Last
weekend I embarked on a test run of Roll20, a kickstarter project that
developed into a free online RPG tool. It’s pretty cool, even in the
limited capacity I used it; incorporating map creation, real-time chat
and audio links, tokens
and dice randomisers, plus the ability to pass messages on to players,
‘hand out’ notes and accessories for play, and take care of a lot of
pretty routine but necessary stuff that you’d otherwise need space for
in a usual game. Best of all, it woks without
borders, so our test run was played on either side of the Equator, with
player Paul sitting comfortably in his study in the UK on the morning
of the very same day the other three of us were playing a relative
eleven hours later. My teenage DM self would have
had his mind blown by this.
Not
that Roll20 is as sophisticated as World of Warcraft or any other
multi-user online games; it’s not that kind of product. Instead it’s a
tool with optional add-ons if you sign on for bigger deals. Did I
mention it’s free otherwise?
In the end we ditched the video link and used Skype to see if we could
reduce the bandwidth cost (which this seemed to do), and to be honest,
we didn’t lose much that way. Our game was a good old entry-level basic
D&D scenario of my own devising The Beast
of the Broch, with about six PCs and a couple of NPCs, setting the
party on a short quest to a ruined broch to uncover the sinister
presence lurking within its rounded walls. As it happened, and as it was
a test play, the party barely got down the road, didn’t
make it to the broch and only achieved one encounter before real-world
events forced a sudden close of play. But weirdly, that’s how my first
D&D experience was as well. It was 1984, I was in my third form year
with a school mate (a boarder) on an overnight
stay at our place, and together we with three other friends and my
brother had a go at our first game TSR’s B5 adventure Horror on the Hill. Like the Broch gaming our party was a broad range of character
types and alignments, and due to fumbling our way
through the rules and regulations of play, we didn’t venture too far
before Friday night curfew brought the crunch of parental car tyres on
our gravel driveway and with it the end of the game. Our party, the Old
Guard of Guido’s Fort, had collected some treasure
and magic items, encountered some hobgoblins, wolves and ogres, and
finally retreated after one of its main fighters (Argorn) fell prey to a
giant centipede, becoming too sick to go any further. Twenty-nine years
later it was an angry, invisible Redcap that
threatened to decimate our party (that and our play making a little too
much noise). If the party had actually made it to the broch they’d have
certainly been slaughtered!
Still,
as a playtest it was a success, and there’s room for streamlining yet.
In fact, it seems the ideal tool to use for concluding the longest game
I’ve ever run, Dwarven epic Bargigazl. With luck, this will happen very soon. In the mean-time, a return trip to the Broch awaits...
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