...feels good.
Click for big.
The following is an excerpt from the GM's section of my work in progress, big-scale, spear-em-up RPG, Thousand Spears. Although it's part of this game I can see it applying to most systems.
Playing Outside the Rules
The most important thing to remember about Thousand Spears is that it is an RPG and not a wargame. You could play it as a wargame, but if you do you’ll be missing out on what makes RPGs so special. In an RPG the GM and players are able to step out of the rules of the game to do, quite literally, anything.
As the GM it's up to you to maintain a balance of playing within the rules and playing outside the rules. This doesn't mean breaking the rules, but is everything the players do that isn't directly linked to a rule. For example, using an individual's Ability to raise some attack dice is playing firmly within the rules, but describing how the archers are pouring arrows onto the enemy is playing outside the rules.
In the majority of games more time will be spent outside the rules than inside them. There are no rules for your Inheritor giving a rousing speech to his men, deciding how to persuade the dock-master to loan him a ship or deciding whether the mysterious Ysorn can be trusted to keep a promise. The temptation may be to play out these situations as Trials or Challenges, but it's important to remember you're not bound to using a rule for everything.
The rules are there for a reason, and there is great fun to be had using them to act out huge battles, dramatic one-on-one duels and life or death journeys across hostile landscapes. Just stop each time you're about to step back into the rules to consider whether you really need to.
Two more games have been added to my Games list.
Big Action Heroes is a class-based modern action game where archetypal heroes blow up their enemies in light tactical combat.
Thousand Spears is a scaled-up RPG that follows classical heroes around an original setting leaving a trail of dead followers in their wake.
Both are currently in massive need of playtesting, but take a look all the same.
Enjoy!
You are a Fringer. You may not be a bad person but you've most likely seen bad things or done worse to survive. As is often the case you've banded together with a group of like-minded individuals. Perhaps you've worked together on jobs before or feel like you can trust each other after a friendship. You may have an area of expertise but on the Fringe there are few steady jobs, so you will have had something of a patchwork career history.
There is no Universal Empire or Omni-Planetary Federation here. Core Space is far away and they're happy about it. Here anyone can stake their claim, as long as they have the means to back it up.
Your character's personal kingdom is the shared ownership of a banged up planetary shuttle. This will fly you between nearby planets and can be transported further distances by larger craft for a cost.
Between yourselves you will decide to pursue one of the job opportunities available on the local bulletin service in the hope of making enough credits to stay fed and keep the shuttle running.
I'm finally getting around to running a playtest of Xenofringe, my Sci Fi RPG. As a change of pace I'll be running it play by post on the Penny Arcade forums.
Want to sign up and try it out? Check out the game thread here and post to show your interest.
Following my post on Elves and Dwarfs in my Adventurer's Tale game. I figured I might as well look at the other side of the coin. While I mostly wanted my monsters to be monsters rather than anything too fleshed out there are three monsters I see as particularly core to a game like this.
The three monster races I consider most analogous to Humans, Elves and Dwarfs are Orcs, Goblins and Trolls respectively and I wanted to present a mostly vanilla version of each while focusing in on what I really think makes each type of monster tick. I didn't want the three races to be opponents of varying toughness. I wanted each to have a unique feel. There are mechanics to back this up but mostly I focused on Goblins as otherworldly vermin, Orcs as an amoral mob and Trolls as stupid creatures with power in their very blood.
Goblin
All varieties of goblin make their homes anywhere there is a safe hiding place, often in Otherworlds that they know are secret. Although they rarely attack their neighbours outright they are known to enjoy the thrill of stealing, playing cruel jokes and generally tormenting other species. They have an unusual affection for trolls, ogres and giants, though this attention is often an annoyance for the big, dumb creatures. Their love of big folk is equalled by their hatred for other small beings such as dwarfs, kobolds and even cats and dogs, all of which they try to harm as much as possible. They are notorious survivors and can be found in environments all across the world, and even in Otherworlds. Typically the lone goblin is much more concerned about itself than the good of its peers, so they make poor guards or soldiers. Visually they vary greatly but are generally up to three feet tall with grotesque features and skin that can be any sickly colour from orange to yellow or green, often with tufts of different coloured fur, some being completely covered in the stuff.
Orc
Rowdy mobs of orcs often raid unprotected villages with packs of warhounds. Sometimes they even form huge armies with archers and war machines but this is usually under the guidance of an evil human, devil or exceptional Orc chief. They are driven by a love of the simple pleasures of eating, stealing and fighting as well as a total lack of morals or care for other beings. Those that live underground sometimes use Goblins or Dwarfs as slaves. Some scholars claim Orcs were once good creatures, but their blood has been tainted with that of demons, or that they were bred into their current form for use as soldiers. Orcs are easily caught up in mob mentality, meaning an army of rowdy orcs are near unshakable in their confidence. Their appearance and colouration varies wildly, some groups having extended lower tusks, pig-like snouts or a more apish appearance. The only things they all have in common are their ugly appearance, amoral behaviour and love of an angry crowd of orcs beside them.
Troll
Strong but slow-minded, Trolls live solitary lives wandering their swamp or cave. They are often captured and used as dungeon guards because of their survivability, but they are never truly committed to such a cause. The blood of a troll can be sold to a wizard or alchemist for 10gp or turned into a Healing Potion by succeeding at both a DN10 Craft roll and DN10 Wisdom roll. Troll blood is commonly mixed with the stock of other species by Dark Wizards, usually Orcs or Humans, to create servants. These troll-blooded creatures combine the toughness of a troll with the more alert mind of another species, making much better soldiers.