web analytics

Learning Systems

September 1st, 2016 | Posted by vaklam in Podcast Episode

Welcome to the 62nd regular episode of the Play On Target podcast (PLOT for short). How do you learn new systems? How do you teach them to new players? We answer these questions for ourselves and talk about the challenges and the rewards of RPG systems.

What did we leave out? Tell us in the comments or start a discussion on RPG Geek.

Things mentioned in this episode:
  1. Shadowrun
  2. James Bond 007 RPG
  3. Games Powered by the Apocalypse
  4. Paul Beakley on G+
  5. Fate
  6. Nobilis
  7. D&D
  8. Pathfinder
  9. The One Ring
  10. Numenera
  11. The World Wide Wrestling RPG
  12. Marvel Heroic RPG
  13. The Cortex System
  14. Burning Wheel
  15. One Roll Engine
  16. Diaspora
  17. Brad Murray

You can contact us at Hosts@PlayOnTarget.com or you can send us a private geekmail on the RPGGeek website; our usernames are lorddillon (Sam), Vaklam (Brian), edige23 (Lowell), and MasterGeek (Andrew).

You can also follow the podcast on Twitter @PlayOnTarget

Follow each of the hosts at @DMSamuel (Sam), @GeekworldOnline (Andrew), @Edige23 (Lowell), and @Vaklam (Brian)

The music played at the beginning and end of the podcast is Dance of Fire – Bolero in A minor by Sinfonia Electronique. You can find more great music on the podsafe music network at music.mevio.com. The d20 logo is by the awesome Joe Kundlak, a.k.a. joeyeti on RPG Geek.

You can follow any responses to this entry through the RSS 2.0 You can leave a response, or trackback.

3 Responses

  • I maybe misunderstanding the purpose of this episode, but it feel like there is waaay too much emphasis here on getting it ‘right’.

    What I mean is, if you look at a game and can’t figure it out in 15 minutes, drop it, get a new game. If you have to alter some rules, alter them. Don’t like a section, chuck it. Who cares?

    If the players are trying to figure out how to min-max, or break the game instead of creating a cool character, and playing it – wrong players. Chuck them. Who wants to play with someone who is trying to be a jerky (no offense Sheryl)?

    I also don’t see it as breaking a game if the player figures out how to do something cool that the rules don’t particularly cover. If the only way to achieve this cool move is by cheating the rules, well, yeah that’s being a cheat. A cheat is a jerk, no question. If on the other hand the player is simply being smart, that’s great. Smart players aren’t covered or constrained by the rules. Being smart, is being smart.

    Maybe my mindset when it comes to rules is really different from you guys. I found this episode simultaneously very intriguing, but also very confusing. I don’t like, or play Fate and much of this episode talked about Fate so maybe that’s why I didn’t get it.

    I will say what I have said about all rules many times; RPG rules are like the floor beneath my feet. I’m glad its there so I don’t fall into a pit and break my neck, but I really don’t think about it, nor do I want to.

    • vaklam says:

      I agree with you that an RPG system is the basis upon which a game can grow for a specific group. I alter systems all the time to make them fit with the way my group plays and you could fill a library with all of the mechanics I’ve ditched. However, I play by-the-book as long as I can before that happens in order to see what the designer had in mind. That’s how I discovered that Burning Wheel is not for me. I had to alter too much of it to make it fun for me.

      When it comes to certain Fate games, I can see that there’s a game I really want to play in there and I’m not quite getting to it. It’s a matter of grokking the Fate-point economy and getting to the point where that is integrated into the story. It’s worth it to me to get it ‘right’ because I can see how that would fuel some excellent stories.

  • I also note that those of you who are technical writers, and programmers are looking for the technical bits that let you know what you can, and can’t do.

    I run and play asking what my players WANT to do, and telling the GM what I want to do, or what I’m going to do. I worry how the game handles it afterwards. Actually, I really don’t worry at all. Let the game work to accommodate my imagination. I ain’t here to make the game happy. It’s here to make me happy.

    It took me one session of playing to get Marvel Heroic. I’m not going to say I love it, as it does have its issues, but I like it, and I’ve had a great time running it on several. Why? Because we figure out what we think would be cool to do, then we figure out what dice go with that, not the other way around.

Leave a Reply

Your email address will not be published. Required fields are marked *

Hit Counter provided by Business Card Holders