I guess everyone have heard the news by now, how Pathfinder and D&D are tied when it comes to sales figures. Probably you have also heard how Gareth-Michael Skarka posted his view of things and how people reacted to that. There's only have one thing about this which makes me curious.
It's no news that online gaming is where people are gathering these days. What makes me curious is why people play those games instead of traditional RPGs?
For those who have never played a traditional RPG the question is easy. They don't know that traditional gaming exists, or have preconceived notions about what that entails. If those people would have become our kind of gamers had the online games not existed, then we are obviously observing our hobby fading away. There are those who have ideas how to handle that, like Skarka.
Then there are those who once were active table top roleplayers, who now exclusively play online games. I have personally met gamers who these days not play good old RPGs, but only WoW. Why?
If you have been playing rpgs and enjoyed it, why would you stop? Well, I can imagine that for some it can be hard to keep a regular group with married life, kids, full time work and all that jazz. I've seen it happen to myself. But, what then makes you come back to gaming in the form of WoW, and not traditional gaming? Fading away I can see, but phasing over to WoW?
Is it harder to find a group again? It can't be because it's cheaper. It isn't. Also, one of the good things about roleplaying is you get to hang out with your friends and goof off. Is it so that it's easier to sit down by that ever present computer? You sit by that screen all day, so it's easy to go through the motions again, this time to play the game?
Frankly, I can't see how we could ever snare those people back to the hobby. I just can't see how anyone could choose one over they other. To me they seem too different. I once tried to sway some old friends back into the fold. The lack of enthusiasm was total. What made these people shift from our kind of games to the online kind? Frankly, I just can't understand it.
Oh, and I do think Skarka is onto something. This hobby sure isn't in a healthy state.Talking about that is a much bigger subject, and I'm not sure I have anything more to say than that you should all try to recruit a gamer, and remember to teach your kids.
Sunday, October 31, 2010
Friday, October 29, 2010
Watch out for James Shipman - again
I found this link today about what that bastard are up to. Beware, and spread the word.
Randomness and fun - old/new school
I just revisited some old bookmarks and found two interesting ones I wanted to share.
Compare Zachary Houghton and Vincent Baker.
RPG Blog II
anyway
Zach very aptly put the focus on what is fun. Memorable gaming is fun because of the wonder of the unexpected.
Compare that to this.
Vincent very aptly shows us how aligning player expectations using the game system to share the benefits of the effects on the characters from some action.
In one case you accept before the fact that the random effect will be endured, because it is the shared benefit will be a cool story. You have the expectations aligned beforehand
In the other case you do that which will be a cool story, because the game system helps you to align player expectations, in play.
Look at the end result. You have a cool story where some suffer and some gain, and you have agreed that this is cool, and there are ways to broker the pain.
I like how this converge.
Compare Zachary Houghton and Vincent Baker.
RPG Blog II
anyway
Zach very aptly put the focus on what is fun. Memorable gaming is fun because of the wonder of the unexpected.
Compare that to this.
Vincent very aptly shows us how aligning player expectations using the game system to share the benefits of the effects on the characters from some action.
In one case you accept before the fact that the random effect will be endured, because it is the shared benefit will be a cool story. You have the expectations aligned beforehand
In the other case you do that which will be a cool story, because the game system helps you to align player expectations, in play.
Look at the end result. You have a cool story where some suffer and some gain, and you have agreed that this is cool, and there are ways to broker the pain.
I like how this converge.
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.
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.
Thursday, October 21, 2010
Tactical moves in combat - positiong redux
I have gotten some feedback on my last post on positioning. Apparently I wasn't all that clear, so let me try again.
One of the important things about positioning is your relation to your enemy. Do you control the area? Are you able to keep the enemy at bay? To what extent do that relation shape what actions you take? The ideal is, of course, to limit the actions of the opponent.
Considering that relation, we keep tabs on whom are engaged in melee with whom. If you are engaged, your options are limited to fighting that enemy. The same is true for your enemy.
The only things you need to keep track of is whom is engaged to whom.
If you don't want to be engaged, or you want to limit someones options by engaging him (for example hinder somebody from attacking the magic user as she is preparing her spell) you'll roll dice.
Now you just roll initiative like you usually do, and if you win you now can free your options for next turn by disengaging or you can now limit that other guy by closing for melee and engaging. If you fail, that was all you did that turn. I hope your armour will take the blow!
I hope that was clearer.
One of the important things about positioning is your relation to your enemy. Do you control the area? Are you able to keep the enemy at bay? To what extent do that relation shape what actions you take? The ideal is, of course, to limit the actions of the opponent.
Considering that relation, we keep tabs on whom are engaged in melee with whom. If you are engaged, your options are limited to fighting that enemy. The same is true for your enemy.
The only things you need to keep track of is whom is engaged to whom.
If you don't want to be engaged, or you want to limit someones options by engaging him (for example hinder somebody from attacking the magic user as she is preparing her spell) you'll roll dice.
Now you just roll initiative like you usually do, and if you win you now can free your options for next turn by disengaging or you can now limit that other guy by closing for melee and engaging. If you fail, that was all you did that turn. I hope your armour will take the blow!
I hope that was clearer.
Three combat options
Here are a few more options in combat for the world's most popular frpg, and similar games. The rules in the block below are Open Gaming Content.
These rules came from me thinking on combat in 7th Sea. In that game you have flesh wounds and dramatic wounds. The former you can rack up as many as can be dealt, and only after failing a save do you get serious damage. I thought that maybe that could be used, in a way, to give characters in other games some more staying power.
Pairing that with Hits and Misses, you will probably adjust the power up slightly. Any kind of crits and fumble rule are going to affect the player characters most, since they are present in all fights. But if they also can take some more damage it wont be so hurtful to once in a while be the victim of double damage.
Doing damage by level might be less fun, since it is actually fun to roll dice. On the other hand it do take a while for some people to find the right die, roll it and tell you the result. Having ten players I'd imagine it would be a time saver, though.
Hate them? Love them? Indifferent?
Hits and Misses
Being Hurt
- Every time you roll a natural 1, a complication occurs. It wont necessarily hurt, but it will complicate matters.
- Every time you roll a natural 20, something happens that's good for you. Roll damage as usual, and then double it!
After your HP reaches 0, the Hits and Misses rule no longer apply. Now you are Hurt. When you suffer enough hits to reach the negative of your initial HP you're finally dead.
Damage by level
To speed up play, especially if you have many players, roll one less die and just assume you do your level amount of damage. If you are Hurt, you do half that.
These rules came from me thinking on combat in 7th Sea. In that game you have flesh wounds and dramatic wounds. The former you can rack up as many as can be dealt, and only after failing a save do you get serious damage. I thought that maybe that could be used, in a way, to give characters in other games some more staying power.
Pairing that with Hits and Misses, you will probably adjust the power up slightly. Any kind of crits and fumble rule are going to affect the player characters most, since they are present in all fights. But if they also can take some more damage it wont be so hurtful to once in a while be the victim of double damage.
Doing damage by level might be less fun, since it is actually fun to roll dice. On the other hand it do take a while for some people to find the right die, roll it and tell you the result. Having ten players I'd imagine it would be a time saver, though.
Hate them? Love them? Indifferent?
Wednesday, October 20, 2010
15 games - the list
"So, just name me 15 games you've played. The first ones that pop into your mind"
"Like, any kind of game?"
"Yeah, any kind. You don't even have to have liked them."
"I could probably mention 50 rpgs, just like that."
"But, would it be the first ones to pop into your mind?"
"Well, I don't know. My mind just wanders, sometimes."
"So, just name 15 games, any games. It could be interesting to see how many of those 50 you really could think of, eh?"
"What he heck!"
1. Tunnels & Trolls
2. Dungeons & Dragons
3. Stormbringer
4. World of Synnibarr
5. WHFRP
6. Advanced Squad Leader
7. Diplomacy
8. DBA
9. Call of Cthulhu
10. Zork
11. nethack
12. Grand Prix Legends
13. Junta
14. Hacker
15. Battletech
"That was just a mess!"
"Yeah, not the first ones you would have thought would be on the list, would you?"
"Well, some of them. Why on earth was I thinking of *bleep!* just now?"
"Like, any kind of game?"
"Yeah, any kind. You don't even have to have liked them."
"I could probably mention 50 rpgs, just like that."
"But, would it be the first ones to pop into your mind?"
"Well, I don't know. My mind just wanders, sometimes."
"So, just name 15 games, any games. It could be interesting to see how many of those 50 you really could think of, eh?"
"What he heck!"
1. Tunnels & Trolls
2. Dungeons & Dragons
3. Stormbringer
4. World of Synnibarr
5. WHFRP
6. Advanced Squad Leader
7. Diplomacy
8. DBA
9. Call of Cthulhu
10. Zork
11. nethack
12. Grand Prix Legends
13. Junta
14. Hacker
15. Battletech
"That was just a mess!"
"Yeah, not the first ones you would have thought would be on the list, would you?"
"Well, some of them. Why on earth was I thinking of *bleep!* just now?"
Fancy moves in combat
After tonight's 7th Sea session I've come to the realization that there's a side effect to trying to make combat more interesting by adding options.
Now we have had a few fights where my players have started to use their fancy moves, paid for with hard earned XP. But, every time someone want to Tag an opponent, or Feint him or Riposte, we have to look it up in the rules.
Guess which move is most commonly used? The one you first bothered to look up, since that's the one you remember the procedure for.
Somebody is right now probably thinking I must have missed the whole conversation about how Feats and Powers not make combat more interesting, just take longer. Yeah, I know. Sometimes it takes a while to penetrate this thick skull of mine.
Seriously, though.
This makes me think of general resolution mechanics. It's so much easier to add options and have complexity in a system if everything you do is based on the same mechanic. D&D 4th ed. does that, but only makes it dull. I on the other hand feel the idea have merit, knowing how well the basic percentile roll works for any kind of action in RQ and other BRP based games. In 7th Sea you sure can have interesting combats, but every option is handled differently. Some people like so called sub-systems. I'm less than charmed.
A general resolution mechanic, and some more options in combat. That's something to chew on.
Now we have had a few fights where my players have started to use their fancy moves, paid for with hard earned XP. But, every time someone want to Tag an opponent, or Feint him or Riposte, we have to look it up in the rules.
Guess which move is most commonly used? The one you first bothered to look up, since that's the one you remember the procedure for.
Somebody is right now probably thinking I must have missed the whole conversation about how Feats and Powers not make combat more interesting, just take longer. Yeah, I know. Sometimes it takes a while to penetrate this thick skull of mine.
Seriously, though.
This makes me think of general resolution mechanics. It's so much easier to add options and have complexity in a system if everything you do is based on the same mechanic. D&D 4th ed. does that, but only makes it dull. I on the other hand feel the idea have merit, knowing how well the basic percentile roll works for any kind of action in RQ and other BRP based games. In 7th Sea you sure can have interesting combats, but every option is handled differently. Some people like so called sub-systems. I'm less than charmed.
A general resolution mechanic, and some more options in combat. That's something to chew on.
Tuesday, October 19, 2010
Update on my rules project
Today I realized I haven't been thinking on my psionics rules in a while. Some real life happened, and even though it seems like the subject is always buzzing around the web, I haven't managed to calm down and be creative. A few days like that and suddenly a fortnight have passed!
The project is still on, and I keep thinking that psionics in fantasy is a cool addition. One problem I have though, is I keep shifting back and forth between doing the traditional cloning, and new development inspired by the old sources. Some ideas from the old sources are antithetical to how I think rules should work, and still I would like to at least preserve the feel of the quirkiness of the source.
I'm definitely going to make another serious push this week. Maybe I can hash out a definitive stance at least.
The project is still on, and I keep thinking that psionics in fantasy is a cool addition. One problem I have though, is I keep shifting back and forth between doing the traditional cloning, and new development inspired by the old sources. Some ideas from the old sources are antithetical to how I think rules should work, and still I would like to at least preserve the feel of the quirkiness of the source.
I'm definitely going to make another serious push this week. Maybe I can hash out a definitive stance at least.
Favourite combat posts
The reason I'm thinking about combat rules now, happens to be these fine posts by a Paladin from Calgary.
I just looked back a bit at what have been written about what can be done in combat, and happened to find a few favourites.
Trollsmyth wrote about judging old school encounters.
Way back I wrote about dirty tricks in combat. Maybe worth visiting for those who haven't seen that one.
I felt like brings some good stuff to light once more. Yeah, I even dig my own contribution.
I just looked back a bit at what have been written about what can be done in combat, and happened to find a few favourites.
Trollsmyth wrote about judging old school encounters.
Way back I wrote about dirty tricks in combat. Maybe worth visiting for those who haven't seen that one.
I felt like brings some good stuff to light once more. Yeah, I even dig my own contribution.
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