"Take Courage!" And The Purpose of Rules in TTRPGs.

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I make these games for fun. Mainly my own, but—hopefully—for the fun of others as well.

"Take Courage!" Started out as an attempt to include my 5 year old son in the RPG hobby, and has only grown from there. After a few forays into the woods and darker places, I ran a game for my siblings and parents last Thanksgiving, and we decided to play as monster hunters in an airship pursuing a dragon. Being able to include my folks by explaining the rules in 5 minutes, building an adventure idea in 5 more minutes, and then helping them build characters in a final five minutes was refreshing, and seeing them laugh as they pulled off daring stunts with the rest of us kids was well worth every second spent on this system.

So, what have I learned? Mainly this: TTRPGs are a means for us to step away from our normal situations and take on the role of someone else entirely. Reality is filled with important responsibilities, and we can't often go where we please and do what we like. But at the table we can set aside reality's expectations and become wanderers, heroes, and daring doers of dangerous deeds—all with no consequence away from the table.

Rules exist to lend credibility to our shared story, to give a clear answer to the question "Can I do that?" and offer believable risk and reward. Too many rules and we cut off the imagination unnecessarily, we say "no" or "yes, but" too often, until most of our time at the table becomes sifting through rule-books and debating wording. If we have too few rules, the believability of our stories falls apart. Our games become inconsequential and random. There is a fine balance of rules that empower the imagination, while also limiting it, so that each choice is meaningful and fun.

Have I struck that balance? Maybe for some. But that's the key to gaming, and why there will never be a "perfect" game for all. Some love all those weighty books and their granular rules, their minds thrive on tactical choice, and far be it from me to tell them they're playing the game wrong. Some—on the other hand—can have the best time in the world with no rule but "don't say no, say 'yes, and.'" I've laughed at too many brilliant comedy improvs to say that's "wrong," but most of us want to land somewhere between.

So, here is "Take Courage!" in all its glory. I hope it will strike the balance for a few more folks seeking to enjoy this strange but fantastic hobby of telling stories and rolling dice.

"Take Courage!"

Happy Gaming!






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