Category Archives: talk

Publish Your Own RPG Magazine

Came across this cool new offering from HP – it’s called MagCloud, and basically it’s like Lulu for magazines.  You design the magazine, upload a PDF, they send you a proof, and then you set the price!  They charge 20 cents a page and anything above that goes to you; they handle printing, fulfillment, etc. and send your cut back to you via PayPal.

This would be great for zines like Wayfinder for Pathfinder where they’re high quality but PDF only – this lets you give people the option of print without any out of pocket expense or risk!  So FYI, PDF publishers… Give me a print option.  I never use PDF at the table and even reading it, if it’s more than about 6 pages, is annoying.  Sure, the price is somewhat steep, but it is vanity press, and you’re not paying it – it’s an option for those that want to.

RPGs as Sports: Tryouts

In my continuing series on learning from sports as a useful metaphor for our RPG groups, we’ll talk about running tryouts.

This is something many groups have already started to do.  When I was young, there weren’t formal tryouts, but in the last decade or so most of the time I’ve joined a new group they’ve had some kind of procedure for it.

So You Want To Join The Team?

Running tryouts might be a good idea when forming a gaming group, or especially when adding people to an established group.  Everyone’s there to enjoy themselves, and group dynamics are such that if you add someone who people really dislike or whose playstyle doesn’t jive with everyone else’s, then you risk losing your established players in the bargain – or just having everyone enjoy the game less.  Gamers tend to not be able to create strong social boundaries, and I’ve seen many cases where someone joins a group and really royally messes it up for everyone, and the passive-aggressive defenses they can muster don’t help.  Some players just leave, others come a lot less, others come but seethe inside and cause trouble.  “Being nice” to one person (by issuing an unconditional invite to someone the group doesn’t know) shouldn’t come at the expense of being nice and considerate to your existing teammates.  Rule #1 is the team comes first.

Some gaming groups formed out of a group of friends already in which case there’s no need for it up front.  But when you move, or when someone you don’t know says “I hear you play D&D, I want to join” – either you just say no, or you just say yes and have a lot of potential unpleasantness to deal with, or you hold a tryout.

Setting Team Expectations

The group needs to discuss to set the terms of the tryouts according to their group culture.  Is it “the GM makes the call who to invite to one of his campaigns, and that’s it?”  (Maybe with a “is everyone cool with that” to get feedback…) This works well for some groups, especially if the GM is also the game’s host.  Is it “group consensus” of some sort – “everyone gets a veto,” or “majority rules?”  Majority rules is usually a bad idea; unanimity is better for an established group.  If you have the problem that you don’t really trust the people in your group to make a sound decision (e.g. one guy is jealous of anyone else who shines too much) then you have an issue you need to take care of before inflicting it on a visitor.

Is the tryout for one session, or several, or a short campaign?  Or is it a “90 day trial period”?   The team should be agreed on how this is going to work ahead of time, and some discussion on what a yes or no should consist of.  “We should only vote no if we really hate them,” or “Let’s be really picky, only vote yes if you really actively like them…”  In any event, once someone’s in, they’re in.  They are a teammate unless you really have a drastic need to eject them.  It’s not fair to have the “new guys” always tiptoeing around the “established players.”

Also make sure everyone understands that a tryout is just like a job interview – both sides need to make a good impression. Don’t just focus on “putting the new guy through his paces” – if he doesn’t like your group, he’ll reject you. It’s the usual “don’t change who you are, but put your best foot forward” thing. Make sure they feel welcome, brief them on what they need to know (where and when the game is, social rules of the house, etc.  Beware in that some established groups can be very off-putting to new people – lots of shared context, in-jokes, etc. make it intimidating. And whoever the new person is, it’s quite likely they’re less of a freak than at least one of your established group. So pre-discuss with your group how to act.

Setting New Player Expectations

First thing is to make sure they understand it’s a tryout and the terms of it. “Hey, we’d love to have you but want to make sure you gel with the group. Come play with us next Tuesday as a tryout, after that if everyone’s cool with it you’re in.” Or “We have three people trying out for our open seat, you’re first in so after your time it’ll be a couple weeks; we’ll let you know the week of the 5th.” Or maybe you’re not doing tryouts, you say “hey anyone’s welcome” – but if you say that, don’t call them up after and say “sorry they didn’t like you, you’re not coming back.” Or “come join us for this campaign, but for later campaigns it’s up to that GM to invite you…” Set clear expectations with them.

They should be on time, show normal “guest in someone’s house” graces, etc. Let them know about expected custom – if you’re a bunch of slacker pigs they probably should know that; if you expect no cursing, shoes off at the door, not a minute late, and bring pizza money they should know that.

Practice With Them Before Playing With Them

A lot of it is more about personality/group fit than anything RPG specific, so even a board game night will show if they get along with people or not.

As for trying out in game, I think it’s done better in a one shot than as a guest shot in an ongoing campaign – if the campaign is too in depth then they’re lost. In my current gaming group, my first session was the climactic session of their entire several year long previous campaign; the GM handed me a hundred page sheaf of docs on world background – quite offputting and hard to do well. Or at the start of a new campaign. If it’s in the middle it’s somewhat inevitable that they play a NPC for the first time – it’s understood this is a tryout, and it’s disruptive to introduce a new PC that might not be there next time (unless it’s a casual or high death game).

Make sure and think about saying the meta-stuff you don’t always say at a game. Expectations about attendance (e.g. it’s expected you call if you can’t come), kinds of preparation expected, gaming style (e.g. we adhere to the book rules without exception), and that.

Play the Game!

Everyone should relax and have fun!  It was all our first time once (usually more than once).  Everyone should try their best and go in with the attitude that it’ll work out and that the new player will add a new dimension to the game.

In one long term game I ran, a player brought in a woman from work who was interested in playing.  She had never gamed before, and you certainly would not peg her as “the type” – hot high maintenance career type with a yippy dog and disposable boyfriends, likes to go out drinking, etc.  But she turned out to be a great player and in fact was a large apart of what transformed that campaign into an unforgettable experience.

So think about tryouts and how you want to do them – and if you have been doing them, have they been a fair experience, or should you make them more like a sports team tryout, where everyone understands the format and results?

Geek Related Hits 500 Posts!

I just noticed that my “RPGs as Sports” post is my five hundredth article on this blog.  Geek Related’s been around two and a half years now and is past 240,000 views!  That’s a lot of gaming goodness.

The biggest draws – my D&D 4e criticisms, our campaign session summaries (especially Rise of the Runelords and Curse of the Crimson Throne), and my exposes on miscreants such as Jim Shipman of Outlaw Games and Catalyst Games.

For the future – I want to concentrate more on adding game-usable content for Pathfinder and other RPGs, and do more RPG product reviews.  A couple third party Pathfinder companies have flagged me down recently and wanted me to review their works; I always enjoyed that but haven’t done much of it recently.

So stay tuned!  And feel free and tell me what you’d like to see more of around here…

RPGs as Sports: League vs Pickup Games

Many pages have been written about the woes of RPG attendance.  Some people attend without fail, and others are super flaky and don’t show up without notice.

Gaming groups occasionally try to make self-conscious “social contracts” but usually conflicts over this are just a passive-aggressive fun fest.  RPG groups seem to have difficult times setting boundaries.  “But they’re just here for fun…  Who are we to tell them they have to show up?”  However, this causes problems for GMs, who are often trying to plan intricate plots around the players, and for players that want to invest more in the game.

Well, sports have that problem too.  And they have developed concepts to help formalize it.  Consider classifying your games as one of the following:

Pickup Game: Where people just want to play some ball and make it happen with whoever’s willing.  Casual games, for fun.  Anyone is welcome, attendance is not mandatory week to week.  If only a couple folks are there, then we’ll find something else to do.  It would be polite to tell folks if you’re not coming, so they don’t wait on you, but if you can’t come it’s no big deal.  This also signals the GM – they need to run one shots, or plan campaigns that accommodate lots of in and out.  If you don’t show up too much, then don’t be surprised if you show up and there’s no game or they moved it without telling you.

League Play: You have committed to a team of the rec league/intramural variety.  You recognize that there’s a team that needs a certain number of people to make.  Maybe you’re a regular or maybe you miss from time to time, but this signals a certain level of expected commitment. Like with a bowling team – if you don’t show up at least half the time, they are probably going to say “Hey man, we need to fill that seat with someone who’ll be here more regularly.”  RSVPing is mandatory.  This works well for the middle of the road kind of campaign – sometimes intense, sometimes light, it’s best if everyone’s there but there’s enough slack that the GM can work through  you being out.

Semi-Pro/Pro: Your happy ass is going to be there unless you’re injured, and even then you should be there on the sidelines to support your team.  Absences should be rare and well excused.  This helps support very serious or complex games, and the GM can “count on” players being there when crafting encounters/plots.  There’s no need to RSVP because if you don’t show up and no one gets a call, they’re going to call the cops and hospitals on the assumption there’s something very badly wrong.

Consider that, by discussing and declaring if a campaign will be pickup, league, or pro, you set excellent expectations among the players and with the GM.

I ran a Pro campaign once.  I said, “I want to run a deep in character campaign with a complex plot.  You have to commit to regular attendance.  More than one absence in a month means you get written out, period.”  I had five busy professionals play in that campaign, and it ran for five years.  We only had one person turn over and that’s because they moved out of town.  I ran a pickup game another night for the gamers in our circle who couldn’t or didn’t want to do that.

My current gaming group is League play.  Sometimes people can’t show up and that’s OK, but if someone really can’t show up time and time again then they need to bow out.

Sometimes, you don’t have enough people willing to commit to a higher commitment for a team to “make”.  And it’s important to know that up front – running a game that is pretending to be League but is really Pickup just ends up disappointing everyone.  Players that do show up regularly get disappointed that it’s “board game night again” because only two people showed.  The GM looks at their politics-heavy plot that’s not working out and sigh regretfully.  The local city league soccer teams have some teams that pretend they can make, but then just crumble and make everyone unhappy because they don’t really have enough regulars (and if you think playing a man down in a RPG is a hassle, play a soccer game a man down, you’ll be feeling that in the morning).  If you can’t get a team to make, just play pickup.

Using this terminology can help you all be honest with each other about your desires and what the group is going to do, and helps set expectations – “Oh, I should treat this like I treat my company’s softball team!  I guess I won’t just not show up and not tell anyone.”

RPGs – An Art? A Game? No, a Sport

I was reading and discussing various gaming related topics with people lately, like “how do you set attendance expectations” and “is it everyone’s responsibility to make sure everyone has fun,” and I kept thinking “Hmm, I’ve heard solutions to these problems before…  Oh, that’s right, from sports.”  And then it came to me; the closest analogy to how a RPG game functions is a sporting event, and the gaming group resembles nothing more than a sports team.  And that realization opens up a lot of extremely time-tested best practices for us to use.

For those of you who only dimly remember sports from enforced gym classes back in high school, let me explain.  RPGs are very dissimilar to board games, card games, and other pastimes of that sort because they require a “team” to play.  Just like a baseball or basketball team, you have a small group of people, who have somewhat specialized roles (instead of “center” we have a “fighter”) that have to work together to achieve victory.  Some computer games have gotten to this point, where within them you have leagues and ladders and whatnot. You have some competitive board game etc, leagues but those are mostly individual. And there are other relevant groups we could pattern our dynamics after, like an acting troupe – but I figured “being flaky and having sex with each other a lot” isn’t the direction I wanted to go with this.

I think refactoring the way we think about our gaming groups as a sports team adds a lot of healthy insight and clarifies a lot of the group-dynamics problems we tend to have. The human race has put huge money and effort into team sports and a lot of wisdom has emerged from that.  To a degree we have trouble figuring out how to conduct ourselves and our gaming groups because it’s such a fringe, uncommon thing, we’re not sure what to model after. There’s a lot of default expected behavior relative to sports teams (that translate across teams and even across sports) and it would be nice to have more of that in gaming.

I’m going to post separately about various aspects of this, but here’s a teaser list of topics where sports brings some good knowledge to our gaming.

  • Game Attendance – pickup game or league play?
  • Gaming Sportsmanship – being a good winner and loser and showing consideration to others
  • Players as Teammates
  • Player Behavior – show hustle, shut the hell up when the coach is talking, etc.
  • The GM as Coach – the GM’s other responsibilities
  • You’re Off The Team – why, when and how do you disinvite a player?

So meditate upon this truth.  What if my gaming group was, say, a city league soccer team?  What would we be doing differently?  Share insights here, I might pick them up for an article down the road.

Open Design Freeport Adventures for Pathfinder!

Awesome news courtesy of Game Knight Reviews – Open Design is doing a patron project for Pathfinder called “Dark Deeds in Freeport,” set of course in Green Ronin’s famous pirate city of Freeport.  The Open Design site says:

“Using the Freeport Companion: Pathfinder Roleplaying Game Edition as a resource, patrons of Dark Deeds in Freeport will work with Wolfgang Baur, Chris Pramas, and lead designer Michael Furlanetto to create six adventures that blend swashbuckling adventure with supernatural horror in the Freeport tradition.”

You can pay to be a patron here!  As I’m running a long term pirate Pathfinder campaign using a lot of the Freeport material, this is like the perfect product for me.  Usually I don’t believe in paying up front with the patronage model – I’ll buy it after it’s finished and I see reviews.  But this actually makes me want to participate in the process, so I’m signing up!

The New Gamma World

OK, we all know I’m a 4e hater so just take this in that spirit.  I was prepared to not buy but not hate on the new Gamma World.  But I saw it being played in a game store today and noticed that they sell card “booster packs,” randomized and with “rares” just like Magic cards or whatnot, to players.

A stack of cards for random effects comes in the game box.  But if you buy your own, you can construct your own “player deck” of mutation powers from them.  Now, this is brilliant from a revenue stream point of view.  They have always made great bank from CCGs and this means you can convert RPGs into that kind of a stream.  But something in me balks at “players that spend the most money do better.”  Maybe I’m just being old and grumpy. But I don’t like it in computer games either, the new “micropayments” where you can pay RL cash for better weapons or whatnot.  Of course, I think the South Korean economy pretty much runs on that now, maybe it’s the wave of the future.

I didn’t actually like the old Gamma World – I played it once with Jim Ward GMing, no less, and its goofy and pointlessly random nature really put me off (I don’t mind that per se, I like Paranoia, for example, but there seemed to be a disjoint between the tone and the results).  So it’s not like this is ruining memories from my youth or whatnot.  I don’t know, I put my couple thousand dollars into Magic and then I swore it off, so maybe that’s the problem.  Am I just being a grumpy grognard?  Or what?

RPG Stack Exchange Getting Close To Graduation

If you haven’t been following along, the excellent programmer Q&A site, Stack Overflow, has expanded its model to other sites covering specific topics.  One such site that got enough support to be approved and put into public beta is one for RPGs, RPG Stack Exchange!  It’s getting close to the end of the beta, so now’s the time to get in there and earn some rep before the full launch.

What makes RPG Stack Exchange unique?  Well, the Stack Exchange concept arose from Joel Spolsky noticing that forums about coding were all total crap.  You couldn’t post a question and get a constructive answer, instead you were met with a flood of “you shouldn’t be using that language,” “your approach is all wrong,” “you are evil to work on a program for a company/the government/Linus Torvalds,” “you suck and are obviously a retard for asking that question,” “would you like to buy my product that solves that for  you…”  Anyone who has spent much time on RPG forums sees this same thing.  Here, go look at the newest posts in the RPG forums on ENworld, RPG.net, even Paizo.com.  90% of the posts are complete and utter wastes of electronic space, people chortling or dissing each other.  They are good if you want to discuss, hobnob, share in-jokes with the other forum regulars, etc.

But what if you actually PLAY roleplaying games, and want to spend more time on that than forum trolling?  Well, the Stack Exchange format comes to the rescue.  It’s not for “discussion,” it is for “questions” and “answers.”  The questions can be about boring specific rules, GM techniques, worldbuilding, game style…  Then other members give you expert answers.  The community votes up and down answers and can group-flag off topic and/or unhelpful stuff which get deleted.  So you’re left with a constructive question and a list of answers stack ranked by the community in order of helpfulness.  It’s less a discussion forum with temporary “threads” and more a long term knowledge base maintained by the community – sorta like Wikipedia but instead of edit warring over the right answer, it’s always put to a vote.

You gain rep (reputation) from good questions and answers, and as you gain rep and become a trusted member of the community, you gain the rights to vote, to vote to close, to constructively edit questions, all the way up to becoming a moderator yourself.

Some people don’t like the idea that someone else can edit their question.  But it’s not really a problem in practice.  Typos, errors, and incoherent statements disappear.  Only users with enough rep can edit.  You can always change it back if you disagree, and there are mods that prevent edit warring – “If there’s a conflict, the original poster is always right” is my motto, and I’m one of the mods.

Now that I’ve been using it, I am using forums less and less – when I’m on them I become keenly aware of how much of my time they are wasting with their ineffective format.  I actually play and GM, so I want real issues of mine addressed and can offer real expertise and not benchwarmer opinions to people with questions of their own.

So come join us at RPG Stack Exchange!  Start with answering questions and get that rep up for when we come out of beta!  Of course there’s a lot of D&D coverage there (4.0, 3.5, Pathfinder, and OSR all represented) but also other games like Shadowrun and WH40k, and even a good amount of discussion of small games like GUMSHOE, Dread, and Dogs in the Vineyard.  Actually learn more (or teach more) about the games we love – leave the lengthy genitalia size comparison exercises behind on those forums!

Big PDF RPG Bundle for Charity

Many of us cleaned up when we gave to Haiti relief and got a bundle with so many PDF products from RPGNow that they still largely sit uncategorized on our hard drives.  Well, they’re doing it again, this time to benefit Doctors Without Borders.  $25 gets you $700 in product, including ICONS, Starblazer Adventures, Spycraft 2.0, Exalted 2e, Dragon Warriors, Don’t Rest Your Head, Hot War, Fear Itself…  Check it out!  Get some of the hot new games and help someone out at the same time.

My Pirate Campaign Turns One Year Old!

It’s the one year anniversary of my Pathfinder campaign, Reavers on the Seas of  Fate.  Let’s take a look back and see how it’s gone!

We have every session written up in multipage glory if you want to read the blow-by-blow.  I hope some of the folks who wrote some of the adventures I used – Second Darkness, the Freeport trilogy, loads of the Bleeding Edge (Green Ronin), Wicked Fantasy Factory (Goodman Games), and Penumbra (Atlas Games) modules – do, and see how they come out in play!

The short form is that our brave would-be pirates have:

  • Lived through an encounter with a ghost ship
  • Avoided being slain by the Chelaxian Navy (several times)
  • Gone to Riddleport and got in with Saul Vancaskerkin, a minor crime lord, and help run the inn and gambling hall the Gold Goblin
  • Run afoul of other factions in Riddleport – pretty much all of them
  • Uncovered a hidden temple of serpent men and eventually rooted it out
  • Nearly gotten assassinated (several times)
  • Gone to join a pirate crew to infiltrate and assault a Chelish manor inhabited by a creepy degenerate family
  • Been framed for the assassination of a crime lord and weather an attack on the Gold Goblin
  • Been blackballed by the crime lords of Riddleport, to some degree at the behest of Elias Tammerhawk, leader of the Cyphermages, and have to go on the lam
  • Gone to the ancient ruins of Viperwall and endure loads of voodoo to get some idol that Serpent’s Cyphermage girlfriend says will prevent some kind of evil ritual involving the Riddleport Light
  • Fought a Hellknight
  • Gone to help Jaren the Jinx, son of the infamous pirate Black Dog, grow his arm back, over the bodies of Shark God cultists and druid witchy women with mutant hulks in tow
  • Fought Black Dog’s ghost, during which Tommy accepted his geas to fight the chosen of the Shark God, and looted his pirate treasure
  • Broken into the Riddleport Light during a storm and massive supernatural outbreak, and fought their way to the top

The characters are fourth level.  That’s about right for a year of play.  I ran a five year campaign once that topped out at around level nine.  If you want to powerlevel, play WoW.  I like a more realistic progression, and to me D&D is the most fun in the levels 1-10 range.  Outside that it breaks down.  And in my experience, it is extremely, extremely seldom anyone goes past about level 14.  I’ve been in a lot of gaming groups over time and NONE of them have.  Class design that focuses on level 12+ and “epic level” stuff is all a waste to me.

Even though the characters are fourth level, and I’m also not hugely generous with the loot, they are master killers.  That’s what really “settling in to your level” gets you.  All the players know how to make the best use of what they have, and also understand that fights aren’t always level appropriate.  Any fight can be a fight for your life, so even at level four these boys are in it to win it.  I have to make bosses 8th level now to stand a chance.  Heck, they took down a level 12 ghost last session. I think the fights against the really powerful serpentfolk early in the campaign, while scary because the party felt so overmatched, really helped orient expectations well and their routine tactics are well done.

The art Paul did for the characters has really helped bring them to life (we use paper standup minis with the art on them, too).  And everyone has really embraced the scheming life of a Riddleportian, and all have their own cool agendas going on.  I’ve tried to help stress the ethnic origin of each of them, too, to keep them nice and distinct – Sindawe being Mwangi (African) and Serpent being Ulfen (Viking) are the easiest, though I need to do more with Serpent’s.  Tommy as a halfling, which are seen as a slave race in Cheliax, has worked out well.  Wogan is Chelaxian but doesn’t really play up that part of his life, he’s more about god and guns, which is also fun.

We’ve had our rough spots.  We lost Ox when Bruce moved out of town, which was sad.  We also had a time where Chris (Sindawe) was very frustrated with the game, but we talked through that.  I try to run a lot more realistic/organic game, and a lot of adventure paths as written kinda have the obvious “clue bar” you press to dispense clues, and so he thought that he/the party was doing something wrong when they were banging on the clue bar (and/or a hapless captive) and the answers weren’t falling out.  But since we’ve aligned expectations he’s been enthusiastic.

And the NPCs have been colorful.  They often have 1-3 NPCs with the party, which is a challenge for me from the time-share point of view but is gratifying in that they see other people in the game world as somewhat “real” and helpful, people you can actually make friendships with or fall in love with, not “dialog tree” soulless automatons out of a computer game.

The Pathfinder rules have served us well.  I could deal with them being a little less complicated – maybe take a half step back towards 2e from 3e – but no bad balance problems.  Note that they don’t have a wizard, except for Serpent’s girlfriend Samaritha.  Serpent is powerful and his snake Saluthra is super powerful, but he’s a good sport about me enforcing the whole animal intelligence thing on Saluthra; it doesn’t just wade into combat and fight like it’s a PC.  When Serpent specifically sics her on someone, she’ll grab them and squeeze them to death; then sometimes it’s hard to coax her off that victim and on to another. Sindawe is impossible to hit with his super-AC, but tends to flurry misses (monk disease).  Tommy doesn’t do much damage at all, unless he is sneak attacking, but that’s fine.  Wogan casts/heals and uses his guns; he needs another feat or so to get good enough at the guns to be hitting reliably though.  He doesn’t channel as much as one would think.  Samaritha sometimes does clever things when that’s needed, otherwise she belongs to the “magic missile it until it stops moving” school of thought, which is quite effective on the balance really.

I have set the expectation that my rulings on specific situations trump “what the rulebook says,” and everyone’s not always enthusiastic about it, but I think it is an important driver to the overall feel of the game.  I value realistic response over rules and organic over predictable.

And it’s so easy to run 3e and 3.5e adventures with little to no conversion.  Rules wonks can be such bitches on forums and whatnot.  Treat 3.5e adventures as 1 CR lower and 3e as 2 CRs lower and you’re done; I’ve done it with like ten modules successfully now.  I sometimes convert big bosses but mainly that’s because I want to use some specific new cool thing from the Pathfinder rules.

I’ve also used the opportunity to make some new rules.  Chases, mass combat, naval combat, gunpowder weapons, Infamy points…  I’ve been happy with them.

You’ll notice there’s a lot of sex and violence in the Reavers’ lives.  We all watch R-rated movies and so our game is R-rated.  I am somewhat concerned by people who are all about Human Centipede but then demand their D&D to be squeaky clean – that seems a bit mental to me.  I’m striving to have Reavers qualify to be the next big HBO series!  I actually take a lot of inspiration from the TV show Sons of Anarchy for the campaign.

Next session, we will complete the first big plot arc, and along with it the first chapter of Second Darkness (Shadow in the Sky) and the Freeport Trilogy.  I have some places I can go from there but I want to cue off the players’ interests.   I can head them into the new Serpent’s Skull adventure path, Razor Coast (if Nick Logue ever gets his crap together and gets it to the printer), more Freeport stuff…

I hope you’ve enjoyed reading along.  Feel free and chip in below with questions, comments, etc.  If you’re one of my players, I hope you’ve been enjoying playing as much as I’ve enjoyed running!  You should also feel free to share your likes and/or dislikes about the campaign below.

Outlaw Games Resurfaces To Rip You Off

Jim Shipman, criminal proprietor of Outlaw Games, has come back again to defraud you and everyone who ever knew you.

As you may know, Shippy has now had his company’s Tunnels & Trolls products removed from Lulu, Amazon and several other outlets in the wake of his art theft, ebay fraud, wikipedia vandalism, and impersonating others. He did take the Outlaw Press website down for a time, but he has recently put it back up and is continuing to sell all the same products with the same stolen art. He appears to currently be in the process of contacting all of his old customers to inform them that he’s back in business. He even states that he intends to publish new Tunnels & Trolls products.

The Outlaw Press website can be found at its original home on the Angelfire servers (http://outlawpress.angelfire.com/index.html), however, he has also has a new home for the site here: http://outlawpress.org/.  Amusingly, he has attempted to disguise the host of the website. A notice at the bottom of his opening page states that the site is hosted in Zurich, Switzerland, and he even provides an e-mail address for the web host. However, a quick DNS lookup reveals that the site is actually hosted by Yahoo. Nice try!

You will notice that Shipman is still insisting on stating that he sells “Official Tunnels & Trolls Products”. Both Rick Loomis of Flying Buffalo and T&T creator Ken St Andre have categorically said that he no longer has permission to produce T&T material.

So as a bonus to Jimmy boy, here’s yet another compiled PDF comparing the art in his products to the original pieces from the artists – all of who say he doesn’t have permission, and certainly never paid him for, their art.

Outlaw Press Covers Comparison Part 2

and for those of you who forget easily, here’s Part 1 again.

Here’s the complete list of artists and writers who have confirmed that their material was stolen or used without permission by Shipman:

Artists

  • Al Rio
  • Alan Lathwell
  • Alejandro Gutierrez
  • Allen Palmer
  • Andrew Smith
  • Astrid Castle
  • Bera Karoly
  • Bill Corbett
  • Carolina Eade
  • Chad Sergesketter
  • Chris Quilliams
  • Claire Salvatori
  • Dagmar Jung
  • Dan Mills
  • Daniel Falck
  • Daniel Horne
  • Daniel Hughes
  • Darrenn E. Canton
  • David Arthur Woodward
  • David Lightfoot
  • Ernest Hogan
  • Esko Tolvanen
  • Fredrik Rahmqvist
  • Goran Josic
  • Henning Janssen
  • Isabelle Davis
  • J. P. Targete
  • Jan Patrik Krasny
  • Jason Debit
  • Jeff Lee Johnson
  • Jhoneil Centeno
  • Johann Valentin Andree
  • John Shannon
  • Jon Hodgson
  • Ken Jeremiassen
  • Kent Burles
  • Kory K
  • Liz Danforth
  • M.E. Volmar
  • Martin McKenna
  • Martin McKeown
  • Mats Minnhagen
  • Matthew Kukosky
  • Mauricio Herrera
  • Michael Bielaczyc
  • Michael Ivan
  • Nicolai Gortz
  • Norbert Vakulya
  • Pål Lövendahl
  • Per Eriksson
  • Philippe Xavier
  • Rags Morales
  • Rick Sardinha
  • Selina Fenech
  • Simon Dominic
  • Simon Lee Tranter
  • Storn A. Cook
  • Sven Dännart
  • Sylvain Despretz
  • Terry Ernest
  • Thom Scott
  • Tibor Szendrei
  • Ursula Vernon
  • Zoltan Boros
  • Gabor Szikszai

Writers

  • Andy R. Holmes
  • Chris Conboy
  • Garen Ewing
  • Gianmatteo Tonci
  • Ken St Andre
  • Oliver Legrand
  • Tom K. Loney
  • Tori Bergquist

So everywhere you see this guy spring up – try to crush him and prevent him from profiting from his criminal activity.

 

Reexamining the Dungeon?

There’s an interesting post from Robert Schwalb about the rut 4e adventure design has gotten itself into.  The comments are pretty interesting, too.

I hated the ‘delve’ format when it came out for 3.5e.  I read one adventure using it, said “WTF,” and just ran out of Dungeon after that.   And now I realize why!  System matters, and format and presentation matter.  These things encourage specific behaviors, and Rob seems to somewhat understand this – hence his post in the first place, he sees that the stultifying encounter description format is in practice encouraging frighteningly homogeneous slogs of encounters; it even influences larger dungeon design and cuts out page count and time for other secondary concerns like “story.”

But then of course Rob gets all offended at Landon saying in the comments that 4e’s mechanized approach has sacrificed organic feel and story at the altar of artificiality and predictability.  Rob says “Well but there was wealth by level, and CRs, in 3e!”  Yes, but (almost) no one used those as more than a suggestion. Formalizing that into “treasure parcels” and “XP budgets” is another huge step – rather than just having a guideline to help you understand “how much is this encounter likely to kick your PC’s asses” or “about how much loot will adventures and whatnot assume the PCs have” it is a lot different than having a mandatory prescription for it.  And 4e in general is much more hostile to “just throw that rule out if you don’t like it” – you can say you can do that, but the book certainly doesn’t encourage it, and a tightly interlocking set of rules like that makes it difficult.  When you read 4e, it clearly implies “You will do it this way.”  Sure, apparently in later 4e books there are “alternate options” that are less rigid, but the game has set the general tone already.  Just the statement that you need a supplement to give you an option for randomized treasure to replace the treasure parcel rule is fundamentally demented and indicative of the obsessive-compulsive lawyer mindset that 4e has become.  In previous editions, whether there was a rule for it in a book or not, there was more of an understanding that “these are suggestions, use them if it makes your life easier as a DM.”  They’ve done away with that, and now they get all surprised when story content shrinks and combat is seen as mandatory.  You reap what you sow.  If you present your game as a set of law books, then everyone starts acting like lawyers.  Designers in most fields understand this.

I’m sure it’s not their intention for that to happen – but it’s the natural conclusion of how 4e is framed.  There’s some bad natural conclusions to how 3e is framed too.  But for me – I play for the story, for the inter-character interaction, for the immersion – and so I see that 4e is a hostile environment to that.  4e lovers will pop out of the woodwork and say “NO IT’S NOT I ROLEPLAY IN IT” but you have a lot of articles like this by actual 4e designers that recognize this is happening and are even starting to understand the reasons.  You “can” create a story in 4e, but its nature is slowly discouraging that in players, play groups, adventure writers, and eventually that vicious circle spreads like a cancer through the hobby.  If I was more into the combat part of D&D, and the new version downplayed combat and had sloppy rules for it and was presented in a fashion that would encourage less and less combat encounters over time, I’d be similarly upset.

When I design a location/adventure encounter, do you know what I put in it?

Whatever the fuck I want to.

See, isn’t that easy?

It makes me sad that these otherwise talented adventure writers are trying so hard to innovate within the bizarre restricted environment that the tactical encounter format dictates.  “Maybe if we reorganize each tightly budgeted room as sectors…”  No one is putting the restriction on you but yourselves!  Rise up and cast off your chains!