I want to try out Settlers of Catan. I'm a newbie to tabletop games as well but it seems really fun (now just to convince others it's fun too)
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Sorry I saw tabletop and skipped over the rest teehee. I had a conversation about settlers of catan in one of my group chats the other day, comparing Monopoly and Settlers of Catan.
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I'd say 4e, and you can get by with only the base books
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The Dungeon Master's guide is also very helpful, and you might also want to grab the Monstrous Manual.
I use the builders on the Wizards website for making monsters & making characters. I think you might be able to use the character builder without having a subscription to their website.
Also, this program is invaluable. MapTool
Over the years with husbands & wives & children & thousands of miles getting put into the mix, it gets harder to get people around the same table to play a pnp game. This is what my group uses.
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Software for playing over the internet
*you can save your campaign files though so you just pick up where you left off.
MapTool can seem somewhat intimidating at first, but once you figure out how to make tokens & use layers & ownership it's a breeze...though still time consuming to create maps in.
If you read the faq on their site it will get you started no problem
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Yep! We use that & Google chat & it's almost like sitting around a table
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If you're using google chat, look for a virtual table top program, i can;t remember the name of the one i used to use, but it allows you to share the map data so they cann see the map while allowing you to have a "fog of war", roll the dice, move their mini, as well as save current well everything from whos turn it is, to skills that have and have not been used to where all their pieces are on the map and a few can log conversations for somebody to make recaps of the previous gaming session. If I happen to remember the name of the software I used I'll drop a line here for you.
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We've tried a lot of different programs, and MapTool works better than anything we've found. The only reason we use Google+ hangouts is because skype sucks so much.
MapTool has 'fog of war,' light radius & type variations, LoS per person, ownership permissions so you can allow whoever you want to manipulate and move tokens, and initiative window, status effects, variable visibility states, you can program events to move tokens on initiative counts (i.e. moving walls or floor traps)..it has everything that you've mentioned and so much, much more.
I'd be happy to check out whatever program you're talking about though if you happen to locate it.
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Savage Worlds is ridiculously cheap, has only one book, and is one of the most open ended systems around.
D&D Next (aka 5th edition) hasn't been released yet, so you can get the playtesting materials from Wizards for free.
You can get Cats for free online, you all play cats with magic powers, targeted more towards a younger audience.
Dread is also free online & is a collaborative story telling game with an emphasis on horror
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I agree with Savage Worlds. The book is $10 and the system is stupidly easy to learn.
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Everything is free on the internet. The books themselves are definitely not.
If you want to play a 3.5 D&D system, I think Iron Heroes is better than Pathfinder
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Actually, Pathfinder can be accessed for free on the internet, legally. They seem to reason that most people actually want a hard copy of the rulebook, and that they'll make money from selling expansion books, and it has worked out quite well for them.
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http://paizo.com/pathfinderRPG/prd/
And there they are
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I'd also suggest anything by White Wolf Studio, but the easiest to pick up are probably WoD baseline or Exalted
Also Wild Talents is easy to pick up and start, and you can ignore all of the expansions if you prefer, personally I run the spin-off game Monsters & Other Childish Things
BESM was another one I used to run back in the day. It's quite free form, and requires a little bit of engineering to figure out what is going to work best systematically for representing powers and abilities. It's relatively easy to find, both the 1st & 2nd editions (the 1st being more loosely defined & the 2nd being more restrictive but also easier to pick up and play)
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I didn't even understand the hit location system in Wild Talents until I read M&OCT.
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If you really want to try out some good RPG's just come to GenCon, and you can try out all the games you could ever want there.
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and when you go..look up MEGA if you want to sign up for any the games that myself or my cohorts are running.
ahh shameless self promotion
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In the end it all depends on what you want to play. A game like say Pathfinder, Dungeons & Dragons or Earthdawn has a very straightforward premise and are easy enough to run, though they tend to be a bit heavier on the rules side.
A game like Vampire: The Masquerade on the other hand have lighter rules and tend to be more focused on player interaction and will also force the game master to think more about plots and more social interactions with the players.
So, do you want "Go down in dungeons & kill monsters!" or "Social play and intrigues"? Some games support both relatively well, and some are more focused on one or the other. You can in theory do a missmatch (Dungeons & dragons in high society with court intrigues and all that fun stuff), but it will require a bit more work from everyone involved.
But do avoid Rolemaster, MERP, Eon/Neotech, Traveler or any of the other really heavy games. They are all good in their own right, but the amount of rules might make your heads spin. Also, something like Nephilim or Nobilis is just too "out there" to be good beginners games.
Personally I absolutely love Blue Planet & Fading Suns, but neither are "easy" to run. Also, Shadowrun & MechWarrior/Battletech: A Time of War are really good, and a bit more focused, but the later will probably just overwhelm a new player, Shadowrun should be easy enough though.
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Shadowrun is the most convoluted, crunchiest RPG you could suggest to a new player. What kind of cruel person are you? It is an enjoyable game, but it is an insane amount of work for someone who hasn't GMd before.
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You can scale back on quite a lot. I've not actually played 4th edition yet, but I never found 3rd edition to be all that hard to run, and from what others have told me, 4th edition is easier to run.
Just avoid anything having to do with the matrix early on.
The main thing I would recommend for a new player is to find a focused game. Avoid all of these "you can do ANYTHING" kind of games (like Fading Suns), because that will just confuse everyone involved.
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I've played every edition of D&D that's come out, and while I was always a curmudgeon about the shift & the capitalist gears clunking behind the scenes, I have never been unhappy with the changes that the new editions have brought forth. So far 4th ed is my favorite because it really focuses on the tactical aspects of battle..that and it's a lot harder to make the game breaking characters which were so easy to throw together in past editions. I play tested 5th ed at GenCon last year, and I thought it worked rather well. It harkens back to AD&D, re-emphasizing the original class roles & scaling back on the ridiculously fantastic powers in favor of grit & the mundane.
*it's really up to the GM to limit what a game is about. A system that allows every possibility can still be restrictive if the GM &/or group decide what the objectives are beforehand.
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Needless complexity is what the game is all about.
Want to take a piss? Well you better roll a die & make sure you can.
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nonono I've never played that.
I'm doing so in jest of course, but I'm referencing the FASA corp. publication of Shadowrun.
I haven't gotten around to the one that Catalyst is doing yet, but based on my experience with their other publications I'm sure that it's fun.
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Start with D&D. You really can't go wrong.
You can run a Cthulhu Tech game that's tactically centered & very hack & slash as well.
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Thanks for mentioning Nobilis. I wasn't going to say it here, either, as it's not newbie-friendly, but...
I freaking love that game. If only I could find a group to play it.
/le sigh
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For about $90 you can find Dungeons and Dragons 3rd, 3.5, or Pathfinder core rulebook, game master's guide, and monster manuals. Those three are a great play to start for any player. The fantasy setting is standard and offers a lot of fluff. I prefer the current Pathfinder over D&D because it feels more polished and they fixed a few things.
One argument you will hear is that World of Darkness(Vampire, Werewolf, ect) is more story and D20(D&D, Pathfinder, ect) systems is all hack and slash. That is a lie as the game depends on its players and GM. I have been playing tabletop RPGs since 1994.
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Yep. Complete lie. I play games from both companies, and one of the things that a lot of WW gamers ignore when they're saying stuff like that is how intensive the rules can get in them (WW games)
D&D is better designed for tactical map-based combat, since that is the focus of the mechanics, but I've played D&D sessions where nobody even rolled a die because we were all too busy playing the game with our words.
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edit That's what she said
The players handbook is all you need to play the game.
The DM's Manual is full of advanced rules for combat, encounters & treasure
The Monstrous Manual is full of stats and lore for a wide variety of adversaries which you can use in your game.
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I would never suggest anything resembling piracy..but you can find basically every gaming book you could imagine in torrents..just make sure you cough delete cough them after 24 hours for legal issues.
But really..speaking of torrents there is a game called Kobolds Ate my Baby (Super Deluxe Edition) that went out of print years ago. After much harassment, Dork Storm Press has agreed to reprint the book per-order. That's not going to do you any good, so just go download it.
(There are several expansions for the original edition floating around but the edition mentioned above is comprehensive)
It is one of the simplest pnp games you could ever play & it is an incredible amount of fun.
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In my lifetime I've played Heroclix and Dungeons & Dragons. Both of them were really fun when I tried them out. Heroclix really appealed to me, because they were of super heroes and I was a big fan of comic books/superheroes. That brings me to another question, does anyone know if Heroclix still exists?
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d20 SRD 3.5 - everything you need to play classic D&D 3.5
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I second that. Pretty obvious suggestion but a viable one. If only the damage mechanic in DnD wasn't so unrealistic. It's hard to fix without collapsing the whole system. I know, I tried. In the end I wound up with a very rough model of what to implant in place of HP and partially, AC, but I have no time to test properly and polish it. So nothing to brag about really ^^'
I can also recommend to you a terribly good system with the best armour & damage mechanics I have ever seen and everything else "just" good and user-friendly. It's adaptable to whatever setting you choose with little to no change, but obviously geared heavily towards cyberpunk from the very beginning. I'm gonna be running Warhammer 40000 RPG on it, just need to translate some of the setting's elements to the system; sorcery most notably. I present to you - "Cyberpunk 2020". But you'd probably have to illegitimately acquire and print out digital copies, because tragically, they let it die and the books are hard to come by. I strongly recommend getting all the official extra materials and looking around for some old-school sites with the usermade ones for moar.
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Well, the FATE Kickstarter just closed, not sure if there's another legal way to obtain the Fate core book yet, so... You can find the basic Fate rules here. Look for Fate 2.0 and open the PDF. It's only about 80 pages, not as much as the projected 300+ pages in the upcoming Fate core book. Even so, it's enough to get you started.
Fate is a really straightforward system. Character creation unites group members. Characters get aspects (which are kind of freeform descriptors that can be anything and grant bonuses as well as guide the story) and skills (which are a bit more normal and work just as you'd expect them to.) Then there are stunts which give a character a little extra ability in how their skills get used. There's a list of these, but you could also design your own.
It requires Fudge Dice, but you can use regular d6 and either:
Then just add them up (++++ = 4; ++-- = zero; 0++0 = 2) and add that number to the skill being checked. They're easy to read and they tend towards neutrality (you'll normally roll close to your skill - sometimes below, sometimes above) and you'll only rarely roll bigger changes like -3 or +4.
You'll also need some tokens (poker chips, glass beads, etc.)
It's a pretty simple freeform system that gives characters a reason to interact and (with tokens to compel or invoke aspects to cause problems or create interesting bonuses) ensures that scenes have dramatic flair.
If you like some pulp-comic action (Indiana Jones, Sky Captain, Rocketeer,) pick up Spirit of the Century.
If you like hard sci-fi, Diaspora might be up your alley (even if it adds some slightly more complicated mechanics.)
If you like urban fantasy, pick up the Dresden Files RPG.
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Or of course create your own setting (something the currently-beta Fate Core Book has a guide for doing.)
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The Evil Hat wiki has a list of setting/genre adaptations.
Follow the above link for details on those particular entries :)
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I'd like to say the same about Don't Rest your Head or Unknown Armies.
If they weren't so complex & strange they would make great introductions to the genre, since you don't have to adjust your world perspective much if at all to understand the setting.
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I'm happy to see that DRYH and UA even got mentioned.
They're not really newbie-friendly (although I've run newbies through UA before in a group of experienced players.)
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Dungeon Squad has super easy rules. I occasionally run a game for my younger siblings and this is the system we use.
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There is one especially beautiful brazilian RPG being translated by Retropunk books. I think the name will be "Infinite Abyss" or someething like that. Sounds better in portuguese :P
I love it's rules. It's unfortunate to see it and Devastated Land not being translated to you guys...
So try out D&D4th (my group's first rpg), Squared Circle and Fiasco!
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Amina and Anima Tactics are absolutely gorgeous, though unfortunately extremely expensive as far as tabletop gaming books go. Those of you in Europe are probably already familiar with it, but it has only been marketed in the states for a little under 2 years now.
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Pathfinder > Take a look at this. You can find Core Rulebook here: PRD (free)
Also there is a global campaign called Pathfinder Society. You can find a local Pathfinder Society game with the following link: http://paizo.com/pathfinderSociety/events
Also you can get in touch with the local coordinator in your region with the following link: http://paizo.com/pathfinderSociety/about/regionalCoordinators
I would also suggest Savage Worlds if you are willing to do a lot of preparation before games. It's the easiest/fastest RPG system ever. (It's just 10 $ on drivethrurpg)
P.S: You can add me on Steam if you have any questions about Pathfinder :)
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http://www.challengerrpg.com its super simple and free
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Respectfully disagree (about the "super fun only for RPG gamers" comment). I'm an avid gamer (cards, dice, boards, whatever) but have never had any desire to invest in full RPG (for many of the same reasons why I can't invest in vast MMORPG).
However, I play Munchkin with a huge variety of people: long-term RPG players, casual gamers, complete non-gamers, even my parents!
It's really fun, has loot/races/classes like an advanced RPG, but is fast to play and setup, doesn't take itself seriously in the slightest and, with a good group of friends, you can actually role-play. We often go to extremes of being the guy who, even if it screws up your own chances of win, will throw chaos just because it suits the character we're going for.
You can step outside the rules slightly and pre-determine race/class before the game, with special conditions to change, if you like that deeper character concept.
Huge recommendation; it's a great game for a new gaming group, being both welcoming and a gateway to more advanced games.
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Munchkin parodies RPG games (D&D, WoD, etc.) and "munchkin" players in general. It's intended to make fun of these games and you can only "kick the door, kill the monster and steal the treasure". This is a D&D parody itself and Roleplaying games are much more than this concept. Yeah, it's a great game, but it's not an RPG game to recommend new tabletop RPG gamers.
You can roleplay in Magic the Gathering or even in Chess. They are both tabletop games but it doesn't make them tabletop RPG games. That's why you should play roleplaying games instead of board/card games :) I am pretty sure you will like it.
P.S: Of course Munchkin is not only about RPG's, you can find several references to other books, movies etc.
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Oh for sure! I wasn't suggesting Munchkin in response to the OP. Simply that it doesn't take an RPG player to really enjoy and get a lot of laughs from it.
Yeah, I'm pretty sure that if I could get weaned onto table-top RPGs, I probably would really enjoy them. Vampire the Masquerade always stood out for me, maybe because I was really into the video games for a while. Having said that, I think the mythos is pretty cool and, compared to other RPGs, seems to have less complex mechanics and far more plot/interaction development. Unfortunately, the only RPG players I know are D&D all the way.
Any time I have these internal debates about RPG, it always seems to come down to two reasons not to play:
Maybe someday, we will be mature enough to play games suitable for 12yo+ :)
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Not unless you are pretending to be a great chess master... I think rpg is a dumb term since it applies to almost all video games, or games in general. I think the entire industry needs to come up with new categories... sports is one of the few that works.
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Can't go wrong with D&D 4e, and GURPS is about as non-lore-specific as you can get.
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If u like skirmish battles Mordheim is a must. http://www.mordheimer.com/index.htm
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