So, my attempt at using RPG methods to run a wargame for beginners didn't work out too well. This appears to have been because of confused expectations on the part of new players. I still intend to try the rules solo, as I won't have complaints or arguments. (This is not to say that the complaints or arguments were a bad thing! I made sure to tell the teens that afterward - that it was a playtest, and that I genuinely appreciated their feedback.)
I intended it as a testbed and taster for the weekly RPG I intend to run in summer. Several years ago, using free kriegspiel was successful, but these aren't the same kids or quite the same environment. I'm undecided whether to run FKR at this point (easier for me and any substitute GMs) or something with greater structure and granularity to excite the teens and get them to come to the next session to use their levelled-up stats.
Friday, the American Library Association Gamer Round Table had a short webinar on quick-and-simple RPGs for library programmers. I missed it, but excellent timing anyway, as just this week, I received the PDF version of a new edition of the book that got me started on that first campaign, Xtreme Dungeon Mastery by Tracy Hickman.
I initially used the ruleset in the first book, eventually converting it to a set inspired by XDM and written by Andrei Baltakmens of the RPG Tinkerage blog. The Hickman rules have changed a bit and are slightly more granular - thus possibly more appealing to teens who, like my players last week, wanted greater specificity in their rules.
The book itself, while retaining the humor, is less wacky and better arranged, partly by putting the tables and over-the-top bits in the appendix. The sections on designing and running a game have been significantly expanded, technical aspects are updated, and there is an extremely useful added portion on making the game accessible, comfortable and safe for "nontraditional" players.
The rules are also better arranged - particularly the character sheet, which was barebones in the first book but now has sections for things like equipment, skills and background. It's also a more traditional "roll-over a target number and add your stat" thing (the three stats range from 1-8) and has more guidance and examples for the XDM. I will try it. My hope is to playtest some roleplaying rulesets and settle on one before the official weekly program starts in June, and I'm lucky to have a tolerant YouMedia staff and two potential backup gamemasters for emergencies.
What I do have to be careful about is making time for the playtesting. I was unable to run Dragon Rampant on Thursday because the day's schedule was already set in stone and I was on desk at the best time to play with the teens (4:30 to 6, it seems). I'll have to make sure that I'm free more often at that time for such impromptu games, and I have selected it for the registered programs. It was encouraging to know they wanted to play again, but discouraging to disappoint them - though when I poked my nose in the door of the teen space I found them making their own card standups of Warhammer Fantasy Skaven! So on Friday I brought in a few old Warhammer army books to whet their appetites. I have a couple Fantasy starter boxes that would be good for giveaways, game experiments and possibly painting-program test subjects.
This post was supposed to just be about the rules I was thinking of using, but at least that dovetails with other aspects of programming. I've two sets in mind at the moment - Gateway and my own "hack" of Baltakmens' work.
Gateway is a free cut-down version of Dungeons & Dragons 5th Edition - it really retains only the skills, and uses the Advantage/Disadvantage system for adjudication. For those unfamiliar with DnD, this is a simplification of earlier rules which provided specific bonuses and detriments for specific circumstances: -2 for dim light, +2 for having masterwork tools, and the like. Instead, you roll your normal check with a D20, but include an extra D20 and choose either the highest or lowest score, depending on whether you are at an advantage or disadvantage. So character creation is fairly simple - you enter pluses and minuses on the character sheet to, for example, note that your Wizard has Advantage on Magic and Lore checks, but Disadvantage on Melee and Survival checks. Play involves no math - no addition and subtraction of skills, stats and equipment bonuses.
In the past, I've found that new players still struggle to build their first character, even though it's just selecting skills or abilities to give pluses or minuses, and devising starter characters beforehand is better. The reason I'm considering it is that my teens prefer games where they can level up, and it is easy to improve a character quickly by selecting new skills to have Advantage on, or Disadvantages to erase. It's relatively simplistic and openly designed not as a long-term campaign game, but as a "gateway" to more complex games. This is why it deliberately uses the simplest DnD mechanic, but there remains room for tinkering.
My other tentative set is the one mentioned above, a one-page, 500-word "hack" of Andrei Baltakmens' work. I haven't actually run it, but I've been writing and rewriting it off and on for several years, and it would be a good idea to actually playtest it before it becomes a mess, as things you rewrite over and over tend to do. I also condensed it into 200- and 100-word versions; you'll find the 100-word version here.
Like XD20, there are three stats, which I've named more clearly as Physical, Mental and Spiritual. I've also added two elements from the Fantasy Flight Warhammer 40,000 RPGs I was reading at the time: Corruption and Sanity mechanics, and a drastically simplified crit chart:
Roll a D10:
- 1-3: minor injury - bruising, scratches, etc.
- 4-6: major injury - bleeding, lost extremities etc.
- 7-9: critical injury - bleeding out, lost limbs, etc. At DM's discretion, roll to stay conscious or alive.
- 10: dead.
The corruption and sanity can be left out (except perhaps for Halloween sessions?), while for gritty games the crit chart can change to 7-8 crit injury, 9 dead, 10 messily dead, as in the 40K games. So basically a combination of Baltakmen's own very useful Rough Chances chart, Dark Heresy, Tristat, and DnD, suitable for quick creation and beginner play in any genre (though I'll stick to generic fantasy for now).
Which will I use? No idea at this point. Still hoping to get a wargame in next week, and after that I'll try to playtest simple RPGs and poll the players on what they think works. Wish me luck!













