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Wandering Adventure Party

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  3. Often when I read complicated RPG rules I think to myself, "There is no way that this is actually playable at the gaming table.

Often when I read complicated RPG rules I think to myself, "There is no way that this is actually playable at the gaming table.

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ttrpg
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  • Martin RundkvistM Martin Rundkvist

    @juergen_hubert
    I get it!

    Rationale for the Village’s Existence: in Scandinavia, Germany and Poland, this is usually up to 3000 years in the past and forgotten. 😄

    Jürgen HubertJ This user is from outside of this forum
    Jürgen HubertJ This user is from outside of this forum
    Jürgen Hubert
    wrote on last edited by
    #26

    @mrundkvist

    Though places reinvent themselves often enough. Take #Oldenburg , where I live - it used to be a remote provincial town for centuries when it belonged to the Danish crown, but in the 19th century it became the seat of a Ducal court, which had a massive impact on the character of the city.

    Martin RundkvistM 1 Reply Last reply
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    • Jürgen HubertJ Jürgen Hubert

      @mrundkvist

      First, a disclaimer: I love worldbuilding as an expression of the #ttrpg hobby, and putting a lot of effort into this makes it easier for me to improvise setting details when the PCs go off-script.

      For me, random tables are a useful starting point which allow me to break out of my own habits and assumptions, similar to how I assign NPC gender randomly these days.

      As an example, let's say I want to add a village to the map. I use the random tables from p. 159 in "Worlds Without End" to get a basic idea of what the village is all about. I get:

      Rationale for the Village’s Existence: (8) "A bandit camp that went legitimate"
      Who runs it? (8) "A pragmatic warlord"
      Significant Locals: (10) "Native hedge mage"
      A Current Pressing Problem: (1) "Vital food stores have been lost or stolen"
      Local Likely to Interact with Adventurers: (3) "Gentry who wants no local gossip about their need"
      Interesting Things the Place Can Offer Heroes: (1) "An unusually large amount of saved coinage"

      And within a mere minute or two, I already have a vision of the place and some local flavor which I can use to improvise things when the PCs are poking around the place. And I can build upon these concepts and make the village more fleshed out if the PCs stay there for an extended time. I find this _tremendously_ useful.

      Graceless HippoG This user is from outside of this forum
      Graceless HippoG This user is from outside of this forum
      Graceless Hippo
      wrote on last edited by
      #27

      @juergen_hubert @mrundkvist

      I wouldn't have been able to come up with that much flavour if you gave me a week to create a map settlement.

      Jürgen HubertJ 1 Reply Last reply
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      • Martin RundkvistM Martin Rundkvist

        @crabsoft
        Unworkable rules are often the result of simulationist over-ambition. But the combat system in Swords of the Serpentine manages to be both unworkable AND non-simulationist.

        It's a 2008 rules-lite system that by 2022 had mutated into a hideous bush of exceptions and odd links to the game's skill system, all because the designer wanted to insert hard-coded narrative opportunities into combat. Also unintended exploits...

        #ttrpg

        🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z This user is from outside of this forum
        🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z This user is from outside of this forum
        🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦
        wrote on last edited by
        #28

        @mrundkvist @crabsoft I am increasingly weary of these games that think the part that needs mechanistic work is the storytelling part.

        crabsoftC 1 Reply Last reply
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        • 🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z 🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦

          @mrundkvist @crabsoft I am increasingly weary of these games that think the part that needs mechanistic work is the storytelling part.

          crabsoftC This user is from outside of this forum
          crabsoftC This user is from outside of this forum
          crabsoft
          wrote on last edited by
          #29

          @zdl @mrundkvist I always chalk it up to me not having a ton of experience with a wide variety of systems. I assume that there is probably a good reason to add mechanics for roleplaying but, in the back of my mind, it always feels so strange.

          🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z 1 Reply Last reply
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          • crabsoftC crabsoft

            @zdl @mrundkvist I always chalk it up to me not having a ton of experience with a wide variety of systems. I assume that there is probably a good reason to add mechanics for roleplaying but, in the back of my mind, it always feels so strange.

            🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z This user is from outside of this forum
            🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦Z This user is from outside of this forum
            🇨🇦🇩🇪🇨🇳张殿李🇨🇳🇩🇪🇨🇦
            wrote on last edited by
            #30

            @crabsoft @mrundkvist I do have a ton of experience with a wide variety of systems. It feels "strange" to me too. (I'd use stronger language, honestly.)

            1 Reply Last reply
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            • Graceless HippoG Graceless Hippo

              @juergen_hubert @mrundkvist

              I wouldn't have been able to come up with that much flavour if you gave me a week to create a map settlement.

              Jürgen HubertJ This user is from outside of this forum
              Jürgen HubertJ This user is from outside of this forum
              Jürgen Hubert
              wrote on last edited by
              #31

              @GracelessHippo @mrundkvist

              It gets easier with practice. But yeah, random generators like this are a great starting point.

              MorguninM 1 Reply Last reply
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              • Jürgen HubertJ Jürgen Hubert

                @mrundkvist

                Though places reinvent themselves often enough. Take #Oldenburg , where I live - it used to be a remote provincial town for centuries when it belonged to the Danish crown, but in the 19th century it became the seat of a Ducal court, which had a massive impact on the character of the city.

                Martin RundkvistM This user is from outside of this forum
                Martin RundkvistM This user is from outside of this forum
                Martin Rundkvist
                wrote on last edited by
                #32

                @juergen_hubert
                I've been thinking about that "Rationale for the Village’s Existence" thing. It seems very American to me, like something out of a Western movie. Or perhaps something from the German Ostsiedlung period of 1150-1350. It assumes that adventures are set in a wilderness with only a few recent settlements. And they're named "Grayson's Freehold" etc.

                Similar to how Americans think that a house from 1930 is super old and possibly haunted! 😄

                #ttrpg

                Martin RundkvistM Baroness WinterB Jürgen HubertJ 3 Replies Last reply
                0
                • Martin RundkvistM Martin Rundkvist

                  @juergen_hubert
                  I've been thinking about that "Rationale for the Village’s Existence" thing. It seems very American to me, like something out of a Western movie. Or perhaps something from the German Ostsiedlung period of 1150-1350. It assumes that adventures are set in a wilderness with only a few recent settlements. And they're named "Grayson's Freehold" etc.

                  Similar to how Americans think that a house from 1930 is super old and possibly haunted! 😄

                  #ttrpg

                  Martin RundkvistM This user is from outside of this forum
                  Martin RundkvistM This user is from outside of this forum
                  Martin Rundkvist
                  wrote on last edited by
                  #33

                  @juergen_hubert
                  In northern European #history and #archaeology, I guess we assume that the Rationale for the Village’s Existence is a combination of two things:

                  * Population pressure in 800 BC
                  * Availability of agricultural land

                  #ttrpg

                  henkmetH 1 Reply Last reply
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                  • Martin RundkvistM Martin Rundkvist

                    @crabsoft
                    Or it's a yearning to do another kind of work than functional RPG design. Akin to coding a physics engine for video games.

                    LexTenebrisL This user is from outside of this forum
                    LexTenebrisL This user is from outside of this forum
                    LexTenebris
                    wrote on last edited by
                    #34

                    @mrundkvist @crabsoft It really depends on what the system pretends to be simulating. Most of the heavy rules crunch RPG design is attempting to be a physics engine, which is a fool's errand.

                    Trying to simulate physics with a high-speed computational platform is hard enough that there are specialized several hundred thousand lines of code designed for a machine that can think a lot faster than a human being to do. That still falls short.

                    It doesn't matter how many pages fit in the book, you're not going to simulate physics. Yet, they keep trying.

                    But there are other things to simulate. Some mechanical systems attempt to simulate the structure of stories via mechanical aids, and those can actually be quite small because when you're talking about fictive narrative space, the rules can be relatively abstract. The interpretation engine is the human brain, and we're used to telling stories to one another.

                    Rules-minimal systems tend to be narrativist because narrative rules are simpler to express.

                    1 Reply Last reply
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                    • Jürgen HubertJ Jürgen Hubert

                      @GracelessHippo @mrundkvist

                      It gets easier with practice. But yeah, random generators like this are a great starting point.

                      MorguninM This user is from outside of this forum
                      MorguninM This user is from outside of this forum
                      Morgunin
                      wrote on last edited by
                      #35

                      @juergen_hubert @GracelessHippo @mrundkvist

                      It also gets a lot easier/effective, once you‘ve entered those tables into obsidian and thus are able to generate all of that with a single click, on the fly. Quite a bit of work setting it up, but very rewarding. Still working on it atm.

                      Jürgen HubertJ 1 Reply Last reply
                      0
                      • Martin RundkvistM Martin Rundkvist

                        @juergen_hubert
                        I've been thinking about that "Rationale for the Village’s Existence" thing. It seems very American to me, like something out of a Western movie. Or perhaps something from the German Ostsiedlung period of 1150-1350. It assumes that adventures are set in a wilderness with only a few recent settlements. And they're named "Grayson's Freehold" etc.

                        Similar to how Americans think that a house from 1930 is super old and possibly haunted! 😄

                        #ttrpg

                        Baroness WinterB This user is from outside of this forum
                        Baroness WinterB This user is from outside of this forum
                        Baroness Winter
                        wrote on last edited by
                        #36

                        @mrundkvist @juergen_hubert "Americans think a hundred years is a long time. Europeans think a hundred miles is a long way."

                        1 Reply Last reply
                        0
                        • Martin RundkvistM Martin Rundkvist

                          @juergen_hubert
                          I've been thinking about that "Rationale for the Village’s Existence" thing. It seems very American to me, like something out of a Western movie. Or perhaps something from the German Ostsiedlung period of 1150-1350. It assumes that adventures are set in a wilderness with only a few recent settlements. And they're named "Grayson's Freehold" etc.

                          Similar to how Americans think that a house from 1930 is super old and possibly haunted! 😄

                          #ttrpg

                          Jürgen HubertJ This user is from outside of this forum
                          Jürgen HubertJ This user is from outside of this forum
                          Jürgen Hubert
                          wrote on last edited by
                          #37

                          @mrundkvist

                          I think this _was_ written by an American, and the setting does follow D&Desque fantasy conventions - which have a bunch of "Wild West" tropes.

                          That being said, I am not too bothered by this. The random rolls are always just a _starting_ point for me, and creative reinterpretations to make them a better fit for the setting are part of the exercise.

                          1 Reply Last reply
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                          • MorguninM Morgunin

                            @juergen_hubert @GracelessHippo @mrundkvist

                            It also gets a lot easier/effective, once you‘ve entered those tables into obsidian and thus are able to generate all of that with a single click, on the fly. Quite a bit of work setting it up, but very rewarding. Still working on it atm.

                            Jürgen HubertJ This user is from outside of this forum
                            Jürgen HubertJ This user is from outside of this forum
                            Jürgen Hubert
                            wrote on last edited by
                            #38

                            @Morgunin @GracelessHippo @mrundkvist

                            Useful, though I personally prefer to switch it up and use a bunch of different random generators throughout the worldbuilding process.

                            MorguninM 1 Reply Last reply
                            0
                            • Jürgen HubertJ Jürgen Hubert

                              @Morgunin @GracelessHippo @mrundkvist

                              Useful, though I personally prefer to switch it up and use a bunch of different random generators throughout the worldbuilding process.

                              MorguninM This user is from outside of this forum
                              MorguninM This user is from outside of this forum
                              Morgunin
                              wrote on last edited by
                              #39

                              @juergen_hubert @GracelessHippo @mrundkvist

                              Nothings stops you from getting the individual results and recombining them as needed.

                              I enjoy using books more than computers, but they’re just not very portable

                              1 Reply Last reply
                              0
                              • Martin RundkvistM Martin Rundkvist

                                @juergen_hubert
                                In northern European #history and #archaeology, I guess we assume that the Rationale for the Village’s Existence is a combination of two things:

                                * Population pressure in 800 BC
                                * Availability of agricultural land

                                #ttrpg

                                henkmetH This user is from outside of this forum
                                henkmetH This user is from outside of this forum
                                henkmet
                                wrote on last edited by
                                #40

                                @mrundkvist
                                I think there are a few more. The peat swamps in the border region north Netherlands/Germany were developed only once peat became economically interesting (17th c?). The developments were owned by capitalists from the urban region (Holland) so not only was development late, the socio-economics were also special.
                                Another are the regions with poor, sandy soil. The virgin forest was cleared very late and even then I think pasture of sheep remained more important there.
                                @juergen_hubert

                                Jürgen HubertJ 1 Reply Last reply
                                0
                                • henkmetH henkmet

                                  @mrundkvist
                                  I think there are a few more. The peat swamps in the border region north Netherlands/Germany were developed only once peat became economically interesting (17th c?). The developments were owned by capitalists from the urban region (Holland) so not only was development late, the socio-economics were also special.
                                  Another are the regions with poor, sandy soil. The virgin forest was cleared very late and even then I think pasture of sheep remained more important there.
                                  @juergen_hubert

                                  Jürgen HubertJ This user is from outside of this forum
                                  Jürgen HubertJ This user is from outside of this forum
                                  Jürgen Hubert
                                  wrote on last edited by
                                  #41

                                  @henkmet @mrundkvist

                                  Yeah, in the Oldenburg area in northwestern Germany where I live there are actually quite a few villages that were founded in the 19th century, when all those boglands were plowed by giant steam plows.

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