Friday, 24 April 2015

* PDF Ebook The Role-Playing Game Primer: and Old-School Playbook, by Chris Gonnerman

PDF Ebook The Role-Playing Game Primer: and Old-School Playbook, by Chris Gonnerman

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The Role-Playing Game Primer: and Old-School Playbook, by Chris Gonnerman

The Role-Playing Game Primer: and Old-School Playbook, by Chris Gonnerman



The Role-Playing Game Primer: and Old-School Playbook, by Chris Gonnerman

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The Role-Playing Game Primer: and Old-School Playbook, by Chris Gonnerman

Are you interested in classic paper-and-pencil role-playing games, but you have no idea where to start? This is the book for you! The Role-Playing Game Primer starts from the very beginning, first showing you how to play, then giving you hints and tips on how to do it better. Later chapters provide guidance for beginning Game Masters, to get you up and running even if you have little or no experience as a player. The RPG Primer is aimed at players and GMs of "Old School" paper-and-pencil role-playing games and their modern "retro-clones." It features several of the earliest and best known of the Old School Renaissance games, including Basic Fantasy RPG (by the same author), OSRIC, Labyrinth Lord, and Swords & Wizardry.

  • Sales Rank: #824270 in Books
  • Published on: 2014-10-08
  • Original language: English
  • Dimensions: 9.00" h x .16" w x 6.00" l,
  • Binding: Paperback
  • 68 pages

Most helpful customer reviews

6 of 7 people found the following review helpful.
A more leisurely, well-guided introductory tour to role-playing games
By ROBERT W. SAINT JOHN
"Chapter 1: What is a Role-Playing Game?" Ah, yes, the introductory chapter of almost every tabletop RPG ever published. Sometimes it's one page, sometime four or more. I suspect most RPG designers hate having to write it, and most of us "seasoned" (ahem) players don't bother reading them any longer. But there's always that hope that new blood will come into the RPG hobby; or that more recent generation of players will be curious about "how did gamers play back in the day of Gygax and Arneson (the creators of Dungeons & Dragons)? And what is this "OSR" I keep reading about online?"

"The Role-Playing Game Primer and Old-School Playbook" (RPGP&OSP) aims to provide an answer to those questions, go further than the inevitable "Chapter 1", and does an excellent job doing so. It's a good time to come into fantasy role-playing games. The latest edition of Dungeons & Dragons is unquestionably informed by this "old school" playstyle. Between the boxed D&D Starter Set, the free online Basic D&D Rules PDF, and a number of other free variations based on old versions of D&D such as OSRIC, Swords & Wizardry, Labyrinth Lord and Basic Fantasy RPG (by the same author, Chris Gonnerman), there is no lack of options to get started.

On the other hand, there was a somewhat lively online discussion recently about how inadequate much of the published material out there remains in showing new players how to play and, especially, how to be a good gamemaster (i.e., GM, or Dungeon Master, or referee). Back in Ye Olden Tymes, we really just had to figure it out ourselves. And, in many cases, new players skipped the reading almost entirely (at least at first) and were just introduced to a role-playing game and a particular playstyle by an experienced player.

RPGP&OSP doesn't go so far as to be the end-all, be-all solution to these issues, but instead focuses on what, in my opinion, matches the general consensus of the style of play most prevalent in the 70s and early 80s. Although it uses the previously referenced Basic Fantasy rules as it walks through its examples, there's little here that isn't completely applicable to any of the games I mentioned above, including the new D&D. Think of RPGP&OSP as similar to "The Missing Manual" book imprint for software that many use to get a deeper understanding of their productivity software. It shows (not tells) one possible playstyle, one possible approach to "old school".

RPGP&OSP is just over 60 digest-sized pages that covers about 4 to 5 times as much guidance material and walkthroughs for players and GMs than is usually found in any "Player's Handbook", "Core Rules" or "Dungeon Master Guide". It's very readable with a nice, lean layout and large type. It fits nicely inside any D&D boxed basic/starter set, and is small and inexpensive enough to give as a gift or a loaner to new players, especially if you'd like *them* to be a DM someday!

I do want to point out, though, that there is not a lot that is "new" here. The free PDF "Quick Primer for Old School Gaming" by Matthew Finch is an obvious inspiration. RPGP&OSP just takes it to "11" with its examples of character generation, running an adventure, a sample dungeon and how to run it, and advice on creating old-school style adventures. It also provides a high-level examination of the different OSR games available. But most experienced GMs and Players, especially those already playing OSR games, will find very little of use here. We're not necessarily the intended audience, though I do plan on buying a few copies as "stocking stuffers" and to hand out at games at my Friendly Local Game Store (who ought to be buying some of these and sticking them up on that D&D/Pathfinder shelf).

I've included a picture of the Table of Contents with this review.

6 of 7 people found the following review helpful.
Great for old school, not quite for newer games
By Michael A. Johnson
On the one hand it is a really good introduction to old school role playing games. Not just how to be a good player and make characters, but how to game master. So I would have given it a 5 star.
But. And this is the big bad but. While I agree that newer games tend to be rules heavy with everything defined and limited to a level only an ancient Pharisee would love.
He spends a frightful load of time complaining about modules containing a story line. Or of skills based games. Or of characters having personality. He seems to feel that characters are no good unless it is such a randomly rolled and stereotyped thing they can be killed off by the dozen with no loss at all to the player. Who replaces it with an equally meaningless random instant character. And the same for modules.
So only a 4.

3 of 4 people found the following review helpful.
An excellent introduction to old-school RPGs (and an argument for their continuing relevance)
By M. Taylor
A quick and straightforward guide to starting out in tabletop RPGs. Excellent for the aspiring GM, but also useful as a short introduction for anyone new to the hobby.

Most importantly, Gonnerman makes an excellent case for the unique advantages of "basic" RPG systems, particularly in allowing a character to live out a lifetime of adventures from one campaign to the next. Thus each character develop a unique story and personality over the course of actually experiencing these things, rather than everyone sitting down and coming up with an entire life story before anyone can even start playing. He also argues well for the benefits of being flexible as GM and not making adventures overly predetermined -- unpredictability is unfortunately something in short supply in the age of elaborate, fastidiously structured, carefully scripted campaigns. Tabletop RPGs are not video games, as Gonnerman reminds us, and we make a mistake by letting the limitations of one format guide the direction of the other.

From browsing the online community, Gonnerman's Basic Fantasy RPG might not be the best of the so-called retro-clones (I wouldn't know), but there certainly aren't many people as passionate about and committed to the hobby of old-school RPGs. This is reflected in all of his work, but particularly in this book, which is a fine summary and argument for the continued appeal of RPGs.

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