Showing posts with label History. Show all posts
Showing posts with label History. Show all posts

Monday, September 29, 2014

Old D&D editions and clones - D@D


The second of the old D&D editions and clones is Dragons At Dawn. I find gaming archaeology to be a fascinating subject, and the very dawn of the RPG hobby is that Final Frontier before we go into the Great Beyond. Naturally a game that tries to reimagine how Dave Arneson's game looked like in the years before D&D would pike my interest. Does it hold up?

My first thought is, who in their right mind would lay out a book all in a non serif typeface?

Anyway.

The book starts with classes, traits and XP tables for the different classes. It's kind of the way you expect it to be done, with the focus being on how to get a character ready for adventure and then you get into rules systems and how to set up a game. Interestingly enough, this game that has as its express intent to model the early game of Dave Arneson before D&D, is sometimes just as quirky and jumbled as OD&D is sometimes accused of being. You would think it should be presented in a more ordered fashion, or modern if you like. If you wonder what I mean by that, I might give as example that the XP tables doesn't mention that you reset XP after each level. That is mentioned much later in the book, in the section about how you get experience. Why is that much later in the book anyway?

This book is by intent trying to be faithful to a source that in many is no longer around, so it's maybe natural that it sometimes feel disjointed. The author actually say it demands to be house ruled. But, I still wonder a bit about the presentation.

The second half of the book, after characters, lists equipment, monsters and how to run a campaign. There are some interesting ideas in here, with random events for the campaign year and magic spell preparations that takes months! Just like OD&D the bigger picture is part of the game.

How does it feel having read it once more? Well, I like the quirky character classes with their unusual abilities. I like the magic system which is based on physical components, more like alchemy, and also the spell point system. But, here is also where one of Dave Arneson's stupidest ideas really makes me cringe. You see, magic is always touched by the alignment of the creator, and if you touch a magic item of a different alignment than your own you will suffer some bad effects. If all magic is powders, potions and "technomagic" gear in the style of Tekumel how can it have an alignment? If it's some other planar energy it is easier to grasp, but since this kind of magic is kind of like misunderstood technology, how can it have an alignment? I mean, a laser pistol? I guess the defenders of the alignment curse will figure out some explanation...

Do I want to play this game? Yes, I want to. The combat rules where the characters feels more like toy soldiers than any other role playing game and might run away if you fail a morale check, does it work? Yes, I like it. The saving roll system where you on the spot and depending on the situation rolls against a stat, does it work? Yes, I like it!

This game is so different from any other D&D game I at once become intrigued. Also, the combat system makes more sense that D&D ever did, and I really like some things like the negative AC of an undead being matched to the amount of bonus you need on your weapon to hit. Stocking dungeons and other adventures using Protection Points, which you then "buy" up as HD when stocking and restocking is cool. Having to spend your hard earned treaure to get XP for it is also a fabulous idea. There are some really elegant design gems in there.

Even though the idea of more retro games made me sigh, reading Dragons At Dawn once more makes me perk up and want to run a game, like it's 1971 once more...

Wednesday, December 29, 2010

Dragons at Dawn read through collected

A while ago I started a series of post about Dragons at Dawn, an attempt to recreate the rules used by Dave Arneson in the first years of the first fantasy campaign.

Here are the whole collection on one easy to access page.

Part I
Part II
Part III
Part IV
Part V

If you haven't read through it all, I can summarize my impressions as very positive. This is 30 years over due, and very interesting.

Sunday, December 19, 2010

Reading Dragons at Dawn Part V

In this installment we will look at magic and some general ideas on campaign building in Dragons at Dawn.

Magic
The first thing you notice is that mages can cast spontaneous spells. Not only can they do that, the things they can lob around at will is lightning strikes and fireballs! As in other parts of D@D, there are more than one system, shadowing the development in the Blackmoor campaign.

A few things are consistent in all systems, like that are the fact that magic and technology or at least alchemy are tightly intertwined. All spells are based on physical components. I also like the idea of having to roll a save to cast, which reminds me of how Rolemaster handles things like casting spells above your capability and suchlike. Magic should be capricious, I think. It makes it more "arcane", kind of.

Much have been said about magic swords through the ages. In these rules they all have some intelligence. It feels like Arneson liked his Stormbringer. It will probably feel very different from regular D&D to have ray guns, intelligent swords, singing elves and a Sleep spell which you might literally throw in the face of your opponents.

Otherwise can be seen his inspiration from Tolkien, since in the expanded games elves may sing their magic. This system, like Arneson's original idea for magic, uses spell points. Personally I'm not that fond of spell points, since it's just another fiddly thing to keep track of. I do feel for the designer who likes to transcend the hard limits of a slot based system, though.

Like so many times we can see how this is a game from the school of hard knocks. No flowchart to help you design "balanced" spells or magic items. It's wild and wooly. From what I've read of Tekumel, that other campaign where Dave Arneson played, the idea of technology indistinguishable from magic was prevalent there as well. 

Campaign Rules
There are a few intriguing parts of D@D for campaign and adventure building. The first are the role random events must have played in Blackmoor. Having both a set of index cards with divination and seer consultation results, and also a set of index cards with strategic evens in the campaign. Picking randomly from those during the campaign time frame is an interesting way to add to classical rumours and that dreaded "story campaign" where events are plotted out in advance. Have your cake and east it too. I like this way of steering the events in a campaign, since it will probably be just as much fun for the GM as the players to pick a card and see what great events are a foot this month in the campaign.

The other thing I want to mention is Arnesons way of using points to populate his dungeons. Sometimes you might hear critics of D&D3 talk like having Challenge Ratings somehow destroyed the game. Nothing stops you from ignoring the idea of the "balanced encounter" just because you have the means to calculate something like an encounter difficulty depending on the strength of your party, you know! Apparently Dave thought that way, for he seemed to have used the idea of quickly stating a dungeon by deciding on how many points of opposition there were, and then later deploy those points as actual hit dice of enemies. I like this idea.

Summary
All in all, this rule set really makes me want to sit down and roll up a character. The combat rules are interesting, and the idea of saving rolls for resolving general challenges talks to my Trollish heart. Sometimes they lay out of the book isn't great, and I think it would have benefited from a more tight structure with a short discussion of the sources and Arneson's ideas together with the presentation of a specific set of rules. Now there are great snippets spread around, but some rules are presented with less reflection on what came before and I can't help wonder how much of that section was invented whole cloth by Dan Boggs? I like what I see, I just had wanted to know. The only read problem with this book is that it's 30 years over due! Just imagine if this had been done while Dave could have seen it and given feedback. But, who knows. Maybe he would just have shrugged and told us to invent some on our own, since he didn't remember. Great games makes you co-creator and entice you to house rule and add to it. This is such a game.

Thursday, November 25, 2010

Reading Dragons at Dawn Part IV

It's time to dive into the depth of, the Arnesonian combat system. Prepare for acceptance of new ideas!

Morale
So, it's time to cross swords and the first thing you do is check for morale. Yes, all of you, including the player characters. You base it off your Hit Dice, and the result is the morale condition you're in, and which will affect your performance in combat. If you are shaken, you will have halved effectiveness, for example. This feels a lot like a wargame. If you have been pushing cardboard chits around on a hex map or handled lead toy soldiers, you will feel at home at once. Initiative is no big thing and you usually have the players do one round of attacks and then the opponents have a go before it's a new round.

Hit Dice and modifiers
The meat of the combat system is how you calculate the combat odds using HD. They are your offensive strength, your defensive strength and also what you roll for damage. Interestingly enough, you also get the opportunity to save against your AC if hit. At least if you are a PC.

The modifiers for the attack is difference in dexterity, size and level. Double or half according to morale and then compare the total to the opponent's total on a chart and roll below the cross referenced number by 2d6-2. Roll your HD for damage if you hit. I said it looked a lot like a wargame, right?

Once again (am I beginning to sound like a broken record here, or what?) I feel these rules feel a lot like T&T. Roll your total and compare. But wait, I'm not only grasping for weak links to my favourite system, there are more similarities. Damage is dealt to the weakest character in the melee, and excess damage after a kill is spread to the next weakest. Imagine totalling the HD on one side, add and compare and it's beginning to look very familiar. Same, but different. I feel these two games could be combined in so many cool ways. I can totally see someone asking their DM to make a Save against a stat in the middle of a combat to try out a stunt. Said stund would double your attack strength or something. Sounds like Dave Arneson style to me, and exactly what I've been doing in my T&T games.

Armor and magic swords
Time to stop talking about T&T and get back to Dragons at Dawn? Sure, I will. Let's talk about Armor. Since it's good to have a high HD value, a high HPV and a high DEX, it makes sense to have a high value being the best kind of armor, right? Well, I know there are some religious feelings about this. Personally I feel armor on a scale from 1 to 8, with 8 being a suit of plate with shield making a lot of sense. Same with Dave, I guess.

What I like in this section is how the negative AC ratings are used for non corporeal and magic creatures. You will need to have magic which is at least as powerful as the AC to cancel it out, i.e. an AC of -2 mean you must have a weapon of at least +2 to hit and damage. Neat, I think. It's also very neat to have AC "roll over" after 10, so some really heavy duty kevlar armor will have AC 14 (i.e. -4) and withstand anything but +4 weapons. Bring your laser to town!

There's a lot of flexibility in the system, and you can have magical armor either subtract dice of damage, or have it add a bonus to your armor save.

General impressions
In general I think the combat system have a lot of interesting features. You can double, add and shift columns and modify it a lot but still keep the basic mechanic. Anyone who loves to have weapon quality, skill levels, magic bonuses or oddball materials can go wild, but in the end it's just defensive strength versus attacking strength on a table and roll 2d6-2. I like it, a lot.

There's also unarmed combat and some mention of criticals, but I wont go into all the details.

The next post will be about magic and campaign building, and it will wrap up this series on Dragons at Dawn.

Wednesday, November 24, 2010

Reading Dragons at Dawn Part III

So, time for another part in my series of post on Dragons at Dawn, the game that tries to salvage the rules used by Dave Arneson and friends during the earliest years of our hobby.

Levels
There are a few interesting differences here from D&D. Levels in the Basic game is limited, and in the Expanded game they go to 10. Hit Dice change per level as do Hit Points. No, they are not the same. I will talk more about them later when I come to combat. What is interesting is Hit Point Value, HPV, though. You get a set amount at each level! There are different charts for the progression for different kinds of classes but all have a set amount. Interesting. I can't say how happy I am to see level titles in the Basic game!

Aligment
Those with good memories know I claim alignment only causes brain damage, but since nobody is perfect the founding father did use them.  Much have been said about how many you should use, and if they are guidelines for roleplaying or actual limitations on behaviour and functioning of in game powers. In D@D magic is aligned. This have been seen in D&D, in the Lankhmar campaign setting with white, black and red wizards. I still think it makes no sense what so ever and especially in D@D where much of the magic items are technological, and spells are always based on components. But, there you have it. The idea that you will get hurt if touching a powerful item of a different alignment than your own is interesting, though.

Education
I saved this for last, since this is what I personally find most interesting. In 7th ed. T&T, there's this thing called Talents. They basically give you a bonus to your regular stat based saving rolls for the limited set of a trained skill. In D@D we see that once again T&T and it have evolved along similar lines, even though there have been no direct line of influence. Interesting.

Education are special areas of expertise, and you get a maximum of +5 however well trained you are. Very similar to the +1d6 of Talents. Just like in AD&D, you have to spend time and money to train in order to gain new ones. You don't just get new ones while levelling up. I think I'm liking the idea of making Talents work along those lines as well, i.e. you don't get them naturally, but you can train them and get a bigger bonus, from the starting +1.

Non-human characters
While there are the usual possibilities of playing a dwarf, elf or halfling there's also the possibility of playing a "monster race". There is a formula to calculate hits, HD and XP. It kind of makes sense, considering the original Blackmoor players actually played both sides, antagonists and protagonists. Naturally, this makes me think of how T&T have stood out as that game where you could play a monster. I got my copy of Monsters! Monsters! a few days back and have just read about how that was introduced way back. You do know you can buy it again, don't you?

More and more it feels like T&T and D@D would appeal to the same kind of gamer. I like sure them both!

Next up, Combat.

Monday, November 22, 2010

Reading Dragons at Dawn Part II

This time I'm going to talk about some of the basic building blocks of characters, and how they differ from your regular D&D game.

Classes and Traits
Like I posted last time, there are two different sets of classes. The Basic game only have Warriors and Wizards. This is something I find interesting, since it resembles Tunnels & Trolls. In that game there are more classes, but basically it's all Warriors or Wizards or a combination thereof. In sword and sorcery gaming that are the basic building blocks, right? The Expanded game in Dragons at Dawn have a bunch of more classes like Elf Mage, Merchant, Priest/Monk, Sage and Thief Assasin. The inclusion of Merchant and Sage is interesting, I think. One is capable of persuading and the other can curse his opponent!

The class everyone seem to have an opinion on is there, the thief. He has no more skill system than anyone else, and combines the feature of another class, the assassin. The latter and the monk both show up in the Blackmoor supplement to D&D. There have been some controversy about who wrote what in that supplement and at least the idea for the classes indeed seem to come from Minnesota.

The monk I find interesting. There are no indications that the monk had any of those kung fu powers he is equipped with in D&D. I sure wonder where that came from? I've never understood how they fitted in Blackmoor, which is as solidly in the mainstream of medieval fantasy as Greyhawk. Boggs notes that even though Priests were the first class invented (after the basic Warrior and Wizard, I gather) we have very little information on how those developed, more than the fact that "curates" did have spells. The information for Priests/Monks presented are based on inference from the Tekumel campaign and some later source of the class' ability. Considering M.A.R. Barker is still alive I can't help but wonder if someone asked him about it?


Stats, Traits or Abilities
These are the first things you generate in so many RPGs. Interestingly, in D@D you have six of them and you roll 2d6-2. Somebody with more skill at probability theory will have to chime in and tell me what kind of spread that will give you, and what the average is. Now, how you use those abilities is what really made me sit up and take notice.

Most things you do in D@D, you do by rolling 2d6-2 against your traits. This is the saving roll mechanic and the "skill system". Anyone who knows a thing or two of T&T will recognize that mechanic. Isn't it amazing that Dave used that mechanic with ability rolls, it never showing up in the published D&D and then Ken St Andre reads those rules and reinvent the mechanic? D@D feel like a interesting marriage for D&D and T&T sometimes. There are more of those quirks which I will make note of later on.

Next up is some more notes on characters, like my pet hate - alignment.

Saturday, November 20, 2010

Reading Dragons at Dawn Part I

After a few weeks which have been far too hectic I'm going to steal some spare time and start to put down some thoughts and impressions from reading Dragons at Dawn. Dave Arneson and his Blackmoor campaign have fascinated me for a long time and I have used concepts from his campaign in a few of my own. Also, Ken St Andre and Dave Arneson are two of my main source of inspiration for starting this blog. I was very excited when I first heard that Dan Boggs was going to publish his recreation of the rules used during the very dawn of our hobby. Let's dive into it.

Look and feel
The first thing I noticed was the font. For some discernible reason Mr. Boggs decided to use a non serif font for the main text. For the life of me I can't understand why he choose that font and the one column layout. It's harder to read than necessary and the font also looks quite ugly.

Since I once found a very cool disclaimer once in a game (I think it was Chill) about any likeness to persons living dead or undead being coincidental, I these days read the small print on the first page closely.

"Authors are encouraged to create derivative works for use with this product" and "Any number of print or electronic copies of this product ... may be freely made by any purchaser of this product for their own use and for the temporary use of any players participating in a Dragons at Dawn game"

How about that? This Boggs fellow is apparently a man with the right attitude. Those two sentences alone made me very positive to this work. Even if the font was a bit harder to read than necessary.

Introduction and designer notes
In this section Boggs makes it clear that his intention with D@D is to present a piece of gaming archaeology. The intention is to capture Dave's original style of play, the rules behind the D&D rules so to speak. I think it is kind of essential for this kind of play to have a loose framework whereupon to base referee rulings. In this case it will be by necessity, since much of the lore have been lost. It's very interesting that a manuscript from the communications between Dave and Gary have been unearthed and have been used as a source for this game together with the Judges Guild First Fantasy Campaign product, and interviews with the players of Dave's campaign. This is as good a picture as we are ever going to get of the FFC. It makes me giddy just to think about.

Now, I do which some parts of that heritage had been handled better. The notes Arneson left are sketchy and the same must be said of most other sources. That makes it twice as interesting to know when the author of D@D have added some glue, and when the sources are coherent enough to be presented as is. In some places it's explicit, but I'd have liked to have had, say, notes in sidebars about how well this or that is covered in the source or had to be cobbled together. That being said, this is a gold mine and should have been published ages ago!

Points of divergence
Quite early in the book you understand that this is not your regular D&D game. Already on page 3, in the glossary section, you are told the regular unaided healing rate, one HPV per day. Those of us who remember reading the Basic D&D set and searching for rates of natural healing in vain will smile upon seeing that.

Since the game developed quite a bit as the Blackmoor campaign went on, there are actually two sets of rules in D@D. The first is the Basic Game where the levels are few and the classes even fewer (Warrior or Wizard, just like in T&T), and the Expanded Game with more classes. The magic is also different in the two rules.

In T&T 7th ed. the designer tells you that unless you have modified the game you have not really played T&T. In this game you have to. I imagine many readers will look at the Basic and Extended game and cherry pick parts they like the most. At the minimum you have to decide to just go with the Basics.

One thing I found very interesting was the notes on cooperative and competitive play. When the Blackmoor campaign started, some players were playing bad guys. Just like when you have a miniatures battle you have two sides. To put that up front makes you realize that this is a game where you must leave all preconceived notions of how the game works behind.

There's more to come
Since I don't like over long posts I'm going to break here. There will be more. Next up are the stats, six of them and they are not like D&D, and the classes. See you next time.

Wednesday, October 27, 2010

Dragons at Dawn - some impressions

I just recently ordered the biggest pile of games from Lulu yet. This time it was no less than three issues of the excellent periodical Fight On! magazine, and some other goodness. One of these other books was Dragons at Dawn.

For those of you who have missed it, this is an attempt to collate all the bits of information on how the earliest rpg sessions worked. Due to some luck with the find of an actual manuscript, postings on the web and information from the players of the first campaign, this is as close as we will get to the rules used by Dave Arneson when starting Blackmoor. This is as old school as it gets, the very roots of our hobby.

The executive summary is simple. Get this if you are interested in the history of the hobby! Also, get it if you play D&D and are interested in rules tweaking and design.

Many small details in these rules makes me ponder their implications, and many times I am amazed by how some ways of handle things reminds me of other games which have no relation to the players or designer of these rules.

I really wish that someone could make the book First Fantasy Campaign, published by Judges Guild, available legally in pdf format. I have had the opportunity to browse that august volume, but now it would be fun to see how Dragons at Dawn author D.H. Boggs interpretation compare to how things are represented there. Naturally there are lot of gaps in these rules. We have documentation of rules for subduing dragons, but it makes you wonder if those rules just happens to have survived, or if that was a common occurrence.

Within the near future I will probably post a short series of posts about Dragons at Dawn, and specific reactions to some parts of the rules.

Saturday, September 4, 2010

The birth of roleplaying

I guess everyone have listened to Clyde talking to David Wesely by now?If you haven't you should. Dave was the guy who together with Dave Arneson invented roleplaying, if you didn't know that.

One thing I found interesting was how Maj. Wesely told Clyde and us about how they played wargames back in the sixties. It wasn't unheard of for them to have players do things like scout ahead of a battle and talk to peasants about enemy troop movements. The fact that miniature games back then had such sketchy and crappy rules made in necessary to fudge things and make rulings on the fly, which made it very easy to "step outside the rules" and do things not immediately related to the lead figure battle.

Everyone have heard about how D&D grew out of wargaming culture, and sometimes that's taken as an excuse for us johnny-come-latelies who don't always "get" the old style of play. Wesely shows us how that probably don't always mean what we think it does. Diplomacy is probably worth studying if you want to know how the early Blackmoor games were run. Dave Arneson was a Diplomacy fan, and listening to this interview I can see how that must have influenced the early roleplaying. Go listen to that podcast!

Monday, February 15, 2010

How about low level documents from the original campaigns?

I have taken a look at my collection of adventures by Kuntz and Gygax and found out that they seem to be for very high levels. Anyone know if there have been any adventures published at all for lower levels? WG5 is for fairly high level adventures.

How about adventures in Blackmoor or Tekumel for low levels? Have it all been lost, and is all we now have later day recollection of name level achievements?

The only thing I can think of is Greg Svenson's remembrances of the first adventure in Blackmoor castle. Please let me know if you know of anything more.

Sunday, September 27, 2009

Some thoughts about how to organise rpg rules

I was just reading the Swords & Wizardry forums and found a thread about how neat it is to be able to take the .doc format file of White Box edition and edit it to the rule hack you want. The reason it is so handy, according to one poster, is that you can make a booklet with just the rules for the players. Even though it's not always explicitly said, that do imply that there are rules just meant for the game master.

When I was younger, and was first introduced to this wonderful hobby of ours, everyone read all the rules. One boxed set with one or two booklets was the norm. But, in contrast with, say, D&D it wasn't clearly labelled for the Player and for the GM. I haven't asked anybody else about it, but I think most people did like we did, and bought the box if you played the game. That usually meant that in each group you had maybe half as many copies of the rules as there were players. It also meant that almost everyone had read everything in there, including the rules for casting and learning spells, the chance to catch gangrene or what modifier you'd get for trying to use your Listen skill in thick fog. I never saw a problem with that.

When I first actually opened a rule book for D&D, it was the 2nd ed era. Not only were there two books, they also had the weirdest layout with the same section in the two books saying slightly different and (in theory) complementary things. I was thoroughly confused. For some reason there were things which you got the impression you should hide from the players! With my background that seemed preposterous. What was there to hide?!

Now today I realized that this way of splitting up information have shaped me more than I've imagined. The idea of having a standard list of magic items which sooner or later everyone knew about, or a list of standard monsters, is just an alien concept where I'm coming from. Now, many years later I have kind of adapted and know that the way things are, can be different in different places. But, to put this in perspective I think a game were everyone knows how to play the game, but where magic and monsters are all unique creations by your GM/DM is really a more interesting way to play the game. The mystery and wonder of fantasy sure is easier to maintain that way, and for those interesting in the history of the hobby it is the way to experience how it was when Ken and the Phoenix circle, Dave and the Twin Cities players, and Gary with his Lake Geneva group played. Nothing was yet codified, and every piece of magic was new, and wonderful. Imagine that.

Tuesday, September 8, 2009

Who in gaming is worth knowing about?

After my exasperated outburst about people not knowing about Ron Edwards I started thinking. Jeff Rients, always with his eye on the pulse of gamerdom, asked a very relevant question. Maybe the contributions by the "Forgeites" are not really impacting the hobby very far? Maybe rpg theory is largely ignored by most gamers? Even if that it true (and I hope it's not), it still leaves me with the question of who you should know about?

Earlier this year, a friend was giving me a ride home after a gaming session. I was kind of tired, and as I usually do in that state I was blathering on about whatever my mind had gotten stuck on. Amazed (and bored?) my friend asked me "How do you know all these biographical details about all these game designers!?" after I had talked about when someone started this or that game company. I am interested in the history of our hobby, and some things sticks in my mind. The ups and downs of the business end of the hobby seem to be one such thing. So, is this something everyone should know about? Quick! When did Greg Stafford start The Chaosium? Who else was involved? What? You don't care?

So who do you think everyone should know about in gaming? I guess the most famous people probably are Gary Gygax and Dave Arneson. Being there from the start counts a lot. How about Rick Loomis, who in 1970 started the oldest game company still around doing the same kind of business? How about Mark Rein*Hagen who helped create the phenomenon that is White Wolf? How about Matthew Sprange who runs one of the most successful game companies today? How about Ed Simbalist? Frankly, I'm not sure I know who everyone should know about. I have many times found that the one-game-gamers who only know of Gygax and D&D to me seem like they have deprived themselves of some of the sublime heights possible in the hobby which so succinctly combines game elements, storytelling and performance art. And some really cool game mechanics and worlds, to boot! Just look at two very distinctly different games like Dogs in the Vineyard by Vincent Baker, and Tunnels & Trolls by Ken St Andre. Both opened vistas in my head I didn't even suspected existed!

So, hell know who is important enough in the big scheme of things. I just hope everyone out there treats the whole field of the hobby is one big dungeon, filled with treasure. Who don't want to explore some more, and get just a little bit more loot home? Happy delving!

Friday, July 24, 2009

The Tyranny of the DM and the Tyranny of the Player

We have been discussing the way the rules can help and hinder players and game masters acting like jerks over at Zach's place, RPG Blog II. Zach is, as you might know, one of the voices of The RPG Circus. They had ChattyDM over for a talk at their show, and he claimed that the reign of the tyrannical DM was now over. Since I have little time to listen to podcasts I wont try to put words in the mouth of Chatty, but the way the discussion went on Zach's blog made me chip in with my own two cents.

Now, I don't think the tyranny of anything have ended. In the latest edition of D&D I would even like to claim that the Tyranny of the Player have reared its ugly head. Now we have a game where every character class plays very much like the other, and where everything you can do is written down as a Power. While it don't have to be that way, just like the former editions of the game didn't have to bring on the tyranny of the DM, it has opened the door for something which I consider just as bad as the Tyranny of the DM.

When you have a game system which is open for interpretation, and where different characters have different game mechanics, you might have to add common sense. You might also have to add some on the spot rulings. More often than not you might also have to play the social game and be graceful enough to admit that your character is not as powerful as the others at all occasions. Basically, it means that in order for the game to work smoothly you will have to have a bit of trust. That trust has to work both ways across the screen. Preferably it also extends in between the players. If you know that the game is not a zero sum game of "balance", you will have to trust that the other people around the table is not out to ruin your game. I could also mention the word "fun", but we all know old schoolers hate fun.

Also, have you considered that maybe some of those stories you have heard told about how someone totally was screwed over by his DM might actually been what that player deserved? Mike Mornard tells us it happened in the Greyhawk campaign, and I'm wondering if not that has been the reason more than once. That's not bad DM-ing. It's bad Playing, and they need just as much empowerment as lousy DM's need. 'nuff said.

Wednesday, April 15, 2009

Some visions of games past

Note: I just noticed that the text I uploaded was a draft, not the final version. Sorry. You got to see for a short while how my drafts look like.

I have been thinking about how as the gaming greats die, we are loosing not only friends and fellow gamers, but also knowledge. As soon as you start to delve a bit deeper into the history of the hobby, you'll find that a lot have changed. The very basic way the games work have changed! Did you know for example, that in the early Blackmoor game the Dungeon Master was not the only one to play the opposition? Everyone took their turn playing the monsters!

One gamer who have been with us since the hobby began and played with not only Gary Gygax in Greyhawk and Dave Arneson in Blackmoor, but also with M.A.R. Barker in his Tekumel campaign is Michael Mornard (aka Gronan of Simmerya). He has spread entertaining nuggets of wisdom on the net about roleplaying and how it was done back then. Robert Fisher have collected quotes and memorable sayings that he felt worthy of preserving. I just read through them all and found them both funny and enlightening. Go see for yourself!

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