Tomorrow Is Free RPG Day!

Whenever I write about roleplaying games or Dungeons & Dragons in the blog — which isn’t all that often, given that it’s a niche activity, even in puzzle and gaming circles — I’m always encouraged by the fact that each post seems to inspire one or two people to reach out and ask for more details.

How does it work, exactly? How do you play a game with no game board? Does it have to be dungeons? Does it have to be dragons? How do I get started?

And there’s no better time to get started than right now, because tomorrow, October 16th, is Free RPG Day.

[Image courtesy of Lewis Brown.]

The concept behind Free RPG Day is simple. All over the world (but mostly in the United States), local game shops, hobby shops, and other outlets team up with RPG publishers to distribute new, fresh, and most importantly, free material for all sorts of different roleplaying games, systems, and settings.

Not only can you receive a wealth of new ideas and playing options in one fell swoop, but it serves as a terrific way to meet fellow roleplayers and build a community of game enthusiasts.

You can click this helpful link to find local spots near you that are participating in Free RPG Day, and I would highly recommend searching online for local game shops, game cafes, and even community centers like your local public library to see who is participating.

These shops will often be running demonstrations of games, tutorials on how to play, hosting raffles and contests, and offering terrific sale prices to encourage you to find the game that fits you best.

Every year, dozens of companies get involved, not only to encourage the growth of the game world, but to promote their own products. And what better way is there to get people hooked than with free exclusive materials begging them to try out this brand new world of play?

If you’re a Facebook or Twitter user, Free RPG Day has accounts on both platforms, and there are hashtags you can search to get more details on participating companies AND locations.

The world of roleplaying games is so much deeper than just the medieval hack-and-slash that is depicted on TV. Sure, there are swords to wield, monsters to fight, zombies to elude, but there are also gorgeous, peaceful games.

For instance, there’s Green Ronin Publishing’s Blue Rose AGE, set in a wild forest as full of spirits and beauty as it is potential danger. For Free RPG Day, they’re releasing a quickstart version of the game to give you a chance to sample its unique charm and play style.

The folks at 9th Level Games are publishing a collection of different indie RPGs, offering you a sampler of all sorts of play styles and settings all in one place.

[Image courtesy of GameZEnter.]

Other companies are offering sci-fi and steampunk and colorful animal adventurers, everything from Japanese anime-inspired adventure to Lovecraft-inspired World War II intrigue.

Here’s hoping you venture out this weekend and find something great. Roleplaying games offer a unique form of puzzling, gaming, and storytelling, and this could mark the start of something exciting and new. Roll the dice. Give it a shot.

And if you have any questions about roleplaying games in general or specific games and settings in particular, please let us know! We’d be happy to point you in the right direction.


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Big Changes Coming to Dungeons & Dragons?

There’s no denying that Dungeons & Dragons isn’t just the granddaddy of roleplaying games, it’s also the most well-known and recognizable example of the genre.

But there’s never been a richer time for roleplaying games than right now. Patreon and Kickstarter are bringing new designers and storytellers to prominence, websites like DriveThruRPG give terrific visibility to creators large and small, and contenders for the throne both old (White Wolf Games) and newer (Pathfinder) continue to grab their own share of the RPG market.

Although it’s two years away, the fiftieth anniversary of Dungeons & Dragons is looming large, and some big moves are being made this year.

At the D&D Celebration 2021 event, the creative team announced that the game will be getting a major update for the first time in nearly a decade.

The current version of the rules — known as fifth edition or 5e — marked a return to form for Dungeons & Dragons after a less-than-glowing response to their fourth edition ruleset, and it has served as a game system that welcomes new players and satisfies long-time players as well.

Now, we don’t know if this is simply an update to the system to improve/tweak the rules — D&D 5.5e, you might say — or if this will be a wholesale relaunch of the core system. (Though that seems unlikely, given that 2020 was the company’s most profitable year ever.)

What they have promised is that, whatever form the update takes, EVERYTHING that they’ve released for fifth edition over the last decade will still be compatible with the new system. This is not a cash grab that will force players to shell out for all sorts of new books.

It’s an intriguing announcement that has fans already speculating, even though the update’s release isn’t due until 2024.

[In this video, long-time roleplayers The Dungeon Dudes break down their thoughts on potential 5th edition updates.]

But those big moves we mentioned above aren’t only being made by the industry leader. Some important names from D&D’s past are also contributing to the growth and variety of roleplaying games in impressive ways.

It was recently announced that Tracy Hickman and Margaret Weis would be collaborating on a new setting and system based on 5e rules: Skyraiders of Abarax.

Now, if you don’t know those names, you should. The world of D&D over the last 50 years would be a lot less varied without them. Tracy and Laura Hickman were instrumental voices behind two iconic D&D settings that have endured for decades — Ravenloft and Dragonlance — and the idea that they’re creating a brand new world for players to enjoy is immensely exciting.

Not only that, but several influential creators have launched their own new world and system on Kickstarter recently: Tanares.

Folks like Skip Williams, Bruce Nesmith, Jeff Grubb (who contributed some of my favorite Star Wars RPG supplements), and the legendary Ed Greenwood — who created The Forgotten Realms, another hugely famous D&D setting — have collaborated on an immersive new world and play system.

Considering that they raised over two MILLION dollars for the project on Kickstarter, it’s fair to say that there’s a market for fresh content that fits the D&D aesthetic but takes the gameplay in exciting new directions.

Now, if you’re not familiar with roleplaying games, you may be wondering what the big deal is. Why does an updated system or a new setting matter?

New systems can be welcoming to new players and put them at ease, or end up so daunting that it scares off new players while alienating established players.

Similarly, a new setting can offer fresh gameplay opportunities and give players the chance to try different styles, genres, and characters in ways they might never have considered otherwise.

And who knows where roleplaying games will be in two years? Will indie publishers continue to thrive? Will Tanares or Skyraiders of Abarax be household brands? And what exactly do the designers behind the world’s most famous roleplaying game have in store for their loyal and lapsed players in 2024?

Only time will tell.

In the meantime, keep rolling those dice. Happy roleplaying!


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Free RPG Day Returns Tomorrow!

Role-playing games are high on the list of my favorite pastimes, and whether you’re looking for a fun game, a puzzly experience, or a chance to tell some exciting, engrossing stories with friends, you’re bound to find something to enjoy in a role-playing session.

And if you’ve never tried out a role-playing game or dipped a toe into the fascinating world of RPGs, tomorrow is the perfect opportunity for you to do so.

Because tomorrow, Saturday June 15th, is Free RPG Day!

freerpgday

Established in 2007, Free RPG Day is a collaborative event where RPG publishers team up with game shops, hobby shops, and other game retailers to celebrate role-playing games and try out brand-new and unfamiliar games.

Stores around the world will be offering free adventure modules and quick-play rulebooks for all sorts of different role-playing games — covering everything from classic D&D-style games to spacefaring campaigns — much of it created specifically for Free RPG Day!

Companies like Goodman Games, Paizo Publishing, Green Ronin, Off World Designs, and many more are participating, along with game shops all over the U.S. and across the world.

You can use this store locator to find the nearest participating location, but worry not if you can’t get out to a friendly local game shop!

There are all sorts of online resources celebrating the day as well. For instance, the team at DriveThruRPG are offering a ton of free downloads for you to sample! (Not to mention the articles we’ve written about the subject over the years.)

Will you be celebrating Free RPG Day, fellow puzzlers and PuzzleNationers? Let us know in the comments section below! We’d love to hear from you!


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Introducing New Players to Roleplaying Games!

A month or so ago, there was a marvelous article on Amazing Tales about how to make your child’s first role-playing game amazing.

Although the article was geared toward introducing younger players to the world of roleplaying games, the advice can be easily adapted and expanded to include new players of all ages. So today, I thought I would take the five points introduced by Amazing Tales and do just that.

So if you’re a new or inexperienced game-runner / dungeon master, or if you’ve only run games for people with previous experience playing roleplaying games, this is the place for you.

(And this advice should fit no matter what sort of game you’re running. Is it classic Dungeons & Dragons? Supernatural? Zombie horror? Space adventure? Knights of the Round Table? Explorers? Pirates? Monster hunters? Modern spies? Thieves in the Victorian era? No matter what setting or characters, this advice is universal.)

#1 Keep cool

It’s easy for the person running a roleplaying game to have high expectations for themselves and the story they want to craft. You want your new players to have fun. You want them to immerse themselves in telling a story. You want them to be excited and come back for more.

But that’s a lot of pressure to put on yourself, and a stressed or nervous game master can lead to stressed or nervous players. So don’t set the bar so high. Sit back and let the players interact; sometimes, you can engineer a scenario that allows for this, like a tavern scene. Or you can create an instant threat and let them jump into the action and work together to solve a problem as a bonding experience.

Don’t be afraid to take opportunities to ask if anyone’s confused. A first game is introductory by nature, and if someone feels left behind early on, it can be hard to catch them up later, or to make them feel included if they’re not gelling with the other players.

Sometimes when I’m starting a new game with new players, I’ll hold what I call a “session zero,” a safe game before the game kicks off, where the characters can play in the environment, interact, and test out the actual mechanics of playing (particularly if there’s a magic system or some other aspect of the game that might not be intuitive).

#2 Keep it small

You want your players to feel immersed but not overwhelmed, so party size (the number of players) is an important consideration. I try to keep my number of new players to three or fewer, because it can be hard to give meaningful attention to a larger number of players. It’s like a classroom; you want the ratio of experienced voices to students to be as small as possible, so you can get that one-on-one time to answer questions and help them find their footing.

For me, the ideal group for a newcomer-heavy game is two (or three) new players, one (or two) experienced players, and myself running the game. That way, each new player is balanced by someone with greater experience. You can even have a buddy system to get them acclimated.

A smaller group also means less time for players to sit out while other players get the spotlight. Never let the new players feel shortchanged or like their voices aren’t as important as those of the more experienced players. After all, if you’re an experienced player, you’re going to feel more comfortable speaking up and venturing forward than a new player might.

[Image courtesy of Lewis Brown.]

#3 Say yes to their ideas

Now, obviously, you can’t say yes to every idea a player has or the story could descend into nonsense. But trust your players’ instincts.

Let them wander down the paths they find most interesting. It might not be the path you intended, and it might take them longer to get to the desired end point, but it’s always better for players to reach a story point organically, rather than railroading them to the place and time you want. Even new players can sense when they’re being strong-armed in a certain direction, and that can leave a bad taste in players’ mouths.

Be flexible. I’ve always found that, no matter how thoroughly I think I’ve mapped out an adventure, my players (both new and experienced) excel at finding paths I hadn’t considered. That requires me to be quick on my feet, and I enjoy the challenge of pitting my wits, improvisational skills, and imagination against those of my players.

A roleplaying game is like a Choose-Your-Own-Adventure novel writ large… whenever possible, let them feel in control of their players, their story, and their destiny.

[Image from Stranger Things courtesy of The Verge.]

#4 Take them where they want to go

This might feel like a repeat of the previous note, but it’s not. This point is a reminder to always consider the characters your players are playing. What are their strengths? What goals do they have? What are they hoping to experience and accomplish?

Plenty of game runners, myself included, can get so wrapped up in the story WE want to tell that we forget that it might not mesh with the story our players want to participate in.

Give them moments to shine. Give the fighters a chance to fight, give the magicians opportunity to ply their craft, and give the puzzlers puzzles to solve. If characters have wings, let ’em fly.

[Image courtesy of Digital Trends.]

#5 Make the ending awesome

No matter how simple the adventure starts — a theft, a murder, the discovery of a treasure map, the descent into a trap-laden dungeon — make sure the ending is memorable. You want the quest, however short or long, to feel worthwhile.

You can try the old cliffhanger trick in the hopes of leaving them wanting more, but that can come back to bite you if the players are dissatisfied that their first adventure doesn’t feel complete. Instead, give them a sense of accomplishment.

Martin at Amazing Tales said it well:

Make sure your child’s first ever role-playing game features an epic ending. Face to face with the villain on a cliff edge as the counter ticks toward zero; returning the stolen jewels to the temple moments before sunset while pursued by ghosts; wrestling the controls of the star-ship from the pirate moments before it crashes into the sun. That kind of epic.

You don’t necessarily need to go epic, but certainly make it memorable. Nothing sells a big win like giving the bad guy a funny line before he turns to ash.


Here’s hoping this advice encourages aspiring dungeon masters and storytellers to get out there, find some players, and spin some marvelous adventure yarns. (Or maybe it’s inspired some new players to try roleplaying themselves!)

What’s your favorite memory from your early roleplay sessions, fellow puzzlers? (Either as a game runner or player.) Let us know in the comments section below!


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