Jonathan Snyder
United States
Missouri
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I want to start an RPG in my collage dorm, but have no idea where to begin. Is there a web site that any one can recomend...seeing as im a poor collage student, I would prefer advice that is...uhhh cheap...or even better.....free.
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...but then I took an arrow in the knee
United States Kingman Kansas
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Fudge RPG can be downloaded free...
http://www.panix.com/~sos/fudge.html
Or GURPS, which is not free but is hands-down the best RPG out there in my opinion.
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Benjamin Meyer
Germany Unspecified
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Depends on the theme you want want to play. Are you interested in Fantay, Sci-Fi, Horror?
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Steve Bernhardt
United States saratoga springs Utah
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I'm partial to 2nd edition AD&D. Since its the older edition, most of the books are available for cheap.
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Jeff Yeackle
United States San Luis Obispo California
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Jonar Roman wrote: I want to start an RPG in my collage dorm, but have no idea where to begin. Is there a web site that any one can recomend...seeing as im a poor collage student, I would prefer advice that is...uhhh cheap...or even better.....free.
Do you like rules? Or would you rather have the rules be secondary to the story telling and adventure? I prefer the later and here are the ones I enjoy that allow me to achieve that:
Horror : Call of Cthulhu (percentile system). A big manual of rules and source information like legendary texts, NPCs that appeared in Mythos stories, an awesome monster section especially if you're a fan of the books, and a simple skill based system.
Sci-Fi : Cyberpunk 2013 or 2020 by R. Talsorian (or just the Fuzion system in general which is a free download). The manual for 2020 is a healthy balance of rules and background material that help create a nice gritty dark future.
Fantasy : Warhammer Fantasy Role Play 1st Edition (just got 2nd, still reading through it.. so far a bit of good and bad). The 1st ed. book oooozes with theme, background material, a rich monster guide, and even a starter adventure. These days publishers would never make a product like this which is my primary beef with 2nd ed. They chopped out 3/4s so they could then resell it as several more products. They have a Vampire Hunter career and in the mini monster section there's no vampires! Silly.
Steam Punk : Castle Falkenstein (Steam Punk). Another rich manual. Over half of the book is theme and background, with the simple mechanics taking up a smaller section in the rear.
All you need is the basic book, dice, paper, pencils, and your imagination (some are PDF downloads which are cheaper than their print versions). Or use the fuzion system for any genre you can think of and use the framework to create your own rules as needed.
PDF Products http://www.rpgnow.com/
Fuzion http://www.thefuze.com/
Cyberpunk 2020 & Falkenstein/ http://www.talsorian.com/
CoC http://www.chaosium.com/
Warhammer http://www.blackindustries.com/ http://www.warhammer.net/
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Phillip Heaton
United States Springfield Virginia
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You can download GURPS Lite for free from sjgames. Just click on our games, then click on role playing, then click on GURPS, then click on GURPS Lite, then click on e23. From there you just add it to your cart and order it just like you would any other game, but it is free and downloadable to your computer. It is 32 pages long, so you shouldn't have much trouble printing it out. It is very basic, but I've seen less developed game systems.
You might check out Dungeon Bash a web published role playing game. It runs $9.95 for a download to your computer. It seems fairly highly rated.
All this begs the question, what kind of role playing interests you? Sci-Fi? Fantasy? Comicbook Superheroes? Historical? If you aren't sure, GURPS makes an excellent choice. It is truely a universal system, and with over 200 worldbooks, you can find something that will fit your tastes.
You can also find excellent deals on older D&D and AD&D books on ebay, as wargamer66 suggested.
What I have found in over 30 years of role playing, is that it isn't the rules that make a game good, it is the game master. Lots of newbie game masters I've adventured under have been great fun to role play with, simply because their take on the game is new, even if they did need help with the rules. I also remember a time when I game mastered a group in Bureau 13 - a great idea for a role playing game, but the rules were horrible. No problem, they used the Bureau 13 rules and I used GURPS. Everyone had a great time and no one was the wiser, until after the game was over and I told them what I'd done.
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Wilhelm Fitzpatrick
United States Seattle Washington
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Some good (and free) choices in RPG systems include:
FATE: [ http://www.faterpg.com/] - takes the general FUDGE mechanics, which are more of an "RPG construction kit" and instantiates them in a very elegant and playable form. FATE doesn't have any particular setting attached to it, but is easily adapted to any setting you want to play.
The Shadow of Yesterday: [ http://www.smokingmirror.net/SoY/book1--solar_system.html] [ http://www.smokingmirror.net/SoY/book2--world_of_near.html] [ http://random.average-bear.com/TSOY/HomePage] - Looks like a very straightforward fantasy roleplaying game on the service, but hides amazing flexibility under the covers. It includes a pulp fantasy setting (The World of Near), but can be easily adapted to other settings (My group is currently using it to play pulp SciFi)
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Cap'n Howdy
United States Studio City California
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jyeackle wrote: Horror : Call of Cthulhu (percentile system). A big manual of rules and source information like legendary texts, NPCs that appeared in Mythos stories, an awesome monster section especially if you're a fan of the books, and a simple skill based system.
I second this.
Everyone loves horror! All you really need to get started it the core source book--and you really don't need to read the entire book to start playing.
To get a taste of what's in store, here's a link to an intro to Call of Cthulhu, including a FREE set of downloadable quick start rules:
http://www.chaosium.com/index.php?section_id=13
How's that for takin' it easy on your ol' college wallet (gotta save your dough for BEER!)?
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Chris Askew
United Kingdom Pelaw, Gateshead Tyne & Wear
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First off, I'm NOT an RPGer. Nor are any of my friends. It has to be said though, that we LOVE this;
Savage Worlds
Its a table top based system (for those that like battles with miniatures). Tee system is easily lendable to scifi, fantasy, horror or any other setting you see fit. Its heavily weighted towards "fast, furious fun!" and is a breeze for novice GMs (like myself).
Core books are available from www.peginc.com and also in pdf at www.rpgnow.com and include;
Evernight - linear high fantasy campaign.
50Fathoms - plot point (think like the GTA video games) fantasy Pirate setting.
Rippers - another plot point setting, this time victorian horror meets steampunk.
Necessary Evil - more plot point stuff ... aliens killed all of the super heroes, so now its up to the super villains to save the world.
There's also a 'free' test drive version of the rules at www.peginc.com, and a few 3rd party companies that do one shot adventures (savage tales, modern horror, wwii, vietnam etc...)
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Rich P
Colombia Sheffield United Kingdom
I didn't know what to do with my UberBadge, so I left it as a GeekBadge.
I'm on a world tour right now, with limited access to BGG. My microbadges will spell out where I am at the moment.
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I don't know much about sci-fi RPGs, but on the fantasy and horror side of things I'd second (or third or whatever) the recommendations for Call of Cthulhu and Warhammer Fantasy Roleplay. Both are fairly simple game systems with rules that don't intrude into the story much. Cthulhu has the advantage of being set in the real world, but with monsters, so players come into the game knowing something of the setting already. If your players are familiar with the Warhammer miniatures game, the setting of WFRP will be similarly familiar. Both systems are good for intrigue plots, creepy mysteries and character-based games. If you're more interested in fighting heroic battles, slaying dragons and loading up on magical treasure there are other systems more suited to that style of play.
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Philip Thomas
United Kingdom London London
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Welocome to the Geek!

as others have been saying it depends a lot on what you want from it. I like Dungeons and Dragons, which is a classic system in the high fantasy style and has plenty of customer support. Its not particularly cheap though.
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Francisco J. Piña A.
Chile Calama Antofagasta
Visit my blog: http://wargamerchileno.blogspot.com
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Here you got some other PDF products:
http://www.drivethrurpg.com
Most games are commercial, but pretty cheap. It has some free stuff too, like CJ Carella's Witchcraft, a very nice modern horror RPG.
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Jim Patterson
United States Iowa City Iowa
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Philip Thomas wrote: Welocome to the Geek!  as others have been saying it depends a lot on what you want from it. I like Dungeons and Dragons, which is a classic system in the high fantasy style and has plenty of customer support. Its not particularly cheap though.
Or it's almost entirely free; depends on how you look at it.
Almost all of the core materials for the current edition can be found online for free via Wizards of the Coast's own Web site: http://www.wizards.com/default.asp?x=d20/article/srd35
Here's a better-organized version of the same: http://d20srd.org/
There are a few things intentionally not included in this "system reference document," like ability score generation methods and experience tables, but almost all of the three "core rulebooks" plus some more Open Game License material can be found there. Of course, if you get on the D&D "train," there are dozens of supplemental books available, but none of them is, strictly speaking, necessary. If you found the SRD material appealing, you would probably have to buy a Player's Handbook (v3.5) at some point to get some of the material left out of the SRD, and the PHB, the Dungeon Master's Guide, and the Monster Manual (again, v3.5) all have good-to-very-good art and a lot of "fluff," or background/flavor elements, not found in the bare-bones SRD. Another nice aspect of D&D, besides a lot of it being free, is its name recognition--if you're trying to start a group from scratch, people will know what "D&D" is even if they've never played it.
But I'd also second those who've already recommended Call of Cthulhu. Sixth edition is the current one, but it's not a lot different from earlier versions of CoC. If D&D is "rules-heavy" (and it is), CoC is "rules-light"--just one main book, and even then about 2/3 of it is source material.
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Philip Thomas
United Kingdom London London
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Call of Cthulu is a very particular style isn't it? (I have only watched games of it, not participated) As in, its obligatory for the 'heroes' to go insane/die horribly...
Of course, if you like that sort of thing it can be good fun, but I thought we might as well warn him.
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Lars E. L
Denmark Copenhagen
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Risus is FREE and very rules lite. Get it here:
http://www222.pair.com/sjohn/risus.htm
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Sean Leventhal
United States Unspecified Maryland
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I would head over to www.rpg.net
The forums over there are very helpful, and the site as a whole has a lot of good information about rpgs, where this site has little to none.
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Jeff Yeackle
United States San Luis Obispo California
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Philip Thomas wrote: Call of Cthulu is a very particular style isn't it? (I have only watched games of it, not participated) As in, its obligatory for the 'heroes' to go insane/die horribly...
Of course, if you like that sort of thing it can be good fun, but I thought we might as well warn him.
It's really up to you. Most of the official published adventures don't have this angle. But the flavor of the stories by Lovecraft and all the others is that the protagonist usually goes insane, vanishes, etc.
Since you're just gaming in that world, its up to you which direction to take it (like the books, or as someone slightly luckier than those in the books). One GM I played under ran the PCs as "Exvestigators" whom were all part of a secret society of sorts solely to fight against the Mythos. Out front of the office building there was a horrid statue found in some dusky dank shrine that would cause all those coming to work to make san checks. As memers of the society, there was access to psychologists and so on to help keep the members in good shape until they had to retire (or got eaten). But the point was to run as long as you could, not to kill everyone off in a single adventure.
later!
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WU-SHU is a free set of rules that emphasizes action role-playing, and it rewards elaborate description. It's very story-oriented and suitable for a wide variety of genre settings. Basically it gives you a way to roleplay the way YOU want to, with minimal mechanics and a premium on fun.
Here's a link to the Wushu page: http://www.bayn.org/wushu/wushu-open.html
You won't need any maps, figures or anything but some dice. Basically, whenever you want to do something, you describe what you do and it happens, exactly as you describe it, when you describe it. The dice just determine how *well* it accomplishes the goals to bring about resolution to the scene you're in.
I have more info about it if you're interested, you can send me your email and I'll email you a simplified WUSHU rules doc that describes how to use it in dialogue scenes as well.
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More Wushu...
Quote: What Wushu Does
At first, Wushu looks deceptively simple, like another rules-light game. But after a bit of playing and thinking, it becomes clear that Wushu provides a surprisingly sophisticated engine for facilitating a fast-paced, collaborative game of narration and genre-emulation. But how does it do that?
Wushu is built on the basis of a few opposing forces that drive play while at the same time providing checks and balances against possible abuse. One of those is the tension between complete creative freedom, as expressed in "Everything is a detail" and the PoNT, and the necessity for collaboration and consensus-finding, as expression the Coupe de Grace and Veto rules. Let's look at these two opposing forces in a bit more detail:
On one hand, Wushu gives each player great incentive to become creative and narrate Details. Players are rewarded for narration not only by getting dice (and thus a higher chance to mechanical success), but also by the fact that their narration happens exactly as they described it. This way, the system promotes a game of free narration and improvisation, as players can narrate their characters actions (and how they resolve in game) without fearing negative consequences for them.
A powerful tool, but one that can be abused. Thus, Wushu offers an opposing force to keep the creative energy in check and on track, to facilitate a positive game experience not only for the person narrating but for everybody. This force comes from the Veto and to a lesser extent the Coup de Grace rules. The Veto rules help prevent one of the common problems with complete freedom, namely that of conflicting creative visions. It's easy for a group of friends to have different ideas of what constitutes "fun" or which tropes are appropriate to a given genre, and in a free creative environment, these difference can lead to a loss of focus or, in the worst case, to arguments and bad feelings between the players. The Veto rules mean that only appropriate narrations and Details, as decided by group consensus, are incorporated into the game. This way, players are given the power to Veto narrations that would ruin their fun or run counter to the expected genre.
Together, these two opposing forces hold the game in balance, as players are given the freedom to narrate, are even rewarded for narration, but are also forced to communicate with their fellow players about what is and isn't appropriate and thus build a group consensus. This increases the chances of productive, focused play without removing the aspect of fast and free narration that is the whole point of Wushu.
What Wushu Does Not Do
Wushu does not provide "hard" genre emulation through mechanics which help you enforce what works and what does not. The group is the only means by which this is possible, so if your group is unable to reach a consensus, a game will be fraught with difficulty.
In addition, the mechanics alone will not judge what is a "right" and "wrong" course of action. The GM doesn't have modifiers that can be applied to a scene to reflect the appropriateness of the player's chosen course of action. All they have are the same powers of Veto with reference to genre as everyone else.
Lastly, Wushu does not bring the cool all by itself - it relies on the players to do that. There are no mechanics which will help you build up an exciting string of actions to work into your descriptions, no lists of powers or maneuvers to spur your creativity (though you can steal those from other sources at will). If you want a mechanical underpinning to aid your creativity, Wushu is not for you. All it does is act as a catalyst for that which everyone brings to the table themselves, by not getting in the way of that creativity.
Core Mechanics
Now to the meat of how this all works. The mechanics of Wushu are all about regulating conflict. As before, it doesn't actually matter what the nature of the conflict is, whether combat, physical, social, mental, or any other kind. All that matters is that the outcome of something is important enough for us to focus on.
Wushu breaks conflicts up into a number of rounds, which could represent any length of time interval in the game reality, depending on the nature of the conflict. A round in a firefight may be a few seconds. A round in an election campaign may comprise months of canvassing, pressing of flesh and making speeches. A round in a trial might be weeks of research and info-gathering interspersed with hours of cross-examination and trial process. There's no hard and fast rule on this, indeed each round isn't even necessarily the same length as the one before, or the one after.
Each round is broken up into two phases which are completed at the same time. First, the group describes the scene; this is the important part because their narration determines what actually happens in the game world. Then, they resolve their dice rolls to see how this round progressed the scene towards an end.
If you'd like to read the rest of the document, shoot me an email.
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