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Cramming rules.

Posted by Dark Legate
Dark Legate
member, 1 post
Thu 11 Feb 2016
at 12:46
  • msg #1

Cramming rules

I've just started, and I'm getting worried that my ideas of what this place is really about aren't what I think it is. But, usually I'm wrong. Could someone please explain to me what most of this stuff is about? Specifically
how to play or how games work (since I'm getting worried that this stuff isn't entirely online)

-making Homebrew (once I get enough exp playing here I'm interested in making my own versions)

-rules already in editions (I stumbled upon D&D very recently and I've gone a bit insane over it, but I'm at a loss...)

-the general gist of what happens here

-how to create a story as GM

-how to cooperate with GM as player

-and finally how the posting system works ( it looks like a complete mess to me in some places and then neat in others)
:)
C-h Freese
member, 199 posts
Survive - Love - Live
Thu 11 Feb 2016
at 13:19
  • msg #2

Cramming rules

Homebrew; yes, you make up your own rules.
Freeform; Rules.. who needs stinking rules.
Story arc; Plot line and trail lures.
Sandbox; Plotline? ewww.. phewy. Yuck.

Online rules; well Look on line for (S)ystem (R)eferance (D)ocumnts, (SRDs). Pathfinder has one, so does certain editions of D&D, D&D 5th Ed. has complete but limited openly published game systems to play.  There are other systems that do as well.

To create a "story"; you start by looking at the top left is your 'name" followed by dice. one says start a game. poke that one. it cost nothing and will give you something to experment with.

To cooperate with the GM; read their instructions and remember they may be new to this too.

Start your own "game" as mentioned above you can expement with it and figure out many things about posting with no one looking over your shoulder.
NowhereMan
member, 52 posts
Thu 11 Feb 2016
at 13:20
  • msg #3

Cramming rules

In reply to Dark Legate (msg # 1):

That's a lot of things to answer in one thread, but let me put you at ease at least on that first point.

All of the games that take place here... take place here. That is, on the site, according to the rules. The odd game here or there uses another service, like roll20, to augment their game with maps and such, but for the most part, RPoL is self-contained.

Granted, most tabletop games aren't really designed to be played online, but it's doable, and we make it work.

As for your other points, I can't answer all of those questions in any kind of succinct manner, but here's a couple pieces of advice and general learnin'.

Rules already in editions: There are a whole lot of RPGs out there, from giants like that D&D you mentioned to little bitty one-off games designed by some dude over a weekend. Most of the bigger games, and a lot of the smaller ones, have multiple editions of the rules that have evolved over time. Sometimes, these editions represent little more than rules tweaks, where in others it's pretty much an entirely different game. Dungeons and Dragons, for instance, takes big leaps and bounds between editions. Assuming you're playing the newest edition, 5th, you wouldn't even know that 3rd or 4th edition were the same game if it didn't have Dungeons and Dragons on the front of the book.

General Gist: We play games. Mostly roleplaying games, though there are an odd few non-RPG games out there, including a Magic: The Gathering game floating around somewhere. The style of play is "play-by-post", wherein, in the simplest terms, the players post to threads to announce their actions.

How to create a story: That's a good question. And one even a lot of very experienced players have trouble with. I know of players with literal decades of experience, and they still can't take the GM seat. But overall, I think that the best way to learn is to try, and to muddle through to the best of your ability. If you care enough, and you actually enjoy GMing, you'll figure it out.

How to cooperate with a GM: Communicate. Every GM and every player has different expectations for every game. The only way to reconcile those expectations is through communication. Bug the hell out of your GMs. Talk to them. Ask questions. Listen to the answers. Now, this doesn't mean that you have to ask permission in triplicate for every action you take in a game, but it'll help you get a good sense of how to get on in a game.

How the posting system works: I'd suggest looking through the articles in the Help section up on the top right. Really, this is too general a question to be able to answer without taking up tons of wordcount.
Gaffer
member, 1327 posts
Ocoee FL
40 yrs of RPGs
Thu 11 Feb 2016
at 14:56
  • msg #4

Re: Cramming rules

NowhereMan:
How to create a story: That's a good question. And one even a lot of very experienced players have trouble with. I know of players with literal decades of experience, and they still can't take the GM seat. But overall, I think that the best way to learn is to try, and to muddle through to the best of your ability. If you care enough, and you actually enjoy GMing, you'll figure it out.

For the new writer/GM: Keep it simple. Especially in Play by Post (PbP), it takes a loooooong time to get through even a short, simple story. Don't think in terms of a novel (or, god forbid, a series). That can come later. Think about a short story.

The heroes come upon a man dying in the road, his caravan looted around him. With his last breath(s) he shows them the one thing he has managed to save -- a map. He begs them to take it to his house in the third village down the road. And he dies.

That evening they come to the third village down the road. His widow and daughter are distressed at the news. The daughter tells them the map can take them to a great treasure that her father never had the nerve to seek.

Off they go into the wilderness and find a cave. A few minions/monsters oppose them. They find the treasure chamber -- empty! They also find the long-dead sorceror guarding it. The daughter tells the lich that these are sacrifices she has brought to restore his power in exchange for him teaching her his sorceries. At her word, the bandits come out of hiding and attack the heroes. They prevail or run or die.

The End.
praguepride
member, 1100 posts
"Hugs for the Hugs God!"
- Warhammer Fluffy-K
Thu 11 Feb 2016
at 17:01
  • msg #5

Re: Cramming rules

Many games offer small, short pre-packaged modules. Pathfinder does it, D&D does it, if you look around you can find what i call "one-offs" for just about any popular system.

Start with a one-off game in terms of scope. A one-off is a game designed for one play session, start to finish. You will find that a typical one-off, depending on the complexity and slowness of combat and player posting rates, will last you a good couple of months and with ALL that time you can think about how to move the story past that initial encounter.
icosahedron152
member, 538 posts
Thu 11 Feb 2016
at 21:14
  • msg #6

Re: Cramming rules

Rpol serves two functions:

1. it's a chat site where gamers talk about games. ALL of the threads you see here are part of that chat function, including this one. There are NO games immediately visible.

2. it's a location where you play 'play by post' games. Each player states their character's actions in writing. There are no videos and the only pictures are static Jpegs. There is no real-time map movements, no play by skype, etc. You post today, the next player might post in an hour or not for three days...

If you want to play a game, go to the Players Wanted forum  which is a hiring hall for players and pick a game you'd like to play in.

Follow the instructions to reach the game.

Each game is run by a GM. The GM decides whether you can join.

Once the GM has let you in, you can then see the game threads. Each GM creates their own thread layout from scratch. Some use chronological 'chapter' threads, others use geographical 'location' threads. It's the GMs choice - your only decision is whether or not to play.

The GM decides what rules to use. Many rules are copyright protected, so the GM isn't allowed to post them - each player obtains his own set of rules commercially in order to follow the game. Some games have rules that are legitimately available online, and the GM will often link to them. Finally, some games are homebrews with rules the GM has designed from scratch. These rules will usually be posted in full in the game.

If you see nothing you like in Players Wanted, you can try GMs wanted. There, you can pitch an idea for a game and see if a GM will run it for you.

If you want to start your own game later, you'll find a 'start your own game' link at the top of the main page. That will open a blank page on which you can start a number of threads. You have to build the whole thing from scratch. When you have your background and your notices set up, you can advertize your game in Players Wanted and hope that you attract someone to play it.

Hope that helps. :)
This message was last edited by the user at 21:21, Thu 11 Feb 2016.
Dark Legate
member, 2 posts
Fri 12 Feb 2016
at 00:23
  • msg #7

Re: Cramming rules

Thank you guys all so much.
I think Ive got the basics and whatnot down,so just 3 more questions?
1. How much do game rules matter? (And while im at it, if I dont have a rulebook for editions and whatnot, is it okay to learn from scratch here?)
2. Are there any specific games or similar that are a good place to start? Ive looked at all the genres that Im looking at starting at for now, but I dont really see any good ones that are just starting or simple. Its stuff already ended, or too complex to jump in right now.
3. If rules are vital to gameplay, will I need a rulebook?
Once again, ty.
This message was last edited by the user at 00:27, Fri 12 Feb 2016.
GamerHandle
member, 864 posts
Umm.. yep.
So, there's this door...
Fri 12 Feb 2016
at 03:23
  • msg #8

Re: Cramming rules

1) generally - very little trumps "fun" and "story" - unless the game is deliberately ABOUT the rules (like a Turn-based strategy game) - but, still - fun first.

2) really, really, really depends upon what you like.  Tons of systems for those that like systems - plenty of "non" systems for those that don't.  And, freeform is exactly that: just write together.

3) Not all games require a rulebook straight up - many you will find it useful.  A lot of the DnD 3.0/3.5/Pathfinder stuff has the "core" rules out there floating on free sites.
icosahedron152
member, 539 posts
Fri 12 Feb 2016
at 17:33
  • msg #9

Re: Cramming rules

Everything depends on the GM.

Some GMs are more flexible than others. Some welcome newbies learning from scratch, others don't.

1. Some games depend entirely on the rules and if you don't have the rule book, you don't play. They may have dice rolls every day.

Some games are 'rules lite'. They have rules, but you only roll the dice once in a while.

Some games are 'freeform', they don't really have any rules, they're essentially an exercise in collaborative storytelling.

The game is whatever the GM says it is. Go to a game and talk to the GM and see if you'll fit in.

2. We can't recommend games in this forum. You have to check out the Players Wanted forum yourself. If you really see nothing you like, put an ad in GMs wanted and see if you can find a GM who is willing to run something new for a newbie.

3. If the rules are vital and the rules are not posted in the game, you'll probably need a rulebook to play - but again, ask the individual GM. The GMs are gods in their own game.

Most of your questions have the same answer - find a game, then ask the GM. Every game and every GM has different rules and different attitudes to the rules. There are no blanket answers.

You're asking, "Do I take my shoes off before I enter a house?"
The answer is, "It depends whose house you're entering. Ask them when you get there."
Brianna
member, 2045 posts
Fri 12 Feb 2016
at 20:40
  • msg #10

Re: Cramming rules

Welcome, hope you enjoy!

Since you seem to be unfamiliar with the whole concept of online play, and perhaps also with the game rules you might play under, you would be wise not to try GMing for a bit.  Get your feet wet in a game or so, and see how things work.

As to needing rule books, GMs need more than players might, but there are freeform, and games where the basic rules are available online, even for free.  There are also SRDs for some of the rules-heavy games, so that you might find you need one book for the basics (at least it's easier with a book until you learn) but a lot can be picked up online, again for free.  If you see something that looks interesting but unfamiliar, ask the GM.  Some are happy to teach, some not, and some games really need people who know the rules, others not so much.
Dark Legate
member, 3 posts
Fri 12 Feb 2016
at 22:15
  • msg #11

Re: Cramming rules

Thank you all so much!
Ill guess Ill be on my way now, playing with my not so good at roleplay and decision making friend. Ill try a few games to learn how people here play.
Once again, thank you!
Space27
member, 53 posts
Sun 14 Feb 2016
at 23:54
  • msg #12

Re: Cramming rules

By "cramming rules", do you mean pre-game rules learning? I am familiar with a different definition of "cramming", it's from an early edition of Champions the superhero game. That game system had a calculation loophole that could give a player's character a certain advantage. Like increased damage on powers. The Champions game mechanics did not calculate evenly, and the difference added up to multiplied power.

I don't know if this cramming loophole is still in Champions, or if anyone plays Champions anymore. It's one of the games I've been waiting all my life to play. But if I ever do get to play Champions, I will be cramming. I won't care what the gamemaster says.
Genghis the Hutt
member, 2426 posts
Just an average guy :)
Mon 15 Feb 2016
at 06:55
  • msg #13

Re: Cramming rules

A lot of people try to make up their own rules or make up their own game.  Usually it doesn't turn out so well, because they didn't understand some nuance, or they make some hideously complex thing that requires weeks of constant play-time just to get through a simple conversation.  It might be worth seeing how you can make current systems work for whatever situation you want rather than making homebrew stuff -- let the homebrew stuff percolate for a while.

RPG mechanics/story are generally divided into those two things: mechanics (crunch), story (fluff).  Generally, you can change fluff all you want.

For instance, I want to make Cyclops in D&D.  So I make a sorcerer who specializes in fire magic and just change the fluff so his "fire beams" come out of his eyes instead of from his hands.  Or a warlock or whatever -- there are many ways to make a Cyclops-like character.  Then you just say that he's gotten tired when he's out of spell slots and can't muster up another one -- he wouldn't get "continuously on eyebeams" until much higher level because lightsabers are darn powerful and having a long-distance permanent lightsaber is a powerful ability.

That being said, once you get some experience playing different types of characters and shoehorning in something that you want to play into particular systems, don't be afraid to change things up.

For instance, this past summer some friends and I were out at a shelter in the woods, waiting for a tropical storm to finish dumping gallons of water and pass on by.  We happened to have about 12-15 kids that we had to entertain at the same time.  So we played Calvinball.  We strung up a single rope as a "volleyball net" then sort of started with volleyball with a baseball-like rotation scheme and things got crazy fun, probably because we all recognized that we were sort of making it up as we went along.

That's what homebrew is to me.  It can be fun, but the more homebrew you have the less it's whatever game system you were ostensibly in.  If everyone's cool with that, then that's great, you'll all have fun.  If people thought they were playing X, then homebrew can sometimes cause hurt feelings if it's not spelled out up front.
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