I got a comment on my last post, mentioning playing DragonQuest without a battle map. Personally I have nothing against miniatures with my rpg, unless it slows down play. If you count hexes or squares it will slow down play is my experience. Playing online I find it a bit fiddly. So, I always look if I can do without them.
Thinking a bit about DQ I realized that the big thing is if you are engaged or not, and if you can get engaged after doing a half move. With that in mind, and inspired by the classic Traveller rang band system for combat I present the following:
The dividing line down the middle is separating Team A from Team B, or Attackers from Defenders. Well, you get the idea.
All placed in the green fields are Engaged and play according to those rules for initiative and if you can Trip, Disarm and so on. If you are in the blue fields you are disengaged and far away. Here you can only do ranged attacks, and you need more than half of your TMR to engage. In the areas in between you only need to do a half move to be Engaged.
That sheet can be printed and laminated and you can write on it, or you can use actual pretty miniatures. But, you skip the analysis-paralysis of counting hexes.
I think this i how I would try to run DQ if I did run it online.
If you have any ideas or response, I'm all ears!
Showing posts with label Old School. Show all posts
Showing posts with label Old School. Show all posts
Thursday, January 15, 2015
Wednesday, January 7, 2015
I bet I could use these rules for...
Longtime readers of this blog knows I am a nutcase when it comes to collecting some games. I have multiple copies of the 2nd ed. DragonQuest rules in addition to the 3rd ed. copy I own. It's a very old school game, quirky and fiddly like the best of them. I have been charmed by it since I first read it, but have yet to play it. One reason for that is the fact it's designed to be played with a hex map for tactical combat, and that is a bit of a hassle in a Hangout session.
Now I caught the bug again, since I took down my Kingdoms of Kalamar books. KoK is a fantasy world that is a bit like Greyhawk in that it's medieval fantasy without any special twists. There's nothing to get "weirded out" by like in Tekumel och Glorantha. Just plain fantasy. For some a bit too plain, even.
What would be better pairing then than to play it in that world using the down to earth and deadly DragonQuest system? I have now spent some days thumbing through books and pondering how it could be done. God knows if I'll ever be able to convince anyone to try it, but it was fun to think about for a few days.
So, this got me thinking.
How often have you encountered a book, a film och a tv-series and felt it just had to be turned into a rpg? Quite a few times I'd guess.
How often have you taken down an old favourite game, like that less than loved rules set you love that don't get the love on the blogs and on g+, and felt it should be cool to use it for, that thing? For me it happens all the time. My version of the classic gaming ADD is strongly connected to that behaviour. Last time I counted I owned 103 different rules system (counting separate D&D editions as different games), so that could be why.
Maybe it's just me being odd...
Now I caught the bug again, since I took down my Kingdoms of Kalamar books. KoK is a fantasy world that is a bit like Greyhawk in that it's medieval fantasy without any special twists. There's nothing to get "weirded out" by like in Tekumel och Glorantha. Just plain fantasy. For some a bit too plain, even.
What would be better pairing then than to play it in that world using the down to earth and deadly DragonQuest system? I have now spent some days thumbing through books and pondering how it could be done. God knows if I'll ever be able to convince anyone to try it, but it was fun to think about for a few days.
So, this got me thinking.
How often have you encountered a book, a film och a tv-series and felt it just had to be turned into a rpg? Quite a few times I'd guess.
How often have you taken down an old favourite game, like that less than loved rules set you love that don't get the love on the blogs and on g+, and felt it should be cool to use it for, that thing? For me it happens all the time. My version of the classic gaming ADD is strongly connected to that behaviour. Last time I counted I owned 103 different rules system (counting separate D&D editions as different games), so that could be why.
Maybe it's just me being odd...
Thursday, December 11, 2014
Old D&D editions and clones - Brave Halfling's Delving Deeper
As some of you might be aware, the delivery of the Brave Halfling boxed set edition of Delving Deeper was a long and miserable story. But, it arrived in the end and it was not a disappointment.
Now, there are nothing here to really excite me. I must admit that first of all. The game is not like LotfP or Ambition & Avarice. But, it does not try to be. Delving Deeper is trying to be faithful to the OD&D edition, and does a decent job of it. I guess you can split hairs and list all the differences, but let us not forget they have to differ from the original game for legal reasons! If OD&D is your kind of flavour, this is not a bad clone to pick up. When I compare it to the original it feels quite close actually. In some cases more close than e.g. Swords & Wizardry Whitebox (which I will write about at a later date).
The first thing that strike me is the pretty box. The front illustration is excellent, and filed with action. Nasty monsters fighting dungeon delvers, it's right there on the tin, so to speak. I really like Mark Allen's artwork and I like the uniformity it gives the game. One nice thing is the amount of illustrations in the monster book.
Having mentioned the books I guess I have to mention that this edition is not three small booklets. It's five books, but in the books "Volume I", "Volume II" and "Volume III" are mentioned, which looks confusing. I like that there's a book for players and one for referees. I'm less thrilled with a whole book of treasures. So often those books are just rehashes of "classic D&D items", i.e. boring retreads of Gary's campaign. A booklet with random tables for generating new content for both monsters and treasure would be my choice. I did say something about this not being intended to be what LotfP is, right? Maybe I should appreciate this for what it is.
The rules for naval combat, aerial exploration and wilderness exploration are compact but looks usable. Probably the only rules for building fortifications I'd ever use would have to be short! That is the feeling about almost everything in this game. It's to the point, solid and usable. I might actually go for this game for the same reason I go for my BRP book, it's simple and workmanlike, even though it lacks bennies, card based initiative and new exciting mechanics. It almost wins me over by not even trying to be selling itself.
One little sweet thing included in the box (did I say I love the box?), is the Blackmarsh setting by Robert Conley. Very classic, with a lot of the feel you get from looking at a map of Blackmoor. It guess that is not a coincidence. It became available before the game arrived at my doorstep, so I got it and for a while entertained the idea of playing Heroes and Other Worlds in that setting. That never came to be, but it is a good canvas for adventure. I'm not sure I'm all done with the sandbox settings of Robert Conley yet! Delving Deeper is not a bad rules set for exploring something like that. It's basic, but that's the point.
Now where do I have my graph paper, pencils and hex paper?
Now, there are nothing here to really excite me. I must admit that first of all. The game is not like LotfP or Ambition & Avarice. But, it does not try to be. Delving Deeper is trying to be faithful to the OD&D edition, and does a decent job of it. I guess you can split hairs and list all the differences, but let us not forget they have to differ from the original game for legal reasons! If OD&D is your kind of flavour, this is not a bad clone to pick up. When I compare it to the original it feels quite close actually. In some cases more close than e.g. Swords & Wizardry Whitebox (which I will write about at a later date).
The first thing that strike me is the pretty box. The front illustration is excellent, and filed with action. Nasty monsters fighting dungeon delvers, it's right there on the tin, so to speak. I really like Mark Allen's artwork and I like the uniformity it gives the game. One nice thing is the amount of illustrations in the monster book.
Having mentioned the books I guess I have to mention that this edition is not three small booklets. It's five books, but in the books "Volume I", "Volume II" and "Volume III" are mentioned, which looks confusing. I like that there's a book for players and one for referees. I'm less thrilled with a whole book of treasures. So often those books are just rehashes of "classic D&D items", i.e. boring retreads of Gary's campaign. A booklet with random tables for generating new content for both monsters and treasure would be my choice. I did say something about this not being intended to be what LotfP is, right? Maybe I should appreciate this for what it is.
The rules for naval combat, aerial exploration and wilderness exploration are compact but looks usable. Probably the only rules for building fortifications I'd ever use would have to be short! That is the feeling about almost everything in this game. It's to the point, solid and usable. I might actually go for this game for the same reason I go for my BRP book, it's simple and workmanlike, even though it lacks bennies, card based initiative and new exciting mechanics. It almost wins me over by not even trying to be selling itself.
One little sweet thing included in the box (did I say I love the box?), is the Blackmarsh setting by Robert Conley. Very classic, with a lot of the feel you get from looking at a map of Blackmoor. It guess that is not a coincidence. It became available before the game arrived at my doorstep, so I got it and for a while entertained the idea of playing Heroes and Other Worlds in that setting. That never came to be, but it is a good canvas for adventure. I'm not sure I'm all done with the sandbox settings of Robert Conley yet! Delving Deeper is not a bad rules set for exploring something like that. It's basic, but that's the point.
Now where do I have my graph paper, pencils and hex paper?
Wednesday, December 3, 2014
Bethorm - first impressions of the rules
Today I had a day off from work, and unusual for me, I managed to plow through a lot of the rules, and made my first character. Here are some impressions.
After my first positive post about the weird creatures finally being illustrated, it's natural to start off with the visuals. The book is set in two columns, a constant flow of text and the font is sans serif. I'm really not friends with that choice. But, what is worse is the fact that the sections flow into each other. Section 3 is Character Generation, but after all the 3.1 and 3.1.1 and 3.1.2 sections which sometimes feel very cluttered and chopped up, you will find yourself in 4 and 4.1 and 4.1.1 etc without noticing! Add to this the fact that some things are referenced out of order and I find the organization to be less friendly that it should be. Some page breaks would have been nice.
Here it's worth diving into a few facts about how the book is organized. Before you get as far as character generation, you will have read sections on how to set up a typical campaign and a time line of the world. Then you come to making your character, which starts with clan and lineage before you get to anything else. Here you not only get the to the point step by step procedure, you also get an explanation of what a clan is, how the work and interact. This is interesting.
It's clear that Jeff has focused on making the setting become clear and understandable by integrating it into the teaching of the rules. I think this is a very good idea for a setting like Tekumel. It really works. Reading through it, you get a good idea of lot of Tekumel concepts and how they relate to a thing you can grasp, the character. It might make the book be a bit wordy when referencing, but as a starter game for Tekumel this is the way to go. Good thinking! I really like that.
So, the rules and procedures then. Here I found Bethorm to be a bit puzzling. Actually, it made me think a bit of Palladium. Now, I know Palladium Books has got a reputation, but I do not make the comparison with the intention of doing that connection. It's just that the wall of text, interspersed with line art, feels very much like a book from Palladium. Also, there are abilities, calculated abilities which generate points, long list of skills which seems to be a bit odd in its focus and lots of modifiers and fiddly bits. Basically, it feels very old school, and not in the rules lite variety that has become the flavour of choice in OSR circles.
You will do some calculations, and thumbing back and forth in the rules while doing your character, and running a grapple or a called shot will make you break out the rules and do some thinking before you move on. That's how these rules come across. In theory it looks easy, just roll low on 2d10 and doubles are good/bad crits. Simple, if it weren't for all the details. The proof of the pudding will be trying it at the table, I guess.
Next I'll post my thoughts on the character generation, how it works and what it emphasize.
After my first positive post about the weird creatures finally being illustrated, it's natural to start off with the visuals. The book is set in two columns, a constant flow of text and the font is sans serif. I'm really not friends with that choice. But, what is worse is the fact that the sections flow into each other. Section 3 is Character Generation, but after all the 3.1 and 3.1.1 and 3.1.2 sections which sometimes feel very cluttered and chopped up, you will find yourself in 4 and 4.1 and 4.1.1 etc without noticing! Add to this the fact that some things are referenced out of order and I find the organization to be less friendly that it should be. Some page breaks would have been nice.
Here it's worth diving into a few facts about how the book is organized. Before you get as far as character generation, you will have read sections on how to set up a typical campaign and a time line of the world. Then you come to making your character, which starts with clan and lineage before you get to anything else. Here you not only get the to the point step by step procedure, you also get an explanation of what a clan is, how the work and interact. This is interesting.
It's clear that Jeff has focused on making the setting become clear and understandable by integrating it into the teaching of the rules. I think this is a very good idea for a setting like Tekumel. It really works. Reading through it, you get a good idea of lot of Tekumel concepts and how they relate to a thing you can grasp, the character. It might make the book be a bit wordy when referencing, but as a starter game for Tekumel this is the way to go. Good thinking! I really like that.
So, the rules and procedures then. Here I found Bethorm to be a bit puzzling. Actually, it made me think a bit of Palladium. Now, I know Palladium Books has got a reputation, but I do not make the comparison with the intention of doing that connection. It's just that the wall of text, interspersed with line art, feels very much like a book from Palladium. Also, there are abilities, calculated abilities which generate points, long list of skills which seems to be a bit odd in its focus and lots of modifiers and fiddly bits. Basically, it feels very old school, and not in the rules lite variety that has become the flavour of choice in OSR circles.
You will do some calculations, and thumbing back and forth in the rules while doing your character, and running a grapple or a called shot will make you break out the rules and do some thinking before you move on. That's how these rules come across. In theory it looks easy, just roll low on 2d10 and doubles are good/bad crits. Simple, if it weren't for all the details. The proof of the pudding will be trying it at the table, I guess.
Next I'll post my thoughts on the character generation, how it works and what it emphasize.
Sunday, November 30, 2014
Bethorm has arrived!
Yesterday I got to open a package I have been waiting for. Once again there's a Tekumel game in print! Jeff Dee's Bethorm has arrived at my door.
Tekumel is one of those games everyone knows about as "that weird game you need a degree in tekumelian studies to run". It's often that way with the games that step outside the box. There's nothing so simple as a horse, everything has multiple limbs and are named weirdly. For some of us, that's a siren call of the Strange and the Fantastic not always found the realms of fantasy and science fiction, strangely enough.
So how is the game? Well, I just got it and I almost never read a game from cover to cover, and when I do it takes me multiple weeks. But, I can give some initial impressions.
One of the things that always throws me into a sense of dislocation when I read about Tekumel is the weird creatures. I have found multiple hacks online adapting this or that game system to model Tekumel. Sadly, most of them lack one thing really vital to "get" a strange setting and that is illustrations. How convenient Jeff is a visual artist! Guess what? Bethorm contains illustrations of all those weird creatures. This alone is worth a lot to make this game one you'll want to get if you're curious about Tekumel. Finally you can put your copy of Man of Gold aside when a creature is mentioned, look it up in Bethorm and then go back to the novel with a picture in your mind of what's in the story. Really useful.
Something else useful is that before getting into details like how you make a character or how the game system works, you get a section on how to GM a game in Tekumel. It makes me wonder why not more games start with a section on the "core activities" and a few campaign frames.
All in all this looks, from a very cursory inspection, to be an interesting addition to the different rules sets that have been available for Tekumel. My only puzzlement from a visual standpoint is why on earth the text is set in a non serif type?
More impressions will follow as I read on.
Tekumel is one of those games everyone knows about as "that weird game you need a degree in tekumelian studies to run". It's often that way with the games that step outside the box. There's nothing so simple as a horse, everything has multiple limbs and are named weirdly. For some of us, that's a siren call of the Strange and the Fantastic not always found the realms of fantasy and science fiction, strangely enough.
So how is the game? Well, I just got it and I almost never read a game from cover to cover, and when I do it takes me multiple weeks. But, I can give some initial impressions.
One of the things that always throws me into a sense of dislocation when I read about Tekumel is the weird creatures. I have found multiple hacks online adapting this or that game system to model Tekumel. Sadly, most of them lack one thing really vital to "get" a strange setting and that is illustrations. How convenient Jeff is a visual artist! Guess what? Bethorm contains illustrations of all those weird creatures. This alone is worth a lot to make this game one you'll want to get if you're curious about Tekumel. Finally you can put your copy of Man of Gold aside when a creature is mentioned, look it up in Bethorm and then go back to the novel with a picture in your mind of what's in the story. Really useful.
Something else useful is that before getting into details like how you make a character or how the game system works, you get a section on how to GM a game in Tekumel. It makes me wonder why not more games start with a section on the "core activities" and a few campaign frames.
All in all this looks, from a very cursory inspection, to be an interesting addition to the different rules sets that have been available for Tekumel. My only puzzlement from a visual standpoint is why on earth the text is set in a non serif type?
More impressions will follow as I read on.
Monday, November 10, 2014
Old D&D editions and clones - AD&D
Way back in the days, I got to take a peek at the game books used by the older brother of one of my class mates and gaming buddy. It was a hardcover volume, and I still remember to this very day that the illustrations struck me as very silly and amateurish. That book was the 1st ed AD&D Players Handbook.
Many years later and I talk to a guy who once he got that game started up a game, and the game is still running, even though the game sessions now are a year or so apart, was started in those early days. That coincided with WotC releasing 3rd ed. D&D and I felt inspired, and bought the game. So I guess AD&D has been a game that has influenced me, pushed me toward other games and coloured my perception of things.
Still, I have never played the game.
I tried to gather some players some years back when I scrounged up a bunch of Rob Kuntz modules, but never managed to get enough for a whole party. It stayed the un-played edition.
I took down one of my two copies of the PHB and perused it. Yeah, I have two copies of a game I've never played. I have three copies of the 2nd ed. DragonQuest and I haven't played that either. Why are you looking at me like that? Anyway. I took down my copy of the PHB, and decided to check it out. Fiddly bits. Dozens of fiddly bits. You come to the section on how to make a character, and it starts with how to roll up your stats. Is this power gaming or what? You are told you need superior stats, and oh do you need them. Multiple bizarre little things are calculated off those stats, like how good you are at lifting gates. Some stats are even rolled with both d6 and a percentile score. Involved is the word.
The thing is, much of this first saw the light of day in the OD&D Supplement I - Greyhawk, and you understand that Gary and Rob must have loved fiddly bits. In their campaign there were so many subsystems and extra house rules added on top of OD&D that the game beneath was barely visible. This is a game for people who love a game, not a tool for creating stories in secondary worlds.
I actually don't have a problem with lot of rules. I have played MERP, and own more than one edition of Rolemaster. I have both Burning Wheel and Burning Empires, and would even consider running them. But, then there are rules. Let's take a look at Surprise. That section of the rules begin by telling you what surprise is, and then suggests you roll a d6, or a d8 explains that then there's a 1 in 8 or a 1 in 6 chance. Then there's a nice table to show how many time increments difference there is in rolling difference sets of results on those dice. It's both simple and extremely convoluted at the same time. Say whatever you will about Rolemaster or Burning Empires, but they are far more consistent and thus handle the weight of those rules quite differently.
Sometimes I catch the wonder, the fantasy and the strange beneath the over- and under-explained rules. I see why some of this caught the imagination. There was arcane mysteries to be unlocked in this mysterious tome, and since I love Call of Cthulhu you can guess why that speaks to me. But, I still don't want to run this game. Playing D&D as a game - as a challenge for the players, not their characters - would be a different challenge. Maybe one day, but I would probably chuck much of that Gygaxian cruft. It's just not my style.
Many years later and I talk to a guy who once he got that game started up a game, and the game is still running, even though the game sessions now are a year or so apart, was started in those early days. That coincided with WotC releasing 3rd ed. D&D and I felt inspired, and bought the game. So I guess AD&D has been a game that has influenced me, pushed me toward other games and coloured my perception of things.
Still, I have never played the game.
I tried to gather some players some years back when I scrounged up a bunch of Rob Kuntz modules, but never managed to get enough for a whole party. It stayed the un-played edition.
I took down one of my two copies of the PHB and perused it. Yeah, I have two copies of a game I've never played. I have three copies of the 2nd ed. DragonQuest and I haven't played that either. Why are you looking at me like that? Anyway. I took down my copy of the PHB, and decided to check it out. Fiddly bits. Dozens of fiddly bits. You come to the section on how to make a character, and it starts with how to roll up your stats. Is this power gaming or what? You are told you need superior stats, and oh do you need them. Multiple bizarre little things are calculated off those stats, like how good you are at lifting gates. Some stats are even rolled with both d6 and a percentile score. Involved is the word.
The thing is, much of this first saw the light of day in the OD&D Supplement I - Greyhawk, and you understand that Gary and Rob must have loved fiddly bits. In their campaign there were so many subsystems and extra house rules added on top of OD&D that the game beneath was barely visible. This is a game for people who love a game, not a tool for creating stories in secondary worlds.
I actually don't have a problem with lot of rules. I have played MERP, and own more than one edition of Rolemaster. I have both Burning Wheel and Burning Empires, and would even consider running them. But, then there are rules. Let's take a look at Surprise. That section of the rules begin by telling you what surprise is, and then suggests you roll a d6, or a d8 explains that then there's a 1 in 8 or a 1 in 6 chance. Then there's a nice table to show how many time increments difference there is in rolling difference sets of results on those dice. It's both simple and extremely convoluted at the same time. Say whatever you will about Rolemaster or Burning Empires, but they are far more consistent and thus handle the weight of those rules quite differently.
Sometimes I catch the wonder, the fantasy and the strange beneath the over- and under-explained rules. I see why some of this caught the imagination. There was arcane mysteries to be unlocked in this mysterious tome, and since I love Call of Cthulhu you can guess why that speaks to me. But, I still don't want to run this game. Playing D&D as a game - as a challenge for the players, not their characters - would be a different challenge. Maybe one day, but I would probably chuck much of that Gygaxian cruft. It's just not my style.
Monday, October 27, 2014
Old D&D editions and clones - Tunnels & Trolls 1st ed.
Now, some of you might object to that title. Surely T&T is not a clone of D&D, and it surely isn't an old D&D edition!? No, it is not, but it is the first published game inspired by D&D and it fits right in here in the series about how much the old games inspire and engage today.
Those of you who have read or played later editions of T&T should really take a peek at this edition if you get the opportunity! I own the 2013 reprint, which might be available yet. I do not know. Anyway. What's interesting about this game are two things, how it differs from later T&T editions and how it differs from D&D.
I found it interesting that on the first page you get a short summary of how to run a game as a GM, how to play it as a player and even the point of sitting around the table talking get across well. I like it a lot. This little section is actually a fairly good primer of what it's all about. Fun details is that the caller is mentioned, as the "Voicer".
There are many fun small idiosyncrasies in this game, but most of it is in the presentation that is extremely colloquial. Ken even jokes about the illustrations right beside the current paragraph. The rules are fairly easy and smooth and there are not multiple odd subsystems.
I like some of the advice for how to run the game, like the emphasize on house ruling, "this is not my game". It is a hack of another game that grew into its own and it is paying its dues. Then there's the suggestion to put in lot of stuff in the dungeons, since "Nobody likes to mess around in a dull dungeon". Here I think Ken is onto something. The big empty dungeon is something I feel have been overvalued in the OSR conversations. I'm not so sure it was a regular feature of the Old Ways even. Ken goes on with some other good advice suggesting that all the threats in the dungeon should be avoidable or be possible to nullify by smart players.
Much of the rules is as you'd expect, with the suggestion you start with a horisontal cut away fo your multi level dungeon, and there are rules for reaction rolls and capturing monsters. I also love the fact that there are names to the character levels. A Veteran is someone who has reached 3rd level, by the way. Not first.
Comparing this to modern versions of T&T and there are some differences. Armour is ablative, Saving Rolls are mainly done on Luck and you get XP for gold and deepest dungeon level penetrated.
I would actually gladly pick up those for all editions, liking them a lot. In general, I like this edition a lot. Expanding Saving Rolls into the "meta mechanic" it got later on and I feel you've almost hit the sweet spot for T&T rules. There's a rawness to the rules, but it's brimming with enthusiasm and small snippets of the life in the Phoenix campaign, like how they all have 3-15 characters per player! For me the rules feels like a big smiling invitation to just roll some dice and dive in the deep end. This is another winner. I really want to play this game!
Those of you who have read or played later editions of T&T should really take a peek at this edition if you get the opportunity! I own the 2013 reprint, which might be available yet. I do not know. Anyway. What's interesting about this game are two things, how it differs from later T&T editions and how it differs from D&D.
I found it interesting that on the first page you get a short summary of how to run a game as a GM, how to play it as a player and even the point of sitting around the table talking get across well. I like it a lot. This little section is actually a fairly good primer of what it's all about. Fun details is that the caller is mentioned, as the "Voicer".
There are many fun small idiosyncrasies in this game, but most of it is in the presentation that is extremely colloquial. Ken even jokes about the illustrations right beside the current paragraph. The rules are fairly easy and smooth and there are not multiple odd subsystems.
I like some of the advice for how to run the game, like the emphasize on house ruling, "this is not my game". It is a hack of another game that grew into its own and it is paying its dues. Then there's the suggestion to put in lot of stuff in the dungeons, since "Nobody likes to mess around in a dull dungeon". Here I think Ken is onto something. The big empty dungeon is something I feel have been overvalued in the OSR conversations. I'm not so sure it was a regular feature of the Old Ways even. Ken goes on with some other good advice suggesting that all the threats in the dungeon should be avoidable or be possible to nullify by smart players.
Much of the rules is as you'd expect, with the suggestion you start with a horisontal cut away fo your multi level dungeon, and there are rules for reaction rolls and capturing monsters. I also love the fact that there are names to the character levels. A Veteran is someone who has reached 3rd level, by the way. Not first.
Comparing this to modern versions of T&T and there are some differences. Armour is ablative, Saving Rolls are mainly done on Luck and you get XP for gold and deepest dungeon level penetrated.
I would actually gladly pick up those for all editions, liking them a lot. In general, I like this edition a lot. Expanding Saving Rolls into the "meta mechanic" it got later on and I feel you've almost hit the sweet spot for T&T rules. There's a rawness to the rules, but it's brimming with enthusiasm and small snippets of the life in the Phoenix campaign, like how they all have 3-15 characters per player! For me the rules feels like a big smiling invitation to just roll some dice and dive in the deep end. This is another winner. I really want to play this game!
Tuesday, October 7, 2014
Old D&D editions and clones - Ambition & Avarice
I remember when I first heard of Castles & Crusades, and how the creators talked about how it fused the best of older editions with new. I was never that convinced by C&C, but if any game has managed to fuse the best of old and new, that game is Ambition & Avarice.
The first thing I noticed when I opened this game is how good it looks. The layout it clean and readable and the illustrations opening each chapter is adorable. I mean, the illustration to Introduction is of a ruined structure, the proverbial hole in the ground you go to have adventures. It's where everything start, and the focus of it all, which is what the text say when it lays down the design goals. Everything in this game feels well thought out.
It's fun to see new classes, and new races. Some of them are what you would normally call evil or barbaric, and I like how this game never labels them as evil or NPC only.
Some innovations feels very good, like the saves as inherent to the race, while the classes is more about what you're trained to do. Having some things each class is good at, some things they can identify and some kind of companions are strokes of genius! This makes the class cover so much more, be flexible and the companions makes the game tie the murder hobos to the world. Very good new design, in a very old and traditional way. I also like the way the system of Dungeon Rolls gives you that kind of light weight "skill system" that LotfP has. Since there are lots of class based abilities and the races have lot of different qualities it feels like there so many interesting ways to make your character special, while it's still very easy to generate one and the archetypes you in a class based system are still present. It doesn't get much better than that. The author, Greg Christopher, even manages to sell me on a save system that aligns more with the traditional ones than my preferred 3rd ed. style saves.
What are my reactions to this game then? I guess you have noted that already. This is a game that is a joy to read, and thus it makes you want to play it. There are interesting innovations while keeping a lot of the stuff that is familiar. This is a honed game, and finely cut gem that has taken lots of stuff and really focused on player driven play, within the boundaries of old school gaming, but with lots of possibilities to play just the character you want.
There are a few things that really makes me want to run this game. One of them is the lack of a list of standard magic items. One of the things that so often make the fantastic mundane is the thoughtless reuse of the pieces of wonder Gary and Rob invented for the Greyhawk campaign. In this game both monsters and magic is allowed to be unique and fantastic again.
If more games were as well written as this one, we'd all be better off.
The first thing I noticed when I opened this game is how good it looks. The layout it clean and readable and the illustrations opening each chapter is adorable. I mean, the illustration to Introduction is of a ruined structure, the proverbial hole in the ground you go to have adventures. It's where everything start, and the focus of it all, which is what the text say when it lays down the design goals. Everything in this game feels well thought out.
It's fun to see new classes, and new races. Some of them are what you would normally call evil or barbaric, and I like how this game never labels them as evil or NPC only.
Some innovations feels very good, like the saves as inherent to the race, while the classes is more about what you're trained to do. Having some things each class is good at, some things they can identify and some kind of companions are strokes of genius! This makes the class cover so much more, be flexible and the companions makes the game tie the murder hobos to the world. Very good new design, in a very old and traditional way. I also like the way the system of Dungeon Rolls gives you that kind of light weight "skill system" that LotfP has. Since there are lots of class based abilities and the races have lot of different qualities it feels like there so many interesting ways to make your character special, while it's still very easy to generate one and the archetypes you in a class based system are still present. It doesn't get much better than that. The author, Greg Christopher, even manages to sell me on a save system that aligns more with the traditional ones than my preferred 3rd ed. style saves.
What are my reactions to this game then? I guess you have noted that already. This is a game that is a joy to read, and thus it makes you want to play it. There are interesting innovations while keeping a lot of the stuff that is familiar. This is a honed game, and finely cut gem that has taken lots of stuff and really focused on player driven play, within the boundaries of old school gaming, but with lots of possibilities to play just the character you want.
There are a few things that really makes me want to run this game. One of them is the lack of a list of standard magic items. One of the things that so often make the fantastic mundane is the thoughtless reuse of the pieces of wonder Gary and Rob invented for the Greyhawk campaign. In this game both monsters and magic is allowed to be unique and fantastic again.
If more games were as well written as this one, we'd all be better off.
Saturday, October 4, 2014
Old D&D editions and clones - B/X edition D&D
In my series going back through old editions and clones I've reached the edition of D&D called B/X, for the "Basic" and "eXpert" books of the D&D rules. I'm thinking of taking a closer look at some other old school games as well, but for now it's the Thing itself, D&D.
First impression is good. This is clear about what it's all about, and how to use the book. This introduction is very clear, and this is what you feel about the rest of this book, very clear.
How do you organize a game book anyway? Many books have been organized like this one, and for a good reason, it is clear and makes a lot of sense. You learn about a how to make a character, his or her powers and then about things you might happen upon in an adventure and how to handle them. Even in the section about encounters the author lists things you might want to do when you encounter a creature, and then in the same order they are listed there's a section on how to handle that eventuality.
The only thing I really find curious about these books, Basic and Expert alike, is how they mention monsters. In the first book they say there's more stuff in the next book, like monsters! Then in the next book they once more mention the next book (never published) containing more stuff, like monsters. It's also mentioned on the back of the books that there are "new spells, magic items and over 100 new monsters". Why not mention how many magic items are in there?
It was fun to see that Dave Arneson's rules about magic swords show up again. I kind of missed them when they were not in the first book. I wonder how different the history of D&D would be if all swords had been that special?
Generally when I read this book I feel "this is a game I could see myself playing". You feel that since it's so complete. There are procedures for stocking dungeons, what to do if they players want to speak to monsters or who will act first when they are surprised. It feels like whatever happens, you're covered. This almost makes me feel like I'm reading 3rd edition, which is usually being slammed for trying to cover it all, with a rule for everything. Maybe it's a matter of how you present it? For me it reads very comforting. I am tempted to run a game just because I know with these rules I could handle anything.
Apart from that, there's very few pieces of really inspiring bits for me. The prose is very dry, and not enticing me into adventure, and the rules have no really quirky and bizarre subsystems you long to try out. Oddly enough, if there's one word for this feeling it must be - dull!
Considering this is the favourite edition for many D&D fans, I guess I just cussed in church! But, I don't consider this a bad game. Frankly, this probably is my favourite edition of D&D. For some reason it really lack some pizzazz, though. It wont make me go "I really want to play this game", but like I wrote earlier I could really see myself doing it, because I find no faults at all with it. Come to think of it, this was the last edition I used to run a D&D game, before it fizzled out and we started playing that newfangled thing, called 4th ed.
There is one thing that mystifies me, though, why do a clone of this game? There's nothing to fix, and there's no fault in its presentation and it's easy to find for sale cheap. Well, not being silly I guess the problem would be it's not in print.
But, My two copies of both Basic and Expert have actually kept me from getting Labyrinth Lord. I never felt the need.
First impression is good. This is clear about what it's all about, and how to use the book. This introduction is very clear, and this is what you feel about the rest of this book, very clear.
How do you organize a game book anyway? Many books have been organized like this one, and for a good reason, it is clear and makes a lot of sense. You learn about a how to make a character, his or her powers and then about things you might happen upon in an adventure and how to handle them. Even in the section about encounters the author lists things you might want to do when you encounter a creature, and then in the same order they are listed there's a section on how to handle that eventuality.
The only thing I really find curious about these books, Basic and Expert alike, is how they mention monsters. In the first book they say there's more stuff in the next book, like monsters! Then in the next book they once more mention the next book (never published) containing more stuff, like monsters. It's also mentioned on the back of the books that there are "new spells, magic items and over 100 new monsters". Why not mention how many magic items are in there?
It was fun to see that Dave Arneson's rules about magic swords show up again. I kind of missed them when they were not in the first book. I wonder how different the history of D&D would be if all swords had been that special?
Generally when I read this book I feel "this is a game I could see myself playing". You feel that since it's so complete. There are procedures for stocking dungeons, what to do if they players want to speak to monsters or who will act first when they are surprised. It feels like whatever happens, you're covered. This almost makes me feel like I'm reading 3rd edition, which is usually being slammed for trying to cover it all, with a rule for everything. Maybe it's a matter of how you present it? For me it reads very comforting. I am tempted to run a game just because I know with these rules I could handle anything.
Apart from that, there's very few pieces of really inspiring bits for me. The prose is very dry, and not enticing me into adventure, and the rules have no really quirky and bizarre subsystems you long to try out. Oddly enough, if there's one word for this feeling it must be - dull!
Considering this is the favourite edition for many D&D fans, I guess I just cussed in church! But, I don't consider this a bad game. Frankly, this probably is my favourite edition of D&D. For some reason it really lack some pizzazz, though. It wont make me go "I really want to play this game", but like I wrote earlier I could really see myself doing it, because I find no faults at all with it. Come to think of it, this was the last edition I used to run a D&D game, before it fizzled out and we started playing that newfangled thing, called 4th ed.
There is one thing that mystifies me, though, why do a clone of this game? There's nothing to fix, and there's no fault in its presentation and it's easy to find for sale cheap. Well, not being silly I guess the problem would be it's not in print.
But, My two copies of both Basic and Expert have actually kept me from getting Labyrinth Lord. I never felt the need.
Friday, September 19, 2014
100 things you have to do to play like the Old Days, or less...
I guess you have seen those books, or websites with lists like "100 movies to see before you die!"?
This is the XX things to do before you have fully tasted the Old Ways of Gaming. Maybe not all deadly serious
Feel free to fill in with more.
For the real deal about playing like they did back in the days in the mid west, check out Jeff Berry's blog.
This is the XX things to do before you have fully tasted the Old Ways of Gaming. Maybe not all deadly serious
- play stable style
- had mass battle
- encounter green slime
- play the strategic game - both small and large scale
- play a Braunstein
- play Diplomacy
- design your own magic item
- design a monster of your own
- use a house hold item as a prop
- stabbed a fellow player character in the back
- had a solo run
- house ruled magic and combat
- encountered hi tech in a lo tech world
- played a game of multiple sides amongst the players
- had a player character die from a critical hit
- painted a lead figure of your player character
- figured out how to randomly roll, with even distribution, results from a table like this even there are more entries than sides on your die
Feel free to fill in with more.
For the real deal about playing like they did back in the days in the mid west, check out Jeff Berry's blog.
Monday, September 15, 2014
How many clones do you need?
Today I listened to a Swedish gaming podcast, Viskningar från kryptan [Whispers from the Crypt], about a new old school game Svärd och Svartkonst [Sword and Sorcery]. Incidentally, this coincides with a new release of Delving Deeper being talked about. It's interesting, because I felt roughly the same level of interest in both of them. Let's begin by considering the older one.
As some of you might know, that latter game was once part of the train wreck that is Brave Halfling Publishing. But, after having been published by BHP, others have kept developing it, and now have a new version available.
When I heard about that, my first impulse was to groan and turn away. Buy that game? Again? But wait a minute. Haven't I done that before, and cheered my fortune almost every time?
Naturally, Delving Deeper has had a troubled road to walk to get to my door, but I don't think this apprehension about a new version of the game has that much to do with the troubles with the delivery of the last one. The fact that SoS didn't make me look forward that much to its release might be a clue to a general state of disinterest for new old school games, for me.
I have pdf copies of OD&D, LotFP first boxed set, Delving Deeper boxed set from BHP, Swords & Wizardry White Box Edition, Swords & Wizardry standard edition, Dragons At Dawn, Ambition & Avarice, Dark Dungeons, B/X and BECMI, AD&D1 and also multiple editions of T&T and other non-D&D old school games. Guess how many of those I have played? Why should I play them all? Are they all interesting enough on their own? I think most people have probably done like me, but mostly play or or two of them that best suit their taste and personality.
While this might be old news to most of my readers, I have not really had these thoughts sink in before. I've read a blog post about someone who really found one of the games mentioned above really great. I rushed out to buy it, and might have browsed it a bit before putting it on the shelf among the rest. Now suddenly I find myself with doubts. Why do I not at once become enthusiastic for these new game releases? I think I might have reached the point where I say I really don't need any more clones, or retro inspired games.
Since it feels like I have lost some enthusiasm, I'm planning on taking them out one by one and post my thoughts about it. If nothing else it might tell me what it was I found to enticing, and that I no longer can grasp.
Then again, I might already have Delving Deeper, but SoS? Maybe I should just buy, one more, and then call it quits...
Tuesday, March 4, 2014
The Vampire sandbox
I listened to a podcast that discussed the first scenario for Vampire, in the back of the 2nd ed rulebook. I remember when Vampire was the hottest thing, and how I bought that book and pored over it. I tried to figure out how to make a "personal horror" game out of it, and even though we played it a bit it never really fulfilled its potential. Looking at that example scenario do provide some fairly good hints on how the creator, Mark Rein Hagen, really envisioned his game.
The scenario is very limited in its geographical location. There are no extensive secondary world to explore, there are no obvious fights and no obvious treasure. But, there are a crowd of NPCs.
While I never really came to appreciate the "super heroes with fangs" aspects of Vampire, I did find the idea of a NPC based scenario to be intriguing. I've found that it is a challenge to make them flow well, though. If the NPCs one after one come up to the PCs and talk, then walk away to make way to the next in line, it will feel like the players really are standing there with a line of people. To make it still feel like a place, like something is happening, was always a challenge to me.
If we take a look at some scenarios that look like that, which I've had more success with, I at once think of Call of Cthulhu. Many CoC scenarios have many people to talk to, but they also almost always have a strong plot element. Sometimes even so strong it can be considered railroaded. But, I've found that is one of the best ways to make the "crowd of people" scenario work. If you have some plot going on, with things happening no matter what, all that talk doesn't feel as much like it's happening in a vacuum.
Now, you know what I first thought when I listened to how the podcasters (I wish I remembered which podcast it was, but my mp3 player have crashed and I have no copy of the file anywhere and no recollection of how I found it) described the scenario? I thought, "this sounds like a sandbox"! But, often sandboxes are described as a setting, a place, where the players are free to create their own plot and explore freely. This is another kind of sandbox, that is almost not a place and not about exploration. It's a sandbox of people.
I've never thought about that before, and naturally it makes me wonder if anyone have thought of doing a sandbox like that for their game, their old school game of D&D and similar games? Has it been done, or have we not yet left the dungeon?
The scenario is very limited in its geographical location. There are no extensive secondary world to explore, there are no obvious fights and no obvious treasure. But, there are a crowd of NPCs.
While I never really came to appreciate the "super heroes with fangs" aspects of Vampire, I did find the idea of a NPC based scenario to be intriguing. I've found that it is a challenge to make them flow well, though. If the NPCs one after one come up to the PCs and talk, then walk away to make way to the next in line, it will feel like the players really are standing there with a line of people. To make it still feel like a place, like something is happening, was always a challenge to me.
If we take a look at some scenarios that look like that, which I've had more success with, I at once think of Call of Cthulhu. Many CoC scenarios have many people to talk to, but they also almost always have a strong plot element. Sometimes even so strong it can be considered railroaded. But, I've found that is one of the best ways to make the "crowd of people" scenario work. If you have some plot going on, with things happening no matter what, all that talk doesn't feel as much like it's happening in a vacuum.
Now, you know what I first thought when I listened to how the podcasters (I wish I remembered which podcast it was, but my mp3 player have crashed and I have no copy of the file anywhere and no recollection of how I found it) described the scenario? I thought, "this sounds like a sandbox"! But, often sandboxes are described as a setting, a place, where the players are free to create their own plot and explore freely. This is another kind of sandbox, that is almost not a place and not about exploration. It's a sandbox of people.
I've never thought about that before, and naturally it makes me wonder if anyone have thought of doing a sandbox like that for their game, their old school game of D&D and similar games? Has it been done, or have we not yet left the dungeon?
Monday, December 2, 2013
Different Old Schools - dense or sparse maps
I was listening to a podcast talking about that famous picture of EGG running a game at a con, sitting with a dense map in front of him and a very terse key. I think almost every aspect about that map and its implications have been talked about, but some of that just now filtered down to me.
If you have a dungeon where there are rooms everywhere, and the map is that dense, there wont be much space for some things. If you look at many published maps in the blogging community of the old ways, they most often don't look like that. We often do maps with variation in room sizes, some oddly shaped ones and some hallways connecting sections of the level. You know the drill. Gary's map is just crammed full of fairly small rooms.
Imagine if you will a section of the level taken over by gnolls. They might have made one room a lair, another treasury and maybe a larder where you can free some captives, useful for stocking up on PC alternatives if death does occur. Did you see what I did there?
If you have rooms that looks like an abandoned throne room, you will have a gnoll lord sitting there. But, if your dungeon is just crammed with small rooms, you probably never get that 'naturalistic' feel. If your dungeon is more labyrinth than anything else, the kind of play we call player skill is something different that I have been thinking about all this time. Sure, it's skill when you take note of resources, map carefully to note when there's a gap in there indicating a hidden room. But, if the layout makes no sense, then exploring and mapping to make sense of what's "down there" wont make sense. At least not they way I thought about it. 'Naturalism' is not about dungeon layout, in Gary's example.
Some years ago I heard about Ken St. Andre's dungeon Gristlegrim, and though it peculiar. Ken had done a bunch of dungeon rooms on index cards, when they players walked around the dungeon he grabbed another room from the pile. I thought it made the idea of a dungeon moot, since you could not map it and you could not "make sense" of it. Now I realize that maybe that was not so different from Gary's densely packed paper of small rooms in a labyrinth. Labyrinths was never fun, in my book. After you wandered around in the coal mine in Zork, and realized you had to drop stuff to make the similar looking room distinguishable I think the labyrinth had served its purpose.
I think I prefer some kind of naturalism to my dungeons, even though I now think Gristlegrim makes more sense. It's probably more like Castle Greyhawk and the Jakallan Underworld than my dungeons are.
If you have a dungeon where there are rooms everywhere, and the map is that dense, there wont be much space for some things. If you look at many published maps in the blogging community of the old ways, they most often don't look like that. We often do maps with variation in room sizes, some oddly shaped ones and some hallways connecting sections of the level. You know the drill. Gary's map is just crammed full of fairly small rooms.
Imagine if you will a section of the level taken over by gnolls. They might have made one room a lair, another treasury and maybe a larder where you can free some captives, useful for stocking up on PC alternatives if death does occur. Did you see what I did there?
If you have rooms that looks like an abandoned throne room, you will have a gnoll lord sitting there. But, if your dungeon is just crammed with small rooms, you probably never get that 'naturalistic' feel. If your dungeon is more labyrinth than anything else, the kind of play we call player skill is something different that I have been thinking about all this time. Sure, it's skill when you take note of resources, map carefully to note when there's a gap in there indicating a hidden room. But, if the layout makes no sense, then exploring and mapping to make sense of what's "down there" wont make sense. At least not they way I thought about it. 'Naturalism' is not about dungeon layout, in Gary's example.
Some years ago I heard about Ken St. Andre's dungeon Gristlegrim, and though it peculiar. Ken had done a bunch of dungeon rooms on index cards, when they players walked around the dungeon he grabbed another room from the pile. I thought it made the idea of a dungeon moot, since you could not map it and you could not "make sense" of it. Now I realize that maybe that was not so different from Gary's densely packed paper of small rooms in a labyrinth. Labyrinths was never fun, in my book. After you wandered around in the coal mine in Zork, and realized you had to drop stuff to make the similar looking room distinguishable I think the labyrinth had served its purpose.
I think I prefer some kind of naturalism to my dungeons, even though I now think Gristlegrim makes more sense. It's probably more like Castle Greyhawk and the Jakallan Underworld than my dungeons are.
Friday, November 15, 2013
Getting hurt in different games
Since I recently played a game of FATE, I have been searching out other experiences of playing FATE, including listening to podcasts. At the same time, I have been re-reading Dragonquest, which a game quite different from FATE. Today I realized you could consider them side by side, based upon what happens when your character gets hurt in those two games.
In FATE you basically only have two hitpoints. You have two stress boxes for physical hurt, and two for mental hurt. Nothing happens when you tick them. Then you have consequences, which are things that last. I guess that's clear from the name, right? But, what I found intriguing is how those consequences are used.
Since they are Aspects, just like so much else in FATE, they can be invoked. That means they will affect the story and the narrative, and they wont just be points of damage. Now, how does damage works in Dragonquest? Well, you have your points of Fatigue, and you have your Points of Endurance. Depending on how severely you get hit, you dock some points off those. But, here's the thing. If you get hit real bad, you take a Grievous Injury. The interesting thing about them is that they are lasting consequences.
See? How about this. Grievous injury are stuff that will stay with you, and a smart opponent will invoke for effect, eh. I mean, utilize to their advantage.
If you were afraid of New School, don't be. It's all known stuff, eh?
In FATE you basically only have two hitpoints. You have two stress boxes for physical hurt, and two for mental hurt. Nothing happens when you tick them. Then you have consequences, which are things that last. I guess that's clear from the name, right? But, what I found intriguing is how those consequences are used.
Since they are Aspects, just like so much else in FATE, they can be invoked. That means they will affect the story and the narrative, and they wont just be points of damage. Now, how does damage works in Dragonquest? Well, you have your points of Fatigue, and you have your Points of Endurance. Depending on how severely you get hit, you dock some points off those. But, here's the thing. If you get hit real bad, you take a Grievous Injury. The interesting thing about them is that they are lasting consequences.
See? How about this. Grievous injury are stuff that will stay with you, and a smart opponent will invoke for effect, eh. I mean, utilize to their advantage.
If you were afraid of New School, don't be. It's all known stuff, eh?
Sunday, September 8, 2013
Emergent Story - in multiple ways
I was listening to an episode of the The Walking Eye
podcast recently. It sometimes has moments of pure brilliance, and I
was hoping to catch some of those. Someone mentioned some "Forgespeak",
which made me want to write this post. I've tried three times to make this to the point and less rambling. God knows if I succeeded!
Have you heard the phrases Story Before/Story Now/Story After? That was the "Forgespeak" which I triggered on. Basically, those words are all about how and when the "story" appear in the game. Naturally there are strong opinions attached to all those positions. I will just pontificate on the idea of story and when it happens, kind of with those positions as a starting point. We are talking rpg theory here, so nobody just blogs. We pontificate.
It's interesting how "story" became such a loaded term. Personally I blame the metaplot heavy days when White Wolfe reigned. Others were also quite into it, but it seems like the WoD gamers adapted it fully. The Story Before concept relates to that, with the GM showing up with a story in her head before even the game starts. I have actually played in a few con games like that, and they were not all bad. But, more often than not, I don't enjoy that.
But, the other cases of emerging story is more interesting. I'm not entirely sure why the Story After case are considered a sign of "dysfunctional play", but I'll roll with it and consider some cases of emerging stories.
I like to play games where actions of the players affect the world, and small pebbles tossed in the pond by the GM creates big ripples, just because one player or so decides to surf the waves created. That is one quite fun type of emergent story. On the other hand, being thrust into a situation where you have knobs to twiddle and dials to turn is also fun. It seems like some people only likes stories to emerge when they step outside the game system. Others seem to think real story only emerges when the knobs of the game mechanics drives that action. I'm kind of amazed that those two positions are sometimes defended so strongly against each other, when they in my mind is quite similar.
Famously, some people have claimed that the fact that D&D have most detailed rules for combat does not mean the game is about combat, quite the contrary! In that case, story emerges when the rules are not involved.
Other games have rules for social combat, or some kind of game currency you can use in interpersonal interactions, or maybe a set up where the setting and the roles of the characters are creating conflicts to be resolved by the players. I'm actually not sure why especially this latter kind of game so often are scorned by people interested in gaming they "old ways". Sometimes I think it's just a case of narrow vision, thinking D&D is the end all, be all of gaming. At other times it might be that stubborn resistance against "having anyone tell me what my character likes or not". While I can understand the idea of that argument, most people I've encountered arguing like that have also been close minded individuals who came across as jerks in general. Maybe that have coloured my opinion of that argument.
How about this situation? Your character is fighting lizardmen, and overwhelmed decides that as the last man standing, discretion is the better part of valour. From now on that player might decides to always have his character scowl and mutter when lizardmen show up as antagonists. Maybe the character even develops a slight phobia of lizards. That is all emergent story for that character, totally without being based on any rules forcing that to happen.
Compare that to some hippie game where the dungeon crawl is about the mental degeneration of those who crawl underground. Maybe in that game you have a psychological profile, and as you fail some game checks and the numbers decrease, your character get afflicted by some predetermined effect. This is also emergent story for that character. But, in this case it's mandated by the rules.
I personally think the latter way has one advantage. When those knobs and dials are in place, things will happen. If I have to hope for some lucky combination of situation, character and place it will be harder for me as a player to make that happen. It's basically a tool to make it likelier to happen. I think that sometimes the Story Now people have taken that position to be better, since you have tools. I know for a fact that even if I buy a really fancy hammer and saw, I still wont turn into a great carpenter. On the other hand, I still like to have great tools around. Tools I don't have can't help, or hinder. I think that is why I like those games which include more than basic combat, and leaves the rest to the group.
That being said, one thing I really don't get is why so many hippie game designers think that emotional relationships are the only good source of conflict and drama? Do we have to turn all our games into sappy soaps in order to have engaging games? I don't think so. It makes me think of a game I was once in, where we played in a setting developed by our GM. He is a great world builder so just the glimpses we had gotten of the bigger world made me want to go out and explore all that! Imagine my despair when it turned out that we had all been grounded in the village, banned from leaving and exploring the woods and wilds around. This was supposed to be a social game, using the rules for the Buffy RPG. Buffy happens to be a TV series I despise as a sappy soap. Maybe I came to the game from a wrong angle, but it sure didn't work for me.
What I wanted to say with that paragraph was just that the environment can be just a rich source of emerging story as people can. Sometimes I think the dungeon dwellers and the hippie gamers both wants emergent story, but forgets that point, in different ways. Both exploration of time and space as well as interpersonal relationships can create story. Having tools for that in the game system makes for great games when you uses them to hot rod one killer story, or for shiny gears that can lie dormant but admired as decoration as you blaze through the emergent story on wheels you just imagined into being all by yourself without tools.
Yeah, there you have me, creating some group hug of a messy metaphor. Whatever. Here, take a cloth and wipe of some of that grease and oil and go out and game. However.
Have you heard the phrases Story Before/Story Now/Story After? That was the "Forgespeak" which I triggered on. Basically, those words are all about how and when the "story" appear in the game. Naturally there are strong opinions attached to all those positions. I will just pontificate on the idea of story and when it happens, kind of with those positions as a starting point. We are talking rpg theory here, so nobody just blogs. We pontificate.
It's interesting how "story" became such a loaded term. Personally I blame the metaplot heavy days when White Wolfe reigned. Others were also quite into it, but it seems like the WoD gamers adapted it fully. The Story Before concept relates to that, with the GM showing up with a story in her head before even the game starts. I have actually played in a few con games like that, and they were not all bad. But, more often than not, I don't enjoy that.
But, the other cases of emerging story is more interesting. I'm not entirely sure why the Story After case are considered a sign of "dysfunctional play", but I'll roll with it and consider some cases of emerging stories.
I like to play games where actions of the players affect the world, and small pebbles tossed in the pond by the GM creates big ripples, just because one player or so decides to surf the waves created. That is one quite fun type of emergent story. On the other hand, being thrust into a situation where you have knobs to twiddle and dials to turn is also fun. It seems like some people only likes stories to emerge when they step outside the game system. Others seem to think real story only emerges when the knobs of the game mechanics drives that action. I'm kind of amazed that those two positions are sometimes defended so strongly against each other, when they in my mind is quite similar.
Famously, some people have claimed that the fact that D&D have most detailed rules for combat does not mean the game is about combat, quite the contrary! In that case, story emerges when the rules are not involved.
Other games have rules for social combat, or some kind of game currency you can use in interpersonal interactions, or maybe a set up where the setting and the roles of the characters are creating conflicts to be resolved by the players. I'm actually not sure why especially this latter kind of game so often are scorned by people interested in gaming they "old ways". Sometimes I think it's just a case of narrow vision, thinking D&D is the end all, be all of gaming. At other times it might be that stubborn resistance against "having anyone tell me what my character likes or not". While I can understand the idea of that argument, most people I've encountered arguing like that have also been close minded individuals who came across as jerks in general. Maybe that have coloured my opinion of that argument.
How about this situation? Your character is fighting lizardmen, and overwhelmed decides that as the last man standing, discretion is the better part of valour. From now on that player might decides to always have his character scowl and mutter when lizardmen show up as antagonists. Maybe the character even develops a slight phobia of lizards. That is all emergent story for that character, totally without being based on any rules forcing that to happen.
Compare that to some hippie game where the dungeon crawl is about the mental degeneration of those who crawl underground. Maybe in that game you have a psychological profile, and as you fail some game checks and the numbers decrease, your character get afflicted by some predetermined effect. This is also emergent story for that character. But, in this case it's mandated by the rules.
I personally think the latter way has one advantage. When those knobs and dials are in place, things will happen. If I have to hope for some lucky combination of situation, character and place it will be harder for me as a player to make that happen. It's basically a tool to make it likelier to happen. I think that sometimes the Story Now people have taken that position to be better, since you have tools. I know for a fact that even if I buy a really fancy hammer and saw, I still wont turn into a great carpenter. On the other hand, I still like to have great tools around. Tools I don't have can't help, or hinder. I think that is why I like those games which include more than basic combat, and leaves the rest to the group.
That being said, one thing I really don't get is why so many hippie game designers think that emotional relationships are the only good source of conflict and drama? Do we have to turn all our games into sappy soaps in order to have engaging games? I don't think so. It makes me think of a game I was once in, where we played in a setting developed by our GM. He is a great world builder so just the glimpses we had gotten of the bigger world made me want to go out and explore all that! Imagine my despair when it turned out that we had all been grounded in the village, banned from leaving and exploring the woods and wilds around. This was supposed to be a social game, using the rules for the Buffy RPG. Buffy happens to be a TV series I despise as a sappy soap. Maybe I came to the game from a wrong angle, but it sure didn't work for me.
What I wanted to say with that paragraph was just that the environment can be just a rich source of emerging story as people can. Sometimes I think the dungeon dwellers and the hippie gamers both wants emergent story, but forgets that point, in different ways. Both exploration of time and space as well as interpersonal relationships can create story. Having tools for that in the game system makes for great games when you uses them to hot rod one killer story, or for shiny gears that can lie dormant but admired as decoration as you blaze through the emergent story on wheels you just imagined into being all by yourself without tools.
Yeah, there you have me, creating some group hug of a messy metaphor. Whatever. Here, take a cloth and wipe of some of that grease and oil and go out and game. However.
Monday, May 7, 2012
Old and new together
I played D&D 3rd ed. yesterday, and it was a very interesting mix of old and new. Most of the players were older than the hobby, which is not always the case these days!
We don't need no stinking character sheets! Graph paper works just as well for us!
When I was your age we didn't have no metal miniatures! We used sticks and pinecones and, and... pieces of plastic!
My dude is the d12, since I feel they need some love...
During a trek through the wilderlands of the southlands we were beset by a pride of lions! Six lions attacking a crowd of humans, arguing over whether playing the pipes raises or lowers the morale. All the while birds are circling us, and out in the sea are the mysterious ships of iron, travelling under the surface. Will we get the help we need from the tower of the iron fortress? Never ending drama.
We don't need no stinking character sheets! Graph paper works just as well for us!
My dude is the d12, since I feel they need some love...
During a trek through the wilderlands of the southlands we were beset by a pride of lions! Six lions attacking a crowd of humans, arguing over whether playing the pipes raises or lowers the morale. All the while birds are circling us, and out in the sea are the mysterious ships of iron, travelling under the surface. Will we get the help we need from the tower of the iron fortress? Never ending drama.
Thursday, May 3, 2012
Old School Forgotten Realms
I have been reading the grey box Forgotten Realms lately. Yesterday I also took out the first supplement, Waterdeep. Apart from some very interesting art in that book, I suddenly realized that these books differed to some extent from other old school gaming books.
In the FR cyclopedia of the realms, you get a sketchy view of many kingdoms and different landmarks like bridges and villages. There are many opportunities for adventure and I felt like I wanted to start a campaign there. But, there was that other chapter that felt different. There's in both the cyclopedia and the Waterdeep book a long, really long, list of personalities of realm.
In the cyclopedia, there are some personalities that are of a different class, namely the Powers. I think this is interesting, for Ed Greenwood does not call them gods, but Powers. That and the list of NPCs makes me thing that the powers are just heroes of old that have ascended. You get the distinct idea that adventuring in the realms you will interact with many of all these personalities mentioned, god or mortals. Is this a peculiarity of the Forgotten Realms?
Thinking back on other distinctly old school game books, I don't think there as are many NPCs listed there. I remember thinking a way back that a dungeon, whatever it was I was reading that day, felt kind of empty, since there was no named personalities in it.
I know some people dislike FR, and anything touched by Ed Greenwood. To many it makes them think of Elminster, the deus ex machina, or heavy handed "story" based game mastering. Even though Ed is not to blame for those practices, it feels like his FR is slightly more about people than monsters. Even though I love the explorative part of the game, and some good exhilarating fights with foul beasts, I can't but help feeling a lot of sympathy for a game where there are heroes and personalities around. It kind of makes the world feel like a real place. Someone lives there, and are doing heroic deeds.
Maybe this subtle flavour difference of the Forgotten Realms it just my imagination, but I'm wondering how important interaction with named personalities is to my and other peoples expectation of fun. Anyhow, if you are having fun, you are doing it right. Right?
In the FR cyclopedia of the realms, you get a sketchy view of many kingdoms and different landmarks like bridges and villages. There are many opportunities for adventure and I felt like I wanted to start a campaign there. But, there was that other chapter that felt different. There's in both the cyclopedia and the Waterdeep book a long, really long, list of personalities of realm.
In the cyclopedia, there are some personalities that are of a different class, namely the Powers. I think this is interesting, for Ed Greenwood does not call them gods, but Powers. That and the list of NPCs makes me thing that the powers are just heroes of old that have ascended. You get the distinct idea that adventuring in the realms you will interact with many of all these personalities mentioned, god or mortals. Is this a peculiarity of the Forgotten Realms?
Thinking back on other distinctly old school game books, I don't think there as are many NPCs listed there. I remember thinking a way back that a dungeon, whatever it was I was reading that day, felt kind of empty, since there was no named personalities in it.
I know some people dislike FR, and anything touched by Ed Greenwood. To many it makes them think of Elminster, the deus ex machina, or heavy handed "story" based game mastering. Even though Ed is not to blame for those practices, it feels like his FR is slightly more about people than monsters. Even though I love the explorative part of the game, and some good exhilarating fights with foul beasts, I can't but help feeling a lot of sympathy for a game where there are heroes and personalities around. It kind of makes the world feel like a real place. Someone lives there, and are doing heroic deeds.
Maybe this subtle flavour difference of the Forgotten Realms it just my imagination, but I'm wondering how important interaction with named personalities is to my and other peoples expectation of fun. Anyhow, if you are having fun, you are doing it right. Right?
Wednesday, April 11, 2012
Thinking more on my last CoC game
I have been thinking some more of my reactions to the latest CoC session. There was a time in the beginning of the session where the players where basically flailing about. They even said right out to me that they did not know what to do. It made me start to think I had to do something, and after some futzing around things did start to move again. Not in the "right" direction, it did start to move again. It did also manage to move in a direction that the characters did intersect with the major NPCs and the things that were going on, but that was another thing.
So, today I was catching up on some old email. I am, and have been for years, a subscriber to the Roleplaying Tips newletter from Johnn Four. Usually it contains at least some new nugget to use in a upcoming game, or something to file away in that GM folder of tricks. This issue I had lying around had as a main feature a piece by some guy called James and he wrote something which made me think. Take a look at this:
Often when I play RPGs, I'm the referee. That means that, potentially, I will more often than anyone else have "nothing to do". That sounds boring.
Now, I think many of you dear readers are well aware of the tenets of the so called "old ways". The games master is supposed to make rulings, present the players with meaningful choices and let the dice fall where they may. I can dig that. Well, I can dig that when I run fantasy, but I also dislike not having anything to do. I am there to play a game as well, after all. So, what to do, and why did I specifically mentioned running a fantasy game?
When I run a game of standard, or not so standard, fantasy I usually make shit up all the time. I once had a few NPCs have a totally unrelated fight in the background of a city while my players where debating what to do. Afterwards I got praise for that, since it made the game world feel real. Not everything revolved around the characters and their quest. That is where I think I can do the sandbox thing. I have enough experience to make up odd or mundane things for a fantasy setting. If the players are not entertaining me, I can entertain myself and maybe they follow along that path none of us knew existed.
Let's compare that with Call of Cthulhu. In CoC, there's usually a conspiracy or plot going on. Someone is going to grab an occult macguffin unless the players intervene, or someone is trying to summon some extra terrestial horror, and following some clues the characters might be able to figure that out and choose to stop them. Let's bring back that part about being bored.
In my last session of CoC, I was bored. I could try to steer the players back to the plot, basically railroading of some kind or another. That was never my intention. While it might be a slightly less dramatic way to end, a fizzle is an end as well. No, my problem was not that I needed to have my players go and actually talk to any of those named NPCs I had given them names and addresses to. No, they could do that or not, but if they did not they would miss some of the clues to the plot. I have ended scenarios before without players understanding things, so that was ok. What was not ok was that I wanted to throw in some things for the players do to, because I wanted something to do.
This is where I think I slightly disagree with Jim Raggi. I think the GM do need to think about providing excitement for his group of players. Not in order to "steer the game back" to whatever it is you usually steer them towards. No, I think you need to provide some excitement for your players when they are not providing any excitement for you! Otherwise you wont be getting any, and there was probably another individual in your life you could share some excitement with instead.
So, what do you do when you want to make a session wake up again? I love random encounter tables, and like I said I have enough experience in fantasy to be able to play with the troupes. When running a game in the US in 1929 I am lacking the troupes. Maybe what I need are random encounter tables? Or maybe I just do what Chandler is supposed to have done, have someone charge in with a gun and let's see what happens...
So, today I was catching up on some old email. I am, and have been for years, a subscriber to the Roleplaying Tips newletter from Johnn Four. Usually it contains at least some new nugget to use in a upcoming game, or something to file away in that GM folder of tricks. This issue I had lying around had as a main feature a piece by some guy called James and he wrote something which made me think. Take a look at this:
It is not the referee's job during a session to provideWhat about that? Do you agree?
excitement for his playing group. His job is to administer
the setting and resolve character actions. If the characters
are taking no action and are not interacting with the
setting, then the referee has literally nothing to do. The
players are wasting his time.
Often when I play RPGs, I'm the referee. That means that, potentially, I will more often than anyone else have "nothing to do". That sounds boring.
Now, I think many of you dear readers are well aware of the tenets of the so called "old ways". The games master is supposed to make rulings, present the players with meaningful choices and let the dice fall where they may. I can dig that. Well, I can dig that when I run fantasy, but I also dislike not having anything to do. I am there to play a game as well, after all. So, what to do, and why did I specifically mentioned running a fantasy game?
When I run a game of standard, or not so standard, fantasy I usually make shit up all the time. I once had a few NPCs have a totally unrelated fight in the background of a city while my players where debating what to do. Afterwards I got praise for that, since it made the game world feel real. Not everything revolved around the characters and their quest. That is where I think I can do the sandbox thing. I have enough experience to make up odd or mundane things for a fantasy setting. If the players are not entertaining me, I can entertain myself and maybe they follow along that path none of us knew existed.
Let's compare that with Call of Cthulhu. In CoC, there's usually a conspiracy or plot going on. Someone is going to grab an occult macguffin unless the players intervene, or someone is trying to summon some extra terrestial horror, and following some clues the characters might be able to figure that out and choose to stop them. Let's bring back that part about being bored.
In my last session of CoC, I was bored. I could try to steer the players back to the plot, basically railroading of some kind or another. That was never my intention. While it might be a slightly less dramatic way to end, a fizzle is an end as well. No, my problem was not that I needed to have my players go and actually talk to any of those named NPCs I had given them names and addresses to. No, they could do that or not, but if they did not they would miss some of the clues to the plot. I have ended scenarios before without players understanding things, so that was ok. What was not ok was that I wanted to throw in some things for the players do to, because I wanted something to do.
This is where I think I slightly disagree with Jim Raggi. I think the GM do need to think about providing excitement for his group of players. Not in order to "steer the game back" to whatever it is you usually steer them towards. No, I think you need to provide some excitement for your players when they are not providing any excitement for you! Otherwise you wont be getting any, and there was probably another individual in your life you could share some excitement with instead.
So, what do you do when you want to make a session wake up again? I love random encounter tables, and like I said I have enough experience in fantasy to be able to play with the troupes. When running a game in the US in 1929 I am lacking the troupes. Maybe what I need are random encounter tables? Or maybe I just do what Chandler is supposed to have done, have someone charge in with a gun and let's see what happens...
Monday, February 13, 2012
Old School feats - my take
In a post some while back, FrDave posted his ideas about how to spice up the use of stats in old school D&D by some "feats" for those with exceptional stats. I liked the idea of some extra ability that set just that level 2 fighter apart from the dozen next to him in line at the dungeon entrance. Stats mean very little in earlier editions, and while I think the way it works in, say 1st ed AD&D, is a a bit excessive I still think some more use could be had out of them.
Here are my lists for "old school" feats.
This is build for the B/X edition of D&D, with a +1 for 13-15, +2 for 16-17 and +3 for 18 in a stat. The reverse applies for stats lower than 8.
Fighter
So what say you? I think these can be used to great effect to make that character of yours stand out a bit from the rest, without degenerating into super heroics of a kind not fitting for B/X.
Here are my lists for "old school" feats.
This is build for the B/X edition of D&D, with a +1 for 13-15, +2 for 16-17 and +3 for 18 in a stat. The reverse applies for stats lower than 8.
Fighter
- STR - 1-3 times a day, the fighter attack may stun an opponent who must make a save or dazed only defend himself.
- INT - Once a day, you can find and exploit a flaw of the opponent. Adjust his and/or your AC up or down 1-3 points.
- WIS - 1-3 times a day the fighter can feint an opponent, who then looses his next action.
- DEX - 1-3 times a day, a successful attack may disarm an opponent.
- CON - 1-3 extra HP added at character generation.
- CHA - daily an intimidate attempt may be made, and 1-3 bonus gained to one to hit roll.
- STR - 1-3 spells per day have their durations doubled.
- INT - 1-3 spells with variable effects are maximized.
- WIS - 1-3 spells may be spontaneously cast in place of memorized spell of equal or lower level.
- DEX - 1-3 spells with an area effect have it doubled.
- CON - may use 1-3 weapons or armour chosen at character generation not normally available. Leather must be the first choice and no heavier than chain.
- CHA - 1-3 spells a day require two successful saves.
- STR - thrown weapons gets +1-3 damage
- INT - 1-3 times a day the thief manoeuvre himself so to grant initiative for his side. Ignore the dice.
- WIS - daily the thief may push and shove enemies in a fight, granting +1-3 to one attack/save on a friendly side.
- DEX - 1-3 times a day, an attempt at sleight of hand will automatically succeed.
- CON - 1-3 times a day you get +1 to a save of your choice.
- CHA - you can tell 1-3 totally convincing lies each day.
- STR - 1-3 times a day, you can re-roll a to hit or damage for one ranged attack.
- INT - 1-3 bonus once a day to find hidden things.
- WIS - once a day, your sixth sense will warn you of impending danger, on a roll of [1-3] in a six.
- DEX - one fight a day, you get 1-3 bonus to AC.
- CON - 1-3 bonus to any save, once a day.
- CHA - 1-3 times a day, you may sing a silly song gaining a 1-3 morale bonus for the whole party.
- STR - if an opponent if of a faith directly opposing your own, you may once a day smite the unbeliever for 1-3 extra damage.
- INT - 1-3 memorized spells may be swapped out for a healing spell of equal or lower level, at will.
- WIS - once a day, turning attempts will affect 1-3 extra targets.
- DEX - 1-3 spells of variable area of effect is doubled once a day.
- CON - daily after a short prayer, the cleric will regain 1-3 HP.
- CHA - the true intentions of 1-3 individuals with whim he has conversed will be revealed by the cleric's god.
- STR - once a day, you get 1-3 bonus to a save against spells with physical effects.
- INT - 1-3 times a day, a spell cast will be retained in memory.
- WIS - on a [1-3] in 6, small woodland creatures will give you warnings of dangers and happening in the wild you are travelling through.
- DEX - 1-3 rounds a day the elf may shoot twice in combat.
- CON - 1-3 days an adventure the elf may survive without sleep/food or water.
- CHA - on a 1 in 6 the elf might know, once a day, a snippet of knowledge of greater or lesser relevance to the adventure at hand.
- STR - 1-3 attacks a day will not only harm, but also stun the target into loosing their next action.
- INT - may identify the make and/or source of gems and precious metals, on a [1-3] roll in six once a day.
- WIS - once a day 1-3 spells of the dwarfs level or lower will not affect him.
- DEX - when an enemy falls for your axe, you may 1-3 times a day immediately roll to also attack the closest enemy.
- CON - 1-3 days a week, the dwarf may drink any amount of alcohol without passing out.
- CHA - once a day, saves against any fear effect will get a 1-3 bonus for everyone within 10' of the steady dwarf.
So what say you? I think these can be used to great effect to make that character of yours stand out a bit from the rest, without degenerating into super heroics of a kind not fitting for B/X.
Wednesday, January 4, 2012
The idea of Interludes
I have been very much into the idea if running Savage Worlds for a week or so. It's a game that manages to look kind of plain when read, but everyone I've heard of who have run it have come away raving fans. We'll see if I can manage to actually try it out one of these days.
One of the things that easily makes you a Savage fan is the support Pinnacle give their games. Recently they released the Deluxe edition of SW, and guess what? They posted the major rules differences in a couple pdfs on their web pages, for free! At least it makes me want to go out and buy the new book, just because!
The thing I wanted to bring up today is the new rules for something called Interludes which is a quite neat thing I think could be imported into any game. Go check it out and see what you think. For you who like to stay around, here's when I tell you how it can be worked into any game. This is how I'd do it.
When you have any kind of pause in the action in your game, shuffle a deck of cards and have a player at random draw a card. The next time you do it, choose anyone one. Now, what the player who drew a card does, is she tells a short flashback or similar story which develops the back story and fleshes out the psychology or her character. It doesn't have to be long, but it has to show some new aspect of her personality, or an old one explained in a new light.
The suit of the card decide what the theme of the vignette is.
How about that? The rules from Pinnacle are slightly different, but I liked the idea enough to post my own take on it. I think this can be used just as well with pretentious new school games of the Story Game kind as well as neck beard grumpy old schooler games where you make it all up and roll some bones. Heck! Roll some dice when telling the story if it helps you decide what happened! I like the idea, any way you slice it.
One of the things that easily makes you a Savage fan is the support Pinnacle give their games. Recently they released the Deluxe edition of SW, and guess what? They posted the major rules differences in a couple pdfs on their web pages, for free! At least it makes me want to go out and buy the new book, just because!
The thing I wanted to bring up today is the new rules for something called Interludes which is a quite neat thing I think could be imported into any game. Go check it out and see what you think. For you who like to stay around, here's when I tell you how it can be worked into any game. This is how I'd do it.
When you have any kind of pause in the action in your game, shuffle a deck of cards and have a player at random draw a card. The next time you do it, choose anyone one. Now, what the player who drew a card does, is she tells a short flashback or similar story which develops the back story and fleshes out the psychology or her character. It doesn't have to be long, but it has to show some new aspect of her personality, or an old one explained in a new light.
The suit of the card decide what the theme of the vignette is.
Hearts - some kind of love or romantic angle
Clubs - some kind of violence of physical conflict
Diamonds - some kind of relation to possessions and material riches
Spades - some kind of spiritual or religious angle
How about that? The rules from Pinnacle are slightly different, but I liked the idea enough to post my own take on it. I think this can be used just as well with pretentious new school games of the Story Game kind as well as neck beard grumpy old schooler games where you make it all up and roll some bones. Heck! Roll some dice when telling the story if it helps you decide what happened! I like the idea, any way you slice it.
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