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RPG XRAY

RPG XRAY

著者: The RPG XRAY Team
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A look inside what makes RPGs tick. We discuss the "moving parts" of what makes table top role playing games fun and successful. What creates those moments of "great play?" Join us for our deep dives into the rules, systems, and settings of TTRPGs!

© 2024 RPG XRAY
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  • 015 Randomness
    2024/08/18

    This episode’s topic is randomness. Chance is a core part of nearly all roleplaying games, but why is it fun? Can you have a valuable RPG without it? Does randomness increase or decrease the quality of stories at the table? Join us as we find out on RPGXray.

    HOSTS:

    Ethan Schoonover Jason Beaumont Erik Saltwell

    APPENDIX X:

    Co-Intelligence (Book, Erik) Solium Infernum (, Erik) 1491 (Book, Ethan) Hiking (Activity, Ethan)

    GAMES MENTIONED:

    Powered By The Apocalypse Red Markets Delta Green Eat The Reich Dark Sun Marvel Universe Memoir 44 Command and Colors Pendragon Blades in the Dark Isle of Dread (5e)

    SUMMARY:

    The main topic of this episode is randomness. Topics include:

    • Randomness as uncertainty and authority: Randomness is an authority that gets to say what happens at the table. The role of randomness is to create uncertainty and choose outcomes that no one at the table would choose.
    • Input vs. output randomness: Most forms of randomness dictate the outcome of an action, but some forms of randomness specify the inputs of an action: they determine what choices a player can choose between.
    • Tension and memorable moments from randomness: One of the main roles of randomness is to create tension. The uncertainty of randomness can create defining moments of celebration and commiseration, as with critical hits and fumbles..
    • Randomness and setting: The odds of success speak about power and tone in your game world. For example, in Pendragon, the power of an armored knight in a lance charge speaks to how economic power translates into military power in feudal England.
    • Dice fudging: The group discusses three principles around dice fudging. Dice fudging can make the world feel less real, less designed, and less challenging. Dice fudging should not be used if it takes your players out of the willful suspension of disbelief. ** If a roll is unacceptable to you as the GM, don’t put the outcome in the hands of randomness.
    • Sources of randomness outside of dice are more than just aesthetically different.. Tools like cards and Jenga towers create an interdependence between rolls that create substantive differences in your game. Randomness in character creation: * Random character generation encourages adaptability and diverse party compositions, increasing replayability and character depth. It challenges players to embrace unexpected roles, fostering creativity and organic character development.
    • Randomness in the game world, like wandering monster tables. These traditional tools exemplify early RPG design philosophy, balancing structure with unpredictability in exploration and encounter design. Over time, a focus on narrative continuity and consequences have de-emphasized this style of play.
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    1 時間 2 分
  • 014 Classes
    2024/07/09

    This episode’s topic is classes. Wizard, thief, fighter, rogue! We all know the tropes of classic fantasy RPGs but how have these evolved over time? What is the benefit of a class and how do classless RPG systems compare to a more traditional approach? What happens when you unbundle skills and abilities from the bounds of a class model?

    HOSTS:

    • Erik Saltwell
    • Brendan Power
    • Ethan Schoonover

    APPENDIX X:

    • Alan Wake 2 (Video Game, Brendan)
    • Solium Infernum (, Erik)
    • Dark (TV, Ethan)
    • Alan Wake 1 (Video Game, Ethan)
    • Archive 81 (TV, Ethan)
    • Brooklyn Nine-Nine (TV, Erik)

    GAMES MENTIONED:

    • Night Floors
    • Warren
    • Pendragon
    • The One Ring RPG
    • Delta Green
    • Impossible Landscapes
    • Blades in the Dark
    • Dungeons & Dragons
    • Call of Cthulhu
    • Alien RPG

    SUMMARY:

    The main topic of the episode, classes in RPGs, is explored from various angles. The hosts discuss the origins of classes, which stem from wargaming and Tolkien-inspired narratives, and how they provide structure and implied play styles for characters. They also delve into the downsides of classes, such as the potential for creating ""generic optimum"" actions that can lead to repetitive and less interesting gameplay.

    Ethan and Erik talk about the appeal of low-level play in Dungeons & Dragons (D&D), which often feels more classless and encourages creative problem-solving. They also touch on the concept of niche protection and how it can both spotlight individual characters and constrain them within certain roles.

    The conversation shifts to classless systems like Call of Cthulhu and skill-based RPGs, discussing how these systems allow for more flexible character creation but can still lead to optimized play styles. They also mention games like Blades in the Dark, which offer mechanics like setup actions to encourage lateral thinking and creative solutions.

    Erik suggests that classes might be more useful for younger or less experienced players, providing structure and helping them learn to share space and collaborate. As players mature, they may find classless or more flexible systems more appealing.

    The hosts conclude by considering the potential benefits and drawbacks of both class-based and classless systems.

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    1 時間 7 分
  • 013 Railroading
    2024/06/05

    In this episode of RPG Ex-Ray, hosts Brendan Power, Jason Beaumont, and Erik Saltwell dive deep into the art and science of railroading in tabletop role-playing games.

    Our main discussion in the episode is railroading—when and how it's appropriate, the balance between player agency and narrative structure, and how to avoid the pitfalls that can make players feel their choices are meaningless.

    Key Ideas Discussed include:

    • Railroading vs. Player Agency: How to balance structured narratives with allowing players freedom of choice
    • Emergent Gameplay: The benefits and challenges of letting the story unfold organically based on player decisions
    • Jaquaying the Dungeon: Designing dungeons and scenarios that maximize player options and avoid linear paths
    • Consequences of Choices: Ensuring player decisions have meaningful impacts on the game world,
    • Player Expectations: Managing and setting player expectations to avoid feelings of being railroaded
    • GM Techniques: Tips for GMs on how to subtly guide players without overtly restricting their actions
    • Published Adventures: The advantages and pitfalls of using pre-made modules and how to adapt them for your group
    • Session Preparation: Strategies for effective game prep that allows for flexibility and player-driven narratives
    • Narrative Control: Understanding the balance of control between GM and players in creating a compelling story.

    HOSTS:

    • Erik Saltwell) * Brendan Power
    • Jason Beaumont

    APPENDIX X:

    • Monarch: Legacy of Monsters (TV, Brendan)
    • U-Boot (Board Game, Erik)
    • Detective Board Game (Board Game, Erik)
    • Dreadnought (Film, Erik)

    GAMES MENTIONED:

    • Pendragon)
    • Feng Shui)
    • Alien RPG)
    • Trail of Cthulhu - The Big Hoodoo)
    • Dungeons & Dragons)
    • Masks of Nyarlathotep)

    Quotes

    • "Railroading is what happens when there is a violation of expectations at the table about authority." - Erik
    • "I am okay with GMs putting their fingers on the scale in order to ensure that things are a good time." - Brendan
    • "If you can't see that you're being railroaded, you're probably okay with it. It's inartful GMs who are like, actually, that critical hit you just, you fired, it turns out you were shooting at a mirror, you know, or whatever. That's where it rings hollow." - Brendan
    • "I think experiencing the consequences of your decisions will long term better heighten play at the table." - Jason
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    50 分
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