Anything that insinuates running an RTD is something anyone can just do, and/or anything that looks interesting enough to read just because. Personally, I think a guide fulfills both those conditions better than a FAQ.
See, this is where my opinion differs. I see it easier to understand
What is an RTD or Roll To Dodge?
An RTD or a Roll To Dodge is a game which primarily uses a 'dice' roll as it's main feature. The dice rolls are very random and almost impossible to predict. This is one of the main attractions to the genre.
How easy is it to GM an RTD?
At the minimum, with nothing but a single six sided dice and a basic status for items, being a GM to an RTD is very easy. About as easy as a suggestion game, though with multiple players and a dice roll.
What's the first thing I should do?
First, figure out what genre of RTD you want it to be. Sci-fi? Medieval fantasy? Steampunk? Something else?
Next, create a story. Make it at the very least a brief description on what you are and what you are supposed to do and where you are.
Next, figure out what kind of system you want. It can be any range of things. Figure out what kind of dice rolls you want first, then go to town with whatever you want. Systems for weapons, magic, attributes, whatever you wish. You can even have no systems at all. If you're unsure on what kind of system you want, go with nothing or look at another, active, RTD for inspiration.
Next, be sure to create a character sheet. Make sure to give the players all the options needed from your system you've made.
Then, figure out how many players you want. You can choose anything, from a single player to infinite.
Finally, think of a name. It can be as generic as you wish, or as unique as you can think of.
Done, you now have an RTD. It's just that simple, considering all the optionalities and simple steps.
than
What is an RTD, or Roll To Dodge? An RTD is a game which primarily uses 'dice' as it's main feature. The dice rolls are very random and almost impossible to predict. This is one of the main attractions with the genre.
RTDs can be simple or complex to GM. For example, you can run an RTD on nothing but a basic six sided dice with basic statuses, making it about as easy as a multi-person suggestion game with multiple statuses and dice rolls.
Getting started:
First things first, you will want to figure out what genre you want the RTD to be. Will it be Sci-Fi? Medieval fantasy? Steampunk? Or something else? Afterwards, create a story for your RTD. Make it at the very least a brief description on what you are and what you are supposed to be doing. Next, figure out the system for the RTD. It can be any range of things. First, figure out what kind of dice rolls you want, then go to town. You can add systems for weapons, magic, attributes... or anything else you wish for your RTD to have. If you do not know what you want, just go with a basic six sided dice or look to another RTD for inspiration. Next, create a character sheet. Be sure to add everything you need for your system to work. Then, figure out how many players you want. It can range from a single player to infinity. Finally, figure out a name for the RTD, being as generic or unique as you wish. Congrats, you now have an RTD. It's just that simple, considering all the optionalities and simple steps.
I guess I just read better when everything is separated into very orderly parts.
I don't think mentioning examples as a starting point is needlessly skewed. Sure, there's infinite ways to do everything, but providing a simple base example is probably better than rattling off an example of every style we think we've got or giving a vague handwave of "figure something out." If it's appropriate I could see mentioning several different examples or mention that however you want to do it is fine every so often, but the point is to get someone started, not dictate the specifics of all new GMs.
You may be right, but that still doesn't ease my worries. Nor does it prove my points wrong.
Meh. Just make damn sure to give several examples when absolutely basic examples won't work.
This may be true. Perhaps a guide's first piece of advice should be to read RTDs you like and ruthlessly steal from them.
Agreed. Better yet, give
another piece of advice: Be a player before a GM, so you know what you like and don't like. AND what the players like.
Very well. Someone throw me a very simple plot bone, and I might just run with it.
Kingdom
X is in peril. Recently,
Ys have been invading the kingdom, and they need help. They need heroes. They need you,
Zs.
There, very simple plot bone. I'm pretty sure you would want something more complex.