Category Archives: talk

What Do RPGs Teach You?

In my recent article, Your PCs Are Murderous Cretins, I talk about the ethics of violence in RPGs and how most PCs we see are not acting in any way we would consider moral in the real world. I made a side point that ended up generating most of the controversy, which is that how we roleplay can shape our view of the world.  Not so, I am told – it’s completely separate, or cathartic, or whatever.

I find that interesting, especially since when we are talking about positive skills and attitudes, people are happy to explain the benefits that RPGs have provided them. I think many people would say that RPGs have honed their ability to navigate and exploit complex real-world rules, or GMing has made them better at public speaking or management, or they read a lot and learned a lot of history, or whatever.  Many nodded in agreement and not mockery when the X-Files character said “I didn’t spend all those years playing Dungeons and Dragons without learning anything about courage.”  Many books have been written by people talking about the character attributes that playing sports, or playing some other game like chess, imparted to them.

Of course, as soon as you bring up the possibility of imparting something negative, you get a lot of fear reactions. People don’t understand or want to deny the cognitive training aspect of RPGs.  But role-playing existed long before RPGs, and what it is specifically used for is teaching new skills and behaviors! Both in formal educational and business settings and in psychotherapy settings.

There’s a huge amount of non-gaming-related literature on role-playing and how it educates both didactically (you set out specifically to teach a certain thing) and developmental (more freeform roleplay which teaches by discovery). Here, try out this Google book from the Instructional Design Library series  that explains role-playing as a technique both to teach skills and attitudes.

If you for some reason cling to the unjustified belief that RPGs are different in nature than discovery-oriented roleplay (except in that people who aren’t paying attention don’t have a clearly focused end goal), try out the latest issue of the International Journal of Roleplaying that talk about this, especially “Immersion as a Prerequisite of the Didactical Potential of Role-Playing” and the part on “drift” in “Stereotypes and Individual Differences in Role-playing Games.” There are a lot of good references there which can point you to other sources that discuss this effect.

Anyway, what you have to understand is that the claim that roleplaying does not cognitively train you is plain false, and not supported by any actual research. It does.

But that’s not a bad thing!  Like I said, RPGs can teach plenty of good things, skill and character trait both.  We should just understand that teaching is a two-edged sword, and we might want to keep an eye on mindsets we might not want to be teaching people. The real world has a lot of other things trying to teach people that “groups that disagree with you are evil” and “don’t worry about the moral consequences of your actions” and a near infinite litany of other negative traits – consider whether you’re helping or hindering that process in your game.

New RPG Blog Alliance

Geek Related has been part of the RPG Bloggers Network pretty much since it began in August 2008. It’s simple – just a RSS feed aggregator – but it’s quite useful, and it’s how I often go read what’s up in the blogosphere.  Like many people, the hassle of actually setting up a RSS reader has never appealed to me, I’d rather just go to a Web portal. And it’s been quite worthwhile for the blog, the plurality of my referrers come from there, especially on new-article days.

Now, the RPG Blog Alliance has opened its doors and I’ve signed up.  There’s an interesting history here – an early breakaway the RPGBN was a Ning site, the Role Play Media Network.  It wanted to ‘do more’ and be more of a social network.  It didn’t get much use and recently closed its doors.  So now the RPGBA has opened up, it’s more of a blog aggregator (the RPMN’s fatal flaw was no way to aggregate blogs, and it was supposed to be for bloggers, so…) but also has social stuff – a forum and now a Google group.

I am not sure if the RPGBA has the magic mix needed to succeed or not. On the one hand, I don’t mind another aggregator.  Yay hits.  On the other hand, I’m unlikely to go use both the RPGBA and RPGBN home pages for my daily blog-checking, I’m probably just going to use one.The RPGBN’s is winning for me because it’s more concise – there’s lots of blog posts in a day and so the more articles I can see per screenful in my browser wins.

And I’m divided on the value of the “social aspect.”  On the one hand, why not? On the other – the most valuable “social” thing you can do as a blogger is go comment on each others’ posts, generating community and clickbacks.  Having any of that discussion hidden in a forum or mailing list reduces its worth. Plus, it’s not like there’s not a bunch of major RPG forums out there if you just want to hobnob with gamers. And already the fragmentation of having both a forum and a separate, unrelated Google group is worrying. I know they want to try to collaborate and accomplish Greater Things – but my experience with Internet groups accomplishing Greater Things is bad, the usual vicious infighting turns into open war the second anything like money gets involved.

Of course, one of the real underlying issues is that the RPGBN isn’t exactly firing on all cylinders.  It seems to have tech problems from time to time, like just today my posts are appearing and disappearing on it, and whoever’s running it isn’t keeping up with new blog signups and whatnot, so that’s creating some pressure for an alternative to arise.

So, I wish both the networks luck, have joined them both, and will see what happens!

Lazy Memorial Day Weekend Music Videos!

Chilling this weekend?  Well, here’s a crop of my favorite geek videos to keep you company! Many are extremely NSFW. Be careful, the concentrated awesome here is extreme.

Roll a d6

The existence of this video makes me forgive D&D 4e just a little bit.

Tik Tok Star Trek Parody

Now I want to watch TOS again!

Star Trek Rap

In response – the TNG guys chase trim all the time.

Robocop Rap

OCP in the hizzouse, bitches!

I Am Murloc

Ah, some days I miss WoW.

Sorry, wordpress.com’s embedding fu begins to fail it at this point. Click the titles to go see ’em!

Nerd Rage Rap

Scream my name!

Robot Party

Hopefully you are drunk enough by this point that you really enjoy this video.

Not Enough?

Well, go look at all the music videos that have ever made it onto Topless Robot if you need more fix!

Prepainted Plastic Pathfinder Minis!

I just saw on Troll in the Corner that Paizo and WizKids are teaming up to start producing prepainted plastic minis again!  This is great news; the D&D Minis were the last thing I actually still bought from WotC and then they discontinued them.

I have no interest in metal minis – I have plenty that have gone unpainted; I lack a life sufficiently to play RPGs but not enough to waste time with basic menial labor related to them.

Sounds like it’s just the iconics to start but maybe if it does well we’ll see the return of real plastic minis!

Your PCs Are Murderous Cretins

To educate a man in mind and not in morals is to educate a menace to society.      – Theodore Roosevelt

Violence is a pretty standard part of the vast majority of RPGs. And that’s fine, to a degree.  But the routine nature of killing in most games does concern me, so I recently asked the question “How do I get my PCs not to be a bunch of murderous cretins?” on RPG Stack Exchange.You can go check the answers, some are pretty useful.

It’s hard to have a good conversation on this topic though.  Frankly, most people have a very basic grasp of ethics, and the most complex moral discussions often engaged in regarding RPGs are “Hey, we can kill people out of hand if they’re evil right?” or “It’s an evil race, so we should kill the women and children too right?” If you wrestle with questions like that, you probably can just move along from this article now. It’s pathetic and somewhat scary that those questions are debated at all let alone are generally the most sophisticated values discussion most people have around gaming.

Or people just assume you’re a “D&D is Satanic” type looking to rain on the hobby, or some kind of indie gamer hippy. Anything except think uncomfortable thoughts.

My problem with how we treat violence casually in games is that gaming is a repeated exercise that shapes our view of the world. If we are training ourselves that murder is OK, and not just in extreme circumstances, it does become part of our mindset. The excuse that it’s just a game is reasonably weak; the more we get used to mentally separating and saying “Oh, that race or people group is evil or soulless and we can victimize them freely” – it’s not like that doesn’t happen nowadays and here in our country, most recently with Abu Ghraib.

I think most of us think that killing is a passable solution in certain very highly escalated situations.  But in the average RPG campaign, “We wandered into their home uninvited and they gave us guff” is generally an excuse for murder that excites little comment. Or “they attacked us, so we beat them down and then knifed them while unconscious and took their stuff and left their bodies to rot.” Try that in your home town, you’ll find out “self defense” ends up not covering it.

There’s the “but it’s that way in all entertainment media” excuse.  But frankly – not as much. Maybe in computer games. But many movies and TV shows try to devise heroes that do as much as they can without killing (Burn Notice is a good example). And just about every action movie we watched when we were kids had the end scene where the good guy realizes he can’t just execute the bad guy because “he’s bad.” But we erode that lesson pretty hard with most RPG plots.

Greg Costikyan’s Violence and John Tynes’ Power Kill are interesting in that they are both RPGs that satirize the violence inherent in RPGs.  Check ’em out. Here’s what Violence has to say for itself:

Violence™ is a lot like Dungeons & Dragons® by that other company. You and your friends play characters in an imaginary world. You wander about a maze, kicking down doors, killing whatever you find on the other side, and taking its possessions. The main difference is this: The world isn’t some third-rate fantasy writer’s drivel about elves and dwarves and magic spells, but the world of today.
The doors you kick down aren’t those of a subterranean dungeon–unless you’re in the subway—but those of decent, honest, hard-working people who merely want to live their lives. The things you kill aren’t cardboard “monsters” whom the game defines as okay to kill because, well, they’re monsters—but fellow human beings, with families and friends and hopes and fears and highly developed senses of morality—far better people than you, in fact. And the things you steal aren’t “magic items” and “gold pieces” but stereos, computers, jewellery, and whatever other items of value you can lift.
Indeed, you yourself are a monster: a monster in the true sense, not the ‘fantasy’ one. You are a degraded, bloodthirsty savage, the product of the savage streets, a Jeffrey Dahmer, a droog, a character out of Brett Easton Ellis. You delight in pain and blood and mayhem. You won’t live long, I promise you, but you’ll leave a trail of mangled corpses in your wake.

Power Kill covers the same ground but a little artsier, it is added as a meta-level onto your game where the PCs are actually deluded people in a mental institution and their fantasy rampage was performed in the real world, and they’re getting debriefed by a shrink about it.

Let’s take some real examples from gaming of how a slightly more civilized approach to human life might play out, OK?

Night Below

Back in 2e times I decided I wanted to have a real honest-to-God high realism total immersion game. I split our large group into two different games, those on board and those not. Or at least, those who thought they were on board. Turns out a shakeout was going to occur.

As the campaign starts, a nice wizard’s apprentice named Jelleneth goes missing. The party gnome illusionist had hung out with her in the bar the night before and took an interest in finding out where she went to, and the rest of the party decided to help.

Well, two of them, an elf and a dwarf, decide they’re going to interrogate everyone they can. That evening, some travellers arrive and come into the inn.  I actually have descriptions for them (metagame: they must be important!) so they go hassle them and ask them their business.  “Slag off!” responds one. The PCs immediately pull their weapons.  The men flee the inn; the PCs pursue them all the way out of the ville and into the fields surrounding it.  One turns around and pulls out a shortsword and says “Stay back man!” and the elf shoots him with his bow.  Then the local constable shows up and takes everyone in.

He asks everyone for “their side of the story.” The PCs explain that “We thought they knew something, so we pulled weapons, chased them outside, and shot them.” “Uhhh… That’s your story? And you’re sticking to it?” The PCs totally couldn’t understand why the constable let the other guys go and held onto them. The constable tried to be nice. “Listen guys, we can take care of this with a fine, your cleric friend healed the guy you shot..  The mayor is a hard man, and if this goes to trial he’ll decide punishment in the morning.” Well, one PC went with that, but the other decided that the constable was “just shaking us down” and refused.  So the next morning, he is trotted out in front of the mayor and again earnestly explains, because in his mind it’s a valid excuse somehow, that “We thought they knew something, so we pulled weapons, chased them outside, and shot them.” “I see.  Three months hard labor in the mines.” The player didn’t know whether to shit or go blind. But off to the mines he went.  The elf and dwarf’s players realized they would be happier in the casual group and switched.

Harsh?  Sure.  But it totally got the message across, and as a result that campaign turned into a five year long epic that was the best campaign I’ve ever seen or heard of. Real personalities, real relationships, real behavior, real morality.

Curse of the Crimson Throne

Really this has become common with many of my characters, who confuse other PCs by not just murdering people. “We met that guy in this dungeon complex, and sure he surrendered and gave us his stuff and gave us info, but what do  you mean you’re letting him go and are not going to kill him?” But anyway I digress…

At the climax of Curse of the Crimson Throne, our party confronted the wicked Queen of Korvosa. “Ruler bad, we kill!” is most of the subtlety built in. But my character understood that regicide is a big hairy deal.  She got the remaining other power players of the city to draft a legal document declaring her no longer Queen and ordering her to vacate the palace. She took the time to read it and demand the Queen’s surrender rather than just all out attack. I think the party thought it was because she was a good cleric.  No, it’s because she’s not a monster.  I don’t understand “I’m Neutral” as a reason to not have moral qualms – that’s what in the real world we call “Evil.”

Conclusion

Anyway, I know many people say their gaming is just escapism and they just want to kill some orcs and not think about it. But you have to consider that it is a cerebral, participatory activity and you are training yourself to think a certain way with it, and you’re fooling yourself if you say you’re not. When you’re killing people unprovoked, not taking surrenders, killing based on race or creed, home invading, robbing… These are bad things. Sure, sometimes we play characters that do these things, and that’s not out of bounds, but we need to be extra cognizant of the character/player division and at least realize when we’re being a monster and when we’re not.

And if you are still at the level where you aren’t sure that these are bad things in the real world… You need to go un-fuck yourself. Your gaming is the least of your problems.

The OGL: It’s Not Just d20

Hey, so I keep seeing people confused about the Open Game License. My Open Gaming for Dummies article helps dispel some of that but let’s come out and get one thing clear – it’s not “just for D&D” or just d20-derived games. Open gaming is strong and diverse.

The OGL is just a license.  It’s like the open source Apache, GPL, or MIT licenses in that it can be applied by anyone – though it was written by WotC originally, it’s not owned by them and has no relation to what games can be released under it.

Guess what all game systems are open under the OGL license?

  • The Action! system (from Gold Rush Games)
  • Traveller (Mongoose’s version)
  • Runequest (Mongoose’s version)
  • The d6 system (from West End Games’ Star Wars and Ghostbusters)
  • Fudge and its newer more popular variant FATE and derivatives thereof, like ICONS

And many more, including many many d20 variants from Anime d20 to Mutants & Masterminds.  I’m not sure there’s a comprehensive list – here’s a couple that are old and out of date. But that’s like, a big share of the systems people have played over the decades.

And of course this doesn’t mention other open games published under other licenses, like Eclipse Phase is published under Creative Commons.

Really, publishers, is there a reason NOT to open license your system?  Because face it, your system kinda sucks.  They all do. Your best bet is to get it in the hands of as many people as possible so they’ll get interested and buy your products. If GURPS got open licensed, for example, maybe someone under 30 would play it.

D&D Lair Assault: 4e Wallows In Its Own Filth

The description of the new WotC Organized Play program made me throw up in my mouth a little.

I keep hoping 4e might come back from the brink.  Mike Mearls keeps posting “Ah yes, the good things we are starting to remember from older D&D editions” posts on his blog. Maybe D&D isn’t degenerating into a tactical minis game forever after all, I think.

And then they just up and announce it’s a tactical minis game. No really, go read the link.  The new OP is “tailored to groups of players who enjoy solving tactical puzzles, optimizing characters, and using rules to their advantage.” You come and minmax character builds and run them through a tactical simulation. If you die, it’s back to the save point and try again. Again, really, “Adventuring groups will often attempt a challenge several times before solving it.” The “D&D Fortune Cards are a required and integral part” isn’t even in the top 10 disturbing things about this.

Frankly, Organized Play is behind a lot of the bad stuff that started to corrupt 3e. It breeds a certain mindset and playstyle with very tightly constrained encounter difficulties, point buy min maxing, etc. that ends up corrupting the expectations of players. Now they are, as the kids today say, “Sticking it in and breaking it off” as far as that’s concerned.

I wonder how the people that always object to saying that 4e is becoming exactly like a computer game can even begin to continue to say that with a straight face now.

I mean, I don’t mind wargaming. I remember a lively game of Stargrunt II I played at a Gen Con.  But WotC needs to start a separate tactical game line and stop making everyone think that it is a roleplaying game. It just breeds more “It’s only about the kill” goons that inhabit local game tables, Internet forums, and eventually the ranks of adventure and supplement authors.

P.S.  If this is  your first visit here and you just don’t understand WHY…  I’m not gonna bother to link you to the past posts that explain how 4e is different from roleplaying games, etc.; if you can’t type “4e” into the search box above if you really want to find out, then you fall below the minimum INT required to care about whether you understand what’s going on…

Games That Really Disappointed Me

A thread on TheRPGSite about “Games You Really Wanted To Like But Couldn’t” struck a chord with me.  Here’s some of the games I really, really wanted to like but was sadly crushed by. Chime in with yours!

Rune. After Feng Shui, which I loved with an intense love, I was really looking forward to Robin Laws’ next game, and Vikings are cool, so it seemed like a shoo-in. Then when I got it, it was a weird budget-driven thing that I couldn’t even begin to attempt to run. You can’t put in a trap, you have to take the trap out of the budget for opposing elements…  Spreadsheet time! To create a Rune adventure you’d have to do days of prep and math, there is no “winging it.” A warning shot of what has mostly gone wrong with RPGs since in many ways. Recently I saw the 2e clone Myth & Magic trying to put in an “XP budget” thing in their scenario building and it gave me post-traumatic stress disorder flashbacks to Rune, I said “Rip that out POST HASTE boys!”

Savage Worlds. With Savage Worlds there isn’t enough meat there unless the GM is willing to be off-the-cuffing stuff, and ours wasn’t. “I’m sorry, that seems like a valid Strength trick but the game only defines Smarts and Agility tricks.” “Oh well then this system is boring as all get out as written.” Also probably the GM’s style is to blame, he’d just suddenly take 15 minutes to build a big HeroClix battle mat and put the exact same generic goblin and dwarf minis down on it (we never fought dwarves or goblins, they were just stand-ins) and look at us and say “What do you want to do?” “To what? Where are we? What do those goblins represent? Are they attacking us or something?” But we gave it two campaigns. Once the final one ended with us getting killed by the traditional SW “guy you can’t hit ever except on super lucky dice explosions” we boycotted.

With FATE, I’ve tried Spirit of the Century and Dresden Files. Spirit of the Century was just too big.  411 pages for a “pick-up” RPG?  There was no way to bootstrap a group into playing it.  With Dresden Files, it wasn’t really the core mechanics that got us. Well, maybe it was. I just remember the wizard continually outshining other people in their specialty, and then us taking an egregiously long time to cast some detection spell. “Do we have enough juju to make it work? No? OK, we put in… Some grass, because he was on grass when he was abducted! Still not enough? We put in… A phone book with his name in it! How about now?” We stole Aspects and just added them to our Pathfinder characters in some campaigns, that works well enough. Might give FATE a try in another circumstance, but it’s operating at “two strikes.”

D&D 4e, because I actually liked D&D in Basic, 1e, 2e, and 3e; then 4e took a big steaming dump on everything the game stood for.

M&M 2e and Spycraft 2e. I loved 1e of both, and I was fine with upgrading and bought the books for both new editions sight unseen. And with both, they took a fine RPG and ladled on big levels of complexity and made it read like an encyclopedia full of definitions and not a game. They were completely un-charming and in both cases after reading some, even with my previous understanding from the earlier edition, I didn’t really want to power through reading the rest of the weighty tome. There’s a game design philosophy that sometimes comes into vogue that says “Make it read like a big ol’ dictionary, and they can just piece it together from all the individual definitions!”  And that’s about as easy as learning a foreign language from a dictionary. Game designers, stop being lazy. Write a game.

I think it’s at this point I decided giant complex games were not for me any more and started eyeballing lighter approaches (though sadly Savage Worlds was supposed to be the lead candidate there).

Those are the games that I really, really wanted to like, that many people told me I should like, but that in the end I like so little that if our group was like “Let’s play X” I, who generally go along with whatever game system without comment, would have to say “Uh… I don’t know if I’d really enjoy that.”

Alternity to Feng Shui Conversion

Here’s a little something I started working on in the year 2000 (!) and just found and decided to finish off.  It’s a conversion of Alternity to the Feng Shui system.  Feng Shui is the RPG of action movie roleplaying and has a nice fast system, one that it’s easy to teach people at the beginning of a convention game, for example.  Alternity’s system has its charms but it’s heavy crunch and requires time investment to learn. Anyway, it’s a simple stat + skill vs difficulty system, with a positive and negative d6 roll applied (stat + skill + d6 – d6) – fast and reasonably normalized, and you intuitively know you can hit a difficulty equal to your stat+skill on average.

I’d like to hear comments on the conversion and how it could be made better.  Here it is for your reading pleasure!

Alternity: Second Edition

I like Alternity, but it could stand a little cleaning up. You could remove a lot of the complexity from the system by just jettisoning the class system and making a couple skill changes.

Here’s what I’d do with an Alternity Second Edition.  I’d keep the general skill basis and skill check mechanic with the differing quality of results for skill/half skill/quarter skill. Really the main rules are great and need little tweaking; the optional rulesets are where things start slipping.

Remove classes.  They give you so little that it’s annoying – go “full GURPS” with it. Removes one chunk of useless complexity.

Remove levels.  Spend XP as you get them. Removes a second chunk of useless complexity.

More skill points.  Or cheaper costs.  Definitely use at least the “Optional Rule Set 2” skill point values and, since you’re getting rid of classes, maybe just reduce all the skill point costs by one off the bat and tweak from there; maybe another one point drop for all broad skills. “But I always suck” is the main Alternity critique one hears.

Damage and hit locations.  This would go a long way to fixing the armor issues.  Top Secret/S.I. had a hit location/box system I really liked. You’d do this, fix the “lower number of mortal points” problem and the O/G/A weapon vs armor thing to be nicely symmetrical.

General guidance.  There are a couple recurring pain points that are more about how you run the game than the rules as written.  This includes “let any relevant skill work, with a 1 step penalty if it’s a real stretch.” Looking to stop a security computer on a starship from sending an alert signal?  Yes, you can use Sec/Security Devices, Tech Sci/Juryrig, Computer/Hacking, or System Ops/Communications. Not “No, that’s not the perfect one.” Cover and stuff, it’s worthless currently, need a bit more focus on the firefight.

Consolidate and simplify.  No separate GMG with rules players should know hidden in it.  No “weapon accuracy by range modifier” special table. Make it so grenades work faster. Mainly look in the GMG, pull out all the tables, and then delete 99% of them as pointless cruft.

Psionics.  Done once in the mainbook, redone in the Mindwalkers book, still sucky. Our party psis are always really weak – you don’t want to make them uber but currently you end up feeling sorry for them.

Computers. Are tarded. For what should be a sci-fi high tech game, the equipment and especially the computers are boring and stupid.

That’s it really, mostly a “delete all the exception stuff” rampage, and you’d have a terse and solid ruleset. More on specific new rules I’d like to add tomorrow…

Alternity: The Community

Is Alternity a dead game?  Well, of course WotC isn’t publishing it any more, and you can’t even buy the PDFs because of them being huge ol’ bitches.  But between Half Price Books, ebay, and bittorrent, you can get your hands on the materials OK, and there’s still communities out there actively supporting it!

The big one is AlternityRPG.net, or “A.Net” for short.  They host a bunch of great downloads and have some reasonably active forums. If you’re interested in Alternity it’s the place to go.

There’s a lot of fan content too – most notably the two major Alternity e-zines, Action Check and Last Resort! Action Check had folks like Neil Spicer work on it, but stopped in 2002; Last Resort last published in 2009, but you can still download all the extant issues of both.

Action Check E-Zine (16 Issues!)

Last Resort E-Zine

And then there’s the massive Resources list at AlternityRPG.net, with metric tons of player contributed goodness!

There used to be an Alternity mailing list but Wizards discontinued it way long ago.  If you know of a pocket of Alternity goodness out there, let me know!

Alternity: The Settings

Alternity was around for a good while and TSR published a lot of content for it. They had a number of settings for it – two of which were good!

Star*Drive

Star*Drive is a far future, gravity age, space opera type of campaign setting. They tried to bundle the feels of Traveller, Bablylon 5, and anti-bug-alien-war (we’ll say Starship Troopers) all in one. Evil megacorps! Stellar nations fitting every major stereotype! Ancient artifacts left behind by progenitor races! Dozens of retiring alien races! Ovipositors waiting to be rammed down your throat!

Star*Drive is pretty good.  The PC alien races aren’t as interesting as my all time favorite, Star Frontiers, but are still fun.  Humans are #1, other PC playable alien races are total minorities. The weren are big furry monstrosities from a Renaissance era planet (Wookiees). The mechalus are genetically cybered by this point and dress like Borat. The t’sa are little nimble lizard men, and the sesheyans are eight-eyed flying bug-bat-men. And there’s the fraal, who are Greys by any other name.

After massive galaxy shattering wars, the dozen galactic nations have been joined by a thirteenth, the Galactic Concord, formed form parts of all 12 to create a peacekeeping nation – like the UN if the UN were an actual country, very The Federation from Star Trek in feel.

Most of the action takes place not in “Old Space,” for that would require work on the part of authors, but out in the lightly inhabited “Verge”, a frontier region. They published thirteen supplements for the setting, including a bunch of alien books.

Our The Lighthouse campaign is set in Star*Drive.

Dark•Matter

Dark•Matter is a modern day paranormal conspiracy setting, designed to tap into the huge popularity of the X-Files, Millenium, and the 100 other TV series infesting the genre from the late 1990s on. And it war surprisingly good, probably thanks to the skillful authoring of Wolfgang Baur Monte Cook.

I was prepared to discount Dark Matter (I’ll pass on that dot crap from now on), already owning Dark Conspiracy, Bureau 13, Conspiracy X, and other games in the genre, but it was more than  just a me-too effort on the part of TSR.

What sold me was the Dark Matter fastplay adventure Exit 23.  You can download it with background info and sample PCs here from alternityrpg.net. It can be hard to write evocative modern day settings and characters for some reason, but here they nailed it.

Gamma World

TSR is never reluctant to return to the older cows, and true to form they couldn’t resist putting out a new version of the early sci-fi postapocalyptic RPG Gamma World with their new ruleset. A fifth edition!

I never played this.  I hate Gamma World. I like postapocalyptic, but GW is postapocalyptic the way Tomb of Horrors is medieval fantasy. A friend and I actually had Jim Ward run a game of Gamma World for us at a con and it sucked and I refuse to say any more about it.

Starcraft

It’s funny, you would think licensed properties would be good, but TSR always jacked them up.  Like their Diablo supplement for D&D, they put out a Starcraft supplement for Alternity, StarCraft Adventures.  It was more of a separate small game using a fastplay version of the Alternity rules.

Four different game settings!  They were serious about this game, for a while until they got demented by licensing Star Wars and decided to kill it.