Thoughts on How to Host a Retro RPG Night
Every truly hardcore RPG gamemaster I know has a shelf, box, or other receptacle full of games they never play and never will play. In a lot of cases, they’re great games, or at least games that would be fun for a one shot, but there are three barriers to actually dusting them off and getting your group to play them:
- Your players don’t know the rules and don’t wan to invest the time in learning them.
- Your players also don’t want to build characters for a one shot.
- You (the potential GM) don’t have the tools to overcome problems 1 & 2.
I’m thinking about this problem right now because last night, my girlfriend & I consumed several glasses of wine each while watching the David Eccleston Dr. Who episode where they chase the alien disguised as a fat lady in Cardiff. Afterward, we got to talking about gaming, had more wine, and somehow ended up on the subject of Bunnies & Burrows, an RPG from 1976 where you play a rabbit. While still a tad snoggered, I ended up on the Fantasy Games Unlimited web site (yes, they still exist, and yes, they have an online store, and no, you should under no circumstances go there after sharing two bottles of wine with your gaming-enabler girlfriend egging you on).
The result? I am now the proud owner of a copy of the Bunnies & Burrows PDF, and apparently I’ll be getting copies of Bushido and Tyrannosaurus Wrecks (thanks for that last one, Melody) in the mail soon. Drunk while I bought them or not, I’ll be damned if I don’t get some use out of these games.
But how do I get anyone to play them?
Proposal: Retro RPG Quick Start Guides
What if you could hand your players a party of pre-generated character sheets along with a rules cheat sheet that explained the character sheet well enough for anyone who’d gamed before to jump into plaing then & there?
I would like to work with others on coming up with a format for this.
My main insights on building a cheat sheet usable by any gamer are these:
- If you write a good short guide on a system that tells players only what they need to interpret the info on their character sheet, this ought to be enough for any player who’s played more than one RPG in their time as a gamer to jump in and play any system thus described. They’re not going to have total rules mastery over the system. But they’ll be able to sit down and play, given a pre-gen character and a GM who does know the intricacies of the rules.
- Since the 1970s and ’80s, when most games falling into the retro category were written, RPGs have undergone some standardization. Gamers expect rules that break things down and present them in a certain way, and the better and more intuitively a game conforms to these standards, the faster players learn them. But retro games pre-date this neat standardization of how to present rules, making them harder to learn. A good quick start guide for a retro game would do an end run around this problem by giving players a cheat sheet on the game’s rules organized per the (relatively standardized) logic of contemporary RPG systems.
What do you think? What is the best format for standardizing discovery of retro RPG systems for the typical gamer? In my next post, I’m going to take a crack at the problem, using Bunnies & Burrows as my model. Feedback is welcome!
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