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.

Wednesday, November 5, 2014

Running a game for kids

Tonight I ran a game for our daughter, two of her friends and our son. My wife also played, so give the kids some kind of help when floundering. It was interesting to say the least.

The game, Morwhayle, is a game from the same guys who created the newest Mutant game, that will be published by Modiphius in the UK. It's based on the novels and comics by Peter Bergting. It's designed with new players in mind, and I think it's an interesting game in of itself.

First off I think the idea of using dice pools, adding dice for Abilities, Gear and Hindrances (rated from d4 to d12) and so on is a very good way to visualize the world for the players. With newbies, that is a great way to get them to pick up on the rules faster. It felt like Aspects in Fate, but with less jargon and with more dice to choose from. Also, I liked how the game took hints from Apocalypse World (the most talked about game I have not yet played) and let character creation be done wholly by just picking stuff of the sheet. Slick and modern game design.

Most importantly, how did it go? Well, they seemed to like it and when I talked with our daughter after the game, she mentioned how she was going to test another archetype next game. Hooked!

What most amazed me was that the youngest player was the one who quickest grasped the idea of playing a role, and talking in character!

But, being a GM for kids, isn't it hard? Well, it's different that running a game for adults, I tell you that! For starters, kids have a much harder time sitting still around a table for multiple hours. I strongly recommend you include a break or two, with snacks. They also took the game much more into the real world than adults do. I mean, how often do your players crawl under the game table when their characters are hiding from zombies? But, I think there are benefits for you as a GM as well. You have to keep it moving and if you don't give every player something to do, they will just leave the table! I thought I ran a pretty simple story, but be prepared to face extreme cases of the truth of the Three Clue Rule. There should be lots of hints, and lot of options for how to proceed.

All in all, I think the session was not only fun for us adults, to be able to hang out and play a game with our kids. But also a learning experience about what it takes to make a game session run well. Adults may be more used to take control of their situation, but they can be just as paralyzed in the face of decision and you should always be ready for that.

Best thing in the end is I think we will do this again, and I look forward to it.

Monday, November 3, 2014

Some impressions of Mutant: Year Zero

I guess you have heard that Modiphius is going to publish the Swedish post-apocalyptic game Mutant? If you have not, go forth and click that link and read some about it. I'll stay here until you get back?

You're back? Good. Let's move on. I have read the Swedish edition of the game and I'm going to talk a bit about my impressions. It is a game with some peculiarities and own takes on things. Please note that as far as I know, the edition Modiphius is publishing is just like it. But, I have no inside information.

First off let me say this is an interesting game. I have yet to try it, but reading it makes me really pumped up about the idea of running and playing it. There are some things that stand out.

The first thing is how the game have a communal part, and an individual part. You all belong to a community of mutants, an Ark. This Ark you all develop together, deciding how it's supposed to be developing, putting efforts into defenses or developing culture. This works as a framing device for your individual goals and also drives you into the Zone, to gather resources. I really like how this gives you all a reason to band together, and something to do.

Then there's the characters. All characters have one NPC they hate, one they want to protect and then they have their one big dream. It's the classic stick and carrot. While this is neat, I think where the system has the potential to really shine is in the mixing. You have a "council session" first at every game session where you plan the strategic game, then you get to play your characters and their hates and cares pull them in different directions.

Now, this is when I find it all becomes quite interesting. You have 10 Type Events for the Ark and 10 Events for the Zone. Roll the dice or pick one of those events, like One NPC Is In Trouble or Fight About An Item and combine that with the strategic goal for the Ark and the different characters the PCs care or hate and you will have something happening. I think this has potential! When things have really gelled in my Tianxia game is when I have managed to match a place with characters in conflict. This feels like it could work like that.

Actually, this makes me think of how I used to read Ars Magica and feel that game sounded great, and then really fall flat in play. This promises some of the same things. Maybe it will all come together better this time. I feel this way the characters are beings hooked into the Ark more than the Ars Magica characters ever where. In the Ark there's a desperate need for food and clean water, and necessity will drive the PCs and NPCs into conflict, and into the Zone. With the Type Events, you are sure to have something happen that will topple any kind of balance achieved.  

This all comes together to drive story. Note to my old school friends, this is not Story Before! This is very much a story that develop out of play. This naturally relates a lot to my previous Fate experience. There are still lessons to be learned from that. I will re-read chapter 9 of my Fate Core rule book and think upon the Mutant way a bit more, and I expect the fallout to at least be interesting. Yeah, fallout. The future is post-apocalyptic and brutal.

Saturday, November 1, 2014

Running Tianxia - the session that brainfaded

Last Wednesday I was supposed to be running my somewhat weekly Tianxia game. This time I canceled the game, since not only were attendance a bit spotty, but the main reason was I was totally out of ideas. Now the question rears up, should a total brain fade on the GM's part be reason enough to cancel a game night? Can you not just plow on, or is it indicative of something being done wrong?

In theory you just show up for a game, explore the hell out of the secondary world and fun things happen, right? Pure sandbox enthusiasts talk about that as the bees knees, but I've never been able to make it happen. Either it's me not being able to make the sandbox enticing enough, or the people I play with just aren't that good at go and make the world their own. Considering the fact we are all busy people, who drink beer and chat during the the game on a weekday night tired after a day's work, I guess the latter is a major part. My limitations I am well familiar with, so I leave them out for this time.

So, what do you do to give the game some structure? Previous sessions I've set up a location with some people in it and written up some goals for them, and then it has just evolved naturally from there. I wrote about that, the plot triads, and how well it worked before. This time I had the location, but just couldn't invent any interesting people for the life of me.

Thus I turn to the game system for a lead. When you play Fate you can be sure of one thing, it's covered by the rules somewhere. It's the most comprehensive rules set I've played so far! Guess what? I have not read chapter 9 of the Fate Core rules yet...

Looking in that chapter I find a handy little list.

Creating A Scenario:
  • Find Problems
  • Ask Story Questions
  • Establish the Opposition
  • Set the First Scene
There's one way to start off that first bullet point, start with the aspects. Naturally. Everything is about Aspects in Fate.

This kind of brings home how important it is, and hard, to create good aspects. Now when I sit down and look at them, some of these I should be able to use, shouldn't I?

Always in Trouble, Watch Your Tongue, Unwilling Mentor, Paladin in training, These are sad times, Righteous Anger, Scumbags gets what they deserve, The Good Fight

I know where I want the action to kick off, in the governor's palace. Using that I guess the list above should be able to tell me something about the potential conflicts and opposition.

I wonder if it's because it's so formalized that it feels hard? In the end I still think this will make me a better GM. I usually never think things through like this, and when lightning strikes I am cooking with gas. When there's no lightning it will be a dud. Hopefully this will teach me something.

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!

Wednesday, October 22, 2014

Now I think of freedom and liberty


My thoughts are with all of you in Canada today. Let's not let them scare you into giving up liberties and freedoms. That's what they want!

My condolences to the family of the soldier who was shot, and prayers for others who have been hurt.

Saturday, October 18, 2014

A horror classic reborn!

Some of you have probably heard about this already, but I'm mentioning it again, just in case.

It's that classic horror rpg, Chill, that is crowdfunding a third edition!

The publisher have run programs like this before, and the scope is reasonable. I've had much fun with 1st edition Chill and even though this aiming at continuing the 2nd ed I still think this is a worthy cause. There was an attempt a few years back, but that one was not run by anyone able to deliver. It looks far better this time than the previous try.

Since I've already pledged, I've downloaded the quickstart and there are some interesting mechanical tweaks I think could work very well.

There are few games doing non-mythos horror, so go forth and pludge, S.A.V.E. needs your support against the Unknown!

Thursday, October 16, 2014

Using Plot Triads for the win

Last night we played Tianxia again. My life is in a very hectic phase, but I have managed to get a 2-3 hour session in now for two weeks in a row. Naturally, when you have limited time you have to use your game prep wisely.

The setup for the episode last time was that the Iron Monkey Escort Company had gotten the prestigious contract to move the Jade Buddha from the Green Heaven Temple to the governor's mansion in the city of Bao Jiang. Since running yet another ambush in the woods felt repetitive, I decided to focus instead on what happened at the end and the beginning of the journey. So, it was to be intrigue and showdown in the temple before they get out the door with the jade statuette.

Having decided that I wrote up a few antagonists. I had a young woman, with a troubled past. Since one PC is a "paladin in training" I knew I could entangle him there. I had an arrogant noble sword fighter who would rankle one of the other PCs, and to make things interesting I followed the advice in the Tianxia book and made a plot triad.The plot triad is a simple but smart idea about always having three way interplays between plot elements. So, the arrogant noble knew about the troubled past, but was honour bound to protect her because of that.

I took that same plot triad idea to the jade buddha statuette. Young woman want buddha, scheming corrupt bureaucrat want the buddha and the PCs are hired to take it from point A to point B without those two getting it.

It turned out this was a great way to get the players to interact with the world, and the characters within it. Thinking about it, just interacting with one character that have a "thing" and you want it, is pretty limiting. Either you get it, or not. The triad turned out to twist that into something that felt complex, and manageable at the same time.It was easy on prep, with just jotted down notes on who where present and who wanted what from whom. All in all, just a sentence on each character. Having limited time for prep, this was perfect. I can really recommend this tool!

What happened was the young woman charmed one PC to let her out of jail after her attempt on the statuette, the the magistrate made his grab for it, and the players got to fight a whole squad of soldiers in the abbot's quarters. They whacked the magistrate, scattered the soldiers and ride off with the buddha, escort company banner fluttering in the wind. Up on the hills were bandits and out there was the young woman, and the mysterious swords man. Very cinematic.

Next time I will just fast forward to the governer's mansion, and set up some new triads. Almost instant drama. It worked wonders for a busy gamer!

Monday, October 13, 2014

Old D&D editions and clones - Swords & Wizardry Core Edition

Back when this whole cloning D&D business started, people felt we needed to have a game like the original. We ended up at least three.

I own the Brave Halfling S&W White Box, Brave Halfling Delving Deeper, S&W Core Edition. I have also put in money for the Champions of ZED crowdfunding about which I have totally given up hope. Curiously enough Delving Deeper from BHP was also a total mess, taking forever to be shipped out. Is there a curse of OD&D clones?

I now took time out to re-read S&W Core, and it was a pleasant read. Matt Finch is repeatedly telling you where there are just some chalk lines on the pavement, and you get to decide if there should be a hole there, or something built up along those lines. It comes across very much as a tool box, and it gave me the same sense of possibilities - that really is the best word - that GURPS always gives me. While GURPS makes me start to wonder where I could plug in that little rule or procedure, S&W is more about laying down groundwork. I do like how Matt suggests things like critical hits and mentions explicitly what common house rules are.

There are some things I really didn't like, and not all of them was things I expected. I have never had any emotional investment in the great AC debate, for example. The AD&D way with negative AC always struck me as typical messy and quirky gygaxism, but nothing I felt that strongly about. Now, on the other hand, it really made me cringe! I looked at it and wondered why on earth they included that, and didn't just stay with the rules in the original three booklets.

The other thing I did find needlessly included, maybe even without being questioned, was the inclusion of so much of the magic items from Supplement I Grayhawk. After almost 40 years those magic items are anything but magical, and feel very cookie cutter. Frankly, they have been for a long time. I own a quirky volume by Rob Kuntz called El Raja Key's Arcane Treasury, and reading that I know there are more to draw from that well. Some of what's in that book really show magical qualities. Magic should be unique.

Anyway, back to S&W Core. There are lot of curious corners of this rules set, like a neat mass battles system! There are discussions about how to design dungeons, and how to reward player characters. All advice is well thought out and since it's all so sensible, and tweakable I almost at once wants to do just that. There's really nothing much in this game that reaches out and grabs you by the throught, but as a basic guideline for OD&D style gaming it's really well written, and engaging. I want to play it, and use it with my own special tweak. This one definitely stands up!

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.
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