Loader image
Loader image
Back to Top

Roleplaying

Nerdarchy > Roleplaying (Page 24)

Four Reasons We Think You’ll Love Open Legend

open legend roleplaying D&D  Four Reasons We Think You’ll Love Open Legend

Written by: Ish Stabsoz

We know that RPGs are a dime a dozen, and that you can find a system out there for almost any type of game you want to play – and that’s exactly why we are so honored to have a chance here on Nerdarchy to talk to you about why we think you’ll love Open Legend. In this post, we’ll explore the reasons we created Open Legend and talk about why we’re so excited to share our game with the roleplaying community.
It plays like D&D but with more creative freedom
Open Legend was born out of a frustration with a game that we grew up with, a game that we loved (and still do), but, ultimately, a game that held us back from achieving the stories we wanted to tell. It was in the midst of 4th edition D&D that we began experimenting with the home brewed system that eventually became Open Legend. Our experience with 4e was the same as a lot of hardcore D&D fans: it felt too restrictive.

Obviously, we aren’t trying to bash D&D. It’s a great game for players and GMs who want to tell fantasy stories with recognizable tropes and archetypes. And with the strides that fifth edition  has taken, D&D is perhaps the best game to achieve that goal in the industry.
open legend roleplaying D&D
But Open Legend was born out of a desire to let players tell any story at the gaming table that they had read in a book or seen in a movie. We didn’t want restrictions like pre-determined class abilities to prevent players from creating the character they’d always dreamed of seeing in action.

We think you’ll love Open Legend because even though it isn’t D&D, it still plays a lot like the roleplaying game that introduced most of us to the hobby. We love what games like Dungeon World, FATE, and Cypher have done to challenge the expectations of how a roleplaying game feels, but we also realize that not everyone is looking for that sort of paradigm shift. A game of Open Legend still feels a lot like D&D. You still roll for initiative, combat is still conducted turn-by-turn and blow-by-blow, and hit points are still the primary indicator of your character’s health.

“Watchdog” – Out of The Box #23 D&D Encounters

Out of the Box Encounters Using Daern’s Instant Fortress Introduction:

out of the box encounters daern's instant fortress Another popular cliche or trope that seems to endlessly occur in every D&D game is this: Defeat monster,   check it’s pockets, take it’s stuff. Here’s a way to rethink that. What if the magic item is part of the encounter. What if that magic item defined the encounter such that it makes it very difficult to acquire without damaging it. What if that self-same magic item was also highly desirable?

Now, let’s add something to that concept. Let’s apply a template to that encounter that takes a common everyday monster (zombie) and applies it to a monster less common…say, one that makes it harder to just take the magic item?

Character Progression – Awarding Experience and Rewarding Players

experience character progressionThere are about as many different ways to handle character progression as there are role-playing systems, but most commonly they revolve around one tantalizing resource – experience points. It might go by different names or work differently from system to system, but at the end of a session most players are excited to rack up some XP. Loot and items may come and go, but XP is a permanent reward, one which drives the game forward and works as a proverbial ‘carrot on a stick’ for your players.

So how, as GMs, do we hand out this resource? Some GMs meticulously calculate exactly
how many points each character receives, while others eschew the XP system entirely and
give out levels at narrative milestones. There’s no right or wrong way to handle character
progression, but it is important to make sure that whatever method you’re using is right for
the players in your group, and that everyone’s on board.

Keep track of it all with Digital Character Sheet

digital character sheet

Recently I had the opportunity to speak with Nathan Thurston, the creator of Digital Character Sheet, in order to learn about his product. Instead of me telling you about it, I thought I’d let him fill you in. My questions for him are in bold, followed by his answers.

What exactly is Digital Character Sheet?

Digital Character Sheet is software that replaces or supplements a Tabletop RPG player’s character sheet. It was created out of a desire to break away from the sometimes hard to fill, awkward form-fillable PDF character sheets, and provide a more elegant and sensible avenue to store character information.

out of the box encounters

“Mirrors of The Soul”- Out of The Box D&D Encounters #16

Introduction:
  DMs everywhere will agree on one thing: players will meta-game, even if subconsciously. Because of out of the box mirrorthis, it can sometimes be hard to get players to try certain paths, enter portals, or take risks that are new. More experienced players tend to be guilty of this whereas brand new players are not.

 

  Sometimes, the trick to getting the players to get their characters to act in a more adventuresome manner is to use their own meta-gaming outlook to trick them into taking a new chance or trying a new thing.

 

In essence, you have to out-meta the meta. This encounter is one of those pieces of trickery, and all through the use of a D&D classic – “the secret note”.

 

  This encounter requires a little bit of preparation ahead of time. You will need to prepare two stacks of notes, one blank and one pre-written, all on identical paper. They need to be kept hidden behind your screen or in perhaps a box or other container so that the players have no foreknowledge. One stack will have the same message on all of them.

 

The other stack will be blank. Both sets of notes should be individually folded up so that any contents cannot be seen. When you produce these notes for the players it cannot be noticed that they come from two different piles from behind your screen. A good “poker face” would help here. 😉
Environment: Dungeon (*special)
Suggested level: any
DnD torch totch

Torches: Not so Bright an Idea!

Torches were a useful thing to a warrior of the past. They allowed for the easy transport of  relatively DnD torch torchstrong flame, which could be useful for several things including the rather deadly and destructive use it had in burning towns and buildings and such. This was especially useful in the past, where fire fighting was a fairly uphill battle (and still is to some degree) and when a single fire could burn entire cities at times. The point of this article is not to say torches are useless but to say instead we’ve all been using them incorrectly, be they in movies, games, or just about anything else. Essentially, torches were many things but they were not especially good at lighting your way.

Torches do not make good light sources nor, more importantly, did people of the past (for our sake lets say medieval people since this site and myself mostly talk about fantasy games) attempt to use them for light very often at all. They last about thirty minutes, create a massive amount of smoke, and there are better options, namely lanterns, lamps, and candles. Torches created so much smoke you would likely soon die if you took it deep underground since you would fill up the entire cavern/dungeon with smoke. Also note though that night blindness is very real, and torches are an undirected bright light that constantly shines in your eyes.

It would be extremely hard to see anything beyond twenty feet or so. One might argue that in a fantasy setting, like the ones many of us play games set in, the components making up torches are made of better and less smokey (and less smelly) materials than the smelly tar that made up a lot of what made historical torches flammable (modern torches are different). To which I say….fair enough and I have no counterpoint except to say games like DnD seem to at least imply their real world items are supposed to be historical and only their magical/fantasy items are intended to be taken as completely made up.

When is it okay to Voice Disagreement with the Game Master?

gameArrows are flying. Swords are swinging. Blasters are blasting. And suddenly your character goes down in a fight because of what you perceive to be a stupid ruling from the game master.

Game MasterYour blood boils and your temperature begins to rise. What you want to do is curse and yell at the game master, informing him or her just how much of an idiot they really are. Or maybe you want to break into the middle of the game and argue about how the game master’s ruling was bad or unfair.

The Mystery Your Missing in D&D 5e…

drg359_unsolved_mysteries.previewHello fellow Nerdarchists, Hope to see you all having awesome game sessions! In this article I wanted to address the common problem that a lot of game masters have trying to keep their players engaged by using the elements that are at the core of the RPG and that is… Mystery!
I have been recently tasked with running a large group of new gamers and teaching them the game of the newer Dungeons & Dragons 5e. So, with more players added I found it hard to keep each player involved on a personal level as well as how to keep the game sessions intriguing. I wanted to share with you a few tricks I learned about how to use Mystery as a tool to keep everyone happy and having a good time. On a side note, I usually don’t feel comfortable running a game for more than five players so with seven players it has become a bit of a challenge. So let’s get started…
First, I in general character backgrounds are normally a great way to engage players, but when you have seven people at the table it can become a bit overwhelming. Luckily for me my custom game world “Dark Myth” had a built-in way for me to deal with this being a Time Line. The time line in a game setting can be an easy way for players and DMs alike to quickly and easily come up with back stories to link things together. Also it can leave quite a bit of room for mystery such as “Why, did the war start in the first place?” or “Who is the spy” and many more. Questions like these can lead to a whole plethora of time-line related mysteries to keep gamers on the edge of their seats!

“It’s a TRAP!”… In Dungeons and Dragons 5e

Capture “The party steps inside the cavern as their rogue gives the “all clear”. Suddenly they realize that the shadows on the edge of the room begin to move and out of the darkness they hear the sounds of blades being drawn! The party’s rogue steps forward and says, “Sorry guys. I’m just in it for the gold!” Outnumbered they are taken prisoner!”

“It’s a TRAP!” The oldest line in the book, and in my opinion one of the best ways to add drama to a story. Today I want to cover a few ways to catch your players off guard and force them to use their wits and skill to solve their conundrum instead of their brute force or magic items.

How Do You Capture Your Players?

In gaming as in literature, the villains make the heroes

snidley

Can you name this villain? Here’s a hint: He’s a certain Canadian mounty’s worst nightmare.

What is a hero without a villain? Not much, I’d say. Oh, a character can still be the main actor of a tale, the protagonist of a story, but without that villain, the hero can’t really be heroic.

Some might argue there are tales of heroes without a villain, such as survival stories in which the hero bests the elements to save the day, or maybe a romantic tale in which there is only a misunderstanding between love interests though eventually one or both of them proves their heroism by overcoming that misunderstanding. To that I say the villain is still there, but is not so readily seen. In the survival story, the elements themselves can be the villain. In the love story, if there is not an out-and-out villain, the misunderstanding that brings about conflict can be the villain. Sometimes the villain is the hero’s own inner struggle.

Player Tips – Ways to get More Immersed in Your RPG – Part 2

player tipsLast week I talked about a player tip about using a description of your character. You can read about it here.  I am going to continue this discussion with another way to be more immersed in your character.

And that is Player Tips: CHARACTER VOICE.

Every day we speak.  We use inflection, volume and other characteristics to send a message.  Many actors are given over to their characters and develop a voice that makes sense to all aspects of the character.  Even if you are not playing Dungeons and Dragons 5th Edition all characters have a race, a background and some sort of profession.

Does the character voice make sense for all of those pieces.  If not is there something cool or interesting about that character that makes them speak in an unusual voice?