Tag Archives: role play

Is Playing DnD Online Better Than In Real Life?

A new game of Dungeons and Dragons is always a nerve-wracking event as a Dungeon Master. There is so much to do, especially if you want to write your own adventure. Then you have to consider your players, you never really know what they are going to do, or if the content you’ve written will be “enough”.

Well last night I embarked upon a new campaign, written in about a week, using a digital tabletop which I’d never used before (I also haven’t ran many campaigns online), with an entire party of players I didn’t know. I don’t think it’s possible to present a DM with more of a psychological or physical challenge.

And frankly it was one of the best sessions I’d ever had.

This article is an attempt to get more people into DnD online. As a DM, you invest so much time and effort that it can be hard to step out of your comfort zone, but this session reminded me why that’s important.

We used Roll20: the free virtual tabletop which provides an absolute ton of functionality and really brings you as close as you can possibly come to being around a table. The dice roller even lets you roll big 3D dice!

https://roll20.net

As the DM, I found that every little need I had was met: I could set up encounter tokens, NPCs, new maps, handouts and even track initiative on the tabletop. This allowed me to involve the players in every part of my preparation. They could see the gears in motion so the session never really stalled or lost pace when I was setting up the next encounter.

For tracking characters we used DnD Beyond. An amazing official website by Wizards Of The Coast, which basically gives you every tool and rule to set up a campaign and actually play it. The site requires an entire article of its own, but suffice it to say that as a DMs and character’s toolbox, this site has it all.

https://www.dndbeyond.com

Then lastly we come to my players. I was so nervous about these guys, I’d never met any of them before, we just set up the game on a discord server I frequent before christmas then last night, there we were, confronted by a whole slew of new experiences.

As a DM, you always hope that your players are going to “get” your game, and certainly I was worried that my game style wasn’t necessarily going to be compatible with how they wanted to play. My fears turned out to be completely unfounded, as they really got their teeth into my session in a way that made the effort totally worth it!

This proves to me, that playing DnD online, with strangers is not such a daunting task as it used to be. The free tools are so good these days that you hardly feel divorced from the table. It certainly opened my eyes and I hope you give it a chance too! Especially if you can’t give up the time and effort it takes to get together with people on a particular day. As a 29 year old who works odd hours, that’s become of great concern to me in recent years, so last night’s session was almost a weight off my mind:
As long as you have a computer, you can play DnD.

Until next time,

Fozzie.

Game Design: An Exercise In Friendship.

Hello, all.

Fozzy here from creator consortium. I’m aiming to bring you an article on games design, or rather, the summation of my experience at designing our in-house tabletop role playing game; Pulp RPG.

It started some months ago, between Ferris and I. We’re prone to flights of fancy, in fact it has been the defining feature of our friendship as far as I am concerned, and something I am very glad of. There is nobody else in the world who I can pool my enthusiasm with like I can with Mr Ferris. We’ve both designed systems before, many on the back of napkins, so to speak, some make it a little further. I know he developed a very nice little system he plans to convert to Pulp later down the line, but I digress.

We’ve never gotten this far before. We have a tangible, working system that feels as if it lives and breathes before our eyes. It stands apart from us now, as its own entity; maybe rough around the edges, it’s face will change over the years, but it’s exciting and I think I know why.

The reason we were able to get this far is because we were able to harness those long conversations, temper the streams of consciousness into a honed blade. You spend so long talking about something that it no longer makes sense, and many times this was the case with our game. Yet every time that happened, we resolved to take a step back and pluck from the haystack those needles of brilliance (in our eyes) that allowed us to produce something we both see as worthy now, we established rules and clear goals at the start of the process and never deviated from their mandate.

The lessons taught were simple: to let your mind run away with possibility, but to always slash away at those ideas until the good ones emerge. To be hard on yourself as well as each other, to never compromise on something you feel is right, but never try to compromise the other in what they think is right.

The above sounds like an exercise in futility, but we did it. I feel it is a testament to the kind of friendship we have and the kind of honesty we share with each other that has helped us to go further with a project than we ever have before. It’s also the reason why we’re going to succeed in bringing our game to people’s tables. It almost feels inevitable.

And so I write, and he writes;  sometimes completely separately from the other, because we know what is expected. Because we worked hard to trim and to smash away the marble to build a streamlined core that can always be referenced, that we built, and it feels good.

As we go forward with our myriad projects, I think that is the main idea we want to keep front and centre: that every move forward must look back on who we are, to remember what is to be achieved by our partnership and whether each step works towards the principals you set out at the start. And to have fun with the creative process, and to make some of that fun being harsh when it comes to editing.

I enjoy writing more rambling articles. I feel like I put too much pressure on “having something to write about”, when I enjoy writing so much more when I find that something when I’m writing it, so expect more of these from me.

Happy gaming,
Fozzy.

An Intro To The Pulp RPG Modular Framework.

Hello nerdy people!

We’re here today to tell you about a pretty big side of what Pulp RPG is all about: The Modular Framework. Now what on earth is that?

Well, it’s the central idea upon which all of the development of Pulp RPG revolves. To put it simply, The Modular Framework takes the Pulp RPG Basic Rulebook and uses it’s simple mechanics as a point from which to build more complex and setting-specific game systems, without having to include all of these rules in one giant tome.

While indeed you can just use the Basic Rulebook’s lightweight and narratively focused ruleset to run any sort of game you like, in any sort of setting you like, we feel that those more crunchy, mechanics-based systems are a lot of fun too, so we’ll be using The Modular Framework to add layers and layers of mechanical complexity to the game going forward.

The trick we’re really trying to achieve is being able to use tiers of complexity to allow you to flesh out your games in any way you want. This approach will also allow us to deliver packs of new content and mechanics as and when they are developed, so that you can slot them into your games to make the experience new and refreshing even after hundreds of hours invested into playing Pulp RPG.

Mechanics packs will be included alongside Setting packs for things like Sci-Fi combat, Spaceship Battles and Hacking in the Pulp StarFight Setting Pack being developed right now.

We think this approach will allow both us and you as players to have our cake and eat it, by being able to get your teeth into oodles of new and interesting rules and tables, while still rooting the system in simplicity.

We certainly hope you agree! But we’d love to hear any feedback you have by either commenting down below or joining our Discord server. There’s usually someone there enthusiastic to answer any questions.

Link to Discord: https://discord.gg/PGj8yYS

That’s all from us for now, but be sure to check back soon for a new update!

 

Happy gaming,
The Creator Consortium Crew.

Your Guide To Pulp RPG In The New Year

Hello there friends!

We’re here again to tell you all about the exciting things that are going to be happening with Pulp RPG in the near future. Recently we finished the first official draft of the basic rules; a lightweight roleplay system designed to allow you and your gaming group to seamlessly run games in any setting you’d like!

We’re very proud of how it turned out, and you can get your hands on the early release version by going over to our Discord server and shouting at us to hand it over!

Link to Discord: https://discord.gg/PGj8yYS

We’re also nearing completion on the first official adventure pack for Pulp: Chasing Zombie Hitler Through Panama In 1948. This madcap adventure sees you taking the role of an auspicious stranger, caught up in post-war supernatural skullduggery, facing down the most evil man in history with the powers of undeath on his side. As normal with all pulp material, it will be free to download from this website once published in the new year.

We also have many exciting projects lined up for next year! We have The Godless Realm: the first official campaign setting for Pulp RPG, set in a boundless fantasy world inhabited by deadly gods and countless monsters for you and your friends to face.

Our podcast – “Talking Pulp” – where we discuss Godless Realm

Mr. Ferris is also working on a horror themed setting: Pulp Nightmare – you’ll find yourself immersed in a terrible post-apocalyptic world where truly, the only thing to fear, is fear itself.

Then lastly we have Mr. Steadman’s pet project: Pulp StarFight – a fully fleshed-out science fiction setting brimming with political intrigue, fleet battles and weird and wonderful alien races.

Our last article on Pulp RPG – Tons of info!

There is so much more to tell, but for fear of this article getting too wordy, we’re going to leave you guessing, but rest assured we’ve got a whole host of amazing content for you coming up in 2019, so stay tuned!

Sincerely yours,

The Creator Consortium Team.

Subscribe to our mailing list to stay up to date! – http:/eepurl.com/dLtzIo

“Talking Pulp” – A whole new world for Pulp RPG

This week we got together and have somehow managed to record the next in our series of development logs for Pulp RPG. We talk about what it means to run a game of Pulp and why we think this tabletop RPG system will really bring something fresh to your gaming table.

We’re recording these sessions because we really want you to feel involved in the development of our game, as is reflected in the involved style of the rules where the GM and players justify their actions and go back and forth to realise the outcome. We give an example of this later on in the podcast, showcasing our penchant for on the fly roleplay.

So there it is, download and enjoy!

Download Link

If you do want to be involved, join the discord community:

https://discord.gg/PGj8yYS

Or, read up on the last few exciting weeks of development:

The Future Of Pulp RPG And You.

The devs play the first ever session of CC’s new game: Pulp RPG

The Future Of Pulp RPG And You.

Good day nerdy people!

We here at CreatorConsortium have been having a jolly old time of it recently, with many things having been discussed on how we want to proceed with the site and tons of late night development sessions. Mr Ferris and myself are so passionate about roleplay games that I think it’s safe to say that we think about them daily. There really is nothing like rolling some dice and making some memories with people you love, which is why in addition to the articles covering all manner of Nerdery, we will be focusing our efforts more on the game we are developing and just cannot stop thinking about.

So as you know, we have been working on our home grown tabletop RPG system: Pulp. The idea behind it is to create a simple and approachable core roleplay system that anyone can pick up and play in literally minutes, then with the addition of rulesets and setting expansions, you can introduce as much or as little complexity as you want. The focus is on allowing everyone to roleplay and giving the GM the tools to be able to take an active hand in the game. Combat is collaborative, forcing both player and GM to talk back and forth about how situations flow. The most important part, though, is that it is so fun!

A link to our first audio Devlog!

What we really wanted to get away from was extensive tables and lists of rules filling entire books, pushing combat and time-sensitive moments into hour long slogfests where you’re checking your sourcebook every five minutes. While we still appreciate and love these rule-heavy systems, like Pathfinder Na D&D, we think that you can still have a satisfying and engaging ruleset while conserving as much time for roleplay as possible!

So in comes Pulp RPG; over the next few months, (the holiday season pushes everything back) we will be focusing our efforts on building a community around our game. We told you about our first adventure pack: Chasing Hitler Through Panama In 1948, this standalone adventure will soon be released alongside the Pulp Beta Core Rules V1.0, both free.

Indepth article on Pulp’s progress.

We hope to use these two powerful little documents to get people playing our game and giving us much needed feedback while we plunge into our first large and sprawling Campaign Pack: The Godless Realm, which will add a host of new mechanics to use in a fully fleshed out and dynamic fantasy setting, filled with treacherous gods and plenty of thrilling battles to fight.

We urge you to head on over to our discord and give us a holler; we’re always ready to talk about Pulp RPG, and I personally will be trying to put a game of Pulp together with anyone willing.

https://discord.gg/PGj8yYS

Happy gaming!

J.A.Steadman.

Dev Blog: Pulp Play-Test, Feedback, Zombies & Editing

It’s been a tough couple of weeks here at CC.

We have NaNoWriMo underway (John tells me he’s smashing his word count) which is taking up some of our time, but despite this we’ve managed to get some play-testing underway for Pulp RPG’s first adventure module!

In the meantime I’ve been undertaking the proofing, editing and adding to the core rule-set or Pulp. I’m happy to say that we’re going to release a file with everything you need to run your own Pulp games with less than 20 pages!

Sounds small – but I think that if you condense much of the 5th Edition Players Handbook you’d probably get about the same – except that our character creation is so easy and swift you’ll be done in a matter of minutes.

For the next play test there’s a list of things we’re hoping to iron out…

  • Currently there’s information on vehicles, weapons and objects that we’re working on and we’re certain that they will fit seamlessly into the narrative style game play of Pulp.
  • We’re working on some simple player crib sheets for character creation and guides on how to play the game.
  • Maps, handouts (including a mission slide presentation) are all on the list for things we’ll be working on soon. There’s even a chance of in-character dossiers and mission briefings, all for free of course (don’t worry, they won’t self destruct!)

In the meantime, once we have the PDF sorted out, we’ll be posting information for anyone wishing to help us out by play testing with us – if you want to be one of the first to have access to the raw core file, let us know and we’ll start a list. Alternatively join our mailing list and we’ll keep you updated.

Finally, we’ll be looking for artwork over the next few weeks which we think can really bring Pulp RPG to life – if you’re not bad at this sort of thing and reckon you could supply a handful of page fillers, get in touch so we can discuss the idea further.

Don’t forget we have our discord server up and running, which we hope will give you all a chance to discuss ideas, feedback on play tests and generally have a great time getting eager!

We also have a portion of our website set aside which will soon hold our game files for unlimited access – we’ll let you know when we start to populate it!

Anyone else notice the zombies teeth don’t line up with the rest of its mouth?

J.D Ferris, CC