Category Archives: talk

Ding, Dong, Gleemax is Dead!

Everyone with any discernment at all knew that the WotC social networking initiative, Gleemax, sucked.  (Witness my “The Failure of Gleemax” post from a month ago.)

Well, Wizards has finally decided the same thing and is pulling the plug.  Go read “Gleemax is Dead,” courtesy of ENWorld.  It’s certainly admirable to accept that their hideously skinned abomination was both difficult to use and in the end, pointless – real gamers blog on WordPress after all (heh!) – and to try to focus on D&D Insider, which so far is exactly 0% of what they had promised.

Unfortunately there’s no guarantee that’s going to work – so far TSR/WotC has managed to screw up every digital thing they’ve touched.  The 3e character generator that came with the original PHB?  Remember that?  It was an awesome start, that then went nowhere.  Well, not nowhere exactly, more through a torturous hell of broken promises and ruined companies, but whatever.  It’s certainly a sad thing to have killed off Dragon and Dungeon for.  “I piss upon your proven revenue stream,” they say!  “We’d rather have 100% of the revenue from the limited crap we can pull off than a big cut of a much larger pie!”  Well, at least they’ve realized colossal mistake #1.  How long will it take for the rest?  Hopefully not till the brand has been sullied beyond repair.

Aces & Eights!

My copy of the Origins-award-winning Wild West game “Aces & Eights: Shattered Frontier,” from Kenzer & Co., finally came in! First impressions – man, it’s heavy! Faux leather cover, hardback, 400 glossy thick pages. It’s like a volume of the encyclopedia! (I got a great deal on it from USA Comic Books online, $42 with shipping – list price is $60!)

It seems very cool so far. As a “Deadwood” fan it’s nice to see a straight Western game (no supernatural or any of that). I’m dubious about the point of the ‘alternate history’ where the Confederates and Federals got into a stalemate though… Seems gratuitous and largely irrelevant to the play of the game. It has loads of info on Western campaign activities – town life, prospecting, cattle drives, juries, and more. This is awesome; to really make a Western game takes more than just some combat rules.

I have a soft spot for random character generation. In A&8, chargen is an odd mix of random, random but you can spend points to reroll, choose but it costs more, and choose. I’ll walk through the chargen and show you how quickly a fully fleshed out Western character appears!

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Award Season

Apparently the time has come for all the annual RPG awards. I like these because they turn me on to games that may be good that I haven’t heard of before. Especially this year, I’m surprised about all the games I’ve never heard of. The majority don’t have a single rpg.net review.

First, we have the 34th annual Origins Awards, already presented. I already posted on these; my biggest takeaways were that Aces & Eights and Codex Arcanis got the big wins and I had heard of neither one. My copy of Aces & Eights is in the mail, though! This got me interested and when Kenzer & Co. decided to exert their legal rights by putting out a 4e supplement without signing the hideous GSL, I was sold.

Next, we have the ENnies, which have the nominees set. I really liked RPGpundit’s line by line analysis of the nominees, it’s hilarious and I agree with a lot of it especially the categories I don’t care about. “Best Regalia” my ass. Although I think he’s too rough on some of the nominees – Alpha Omega certainly looks beautiful and cool from its PDF preview, and Aces & Eights seems fun too. Voting starts July 21!

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Green Ronin Says “No” To The GSL

Well, another major company has said “no thanks” to Wizard of the Coast’s new D&D 4th Edition game system license. Green Ronin won’t be signing on – see their site post on the topic here. They sum up the main issue well –

“We had hoped to include 4E support in our plans, but the terms of the GSL are too one-sided as they stand. We certainly do not blame Wizards of the Coast for wanting to defend their intellectual property and take more control over the type of support products D&D receives. We do not, however, feel that this license treats third party publishers as valued partners.”

Unfortunately, no GSL for them means no 4e. I don’t really care since I don’t like 4e and don’t plan to play it, but hopefully in Kenzer gets some legal precedent down this won’t be the choice everyone has to make.

This truly is Wizards cutting off their nose to spite their face. When I was helping launch 3rd Edition at is premiere at Gen Con 2000, I bought a copy of Death in Freeport, the first scenario available for 3e, and it was by Green Ronin. Freeport later grew into a huge game line for them; this initial adventure got our gaming group in Memphis fired up on Freeport and 3e in general. Freeport and 3e went together like chocolate and peanut butter for us; we’d play other stuff – all the scenarios from Wizards and the other third parties that cranked into full steam with the debut of the OGL – but our characters would always come back to Freeport. Exciting times. Which apparently Wizards doesn’t want to relive.

There is no doubt that Green Ronin contributed heavily to the 3e launch and its high quality products contributed to the overall health of 3e gameplay. Slavish devotees of Wizards, no matter what their practices, will claim that can’t be *proved.* And no it can’t; economic causality is impossible to prove even if the indistry involved didn’t hide sales numbers like they were state secrets. But I lived it, with my gaming groups and with all the Living Greyhawk groups I interacted with. Wizards, you want a bigger slice of the pie, but you’re shrinking the pie to get it, and that’s idiotic. Wake up.

The Revolution Begins

The entire gaming industry was underwhelmed by the new D&D Fourth Edition Game System License (GSL), which is restrictive and frankly dangerous to the licensee, not to mention being a very disappointing step back from the open licensing push of the previous edition.

Paizo Publishing has already forked D&D in response, saying “poo on 4e” and going ahead with the 3.5e system, turning it into their new Pathfinder RPG. But now there’s a more meaningful strike back at Wizards’ ill-considered and backwards business practices – Kenzer & Co. is putting out a book for 4e (Kingdoms of Kalamar) without using the GSL at all. (Thanks to Lamentations of the Flame Princess for the news!)

A quick primer on intellectual property issues. There’s copyright and trademark concerns, but courts have held consistently that any kind of game rules – from baseball to Monopoly – may not be restricted via IP. This should mean that as long as you avoid direct text plagarism (copyright) and trade dress (trademark, though this gets harder as companies abuse the trademark laws to “own” simple words and concepts) you can make compatible programs just fine – this is how companies have made third party games and addons for game consoles, etc. (Though as you can see from history, some consoles have succeeded on blocking this more effectively than others.) (If you need more of a primer on the game industry’s licensing history, the OGL, GSL, etc. see my old post Open Gaming for Dummies.)

Unfortunately Hasbro (Wizards of the Coast’s corporate masters) has been aggressive in suing anyone who touches any of their properties, whether the use is legal or not – two good examples are the recent Scrabulous suit, and the RADGames Monopoly suit. And even before Hasbro was in the picture, TSR and then Wizards had a history of being litigious; TSR suing Mayfair for publishing AD&D 1e adventures is one example, as is the infamous Magic “tapping” lawsuit.

Note that Hasbro lost the RADGames suit and that company happily puts out award-winning add-on games for Monopoly, even saying “Monopoly” and terms like “Community Chest” which are trademarked! And the old Mayfair suit wasn’t decided on IP grounds but because Mayfair had entered into a specific contractual agreement with WotC that said they couldn’t do that. This is the reason gaming companies shouldn’t uptake the GSL – it is actually more restrictive than what your normal legal rights grant you, and by signing up you are giving up rights basically for a piece of paper saying “Wizards won’t sue us.”

In my opinion, this is pure extortion. But it’s effective. Most roleplaying game companies are small one or two person shops or just part-time gigs. Even a groundless suit from Hasbro would take more money than one of these entities has just to show up in court (in whatever shopped venue Hasbro chooses, most likely one of the infamous IP venues like the Eastern District of Texas) to contest it. So whenever this discussion came up in the recent GSL flap, there was a general air of fatalism and people saying snidely “why don’t you rest your own livelihood on some legal theory!?!” Because admittedly, figuring out the complex legal mess of trademark vs copyright vs rules vs contracts is a bit much for most freelance writer types, and there’s a huge risk of getting sued whether or not you do it right.

Well, it turns out that David Kenzer of Kenzer & Co, a major third party RPG publisher, creator of the Knights of the Dinner Table comic, the Hackmaster RPG, and the Kingdoms of Kalamar setting, is an IP lawyer “in real life.” So in defiance of the GSL and their “no 4e products may be sold until after Gen Con” rule, his company has put together the first third party D&D 4e supplement and is selling it at Gen Con. Apparently he’s confident in his ability to “do it right” and to thwart any ill-considered legal action from Wizards/Hasbro.

And I don’t think this is a bad bet. RADGames was two guys in a basement and they won. People like to say “Oh, the US legal system is about who can throw the most money at it” but in reality, the law wins out pretty reliably.

So I want to say “Yay!” to Kenzer & Company. By pretty much volunteering to be the test case for this they’re going to lead the entire hobby games industry into realizing their legal rights and not living in FUD of Wizards and their “licensing” any more.

Cattlepunk! And Origins!

My favorite Knights of the Dinner Table comics were always the ones where they played their fictional Wild West game, Cattlepunk. Here’s an example. Well, it looks like I may be able to do the same soon, because I was just looking at the Origins awards from this year and the RPG winner was Aces & Eights, a “straight” western game (in other words no supernatural elements) from KenzerCo!

Note to game companies. The first guys that combined supernatural horror and the Wild West were cooking with gas. (Deadlands!) Doing it again (for about the twentieth time now) is not so cool. Quit it.

Here’s the nominees and winners from Origins for best RPG and best RPG supplement. What about the other categories – minis, board games, card games? Who cares, I don’t play any of that crap! Real men play RPGs! (Sadly, it sounds like board games are on the rise and RPGs are going out in the marketplace – companies like Atlas Games are pretty much only living on board/card game sales nowadays. Sad.)

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Horror In Gaming

In a recent Entertainment Weekly article, Stephen King talks about why Hollywood has trouble doing good horror and the low-budget horror movies always seem better – because horror is at its heart a personal experience, not a grand spectacle.  His comments may be relevant to those trying to put horror in their role-playing games as well.  I have an essay on my old site about horror in gaming, which also references other good works on the subject (Nightmares of Mine by I.C.E. was great…).  Enjoy, and think scary thoughts!

“But that’s not realistic!!!”

One of the tricky things about a fictional world like a RPG is that people want to believe in it, not have their suspension of disbelief or sense of verisimilitude broken.  As a result I’ve heard more than my share of “but that’s not reeeeeeealistic!” complaints about one thing or another.

But really, if you do much studying of history or of the world in general – reality’s pretty fucked up.  (See the previous post on spider-goats for more!)

Along those lines, here’s another Cracked article about seven people with real life superpowers.  The kind that if you try to take them as GURPS advantages your GM will call bullshit on.  From the more prosaic ones like super-strength to Daredevil-style echolocation.

The totally bizarre, totally irrational, and totally amazing are remarkably common in the real world.  So be careful what you label as “unrealistic” in a game world – there just may be some real world examples of exactly that.

Spider Goats

People make fun of the owlbear from D&D…  But is it really unrealistic? Check this out, scientists (the “mad” kind) have genetically altered goats with spider genes to make spider silk in their milk and haunt my nightmares. Here’s the Cracked article that reduced me to tears, laughter, and screamed obscenities, but it’s not really a joke – here’s the BBC science article on it.

Most of the “template” and “half-whatever” stuff in 3e was kinda lame. But given magic, and a wizard that wants to use it to crossbreed things – the sky’s the limit, as this shows!

Influences on my Game

I see that Trollsmyth has posted his response to the question on the blog “Lamentations of the Flame Princess” about literary influences on your gaming. So I thought I’d give it a shot as well.  I’m not going to limit it to books, but just list my main influences – book, movie, game, etc.

Early Influences

I actually started with science fiction gaming. As a youngster I read a huge amount of SF and fantasy, but mostly SF. It’s actually hard to break down those literary influences because I read so much – I read fast and could easily do a full novel in a day (especially on a summer day or weekend), and so read pretty much everything in the SF section of our local library – and it’s not a small library.  So in one sense it’s fair to say “1970s and 1980s scifi” in general.  I would say that the most important, however, was:

Books (SF): Isaac Asimov, specifically the Robot (you know, the Three Laws of Robotics) short stories and novels – I, Robot, The Caves of Steel, et al. These led me to take joy in stories that flow from the “rules of the world.” Most of the tension and cleverness in the Robot stories were directly from how the Three Laws were applied to specific situations. I think this may be where my strong simulationist streak comes from. To this day I think that a set of rules creating a realistic world usually aids, and very seldom detracts from, a story.

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Hey Finnish Gamers!

I’ve noticed that for some reason several RPG sites from Finland are frequently high in my referrers list. Hi guys! Usually that just makes me say “Man, the Internet is cool,” but now weirdly enough I have something for y’all specifically – Chris Pramas of Green Ronin is coming to Ropecon in Finland in August and is wondering what topics y’all would like to hear about! Go tell him, and let him know mxyzplk sent ya.

Paizo Hires Sean K. Reynolds

Woot! Paizo Publishing has another game designer fave joining them – Sean K. Reynolds! After Monte Cook joined the Pathfinder team recently too, that’s double good news. It’s tempered by Erik Mona deciding to semi-retire from RPG writing. I think Paizo and Green Ronin should join up now and wipe WotC off the f***ing map. Get Robin Laws in there too and it’s the whole list of my favorite game designers (Tweet’s clearly lost his soul to WotC, unfortunately.)