I've played with people who insisted that if you don't own a period costume you weren't taking the game seriously. Thankfully they were cool with loaning out suitable garb. Less intense groups often use hats and (generally dreadful) accents.Even something like Diplomacy, one of the finest board games every invented, has RP elements as you take the role of the head of a nation state.
We used to get those pretty regularly in one of my old neighborhoods. If you put up "No Trespassing" signs at least you can have them carted off by the police when they start ranting at your garage about politics at 3AM in the morning.I think some people just like to argue with premises.
That's exactly what someone who lives in a secret MK ULTRA lsd distribution bunker would say!.
"Sir, please go home to bed. My domicile is not part of the military-industrial complex."
Look, the rent's really reasonable, okay?That's exactly what someone who lives in a secret MK ULTRA lsd distribution bunker would say!
That's an interesting list, and I'm honestly curious about the questions I've edited into it in bold print.Gamey things I need:
- Dice Would alternative randomizers do instead, eg a deck of cards or some kind of blind token-drawing mechanic?
- A unified resolution mechanic
- Hit points, XP, other "points" Both XP and Levels seem kind of tied together to me. Would other forms of character advancement work instead, eg Chaosium's incremental skill improvement through use and training?
- Stats Is this roughly the "classic six" from D&D, or would other approaches like Tri-Stat's Body-Mind-Soul trinity or WoD's array of nine physical-mental-social stats do? Would non-numerical stats like narrative "tags" do, or do they need have some kind of objective value attached like FASERIP does when you dig behind the adjectives?
- Levels See above - would other types of character advancement do as long as they have obvious mechanical effects?
- Core rules
I have a pretty high bar, I suppose. I want tactics, choices that matter, and a fair bit of crunch. Where it becomes too much is when the game takes forever and/or the number of rules become difficult to manage. Usually that’s when people start ditching rules in favor of speed of play.How much game is too much game in an RPG?
1. Sure, cards etc. would work just fine. I've also used dice pools, rock-paper-scissors, and Jenga towers. It's all good. Dice are just easier and more ubiquitous.That's an interesting list, and I'm honestly curious about the questions I've edited into it in bold print.
Going by the full list as written, Talislanta seems to be your dream game, unless maybe you count the kajillion species/profession classes as subclasses, which they sort of are and sort of aren't - more like BECMI's Elf "racial" class to me.
Understandable. Still holds up well today.4. Honestly, BECM D&D is my "dream game." I still play it on the side, and still with my old high school gaming group, over Roll20. We're keeping it Old School over here, no Renaissance needed.![]()

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.