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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How to Define Success vs. Failure in Roleplaying Games

Roleplaying games are some of my absolute favorite pastimes. The simple act of telling a story with friends is rejuvenating for me. I love sitting at a table — or on a Zoom call — with friends and collectively creating an adventure in our imaginations.

I know that the dice and the rulebooks and all the numbers can be daunting for new players, but honestly, they’re just the laws of physics, fate, and chance given form. In the simplest form, roleplaying games consist of you telling the gamemaster / dungeon master / game runner what you want to do, and the dice determining how it goes.

In many RPGs, there’s a success/failure line. If you roll above a certain number, you succeeded. If you roll below it, you failed.

[Image from Stranger Things courtesy of The Verge.]

That’s certainly simple enough. But it can be frustrating for some players, new and old. After all, if you had to beat a 15 and you rolled a 14, why should the result be the same as if you’d rolled a 2? The 14 is much closer, after all.

Some roleplaying games stick to the strict success/failure model. But others have a different approach that players might find more rewarding.

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Fantasy Flight Games offers a Star Wars-themed roleplaying game that has one of my favorite dice systems. There are different colored dice that represent different aspects of the game (your character’s ability to do something, the difficulty of the action they’re attempting, advantages and disadvantages to their action at the time, etc.), and the dice don’t have the traditional number values you’d expect.

Instead, they have symbols that represent success, failure, advantage, threat, triumph, and despair.

So, depending on the dice roll, it’s not just a success or a failure. You can have an overwhelming success, or an overwhelming failure, or many things in between. You can fail at the task, but end up with something unexpected and advantageous still happening. Or you can succeed, but with some consequence.

It opens up the narrative floodgates WAY beyond the success/failure binary option, and it has led to some of my absolute favorite moments in roleplaying.

Naturally, this requires a little more creativity from both the player and the game runner, but together, you can tell some fantastic adventures.

81YTNmLLMLL

Ninja Burger is a humorous quickplay roleplaying game that uses standard six-sided dice. In the game, you’re a ninja secretly delivering fast food. It’s very silly and great fun.

One rule in the game that can lead to enjoyable chaos AND take the sting out of the traditional success/failure mechanic of roleplaying games is that you are instructed to act as if you never fail. Even if you’re failed a roll.

So, say you’re using wujenitsu (ninja magic) to pretend to be a bag of golf clubs to sneak into a country club. But you failed your roll. The caddy who grabbed you is clearly carrying a ninja on his back, not a bag of golf clubs.

But you must proceed as if you succeeded, no matter how ridiculous things get.

Sure, failure has consequences in any game, even silly ones, but if you’re in on the joke, then failure isn’t so bad. Especially if you can find a way to make your friends laugh along the way.

dreadJenga

Dread is a roleplaying game that doesn’t use dice at all. Instead, you set up a Jenga-style tower of blocks, and to accomplish certain tasks, you have to pull a certain number of blocks from the tower without collapsing it.

It’s a brilliantly simple way to add tension to a game AND put your fate in your own hands. There’s no single unlucky dice roll that can condemn you to defeat. Just gravity and your own steady (or unsteady) hand.

And of course, as the game continues and the tower grows unsteadier — and your options for wood blocks to pull become fewer and fewer — the tension mounts and mounts.

Eventually, the tower — and your character’s chances — collapse in a clatter.

[Image courtesy of Lewis Brown.]

Of course, the rules of every roleplaying game are eventually up to the people running/playing the game. If you decide that the success/failure rules of your game should be more nuanced, you can do something about it immediately.

But for new players and new game runners, sometimes it helps to remind them there are always other options available. Whether you ditch numbers entirely for narrative dice like in FFG Star Wars, pretend failure isn’t failure at all in Ninja Burger, or ignore the dice completely with something like Dread, you can still build tension and tell some wonderfully fun, exciting, and action-filled stories.

Good luck, and happy roleplaying, everyone!


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How People Used Puzzles and Games to Endure the Pandemic

Puzzles and games have been there for many people during the pandemic.

Many puzzle and game companies offered (and continue to offer) “COVID discounts” and giveaways to help people financially impacted by the crisis. Companies released free online or zoom-compatible versions of their products to help people get by.

There are all sorts of articles out there about how Dungeons & Dragons and other roleplaying games have served as critical socializing tools in virtual hangouts. Bar-style trivia, zoom games, Jackbox, Board Game Arena, Fall Guys, Among Us… lots of communal activities went virtual as puzzles and games filled a rapidly growing niche.

Whether solved alone or with other members of the household, jigsaw puzzles sales increased 500% or more. Online sites to coordinate trades sprang up, allowing people to swap puzzles they’d solved before for ones new to them.

At a terrible time for many people, puzzles and games helped us cope.

And honestly, if you know the history of games and puzzles, it makes sense. Many of them have been born out of unpleasant circumstances.

Monopoly was a hit during the Great Depression, offering an escape and the illusory feeling of being rich. The game itself only cost two dollars, so it was a solid investment with a ton of replay value.

Candy Land was created to entertain children with polio (although that fact wasn’t commonly known for 50 years). Clue was designed during air raid drills as a way to pass the time. The Checkered Game of Life (later The Game of Life) was inspired by Milton Bradley’s own wild swing of business misfortune.

Risk and other conflict-heavy games weren’t popular in postwar Germany, so an entire genre of games that avoided direct conflict was born: Eurogames.

It’s just as true in the modern day. What game was flying off the shelves during COVID-19 lockdowns? Pandemic.

That combination of escapism and social interaction is so powerful. Games are low-stakes. They offer both randomness (a break from monotony) and a degree of control (something sorely missing during lockdown).

Puzzles too assisted folks in maintaining their mental health. And isn’t it interesting that crossword solving, something viewed by many as a solitary endeavor — I guess they never needed to ask someone else 5-Down — helped fill a crucial social role for people?

Constructors stepped up in interesting, inventive ways. The sense of community fostered by online crossword events like Crossword Tournament From Your Couch (which filled the void of ACPT in 2020) and the Boswords Themeless League was absolutely invaluable to puzzlers who couldn’t attend some of the highlights of the puzzle calendar year.

As I said before, there are numerous articles out there celebrating the benefits of roleplaying games like Dungeons & Dragons, Pathfinder, and more.

Roleplaying games certainly helped keep me sane during lockdown. It might sound ridiculous, but dealing with world-threatening threats, fiercely dangerous monsters, and sinister plots that I could DO something about was medicinal. It was escape in its truest form. It recharged me, allowing me to lose myself in storytelling with friends.

The last 18 months were hard. There may be hard months ahead. But I’m grateful for the puzzle/game community — and the many marvelous pastimes they’ve created — for helping me and many others get by. To smile. To cope. To socialize. And to enjoy.

What games and puzzles have helped you deal with unpleasant circumstances, fellow puzzlers? Let us know in the comments section below. We’d love to hear from you.


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5 Questions with Game Designer Grant Howitt!

Welcome to 5 Questions, our recurring interview series where we reach out to puzzle constructors, game designers, writers, filmmakers, musicians, artists, and puzzle enthusiasts from all walks of life!

It’s all about exploring the vast and intriguing puzzle community by talking to those who make puzzles and those who enjoy them! (Click here to check out previous editions of 5 Questions!)

And I’m excited to welcome Grant Howitt as our latest 5 Questions interviewee!

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Grant is a prolific tabletop game designer who has created multi-book campaign settings and adventures, but is perhaps best known for his one-page roleplaying games, where he fits an entire game — objectives, setting, characters, rules, and other game details and stylistic flourishes — onto a single piece of paper!

He has built a reputation for clever design, irreverent campaign concepts, and topflight roleplaying experiences, and he’s currently putting all of those creative energies into Heart: The City Beneath, a recent Kickstarter success story.

Grant was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!


5 Questions for Grant Howitt

1. How did you get started with roleplaying games? When did you start designing your own games?

I got into RPGs back in 2000 – I saw a game of Vampire the Masquerade being played, and while I didn’t take part, I kind of fell in love with the possibility of the thing. I come from a wargaming and videogaming background, so the flexibility available to players blew my mind when I saw it done live. I didn’t actually play regularly for another six years, because my high school friends were too cool to do it, and I can’t blame them.

I started making my own games significantly before that. I wrote my first game in high school, a hack of a game called Zaibatsu that I got off an Angelfire website, and it reflects my 14-year-old obsession with marijuana, shooting two guns at once, and generally dicking about. (I still like all of those things but I feel like I’m expressing it in more subtle ways these days.)

I went on to write a Live-Action Roleplaying system called Zombie LARP at University with my friend Chris Taylor, who I now co-own an RPG business with alongside Mary Hamilton. (I’m married to Mary; it’s pretty cool running a business doing the thing you love most with the people you love most.)

honey heist

[Have you ever masterminded the world’s greatest heist while being a bear?
That’s the goal of Honey Heist, a one-page roleplaying game created by Howitt.]

2. Your games run the gamut from one-page works like the lighthearted Honey Heist and the tension-filled Wake to more complex and detailed games like One Last Job and Spire.

But one interesting thing aspect of your games is that there’s always an abundance of material to inspire the roleplaying part of the game. When designing the mechanics of a game, how do you find the sweet spot between necessity, efficiency, stylistic flair, and going overboard?

That’s a hell of a question! It’s tricky; you get to learn the feel for it after a while. Chris also reins me in a lot and helps me keep a handle on my excesses; he’s very much the yin to my yang. I think the goal is to make something that’s fun to read and that sparks ideas for adventures in the reader’s head – you’re giving them the keys to a fantasy world and guiding them to their own stories, rather than telling them something directly. So you can get loose with it and stitch things together with a theme rather than worrying about, you know, sentence structure and all that stuff.

spire-cover-blue

3. What are two games that have had a strong influence on your own roleplaying experience, either as a player or a game creator? And what two of your own games would you recommend that people try to widen their own gaming experience?

First off: Dogs in the Vineyard by D Vincent Baker, which is out of print now, but it taught me that games can be about one thing and do it perfectly rather than try to simulate any potential actions within a game world. It taught me a lot about abstraction. It’s hugely clever and one player character always ends up shooting another by the end of a session due to an argument about faith, and that’s extremely my bag.

Secondly: Wushu, by Dan Bayn, which is geared towards daft high-action explosive schlocky pulp play, but the system is so monumentally clever because it barely exists. The fascinating thing about Wushu is that it says “yes, you can do that” where most other games say “no, you can’t do that yet” which means that, after about three sessions, you end up burned out because no-one’s keeping you at arm’s length from your potential. I love it. It’s roleplaying cocaine.

And from myself? I think people should buy the most expensive ones, because I need a new pair of boots. (Actually? Read GENIUS LOCI which is about playing a cannibalistic post office god in 1960’s rural Southern England, because it’s not like anything else I’ve read or written, and that counts for something. And HAVOC BRIGADE, which is about an orc “infiltration” mission into a human city, and it’s legitimately some of the most fun I’ve had running a game due to the wild freedom afforded to players.)

heart cover resized

4. What’s next for Grant Howitt?

At the moment we’re getting Heart delivered to Kickstarter backers (you can pre-order it from our site here) and it’ll be delivered sometime in August) and that’s been a big creative drain – we put out the corebook and four sourcebooks alongside it in a few months.

So at present Chris and I are taking time to recharge, keeping the business ticking over (I’m still writing one game a month and don’t intend on stopping any time soon), commissioning works from other authors, and trying to centre ourselves to get perspective and write the Next Big Thing. We have a few ideas at present; maybe something set in the same world as Spire and Heart, maybe some sort of Deep South ghost-hunting game, or maybe something about eating magical materials to cast neat spells. I dunno just yet.

5. If you could give the readers, writers, roleplayers, aspiring game designers, and puzzle fans in the audience one piece of advice, what would it be?

Make stuff! It’s fun. Then of course the next part, which is just as important, is to release it. You have to get stuff out there, get eyes on it, help people make a relationship with your work.

I see a lot of games which have been in development for, like, a decade – and that’s too long for most projects, you wind up with something weird and ingrown and self-referentially exclusive. So release stuff that you’re unsure but excited about, because nothing is ever perfect, and try to have fun with it.


A huge thank you to Grant for his time. You can follow him on Twitter for updates on his latest projects, visit Rowan, Rook, and Decard for his impressive library of games, and if you enjoy his roleplaying creations, please consider joining his Patreon! There is literally no telling what he’ll create next!

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Kickstarter Roundup!

Oh yes, it’s that time again.

For years now, crowdfunding platforms like Kickstarter and Indiegogo have been hotbeds of innovative puzzle and game design, and I’m always happy to spread the word about worthy projects that I think will delight and intrigue my fellow PuzzleNationers.

So let’s take a look at some projects that are currently seeking funding and see if any pique your interest! (This time around, we’ve got twice as many recommendations as usual! So much puzzly potential!)


atoz crossword

The first is a project by Fireball Crosswords and Fireball Newsflash Crosswords constructor Peter Gordon, entitled A-to-Z Crosswords Volume 2: More Petite Pangram Puzzles.

The project is easy to explain, but mindblowing to think about. Every single day for 24 WEEKS, you get a 9×11 crossword puzzle that contains all 26 letters. The puzzles range from easy to medium in difficulty, arrive by email, and are constructed by Gordon and professional puzzler Frank Longo.

This is a very cool project that deserves your support — they’re a little more than a third of the way there, with 9 days to go — and you should definitely check it out!

puzzle postcard

The next project is Puzzle Postcards: Season Two by the Enigma Emporium.

Last year, Wish You Were Here was part of our Holiday Puzzly Gift Guide, and it’s fantastic to see that the Enigma Emporium is Kickstarting another puzzle postcard mystery this year.

Essentially, an entire mystery is concealed within a handful of postcards, challenging you to mine them for every scrap of information as you uncover a series of coded messages. It’s spycraft in an envelope, very clever stuff.

Already funded with 12 days to go — and carrying a solid track record of previous successful Kickstarter projects behind them — I cannot recommend this one highly enough. I loved Wish You Were Here, as well as the follow-up series.

fuzzies

For a change of pace, our next project is The Fuzzies.

Basically, this is a Jenga-style dexterity game, but made out of little fuzzy balls instead of pieces of wood. And instead of choosing which piece you remove and place on top, that is determined by a deck of cards instead.

I don’t know how it works — actually staying upright in the first place — but apparently it does.

This family-friendly game has already tripled its funding goal with 29 days to go, so it might be right up your alley.

enigmas

The next project we’re sharing today is the ENIGMAS deck of puzzle playing cards.

David Kwong — constructor, magician, and all-around puzzly fellow — has masterminded a puzzle mystery and a series of hidden messages and ciphers, all contained within a deck of cards.

ENIGMAS marries some of the ideas from his Enigmatist show — specifically the historical aspects — with an ingenious puzzle hunt to create an intriguing solving situation. Plus, once you’ve cracked all the puzzly elements, you’ve still got a beautiful deck of cards to enjoy.

This project has blasted well past its funding goal, and with 9 days to go, they’ve added a special limited-run deck of red cards (to compliment the standard blue deck) that will only be offered to Kickstarter backers and never sold in stores. With a pedigree like David’s, you can’t go wrong!

sherlock

Our next project is bigger and no less ambitious. It’s Sherlock’s Mysteries: An Interactive Puzzle Adventure (not to be confused with another Sherlock-based Kickstarter running right now).

Combining board game and escape room elements, this project contains 10 mysteries (described as chapters) that combine into one interwoven narrative where you try to save the life of Sherlock Holmes!

By combining murder mystery-style solving with puzzles like ciphers and deduction puzzles, this project definitely tries to encapsulate the experience of being the Great Detective from the comfort of your own home.

About halfway to its goal with 21 days left, this project isn’t a lock (given the price tag of $135 to experience the entire story), but it’s definitely worth a look. (I’m especially intrigued by the fact that certain levels offer “refill kits” that allow the experience to be played more than once!)

shivers

For something just as puzzly but more immersive from a roleplaying point of view, there’s The Shivers.

In this game, someone has gone missing in the house owned by the Shivers family, and you play one of the family members trying to solve the mystery and defeat dangerous foes at work in various sinister and creepy scenarios.

This gameplay is bolstered by pop-up 3-D models of the various rooms of the house, bringing the setting and different stories to life right before your eyes.

This is a very clever combination of puzzle hunt, roleplaying game, and pop-up book that I’ve never really seen before, and like some of these other projects, it has blown past its funding goal with strong support from interested gamers and puzzlers.

legacy

Following the escape room/puzzle mystery at home template, Legacy: Quest for a Family Treasure is our next project to discuss.

You receive a black box in the mail, and inside, you discover in your estranged father’s will that there is a family treasure hidden somewhere in Europe. And you’ll have to unravel secrets of the past in order to secure your future.

This immersive mystery involves audio and video clues, physical evidence to pore over, and even incorporates Internet searching into the gameplay. I’ve been thoroughly impressed with the level of depth and attention to detail in this one, and clearly I’m not the only one, as the project has already met and surpassed its funding goal with 10 days to go.

The familial element adds a neat twist to the mystery-at-home genre, and I suspect this project will do very well.

labyrinth

The last project we’ll be sharing today is The Labyrinth: An Immersive Multi-Platform Puzzle Challenge.

There’s a lot of stuff included in this one: puzzle boxes, ciphers, maps, tools. They’re sending you a CRATE full of material here. The goal is to move through the various chambers of a labyrinth, solving puzzles as you go.

With 55 puzzles included — and an expected solve time of 8-10 hours — this is a breathtaking amount of puzzly paraphernalia. So there’s cost to consider here. The full puzzle costs $195 (there’s even a more expensive deluxe edition), so although that easily makes it the priciest project we’re discussing today, but also one of the most visually impressive.

And yet, with 14 days to go, they’ve already passed their funding goal nine times over. Check it out and see what you think of the expansive puzzle selection offered here.


Have any of these games or projects hooked you? Tell us which ones you’re supporting in the comments section below! And if there are any campaigns you’re supporting that we missed, let us know!

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