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In the controversy topic, there was a sort of discussion about Dungeons and Dragons, and I think it deserves its own topic. (The topic in question has since moved on to other things) Further, I think some people are interested in discussing this sort of game, but would rather avoid controversial topics like politics.

So, here it is, but first, a bit of terminology:

TRPG refers to Tabletop RPG, that is, RPGs that are played with other players and not on a computer. In particular, TRPGs are not computer games. Dungeons and Dragons is the most famous example, but not by any means the only one.

CRPG refers to Computer RPG, that is, computer games that are commonly classified as RPGs. Note that CRPGs based off D&D are not the same as D&D itself, since they implement only some of the rules, and sometimes misimplement them. (Example of the latter: In AD&D (all versions, to my knowledge), Power Word, Kill kills those with 60 *current* HP or less, while in Unlimited Adventures, this same spell only works on those with 60 *maximum* HP or less.)

Anyway, feel free to discuss any TRPG in this thread.
I've never tried a tabletop RPG.

Which is odd, as I would seem to be the perfect candidate. I'm a nerd. I love Tolkien. I love sci-fi. I love CRPGs to death, having pored untold hours into most of the classics and many others.

But I have two main problems with the traditional, table-top games.

1) What do you mean, I rolled a miss? Roll it again. Roll it again, asshole, or I'm going to belt you one across the mouth. Wait, what do you MEAN my poison save failed? I have, like, the magic vest of poison saving +20! Don't tell me you rolled a fail behind that stupid folder! f*** you, you pizza-smelling (etc etc etc)

2) I always felt, as a teenager when it was the correct and proper time to begin a career in the D&D world, that if I ever rolled a 1d20 once... just once... I would never ever ever ever touch a vagina.

Loved me some BattleTech back in the day, but there's no DM to deal with and the chicks dug it. OK, well, there was no DM anyway.

These days, with fewer concerns and a mellower outlook, I could probably dig it. Just seems like the opportunity passed me by.
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yogsloth: 1) What do you mean, I rolled a miss? Roll it again. Roll it again, asshole, or I'm going to belt you one across the mouth. Wait, what do you MEAN my poison save failed? I have, like, the magic vest of poison saving +20! Don't tell me you rolled a fail behind that stupid folder! f*** you, you pizza-smelling (etc etc etc)
I would like the pseudo-random distribution for chance mechanics instead of the original D&D rules.

For example if you have 20% chance to do a critical strike, the first attack you actually have about 10% chance to do a critical hit.
If critical hit does not trigger, the next attack give you 20% chance to have a critical hit.
Still no critical hit? The third attack give 40% chance.
Still no? the forth attack gives 80% chance.
No? The fifth attack give a guaranteed 100% chance for critical hit.
After you deal a critical hit the chance drop to 10% again.
If you can get a critical with even 10% chance your next attack will have 5% chance.
Still critical your third attack will be 2.5%
Lucky enough to win the lottery? 1.25% chance for next attack
Anymore and your luck will not save you, you will have 0% chance for critical.

Something like that so I would not miss against the rat 5 times in a row.
It's been a long time since i played a tabletop RPG...so my only contribution is "memory lane" stuff. From way back.
We had a varied (not just nerdy thick rimmed glasses types) group that played when we were kids between 84-87, secondary school years. I started as a DM with basic D&D and we soon moved onto AD&D...which i suppose was 1st edition rules. Lots of fun and fond memories. I was not a "rules lawyer" style of DM. If the players were making an effort and role playing well, then i would fudge the odd unfair die roll against them for example- without them knowing.

I couldn't afford the premium TSR modules, so i scraped money together to buy White Dwarf mags and adapted the mini modules contained in WD into bigger campaigns of my own.
An odd thing about my player group was that they preferred low level AD&D...when they got to about level 12 they always lost interest and asked to start a new low level campaign.

A couple of the other guys in the group also ran campaigns as GM's for Traveller (by GDW) and the James Bond 007 RPG (published by Victory games- more known for hardcore board wargames). In hindsight i think Traveller game system was possibly the best of the lot, even better than D&D.

But my absolute favorite to this day (though maybe not a true RPG) was Steve Jacksons Car Wars. It was more about the tactical combat and vehicle design than role playing....but a good GM could still do damn fine campaigns with a lot of role playing included just the same. I STILL have all my Car Wars stuff, and i'm still waiting for that PC adaptation (Autoduel doesn't count).
Post edited January 18, 2016 by CMOT70
I just to be heavily into P+P and Live Action roleplaying back in my late teens early 20's. A combination of having a family and moving away from my friends put a stop to it. But still have all my books.

Do you know Vin Diesel roleplayed and still does.
Most of my roleplaying was AD&D 2nd Edition (although I played a bit of Paranoia, Shadowrun, and various others).

I like that there are more freeform games these days, that are more role playing than roll playing, such as FATE. Haven't played them (I haven't played any P&P RPG in recent years, except for Hero Kids), but I did read the FATE Accelerated booklet I got from the FATE Core Kickstarter campaign.

So to plug FATE to the end, where you can download the core books for free, and [url=https://www.kickstarter.com/projects/evilhat/fate-more-from-bits-to-books]here's the currently running Kickstarter project to put some FATE books into print. For $10 you'll get the PDF versions of all the books funded by the project (so far Do: Fate of the Flying Temple, Venture City and the Atomic Robo RPG supplement Majestic 12, with Young Centurions the current stretch goal).
Post edited January 18, 2016 by ET3D
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yogsloth: 2) I always felt, as a teenager when it was the correct and proper time to begin a career in the D&D world, that if I ever rolled a 1d20 once... just once... I would never ever ever ever touch a vagina.
Here is something to think about.

There are documented differences in the way in which little boys and little girls play, and it turns out that girls are more likely to play pretend. If you think about it, a TRPG is really just playing pretend with formal rules to resolve certain situations. (Basically, if you are a player (not the DM/GM), you are pretending to be the character you made.) Therefore, it seems reasonable that girls would be interested in this sort of thing.

Disclaimer: As with any generalization about boys and girls, exceptions do exist.

It also seems to me that people interested in acting would love TRPGs, especially in campaigns focused on role-playing rather than combat.
Me and a few buddies used to host "Room In The Inn" -- a program where the homeless can sleep and shower and eat at a church. The church was a church filled with very old people and none could stay the night with the homeless. So we young folk volunteered to stay the night with them. So once a month on the last Thursday, we fed the homeless, put them to bed, and then slayed trolls and blasted gargoyles away for hours on end into the night.

Every now and then, one of the homeless folks was up for a game, too. So then we'd have guest appearances. Most of the guys had to work in the morning, though, so it was rare. Most had early-waking labor jobs, so they were in bed by 7 or 8.

Anyway, if you want to play some D&D, just go tend to some homeless folks and you'll have the whole night to have some fun!


P.S. Work the following morning was always hilarious. I usually had 4ish hours of sleep, had longswords in my dreams (that's not a euphemism), unshaven and unshowered. But the "I watched the homeless last night" card was an epic-level spell that nobody could roll high enough to save. :)
Post edited January 19, 2016 by Tallima
RPG refers to RPG.
CRPG refers to Computer RPG.
TRPG refers to Tactical RPG a subgenre of CRPG.
Back in the 90's, P+P (Pen and Paper) Role Playing the female of the species were rather rare.

At the big conventions, females were out numbered at least 10 to 1.

That said, our Live action Vampire game used to attract about 40 regulars of which 10 were ladies. I think at its height we had over 80 people on the books.

We had all sorts. There was a Lawyer, Teacher, social worker and a number of professional academics. Then on the flip side was a bouncer.
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Smannesman: RPG refers to RPG.
CRPG refers to Computer RPG.
TRPG refers to Tactical RPG a subgenre of CRPG.
What the OP is reffering to is P+P RPGS.
Post edited January 19, 2016 by mechmouse
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yogsloth: 1) What do you mean, I rolled a miss? Roll it again. Roll it again, asshole, or I'm going to belt you one across the mouth. Wait, what do you MEAN my poison save failed? I have, like, the magic vest of poison saving +20! Don't tell me you rolled a fail behind that stupid folder! f*** you, you pizza-smelling (etc etc etc)
Rolling impossible hits and failing is all part of the fun. It may seem frustrating if you've never played, but trust me, it's always a source of fun when you're playing with friends, and have a good DM. When you roll a 20 and succeed at something impossible you'll cheer like crazy, or laugh your ass off if it's something particularly ridiculous, and if you totally fail at something, it will also be turned into a fun scene. The thing is, in a tabletop game it's not about "wining" or "losing" like in a video game. It's about having fun and an epic adventure, and failure can be a part of that too. Even the death of your character is not the end of the game, and instead can be something epic, fun, and memorable. And the game will go on.
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Smannesman: RPG refers to RPG.
CRPG refers to Computer RPG.
TRPG refers to Tactical RPG a subgenre of CRPG.
PRPG refers to Practically an RPG
ARPG refers to Action RPG
aRPG refers to almost an RPG
ZRPG refers to Zebra-only RPGs
XXXRPG refers to an RPG that Vin Diesel plays
LMNOPRPG refers to RPGs that have too many acronyms
LARPing refers to playing RPGs in Los Angeles.
Post edited January 19, 2016 by Tallima
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mechmouse: What the OP is reffering to is P+P RPGS.
Forcing a retcon term on it isn't right.
Should we also call mail Tmail for Traditional mail or Pmail for Physical or Smail for snail mail?
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mechmouse: What the OP is reffering to is P+P RPGS.
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Smannesman: Forcing a retcon term on it isn't right.
Should we also call mail Tmail for Traditional mail or Pmail for Physical or Smail for snail mail?
Smail it is!
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yogsloth: 1) What do you mean, I rolled a miss? Roll it again. Roll it again, asshole, or I'm going to belt you one across the mouth. Wait, what do you MEAN my poison save failed? I have, like, the magic vest of poison saving +20! Don't tell me you rolled a fail behind that stupid folder! f*** you, you pizza-smelling (etc etc etc)
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Breja: Rolling impossible hits and failing is all part of the fun. It may seem frustrating if you've never played, but trust me, it's always a source of fun when you're playing with friends, and have a good DM. When you roll a 20 and succeed at something impossible you'll cheer like crazy, or laugh your ass off if it's something particularly ridiculous, and if you totally fail at something, it will also be turned into a fun scene. The thing is, in a tabletop game it's not about "wining" or "losing" like in a video game. It's about having fun and an epic adventure, and failure can be a part of that too. Even the death of your character is not the end of the game, and instead can be something epic, fun, and memorable. And the game will go on.
True. A good GM will turn failure into the next part of the adventure.

That is unless you've explained the players are hunting an explosive expert, and there is something odd with the rubbish around his lair. its too clean. No roll will save a player that thinks kicking the explosive filled tin can is a good idea.