The Role Playing Game Thread: Shiny Dice Roll Better!

I remember 8 hour risk sessions.
I've played long Risk games, but the longest gaming sessions were the Civilization board game (this was long before the first computer game).

There were some of us in the local SCA group who were into board gaming, so we'd get together for Civilization, Eurorails (or some other variant of the Mayfair rail games), or another that took several hours. One thing I remember fondly about the Civilization games is that we would roleplay the diplomatic treaties and negotiations (that basically amounted to "I won't invade you if you don't invade me" or "let's be allies and invade _____ and divvy up their territories"). So when the guy playing Crete turned to me and said, "Noble Illyria (the territory I was controlling), I have a proposition for you..." I knew that he was making a proposition to ally in some invasion of another player. In the trading round, there were disaster cards we could slip in with the shipments of grain or whatever other commodities (flood, earthquake, civil disorder, etc.). That's not the sort of thing that people usually mentioned in diplomatic negotiations, since the idea was to blindside the target(s).

The group was always required to keep their own map when I was the DM. I'd explain the terrain once and after that it was up to them. I always had the map so I never got confused :lol:
I'm a firm believer in maps, and making sure they're accurate. It annoys me profoundly when I'm playing Fighting Fantasy when there's no way to keep a coherent map (ie. in the Star Trek ripoff they did; mapping that one was impossible). Sometimes mistakes creep into the game and aren't caught during editing or beta testing, or there might be a situation where the PC is rendered unconscious and wakes up somewhere else or gets caught and taken somewhere else and there's no way to reconcile the maps.

I once got lost in the Maze of Zagor because I wasn't careful enough with my map. I couldn't find my way out of one particular area because what I thought was a solid wall was really a smudge from the eraser on my pencil. Once I re-read that section and fixed my map, I could quit circling around back to the room where the Dwarves were playing cards (they got progressively more pissed off every time I showed up again).

I've definitely played in groups that worked that way, and never had any complaints get too loud. I did concede though that when someone said "I'll duck into the passage on the left" and the passage was on the right it was awkward. I mean, clearly they aren't going to just run into a wall because five minutes back they misunderstood and drew a map wrong. They should be able to see the walls and know that their map is wrong. I dunno. I will say that the mat never had anything on it other than the immediate surroundings. If someone said "let's go back to that room with the statues" and no one really knew which turnings to take to get there that was certainly not the DM's problem.
Everything I've read about tabletop RPGs says that one player should be the one who does the mapping, unless the DM provides the maps (ideally only for the section(s) where the players either are, or have been). Otherwise, in the situation you describe, if they want to go back to a previous room and haven't kept a map, I'd make them do periodic rolls to see if they remember the way or if they get lost. If they take too long at it, a wandering monster encounter wouldn't be out of place.

In my novelizations of the various Fighting Fantasy books, I have my pov character make at least some attempt at a map. Actually, in Scorpion Swamp, one of the primary purposes of that quest is to make a map of the trails and clearings, and where the hazards are (as well as any friendly denizens who might live there).
 
I've played long Risk games, but the longest gaming sessions were the Civilization board game (this was long before the first computer game).

There were some of us in the local SCA group who were into board gaming, so we'd get together for Civilization, Eurorails (or some other variant of the Mayfair rail games), or another that took several hours. One thing I remember fondly about the Civilization games is that we would roleplay the diplomatic treaties and negotiations (that basically amounted to "I won't invade you if you don't invade me" or "let's be allies and invade _____ and divvy up their territories"). So when the guy playing Crete turned to me and said, "Noble Illyria (the territory I was controlling), I have a proposition for you..." I knew that he was making a proposition to ally in some invasion of another player. In the trading round, there were disaster cards we could slip in with the shipments of grain or whatever other commodities (flood, earthquake, civil disorder, etc.). That's not the sort of thing that people usually mentioned in diplomatic negotiations, since the idea was to blindside the target(s).


I'm a firm believer in maps, and making sure they're accurate. It annoys me profoundly when I'm playing Fighting Fantasy when there's no way to keep a coherent map (ie. in the Star Trek ripoff they did; mapping that one was impossible). Sometimes mistakes creep into the game and aren't caught during editing or beta testing, or there might be a situation where the PC is rendered unconscious and wakes up somewhere else or gets caught and taken somewhere else and there's no way to reconcile the maps.

I once got lost in the Maze of Zagor because I wasn't careful enough with my map. I couldn't find my way out of one particular area because what I thought was a solid wall was really a smudge from the eraser on my pencil. Once I re-read that section and fixed my map, I could quit circling around back to the room where the Dwarves were playing cards (they got progressively more pissed off every time I showed up again).


Everything I've read about tabletop RPGs says that one player should be the one who does the mapping, unless the DM provides the maps (ideally only for the section(s) where the players either are, or have been). Otherwise, in the situation you describe, if they want to go back to a previous room and haven't kept a map, I'd make them do periodic rolls to see if they remember the way or if they get lost. If they take too long at it, a wandering monster encounter wouldn't be out of place.

In my novelizations of the various Fighting Fantasy books, I have my pov character make at least some attempt at a map. Actually, in Scorpion Swamp, one of the primary purposes of that quest is to make a map of the trails and clearings, and where the hazards are (as well as any friendly denizens who might live there).

My default position on gang bangs in Risk is have a really big standing army.

First person initiating the gang bang gets hit with everything MAD.
 
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Everything I've read about tabletop RPGs says that one player should be the one who does the mapping, unless the DM provides the maps (ideally only for the section(s) where the players either are, or have been). Otherwise, in the situation you describe, if they want to go back to a previous room and haven't kept a map, I'd make them do periodic rolls to see if they remember the way or if they get lost. If they take too long at it, a wandering monster encounter wouldn't be out of place.

I leave the die rolls out of that. If someone keeps a map, and if I'm among the players you can bet someone does, good on them. If they don't they should have their immediate surroundings described and if those are familiar enough that they find their way back to where they want to go, good on them again. If they find their way to somewhere else, well, that's on them too.

"Does this wall look familiar?"

"Why, yes, yes it does. In fact, it looks pretty much like every stone wall you've seen all day. In fact, it is so familiar that it reminds you of a stone wall you saw last week, in another dungeon entirely. Why do you ask?"
 
Dishonored, based on the PC game

Spoiler :
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Tales from the Loop, inspired by the artwork of Simon Stalenhag and '80s-era sci-fi/adventure movies about kids and teenagers (e.g. The Goonies, E.T., Explorers, Gremlins, The Last Starfighter, Back to the Future; '90s movies like Jumanji or Jurassic Park, if you focused mainly on the kids; and the recent homages to those movies, like Super 8 and Stranger Things).

Spoiler :
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Both those games are published by Modiphius, who put out the John Carter of Mars RPG I fell in love with. I believe the Dishonored RPG is actually being developed by Modiphius and their books seem to be of a high quality - heavy paper and full color on the inside.
 
I recently bought Fria Ligan's new Forbidden Lands RPG, which features a four-stat system, d6 dice-pool resolution and a heavy focus on exploration. I'd really like to try it out at some point.
 
I've played long Risk games, but the longest gaming sessions were the Civilization board game (this was long before the first computer game).
Yes, the Civilisation boardgame caused my longest ever game sessions.
Diplomacy (which is a pretty rule-light game) came close.
Anything with lots of negotiation between players and opportunities for lots of intrigue and double-cross always takes a lot of time.

Not much chance of playing a game like that when our weekly sessions are 2-3 hours long.
 
Even though we played a few long Risk games, if it goes more than 5 or 6 turns, people aren't playing the game right, or they're just chickens. A game should only take longer because people keep taking the game ending run and failing. When playing on-line, most games last less than 30 minutes.
 
Both those games are published by Modiphius, who put out the John Carter of Mars RPG I fell in love with. I believe the Dishonored RPG is actually being developed by Modiphius and their books seem to be of a high quality - heavy paper and full color on the inside.
Mophidius and Free League aren't companies I'm familiar with. My knowledge of tabletop games is about 25 years out of date. The books look great, though. Lots of color, excellent illustrations, and it looks like good paper, good bindings, good printing, etc.
 
Not much chance of playing a game like that when our weekly sessions are 2-3 hours long
This caused a lot of issues with the gaming group I participated in at a previous job. We'd play on work nights and would try and wrap things up in 2-3 hours but the way they played some specific games would drag things out. Catan in particular was an issue because they would make the trading phase of every turn take 5-10 minutes by itself, every single turn. They had this whole negotiation ritual thing they would do that was very frustrating. Even before I got the boot from that job, I had made up my mind not to play with them anymore. :lol: If they had played on weekends it would have been a lot more fun to go along with the nonsense but during the week I just ain't got time for that.
 
Mophidius and Free League aren't companies I'm familiar with. My knowledge of tabletop games is about 25 years out of date. The books look great, though. Lots of color, excellent illustrations, and it looks like good paper, good bindings, good printing, etc.
I was impressed with the quality of their books for John Carter of Mars, though their books are a bit pricier than other companies I've bought. They do include a PDF copy of the book complimentary with the physical purchase which is very nice.
 
I'd love to try that John Carter game. Read so many of those books as a kid. Hard part would be finding a local group. My gaming group kinda fell apart due to adult stuff finally catching up to us in our 30s. Too many schedule conflicts.
 
Yes, the Civilisation boardgame caused my longest ever game sessions.
Diplomacy (which is a pretty rule-light game) came close.
Anything with lots of negotiation between players and opportunities for lots of intrigue and double-cross always takes a lot of time.

Not much chance of playing a game like that when our weekly sessions are 2-3 hours long.
We just wrote down whose playing pieces were in which territory, how many they had, packed the game up, and continued next time (players' cards, money, and spare playing pieces were kept aside while we had a meal break).

Of course that's a little harder with the Empire Builder rail games, but I finally just had the players draw a circle around the milestone their train was on (this game uses crayons to draw the train tracks your train runs on).
 
My gaming group kinda fell apart due to adult stuff finally catching up to us in our 30s. Too many schedule conflicts.
I think that's the common story. A lot of the folks I used to game with still kind of want to play, I think, but then we try and find a day - even as infrequently as once a month - and it's like herding cats. :dunno:
 
I think that's the common story. A lot of the folks I used to game with still kind of want to play, I think, but then we try and find a day - even as infrequently as once a month - and it's like herding cats. :dunno:

We manage to get together once a week usually for a short session but attempts to organise anything longer aren't very successful. Maybe once or twice a year we manage to have a games day but at the price of having all the children too which rather limits what games you can play.
 
This is why play-by-post is a thing now. I had fun in the PbP Civilization game... until the host pulled a vanishing act a turn or two before the game would have ended. That wasn't cool - and I say this as the person most likely to come in dead last. I'd gone out of my comfort zone for that game, as it was my first PbP, the first time I tried the most difficult starting point in that game (Crete, since there aren't any land spaces to occupy until you can afford to send armies to the mainland or other islands via ship), and I had an alliance with another player that lasted for nearly the whole game.
 
Warning! Sales pitch from outright shill! Warning!

Spoiler :
We have an available gaming group right here. We have an available game in the mafia forum. It doesn't require everyone to be around at the same time to play, and all it requires is posting on CFC, which let's face facts most of us are spending an inordinate amount of time doing anyway. It's fun interaction with friends that doesn't involve any effort beyond what we already do. What could go wrong?


If you opened that and now you want to complain about getting pitched, that's on you.
 
I finished that tank I was working on. One down, three to go and the first platoon of the armor company of my regiment will be ready for battle.

Spoiler for multiple photos :
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