Story By Committee

Over the past few years, the campaigns I’ve run as a Guide in Forthright have been joint endeavors in story development. I’ve been tweaking some rules here and there to continue to provide a Fate-esque game creation experience while giving Guides more tools and insight into how to run a game that hits player expectations. The result has been boring,… Read More »

Playtesting is Learning, Learning Is Cutting

We’ve been playtesting Forthright Open Roleplay in its various iterations now for almost 6 years. It started out as “just another d20” system, a paring-back of Pathfinder, and by the time 5th Edition was released in 2014 was so substantially similar to 5th Edition that we had to practically start over again from scratch.  In late 2014 we… Read More »

Goodbye Bolsters and Hinders

One of the earliest concepts we had for Forthright Open Roleplay was the Bolster / Hinder mechanic. This, as it turns out, is functionally the same as the D&D 5e Advantage / Disadvantage mechanic. Only, in our case, it’s less meaningful. In D&D 5e, Advantage and Disadvantage provide a varying value dependent upon how difficult the roll is. This makes… Read More »

Goodbye Special Effects

Special Effects have been in Forthright Open Roleplay for a while now. They were a distillation of some early ideas we had for “words of power” that could be used to create spell effects. Assemble the right words in the right order, and voila you’ve got a cool power.  Originally, this was intended to be done in play, which just… Read More »

Death Ground for Room 209

It’s been more than two months since Room 209 Gaming went radio-silent. Here’s why: this summer, at my day job, I took on a lot more responsibilities as a project manager. These responsibilities took more and more of my personal energy to meet, and continued to demand more and more, leaving me little to nothing to spare.… Read More »

Rewriting for Layout

Forthright Open Roleplay is currently in layout with Ray, and he’s doing a spectacular job of it. He’s using the opportunity of laying out the core rulebook to set up templates for other products we plan to release such as Gamescapes and adventure compendiums. And one thing we’ve really learned about what I’ve written so far… Read More »

Encouraging Roleplay

With Forthright Open Roleplay‘s rules largely in the can, we’re now focusing on tweaking language here and there to make the rules crystal-clear. Sometimes, this results in some rules being changed or dropped, because the language required to make the rule more understandable just isn’t worth the rule being there. Other times, we discover that there’s… Read More »