Welcome back to Level One Wonk, where together we will wonk out on various and sundry gaming topics! Now that you’ve finished gorging yourself on turkey (and maybe checking out some Burning Wheel characters), it’s time to look down that home stretch of the year, get ready for the holiday season, and maybe even make some New Year’s Resolutions. Instead of thinking about the game today, let’s think about the gaming group. While playstyle, system, and campaign all play into a gaming group having fun, there are even more basic structural elements that are key, and it all comes down to who’s doing what.
All posts by Aaron Marks
Meet the Party: Burning Wheel
A strange cultist who everyone ignored until he accidentally summoned a lesser demon. A noblewoman, cast to the nunnery for birthing a bastard and now on the run from a coup. A rebellious participant in said coup, who found his true god within the Cult of the Dead Stars. Meet the Party is jumping systems again, this time generating a trio of unlikely heroes for Burning Wheel!
Xanathar’s Guide to Everything Review
After much hype and hullabaloo, Wizards of the Coast has released Xanathar’s Guide to Everything, the first rules supplement for the Fifth Edition of Dungeons and Dragons. While there is nothing revolutionary within this volume, it offers some great new options for both mechanical and story aspects of D&D. I’d say it’s nice to have for players but more recommended for GMs due to the expanded proficiency and downtime rules, trap creation and encounter expansions, and the solidly integrated rivals system.
Unearthing Mass Combat
Before Halloween, Wizards of the Coast took the hype level for their new D&D supplement, Xanathar’s Guide to Everything, and turned it up to 11 by releasing the table of contents. Now it’s known what’s in the book and what we can expect to use in upcoming games once the book is released on November 21st. Also important though is what didn’t make the cut. New classes like the Mystic and the Artificer were left behind, and so was a set of mass combat rules. Even if the mass combat rules have not been built into a sanctioned product yet, the version released in Unearthed Arcana has some neat uses and is definitely worth considering for use in your game.
Level One Wonk: Don’t Rest Your Head
Welcome to a special and spooky edition of Level One Wonk! Here on Halloween Eve, we’re going to take a look at horror in RPGs: how it’s different than most genres, why it’s so tough to pull off, and how Don’t Rest Your Head manages to do so. Don’t Rest Your Head was published by Evil Hat in 2006, and both serves as a great precursor to the player-facing narrative tools developed for Fate Core, and a creepy tale of downward spiral into madness as your insomnia awakens you to the true nightmares in the world.
System Split: Basic D&D and Basic D&D Retroclones
Dungeons and Dragons, by many standards, lives up to Wizards of the Coast’s claim of “The World’s Greatest Role-Playing Game”. It has the longest history and the greatest impact of any game, paving the way for the expansive role-playing hobby we have today. And the versions published in the 1980s are those which had the strongest impact on one of the earliest generations of gamers. Between TSR’s mismanagement and the limitations of technology, though, these early versions were almost lost to history. The desire to rekindle support for the playstyle of Basic D&D was one of the collective motivations which kindled the OSR, or Old School Revival, movement. Today’s System Split splits four ways, looking both at two versions of Basic D&D (B/X and Rules Cyclopedia) and Retroclones which were designed to give them renewed accessibility: Labyrinth Lord and Dark Dungeons.
Continue reading System Split: Basic D&D and Basic D&D Retroclones
Level One Wonk: Game Balance
The history of Dungeons and Dragons, especially recent history, is all about the mystical notion of game balance. Fourth Edition was designed the way it was in part to repent for the excesses of Third Edition, and Fifth Edition was designed the way it was in part to repent for the excesses of Fourth. Fifth Edition also comes closest of any edition of D&D (save maybe the very first) to accepting a more broad axiomatic truth: Mechanical game balance doesn’t actually matter.
Adventure Log: Grandfather’s Bastards, an Apocalypse World Tale
A world-weary medic, everyone’s Angel but not by choice. A naive young soldier, who becomes the Gunlugger to protect himself physically and emotionally. The Chopper, who’s still not sure what makes the difference between a leader and just another Rawsteak. These are just a few of the characters who came out of a short but intense game of Apocalypse World I ran between 2016 and 2017.
Continue reading Adventure Log: Grandfather’s Bastards, an Apocalypse World Tale
Level One Wonk: NPCs
Creating characters is ultimately the launchpad of any gaming experience. This is equally true for the GM, which can present an interesting set of challenges. While each player need only focus on who they’re playing for the game, the GM must populate the whole rest of the world. The balance is, like any other number of storytelling strategies, making the world seem real while not doing an exhausting amount of work. The key strategies for writing memorable NPCs are differentiation, motivation, and improvisation. That last one in particular can take on a couple of different forms…so if you don’t think of yourself as an “improv GM”, fear not!
Level One Wonk: The Sandbox
Are you a Butt-Kicker, a Specialist, or a Story-Teller? There is a huge world of games out there to satisfy every player’s and group’s style. And while there are academic discussions in every corner of the internet, sometimes it’s best to start at level one. Join the Level One Wonk in exploring the possibilities that RPGs have to offer, from Aberrant to Zorcerer of Zo. Today we forgo the plot and go exploring! If your GM wants to build a world but is short on story, see if your group will put the work in to go play in a sandbox!