I find my iPad Air is perfectly functional for pdfs, but I'm sure the larger screen on the Pro is lovely, especially for splitscreen multitasking. The iPad Air is somewhat more portable if you'll be taking it out to friend's places or game stores. (The Pro is essentially double the size of the Air.) If price and portability aren't major concerns, I'm sure the Pro is a nice thing, but I find that my Air suits me fine.
I've personally found it very useable for pdf sourcebooks is the iPad Air, which our resident tech-industry guy has, we've had people use everything else from laptops to phones to just a plain iPad and a mini, but I prefer the hard copy books to all of them except the Air. An that's an expensive gaming device, if that's all you're getting it for.
To expand on your point, the three newest iPads (Air 2, mini 4, and Pro) can all take advantage of Split Screen, allowing you to run two apps side by side. So, for example, you could have your rulebooks pulled up next to OneNote for campaign notes, or have your rulebooks and Excel/Numbers with your character sheet should you be a player.
I have a Surface for my job, that I've been wanting to try out at our table, cuz at least it's more affordable, but haven't gotten around to it yet.
Still that is just my experience of course.
I have seen people use other tables with bigger screens which are easier to read but more expensive. Nearly any name brand will do pdfs fine. I've used nexus 7 (2012), nook HD, Asus memo pad, lg gpad, hisense sero 8, and several phones Moto x, Moto g, and an old nokia smartphone.
Biggest things to look for are modern OS, nothing older than 4.2. Decent storage, 8gb min, 16 preferred, plus a micro SD slot. You want the newer OS for usbOTG support, which lets you use an adapter and can plug in a regular USB stick as well.
Why is Dnd "The Line" that even self-proclaimed geeks will not cross? People that play card games like Pokemon and watch cartoons, read Manga, and collect toys. And yet DnD is the line they will not cross.
Stupid people make it the line. Don't conform to their mainstream acceptance theories.
There are hundreds of famous people who love and play DnD. It's not new and it's definitely not reserved for the "nerdiest of the nerdy."
There are tile games that use cards that are still DnD, and you do pull a card to determine loot after defeating an enemy. The Castle Ravenloft and Legend of Drizzt are two games I've personally played. While I hate BBT with an burning passion, they are accurate, and it is possible. I'd have to look and see, but I'm pretty sure it's correct.
Because you can watch one episode of GoT and you're a "fan." You can know the difference between a LoTR Elf and Orc, and you're a "fan." Being a fan (even a huge one) of a show or book series or whatever is a somewhat passive activity, DnD is active engagement, you have to take ownership of it and express it to others.
But, if you've sat down and read the Simarillion and speak a smattering of Elven, you've crossed "the line." If you write Danerys and Tyrion fan fiction, you've crossed "the line."
DnD doesn't have the toe-dipping that these other things have. When people go, they go all in, and they're always real fans who debate rules and lore, rather than casuals who saw an episode or watched a movie.
There is an interview where Vin Diesel talks about playing D&D with Judi Dench on the set of Chronicles of Riddick.
I was literally playing Dungeons and Dragons with Judi Dench and Karl Urban at nights after shooting. I will tell you that I was showing her Dungeons and Dragons books and showing her the different properties of Elementals.
People get married because of their geekdom, it allows them to meet, and they are accepted by their peers.
Geekdom still has a long way to go before it is truly accepted, but a lot more people are open and accepting of the culture.
The creation vs. consumption of creativity (be it books, video games, whatever) is a tough thing for some people to do. Authors or musicians have the benefit of people being able to pick up their works, experience it and form opinions.
DnD is no less a creative work, it's just like a performance art piece.
It might be the most mind-blowing experience, but it rarely translates to those that weren't there while it was happening.
Less accepted nerdy activity?
- Most accepted nerdy activity?
- Sitting alone in your room playing video games.
- Being around a table, socializing with a group of friends, p
I would love as much as any PnP gamer to have a real HP game to play. It seems like it a perfect fit, but there has only been the HP TCG from Wizards after the first movie and the video game franchises. I have to wonder if they missed the memo all together. But then I put serious thought into it.
The system of magic in Harry Potter is inherently unbalanced, making for a less-than-traditional game that won't wrangle players: i.e. harder for groups to actually digest on average.
As a generality, it's hard to sell 20- and 30-somethings on a game where you play a 14 year old.
Did I mention the copyright? It's hard to buy out the world's first writing-made billionaire, Scholastic Publishing, and/or Warner Bros.
RPGs aren't a particularly profitable enterprise. If you could put your effort to more movies and amusement parks, or tabletop RPGs, which one lines your pocket better?
Again, it's so hard to balance into a mechanically sound system, and if you're just going to be rules-light, why bother?
- Harry Potter is covered under an incredibly expensive copyright so only the big game houses could attempt one.
- The counter to that is that if the money is minimal, than the license is cheaper. It's not like there's a flat fee for doing anything with the HP copyright, it's the kind of thing that would be negotiated with the expected sales in mind. It's true, however, that as it's not D&D, any profit at all isn't guaranteed, so it's unlikely that they'd go through the trouble, not to mention the risk of tainting the brand when some kid is playing Wands and Wizardry and runs off into the steam tunnels and dies.
Unless it was a light-hearted school-age romp you would always need some contrivance why everyone doesn't always die to the Killing Curse. Sort of like how cell phones caused every horror movie for a while to go "um, uh, the battery is dead, and no service, or they lost it".
I think the money could be there for some franchises, including Harry Potter.
If an officially licensed RPG that a) was at least decent and b) was given at least some promotion came out when the fandom was at its peak, I think it would have raked in a healthy profit. Look at the fanfiction boom that accompanied Harry Potter -- while obviously fanfic and RPGs appeal to different people, there is a lot of crossover. I also think it probably would have swelled the numbers of RPG players and been good for the hobby as a whole. Of course, the hard part is convincing Rowling and the execs of the former (somehow I doubt they care about the latter).
For the same reason, I wish we had an official Adventure Time game.
A well-timed, well-produced licensed product for a franchise that appeals to the same demographics that RPGs do could do a lot to inflate interest in the hobby.
I'm a big fan of Dungeon World myself. But I have a recommendation that's are a little further afield:
Beyond the Wall.
BtW is a game about young heroes facing their first dangers in or outside the village that is their home.
Check out Dungeonslayers some something similar.
It's free, available in german (got developed by a German), really easy to learn and great for beginners.
Additionally if you want to try other settings you can use the same system:
- Gammaslayers - Fallout scenario
- Starslayers - Sci-fi scenario
It may not be the game you want to play forever, but I am recommending you look at it because it is laser-focused on creating an absolutely amazing first session with zero expectation of experience or preparation. Over the course of creating characters, you'll also build the village it is set in as well as setting some parameters of the first adventure, so everything is woven together and the characters are attached to everything. It's a relatively simple system so there won't be a lot of rule confusion. It's under $10 for the PDF.
Dungeons & Dragons Starter Kit
D&D is less beginner friendly in my opinion. More tactical combat, less focus on story. A good fight in D&D can take 30 minutes easily while Dungeon World combat flows through the rest of the story/adventure. That is the biggest difference in my mind.
D&D is a good system but it can become intimidating for many players especially when they don't want to own and read their own Player's Handbook.
D&D can also become expensive very quickly. The free "Basic Rules" are very limited and there are 3 basic books at an MSRP of $40 each.
That being said, the D&D Starter Set is pretty great for newcommers. It doesn't include rules to create your own characters/adventure but it gives you 5 pre made characters, a pre written adventure, and the rules you need to play.
All you need to add are pencils and paper because the Starter Set also comes with a set of dice.
But more sets of polyhedral dice would be better when playing D&D (1 set for each player). With Dungeon World 2 regular 6-sided dice for each player and one set of poly-dice will do. D&D Starter Set on Amazon $13.
I've been DMing the Skulls and Shackles campaign path for my group for a couple months now. Paizo puts it out for the Pathfinder system.
It's all Pirates all the time and has enhanced rules for ship combat, ship upgrades, boarding party actions, pirate themed gear, themed side quests, and the list goes on. The main purpose of the campaign is to become the most nefarious pirates of the seas, getting a hideout, developing a fleet, and taking out other pirates. Hell, there's even a plunder and infamy system built into the campaign.
Profession "Sailor" goes a long way and everyone should invest at least a couple points if they have them to spare but it is never a make or break component.
One person is obviously the captain, but you have another assisting with navigation rolls to help the captains rolls out, other people are manning ballistas, while your casters might be conjuring up magic to help your ship move faster based on the rules that come with the book.
There is a role for everyone on board the ship.
Some of our most memorable times are when the captain is on auto-pilot making rolls and everyone else is either attacking from afar or preparing for boarding actions.
There are two paths to take on this, the enhanced vehicle combat rules or the all out "I'mma fuckin' sail this boat" rules which can be complicated and I really recommend setting up a couple mock battles to get the hang of. The more complex rules are in the campaign materials.
Let me know if you have any other questions. It's really a great campaign path and we've had a lot of fun with it.
Then there is Skies of Arcadia 10 times better than the best game you'll ever play.
My job can get a bit boring at times, so I started looking around for a couple of fun pen-and-paper games I could play alone.
There are some, but not what I was looking for.
For example theres a solo rpg called Hikikomori that got made up by Ewan Cluney a while back that was made to be played through by one person in like two hours or so.
The idea of it is that you're a person who, for some reason mental or physical reason, has issues with leaving the house and with talking to people, and have various events happen to you, which range from staring at a wall all day to getting taken to a hospital for an emergency. The game is centered around a kind of "hope meter" that you have that can go up or down based on what happens.
The tone on it can vary quite a bit depending on your events, and can sometimes get fairly depressing watching your hope meter plummet.
Then it came to me. In this situation I should be working on creating! Even if you don't have any desire to GM, creating RPG stuff is a lot of fun and can give your brain a creative workout.
Brainstorm a character. He doesn't have to be someone you would actually play, maybe give him to a GM or post him on this subreddit for other people to use. Get in their mindset to expand your role-playing horizons. Do someone of a different gender, race, sexual orientation, career, social class, etc. You can roll up stats randomly and challenge yourself to make a character based on them, or assign the stats after you design the character (or ignore the crunch totally).
Write up a neat encounter or location. Learn about how to balance encounters in your RPG system of choice. Design a city. Write a new spell or create a new class.
I just personally feel that solo P&P RPG is not a lot of fun. I'd rather work on honing my craft for when I get to play with other people.