I was pondering the ways people approach their rpg sessions lately. One brain child of that was my previous post about Rifts. Now I have been thinking about that roleplaying aspect again, and more specifically the immersion some of us crave.
For some they see the game session as an opportunity to wind down, kill some orks and hang out with their friends. Yet others play it as they would chess or a game of bridge, they sit down with some strangers, maybe in a game store, and try to manipulate they rules and procedures in order to grow and develop their in game persona. There are more than one way to approach a rpg session.
Like you might know by now, I love the old school games with their relaxed attitude and how they are first and foremost games. But, I also like the new school games, the story games which focus on enforcing themes and crunchy parts for things like relationships.
It's not unheard of the latter to focus on more emotionally engaging subjects and themes. A game of that school might actually be intended to emotionally engage and challenge not only the character, but also the player. I find that interesting, in more than one sense.
When you sit down to play a game with strangers in a game store, you might prefer a game which lets you sit in your comfort zone. You do stuff which anyone can understand and follow along, without getting their panties in a twist.
Compare that to a game of Rifts, playing Coalition soldiers. For some that is just as abstract as playing chess. You gain XP by wasting the opposition, fair deal. For some others it might make them sit up straight and wonder what it means to play racist bigots with guns.
A few years ago I could see and hear how gamers I used to play D&D with now talked about how they had a "raid" or a "run" to attend with their guild in World of Warcraft. They had been hooked and online gaming took time out from planning a face to face session with friends. Personally I thought it was nuts!
Now, consider that WoW probably does that part of "playing an abstract logical game of chess with strangers" part quite well, what is left for the table top?
Maybe, just maybe, those games which plays best with friends, or at least with people who might like to get somewhat emotionally engaged, is what is uniquely well done by a table top rpg?
Could it be, that when immersion is key, is where these peculiar games really shine? I have a very varied view of the would be thespians at the table, but I do think going that extra step while engaging the game is what WoW will not let you do. For good, or bad...
Sunday, October 23, 2011
Tuesday, October 18, 2011
Dogs of the Riftsyard
Have you ever played Rifts? Maybe read a few of the books? Even owns a copy of the game?
For some reason (yeah, I know), this game often makes people blush or just have them talk about how they are above that kind of stuff. I'm not. I like that gonzo shit.
Now, I've been thinking about how to play Rifts, and using any kind of game system but the one in the book. Stay cool Kevin, I'm not going to be publishing any conversion notes! But, that game probably could work with what it got. Hey, I'm thinking of a cool way to approach the setting.
I was listening to the very cool podcast Canon Puncture Show and in it the idea was suggested to think of the setting from a new perspective. The idea was to merge Dogs in the Vineyard with Rifts. This got me thinking. I would do this, but take it one step further than suggested in that show.
So, in DitV you play 18 year old virgins, with guns, who have been educated to act like god sent emissaries of mail, doctrine, justice and death. You are supposed to enforce a social rule which many people find quite medieval at times. In the North America of Rifts we have another society, The Coalition, which is a hundred times as unpleasant. Basically it's all the racial elitism and militarism of Nazi Germany or some of the gun toting nut jobs around even today.
Now, mix and stir.
You play young soldiers in the Coalition, and not only are all the aliens out there really out to get to get you, that racial supremacist ideology is the last hope of mankind. How about that?
That could be a very interesting game about hard choices, ethical dilemmas when you explore the truth of that ideology. Maybe it could even be quite interesting as a very black comedy.
Lot of people probably would not get it at all...
For some reason (yeah, I know), this game often makes people blush or just have them talk about how they are above that kind of stuff. I'm not. I like that gonzo shit.
Now, I've been thinking about how to play Rifts, and using any kind of game system but the one in the book. Stay cool Kevin, I'm not going to be publishing any conversion notes! But, that game probably could work with what it got. Hey, I'm thinking of a cool way to approach the setting.
I was listening to the very cool podcast Canon Puncture Show and in it the idea was suggested to think of the setting from a new perspective. The idea was to merge Dogs in the Vineyard with Rifts. This got me thinking. I would do this, but take it one step further than suggested in that show.
So, in DitV you play 18 year old virgins, with guns, who have been educated to act like god sent emissaries of mail, doctrine, justice and death. You are supposed to enforce a social rule which many people find quite medieval at times. In the North America of Rifts we have another society, The Coalition, which is a hundred times as unpleasant. Basically it's all the racial elitism and militarism of Nazi Germany or some of the gun toting nut jobs around even today.
Now, mix and stir.
You play young soldiers in the Coalition, and not only are all the aliens out there really out to get to get you, that racial supremacist ideology is the last hope of mankind. How about that?
That could be a very interesting game about hard choices, ethical dilemmas when you explore the truth of that ideology. Maybe it could even be quite interesting as a very black comedy.
Lot of people probably would not get it at all...
Sunday, October 9, 2011
Some musings on skills
I was listening to the Roll for Initiative Podcast, and they were talking about non-weapons proficiencies and "skills" and it dawned on me when skills work and when they don't.
In BRP you have skills, lots of them. You also have stats, and sometimes you roll against those. Usually those are the Luck, Know and Idea rolls which are stat x 5 for a percentage. More often than not, those are only used when there are no special skill, or for specific procedures or mechanics detailed in the rules. The specific skills are mostly based on the development points you put in there, even if high stats might give you a slight bonus in some incarnations of the system, like my beloved Stormbringer.
In Warhammer (1st and 2nd ed. at least) you mostly roll against your stats (weapon skill is a stat, I'm just saying...) and the skills you have just gives you a bonus to a stat check. They are mostly feats or talents to diversify your class. You either have a skill or you don't, so you don't develop them with points.
In 1st ed. AD&D (and 2nd ed.) the proficiencies are legion, and they are bascially skills for lot of different special knowledges. To use them, you basically roll a stat check, with a bonus.
In the Nalfeshnee edition (Type IV you know?), you have a very short list of skills. They are based on development points, but bonus from stats play a significant part. You roll the same die as when you, say, make a save.
Do you see some patterns?
This is how I rate those system on a subjective enjoyment level.
1. BRP skills are fun, worth my time and they make the game interesting
2. WH skills are nice for colour, but I depend on my WS and my I.
3. Why not just roll a stat check?
4. "I need to solve this problem? Gee, I wonder what I will choose? I seem to have one skill for stealthy stuff so I roll that I guess. Was it just like a stat check/save you said? Can't I just use my DEX?"
While it might not be the same thing for everyone, I think I've found out what works for me. In 4th ed. they don't really present you with much a choice. You can have any colour, as long as it's black. right? In WH I have a schtick which I can groove on for colour. Nice. In AD&D, why didn't I just roll my DEX?
I think a game which uses skills should have a mechanic that feel fun and involved and don't feels like it could have been a stat check. They have to be something clearly different from a stat check. Preferably they should be something which not everyone off the street can be expected to have access to. Also, when you have a cool skill mechanic, the choice to roll a specific skill must involve some choice and diversity, to allow for multiple ways to place those development points while still build viable adventurers.
Your mileage might differ. I really like CoC, RQ and Stormbringer while 4th ed. bores me to tears. My summary would be: if you tack on a skill system, make it large enough to matter and roll off your stats otherwise.
In BRP you have skills, lots of them. You also have stats, and sometimes you roll against those. Usually those are the Luck, Know and Idea rolls which are stat x 5 for a percentage. More often than not, those are only used when there are no special skill, or for specific procedures or mechanics detailed in the rules. The specific skills are mostly based on the development points you put in there, even if high stats might give you a slight bonus in some incarnations of the system, like my beloved Stormbringer.
In Warhammer (1st and 2nd ed. at least) you mostly roll against your stats (weapon skill is a stat, I'm just saying...) and the skills you have just gives you a bonus to a stat check. They are mostly feats or talents to diversify your class. You either have a skill or you don't, so you don't develop them with points.
In 1st ed. AD&D (and 2nd ed.) the proficiencies are legion, and they are bascially skills for lot of different special knowledges. To use them, you basically roll a stat check, with a bonus.
In the Nalfeshnee edition (Type IV you know?), you have a very short list of skills. They are based on development points, but bonus from stats play a significant part. You roll the same die as when you, say, make a save.
Do you see some patterns?
This is how I rate those system on a subjective enjoyment level.
1. BRP skills are fun, worth my time and they make the game interesting
2. WH skills are nice for colour, but I depend on my WS and my I.
3. Why not just roll a stat check?
4. "I need to solve this problem? Gee, I wonder what I will choose? I seem to have one skill for stealthy stuff so I roll that I guess. Was it just like a stat check/save you said? Can't I just use my DEX?"
While it might not be the same thing for everyone, I think I've found out what works for me. In 4th ed. they don't really present you with much a choice. You can have any colour, as long as it's black. right? In WH I have a schtick which I can groove on for colour. Nice. In AD&D, why didn't I just roll my DEX?
I think a game which uses skills should have a mechanic that feel fun and involved and don't feels like it could have been a stat check. They have to be something clearly different from a stat check. Preferably they should be something which not everyone off the street can be expected to have access to. Also, when you have a cool skill mechanic, the choice to roll a specific skill must involve some choice and diversity, to allow for multiple ways to place those development points while still build viable adventurers.
Your mileage might differ. I really like CoC, RQ and Stormbringer while 4th ed. bores me to tears. My summary would be: if you tack on a skill system, make it large enough to matter and roll off your stats otherwise.
Saturday, October 8, 2011
Old School Psionics - the final word
As long time readers of this blog knows, I started a project to clone Supplement III since I am fond of psionics. I have reached the end of the road of that project, and it wont materialize as intended.
The fact is that when you delve deeper into Supplement III, you realize that this some of the worst written rules in the D&D canon. The editing is abysmal and the rules contradictory and clunky.
There are two ways to approach this, one is to rewrite it to conserve the feel or the other is to try to untangle the mess and present it the way it was intended. I had intended to do the latter, but I found it was way harder than expected. Partly I guess that comes from loosing all respect for the original after spending some time with it. I also felt the tug to just write my own, but then it would not be a clone.
But, after all those negative vibes I am happy to say that someone have managed to create a set of rules that have that old school feeling, preserve thrust of the original and are clear and lucidly presented. I direct you to the Retroroleplaying blog by Randall Stukey. Randall have written the very cool Microlite 74 and Microlite 75 rules, and those contain a very workable and excellently presented rules for psionics, in the spirit and style of Supplement III.
My project floundered, but at least someone managed to present something instead. My hat off to Randall for his great work.
The fact is that when you delve deeper into Supplement III, you realize that this some of the worst written rules in the D&D canon. The editing is abysmal and the rules contradictory and clunky.
There are two ways to approach this, one is to rewrite it to conserve the feel or the other is to try to untangle the mess and present it the way it was intended. I had intended to do the latter, but I found it was way harder than expected. Partly I guess that comes from loosing all respect for the original after spending some time with it. I also felt the tug to just write my own, but then it would not be a clone.
But, after all those negative vibes I am happy to say that someone have managed to create a set of rules that have that old school feeling, preserve thrust of the original and are clear and lucidly presented. I direct you to the Retroroleplaying blog by Randall Stukey. Randall have written the very cool Microlite 74 and Microlite 75 rules, and those contain a very workable and excellently presented rules for psionics, in the spirit and style of Supplement III.
My project floundered, but at least someone managed to present something instead. My hat off to Randall for his great work.
Sunday, October 2, 2011
G+ really?
I'm seeing the phenomenon that is Google+, and how Zak have manged to bring everyone together around this new online gaming tool. Since I am wary of google and their way to grasp after every activity I do online (Hm.. who own Blogger, again?) I have not yet joined in. But, I'm thinking of alternatives.
Apparently there is this thing called Ekiga which to video conferencing and instant messaging and ghu knows what. It looks like it multi platform as well.
Could it be something worth testing, possibly? I have dozens of campaign ideas and enthusiasm to GM. Maybe I have to jump in the deep and see if I float or not...
Apparently there is this thing called Ekiga which to video conferencing and instant messaging and ghu knows what. It looks like it multi platform as well.
Could it be something worth testing, possibly? I have dozens of campaign ideas and enthusiasm to GM. Maybe I have to jump in the deep and see if I float or not...
Saturday, October 1, 2011
Happy Birthday Dave!
Today would have been Dave Arneson's birthday and I guess the guy is well remembered on the blogs today. Let's remember the man who managed to transform a miniature gaming into something totally new!
I have not done much roleplaying, and thus not much posting on the blog lately. Probably it wont change soon. Still, today I got to sit down and talk to a friends about memories and how gaming have meant a lot to so many of us. Thanks Dave!
I have not done much roleplaying, and thus not much posting on the blog lately. Probably it wont change soon. Still, today I got to sit down and talk to a friends about memories and how gaming have meant a lot to so many of us. Thanks Dave!
Saturday, September 17, 2011
Worlds of Cthulhu
I just got hold of issue #1 - #6 (apart from #3) of Worlds of Cthulhu, and wanted to suggest you do the same. This mag is quite something, with many really cool scenarios and some nice articles.
Mine I bought directly from Pegasus Spiele, which was a hassle.
Very good mags, though.
Mine I bought directly from Pegasus Spiele, which was a hassle.
Very good mags, though.
Thursday, September 15, 2011
Horses and knights in plate mail, in real life!
This last weekend there was a cultural festival in these parts. All kinds of films, literature and ethic food and dance all over downtown. When darkness fell, fires lit up and you could watch a show with real horses and knights clad in armour thundering forth. Guess where I was standing?
It was quite amazing to see a 600 kg horse come galloping down a field of gravel, the ground thundering and loudspeakers playing Ramstein. The fact that the horse had a lad or lass on its back wearing plate armour and swinging a sword or lance didn't make it less impressive! With people breathing fire for the audience and the jousting knights sometimes having swords lit with flame it was quite a show!
Now, imagine that beast and warrior coming charging against you with intent on your life.
I would run.
I'm suddenly feeling that having a PC make a morale check to stand his ground when facing a dangerous monster makes a lot of sense.
It was quite amazing to see a 600 kg horse come galloping down a field of gravel, the ground thundering and loudspeakers playing Ramstein. The fact that the horse had a lad or lass on its back wearing plate armour and swinging a sword or lance didn't make it less impressive! With people breathing fire for the audience and the jousting knights sometimes having swords lit with flame it was quite a show!
Now, imagine that beast and warrior coming charging against you with intent on your life.
I would run.
I'm suddenly feeling that having a PC make a morale check to stand his ground when facing a dangerous monster makes a lot of sense.
Friday, September 9, 2011
Rules found by re-reading
As some of you know, Initiative is something many D&D refs have house rules for. Ordering the chaos of real life combat, or just the monomanical urge to add structure to all facets of life is something that all kinds of roleplaying games are pretty wont to do. Today I found some new little nugget of Initiative related rule.
Since I have not had a regular game for a while, the inspirations for posts on the blog have shrunk, and the posting frequency almost crawled to a stop. But, hope lives eternal and I have started to re-read the Call of Cthulhu rulesbook in the hopes of starting a CoC game.
Today I read the skills chapter. Usually lists of skills and their use is something I find as yawn inducing as spell descriptions. I prefer lists of skills and spell just to be the names, and those to be descriptive enough. But, I had promised myself to give the rule book a full read through so I kept slogging at it. So, now I found a nugget I had missed before!
When you are in a fight, you can either attack, dodge or parry. The latter you can do once a combat turn, dodging you can do more than once. Since Parry is a bit special, you actually have to declare in the beginning of the round that you will parry, and which antagonist you expect an attack from! Should that NPC not attack, you have "wasted" your round.
Interesting.
I wonder how well that would work transplanted to another game, or for that matter, how well would it work in CoC? I have played with BRP derived games for many years, but never have I encountered Parry like that.
Interesting.
Since I have not had a regular game for a while, the inspirations for posts on the blog have shrunk, and the posting frequency almost crawled to a stop. But, hope lives eternal and I have started to re-read the Call of Cthulhu rulesbook in the hopes of starting a CoC game.
Today I read the skills chapter. Usually lists of skills and their use is something I find as yawn inducing as spell descriptions. I prefer lists of skills and spell just to be the names, and those to be descriptive enough. But, I had promised myself to give the rule book a full read through so I kept slogging at it. So, now I found a nugget I had missed before!
When you are in a fight, you can either attack, dodge or parry. The latter you can do once a combat turn, dodging you can do more than once. Since Parry is a bit special, you actually have to declare in the beginning of the round that you will parry, and which antagonist you expect an attack from! Should that NPC not attack, you have "wasted" your round.
Interesting.
I wonder how well that would work transplanted to another game, or for that matter, how well would it work in CoC? I have played with BRP derived games for many years, but never have I encountered Parry like that.
Interesting.
Friday, August 26, 2011
Battletech: Random Encounter!
It was time to play another BattleTech scenario today. Last day at work was hell, so I needed something to take my mind of it all. We decided to run a classic lance on lance patrol encounter, in wooded hills.
Once again we visit Zyclone 3, the fought over planet. The Rasalhague have been given it, but Kurita hardliners refuse to give it up.
The Kurita mechs were advancing through woodlands when suddenly there came enemy mechs up over a ridge. Intense fighting took place. First some placed themselves on hills and started to rain down long range missiles, and then others closed for melee all guns blazing. It all ended when the Steiner lance began to fall back, under cover of their leader. Sadly one pilot wanted to launch one more salvo and both him and commander Heinrich MacManus was vaporized, by a direct hit in the head by a laser and a missile ammo explosion, respectively. Fittingly, pilot Brenan Amundsen desperately yelled "Sarge!" and in tears managed to cause an ammo explosion in the Kurita commander's mech as well. Commander Takita's death caused his lance to hesitate and the Steiners could fall back.
Damn, these giant robots are fun!
I find that a simple rules system, with enough quirks and wrinkles, gives a lot of flavour. You roll your 2d6 high is always good. It just took 3 hours, including a lunch break, so it wasn't time killer either.
Naturally I think of this as a roleplayer, and for me the individual pilots and the stories that compel them to fight this fight is always in my mind. Having a pre written story and trying to reenact that in a set of scenarios where there's freedom of movement and action is an interesting challenge. I will probably try to write up our efforts as a campaign, and I will probably try to find ways to play this game on many levels. I have still not managed to get my great project off the ground where you play the domain management game on one level, then pick up your low level characters and do a crawl and have those two be played by different players and have it all interact and create a living, breathing world. Maybe Battletech is worth studying for something like that.
Once again we visit Zyclone 3, the fought over planet. The Rasalhague have been given it, but Kurita hardliners refuse to give it up.
The Kurita mechs were advancing through woodlands when suddenly there came enemy mechs up over a ridge. Intense fighting took place. First some placed themselves on hills and started to rain down long range missiles, and then others closed for melee all guns blazing. It all ended when the Steiner lance began to fall back, under cover of their leader. Sadly one pilot wanted to launch one more salvo and both him and commander Heinrich MacManus was vaporized, by a direct hit in the head by a laser and a missile ammo explosion, respectively. Fittingly, pilot Brenan Amundsen desperately yelled "Sarge!" and in tears managed to cause an ammo explosion in the Kurita commander's mech as well. Commander Takita's death caused his lance to hesitate and the Steiners could fall back.
Damn, these giant robots are fun!
I find that a simple rules system, with enough quirks and wrinkles, gives a lot of flavour. You roll your 2d6 high is always good. It just took 3 hours, including a lunch break, so it wasn't time killer either.
Naturally I think of this as a roleplayer, and for me the individual pilots and the stories that compel them to fight this fight is always in my mind. Having a pre written story and trying to reenact that in a set of scenarios where there's freedom of movement and action is an interesting challenge. I will probably try to write up our efforts as a campaign, and I will probably try to find ways to play this game on many levels. I have still not managed to get my great project off the ground where you play the domain management game on one level, then pick up your low level characters and do a crawl and have those two be played by different players and have it all interact and create a living, breathing world. Maybe Battletech is worth studying for something like that.
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