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2021-06-29, 01:04 PM (ISO 8601)
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Re: Things in RPGs that you used to like but don’t anymore
From my reading, FATE is way more conducive to my style than PbtA. May just be tone--FATE came across as "here's how we do it, and here's why" while PbtA came across as "here's how you have to do it if you want to not be a bad person". And FATE leaves it way more open for the GM and the players to collaborate (or not), while PbtA seems to demand that they do, and do so in particular ways (especially the "rules for GMs" section).
And if I seriously played one of those games, I might revise my opinions. But a quick read through the rules (and lots of experience with very vocal, very pushy fans online) makes me unwilling to try (in the case of PbtA specifically). Lots of the fans come across as "One True Way" believers (whether they really are or not), often pushing themselves into non-PbtA discussions and insisting that you have to read and follow the ideas in PbtA systems or you're not running interesting games/you're being a bad DM. Instead of accepting that PbtA has its niche and so does D&D. Or Exalted. Or whatever.Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
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2021-06-29, 01:18 PM (ISO 8601)
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- Aug 2010
Re: Things in RPGs that you used to like but don’t anymore
"Gosh 2D8HP, you are so very correct (and also good looking)"
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2021-06-29, 04:07 PM (ISO 8601)
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- Sep 2015
Re: Things in RPGs that you used to like but don’t anymore
None of that sounds like creating stories to me, other than in the colloquial sense of giving you something after the fact to tell stories about in retrospect. It sounds like the DM giving a world (fantasy environment) and circumstances, and the players playing their characters as if their characters are living in that fantasy environment and circumstances, and making decisions for them.
As I've said before, personally I live through events, I don't create a story of my life. And playing a character (or running a game for others playing characters) isn't different for me.Last edited by Tanarii; 2021-06-29 at 04:09 PM.
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2021-06-29, 04:36 PM (ISO 8601)
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- May 2016
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- The Lakes
Re: Things in RPGs that you used to like but don’t anymore
First, "D&D" and "simulationist" (to the degree one takes the GNS model seriously in 2021) don't belong in the same sentence without a lot of qualifiers. I'm never quite sure how D&D and "sim" got lumped together, but I suspect it has to do with some people taking two things they wanted to dump on, and pretending they were one and the same to make it easier. (I like a lot of "sim" in my RPGs, and I don't like D&D because it kinda fails at that in so many ways.)
Second, as a player, the last thing I want to do is to ask the GM a question about the world, and have them turn to me and say "I don't know, what do you think is...." I'm not here for "author stance", I'm here to experience a "world" through the lens of a "person" (the character).
...
^ THIS.
I have nothing against those who want some storytelling in their RPGs. It's their experience, their enjoyment, and their choice.
I have no patience for those who insist that playing an RPG is inherently and inevitably an act of storytelling. No one gets to tell me how I experience or engage with the things I do, or how I get enjoyment out of the things I enjoy.Last edited by Max_Killjoy; 2021-06-29 at 04:41 PM.
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2021-06-29, 05:12 PM (ISO 8601)
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- May 2016
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- Corvallis, OR
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Re: Things in RPGs that you used to like but don’t anymore
Dawn of Hope: a 5e setting. http://wiki.admiralbenbo.org
Rogue Equivalent Damage calculator, now prettier and more configurable!
5e Monster Data Sheet--vital statistics for all 693 MM, Volo's, and now MToF monsters: Updated!
NIH system 5e fork, very much WIP. Base github repo.
NIH System PDF Up to date main-branch build version.
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2021-06-30, 07:48 AM (ISO 8601)
- Join Date
- Aug 2012
- Location
- Vacation in Nyalotha
Re: Things in RPGs that you used to like but don’t anymore
I’d hazard a guess that within a broad definition of “everything is a story if you look at it this way” one person may be producing a story by another’s metric without that being the intent or focus of the first person’s actions. For instance I fold pieces of paper to pass the time in a boring high school class. Others call the good looking pieces art, but those pieces are just byproducts of a task whose purpose was the task itself. Or road trip vs. driving to a specific destination.
If all rules are suggestions what happens when I pass the save?
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2021-06-30, 08:26 AM (ISO 8601)
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- May 2016
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- The Lakes
Re: Things in RPGs that you used to like but don’t anymore
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2021-06-30, 10:12 AM (ISO 8601)
- Join Date
- Aug 2010
Re: Things in RPGs that you used to like but don’t anymore
I've seen two arguments for the "it's all storytelling" angle.
1) You're sitting around talking about events. That's storytelling.
2) All human activity creates story, we're inherently storytelling creatures.
So.... I think the first is defensible, but is a bit of a stretch, and not really useful in any interesting way. I think the most useful thing for it is bringing certain people into the hobby that might recoil from "game" and "roleplaying", but "storytelling" sounds hipster enough to pique their interest.
The second one is just so ridiculously broad that everything is storytelling. Driving your car to work is storytelling.
The big problem is that in almost every case either of these are used in a kind of narrow/broad swap. It starts out with "all roleplaying is storytelling" using one of the very broad definitions, and then draws conclusions on what should happen in RPGs based on a much more narrow definition of storytelling."Gosh 2D8HP, you are so very correct (and also good looking)"
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2021-06-30, 11:00 AM (ISO 8601)
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- May 2015
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- Texas
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Re: Things in RPGs that you used to like but don’t anymore
+1.
Most players want to play, they don't want to do the GMs work for them.
It's just you usually need to hit a large convention or play online to find them.
Yeah, and a lot of teenagers are poor DMs although some are very good.
I might also play with letting players not involved in the current scene come up with stuff to keep them involved.
But the "EVERYTHING MUST BE MADE UP BY THE PLAYERS" (okay, I overemphasize slightly) crowd is real, and they're very vocal, and I frankly push back against them where I can (I do have a bit of a voice in the Fate community overall).
I like to phrase it this way: the PCs go out and do things, and then they tell stories, after the fact, about the stuff that happened. Kind of like real life. Dramatic "aw crap" moments (like my bard's rolling a 1 on a persuasion check the other knight) can make for fun story telling in a way that killing off three Grells might not.
And for me, world building is much of the fun. Having people interact with the world in character stance, not in author stance.
The time we played Fellowship it took us all (each of us first time through) a bit of time to get the bonds between PCs thing going ... but it made for some fun spirals.
Most decisions in PbtA games can be framed as player-facing.
But, as I've said, there's also that very vocal "hyper-narrative" crowd that asserts everything must be cooperative GM, full author stance, blah blah blah stuff even that's very weakly supported by the texts of the games themselves.
Forge-ites did get a bit of a rep, perhaps for a good reason.
You tell stories about the interesting bits that happened along the way. Similar thing to Sea Stories told among salty old Navy veterans. You aren't telling the stories about the mind numbing tedium of many of the mundane things you did at sea: you tell stories about the highlights, or the unusual stuff, like the guy hanging onto the lifelines behind the high power turning aircraft, pretending to be Superman as the exhaust and prop wash tried to blow him overboard ... yeah, truth is stranger than fiction.
*nods*
I have no patience for those who insist that playing an RPG is inherently and inevitably an act of storytelling. No one gets to tell me how I experience or engage with the things I do, or how I get enjoyment out of the things I enjoy.
Almost a bait and switch approach.Last edited by KorvinStarmast; 2021-06-30 at 11:06 AM.
Avatar by linklele. How Teleport Worksa. Malifice (paraphrased):
Rulings are not 'House Rules.' Rulings are a DM doing what DMs are supposed to do.
b. greenstone (paraphrased):
Agency means that they {players} control their character's actions; you control the world's reactions to the character's actions.
Second known member of the Greyview Appreciation Society
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2021-06-30, 12:26 PM (ISO 8601)
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- May 2016
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- The Lakes
Re: Things in RPGs that you used to like but don’t anymore
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2021-06-30, 12:46 PM (ISO 8601)
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- May 2016
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- The Lakes
Re: Things in RPGs that you used to like but don’t anymore
Which is a lot like life. We can tell stories about life, but we're not making stories just by living our lives.
I still have a bit of Forge-induced twitch... in case it's not obvious. Ran into a lot of those hyper-narrative, hyper-author-stance, hyper-players-do-everything types who were aggressive and disdainful towards any other approach.
And even before that, there was the start on Usenet when someone dropped into the RPG groups and started saying, much like above, "all gaming is about story, if you're not doing story, you're doing it wrong".
I think I've read that before.
That's the first thing I thought of to, bait and switch.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2021-06-30, 01:41 PM (ISO 8601)
- Join Date
- Jan 2016
- Location
- The Old West
Re: Things in RPGs that you used to like but don’t anymore
I used to think grid combat was overly complicated and a pain to set up. I still think it's often a pain to set up but I prefer if to TotM now, at least for big/important combats, because you can point at a map or grid and say "that's where you are, that's where the bad guy is" without people having to correct their mental picture of everyone's position. Honestly, the main reason I haven't switched over to a VTT for live groups is because I don't know how to use any and not everyone in my group owns a tablet or small laptop that would make using those practical during an IRL game.
Avatar by linklele
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E6 Iron Chef XVI Shared First Place: Black Wing
E6 Iron Chef XXI Shared Second Place: The Shadow's Hand
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2021-06-30, 01:58 PM (ISO 8601)
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- Dec 2015
Re: Things in RPGs that you used to like but don’t anymore
I find trying to make sure I always have one group where I am a player, even if I'm usually DMing, helps me keep out of the a monomindset. Even if it is a pickup, once-every-six-weeks kind of game.
Me going to a con any time soon is a no-go until or unless my wife has a change of heart. She, for sure, doesn't want to hang around a few thousand geek/nerds/gamers at a Con.
IIRC, Robin Laws had a great essay on "the various way people engage with, or get enjoyment out of, RPGs" that put a nice finger on a point I had vaguely understood before.
Almost a bait and switch approach.
This explains things.
I keep revising my guesstimate regarding how many people here are old enough to have been on Usenet. I bet that means you remember 'Roleplay, not Rollplay?'
My group chafes at (required) grids, but having one around at least for relative position is fairly mandatory for us now. If someone had one of the old wargamer sandtables, we'd use that.
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2021-06-30, 02:34 PM (ISO 8601)
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- May 2016
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- The Lakes
Re: Things in RPGs that you used to like but don’t anymore
It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2021-06-30, 03:33 PM (ISO 8601)
- Join Date
- Aug 2010
Re: Things in RPGs that you used to like but don’t anymore
I think this is interesting, because I consider a very rough diagram to show general positioning indispensable for TotM. I can't imagine doing TotM without it, and I don't think it makes it suddenly map-based, because it's just a reference to keep people on the same page, rather than the actual "space" that's being played on.
"Gosh 2D8HP, you are so very correct (and also good looking)"
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2021-06-30, 06:01 PM (ISO 8601)
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- Jan 2016
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- The Old West
Re: Things in RPGs that you used to like but don’t anymore
I think I can recall a handful of times we used rough maps in my TotM games. So maybe that would help. It would certainly avoid what I recall often being the case, which was basically always fighting on a flat plane. And here's the thing, I'm still totally down to play that way if that's what a group prefers, because I'm always down to play more TTRPGs. It's just that as was pointed out earlier in the thread* there are games that are less TotM friendly and I happen to play mostly those types of games. At least I happen to think they are.
*Wish I'd finished reading before posting my initial response, please don't read it as an attempt to rehash anything from earlier.
Yeah, maybe it's just a visual aid is helpful, not grids specifically, but I do like a grid or hexmap for exactness when a game is being exact in its areas. For something with a system of vague ranges (like melee, near, far) it's not necessary.Avatar by linklele
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E6 Iron Chef XVI Shared First Place: Black Wing
E6 Iron Chef XXI Shared Second Place: The Shadow's Hand
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2021-07-01, 10:43 AM (ISO 8601)
- Join Date
- Aug 2010
Re: Things in RPGs that you used to like but don’t anymore
"Gosh 2D8HP, you are so very correct (and also good looking)"
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2021-07-02, 05:07 PM (ISO 8601)
- Join Date
- Aug 2009
Re: Things in RPGs that you used to like but don’t anymore
Disclaimer: I haven't read the whole thread, so I am just responding to the OP.
1)Anything that involves a significant amount of record-keeping. I'd rather play such a game on a computer and let the computer do the record-keeping. I don't have time for it anymore.
2)Any sort of connection between a character's species and whether they are a good guy or a bad guy. Admittedly, this is less specific to tabletop RPGs and more a general preference in fantasy and sci-fi. Most of my current favorite fantasy and sci-fi fiction doesn't have "evil species," and one that does (OOTS) use them to critique the existence of evil species in other fiction. However, I have a stronger objection to this sort of thing in stories where I am expected to take an active role in determining the plot.
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2021-07-02, 05:46 PM (ISO 8601)
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- Jul 2019
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Re: Things in RPGs that you used to like but don’t anymore
At least 4E told you "You need a grid for this."
I'll add along these lines: I've no time for games that can't make up their mind if they want you to just imagine it or they want you to pull out the rulers and graph paper. PICK ONE. There's no wrong answer. Some games will serve better with a grid, 4E was explicitly designed for grid use. Some games will serve better without a grid, like TTRPGS that bill themselves as "storytelling" games.Knowledge brings the sting of disillusionment, but the pain teaches perspective.
"You know it's all fake right?"
"...yeah, but it makes me feel better."
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2021-07-03, 07:49 PM (ISO 8601)
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- Jun 2015
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- South Korea
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Re: Things in RPGs that you used to like but don’t anymore
Personally, all dice other than the standard d6 (crazy, right?), because of the local availability. It's laughably easy to acquire any number of d6's, but other D&D dice types, especially the d10 and d100, are nearly impossible unless you delve through dubious online malls, and I'm extremely untrusting of those evil places...
----
Quoted for support. I highly value symmetric + crunchy rules too, even when a contrary rule might have better production values and/or ease of play...
(maybe even worship if they're legally free at the very least like the 3.X SRD)Below are the things I personally care when rating whether I consider a RPG rule as a favorite or not, in order;
- Legally guraranteed for free commercial redistribution (ORC, CC-BY-SA, etc.)
- All game entities (PC, NPC, monsters, etc.) generally follow the same creation structure and gameplay rules (with some obvious exceptions)
- Martial and Magical character archetypes do not completely overshadow each other in common situations (combat, exploration, socialization, etc.)
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2021-07-04, 04:45 AM (ISO 8601)
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- Jun 2015
Re: Things in RPGs that you used to like but don’t anymore
Last edited by noob; 2021-07-04 at 05:18 AM.
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2021-07-04, 07:01 AM (ISO 8601)
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- May 2013
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2021-07-04, 07:43 AM (ISO 8601)
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- Mar 2015
Re: Things in RPGs that you used to like but don’t anymore
To Hytheter: Now I do, but neither the town I grew up in nor the (smallish) city we would go to for shopping trips - and that would usually be a day trip - had gaming stores. You could however get boxes of "dice", aimed at people who didn't realise there was more than one kind, in town. Because of this all the systems I design have been d6 based unless they particularly make use of differing die sizes and those I still shy away from.
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2021-07-04, 09:52 AM (ISO 8601)
- Join Date
- Jul 2013
Re: Things in RPGs that you used to like but don’t anymore
If someone is in a similar situation, is there good advice on how to convert a XdY into a Zd6? Are there better conversions than these?
1d20 -> 3d6
1d4 -> 1d6-1
1d8 - > 1d6+1
1d12 -> 2d6
1d10 -> 1d6+2 or 2d6-1
1d100 -> 1d(6^3) with the chart converted to base 6 because 216 ~= 200 ???
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2021-07-04, 10:00 AM (ISO 8601)
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- Jul 2014
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- Avatar By Astral Seal!
Re: Things in RPGs that you used to like but don’t anymore
I have a LOT of Homebrew!
Spoiler: Former AvatarsSpoiler: Avatar (Not In Use) By Linkele
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2021-07-04, 11:44 AM (ISO 8601)
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- Jul 2013
Re: Things in RPGs that you used to like but don’t anymore
True.
In cases like weapon damage (Greataxe 1d12 -> 2d6) the bell curve would definately change the math. It might also change some mechanical interactions. However generally it could work.
In cases like random month of the year going from 1d12 to 2d6 would not make any sense. Suddenly January and December disappear and July becomes very common.
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2021-07-04, 12:14 PM (ISO 8601)
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- May 2016
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- The Lakes
Re: Things in RPGs that you used to like but don’t anymore
Dice are fairly easy to get, I think.
Amazon, Barnes and Nobles, superstore chains, local gaming stores, etc.
Not sure if Drive Thru RPG sells dice.It is one thing to suspend your disbelief. It is another thing entirely to hang it by the neck until dead.
Verisimilitude -- n, the appearance or semblance of truth, likelihood, or probability.
The concern is not realism in speculative fiction, but rather the sense that a setting or story could be real, fostered by internal consistency and coherence.
The Worldbuilding Forum -- where realities are born.
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2021-07-04, 12:54 PM (ISO 8601)
- Join Date
- Feb 2014
Re: Things in RPGs that you used to like but don’t anymore
We didn't have a dedicated gaming store, but the hobby train store in The Town With The Mall An Hour Away did have a small rpg section. I feel like they had dice, too. The bookstores also had small gaming sections. But this is in the '90s and before Barnes and Noble and Borders and Amazon became things.
Though that's also why the beginners boxes always have dice.
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2021-07-04, 02:48 PM (ISO 8601)
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- Oct 2010
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- Dallas, TX
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Re: Things in RPGs that you used to like but don’t anymore
Where in the world are you buying games that won't also sell the dice you need to play them?
Amazon and other reputable companies sell dice online.
You can also use "=randbetween(1, 6)" in Excel, or roll20.net.
A quick Google search for "online dice roller had 10 million hits.
Or click here for the one from Wizards of the Coast:
WotC Dice Rolling page.
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2021-07-04, 04:04 PM (ISO 8601)
- Join Date
- Jan 2009
Re: Things in RPGs that you used to like but don’t anymore
I love that of all things from ancient vestiges of the old WotC site to still exist and work... is their dice roller.