Gaming is alive and well in Puerto Rico! I’m not just saying that because of my involvement in Puerto Rico Role Players, but because I meet GMs and players every day, hear of new groups forming, there are various stores catering to gamers, many with a heavy emphasis on CCGs and miniature games, and two actively supporting RPGs, The Gaming Pit in the Metro Area of the island and Paladin Book and Games in Isabela in the north-west. I need to do a series on the various stores in the island, that’s been percolating in my mind for some time now… But I digress!
There are also at least two tabletop role-playing games I know of being developed locally. One I’ve been aware of for some time because two close friends of mine have been working on it for over two years, so I’ve been privy to the development and evolution of the rules. I’ll share more news on that game when they are ready to make it public. However I recently learned of another tabletop RPG about to be published in the next few days, Sons of Arcadia! To the best of my knowledge this will be the first published Puerto Rican tabletop RPG, I’m excited and wanted to learn more…
After some initial contact over social media with the writer this interview came about. I had a conversation via e-mail with Peter A. Mojica, a young man from Mayaguez, Puerto Rico, who is getting ready to publish his role-playing game Sons of Arcadia. Thank you Peter for agreeing to this interview! Continue reading Sons of Arcadia: an RPG made in Puerto Rico!
This Saturday we had to cancel or regular Titansgrave game, because three of the players couldn’t make it, so I pulled out White Box: Fantastic Medieval Adventure Game, and we quickly rolled up characters for the four players who could make it (yes, I have a pretty large gaming group). I offered the players to roll 3d6 six times and then distribute the results as they saw fit, but they decided to go all old-school and roll “3d6 in order”. This led to some pretty interesting character choices, like the highly-intelligent but not-so-wise cleric, or the all around mediocre fighter. But all these characters are actually pretty viable in a White Box game.
The session itself was 100% improvised. I randomly created a dungeon using some special dice my friend Marcus has brought with him. The world was made up on the spot and I used a lot of common tropes. The adventure started in a tavern, the “quest giver” was a mysterious robed figure, the dungeon was located under the destroyed tower of a wizard who had terrorized the whole area decades ago. It quickly became clear that we were all interested in a light-hearted game. Explaining some old-school concepts to the players I mentioned that the GM is basically God at the game table. So the player who rolled up the Cleric decided to worship St. Michael, a god clearly inspired by me.
One of the player characters fell asleep during watch, which allowed a lucky thief to almost rob them blank. Their unlucky streak continued when they got lost in the mountains and stumbled upon a basilisk. Only a couple of lucky rolls (and a mistake on the GM’s behalf) saved them from a TPK. Eventually they made it to the dungeon where they had to evade devious traps, face numerous skeletons and a pretty nasty Mimic. But in the end, they found the artifact they were paid to bring back.
What this session showed to me clearly is that White Box is a perfect pick-up-and-play kind of game. And if you’re not planning to start a serious campaign, you can easily improvise simple adventures. Because everyone knows the common D&D tropes, no long explanations are needed. The rules-light nature of White Box also has some issues. Mechanically the two thieves in the party were basically identical. This is not a big issue to me, but some more mechanically minded players might see this as a drawback. White Box also makes it very easy to just handwave things away you don’t like, which is something you often don’t dare to do in crunchier systems. Someone really wants to use a sword as a Magic-User? Let him. If you go 100% old-school, all weapons cause the same damage anyway, so it’s mostly a cosmetic thing. Even if you use the damage values given in White Box: Fantastic Medieval Adventure Game, the difference between a sword and a staff is negligible.
Next week I’ll probably run something completely different, but White Box will definitely one of my go-to games in the future. By the way, my friend Marcus also wrote down his thoughts about Saturday’s game in a blog post. He focuses on the random character creation and it’s definitely worth a read!
Yesterday evening I had the chance to run my first White Box game set into the world of the Ultima series, Britannia (or Sosaria as it was known before). Overall I have to say things went pretty well.
The player characters were all humans from Earth, who got lost in a renaissance faire and ended up in front of a gypsie’s wagon. The mysterious woman inside asked them 28 moral dilemmas which determined the characters’ professions.
Yes, I actually took the questions from the Ultima games to determine which Virtue was favored the most by the players. I could have reduced the number of questions if I asked each person seperately and then picked the questions more cleverly. But since I wanted to get the answers in one big swoop, they had to go through all 28. In the end we had a Paladin, a Druid, a Magic-User and Ranger. Continue reading Through the Moongate