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BG Crawls & Campaigns vs RPGs
Dr Manhattan wrote:
charlest wrote: Just picked up Kingdom Death with a couple of Gen Con promos from a local seller. My PayPal account looks like it just went through that shower knife fight scene from Eastern Promises. But it's my birthday in two weeks so that's always a great excuse...right?
I get that the minis look great (but I mean there are lots of great minis "out there"), from everything I've read so far I cannot really get why I would shell out for Kingdom Monster as opposed to just playing a RPG. I don't doubt theres some "clever mechanics" in these combat stories everyone keeps talking about and rich narrative blah blah blah, but I reckon if thats your thing, any group interested in that can just sit down and play D&D or something, right?
Gary Sax wrote:
charlest wrote: Just picked up Kingdom Death with a couple of Gen Con promos from a local seller. My PayPal account looks like it just went through that shower knife fight scene from Eastern Promises. But it's my birthday in two weeks so that's always a great excuse...right?
Let us know how it is, please! I loved reading Frank's impressions.
Just to provide a contrast with the good Dr., I'd much rather spend an unusual amount of money on an unusual (good) game. Something that is trying to blaze some new ground and not being 100% successful rather than a great genre game in an established niche. The city/season thing sound cool and the roguelike aspect of being so hard to survive and permadeath is interesting.
I could do without the miniatures, but oh well.
Why or when do (or don't) you choose board games with a campaign system over an RPG? What does one experience bring for you that the other doesn't?
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Campaign board games remove the hours spent prepping RPG campaigns. Let's face it, GMs have a ton of work to do and not every play group has someone that wants to do the work (or is even that skilled at it.)
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I think I feel the same way about RPGs actually. I've been flicking through my old Fighting Fantasy sorcery books recently (amazing art and setting, fantastic storyline actually for that genre), and realised its true even of RPG, I'd rather play a game based around a handful of d6 where a GM just assigns a number to succeed for pretty much anything, and a totally generic combat system, because the important bit is actually the narrative, and for that you don't need a thousand different rules. Quite the opposite.
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- SuperflyPete
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just my 2c
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I think of the time I've put into campaign boardgames like Mice and Mystics or Descent 1e, and I don't feel they were less time-consuming or work than most rpgs. But I haven't DM'd.
I really admire the open-endedness of rpgs, and lately I've been itching to try my hand at DM. I'm starting to get a little weary of the programmed nature of boardgame campaigns. Especially in the ever-prevalent fantasy genre.
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- hotseatgames
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*I don't like how this hex map travel & grid+minis combat approach became the norm. I know about the history of D&D coming from Chainmail- I had a great book about the history of RPGs that was published in 1981 with grainy photos of Ral Partha minis with cigarette smoke blown on them for "cool".
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I love RPGs. I was our GM most of the time although we played many Indie games, including GMless ones or ones where the GMs role was very light. The idea of someone running the game does not deter me and many of the Indie-RPG techniques I used (Bangs, and Improv specifically) required very little prep.
So here's some reasons why I'd rather play KDM than something like Burning Wheel or Sorcerer:
-Tactile comfort combined with brilliant aesthetic. KDM exudes atmosphere and minis feel like playing with toys. I love minis and I'm not ashamed to admit that they connect with my inner child. I embrace that. Bring on the awesome minis.
-We don't need the same group to continue playing. There appears to be somewhat of a linked narrative in KDM or other campaign games we play, but when we played Story-focused RPGs the narrative was the entire game. We can't continue our Burning Wheel campaign when a single person is missing, at least not at the quality level we want. With KDM we can have a group of survivors and if a person misses a session we run their character. Their character's background and standing in society doesn't really matter. Their motivations are just ancillary to what is going on. Our RPG campaigns don't work that way.
-It's easy to put a board game away and come back to it months or years later. We haven't played Myth in a year but we will be picking our campaign back up when the expansion content gets here. We don't have to remember a huge ongoing narrative or get back into character because it's a board game.
I think that about covers it.
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Admittedly, I have played a lot of rpgs over a long period of time. But I usually don't enjoy playing in an rpg, unless I'm running it. If I'm running the game, I can tactfully nudge players to keep things moving along at a more entertaining pace, or throw unexpected encounters into the mix if things are bogging down. As a player, I often find myself bored out of my mind during a long and unproductive discussion by the other players regarding The Plan. It's a good idea to do some advance planning when there is some advance knowledge of a tactical situation. But too many rpg players obsess over developing an elaborate plan that is likely to fall apart anyway, especially if the gamemaster is diabolical. And players who tend to obsess over The Plan also tend to get bogged down in discussions of loot.
Oddly enough, I tend to enjoy playing in one-shot games, especially at conventions. Usually there is a good intro to launch people right into the story, and players understand that there isn't a lot of time to waste on The Plan.
LARP is a weird subset of rpg. The live-action aspect can be very immersive, especially if you have some good role-players in the mix. But larp campaigns inevitably bog down in fairly repetitive player vs player intrigue, and larp combat resolution can be tedious compared to the usual dice-rolling of tabletop rpgs.
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You might as well ask why you should play Dune when you could play Caylus.
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- Sagrilarus
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Descent feels very rigid to me. The game does the role-playing not me, and it doesn't help that I hate FFG's brown art. Don't like their characters. It's a board game, no story-weaving going on at all. I like that game, but I'll compare it to playing X-Wing, not D&D.
S.
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JEM wrote: They may be completely different to you, and that's fine. Where I am coming from is that most "RPG" sessions I've been able to get into have been so focused on moving the party on hex maps counting rations, then putting standees/minis on a square grid tactical map and playing the whole thing like a skirmish game. There's been next to no "role playing" in those sessions besides some cursory mission briefing and/or debriefing. In that respect, these board games are basically the same thing as D&D/Pathfinder without the hassle, and closer to those RPGs, played in those styles, than to any eurogame.
I played RPGs every week for about 15 years and never ran a game like that. That sounds a bit miserable.
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