What you need in order to play RINGS depends on how experienced you are and/or how tactical you want things to be. Some folks really like maps, grid-based systems, and miniatures. RINGS can handle it. Some folks love theater of the mind or Live Action Role Play (LARP). We’ve got you covered. Some love the challenge of not using dice or other deterministic systems at all. Go right on ahead.
In addition, combat is almost entirely optional – and even within combat, there are ways to peacefully resolve a situation (though you may not like them). Any situation that seems like it requires combat will always have a non-combat way to resolve it. Violence is a tool, but it’s not your only tool.
MATERIALS
You’ll need some d10 dice, a grid for combat (it can be squares or hexes but I find squares are easier to draw lines on), and 3-9 other folks, at least one of whom is willing to be a Game Master. Whether all this is virtual or in-person doesn’t matter.
EXPECTATIONS
While we’ve tried to make it easy to get started, there are things that you as a player or GM will need to know. TTRPGs are a collaborative process with both players and GMs using the rules of the system to create a story.
Systems take time to learn, however, so here are some guidelines on what players and GMs can be expected to know and the general benchmarks. These are not set in stone – everyone learns at their own pace – but can help the group prepare while not forcing any individual to do all the work.
PLAYERS
What players should know before starting:
- What you are not comfortable with when it comes to game themes
- If you want a more tactical or RP-focused game
What players should know after character creation:
- Your character’s stats, general personality, and which skills they have
- Why you are working with your Team
- How much combat you want and whether it uses full, simplified, or skip rules
What players should know after a few sessions of play:
- How dice rolls work and the different types there are
- The basics of combat and power usage
GM
What the GM should know before starting:
- What you are not comfortable with when it comes to game themes
- If you want to run a more tactical or RP-focused game
- How to help others create their characters
- The basics of a Mission
- How dice rolls work and the different types there are
- The basics of combat and power usage
What the GM should know after character creation:
- What kind of adventure everyone wants to have
- What kind of Jobs the players are interested in
- Some plot hooks you want to use
- Whether you’re using full, simplified, or skip rules for combat
What the GM should know after a few sessions of play:
- When to call for a dice roll and any additional modifiers you think apply
- What might come next after major decisions made by players
- What NPCs can do during interactions, including combat
- The premise of the current Mission
- How to use Resonance