
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planar entity. In my character sheet under the class section, I will write down that I am a warlock.
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Now it says class and level. I don't know anything about levels yet so I'll go back to chapter one
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in my character build and keep reading and sure enough here in the choose a class, there's a sub-section
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called level and it describes what levels are, how I get a new level and where I start. It says
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that I start at level one so I'll go back to my character sheet and I will write down that I am
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level one warlock. Further down, it talks about hit points and hit dice. Now again, that doesn't
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mean anything to me yet. I mean, the concept is kind of there. I don't know a whole lot about it.
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How do I know what my hit dice are? Well, it refers me back to my class. It tells me that the hit dice
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depends on my class. So I'll go back to chapter three. I'll find the section on the warlock and
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under class features, it tells me very explicitly that my my hit die is a d8 and my starting
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hit die amount is a d8 plus my constitution. I don't really know what constitution is yet either,
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but I'll keep that in mind. Now, I also don't know where the hit dice goes in my character sheet because
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for whatever reason, I've never seen a rule book. That's not true. I've seen two rule books that do
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this, but generally they don't like sort of have little inset pictures of where, you know, the hit
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dice enter this into this blank on your character sheet. You just have to kind of search around on
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your character sheet. So I would write d8 in my hit dice box and my current hit points. I don't
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really know what that is yet because I don't know what my constitution is, but I will keep that in
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mind. I'll just put that off to the side random access memory and I will come back to it. So I'll
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keep reading and it says at first level, your character has one hit dice and the hit dice is
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dependent on your class. You start with the points equal to the highest roll of that dice. So I
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was a d8. I read in my class. So that means that I start out with eight and it says you also add
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your constitution modifier which you'll determine in step three. Oh, cool. And this is also your
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hit point maximum. Okay, cool. Well, now we know a little bit more than we did before. Section 2 also
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notes under the heading proficiency bonus that first level characters get a plus two proficiency
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bonus and it talks a little bit about what that will do in the game like when that actually comes
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into play. And again, if you search around on your character sheet near the top, you'll eventually
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find a slot for proficiency bonus. So in that slot, you would write plus two. The next step in building
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your character is to determine your ability scores. There are lots of different ways to do this.
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Different rule books or different rules games are going to do it differently. Heck, D&D itself has
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like five different options for you to choose when making your ability scores. But these are the
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scores that kind of build up your character. They kind of define how strong they are, how intelligent
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they are, things like that. Their advantages and disadvantages to all the different options. You
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can either roll for your scores or in this edition of D&D, it says that you can just choose from
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this pre-baked assortment 8, 10, 12, 13, 14, and 15. And then you plug those numbers in however you
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want to. Now there's math that you can do to come up with how that's actually going to affect your
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dice rolls. There's also a table right here in the player's guide that tells you exactly what
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they all mean. So if you gave yourself, for instance, a 15 in strength, this table says that your
|
||
|
|
modifier then is a plus two. Now on your character sheet, you will notice, if you're following along
|
||
|
|
specifically with Dungeons & Dragons, that there are down the side of the page six ability scores
|
||
|
|
and in sets into each one of those boxes is a little circle. So in the big box, you put 15,
|
||
|
|
for instance, for strength, let's say. And then since the table said that your modifier is a plus
|
||
|
|
two, then you can put a plus two in the little inset. And you would do that for each score,
|
||
|
|
strength, dexterity, constitution, hey, there's constitution. So now we know what our hit die is.
|
||
|
|
So we said that the hit dice was a D8 and we get our maximum amount as a first level character.
|
||
|
|
So that's eight plus our constitution modifier. So we now know that whatever we give ourselves
|
||
|
|
for constitution, the modifier to that becomes part of our hit points. Since I've only got eight,
|
||
|
|
I'm going to actually give myself 15 in constitution. I'm going to take that plus two and put it
|
||
|
|
on my D8 hit die and I'm going to give myself a current hit point of 10. Okay, so things are
|
||
|
|
getting filled in. I told you this big blank sheet is not as scary as it seems. The fourth step is
|
||
|
|
to describe your character. And this is the really fun part. It's the part that, like I say,
|
||
|
|
it's a game within a game. You can come up with the character's backstory, why they might be
|
||
|
|
adventuring what they're after in life. Just really flesh out the character. Now if you have no ideas,
|
||
|
|
that's okay. Because the Dungeons & Dragons rulebook has a whole chapter providing ideas to you.
|
||
|
|
Specifically, it's chapter four called personality and backgrounds. And it just kind of talks about
|
||
|
|
what characters, what what makes a character. But more than just rambling on about it, it actually
|
||
|
|
provides random tables for you. So that if you have absolutely no idea what direction you want to go,
|
||
|
|
you can just roll a die against these tables and build a character randomly. It's best generally
|
||
|
|
speaking to write a character as they are now, rather than what they are to become. Because what
|
||
|
|
they're to become is that's what the actual game is going to be. That's their life being told
|
||
|
|
in an RPG game. So you kind of want to bring them all the way up to being a first level person,
|
||
|
|
which isn't that far along in an adventurer's development. But who knows what that's been for
|
||
|
|
their actual life? I mean, I don't know how old your character is or how long they live. So you
|
||
|
|
would come up with that as well. The fifth and final step in this process is to choose your equipment.
|
||
|
|
And this for a lot of people is is another really, really fun part. I mean, people who like shopping
|
||
|
|
like in game really love this part because you do. You get to go shopping. You get some gold pieces,
|
||
|
|
which is determined by your class. And that's that's given to you in chapter five, which is the
|
||
|
|
chapter on equipment. And you can look through the chapter and look at all the equipment available,
|
||
|
|
whether it's armor or weapons or just random supplies like an iron pot for making herbal
|
||
|
|
potions or ink and a pen for transcribing spells. And that's what your character starts the game with.
|
||
|
|
So it's a lot of fun because you're now gearing up for the game. Now, the unwritten other rule
|
||
|
|
to this is that you need to get to know your character. And by that, I mean you need to look at your
|
||
|
|
character and determine if they're a spellcaster. What kind of magic do they have access to? And
|
||
|
|
that's all described as part of your as part of your class description. And you'll you'll want to
|
||
|
|
go in and read over your class and learn about that class and what kind of abilities they have. And
|
||
|
|
what kind of skills they're good at specifically. And fill in the rest of your character sheet based
|
||
|
|
on what your class description tells you. Character building is a hugely fun part of the game. Don't
|
||
|
|
shortchange it. Don't look at it as a chore. Look at it as the solo edition of Dungeons and Dragons
|
||
|
|
or the role playing game of your choice. It's actually the only Dungeons and Dragons I'd played
|
||
|
|
for a long time because my parents wouldn't let me play Dungeons and Dragons with my friends because
|
||
|
|
they thought the game was satanic. So I would simply build characters with my friends and never play
|
||
|
|
them. So it's a really important and fun part of the game. It can be the entire game in a way.
|
||
|
|
But it's not. So don't make it be the only part of the game. But it is a healthy part of the game.
|
||
|
|
It's the part that you can do on your own. So sit down, build some characters, get ready to play.
|
||
|
|
Statistics are stats. What are they in terms of RPGs? Character stats represent physical
|
||
|
|
and mental characteristics of a character. Depending upon the game, they might also represent
|
||
|
|
spiritual, magical, or general luck-based aspects. By in large, the higher the statistic,
|
||
|
|
the better they are. High strength means you're strong. High intelligence means you're smart,
|
||
|
|
etc., etc. The way you derive these statistics for your character varies from game to game.
|
||
|
|
But a common method is to roll a certain number of dice for each one. But there are many, many
|
||
|
|
other ways to do it. And some games have many ways to do it. So in D&D, for instance, Dungeons and
|
||
|
|
Dragons, I have played in games where the dungeon master, in this case, the DM would allow you to choose
|
||
|
|
from a variety of ways of rolling up your character. And generally that means, including not just
|
||
|
|
creating the name and the race of the character, the gender of the character, if that applies
|
||
|
|
the profession of the character or class, sometimes it's referred to, but also specifically rolling
|
||
|
|
up their statistics or stats. And that can be done in a lot of different ways, and every game is
|
||
|
|
different. And you really do have to check with the game master of that game to find out what's
|
||
|
|
approved. What are some typical statistics you might find in games? Well, in classic Dungeons and
|
||
|
|
Dragons, which is the oldest and best known RPG, the stats are strength, intelligence, wisdom,
|
||
|
|
dexterity, constitution, and charisma. Different versions of D&D have also introduced other statistics
|
||
|
|
while other games have other statistics entirely for player characters. Some things are generally
|
||
|
|
common to all or most games, something that measures the intelligence or mental ability of a person,
|
||
|
|
something that measures the physical strength of a person, and very often something that measures
|
||
|
|
their dexterity of some sort. These things are very common, and a lot of them all derive from D&D
|
||
|
|
ultimately. Let's do an example to see how that might be applied in regular gameplay.
|
||
|
|
Same scenario as before, you're walking down the street and this guy comes running around the
|
||
|
|
corner. Maybe you're a spy? Maybe you're not. However, you are an avid jogger with a strong
|
||
|
|
constitution or stamina. You think you could catch up to the man running by you and keep pace with
|
||
|
|
him. You don't have to. You could just let him run by. What do you do? In this case, knowing that
|
||
|
|
statistic will inform your decision. Same scenario. Maybe you're a spy, maybe you're not. You are,
|
||
|
|
however, a couch potato with poor stamina and you couldn't punch your way out of a paper bag.
|
||
|
|
You know you'll never catch up to the man if he gets by you. Also, if you try to stop him,
|
||
|
|
he may attack you. You might be able to trip him up when he runs by though. What do you do?
|
||
|
|
Now, in this case, knowing your statistic is poor, it's a low number. That might inform your
|
||
|
|
decision. Again, same scenario. Maybe you're a spy, maybe you're not. Except that you were an
|
||
|
|
amateur boxer once. Unfortunately, you've become a couch potato over the years and are out of shape
|
||
|
|
now. You're still very strong and you remember how to fight, but you have a poor stamina these days.
|
||
|
|
If you try to stop the man, he might attack you. He certainly looks desperate enough.
|
||
|
|
If this happens, your strength and fighting skills give you an advantage. But your stamina
|
||
|
|
means you can't chase him far and an extended fight is out of the question. What do you do?
|
||
|
|
See, in this case, you can't catch this guy. If he gets by you, he's gone. If you try to stop him
|
||
|
|
and he attacks you, you've got to put him out fast or you're probably going to lose this fight
|
||
|
|
because you can't keep the fight going. You're going to get winded. Your statistic is informing
|
||
|
|
your choice. Statistics can often give bonuses or penalties to certain skills or activities,
|
||
|
|
depending upon how good or bad the stats are. Very strong characters might get a bonus in combat
|
||
|
|
and do extra damage, while very dexterous characters might get a bonus to their chance to say
|
||
|
|
pick locks. Something to do with their hand-eye coordination or maybe jumping out of the way of
|
||
|
|
things or walking a balance beam, that sort of thing. Anything you do with coordination or whatever
|
||
|
|
that stat specifically covers in that game. Everybody knows you need a GM or a DM to run an RPG, right?
|
||
|
|
Well, first of all, not exactly. There are some RPG games out there, some systems that are
|
||
|
|
specifically designed so that you do not need a game master or a dungeon master or whatever you
|
||
|
|
want to call them. They're built around the storytelling and there are usually some things put
|
||
|
|
into place so that the story is kind of guided in some way. Sometimes it's by cards or sometimes
|
||
|
|
it's simply by an agreement between the players. Hey, this is what's going to happen or this is
|
||
|
|
the direction we're going to go in or whatever. It's a little bit almost improv-y, so if you're
|
||
|
|
really into the storytelling aspect of an RPG game, or you may or may or may not even know whether
|
||
|
|
you are or not yet, it will be different though. I mean, if you're looking for the classic RPG
|
||
|
|
experience, like the stuff that you see on television where people are sitting around and there's
|
||
|
|
a DM and there's the players, then that's not the same thing, but it is an RPG, so it just kind
|
||
|
|
of depends on what you're looking for. In other words, possibly you don't actually need a GM at all.
|
||
|
|
You could find a system out there, a GMless RPG game, and go with that. That works. Now, if you
|
||
|
|
do want a GM, or DM or whatever, I've had people tell me, hey, I'm already, I've got a group of
|
||
|
|
people to play this RPG, but we don't have a DM, so we can't play. And look, that's wrong. If you
|
||
|
|
have found someone else to play with, then you have found a DM, and that is one of you, or more
|
||
|
|
specifically, and better yet, each of you, I suggest that if you have any number of people that are
|
||
|
|
going to play an RPG together, that you simply rotate DM duties every time that you play.
|
||
|
|
One person starts out as a DM, everyone plays, and then the next time you get together,
|
||
|
|
the next person takes a turn. Eventually, you'll find someone in that group who really, really digs
|
||
|
|
being a DM, or maybe you'll all settle on taking turns. Maybe that's how your group will do it.
|
||
|
|
It doesn't really matter. Whatever works for you guys is good enough. It's a weird thing about
|
||
|
|
the station of the DM is that some people really, really love it. I mean, some people love it so much
|
||
|
|
that that's all they ever want to do. Other people don't really like it. It just doesn't sit well
|
||
|
|
with them. They don't feel comfortable in that role, so I wouldn't say to force it on anyone,
|
||
|
|
but I would strongly encourage each person to try it at least once, and see if they like it.
|
||
|
|
And if it seems intimidating, don't let it be intimidating. The role of the DM is not some kind of
|
||
|
|
social status that you earn. It's just another player, instead of playing one specific player,
|
||
|
|
you're playing the entire world. But believe me when I tell you that anyone can DM. I mean, after all,
|
||
|
|
when people sat around and learned D&D when it first came out, like kids in the 80s, they didn't
|
||
|
|
have a special DM that appeared and ran their game for them. They had to do it for themselves.
|
||
|
|
So if a 12-year-old kid can take on the DM role and run a bunch of friends through a virtual dungeon,
|
||
|
|
I think you probably can too. And if it seems intimidating to you, then find a really well-developed
|
||
|
|
system, and I guarantee you that they will have a lot of tools for you to make it all very smooth
|
||
|
|
and easy, and something that you don't really have to try too hard at. The Dungeons and Dragons
|
||
|
|
system and the Pathfinder system both, they have a specific, well in Pathfinder, it's in their core
|
||
|
|
rulebook, and the Dungeons and Dragons, it's a separate book from their player's handbook,
|
||
|
|
which I advised you to purchase previously. But these Dungeon Master guides have all kinds of
|
||
|
|
information in them for a dungeon master. They aren't a required read by any means, but if you're
|
||
|
|
if you're not really sure on the whole dungeon mastering thing, you could certainly read through
|
||
|
|
them and get a lot of great ideas. It tells you how to build monsters, it tells you how to build
|
||
|
|
dungeons, but even more importantly, at least in my experience, it's got a bunch of tables in it
|
||
|
|
that you can roll against for random things, whether they're random items that your players might
|
||
|
|
find in a treasure chest or random monsters that they might encounter in a hallway. It's all in
|
||
|
|
the Dungeon Master's guide, and so you don't really have to think a whole lot about what's
|
||
|
|
happening. You can just roll for things, and that way the adventure kind of develops, well,
|
||
|
|
I was going to say organically, but actually randomly. In addition to that, there are published
|
||
|
|
adventures that have been written for you, so that you don't even have to think of a setting or
|
||
|
|
an idea for an adventure. It's all written out, and as a Dungeon Master, you read a head chapter
|
||
|
|
and then describe everything to your players and set them loose and arbitrate any combat that occurs.
|
||
|
|
And play all the different monsters that they encounter, a lot of fun. But okay, I hear you,
|
||
|
|
you really don't want to DM yourself, you're not comfortable with it, no one in your group wants
|
||
|
|
to do it either. So if all else fails, you can always find a DM at your friendly local gaming store.
|
||
|
|
Go there, find out when they have either a Pathfinder Society game or a Dungeons and Dragons
|
||
|
|
adventure league, and you can show up, pay zero money, and play a game with DM included.
|
||
|
|
Complexity of the game. An RPG can be as complex or as simple as desired. They call that
|
||
|
|
being rules heavy versus rules light. This usually does follow the GM's predilections.
|
||
|
|
There are literally thousands of RPGs out there to choose from now. Some are professionally
|
||
|
|
published, some are not. Many of these games and game systems focus heavily on dice rolls and
|
||
|
|
statistics in order to determine what happens in any given situation where the outcome is uncertain.
|
||
|
|
Other games rely primarily on the GM and players role-playing the situation out in order
|
||
|
|
to see what happens, and still other games fall somewhere in between or try to offer rules for
|
||
|
|
either experience. Let's do an example. Same scenario as before, okay? Let's say you are a spy.
|
||
|
|
We'll assume you let your spy partner because you've identified that guy. He comes around the
|
||
|
|
corner. You see it's your buddy that you were going there to meet. We'll assume that you let
|
||
|
|
your partner who is an NPC controlled by the GM run by you. Several police officers come running
|
||
|
|
around the corner, hot on his heels, okay? They see you standing there. Perhaps you try to bluff
|
||
|
|
them and send them in the wrong direction. In a rules light game, this can be done with role-playing
|
||
|
|
alone. You could point toward an alley across the street and say, he went that away!
|
||
|
|
Under the circumstances, the GM might rule that they simply believe you and run into the alley.
|
||
|
|
This could also be determined with a skill check or a statistic check, or there's a bunch of
|
||
|
|
other names, but it means the same thing. Specifically, a check to see if you actually have a particular skill.
|
||
|
|
Perhaps in this game, there is a skill called lying. If you have it, the GM could rule that being
|
||
|
|
actually trained in deception at all is enough for this circumstance and that they believe you.
|
||
|
|
So in other words, they come around the corner. You point across the street and say, he went that
|
||
|
|
away towards the alley and the GM asks you, do you have the lying skill? You look on your paper
|
||
|
|
and you see that, yes, indeed, you do have the lying skill and you say, yes, I have it. The GM
|
||
|
|
says, okay, that's good enough. Under the circumstances, just knowing how to frame a lie is good enough,
|
||
|
|
you point they believe they go. But you had to have that skill otherwise there might have been
|
||
|
|
consequences, because in fact, you are lying. Okay, now then, this could be done with dice rolls.
|
||
|
|
The GM could ask you to roll a die against your lying skill, okay, because a skill generally
|
||
|
|
has statistics of their own, the higher the number, generally the better in most games.
|
||
|
|
You roll a die depends on the game situation, what die you're going to roll if it's percent dice,
|
||
|
|
if it's a 20-sided die, if it's a 10-sided die, whatever, every game is different. And the GM
|
||
|
|
will tell you what that is. If you're successful, the cops believe you. If you fail, they either
|
||
|
|
don't listen to you at all or they think you're acting suspiciously and the game goes on from there.
|
||
|
|
We'll step back one more time. This can be done with dice and a skill challenge of a sort. Okay,
|
||
|
|
you roll against your lying skill and if you're successful, the police get to roll against their
|
||
|
|
street smart skill because in this game, maybe that's a skill you can have. And they get to roll
|
||
|
|
to see if they can see through your deception because cops are trained to do that. They know people
|
||
|
|
lie all the time and they're trained to look through that sort of thing. This can go on and on
|
||
|
|
and it can be as complicated or as easy as the players in the GM want it to be. By and large,
|
||
|
|
if a GM likes a game that is more complex and has more dice rolls or statistics or tables
|
||
|
|
that need to be consulted in order to get an accurate depiction of what's happening,
|
||
|
|
that GM will run a game that's like that, right? So you have to find some sort of happy middle ground
|
||
|
|
because not every player likes a game like that, they feel it makes slow the action down. I mean,
|
||
|
|
picture it. All of this would take place in the course of a second or two. The cops come around
|
||
|
|
the corner and you're pointing. Now at this stage, if it's a rules heavy game, you're stopping the
|
||
|
|
game and you're rolling dice. Sometimes that's important. Sometimes that matters. Other times maybe
|
||
|
|
not so much and finding a medium that works for everybody is really important in a game. Any combination
|
||
|
|
of role-playing or skill or stat checks or dice rolls can be used. The GM can impose penalties or
|
||
|
|
bonuses to these roles depending upon the situation at hand or outside details that may be entirely
|
||
|
|
unknown to the player. So same scenario. You're rolling dice. You're pointing across the street.
|
||
|
|
You get a successful dice roll. They should be able to believe it. Maybe it was a highly successful
|
||
|
|
role in some games. They have what they call critical successes and failures. A critical success
|
||
|
|
means it was one of those sublime moments. It was just perfect. Everything aligned. Your skills were
|
||
|
|
at their peak and the situation was perfect. It was like a perfect win and yet maybe they still
|
||
|
|
don't believe you. That should have been an automatic success. They should have automatically
|
||
|
|
believed you and yet they didn't. Why? Well, it's because of a factor you don't know about
|
||
|
|
that the GM does and perhaps it's the reason why your buddy ran by you. Perhaps earlier that
|
||
|
|
morning you were betrayed by someone and your pictures were circulated among the police. They've
|
||
|
|
been on the lookout for you too since this morning. You didn't know that. So nothing you say is
|
||
|
|
going to make them believe you because they've identified you as the people thereafter.
|
||
|
|
So the game can be as complex or as simple as the players in the GM are comfortable with.
|
||
|
|
And some games are naturally more complex or simple than others. Finding the right game,
|
||
|
|
the right scenario, the right game style, all of these factors come into how much enjoyment
|
||
|
|
someone is likely going to have. And some games, the really expansive games, try to mix that
|
||
|
|
capability. So some games like D&D can be really, really rules heavy sometimes or you can ignore a
|
||
|
|
lot of it and just say, yeah, it happens or not. And just let it go with that. GURPS is a game
|
||
|
|
to URPS and that's by Steve Jackson games. And that's considered a universal role playing game.
|
||
|
|
And that can be extremely complicated or extremely rules like depending on how you play.
|
||
|
|
Some games really fall into one camp more than others and a lot of them, almost all of them
|
||
|
|
can be adjusted as you go along. I like to plan for the worst. So let's assume that the worst
|
||
|
|
has happened. You've got all your dice, you've got your rulebook, you've got your character
|
||
|
|
built problem is you don't have any friends, much less friends who want to play an RPG.
|
||
|
|
Here are some ideas. None of them are fail safe. Some of them aren't going to work for you. Some
|
||
|
|
of them may work for you. It'll just all depend. But here's some ideas on how to find people.
|
||
|
|
To play an RPG game with first of all, ask a friend if they're interested. I know I just assumed
|
||
|
|
that you have no friends. This is the worst case scenario, right? But broaden your definition of
|
||
|
|
what a friend might be to just someone who you bump into at work or at school or something like that.
|
||
|
|
And just kind of start looking around for people who may be interested in role playing games.
|
||
|
|
And then throw out all your preconceptions and just assume everyone's interested in RPG.
|
||
|
|
Because frankly, if they know what's good for them, everyone would be interested in RPG
|
||
|
|
game. It's a lot of fun. I don't know what your approach will be. I mean, I don't know if you're
|
||
|
|
this sort of person to just sunture up to someone and say, hey, I'm going to try it. Form an RPG
|
||
|
|
group. You want to join? Or maybe you're a more subtle type and you'll just kind of mention it
|
||
|
|
in passing and see if anyone perks their ears up as you stretch and say, oh, I can't wait
|
||
|
|
until I get to play D&D later today. See if anyone bites. Or maybe you'll just send a group
|
||
|
|
email out. Like that's worked for me before. I've said, hey, I'm thinking about forming an RPG
|
||
|
|
group after work. Does anyone want to to play? People may surprise you with their response. It's not
|
||
|
|
like you're asking them on a date. It's just it's like, hey, do you want to go do this thing that you
|
||
|
|
may never have done before or you may have done back in college or you may have done as a kid,
|
||
|
|
but you haven't done it in a long time. So now you want to you want to try it again. So believe me,
|
||
|
|
it's it's worth a shot if you've if you've got any amount of courage in you, you can you can do
|
||
|
|
this. And if that doesn't work, that's fine. Or if you just can't bring yourself to do it,
|
||
|
|
that's fine. There are other options. One option is find a long distance friend. And I say a long
|
||
|
|
distance friend because a lot of times, at least in my life, long distance friends mean that
|
||
|
|
there's someone from my past. There's someone I have moved away from, but wouldn't mind keeping
|
||
|
|
in touch with. Maybe if they're interested in RPG and I'm already comfortable with them because
|
||
|
|
we've known each other for some time, maybe that they would be a perfect person to ask. Just
|
||
|
|
email them, say, hey, I'm thinking about this thing. What do you think? And they may again,
|
||
|
|
they might surprise you and actually be into it. And then you can start doing like a video conference
|
||
|
|
or a voice chat or whatever where you're playing a game together. I mean, I've done this before.
|
||
|
|
You know this. If you listened to HPR a lot, I did a little mini series with Taj and Low Bath
|
||
|
|
of us playing an RPG over Mumble. And it was a lot of fun. It was great. I don't think if you asked
|
||
|
|
any three of us, I don't think any of us would say, oh, yeah, that was a, that wasn't a great
|
||
|
|
experience. I think we would all say that that was a great experience. So another option is to ask
|
||
|
|
your life partner, whoever that may be. If you have a life partner, just go up to the one one
|
||
|
|
evening and say, hey, do you want to roleplay? See how they respond. You can always find a game,
|
||
|
|
almost always find a game going on at your local game store. There's probably either a D&D
|
||
|
|
adventure league or a Pathfinder society game happening at your gaming hoppy store, whatever.
|
||
|
|
Get their calendar of events and you can show up and play. It will be a group of strangers.
|
||
|
|
So if you're really not into new people and talking and socializing, that will be problematic. But
|
||
|
|
if you, if you try it, I can almost promise you that you'll love it, assuming that you have a good
|
||
|
|
group of people there. Now, I've, I can't speak for your local game store. I have never been there
|
||
|
|
probably. But usually in my experience, the people there seem to be pretty friendly. And I don't see
|
||
|
|
why their games would be any less. So a variation on that is a local game convention. Now, I don't really,
|
||
|
|
I never went to a local game convention in the States. But in New Zealand, we have a couple of really
|
||
|
|
good little game tabletop conventions. And I go to them regularly and run games and play games.
|
||
|
|
And it's a lot of fun. If you're scared of the whole social aspect of it, that will be a sort of
|
||
|
|
a problem. But everyone's there for the same reason. They're all there to play a game. And at a
|
||
|
|
convention, you get a healthy to variety of people who've never played before and people who have
|
||
|
|
played for the past 20 years. So that's kind of a cool place to start actually because you get
|
||
|
|
that good mix. So what if you are really, really bad in the whole real life social situation,
|
||
|
|
or maybe you just want to practice, maybe you're one of those people who you really want to know
|
||
|
|
what you're doing before you go and tackle role playing with strangers or with other people at
|
||
|
|
all. Even if you know them, maybe you just want to really make sure that you have all the role,
|
||
|
|
the rules internalized. And you know exactly what to expect and when to expect it. First of all,
|
||
|
|
you can start with some solo game books. I did an episode here on Hacker Public Radio about a
|
||
|
|
series of solo game books that I really like. I highly recommend them. I think it's a great way
|
||
|
|
to role play. Now, it won't be exactly the same thing. It'll be different because you're just you
|
||
|
|
reading a book and the mechanics are different. But it kind of gets you into the spirit and the
|
||
|
|
lingo and just maybe you will get you acclimated to this experience enough that you're brave enough
|
||
|
|
to go to a public place and play with other people. Now, there's also for a more direct route.
|
||
|
|
There's play by post. There are online forums out there that exist today that you can go and
|
||
|
|
sign up for a game where it's all played by forum postings. So you post your move on a forum.
|
||
|
|
These games typically take a very long time to play out because you just have to wait for everyone
|
||
|
|
to check the forum and to respond and then for the DM to check the forum and to see the responses
|
||
|
|
and then to process it and then to respond. So it's a slow moving game, but it requires no
|
||
|
|
person-to-person interaction. It's entirely just you and a computer, but you get some person-to-person
|
||
|
|
reaction because there are people behind the other computers presumably. So that's not a bad way
|
||
|
|
to kind of sneak in and kind of get to where you possibly know the rules better or just kind of
|
||
|
|
get a feel for how a game is played. And then last but not least, there are a dozen actual play
|
||
|
|
podcasts out there. And actual play is like this term that someone invented, I guess, for when you
|
||
|
|
watch other people play D&D. As weird as that might sound. I mean, maybe it doesn't sound weird.
|
||
|
|
Just like I say, I've played a game of Pathfinder, a cyberpunk version of Pathfinder on a hacker
|
||
|
|
public radio and some people listened and enjoyed it. So maybe it's not so strange, but you can do
|
||
|
|
that. There's a official Wizards of the Coast who created Dungeons & Dragons channel on Twitch and
|
||
|
|
you can sit and watch them do interviews and discussions about D&D and a couple of times a week
|
||
|
|
probably they play various games. I think they have like three or four different games going on.
|
||
|
|
So they're all over the place nowadays. They're pretty popular. So if you're really, really nervous
|
||
|
|
and just not internalizing those rules and you just want to see it done, watch a couple of those.
|
||
|
|
You'll get the feel for it and you'll also, I think, it kind of breaks down some preconceptions of
|
||
|
|
of how scary it is. It's really not scary and sometimes seeing other people do it is all that it
|
||
|
|
takes to make you realize, yeah, that's actually not so bad. So those are my ideas. I hope they're
|
||
|
|
somewhat useful. I know it's a big, weird step to have to try to figure out how am I going to get
|
||
|
|
into this weird hobby and people are going to make fun of me and they're going to know that I don't
|
||
|
|
know all the rules yet and blah, blah, blah. It's just not like that in my experience. It has
|
||
|
|
never been like that. So I would just go for it if I were you. But it's easier to say that
|
||
|
|
on this side of the fence than it is on your side. So hopefully that's been somewhat helpful. And
|
||
|
|
if you're at all super nervous, shoot me an email. I'd love to talk to you about it. And if you want
|
||
|
|
at some point in the very far future, because I'm pretty busy right now, but at some point in the
|
||
|
|
future, I might even be able to arrange another hacker public radio game. And maybe you can
|
||
|
|
you can sign on and play a little bit with someone that you know and trust.
|
||
|
|
Lawson Bronx, I know that in your in your rebuttal, your infamous rebuttal to my one of my
|
||
|
|
RPG episodes, you said very clearly that the the real way to play in RPG is live in person
|
||
|
|
with a group of friends. And I have to say that at the end of the day, I agree. I think that the
|
||
|
|
the group dynamic is really, really fun and it's a big part of the game. Even if you don't like people,
|
||
|
|
it just is it's part of the the correct D&D experience or RPG experience I should say.
|
||
|
|
I still stand by what I said, but I probably should amend it to an extent just to say that that
|
||
|
|
has been my experience. Other people have had very different experiences or their circumstances are
|
||
|
|
different than other people's. They have to do it online or maybe they've moved away and their
|
||
|
|
friends are elsewhere and they don't want to play with other people. They want to play with them.
|
||
|
|
For them, that experience is just as valid as anything else. So yeah, I think I'm right,
|
||
|
|
but I don't think other people are wrong if they have that they hold a different opinion.
|
||
|
|
Yeah, absolutely. And I think one of the things, because I know that going to your first
|
||
|
|
you know, your first real RPG, if you don't know the people that you're going to play with,
|
||
|
|
can be very, it can just cause a lot of butterflies in the stomach, you know, it can be very nerve
|
||
|
|
racking if you're not that kind of person. But what I've found so far in the many times that I've
|
||
|
|
gone to strange groups to play RPGs with is that it's really, if you don't think of it as a game
|
||
|
|
and you just think I'm going to go to this place, I'm going to sit around at a table and eat snacks
|
||
|
|
and chit chat about pretend scenarios and how we would get out of them if they were to happen to us.
|
||
|
|
I don't know, I find that that's a little bit relieving, you know, it kind of takes the pressure off.
|
||
|
|
Yeah, I think so. And I myself, whenever I've gone to a new group, I have been really intimidated,
|
||
|
|
really, by the whole experience. Yeah, especially with a new group, or if this is your first time
|
||
|
|
getting in there, a lot of times you don't actually get a lot of gaming done that first night,
|
||
|
|
you're doing, you know, if you don't know how to roll the character that that does take a lot of
|
||
|
|
time because everybody's helping you and it can't get to the point where too many cooks are
|
||
|
|
spoiling the pot, but it is also fun. You get an awful lot of anecdotes, people talking about
|
||
|
|
their different games, things that they've done. In my opinion, that's a really good icebreaker,
|
||
|
|
you know, not jumping into all these rules and arcane dice rolls and tables books, but to have
|
||
|
|
just regular conversations with people really can go a long way towards breaking that ice.
|
||
|
|
Even if you are an experienced gamer, I have found that that can be very useful, just talking to
|
||
|
|
somebody new because I mean, you know, I've played with great, great people, some of the best people
|
||
|
|
I've ever met. I met around a game table, but I've met some weirdos too, and it's nice to know
|
||
|
|
what you're getting into. Okay, so let's talk a little bit about what people need to bring to their
|
||
|
|
to their first or second or any session really. What supplies do they need? The first one on my
|
||
|
|
list, whatever rulebook that your game provides, I say bring a copy because that's the way that you
|
||
|
|
know what your character can do, and you don't have to like sit with it open and read it as you play
|
||
|
|
or whatever, but it's just great to have that handy because sometimes you don't even think,
|
||
|
|
oh, I could cast this spell or I could use this weapon because you just forget that that thing
|
||
|
|
exists, but the rulebook, if you have it on hand and you kind of idly flip through it at times,
|
||
|
|
then you know that it exists and you get ideas and it's very inspiring, and I think it makes you a
|
||
|
|
better player to have that rulebook on hand. Oh, it absolutely does. However, I have played many,
|
||
|
|
many games where people coming are completely green to the game. They have no idea even what it's
|
||
|
|
about or what it's like. It's kind of unrealistic to expect someone like that to run out and spend,
|
||
|
|
I mean, what a rulebook's called. Yeah, like 50 bucks or something. Yeah, I mean, that's a huge
|
||
|
|
call. In fact, I would say that in this day and age, if you have people that, if you have a good
|
||
|
|
group, people that you can rely on that are very helpful, that want to play with you and are more
|
||
|
|
than willing to help you as you go along, you generally don't need more than one or two copies of
|
||
|
|
the rules floating around a table at any one time. People are always swapping these things around.
|
||
|
|
Now, yes, it is very, very helpful to have the rulebook in front of you, and especially more than
|
||
|
|
that to be familiar with it. If you're very familiar with the rules, a lot of times you don't need
|
||
|
|
the book. You can just say, hey, can't you cast such and such right now? Isn't that one of your
|
||
|
|
spells? And if so, doesn't the radius go this far? And then someone might confirm it for you,
|
||
|
|
but if you have the idea initially, a lot of times, that's all you need. If you're just starting off,
|
||
|
|
you don't need anything. You just got to show up. That's a good point. Yeah, so maybe rulebook
|
||
|
|
isn't the first session requirement. Maybe that's more like a third, fifth session when you're
|
||
|
|
when you're sold on a game and you think, you know what? I do kind of want to level up a little
|
||
|
|
bit personally, and then you start, then you go out and get that rulebook and bring it along.
|
||
|
|
Yeah, when you get hooked, forget it. And you want your own set of dice, and you'll want,
|
||
|
|
I don't know about you, but I found that I like having my own set of games or character sheets,
|
||
|
|
either ones that I've made up or favorites that somebody else made up or found somewhere,
|
||
|
|
anyone who's new to the game, this won't make any sense. But once you get into it, you'll find
|
||
|
|
that your character wants to written down on a piece of paper. Now you can do that on a blank piece
|
||
|
|
of paper, lined paper, whatever you want. That's more than adequate. And I've had plenty of characters
|
||
|
|
like that. The more you get into it, the more you start getting a little snobby about your
|
||
|
|
character sheet, you'll like, well, I like this one because I like the layout and I like my stats
|
||
|
|
to be laid out this way or that way. And then it's like, oh, isn't this pretty? Look at the font
|
||
|
|
on this one. This is really great. It's like, oh, they put ivy and scroll along the tops. This is great.
|
||
|
|
And of course, the more advanced and beautiful it is, the more heartbreaking it is when your
|
||
|
|
character dies. But you know, that that's neither here nor there. Those are those things,
|
||
|
|
at least for me, they helped personalize the character a little bit. But yeah, I would say honestly,
|
||
|
|
that first night, show up with a pencil, that first night, show up with a pencil and rely on
|
||
|
|
everybody else because you know what? You'll get a real sense of what these people are like.
|
||
|
|
If you walk in and you're completely green to the game, you'll get a real sense of what this
|
||
|
|
group is like because if they're going to be a good point, you know, if they're the snobby kind,
|
||
|
|
where the newbies somebody to, you know, to give a hard time to who wants to be around people
|
||
|
|
like that? I you don't want to spend time with those. Yeah, you're in the wrong group. You are
|
||
|
|
definitely in the wrong group. And you are not stuck with the first group that you come across,
|
||
|
|
even if it's a friend in there, you know, you can say, I don't think this, I'm not jelling with
|
||
|
|
these people. And you know, just find another one. I mean, there are these days, there are
|
||
|
|
plenty of ways to find groups, you know, even more so than in the old days. And it really
|
||
|
|
wasn't hard back then, you know, posting up at local game shops, they can find groups online,
|
||
|
|
Craigslist, you know, people looking looking for players. I mean, you know, you can go to the forums
|
||
|
|
that a lot of the game supply companies and stuff and post there saying I'm looking for people.
|
||
|
|
And going back to what we were talking about, if you can't find a local group or you don't like
|
||
|
|
the people or you you're having trouble dealing with people face to face, there's nothing wrong
|
||
|
|
with finding a group over the internet. And there are many ways that people approach gaming.
|
||
|
|
In the end, you're dealing with people. You want to play with other people and finding that right
|
||
|
|
mix can make all the difference sometimes. Yeah. And I think it's important to be picky and
|
||
|
|
choosy because I mean, if I think what you're really wanting is a long-term group probably. You
|
||
|
|
want someone to be able to play with over the course of at least a couple of months. If not,
|
||
|
|
I mean, in some cases years, like I've known people who have been playing together for, you know,
|
||
|
|
over five years. So you want to find the right group. My gaming group, I played with them for 15
|
||
|
|
years. Wow. Yeah. You know, off and on. I mean, that's a life commitment. Yeah. Some people came and
|
||
|
|
went and they'd come back. You know, they, you know, I'm working nights for the next six months and
|
||
|
|
you don't see them. You know, that sort of thing does happen. But, you know, I played with them for
|
||
|
|
all that time and then I moved away to New York and I came back to visit family, but it happened
|
||
|
|
to be on a game night. So I called up my old buddy and I said, hey, you mind if I pop in? This
|
||
|
|
and absolutely show up. So I popped in and we played an old game, a traveler, which is a science
|
||
|
|
fiction space opera game. And we used to play that off a lot. And we picked up, I swear to God.
|
||
|
|
Now, it had been probably eight years since I had sat down with them at that point. I sat down
|
||
|
|
and it was like no time had passed at all. It was like the world outside had just, it didn't exist.
|
||
|
|
Only this gaming group existed. Only only these people existed. And it was harkening back to things
|
||
|
|
that had happened in the previous games. And I was able to say, oh, no, no, no, we've seen this
|
||
|
|
before. Oh my God. And it broke open this big mystery that was going on because it was the same
|
||
|
|
game and it was the same. That's so amazing. You know, and this is, it sounds almost magical, but it's
|
||
|
|
just people coming together on a regular basis and knowing each other. You know, I spoke earlier
|
||
|
|
about, you know, how these things can be almost like any group that you might come together with.
|
||
|
|
Whether it's a bowling group or a sewing circle or something along those lines, if you come
|
||
|
|
together and you work on cars with your buddies on the weekend or something like that, you do that
|
||
|
|
enough and you get very close to these people and you know them. And the nice thing is they're not
|
||
|
|
just friends that you can chit chat with. You have shared experience, you know? Yeah, yeah.
|
||
|
|
Um, in that, as you say, infamous, uh, rebuttal to your RPG episode, I, I mentioned how I have memories
|
||
|
|
and experiences with people that I can't even express to other other groups without an hour and a
|
||
|
|
half of context. You know, it was, it was this shared environment in this shared world. It's not
|
||
|
|
magic. It's just being with other people on a regular basis. And when you find that group, it really,
|
||
|
|
at least for me, it became even more important than the game itself. Well, I think that probably
|
||
|
|
covers it unless you can think of anything else that people should bring. Well, you know what,
|
||
|
|
actually food, food, you have to bring food and preferably not just yet another bag of chips.
|
||
|
|
That's my thing. Like I do bring chips sometimes, but I mean, sometimes you have to branch out and
|
||
|
|
get like some celery or something that people can eat and not like, you know, the non-junk food.
|
||
|
|
It is really easy to eat bad when you're gaming. Oh, man. Yeah.
|
||
|
|
Easy to eat poorly. You know, we played for so many years and I drank so much soda that I finally
|
||
|
|
said, I can't, I can't do this anymore. And I started drinking tea and I drank like unbelievable
|
||
|
|
amounts of tea while we were playing. Everybody else was still drinking their soda, but I felt better
|
||
|
|
I was having tea. Yeah. It's really easy to eat poorly. So watch your waistline while you're
|
||
|
|
gaming because, you know, that bag of chips is going to be passed around and, you know, it's very
|
||
|
|
easy to sit there and just stuff your face. But yeah, it's just, it's a lot of fun and I hope that
|
||
|
|
this episode has helped people sort of know where to begin and then where to go from just getting
|
||
|
|
started. I guess probably both of us are open to questions anytime, right? I mean, you don't mind
|
||
|
|
if people email you. I'm sure I don't mind if people contact me either on mastodon or email. Oh,
|
||
|
|
I'm absolutely happy. They can find me at lostinbronsetgmail.com. That's L-O-S-T-N-B-R-O-N-X at G-Mail.
|
||
|
|
On mastodon, I am at David Collins Rivera at social.nascaron.org. Yeah, and I'm a, I'm a
|
||
|
|
clat2 on mastodon.xyz and clat2 at HackerPublicRadio.org. And I say happy gaming. You won't regret it.
|
||
|
|
You've been listening to HackerPublicRadio at HackerPublicRadio.org. We are a community podcast
|
||
|
|
network that releases shows every weekday, Monday through Friday. Today's show, like all our shows,
|
||
|
|
was contributed by an HBR listener like yourself. If you ever thought of recording a podcast,
|
||
|
|
then click on our contributing to find out how easy it really is. HackerPublicRadio was founded
|
||
|
|
by the digital dog pound and the infonomicum computer club and is part of the binary revolution
|
||
|
|
at binrev.com. If you have comments on today's show, please email the host directly, leave a
|
||
|
|
comment on the website or record a follow-up episode yourself. Unless otherwise status,
|
||
|
|
today's show is released on the create of comments, attribution, share a like, 3.0 license.
|