I posted the question a while ago "how many clones do you need" when I realized I really didn't feel like buying two new old school games. This is my series of taking down those things off the shelf and reconsidering them. First out, OD&D.
I have pdf copies of this game, since it always costs far more than I think it is worth for a hard copy. Browsing through it, the first things that strikes me is that compared to AD&D, it's not terribly organized! When you read closer you will find odd things missing, and terms and procedures undefined, but it's sorted out in a way that makes sense. Somewhat.
My first impressions is that this is a game you could probably pick up and play. I do find the class list a bit limiting, and I would probably take out the cleric and put in some sort of rouge since the MU is played defensively and the Fighting Man offensively. Something in between and maybe with just a smattering of magic feels better than the odd Hammer Horror Cleric. Perceptive readers may note this sounds a lot like T&T...
I actually like the weird mix of the table top miniatures campaign and the focus on individuals trekking around underground. The game feels more wide open than later editions, which kind of bog down into the dungeon. But, I must say the rules for aerial combat and naval combat reads a bit less than smoothly for me. I wonder why this game was not including more stuff from Chainmail? There are so much references to Chainmail that it's clear it was intended to be used together. Why not package it as 4 books, or include more of that in the 3 booklets?
Do it make me feel like running a game? Yes and no. It's written in a way that feels quite a lot like "this is how we do it", which is I guess the precursor to all those games which state "change that which not suits you". Still, it's not trying to sell me on the idea, and for me there's something lacking.
Would I ever run something like this game, I would probably run it with multiple groups and baronies and stuff. It is a bit enticing looking at it from that viewpoint, as a larger game than just a dungeon slog.
In summary, it is the first and maybe its biggest impact on me now is how little there is in there.
Let's see how the next game fares, what my impressions are and if it makes me want to run a game of that.
Showing posts with label Endgame. Show all posts
Showing posts with label Endgame. Show all posts
Monday, September 22, 2014
Friday, March 21, 2014
Glorantha ORE, maybe?
I have managed to misplace my copy of Heroes and other Worlds, so I had to get on Lulu and order another copy today. Before that I tried to sort through all my games and find it, unsuccessfully. While doing that I did find some gems I had not seen in a long time. Boy do I have many game books or what? I need to stop working and play games full time!
One game I found that made me stop and browse it was Reign. For some time it was a game talked about quite a bit. Now I have not heard about it in a long while. Maybe the fact that the built in fantasy setting was not all that interesting, and that the weird world just felt weird for it's own sake made people shrug and walk past it. But, the rules are interesting and the idea of playing on a higher level, as lords and leaders, still resonate with me. I felt that resonance way back, and long time readers know.
I've never played the so called "end game" of D&D and all that jazz, neither have I ever played Pendragon. I've always felt Reign was the way to go, though. Especially as an alternative to D&D, since you would get there from the get go, and I never was that into knights.
Consider Glorantha. When the rules set Hero Wars and Hero Quest were published, Greg and friends really pushed for the social aspect of the game to come to the forefront. I seem to remember there actually being a book all about "hero bands", like they called the party. It was a group of individuals with contacts, relationships and resources. I kind of liked the idea, but never tried it in play.
Enter Reign. That's the game that's all about playing a "company" of some sort. Maybe it could be married to that setting where you no longer exist (things were different in thr RQ days) as a lone adventurer?
Playing games full time sounds better and better every time I say it...
(anyone want a copy of the flawed but brilliant Glorantha game Hero Wars? Pay shipping and it's yours...)
One game I found that made me stop and browse it was Reign. For some time it was a game talked about quite a bit. Now I have not heard about it in a long while. Maybe the fact that the built in fantasy setting was not all that interesting, and that the weird world just felt weird for it's own sake made people shrug and walk past it. But, the rules are interesting and the idea of playing on a higher level, as lords and leaders, still resonate with me. I felt that resonance way back, and long time readers know.
I've never played the so called "end game" of D&D and all that jazz, neither have I ever played Pendragon. I've always felt Reign was the way to go, though. Especially as an alternative to D&D, since you would get there from the get go, and I never was that into knights.
Consider Glorantha. When the rules set Hero Wars and Hero Quest were published, Greg and friends really pushed for the social aspect of the game to come to the forefront. I seem to remember there actually being a book all about "hero bands", like they called the party. It was a group of individuals with contacts, relationships and resources. I kind of liked the idea, but never tried it in play.
Enter Reign. That's the game that's all about playing a "company" of some sort. Maybe it could be married to that setting where you no longer exist (things were different in thr RQ days) as a lone adventurer?
Playing games full time sounds better and better every time I say it...
(anyone want a copy of the flawed but brilliant Glorantha game Hero Wars? Pay shipping and it's yours...)
Saturday, December 1, 2012
Upper Echelon gaming - Rebellion Era Traveller & Endgame D&D
Thinking back a bit upon my notes and impressions of Out of the Darkness, I realize that the issue I have with time lines for game settings might be one of perspective. Who are those written for? Who could make us of them, and how?
So, for me as a GM, when I start a game I do it in a local, clearly delineated, area according to the principle of starting small. But, that usually means the player characters are going to be local and small. Nothing wrong with that, especially if it's a rich world with a lot of detail. But, If you do that, those earth shattering events in the time line will go unnoticed, and more importantly, the players wont ever get involved.
Apparently, in order to make those events useful for your game, you need to get the players involved in those earth shattering events that shape your campaign. If we take the example of the Rebellion in the Traveller universe, most of the details we get in the official source books talk about the figure heads of the factions, and things like strategic evens like which worlds to defend when that other throne pretender comes knocking on the door.
How often do your players get to take those kinds of decisions?
As often as that, eh?
It seems like what you need to do is not to start small, as in that small farming community in the wilderlands, but big. Since it still makes sense not to overwhelm your players with information, I gather we here have a potential for trouble. How to do big in a small way?
The thing here, I think, is to thrust the players into the upper echelons of society. They need to be where it happens. If they are not the ones with a hand on the wheel when the flagship engages the enemy they at least needs to be able to look over the shoulder of the guy who has. Naturally, it could mean NPC doing cool stuff while the players look on, so care needs to be taken. Also, I'm not sure how to combine this with the free wheeling sandbox play held so high in some circles. Actually, I'd love to hear how people running those kinds of games handle these kind of problems.
What's my suggestion then?
For a campaign like the Rebellion in Traveller this is what I'd do.
If you start it like that, then you have the pieces put in place to have the actions of the characters matter on a grand scale, and also social entanglement are bound to happen.
Next time I'll try to do it like that. Maybe it even works...
So, for me as a GM, when I start a game I do it in a local, clearly delineated, area according to the principle of starting small. But, that usually means the player characters are going to be local and small. Nothing wrong with that, especially if it's a rich world with a lot of detail. But, If you do that, those earth shattering events in the time line will go unnoticed, and more importantly, the players wont ever get involved.
Apparently, in order to make those events useful for your game, you need to get the players involved in those earth shattering events that shape your campaign. If we take the example of the Rebellion in the Traveller universe, most of the details we get in the official source books talk about the figure heads of the factions, and things like strategic evens like which worlds to defend when that other throne pretender comes knocking on the door.
How often do your players get to take those kinds of decisions?
As often as that, eh?
It seems like what you need to do is not to start small, as in that small farming community in the wilderlands, but big. Since it still makes sense not to overwhelm your players with information, I gather we here have a potential for trouble. How to do big in a small way?
The thing here, I think, is to thrust the players into the upper echelons of society. They need to be where it happens. If they are not the ones with a hand on the wheel when the flagship engages the enemy they at least needs to be able to look over the shoulder of the guy who has. Naturally, it could mean NPC doing cool stuff while the players look on, so care needs to be taken. Also, I'm not sure how to combine this with the free wheeling sandbox play held so high in some circles. Actually, I'd love to hear how people running those kinds of games handle these kind of problems.
What's my suggestion then?
For a campaign like the Rebellion in Traveller this is what I'd do.
- Make all characters nobles. Set SOC at 10+1d4
- Have a family and sibling generation system, to make sure inheritance and dynastic issues will crop up
- Everyone should have a personal patron, so there are multiple and conflicting loyalties
- Generate contacts during character generation. This I actually did when I last tried running Traveller
- Don't mess around with starship economics, just give the characters a starship, ok?
If you start it like that, then you have the pieces put in place to have the actions of the characters matter on a grand scale, and also social entanglement are bound to happen.
Next time I'll try to do it like that. Maybe it even works...
Tuesday, April 13, 2010
Another take on a "D&D Endgame"
I've been thinking a bit about the idea of a sandbox. It is basically the idea that you give the players an area wherein they can shape things. Having read John Wick talk about player empowerment in his Houses of the Blooded, I'm amazed by the similiarities.
John isn't exactly old shool. He masterminded they metaplot for AEG when they published the Legend of the Five Rings and acompanying CCG. Talk about story trumphing player initiative.
But, in HotB, he talk alot about how players can, and should, take the part of the narrator. To shape things.
I realized that this is the sandbox ideal, in another form. There have been a lot of discussion about the "D&D endgame", and how there are or not rules supporting something of that kind. Now, look at HotB. It's a game where the players will rule a land, have servants, fight for resources, spy on foreign powers, make strategy and take decisions on how to manage their fief. Add to that game mechanic that actually support player the tools to shape things. Hand out points, currency, for the players to help set the things in motion.
Don't it sound like old and new are converging here? I think the main difference is that in the game John Wick designed there are game mechanic for what the old school think is a natural development.
Sure, that means it's less of a wide open toolbox, but John is upfront with his intentions. He explains that this is a game about one specific thing, and D&D never did that. On the other hand, many have theorized that D&D also are a game about something specific, like exploring. I happen to agree, and also think it's kind of cool to make it explicit and have game mechanic support your vision. I will just mention gold for xp again, since I think it's the idea in a nutshell.
Take a peek at what John Wick is doing. He is interesting.
John isn't exactly old shool. He masterminded they metaplot for AEG when they published the Legend of the Five Rings and acompanying CCG. Talk about story trumphing player initiative.
But, in HotB, he talk alot about how players can, and should, take the part of the narrator. To shape things.
I realized that this is the sandbox ideal, in another form. There have been a lot of discussion about the "D&D endgame", and how there are or not rules supporting something of that kind. Now, look at HotB. It's a game where the players will rule a land, have servants, fight for resources, spy on foreign powers, make strategy and take decisions on how to manage their fief. Add to that game mechanic that actually support player the tools to shape things. Hand out points, currency, for the players to help set the things in motion.
Don't it sound like old and new are converging here? I think the main difference is that in the game John Wick designed there are game mechanic for what the old school think is a natural development.
Sure, that means it's less of a wide open toolbox, but John is upfront with his intentions. He explains that this is a game about one specific thing, and D&D never did that. On the other hand, many have theorized that D&D also are a game about something specific, like exploring. I happen to agree, and also think it's kind of cool to make it explicit and have game mechanic support your vision. I will just mention gold for xp again, since I think it's the idea in a nutshell.
Take a peek at what John Wick is doing. He is interesting.
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