►
Description
Heyoo! Got a new RPG Story video. This is from a period when my group was trying a lot more experimental games just to see what they were like. Hope you guys enjoy these snippets of stories.
The link to the Open Legend website: https://openlegendrpg.com/
End music credits: "Sunshine Samba" by Chris Haugen from the Youtube Audio Library
A
Most
of
the
times
when
I
go
to
a
game
stores,
I
kind
of
walk
up
and
down
the
old
rpg
aisles
pick
up
a
dusty
game
and
go
hey
that
that
kind
of
looks
neat
and
put
it
back
on
the
shelf
and
leave.
A
But
on
occasion
a
few
of
them
walk
out
of
the
store
with
me
while
I
like
reading
through
them,
I
really
do
but
running
them,
for
my
group
is
another
thing
entirely
well,
I
might
have
a
week
or
two
to
learn
a
new
system.
My
players,
don't
so
I
promised
myself
that
one
day
I
would
go
through
and
play
some
of
the
old,
more
obscure
rpgs
that
I
had
collected
and
then
we
did
it
and
man
there's
a
reason.
People
don't
run
rpgs
that
way,
wow.
I
hope
you
guys
really
like
that
character.
A
You
spent
a
week
making,
because
you
gotta
do
it
again
next
week
anyway,
these
are
some
of
the
stories
from
the
rpgs
we
played
over
that
time.
A
few
of
these
only
lasted
a
week,
some
several
months,
so
we're
going
to
be
taking
a
journey
down
the
rpg
rabbit
hole.
The
first
one
I
want
to
talk
about
is
the
phoenix
dawn
command.
Remember
anyone
phoenix
don
command
when
it
came
out.
Everyone
was
talking
about
it.
Sleek
sexy,
artwork,
interesting,
innovative
design,
character
sheets,
get
that
out
of
here.
A
Now
you
have
decks
ooh,
your
character
is
a
deck
of
stats
and
whatever
they
were
good
at
would
come
off
the
top
more
often
and
when
they
leveled
up
they'd
swap
out
cards
sounds
really
cool.
It
does
sound,
really
cool
about
that.
There
were
a
few
downsides
to
it.
First,
you
were
limited
by
the
cards.
So
if
someone
had
the
last
five
intelligence
in
their
deck-
and
you
didn't
have
it-
you
couldn't
play
it.
So
there
was
just
a
finite
number
of
cards
and
a
finite
number
of
builds
that
you
could
do.
A
Another
interesting
feature
of
the
game
was
when
the
characters
would
die.
They'd
level
up
in
game.
There
was
lord
that
the
pcs
would
respond,
which
led
to
a
lot
of
funny
jokes,
which
I
think
you
guys
know
where
this
is
going.
Okay,
we
have
to
defeat
the
evil
wizard,
but
we're
not
high
enough
level.
Don't
worry
chick
chick
pow.
A
I
mean
this
system
came
out
to
big
fanfare.
I'm
talking
topping,
charts
and
review
board
top
game
of
whatever
year
it
came
out.
It's
just
it
just
died
and
I
haven't
heard
anyone
else
talking
about
it
side.
Note
funny
thing:
while
I
was
writing
this
script,
I
googled
the
game
just
to
find
out
if
anyone's
still
playing
it
and
the
top
article
is.
Is
anyone
still
playing
this
game
from
2019,
so
I'm
partially
justified,
so
that
was
phoenix
on
command?
A
Moving
on
to
the
next
game
is
open
legend,
another
rpg,
which
came
out
a
few
years
ago.
Big
fanfare,
major
selling
point
were
a
few
things.
First,
it
did
not
have
classes
but
a
point
by
system
for
traits
which
I
know
the
second.
I
bring
up
there's
a
flood
of
other
games.
That
also
do
that.
It
seems
like
every
few
years
there's
a
new
rpg
used.
Major
soloing
point
is
not
having
classes,
but
whatever
anyway
point
is
we're
moving
on.
A
Then
there
was
ability
dice,
which
I
hated,
but
one
of
the
other
innovative
features
was
flexible,
spell
casting
okay.
So
the
idea
was
is
that
when
you
use
magic
or
some
other
power
like
a
gadget
or
alchemy,
that
was
they
actually
had
designed
it
more
similar
to
making
an
ability
check
in
5v.
So
the
player
would
explain
what
they
were
trying
to
do
and
the
dm
would
adjudicate
it.
A
For
example,
if
the
target
was
really
far
away
that
increased
the
difficulty
if
they
were
close
by
it,
made
it
easier
if
you
picked
multiple
targets,
that
was
hard.
If
you
picked
one
target
that
was
easy
so
about
that
game,
the
players
really
liked
their
characters
all
the
way
up
until
their
first
combat
the
flexible
spell
casting
just
turned
out
to
be
a
bit
too
much
for
them.
It
really
slowed
down
all
the
action.
A
They
also
weren't
a
fan
of
the
lack
of
resource
system
just
to
explain
the
game
didn't
have
anything
like
powerpoints
or
spell
slots
instead,
when
they
would
fail
a
check
trying
to
use
their
powers
you're
supposed
to
have
some
other
consequence
for
the
role
they
didn't
like
it.
But
you
know
honestly,
as
I'm
writing
this.
I
kind
of
want
to
take
another
crack
at
it
because
it
does
sound
kind
of
interesting
also.
Another
really
neat
fact
is
that
the
game
is
up
online
for
free.
A
I
love
that,
if
you
want
to
check
it
out,
I
will
put
a
link
in
the
description
to
the
rules,
but
man
that
game
was
like
one
of
the
biggest
disappointments
I
went
into
it
super
hyped
thinking.
It
was
gonna,
be
a
nine
out
of
ten
and
after
playing
it
for
a
bit,
it
dropped
to
like
a
three.
A
Although
it's
it's
floating
around
at
five,
probably
on
to
a
seventh
sea,
the
game
is
set
in
a
pseudo-european
1800s
setting
with
not
italy,
not
spain,
not
britain,
during
the
not
victorian
era
with
powdered,
wigs,
high
seas
and
flintlock
guns
of
the
group
I
played
with.
I
remember
that
most
people
were
kind
of
apathetic
about
it,
but
we
had
one
player
who's
like
really
super
stoked
to
play
it
the
way
that
dice
worked
in
7c
instead
of
rolling,
pass,
fail
or
even
set
back
and
disadvantage,
something
that
you've
seen
like
star
wars.
A
It
used
an
action-based
system.
The
gm
would
describe
the
scene
and
the
players
would
make
a
role
and
declare
what
they
wanted
to
do.
Dice,
that
added
up
to
a
set
of
10
was
considered
an
action.
What
that
meant
was
that
when
you
rolled
really
well,
you
were
doing
more
stuff
in
that
scene
and
if
you
botched
a
role,
you
may
only
get
to
do
one
thing:
there
were
also
consequences
which
you
could
spend
your
actions
to
cancel
out.
A
For
example,
say:
there's
a
court
dining
scene,
someone
might
roll
persuasion
and
get
three
success
and
say
for
one
they're
chatting
to
get
info.
Two
is
spreading
rumors
about
a
competitor
and
three
is
buttering
up
the
local
noble,
while
the
rogue.
If
he
got
a
one
in
stealth,
might
sneak
in
and
that's
about
it.
A
The
system
was
fine
in
scenes
very
punchy,
very
quick.
It
was
nimble,
it's
just
when
you
got
down
to
combat
was
where
it
started
to
get
clunky.
The
setting
was
great
and
the
system
was
good.
It
was
solid.
I
liked
it.
There
were
some
silly
moments
with
this.
One
example
I
can
think
of
is
the
players
had
magic
powers
that
they
could
activate
and
these
magic
powers
were
based
on
their
hero
points
and
hero
points
came
to
them
from
the
gm
similar
to
like
inspiration
from
good
role-playing
or
being
in
character.
A
It's
an
interesting
idea.
You
know-
and
I
I
ultimately
didn't
like
it,
because
it
led
to
a
lot
of
situations
like
this.
Okay,
we
need
to
break
into
this
prison.
Hey
cake,
skull,
you're,
russian,
right
with
spirit
powers
from
baba
yaga.
Can
you
turn
into
a
mouse?
That's
a
thing
you
can
do
right.
I
don't
know
gm.
Can
I
turn
into
a
mouse?
Do
I
have
to
do
some
more
shakespeare
to
get
my
powers
back
moving
on
to
fantasy
age?
It's
a
more
generic
setting,
not
specific
dragon
age.
A
A
core
mechanic
of
the
system
was
stunt
points.
Basically,
you
roll
three
dice.
One
of
them
is
a
stunt
die.
You
then
expend
the
stunt
points
to
perform
various
maneuvers,
for
example,
you'd
roll,
an
attack.
Then
you
get
stunt
points
and
then
you
could
spend
the
stunt
points
to
do
a
sudden
move,
a
counter
attack
sweeping
blow
or
taunt.
It
made
fighting
a
little
bit
more
involved,
as
the
players
would
decide
what
they
wanted
to
do.
Roll
and
then
see.
A
Oh,
I
have
some
send
points
and
then
pull
up
a
chart
and
spend
them
like
it
was
menu
at
a
restaurant
of
death.
One
of
the
things
which
was
constantly
an
issue
in
it
was
the
game
kind
of
had
a
numbers
problem
where
we'd
expected
the
fights
to
go
on
for
10
rounds
or
so
per
encounter
or
have
multiple
small
encounters
throughout
the
day.
A
part
of
this
problem
was
that
melee
attacks
were
not
keeping
pace
with
the
huge
health
jumps
that
players
and
monsters
would
receive
every
level.
A
Unfortunately,
because
it
was
a
core
mechanical
issue,
there
wasn't
really
an
easy
solution
to
this.
Since
lowering
hit
points
broke,
the
spell
casting
increasing
damage
broke,
the
magic
lowering
magic
damage
broke,
the
mana
curve
and
increasing
attacks
broke
the
stunt
dice,
I
mean,
there's
probably
a
home-brewed
version
of
this
I'd
have
more
fun
playing,
but
I
would
want
a
complete
overhaul
to
the
system
to
make
it
work
loved.
Most
everything
else
on
the
system,
the
flexible
character
creation
and
how
they
did
feats
was
great.
A
When
you
picked
a
domain,
you
got
two
cantrips
and
when
you
leveled
up,
you
would
unlock
high
level
magic
and
even
unlocking
domains
ultimate
magic
or
branch
out
into
some
other
domain.
Super
neat.
Then
we
have
icons.
The
superhero
rpg
I'd
actually
run
this
a
few
times.
I
absolutely
loved
it,
but
it
it's.
I
have
a
hard
time
recommending
it,
because
the
gm
really
needs
to
adjudicate
everything
type
of
system.
A
The
character
sheet
is
super
simple:
you
either
roll
or
you
just
spend
0.5
into
the
stats.
Everything
is
on
a
1
to
10
scale.
1
is
bad,
3
is
normal,
seven
is
superhuman
and
ten
is
godlike.
You
put
ranks
into
the
skills
and
powers
you
want.
There's
no
feats,
there's
no
equipment,
nothing
else,
that's
it.
What
I
liked
was
that
they
gave
players
some
good
references
for
their
powers,
three
strength.
You
can
lift
a
person,
six
strength,
you
can
lift
a
car,
it
is
a
building.
A
A
Now
the
complications
came
up.
The
second
you
start
to
use
your
powers,
and
a
few
of
them
were
weird
like,
for
example,
there's
a
power.
That's
just
says
time
control
and
the
description
is
you
can
control
time?
What
does
that
mean?
I
don't
know
so.
If
someone
has
five
ranks
for
time
control
and
they
roll
and
they
get
a
seven
time
control,
you
did
it
success.
A
A
His
character
was
also
cowardly,
so
he
constantly
hid
from
everyone.
What
this
meant
was
that,
while
he
was
in
town,
he
was
just
constantly
being
invisible
and
hiding,
but
he's
in
the
middle
of
a
crowded
town.
So
of
course,
they're
gonna
catch
like
a
glimpse
of
him
on
occasion
and
that
ended
up
making
him
more
suspicious,
because
why
is
there
this
creature
sneaking
around
trying
to
remain
hidden?
He
must
be
up
to
no
good.
This
eventually
led
to
the
rumors
floating
around
about
him
when
he
would
go
back
to
places
he
had
visited.
A
He
heard
rumors
about
the
phantom
toad,
a
big
bug-eyed
creature.
People
would
see
in
the
window
or
down
a
deserted
alley
and
then
look
back
and
he
was
gone
as
he
traveled.
The
story
followed
him
and
the
legend
grew.
The
pc
took
umbrage
with
the
rumors
of
the
phantom
toad,
because
asher
was
actually
a
frog.
A
The
last
one
I
want
to
talk
about
is
a
song
of
ice
and
fire.
The
house
generation
is
actually
quite
cool.
It
lets
you
kind
of
weave
a
history
into
westeros.
It
was
a
lot
of
fun
spending,
a
lengthy
session,
zero
rolling
for
different
events
and
building
our
own
kingdom.
What
we
knew
was
that
our
family
was
very
old
we'd
gotten
most
of
our
wealth
from
a
silver
mine
that
was
slowly
drying
up
and
the
family
was
desperately
panicking
and
trying
to
find
another
source
of
income
before
it
was
too
late.
A
A
thin
stream
ran
through
our
land,
not
enough
for
trade,
but
enough
to
feed
the
forest,
a
herd
of
deer,
a
pond
and
the
farmers
who
used
it.
Our
family's
motto
was
we
carry
on
with
a
diamond
shard
over
the
land,
signifying
wealth
and
prosperity,
which
was
now
an
ironic
logo,
considering
how
destitute
we
were.
This
was
at
a
period
in
time
when
the
lannisters
were
calling
in
family
members
to
repay
debt.
So
we
had
to
send
one
of
our
cousins
as
collateral
and
they
were
holding
them
basically
hostage
until
we
could
repay
our
loan.
A
There
was
one
character
who
I
wanted
to
make
that
never
actually
saw
the
light
of
day
very
disappointed.
I
wanted
to
make
a
horse
master.
The
idea
for
this
guy
is
that
the
rest
of
the
family
is
talking
about
politics
and
stuff,
and
my
character
comes
in
and
informs
them
hello.
I
am
what
you
would
call
the
horse
master,
really
I'm
just
a
horse
enthusiast.
A
I
am
here
on
behalf
of
the
people
to
demand
that
you
fix
an
insidious
problem
which
is
plaguing
our
great
hamlet.
I'm,
of
course,
talking
to
you
about
horse
rides.
Yes,
the
rights
of
horses
are
a
common
problem
among
the
people.
They
demand
five
meals
a
day,
a
warm
bed,
blankets
and
no
more
wageless
labor.
I
have
here
a
petition
signed
by
them
flipping
them.
The
document
was
just
my
signatures
over
and
over.
A
A
I
had
to
make
another
character
after
that,
eventually,
the
character
I
did
end
up,
making
that
we
wove
into
the
story
was
that
I
was
playing
as
the
uncle.
Yes,
nothing
could
go
wrong.
We
have
a
young
lord
and
the
uncle
who
just
wants
to
help
his
his
nephew.
That's
great.
Nothing
could
go
wrong
there
and
even
they
even
rolled
randomly
for
my
flaw-
and
I
believe
it
was
power.
A
Yes,
so
my
character
had
a
weakness
where
he
coveted
power
and
had
a
scar
over
his
eye
for
no
reason:
hey
there,
our
littlest
nephew,
I'm
gonna
help
you
out
it's
okay,
that
I'm
not
king,
that's
fine,
but
you're
a
king,
that's
okay!
Anyway,
those
are
the
rpgs
that
I
played.
They
were
fun
and
interesting,
and
I
liked
most
of
them.
A
I
think
that
we're
talking
about
new
rpgs,
I
like
seeing
something
that's
innovative
or
different,
because
you
can
never
know
when
you're
going
to
see
a
new
rule
or
a
new
mechanic
that
you
want
to
carry
to
the
next
one.
I
tend
to
talk
about
some
of
the
weird
rules
quarks,
and
I
think
that
it
just
makes
that
those
are
just
what's
more
interesting
to
talk
about
and
when
something
works,
you
just
kind
of
go
that
works
and
move
on.
A
I
kind
of
also
would
like
to
rank
them
a
little
bit
to
dislike,
but
that's
I
found
that
that
was
hard
to
do,
because
it's
such
an
apples
to
oranges
kind
of
systems,
but
if
I
were
to
rank
them
by
likelihood
of
replaying
them,
it'd
be
definitely
like
icons
and
7c
are
up
there.
Phoenix
dawn
command
is
like
very
far
at
the
bottom.
Fantasy
age
and
open
legend
are
kind
of
in
the
middle.
A
I
know
I
know
I
said
I
wanted
to
revisit
open
legend,
but
I
think
that
my
players
would
actually
hate
it,
but
you
know
it
depends
on
the
group
right
like
I
know,
I
might
think
some
of
this
stuff
is
cool,
but
at
the
end
of
the
day,
I'm
not
the
one
playing
their
characters.
They
are
so
they
better
like
them
anyway.
Goodbye
thanks
for
watching
hope.
You
guys
found
something
interesting
and
I'll
see
you
on
the
next
video
bye.