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Help a newcomer, please!

A topic by HBKaze created Jun 25, 2024 Views: 179 Replies: 3
Viewing posts 1 to 4
(1 edit)

Hello! I'm planing to play this game with my bf but i'm a total newbie at table RPG. I picked prole as my first since it looks simple to understand but i still feel kind stuck. Any tips on how should i begin? I didn't understande what is the 1d6 Lodites and 1d4 Lodites. If it's the D6 ALLEY ENCOUNTERS what's the pattern? What the "1" means?

Now that i read it all, how should i begin? I create a story in Loden and play around with its rules?


Thank you! I really appreciate any tips or comments!

Hi! Did you get the chance to play? How was it? (<- thinking about starting to use this system as a pick-up-and-go kind of game)

(1 edit) (+1)

Heyo :)

The "D" and "d" stand for dice. So "D6 Alley Encounters" means you roll a die with 6 sides and compare the result with the table. For example: You roll a 2. Therefore the second event is happening.

The "1" before the "d6" means how many dice you roll. 2d6 means you roll two six-sided dice. 1d6 means you roll just one six-sided die. 3d4 means you roll three four-sided dice.

I know my response is too late, but maybe someone from the future needs this explanation :)

Hi, I would not recommend "creating a story". This can lead to an experience which feels too structured and too controlled by the Game master. Instead, I would just describe the things that exist, (the things the player sees, hears, smells, etc.), and then let the player decide what it is that they want to interact with and what it is that they want to do. In return you just describe the outcome of their actions, and you can keep going from there.

some tips:

tip #1: most of the time try to always mention a couple of things the player can interact with. this gives them some readily obvious choices. For example: there's a door on one side of the room, there's a person standing behind the bar, there's a lantern on the wall, etc.

tip #2: every once in awhile remember to give a brief description of something other than just what they see. These types of tiny details create a lot more immersion in the world. For example: how cold the temperature is, the smell of the food, or the feel of a physical object like an unusually smooth stone or a roughly carved beer mug.