Archives for category: Gaming

The Olde World League

Well well well, look who came crawling back to the internet…

If your wondering where I’ve been for the past month and a half, the answer is “working”, this is a major development for me. Unfortunately, the reason I am here posting is because I am now “not working”. This has caused me significant consternation over the past short while, but I’m going to just plow on ahead and start giving various down-lows and up-highs. (Mostly the former I fear.)

Firstly I’m still playing whfrp3 in whatever avenues I can. I have to pull together my old group after disappearing off the face of the planet for a month and a half and I hope to be able to start up where I left off, namely murdering them in whatever means I can, mostly the slow and horrible ones. I still take part in my bi-weekly online whfrp3 campaign, which has reached the interesting crossroads that one us will most likely get murdered next session. Everyone’s been pulling random careers, I strangely managed to pull the combat tank one again. Hilarious fun, by which I mean I’m shit scared and don’t want Annierra to die. *shrug* If that’s the way it’s gonna go, then that’s way it’s gonna go. But I am to make my next character decidedly un-murderable.

whfrp3 has provided very little new content over the past few months aside from Print-on-demand stuff, which is great and all but I think we all want a nice meaty supplement box to get our teeth into. The next one on the agenda is the eagerly awaited “The Enemy Within” campaign, for a number of reasons. I think myself and the other whfrp3 junkies will be waiting by our postboxes to see what the latest renditions of it will provide.

On the subject of online gaming, my elusive aussie compatriot Daniel Wise is endeavouring to set up an online, easy opt-in campaign system for whfrp3, which allows players to drop in with a character for a few sessions and make little commitment beyond that. I think this entire system is brilliant and I’m wont to write further on this, most importantly, you can find out more about it at http://www.obsidianportal.com/campaigns/the-old-world-league. You’ll also need to sign up for the Google group, which you can the right information for on the above page. Feel free to sign on and make a character, I hope to be running a few sessions and we’ll hopefully be able to set up a nice online community through it.

Otherwise, most of my activity has involved my other major love in life, tanks. I’ve been painting a lot of Flames of War miniatures and hope to have a playable 1750 point army quite soon. I’m enjoying being really anal about having the right camouflage pattern for my SS panzerkompanie, which proving challenging and rewarding in equal measure. I’ve also been playing a lot of World of Tanks, which, as you can imagine, is right up my street. Enthusiastic efforts on my part have finally earned me a Tiger tank, which I am eagerly running about the place and shooting at people with it’s 88mm gun.

Finally, I have been watching a lot of cartoons, which I think is forming into an idea for a post in the near future, if I don’t have either a painting blog, an after action report from some online wfrp3 or a review up soon, I’ll try have an angry yet hilarious rant about why we need to go and bludgeon some anime producers to death with a box of h-games.

 

So for the moment it’s adieu, but I’d like to have something more meaty for ya’ll soon.

 

P.S. Does anyone know if I can get purple drank in Ireland?

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Thought I’d have an amazingly productive Easter and post a bit more than usual. Inspired by all the lovely people that decided to follow me. Which means the more internet attention I get, the more I shoot my mouth off. Feed the vicious cycle, feeeeeeeed iiiiiiiiit…

We’re going back to my default RPG system to have a chat about it, because the issue seems to come up an awful lot for people that play it, or perhaps not enough. We’re going to talk about two mechanics that are pretty specific to wfrp3, one which doesn’t seem like a whole lot of anything and another which everyone initially thought was quite good and then decided to abandon.

Talents approached in slightly different fashion from the way they would be in a lot of other systems. When you consider some of the feats available in the likes of Pathfinder and similar systems, all wfrp3 talents let you do is do a few things slightly better, or benefit from a situation in some minor way. They don’t allow the kind of ball-crushing follow up attacks like Cleave would in a game of 3.5. Even compared to a talent in 2nd ed. wfrp such as crushing blow or strike to stun, they are decidedly mediocre. But that’s not what has caused so much consternation. What has frustrated so many players is the “socketing” mechanic. Not only did 3rd ed. nerf the talents, they also made it so you can only use so many of them at a time.

The party sheet is another often discussed mechanic, (or indeed, not discussed enough…) that has taken a few knocks. Each PC group picks a party sheet, sometimes before they start playing, sometimes after their first session. It has a few notable aspects, first it has anywhere between one and three extra slots for you to put talents. This might allow you some extra leeway in terms of what people can benefit from. Second, the sheet has a special ability, which in most cases is pretty good and often better than your average talent. The party sheet also has a fortune pool, which measures how many fortune points the party has. The last mechanic is one that is going to get looked at in some detail, because it is a potentially really interesting one. The party tension meter measures the tension level between the group and forces a (relatively minor) penalty for the continuing escalation in tension between the group. Finally, a rule system that accommodates the fact that your group acts like a troop of randy primates? Maybe.

The reason talents get sticky is because,depending on the career you choose, you will only have access to certain talents, also you can only attach a certain number of talents to your career sheet at any one time. So which talents you pick suddenly become very important.

The ogre sheet above is typical of this, it allows two tactic talents. If an ogre character had, say, a third talent to throw about, he wouldn’t be able to use it from this sheet…

Which is about the point when people start screaming blue murder and flushing the slotting mechanic down the toilet. (Or in some cases, taking the entire core set out to a fire pit and burning it, true story.) It’s complicated even further by the fact that there are several different types of talent. The major three are reputation, focus and tactics, but there are many others depending on your chosen career. Thus potentially limiting your options even further. People are likely to be even further infuriated by the requirement to take at least one talent before being able to finish their career and move on to a new one.

Does this mechanic suck when compared to the likes of a system whereby once you have it, you can always use it mechanic? Yes. Is that a good thing?

Yes.

Firstly, by not making talents as good as they were in previous editions, they are reducing player’s reliance on them. There are very few hard and fast cheesemonger talents that someone will find themselves always using. There are some solid contenders. Footwork from Omens of War, clear minded, roll with it, to name a few. But even these, what might be considered the best of the available talents, simply allow you to use already available things in a slightly more beneficial way. They are hardly game breaking. The result is players look on their talents as something to give them a small edge under particular situations and NOT to allow them the string of attacks as part of planned sequence. What I find is that as often as not, talents aren’t taken because of the benefit they offer, they are taken because they sound cool.  That might sound stupid, but it certainly helps put the role into roleplaying.

A problem with this system does begin to emerge when the characters switch careers, which they must, if their GM isn’t killing them too quickly (a problem I am working hard to create, as it happens.) . Suddenly, you are faced with having a different talent availability from what you had used previously. There are number of ways around this, the first and most obvious is pick a following career that most suits your basic one and you’ll wind up having the same types of talent slot, and maybe even a new one to play around with. So if our maneater were to pick a new career…

Yes, there is no need to tell me that the ogre cannot ride a horse, look at the talents, that’s the example I was trying to use. Suddenly someone with perhaps three tactic talents is reduced to using only one per session. What’s our first suggestion? Obviously an ogre maneater should not become an outrider, at least for the sake of the poor horse. But also, maybe he should consider veteran, a career with two tactic talents and a reputation slot. Obviously this is much more practical for him. Even still, inconsistencies will occur. What about mercenary? It has a tactic and a focus slot for talents and most combat careers of higher tiers have only reputation slots. Would it be unfair to force the player to only use talents he has slots for? Perhaps.

The two things that are worth considering is that aside from the talents and the career ability, there is very little to actually differentiate careers from each other. A career defines which skills can be purchased but in this there is potentially a great degree of flexibility for the character. Enforcing talents does tend to compel characters to start acting within the bounds of their character, it also prevents slightly bizarre and unusual career changes, where someone careens wildly between, say, a combat career and a spellcasting career. The second thing worth considering is that a well chosen career sheet allows the players to use those talents they can no longer fit onto their sheet.

So much for talents, more towards the end.

 

The party sheet initially seemed…like a mechanic with potential. It certainly caused a few outbursts. People were angry and delighted with it in equal measure and frankly, I’m starting to laugh at all the furor, because now, several years into WFRP’s development, party sheets aren’t really getting the kind of use they should be.

It seems that a lot of people are confused and slightly annoyed by party sheets and they occupy some kind of limbo of either being too powerful or not powerful enough. So let’s have a look at how they ideally work.

 

Party tension pisses you off. A little. Not a whole lot. You bicker amongst each other and the GM moves it up a notch, ooooooooooooooh shiiiiiiiiiiiiiitt!!!!! When that tension marker reaches stage four, you get a point of stress! One! That’s enough to… Oh hang on. But you don’t really want it to be that harsh, tension between your group should have it’s own penalties like your party eventually stabbing each other in the back. If suddenly everyone was sprouting crippling injuries and insanities  then they’d stop stabbing each other in the back. You don’t want that, do you? The tension track comes down on the side of interesting, cute mechanic that doesn’t suddenly force your otherwise completely assymetric group to start cooperating like they can read each other’s minds. Despite this, I don’t use mine enough. I just forget, I guess that’s why I’m better off playing fighter characters or characters with no one-shot abilities, I just don’t think to use them. Admittedly, there are plenty of chances to use it, I’m just too busy murdering people. I may put it in the hands of someone else and see what they do with it. Maybe, seems to work with my online group.

Bloody hell when did this post get this long?

Special abilities get used… That’s really up to the PC’s to do, the troll slayer in our group used to burn through stress and fatigue like they were fine Cuban cigars at even the hint of improving his damage output. Not so much any more, I like the mechanic just because if you pick a good one, it’ll tie the group together.

Fortune points…. Right… Someone needs to come back and remind me to start putting fortune points into the pool because, again, I keep forgetting, whoops…

Talents? Yeah, I’m definitely glad about them. It’s a place where you can put that talent you can’t use. It also means you can get other people to start benefiting from your assistance. Really, it’s a way of giving everyone a little perk and tying the whole group together.

 

Now on to why I’m posting about the two of these things together and why this post is STILL GOING.

What happens if you don’t use either of the above?

I’m specifically talking about abandoning the slotting mechanic and the party sheet. First, one follows the other, if you abandon the party sheet, you’ll likely wind up abandoning talent slotting later on down the line and vice versa. What happens? You’re characters become individually a lot more powerful. Without having to worry about which talent does what, you’ll find your PC’s picking up a lot more of these talents. They can benefit from all of them, why not? Also, exhausting talents carries a lot less threat than if it’s choking up one of your available slots for three rounds. Also, I’m not going to keep track of all their bloody talents so I can bet my balls to a barn dance that one the cheeky buggers will pull something out I hadn’t expected.

Your characters also don’t have their party sheet tying them together. I’m not saying they or you are going to suddenly throw your stuff into the air and wander about leaderless. I still think a little mechanic that pulls people together goes a long way. It’s got a little reward for cooperating and a bit of penalty for acting the maggot. Leave it behind and your players are more want to think about themselves over the actual group.

You’ll notice that neither of the above seem all that severe. Which means that making the decision is now in your court. It’s probably pretty obvious that I’ve made my mind up, but I can see a lot of people looking for their group to interact in a particular way. I’ll say this, nuking the slotting mechanic will give your characters a lot more ability. If you want more powerful characters, it’s worth a thought.

 

Not putting this post above 2000 words.

Thanks for reading!

First up, the guys over at Reckless Dice were cool enough to give me a shout out, which I really appreciate, if that’s what landed you here, then maybe you should head on back there and comment on one of their podcasts, because they appreciate a kind word as much as me, bless ’em.

This post is about something that is very dear to some people’s hearts and also decidedly UN-dear to others.

ELVES.

Before diving into what’s potentially good about them, I should probably lay my cards out on the table and say that I personally, do not like elves. I don’t like elves for a lot of reasons, some of them reasonably well justified and some of them not so much. Sufficed to say, too many representations of elves are, to my mind, a depiction of an unnaturally hot person with pointy ears and penchant for poetry and lying in the half light of their solarium, looking whimsical and hot. Also, elves are better at everything, always. That second point is the one that gets me most of the time.

However, if you happened to read my “Quite the character” for my online wfrp campaign you will notice my current character is not only an Elf, but I’m having quite a lot of fun playing her. I guess that makes me a bit of a hypocrite, but it also serves to point out that there may not be as much wrong with the actual concept of Elves, rather, it is their representation that seems to stick in my craw.

So let’s put on our robes and our wizard hats and deconstruct one of the most well known fantasy races and see if we can find a way of playing better elf characters. Let’s ask ourselves, what is it about elves that makes them so interesting and different?

1. Elves are hot.

Nope. I don’t accept that at all. I’ll happily accept that they have very angular features and maybe that does something for you, but that doesn’t make them hot. It just makes them angular.

2. Elves are graceful.

So is a ballerina, NEXT!!!!!

3. Elves are tall.

So if I play an ogre character will that make people write slash-fiction about me?

4. You’re not doing this right, Elves are really cool, you need to pay close attention to how amazing they are at stuff.

I’m aware that I’m arguing with myself, trust me, this is going somewhere. If you play an elf character because they can do things better than everyone else, then your not playing an elf, your playing a normal human with an agility bonus. Your not playing to the things that make elves so different from humans, which they are, otherwise, they’d just be a human with an agility bonus, wouldn’t they? Which brings us to our first REAL point.

5. Elves aren’t human.

Maybe they have a fatal allergy to soy beans, maybe they all have a third nipple, but there is definitely something inhuman about elves. This doesn’t mean they’re a shower or arseholes, (that will be covered later) but it does mean that they have developed with a seperate moral system from ours. Basically, take a concept we all understand painfully well. Let’s saaaaaaay, sadness. Now remove it from your life. You no longer feel this feeling, if I call you a dickhead, the insult flies over your head, your feelings are not hurt, because you do not feel sadness, leaving only a mild sense of confusion as to why I have claimed you have a penis sprouting from your forehead. This gives us a bit of an idea of how they act, but it probably isn’t completely accurate. I’m certainly not trying to say that elves are amoral. Maybe some of them are, but they will have a different moral compass and react to some things quite strongly, while reacting to others like they don’t even matter. If you give the character a little forethought, then this can make for quite a striking character quirk.

6. Elves don’t die.

I hasten to add, under normal circumstances. This ties well with both the above point and any reason your character has for adventuring, because as reasons go, it’d better be a good one. An elf that stays at home in said solarium doesn’t run the risk of having nothing to do for the next eternity aside from push up the daisies. I’m also fully aware that in many systems elves don’t live forever, but they certainly live longer than Wurzle T. Wurzle growing turnips out of his ears, so you’re still throwing away an awful lot. Another issue worth considering is, do Elves go to the same afterlife as us? If your looking for a truly interesting take on things, have elves go to a different sort of afterlife than humans, a la Tolkien’s “Elves get to hang around in this hall until hell freezes over, but humans? Ahhhh, they get the mystery bonus prize…” Perhaps living forever isn’t as big a problem when the veil of death is no longer such an issue.

7. Elves are really good at stuff.

Or rather Elves can be really good at stuff. This actually really annoys me, as facts go and I’m sure it annoys a lot of other people. An Elf picks up a paintbrush, oh look, another masterpiece! Elf picks up a sword, behold, a warrior without peer! Elf picks up a tube of KY jelly… The point is that elves get on everyone’s goat because they’re just better at everything. So use it. I see so few people playing Elves that are arrogant jackasses. I understand that elves can be very noble, but they can also be pumped up jerks who laugh at your every attempt to do anything. It’s likely to cause a certain amount of tension, but if you played a well rounded group who all knew their role within said group it’d be proper boring. It’s also a fantastic way of bringing up point five, as the elf struggles to understand why the humans are acting so strangely around him as he hands their ass to them at a game of chess.

Finally…

I still hold that elves are really annoying, because anyone that lives that long is probably going to be a tremendous jackass, but what I’m trying to do here is appeal to those of you that like a roleplaying challenge instead of appealing to people that have a thing for writing appalling slash-fiction, (so help me god if you post any in the comments I WILL FIND YOU and make your world a slash-reality.) and giving you food for thought for maybe your next character down the line. If this happens to spawn some amazing character generation gold, then by all means post something in the comments and I’ll see about doing a “quite the character” on them. Dwarves next time? It’s worth a look right?

 

Thanks for reading!

What to say about this particular post? It’s a piece about gaming, but not wfrp3? Aido, have you lost your mind? Yes, I have, did you know I just say “call me Aido” to most people and within a week most are referring to me as Crazy Aido? True story.

Aaaaaaanyway, bitterness aside, I picked up the L5r corebook today. Why? Because I figured it would look nice on my shelf full of core books for games I would love to play but never actually will. *sigh* Stupid miniscule Irish gaming scene. Regardless, I thought I would also give you all a brief idea of what the book is like and hopefully from this you can figure out for yourselves whether this might be the next system for you.

Currently I’m still tearing through the book snorting up the marvelous new-book-smell that always comes with these purchases. But I’ve digested enough of the book to be able to give an educated opinion of it.

First of all, you didn’t buy this book if you don’t like Samurai or Japanese culture. So we’ll just sort that part out right now. L5R is based in Japanese history, mythology and Shintoism, to varying degrees. If you for some bizarre reason don’t like these things, then I hope you kept your receipt. That said, the background of L5R is not actually based in feudal Japan. It is definitely based quite strongly on it, but likes to take certain artistic licence in some areas. (Samurai are all round decent guys. When the foreigners show up, they get their tails handed to them, samurai have absolutely no time whatsoever for gunpowder weaponry, I can assure you the last of these facts is complete bullshit.) However, what they have done with the vast swathes of information that exists on all these topics is quite exemplary. There is a decent history section at the beginning of the book, more importantly, there is a more considerable section on behaviour, something that lay at the core of feudal Japanese life. It stands to reason that if you want to run a game based in faux-samurai setting, you’d want to do more than just say your character wears his hair in a topknot and bows a lot. So the setting is quite well fleshed out, right down to the book being split into five sections based on the various “rings” in question. It’s also beautifully illustrated with really high quality art, calligraphy as well as each page having a traditional Japanese watercolour “look” to it, which I think is a really classy touch. All of this goes towards creating the background, so now then, what of the actual rules.

The dice mechanic for L5R hits something of a soft spot of mine, I’ve always been somewhat of a sucker for d10 based mechanics. M0st of those that I have encountered however, have been in the style of white wolf games, where you usually need to bring a reasonably sized bucket of said dice with you to work everything out (especially if your playing something like Exalted). L5R’s is different and interesting in equal measure and allows for a fairly varied degree of flexibility even within basic actions and that’s something I’m more than happy to get behind. Getting to the jist of it, L5R uses a “roll and keep” system that seems initially quite confusing and difficult, but seems like it would become fairly intuitive after only a short period of time. Essentially, each skill check takes the form of “XkY” “X” is the number of dice you roll, which can, potentially, be quite a lot. But hold your horses. The “Y” is the amount of dice you are allowed “keep”, so if you roll 10k2, you roll ten dice, but you are only allowed keep two, for the purpose of figuring out what you actually scored. These “kept” dice are then added up to work out the exact score you rolled, if it beats the target number of action, (lower for easier actions, higher for actions like convincing people to gargle scorpions.) then the action succeeds. If your feeling brave, (or indeed, stupid.) then you can add a raise. A raise raises the target number by five, with the benefit that you can gain an additional bonus from performing said action. It also gives you a hefty run of things you can do with all these raises, from having an extra sugar in your tea to disembowelling yourself in a very honourable fashion.

 

Character creation. Right off the bat, characters seem a lot less super powered than their other d10 based counterparts. Aside from the roll and keep mechanic making rolls decidedly more hairy, there is a lot less to play around with than would be given as part of, say, a “Vampire: The Masquerade” character. A really good attribute in this game is a five. If you have that, you’re either an horrendous cheese monger or you’ve gimped every other stat you have, which will have consequences down the line. There are some additions to your base attributes, (which all start at two.) but after that, your meager stats and skills have to be upgraded with an even more meager series of experience points, then BAM, you have a character. You’ll more than likely get a very good “roleplaying” charactt er, good at what he does, not so great at everything else and likely to have a secondary thing that you thought “screw it I’m not doing anything else with the points.” that you dumped your last few xp into. There are also advantages and disadvantages. They add certain flesh to your character and also give critical advantages within certain other areas. You obviously want to be a pain resistant Samurai, you don’t mind being a bit crass. There are some great tweaks to add here as well.

 

Finally, the devil is in the detail, how does actually running to game work, for the GM and for the players? Well, I don’t know, I’ve nobody to play the game with, BUT, there is an adventure at the back of the book, so let’s ruin that for you. The starter adventure however, is incredibly interesting because it potentially has no combat. None. Not even a spitball. There is the possibility of a duel at the end, but you can either work your way around it or even get another NPC to fight it, (you don’t want to actually fight the guy, he’ll tan your hide.) but what makes this little adventure much more interesting is how they load on the aspect of L5R so potentially interesting. Etiquette. In particular, Japanese etiquette, which stands alone as the most reserved, archaic form of respect imaginable. Did you know you are expected to refuse a gift three times before accepting it? You do now. That’s the first of a huge long series of social moors you’re expected to stick by. Amusing isn’t it? Suddenly you’re not playing Moritomi the slanty-eyed swordsman, you’re getting into the game and learning what it actually meant to be an anally retentive samurai. I purposely kept this bit from the character creation part because it seems to be more a factor of playing the game than character generation, but there is a long section on honour, glory and status. In short, your character has a personal record that he needs to be mindful of as he acts, because one false move and people start talking about you like you’re covered in bees. This is a whole aspect of the game that a lot of people might overlook, but it’s what really makes it for me. After all, you can play pathfinder mods for an eastern setting till your blue in the face, but this setting seems to have done all the work for you.

 

In conclusion, if you like samurai, eastern settings and have watched altogether far to much anime and Akira Korosawa films in your formative years, then this is the game for you. If you like uncomplicated, hack and slash games, it probably isn’t, and your money is better spent on another pathfinder sourcebook, If you are looking for a genuine roleplaying challenge, then I recommend this book.

Right, before I start here, I’d like to thank everyone for reading my blog over the past few days. I’m not saying I’m internet famous, but there does appear to be slightly more interest than there was the week before, I’ve got you guys to thank for that, cheers. Nice to get some acknowledgement.

I decided I’d write something on internet gaming since, if you’ve perused the glorious links above my page, you’ll see at least one of them is an internet campaign. There might even be another one after the weekend is out, I’m just that busy soulcrushingly bored.

I’ll be speaking mostly for real-time gaming because unfortunately, I have yet to get into a solid play-by-post game, I’m certainly not saying those are bad, but when I do sign up for one they tend to fall on their face a bit quickly, which brings me to the first, most important point about internet RPG’s.

1. PREPARE FOR DISAPPOINTMENT.

Did that sound a bit harsh? I didn’t really mean it, honest. However, if you are trawling the 1nt4rtub35 for games, then, yes, be prepared for disappointment. The reason for this being that nine out of ten games are going to fall flat on their faces. Some are going to die in the looking for players phase, some are going to get strangled by international timelines others are going to get tantalisingly close to actually running and then the GM or half the players are going to fall off this plane of existence. (I like to play games with myself at this stage and imagine what horrible crime they have commited that has forced them to flee into dark corners of the world.) But to put it plainly, don’t get excited until your actually sitting in front of the computer, playing the game. Even then, see above, prepare for disappointment, because a lot of games tend to go screaming in flames into the deck after only the first session. The best way to prevent this is:

2. Communicate with EVERYONE.

The more you get along with everyone, the better the game will run. Endeavour to communicate with your GM at least once via voice chat before the game itself runs. Get his e-mail address so you can harass his ass when he doesn’t show up. If you are the GM, harass everyone else in return. Leaving everything on a forum seems have a horrible death knell of “Oh we were about to run the game then I disappeared off the face of the planet for six weeks, LAAAAAWL.” See about setting up some communication for the sake of character gen and JUST GET TALKING. This is easy enough for someone like me, because as everyone who knows me knows: I am an incurable loudmouth. I know some other people might not like the idea of shouting at others, but it’s what a  lot of other people go on to the internet specifically to do, so you will have to overcome your inhibitions somehow. Neither am I saying you will be shouting, but talking is going to take up a huge amount of this game, so get into it. Also, if, like me, your too cheap to pay for video feed on multiple channel conversations on Skype, then you’ll find yourself talking over other people a lot so getting over your first game nerves will be interesting. Speaking of Skype…

3. Use ALL the tools!

You’ll obviously need some kind of chat… thingy to make this thing work, but don’t stop with just that, because there is potential for you all to get a lot more out of your games by using the various tools that are out there and some of them are really great. You can see our group has an Obsidian Portal page, those are great for doing after game shenanigans and write ups and fluff for your character. If everyone has maptools then you can run a game that’s heavy on the gridboxes like D&D or pathfinder. There are loads of other tools that you can use as well, the most immediate that comes to mind is Fantasy grounds, but bear in mind you and the other players will have to pay for it, I’ve put the stuff I know about down below.

Obsidian Portal.

Maptools

Fantasy Grounds.

Added to this are the rake of online dice pool rollers, character sheet files and rolling verification sites, basically, if you want to run a game and you’re thinking, maybe I don’t have the facilities, or certain parts of this game will be more difficult to run over the web, chances are someone out there with infinitely more skill with computers has created a program to do it and is probably offering it on the web for free, or at least for half nothing. What are you doing, not supporting indie computer development? Get out there and buy some of their stuff before Bill Gates and Steve Job’s ghost take over their brains…

In conclusion…

Internet gaming like this and play by post games are likely to really develop in relation to their face to face version since getting groups together can sometimes be difficult, especially with the wide variety of systems out there, how do you know your system will be the one that anyone nearby will have. I responded to the initial advertisement for a game because I couldn’t find anyone to play wfrp3 with, anywhere throughout Ireland. Now there is a slowly growing community, (which I like to think I played a part in encouraging, checks made out to cash please FFG) but I still love my online campaign. I think most RPG developers are going to have move into future with the idea that a lot of the players playing their games will be doing so over the internet featuring strongly in their planning. I don’t like to boast* but our current game has players from three continents. So, take heed of the above, stay the course and you’ll finally get that game you were looking for…

I’d like to ask anyone that read this if you know any helpful applications or websites that can be used for online RPG’s, if you’d like to stick a link in the comments, that would be great. Cheers.

Aido.

**Edit: I haven’t done this page justice without mentioning the ocean of forums that support pen and paper gaming and huge LFP and LFG functions, get your lazy butt out there and check them out, they are leading the charge with these things.

The tangled web. (Personal favourite, spiders, yadayadayada)

Pen and paper games.

RPG.net

That’s a brief smattering if you want more, post me some suggestions!