Our BFRPG Sandgate Campaign: Intro
Posted: Mon Feb 18, 2019 3:12 pm
Hiya! We just concluded an 18 month campaign using BFPRG for our lil gamers group here in Kansas. I'm sharing my experiences DMing this and I had a great time. Love the system. I'm doing a retrospective of our experiences and sessions and though I might share them for others to peruse. None of this is novel or revolutionary, just a campaign recap that might be useful or interesting for new Dms or Players.
Our group just completed a year long campaign using the Basic Fantasy Role Playing Game ruleset and I though I'd do a recap of the sessions to give folks interested in the system an introduction to the ruleset as well as providing newbie DMs some ideas. I plan on doing session reviews, with some thoughts and explorations of the ruleset in action and other hopefully helpful DM hints. Not that I am the worlds greatest DM, but I have technically been running games since my first set of Basic D&D (Moldvay) circa 1980, so I know how this is supposed to work, not that I can always pull it off! Lol. Older DMs are not smarter, we just have had far more experience with failure!
First, a bit about Basic Fantasy, or BFRPG. Basic Fantasy comes from the Old School Renaissance movement in tabletop role playing games, circa 2006. It has been a labor of love for Chris Gonnerman, an avid fan of the hobby and creator of the BFRPG system. He actually gives this all away for free! That said, you can (and should) buy print on demand items, at incredibly low prices and I highly recommend purchasing at least a few rulebooks to support the cause. And at 5 bucks a pop, it's just good karma! Just go to Amazon and search for Basic Fantasy Roleplaying and pick up the softcover rulebook for 5 dollars! Get several books, a sack o'dice and start a campaign! You can do this!
The Old School Background
Why Old School? Well, without getting into a whole backstory of edition wars, many of us became disenchanted with the D&D game as editions came and went. We largely missed the fun and openness of the original Dungeon & Dragons Game. ( I debate with myself whether this is pure nostalgia, or if the game really was better back in the old timey days, but that is another discussion. ) By the time 4th edition rolled around (2007-ish) many of us had left the actual D&D game and returned to older editions of the game we loved so much. Many more never left. During the early noughties some table top gaming enthusiast began creating clones or variations of the original rulesets in order to bring back the flavor, feel and style of earlier editions. This was largely made possible by two factors, as best as I can tell: first, while you can copyright ideas, you can't actually copyright game mechanics, and secondly, D&D 3.5 was released under the open gaming license, which meant millions of fans could borrow the basic framework of the game we loved and then remake it in our own fashion. And many did. This is where Chris Gonnerman gave birth to BFRPG. And what began as a fun idea seems to have turned into a labor of love shared by thousands of rpg enthusasists.
Old School Style
There are many factors that define "Old School" in the tabletop rpg community, and it has become a pretty nebulous term. For simplicity sake, I'll focus on a few things I think help define the era.
RULINGS, NOT RULES
Many of the early editions of the game we grew up loving would be considered "rules-lite" by modern standards. And that is ok! These early games simply provided a rough framework for handling basic game situations in order to keep the sessions on track, but they generally left the actual play to DMs discretion. They would often explicitly say something like:
"these are the rules, but if you don't like them CHANGE THEM..."
What a concept! Old School games did not have specific detailed rules covering every conceivable topic that would tend to bog down play and restrict player agency. The general rule among old school DMs is to say YES or MAYBE to player ideas when something is not covered specifically in the ruleset. We had no problem with this as even the original creators of the game were just gaming fans who turned their homebrewed houserules into an industry! There were no websites, youtube videos or forums to discuss the "official" policy on how things should be. There were angry rants in Dragon Magazine, of course, but everybody was generally left to playing the game they wanted to play.
In this style you were free as a DM or Player to try something. Say a player wanted to leap from a table, grab a chandelier, and then swing to the other side of the room. We didn't have to look up chandlier grappling rules....we simply said "awesome" or more likely "MAYBE" and made up a ruling on the fly. Maybe a Dexterity check was involved. Maybe Strength. The DM quickly made a call and the game moved on. DMs had to serve as fair judges and improv actors to some extent. In any event the DM would work with the players at the table in order to serve the story, within reason. The group would generally follow the lead of the fair and neutral DM in developing rules for things not covered in the rulebooks and together we told stories.
2. PLAYER AGENCY
Old school games are also defined by player agency. This begins with very open and simple character creation systems. Back in the old timey days, you sat down, you rolled stats. You picked a class and/or race, and you bought yer gear. And then you played! Simple!
A great rule of thumb is: if it takes you an hour and a half to create a character for a role playing game system, the designers of that system failed.
Old school characters were defined by their experiences, actions and shared histories, not by rigid game mechanics and minutia. We all had players at our tables with differing styles. Thespians, Looters, Pranksters, Problem Solvers, Murder Hobos, etc. All of these styles could be accommodated by simple character creation mechanisms.
It was so easy a 12 year old could do it!
A great benefit of this system of simple character creation is that players could play whatever and whoever they wanted. You could go light or deep depending on how you felt like playing. Each character was actually quite different, even when they were basically the the same mechanically. For example: two players sit down at a table with you as DM. They each role up characters, buy some gear etc. They have exactly the same stats, same class, same gear. But one is Borg the Fighter....
Borg the Fighter is a simple smash and grab artist, a guy who loves nothing more than smashing down the door, splittin' orc skulls and getting their stuff! (And when he dies, you simply roll up Borg the 2nd, then Borg the 3rd.etc. hehe )
The other person at the table is playing Borgomere of Marivale, an orphan adopted into a band of rangers near Chalkforte. Trained in archery and concealment, Borgomere serves as a protector of lost wanderlings in the wilds, an elf-friend to the feared Woodswalker Elves of the Mystwold. Following the destruction of Chalkforte, Borgomere has served as a free ranger in the woods and hills of the Black Eagle Barony. He recently saved a young warrior named Borg from a goblin ambush on the Great Road and they now journey together to the Green Griffon Inn, an ale house located in a Keep on the Borderlands. They are on the trail of a rumor....There are Caves....Caves filled with CHAOS!
See how easy that was! Simple character creation gives players, not the rulebook, the lead in creating characters.
And what can your character do? Well, what do you want to do? Sure there are some general guidelines. For example, Borg the Fighter cannot cast fireball. But maybe he can eventually hire someone who can. Or befriend a mage. Or...
3. PLAYER RESTRICTIONS
Wait, I just thought you said this was about player agency, not restrictions! Well, yes, and no. One of the great beauties of the Old School style is the inherent contradictions built within the system. That's where you as DM or Player define the game for your table. While you are free to play your fighter any way you see fit, you are still a Fighter. Not a Magic-User. Or a Thief. Or a Cleric. Old School style games tend to have clear roles for parties of players. This restriction tends to make each type of character valued within the party. In an old school style party, some characters are brutes that get up in the business and pound skulls, some stand back and snipe from distance, some get by on their wits, charm and their thieves tools, while others are simply trying to survive until they can memorize their spells!
Thus a team aspect is built within the system.
This is a very social game, and when it really hums along, you have characters who rely on each other to survive, accomplish goals, and tell awesome stories. Unlike newer styles of games, your Old School character does not start out at 1st level with a dozen feats, skills, abilities, cantrips, etc. You are not a newly born God-Emperor able to slay dragons before breakfast. Not everybody can do everything as a super-hero like individual at 1st level.
You are weak and you need your friends.
4. Lethality
While I have have hinted at this, we should be explicit. Old School style games are lethal. Deadly. Almost comically so for many of us! Back in the old timey days it was simply assumed your character could die. There were no systems for carefully matching and balancing encounters in order to make things "fair". Life, even a fantasy one, is not fair. Random encounters could easily end in a TPK (Total Party Kill) if not handled or avoided. Also, there were no "healing surges", spare the dying, death saves, etc. Thus the characters learned (eventually) to be more cautious. They learned to be clever, check for traps and be judicious in their actions. Avoiding battles, or talking your way out of them, was something we all learned to do as younger players and DMs in Old School systems. And when we failed to do this, we simply rolled up a new Borg the Fighter. Thankfully it didn't take too long!
5. Collective Story Telling
Even in simple Beer and Pretzel style old school games, the story was the thing. We shared an experience and developed our own history, myth and lore. Players were just as much a part of the storytelling experience as the DM. They would go off on wild excursions you as the DM had not planned for. And so you went with it! Sometimes the players discussions and suppositions about the plot were completely wrong, but actually better than what you had designed, so you went with it! And then you tweaked it, and together you had an adventure! Sometimes the players turned one of your villian NPCs into their friend, and how cool is that! I wonder what will happen next...
Wondering what will happen next is one of the great joys of players and DMs alike.
As for players, they would often roll up a character and have a fairly clear concept of who this person is. But by the 3rd or 4th adventure, they have discovered new things about their character and that original character concept is altered or changed. And thus Borg the Fighter changes within the process of Collective Storytelling in ways the player and DM could not have foreseen, and this is a really cool thing! How the characters interact with their world, and the consequences of that interaction, is kinda what this is about. By the end of a campaign the players should feel that they have succeeded at times and failed at other times. They will have met some interesting people, gone to interesting places and they will have both gained and lost something (or someone) along the way.
In the end it was just a story. But we made it up together.
Conclusion
So why Basic Fantasy Roleplaying?
I had been DMing for a group here for several years and we had recently gone through 2 campaigns in 5th edition. As the oldest member (lol) and DM, I couldn't help but feel there was something missing. It was hard to define, but there was definitely a nostalgia for older styles of play. Don't get me wrong, I do like 5e, and think it has done wonders for revitalizing the hobby. Kudos to them.
But still....
As I was DMing for these folks I would often relate stories of games past and differing systems. They were intrigued, so I ran a few one shots and short multi-sessions using older rulesets just to explain what I was talking about and so they could experience the earlier versions of the game.
We did Moldvay Basic for a few one off sessions, then I ran a 4 part AD&D 1st Edition mini campaign. They were hooked. And so we decided we would do our next campaign in an old school style ruleset. That's when I suggested BFRPG.
While I had dozens of Moldvay Era Books, a few Rules Cyclopedias and 6 vintage 1E Players Handbooks (yes, I am THAT GUY) I wanted each player to have their own books and to get a feel for the old school but with a few modern tweaks. I debated with myself and BFRPG seemed to be the obvious choice. Old school feel, with a few modern mechanical tweaks. I already had a two BFRPG books already, (and did I mention everythign is available for free on www.basicfantasy.org ), but I ordered more softcover versions. Heck, its only 5 bucks! At our session zero I introduced the system, did a brief overview and gave everyone their own copy of the books. Several of the players had already been exploring the forums and downloads available at www.basicfantasy.org. I also shared a brief background on the world they would be residing in for a while and we rolled up our first characters. I'll cover Session Zero in an upcoming post. And so for the past year and a half that is what we have been dong every Wednesday night round 6pm, minus a few holidays, etc. And it was awesome. More later, Cheers!
Our group just completed a year long campaign using the Basic Fantasy Role Playing Game ruleset and I though I'd do a recap of the sessions to give folks interested in the system an introduction to the ruleset as well as providing newbie DMs some ideas. I plan on doing session reviews, with some thoughts and explorations of the ruleset in action and other hopefully helpful DM hints. Not that I am the worlds greatest DM, but I have technically been running games since my first set of Basic D&D (Moldvay) circa 1980, so I know how this is supposed to work, not that I can always pull it off! Lol. Older DMs are not smarter, we just have had far more experience with failure!
First, a bit about Basic Fantasy, or BFRPG. Basic Fantasy comes from the Old School Renaissance movement in tabletop role playing games, circa 2006. It has been a labor of love for Chris Gonnerman, an avid fan of the hobby and creator of the BFRPG system. He actually gives this all away for free! That said, you can (and should) buy print on demand items, at incredibly low prices and I highly recommend purchasing at least a few rulebooks to support the cause. And at 5 bucks a pop, it's just good karma! Just go to Amazon and search for Basic Fantasy Roleplaying and pick up the softcover rulebook for 5 dollars! Get several books, a sack o'dice and start a campaign! You can do this!
The Old School Background
Why Old School? Well, without getting into a whole backstory of edition wars, many of us became disenchanted with the D&D game as editions came and went. We largely missed the fun and openness of the original Dungeon & Dragons Game. ( I debate with myself whether this is pure nostalgia, or if the game really was better back in the old timey days, but that is another discussion. ) By the time 4th edition rolled around (2007-ish) many of us had left the actual D&D game and returned to older editions of the game we loved so much. Many more never left. During the early noughties some table top gaming enthusiast began creating clones or variations of the original rulesets in order to bring back the flavor, feel and style of earlier editions. This was largely made possible by two factors, as best as I can tell: first, while you can copyright ideas, you can't actually copyright game mechanics, and secondly, D&D 3.5 was released under the open gaming license, which meant millions of fans could borrow the basic framework of the game we loved and then remake it in our own fashion. And many did. This is where Chris Gonnerman gave birth to BFRPG. And what began as a fun idea seems to have turned into a labor of love shared by thousands of rpg enthusasists.
Old School Style
There are many factors that define "Old School" in the tabletop rpg community, and it has become a pretty nebulous term. For simplicity sake, I'll focus on a few things I think help define the era.
RULINGS, NOT RULES
Many of the early editions of the game we grew up loving would be considered "rules-lite" by modern standards. And that is ok! These early games simply provided a rough framework for handling basic game situations in order to keep the sessions on track, but they generally left the actual play to DMs discretion. They would often explicitly say something like:
"these are the rules, but if you don't like them CHANGE THEM..."
What a concept! Old School games did not have specific detailed rules covering every conceivable topic that would tend to bog down play and restrict player agency. The general rule among old school DMs is to say YES or MAYBE to player ideas when something is not covered specifically in the ruleset. We had no problem with this as even the original creators of the game were just gaming fans who turned their homebrewed houserules into an industry! There were no websites, youtube videos or forums to discuss the "official" policy on how things should be. There were angry rants in Dragon Magazine, of course, but everybody was generally left to playing the game they wanted to play.
In this style you were free as a DM or Player to try something. Say a player wanted to leap from a table, grab a chandelier, and then swing to the other side of the room. We didn't have to look up chandlier grappling rules....we simply said "awesome" or more likely "MAYBE" and made up a ruling on the fly. Maybe a Dexterity check was involved. Maybe Strength. The DM quickly made a call and the game moved on. DMs had to serve as fair judges and improv actors to some extent. In any event the DM would work with the players at the table in order to serve the story, within reason. The group would generally follow the lead of the fair and neutral DM in developing rules for things not covered in the rulebooks and together we told stories.
2. PLAYER AGENCY
Old school games are also defined by player agency. This begins with very open and simple character creation systems. Back in the old timey days, you sat down, you rolled stats. You picked a class and/or race, and you bought yer gear. And then you played! Simple!
A great rule of thumb is: if it takes you an hour and a half to create a character for a role playing game system, the designers of that system failed.
Old school characters were defined by their experiences, actions and shared histories, not by rigid game mechanics and minutia. We all had players at our tables with differing styles. Thespians, Looters, Pranksters, Problem Solvers, Murder Hobos, etc. All of these styles could be accommodated by simple character creation mechanisms.
It was so easy a 12 year old could do it!
A great benefit of this system of simple character creation is that players could play whatever and whoever they wanted. You could go light or deep depending on how you felt like playing. Each character was actually quite different, even when they were basically the the same mechanically. For example: two players sit down at a table with you as DM. They each role up characters, buy some gear etc. They have exactly the same stats, same class, same gear. But one is Borg the Fighter....
Borg the Fighter is a simple smash and grab artist, a guy who loves nothing more than smashing down the door, splittin' orc skulls and getting their stuff! (And when he dies, you simply roll up Borg the 2nd, then Borg the 3rd.etc. hehe )
The other person at the table is playing Borgomere of Marivale, an orphan adopted into a band of rangers near Chalkforte. Trained in archery and concealment, Borgomere serves as a protector of lost wanderlings in the wilds, an elf-friend to the feared Woodswalker Elves of the Mystwold. Following the destruction of Chalkforte, Borgomere has served as a free ranger in the woods and hills of the Black Eagle Barony. He recently saved a young warrior named Borg from a goblin ambush on the Great Road and they now journey together to the Green Griffon Inn, an ale house located in a Keep on the Borderlands. They are on the trail of a rumor....There are Caves....Caves filled with CHAOS!
See how easy that was! Simple character creation gives players, not the rulebook, the lead in creating characters.
And what can your character do? Well, what do you want to do? Sure there are some general guidelines. For example, Borg the Fighter cannot cast fireball. But maybe he can eventually hire someone who can. Or befriend a mage. Or...
3. PLAYER RESTRICTIONS
Wait, I just thought you said this was about player agency, not restrictions! Well, yes, and no. One of the great beauties of the Old School style is the inherent contradictions built within the system. That's where you as DM or Player define the game for your table. While you are free to play your fighter any way you see fit, you are still a Fighter. Not a Magic-User. Or a Thief. Or a Cleric. Old School style games tend to have clear roles for parties of players. This restriction tends to make each type of character valued within the party. In an old school style party, some characters are brutes that get up in the business and pound skulls, some stand back and snipe from distance, some get by on their wits, charm and their thieves tools, while others are simply trying to survive until they can memorize their spells!
Thus a team aspect is built within the system.
This is a very social game, and when it really hums along, you have characters who rely on each other to survive, accomplish goals, and tell awesome stories. Unlike newer styles of games, your Old School character does not start out at 1st level with a dozen feats, skills, abilities, cantrips, etc. You are not a newly born God-Emperor able to slay dragons before breakfast. Not everybody can do everything as a super-hero like individual at 1st level.
You are weak and you need your friends.
4. Lethality
While I have have hinted at this, we should be explicit. Old School style games are lethal. Deadly. Almost comically so for many of us! Back in the old timey days it was simply assumed your character could die. There were no systems for carefully matching and balancing encounters in order to make things "fair". Life, even a fantasy one, is not fair. Random encounters could easily end in a TPK (Total Party Kill) if not handled or avoided. Also, there were no "healing surges", spare the dying, death saves, etc. Thus the characters learned (eventually) to be more cautious. They learned to be clever, check for traps and be judicious in their actions. Avoiding battles, or talking your way out of them, was something we all learned to do as younger players and DMs in Old School systems. And when we failed to do this, we simply rolled up a new Borg the Fighter. Thankfully it didn't take too long!
5. Collective Story Telling
Even in simple Beer and Pretzel style old school games, the story was the thing. We shared an experience and developed our own history, myth and lore. Players were just as much a part of the storytelling experience as the DM. They would go off on wild excursions you as the DM had not planned for. And so you went with it! Sometimes the players discussions and suppositions about the plot were completely wrong, but actually better than what you had designed, so you went with it! And then you tweaked it, and together you had an adventure! Sometimes the players turned one of your villian NPCs into their friend, and how cool is that! I wonder what will happen next...
Wondering what will happen next is one of the great joys of players and DMs alike.
As for players, they would often roll up a character and have a fairly clear concept of who this person is. But by the 3rd or 4th adventure, they have discovered new things about their character and that original character concept is altered or changed. And thus Borg the Fighter changes within the process of Collective Storytelling in ways the player and DM could not have foreseen, and this is a really cool thing! How the characters interact with their world, and the consequences of that interaction, is kinda what this is about. By the end of a campaign the players should feel that they have succeeded at times and failed at other times. They will have met some interesting people, gone to interesting places and they will have both gained and lost something (or someone) along the way.
In the end it was just a story. But we made it up together.
Conclusion
So why Basic Fantasy Roleplaying?
I had been DMing for a group here for several years and we had recently gone through 2 campaigns in 5th edition. As the oldest member (lol) and DM, I couldn't help but feel there was something missing. It was hard to define, but there was definitely a nostalgia for older styles of play. Don't get me wrong, I do like 5e, and think it has done wonders for revitalizing the hobby. Kudos to them.
But still....
As I was DMing for these folks I would often relate stories of games past and differing systems. They were intrigued, so I ran a few one shots and short multi-sessions using older rulesets just to explain what I was talking about and so they could experience the earlier versions of the game.
We did Moldvay Basic for a few one off sessions, then I ran a 4 part AD&D 1st Edition mini campaign. They were hooked. And so we decided we would do our next campaign in an old school style ruleset. That's when I suggested BFRPG.
While I had dozens of Moldvay Era Books, a few Rules Cyclopedias and 6 vintage 1E Players Handbooks (yes, I am THAT GUY) I wanted each player to have their own books and to get a feel for the old school but with a few modern tweaks. I debated with myself and BFRPG seemed to be the obvious choice. Old school feel, with a few modern mechanical tweaks. I already had a two BFRPG books already, (and did I mention everythign is available for free on www.basicfantasy.org ), but I ordered more softcover versions. Heck, its only 5 bucks! At our session zero I introduced the system, did a brief overview and gave everyone their own copy of the books. Several of the players had already been exploring the forums and downloads available at www.basicfantasy.org. I also shared a brief background on the world they would be residing in for a while and we rolled up our first characters. I'll cover Session Zero in an upcoming post. And so for the past year and a half that is what we have been dong every Wednesday night round 6pm, minus a few holidays, etc. And it was awesome. More later, Cheers!