It is the name of the game
I have recently been discussing the good and bad points
about Role-Playing with my friends. For a long time now I have favoured games
systems which are rules light and in which character generation is quick and
easy. I like systems which can easily be adapted to existing campaign worlds
and to ones I wish to create myself. I also like to be able to use that system
in a whole different set of times and genres.
For ages I relied on the most excellent Advanced Fighting
Fantasy System which is currently published by Arion Games and which is based
on the Fighting Fantasy Solo game books first written by Steve Jackson and Ian
Livingstone.
For me having only three to four stats, Skill, Stamina, Luck
and possibly either Magic or Psi depending on the setting worked well enough
for me. A simple combat system and magic mechanic rounded of all my needs.
For my fantasy games I tended to use their own game setting
Titan. For my modern setting I used information from Agents of F.E.A.R and
House of Hell two of the early game books. The book Agents of F.E.A.R is a super
hero game and supplies you with states for thugs and criminals whilst House of
Hell is a Horror setting in a haunted house.
For my sci-fi games I turned to books like Starship
Traveller, Rings of Kether , Space Assassin and Robot Commando. Between them
they give you enough aliens, robots, mutants and space rules to keep any games
master happy.
Recently I have discovered I can get similar results from
using Brave Halfling Publishing’s Dagger system. It is an old school rpg based
around D&D but it has been stripped bare and presented so that children as
young as 5 can use it. I was impressed with it. So much so I now have four
campaigns running using the same rules
One is a Forgotten Realms Campaign. As a side note Forgotten
Realms and the work of Ed Greenwood first came to my attention in 1986 and the
whole setting just captured my imagination. My main campaign in Forgotten Realms
using 2nd Edition Rules has been running since 1996 and my second Forgotten
Realms campaign using 3rd Edition rules has been running since 2001.
Now I have a third Campaign suing Dagger Rules which I play with my wife and
Children.
My second Dagger setting I created for my wife. It is called
Hunted and is set in a World War Z style world except with a bit of fantasy flair
in the form of as many different types of Zombie as I could find in the various
monster manuals I have collected in 30 years of role-playing. This game is very
much players vs hoards and hoards of zombies. I have used some of the weapons
from D20 Modern and I am enjoying it immensely.
The next campaign I am running is for my Monday Night group
and is set in the back drop of 2014 Britain but a world where the British
Experimental Rocket Group is a reality and where programmes such as Doon Watch,
Quartermass, the Scaryfyers and Torchwood are all real and work behind the
scenes to keep jo public safe. The group work for the BERG and are currently
investigating the mystery of the Doorway to Nowhere beneath Spellbrook Church.
The last campaign I have created is called have created a
campaign Pax Britannica and is set in a Steampunk 1890 setting which uses two
of the new Osprey War Game books, In her Majesty's Name and Heroes, Villains
and Fiends as source books. I have yet to run this one but I am keen to get
going.
The main advantage Dagger has over other systems is that it
is quick to play, makes the DM and players think and role-play with each other
rather than rule-play or get too bogged down in how a situation should be
resolved. In my game resolution is based first of description and role-play
then by a d6 roll to get a 1-2 on a D6 in order resolve something the players
are not specialised in or a role of 1-4 on a D6 in order to resolve something
they are skilled in, lastly we use a D20 to resolve combat or make a saving
throw. Its quick, it’s fun and above all we have a good time and isn’t that why
we Role-Play in the first place.
If I need extra info for my dagger games or a class that is
not present I consult Swords & Wizardry (another excellent game based on
the original game or D&D), one of my original D&D books, one of my 1st
Edition AD&D books or even sometimes a 2nd Edition AD&D
book.
I will confess whilst I play most editions of D&D with
the exception of 4th I rarely mix third and 3.5 with my Dagger or
Sword & Wizardry games. Well that was until Father’s Day this year (2014).
My Son and Daughter bought me for Father’s Day the complete
Basic Fantasy RPG which as some of you may know combines elements of all
editions from 3 backwards! I spent all week reading it and going over the
modules and I am impressed to say the least. I have already created a character
and I am raring to both play and DM.
Whilst talking about Father’s Day my Son ran me a game of
Wilderness Warriors which is a game which takes elements of wind in the willows
and Redwall and allows you to play sentient animals called Kind in a medieval
setting. I play Bill the Badger also knows to fellow Adventurers as William
Spellshaft. I am currently a 4th Level Male Badger Warrior-Wizard.
Again the rules are simple short and to the point. The game is about having
fun, not min-maxing or been a rule lawyer.
So my point. In the end our games should be governed by
three things: 1) Having Fun, 2) Exercising our Imaginations and 3) Building up
a whole load of memories of which we can be proud. I know I love reminiscing
about past adventures almost as much as I do having new ones.
Role-Play should never be about Rule-Play or proving who can
create the most powerful and unplayable character. It’s about spending time
with like-minded people and sometimes maybe just sometimes saving the world
even though those around us do not know it.
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