Tag Archives: RPGs

Player Empowerment or Player Entitlement?

I’ve been reading a couple things lately that all seem to center around one of the most fundamental changes in gaming, and especially in D&D (which drives most other gaming because of its stature in the industry, like it or not), over its nearly forty year lifespan.  And that is the reduction in the role of the gamemaster, placing more of that in the hands of the rules in an effort to give it to the players instead.

The first thing I read was Ari Marmell’s ENWorld blog post on how he doesn’t house rule anymore, and the forum thread it spawned.  I love the 3e line of D&D stuff and still play Pathfinder, but I’ve mused before on some of the ill effects the D&D Second to Third Edition transition caused.  A lot of the Old School Revival movement is less about those old crufty rules actually being better, but about bringing back “rulings vs. rules,” code for re-empowering the gamemaster at the table.  A lot of that power has been stuck into the rules.  (Side note, the indie game scene has tried to do the same thing by giving explicit narrative control to the players while still maintaining light rules.)

There’s also a Paizo forum thread about point buy for ability scores and ability score inflation.  It seems to be infected with a sense of player entitlement to have high stats, as high as they like, and especially the ability to craft your character down to the finest detail.  That was definitely rubbing me the wrong way in my new Pathfinder campaign – I tried to convince the players to roll for stats, but they were all, “Ewww no we want big point buy!  Randomness means we’re not all not super optimized!”

And then I read the interview Steve Kenson, Mutants & Masterminds designer, did with Comic Hero News.  Most of it’s about about the upcoming M&M 3e and the DC licensed game they’re putting out, but he also talks about a smaller game called Icon he worked on.  He says:

While it’s easy to understand the desire for a good, simple superhero RPG, compared to the significantly more complex games like Champions, GURPS, and Mutants & Masterminds, why did Kenson go for a random character creation system? “ I got inspired to work on it again when I was thinking a lot about the process of random character generation,” Kenson explained. “One of the things that I really liked about some of the old-school superhero RPGs like Villains & Vigilantes and the original Marvel Superheroes game was that random character creation system. While it tended to sometimes be kind of wacky, it would often times be very inspirational. And I liked the idea of a character creation process that was fun in itself… I had been talking with somebody about the Planetary profiles for the old Traveler game and how, like with all random generation systems, you get some weird corner cases and some seeming contradictions and things like that. Like with the Traveler thing, you would end up with a planet that had a really high population and no atmosphere, or something like that. And the way some people chose to view it was ‘Yeah, sometimes those oddities crop up,’ but it was also a really interesting creativity challenge to figure out how does this work? Let’s assume that this is in fact the case. How do we get there? And that was often the case for these superhero characters too. You’d end up with this weird combination of powers, and it’d be like ‘Really? Ok. How can I make this into a coherent character?’ And it was funny, because it really does force people to be creative, and often results in characters that they would never have created on their own if you just sat them down and said ‘Make up a superhero.’ The popular example that cropped up early in the discussion of Icons was Saguaro the Man-Cactus, who was an actual playtest character.”

Kenson went on to describe how the player took the rather random mixture of superstrength and some sort of damage aura, and developed the idea of a spiny humanoid cactus. “And he had a blast,” Kenson concluded.

That resounded with me.  I always liked crafting a character out of the stats I was given rather than vice versa.  Rolling stats right down the line was always fine with me.  I fondly remember a bard character of mine that I used all these cool tables in the 2e Bard’s Handbook to roll up random appearance and personality traits for.  Even though they were ‘random’, I came up with a more fully realized and realistic character than, I daresay, any of the others at the table.

It seems to me that the culture of player entitlement – of course you should be able to play whatever you want, with whatever stats you want, and do whatever you want – is certainly fine from the power fantasy point of view but nowhere near as satisfying from the game challenge, simulation, or horizon broadening aspects that are in my opinion good things I got out of playing early D&D.

Of course as a gamemaster it’s hard to militate for that because it seems like you just “want the power.”  Seems undemocratic, right?  Why isn’t everyone else’s vision as valid?

Well, because democracy in art – “art by committee” has always sucked, as has “art by the numbers.”  If you have a vision, take a turn running a game.  But when I’m GMing, and I say “X happens,” when someone says “Oh but that’s not what the RULES say” it immediately pisses me off.  The rules aren’t crafting this game for you; go play World of Warcraft if that’s what you want.

Trying to turn D&D into a commodity experience instead of allowing GMs (the ones who do 90% of the work, I’ll note) to craft it is one of the surest ways to eventually kill it.  D&D by the rules is “shitty World of Warcraft.”  D&D with a vision can be great.

This standardization is always cited as “the way to get more people into the game.”  And people complain about the bad GM experiences they’ve had over time, where the GM’s vision sucked and therefore their game sucked.  But there’s a reason millions more people played D&D back in the old days as opposed to the number that do today.  I know WotC hopes that standardization and mediocrity will bear the same dividends it has for McDonald’s and WalMart, but I say “screw that.”

Not to put the blame all at WotC’s feet; it’s not like Pathfinder is doing anything about that except “not becoming as bad as 4e,” which is a low bar to aim for.

I really don’t like the crufty old rules, but it’s the conceptual direction that is making the blogs I read more and more OSR-centric.

So what do you think?  Are you all about the new age of player empowerment?  Did your DM touch you in a bad way back in the day?  Or do you want to see less “the rules are right” and more “the game is right?”

State of Our Campaign – Reavers on the Seas of Fate

I am DM in our Reavers on the Seas of Fate campaign.  I’m running it basically like a Adventure Path for Pathfinder, set in Golarion, but am not using an established Paizo AP – instead constructing a campaign by mashing up their Second Darkness AP, Green Ronin’s Freeport Trilogy, Sinister Adventures’ Razor Coast (if it ever comes out), and other stuff into one piratey game of goodness!

Pirate campaigns are great fun.  I ran the Freeport Trilogy back when it first came out when D&D 3e launched, and it started a gaming group that’s still meeting (without me, as I moved from Memphis to Austin) to this day!

I’m having fun with this one.  I’m doing slow advancement; later D&D editions pretty much fall apart at the higher levels and a lot of the fun is when  you’re still low.  So despite playing for 9 months (long sessions every other Sunday), the PCs have just crested 4th level.

So far I’ve used:

Coming up soon are likely:

After that, who knows…  I have my eyes on other Paizo modules and maybe some other Green Ronin Freeport ones as well.  I like using the stats and environments from published stuff to save time, while working up my own plots and personalities to use them.  And I am freely mixing 3e, 3.5e, and Pathfinder adventures together without doing any meaningful conversion – you just use higher EL stuff from the earlier editions – 3.0e EL +2 and 3.5e EL +1 does it.  Plus I carefully craft the major NPCs, which is a lot easier now that I have Hero Labs.

Our fledgling pirate characters are all kinds of fun.  Sindawe, the Mwangi monk, is the clear party leader and is notable for snapping women’s necks.  Tommy Blacktoes, the halfling rogue, is dating the tiefling whore Lavender Lil and is known for his heavy hand with torture.  Wogan, the chaste cleric of Gozreh, loves shooting off his guns like Yosemite Sam. Serpent, the Ulfen druid with a huge pet snake, is semi-daring Samaritha Beldusk the cyperhmage, at least as much as his  psychopathic demeanor allows.  Ox, the ex-slave from Rahadoum, ran off at Selene’s behest to join the Andoren Grey Corsairs and is no longer with the party, though may show back up at any time.

And pirate (and other criminal organization) campaigns are easy.  It allows for group cohesion.  It allows players to feel like it’s OK to self-start and come up with schemes of their own.  And it’s easy to slot in other adventures because the characters are actively traveling and showing up all kinds of exotic places.

We had a rocky part earlier on, but currently everyone says they’re having fun and are happy for the campaign to forge forward into the future.  Arrrrr, mateys!

State Of Our Campaign – The Lighthouse

We just passed the 20-session mark for our “The LighthouseAlternity campaign.  Since we play it every other week for 5-6 hours, that’s a long time – nine months so far!  I thought I’d chip in on how it’s going!  (Other folks in the campaign, feel free and chime in in the comments…)

On the game system – Alternity’s pretty good really.  It hits a good midpoint in the realism vs action curve.  The use of different dice is confusing at first but any kind of gamer gets it down pretty soon.  (For those who don’t know, it’s a d20 base, roll low, and bonuses/penalties are really increasing die types – so a “-2 bonus” means “roll d20 and subtract a d6”.)  And the rich skill system is nice, there’s never “not a skill for that.”  Really, the main problems with it are:

1.  Too many overlapping skills sometimes, which causes stress when the GM isn’t liberal about which to allow.  Especially with technical stuff and social stuff, there are often about 4 skills you think you should be able to use and Alternity isn’t helpful in recommending a standard remedy for that like “use anything plausible, and give questionable edge cases a +1 penalty”.

2.  The mortal damage mechanic in conjunction with armor is wonky, often making a “pretty good shot” much better than a “superb shot”.  There’s three kinds of hits, which as they get better usually do a bunch of stun, a bunch of wounds, or a couple points of mortal – but armor soaks the same die of damage no matter what, so there’s a lot of “I got an Amazing success and deal out 4 mortal!” and it just gets soaked by the armor, whereas “I got an Ordinary success and do 12 stun” they soak the same 4 and then go unconscious from the other 8 and you can fillet them at your discretion.

3.  Suffers slightly from “D&D syndrome” where there’s too many stupid little sub-rules – I tend to ignore the weapon type vs range modifiers even when they’d benefit me because I hate fiddliness.

But for a pretty long out of print game, it stands up very well.  (And there’s still a pretty lively user community at alternityrpg.net!) Once you learn it that is; the way the rules are randomly organized and split across the Player’s and GM’s books is perverse in its obtuseness.

On the characters – they are all pretty enjoyable.  Each person is playing two, and so the characters that aren’t turning out to have much personality or role don’t hurt as much; the player just plays the other one more.  And it differs at different points in the campaign – Chris used to play Ten-Zil Kem more but now he plays Rokk Tressor more, Bruce used to play Taveer more and now plays Lambert Fulson more.  Patrick never really did much with Lenny the T’sa and sticks to Martin St. John unless prompted.  I still split pretty evenly between Markus the warlion and Captain Takashi. Tim’s new and still feeling his characters out.  The setup has worked out great; it’s kinda like having Babylon 5 and each player playing one Earthforce command staff and then one ambassador/other guy;  you get different kinds of scenes but with most or all players being able to participate.

On the plot – Paul is mainly doing two things; one, taking us to the “External War” which is apparently a war between humans and right thinking aliens against a bunch of different hostile aliens, and two, using player-written plot cards to weave in a mess of subplots and character stuff.  This works well in general.  We went through a little stretch there where it was too much about the plot cards and not sufficiently about the main plot, which caused a couple of us to start grousing; problems with government bureaucracy and/or vermin are entertaining as a short diversion but after a couple hours of that you start thinking “Next…”  But he’s compensated in the last 2-3 sessions and things are picking up again.  And since we’re getting to 8th level plus we’re starting to get good at some things – so many skills means that if you don’t want to be totally incompetent at random important things that come up in 26th century life, you’re not real good at any of them till you get a lot more skill points to spend.  I am betting level 3 is the highest anyone has in any skill.

Looks like we’re not winding this one up any time soon!  Though part of me gets twitchy after so long and is like “Hey I wish I had an opportunity to play one of those Paizo APs, the other group sessions are bogarting all of them”, this one is still fun!

Anyway, if you’ve never taken a look before, our session summaries are 7+ page PDFs with just about every detail in them, so if you aren’t getting in this much gaming, come live vicariously through us.

Alternity “The Lighthouse” Session Summaries 19, 20, and 21 Posted

Whoo!  Our Alternity Star*Drive campaign set on the itinerant space station The Lighthouse has hit its twentieth jumbo-length session.  The latest big ol’ PDF session summaries are:

Nineteenth Session – Lambert Fulson is hospitalized; the Nariacs are up to no good but Markus kills three autoflechette-armed cyborg guards with a knife.  Ten-Zil Kem gets implanted with mind control worms.

Twentieth Session – Lambert Fulson is hospitalized again; the rest of us fight cyborg apes and sponsor a Christmas concert by the station orphans for the people of High Mojave, Mantebron.  And we weed out the mind-worm-bearing people on the station (except for the ones CIB agent Rokk Tressor hides for his own nefarious ends).

Twenty-first Session – Lambert Fulson is hospitalized again (yes again); the weren security chief is tortured by a mafia hit-boy who turns out to be the long lost son of our pet irate auditor, and the hit-boy’s hit-butler just about punches Ten-Zil Kem’s ticket to permanent hypersleep.  Captain Takashi talks everyone into love and fellowship.

I haven’t had much time to post much on the blog lately – basically, besides life being busy, my gaming time is all used up playing in this campaign and running my Pathfinder Pirates campaign!  To which I say “Mmmwah hah, hah hah haaa.”

Now off to update my characters…

[Edit: Apparently I missed posting one between 18 and 19, so instead of two session summaries you’re getting three!  Enjoy.  The first one wasn’t very well fleshed out or formatted though.]

Reavers on the Seas of Fate – Sixteenth Session Summary

Sixteenth Session (13 page pdf) – “The Sitdown” – A meeting of all Riddleport’s crimelords is held and Saul and the PCs are invited.  Saul is given Avery Slyeg’s empty seat at the table and they engage in negotiations with Riddleport’s other “serious people” and their demented minions.  It seems like things go well, except when they get sent on a simple message-delivery mission afterward, it’s a trap!  Business as usual in this sixteenth game session of Reavers on the Seas of Fate!

This was a role-play heavy session, which I enjoy.  The big crime lord sit-down was inspired by like very Mafia movie ever made.  It was an adaptation of the opening scene of Madness in Freeport, the third module in the Freeport Trilogy – but in that one, the Freeport Captain’s Council holds a ball.  A ball?  Jeez, this is Riddleport.  So instead we have a standard “goons around a table” meeting.  It served a couple purposes.  One was to give the PCs a glimpse into the larger power dynamics of Riddleport and also to meet personally all the movers and shakers now that they’re a respectable level (character level and level of Infamy they’ve gained).  Another is to help set up explanations for what’s about to happen.  In the Second Darkness Adventure Path as written, there’s this whole ‘the drow are behind it’ subplot that I’m not using a bit of, instead going for more of a motivation/plot from Freeport using the location and NPCs of Riddleport – although the perceptive will notice some Freeport originals making their way in (Milos, Anton Mescher, Karl the Kraken…) .

Running it all this way has let me use recurring characters a lot more.  If you just run Freeport as written, there’s a lot of “who the heck is this new guy” syndrome.  But here, when Avery Slyeg (Riddleport’s answer to Councilor Verlaine) is assassinated, it’s two people the PCs are familiar with doing it.  When they go to this crime lord sitdown, some of the people are new to them, but they know a lot of them.  In fact the PCs were gratified to see that Clegg Zincher had to fill his third accompanying-minion slot with some low level goon since they took out his capp Braddikar Faje earlier.  I worked in people they knew from earlier and tried to throw in other NPCs they’ll be dealing with in the future like Captain Grudge.

One of my general rules of GMing is “use the same NPC when you can!”  It’s analagous to the theory of Chekov’s Gun.  That’s the one place where I felt like the original Freeport trilogy kinda fell down – it kept putting in new hapless guys to rescue (Lucius, Egil, Thuron) and so I’ve collapsed all three of them into one character (Samaritha).  Well, I had Vincenz standing on for Lucius but he got offed.

So now the PCs realize they’re Marked for Death ™!  They’re not sure what to do.  “Bust in and kill Saul” is one of the leading options under discussion, but I’m worried that’s because two of the players know “that’s what’s supposed to happen next” in Second Darkness.  Like I said, I’m using NPCs and encounters from SD but have pretty much already totally left its plot behind.  But I guess we’ll find out – tomorrow!

Reavers on the Seas of Fate – Fifteenth Session Summary

Fifteenth Session (10 page pdf), “Terror in Riddleport” – The PCs get led into a deathtrap, the serpent temple is back in business, Avery Slyeg gets assassinated, the PCs get framed for it, the Gold Goblin is attacked, and Sindawe beats up Bojask for kicks!  It’s an action packed session where death lurks around every corner.

My mashing up of the classic Freeport Trilogy and the first chapters of the Second Darkness Adventure Path hits full stride in this session.  I was somewhat surprised, but my old gaming group in Memphis cited the deathtrap in Terror in Freeport (the second Freeport adventure) as one of their most vivid memories.  I had been tempted to ax it, as I’m not a big trap guy, but I ran it pretty much as written instead, and had the assassination they happen upon afterwards be crimelord Avery Slyeg’s.  Jesswin (the assassin who tried to kill Saul, and then got tortured by Tommy) is both the lure to the trap and the hitter, and the Splithog Pauper in there too!

Then, both in Terror and in Shadow in the Sky (the first adventure in Second Darkness), the next part is defending a friendly building against a large scale assault – in this case the Gold Goblin.  A whole load more of previously-encountered NPCs show up for the fight –  Braddikar Faje, Angvar, and Thuvalia.  Probably the most entertaining part of the assault was the hard fight against the raging orc barbarian, who got greased and reduced and otherwise tampered with for a long time before he went down.  Anyway, they give them all a good killing.

Warning – Sensitive Topic!  Don’t proceed if you’re not comfortable with the topic of rape in a RPG.

Continue reading

A D&D Adventure For Kids

Wizards of the Coast has put out a pretty cute little “D&D Lite” adventure called Heroes of Hesiod as a tiein for their new book “Monster Slayers” aimed at the 9-12 year old set.  I downloaded it and checked it out and it’s pretty nice, I’ll see if my seven year old daughter is down (she probably will be).  I just have to decide if I really want to get 5 other munchkins over at the same time – I think that may be its one drawback, keeping more than about 3 kids that age engaged is about impossible.  But props to WotC for doing this!

It’s basically a party of five that just fights a bunch of critters in sequence to earn their monster hunter badges.  So, you know exactly like 4e 😛  But heck, it’s a start.  I like that there’s some focus on child gaming.  A couple years ago WotC put out a “April Fools” about a My Little Pony RPG – I guaran-damn-tee you that if done right that would be a huge moneymaker.

Thanks to The Escapist for the tip!

The Hammer Comes Down On West End Games

Boy, that’s two chronic deadbeat game companies going down in one week.  West End Games, which has been under painful mismanagement by a guy named Eric Gibson for a loooong time now, is finally coming apart and he’s selling off the properties – Septimus goes back to the originator, d6 goes fully open, and Torg is being sold and then he plans to close the doors.

The one good thing he’s doing is making d6 open and community-owned.  This guy isn’t a criminal embezzler like the Catalyst Games guys, but he’s a sad sack mis-manager who’s been squeezing WEG through one trauma after another – took pre-orders for Septimus then cancelled it and couldn’t repay customers, freaked out on forums, generally always had a long list of whiny “too much information” personal life excuses about everything going wrong…  In over his head, which wasn’t his fault, but refusing to make the situation better by getting out, which was.  He finally paid everyone off after a long time but hasn’t really done much since.  So he’s not as bad as these other guys, but he’s on the “never do business with” list the RPG industry has generated, along with the Catalyst guys and many others.

This may or may not be the last word, though – he gave up and announced WEG was done before, but then reneged (see the WEG wikipedia entry for more).  But, westendgames.com is down and has been for months now and he’s been MIA for as long.  So whether he really sells bits or not – it’s dead.

So who will complete the trifecta?  I’m hoping Outlaw Games.  That guy’s (James Shipman) an  honest-to-God criminal.

The Hammer Comes Down On Catalyst Games

Catalyst Games (Shadowrun, Battletech), which has been dealing poorly with its big internal embezzlement scandal, just got served!  Not in the urban dance contest sense, but in the legal sense.

WildFire, the people who write CthulhuTech and were trying to use Catalyst as a publisher/distributor, and some other folks (two freelancers, we think), have apparently gotten sick of getting stiffed and have filed a Chapter 7 request with the US Bankruptcy Court against InMediaRes (aka Catalyst aka Holostreets aka BattleCorps).  This is a new one on me – it’s basically filing bankruptcy on someone else’s behalf and saying “give me my damn money, or you’ll get declared bankrupt and your organs will be sold to pay me!”

See the filing docs – DOC 1 DOC 2

Various lawyery speculation says that as Chapter 7 requests are pretty easily defeated by anyone with a pulse, it’s unusual to do this unless you have a real strong case and/or you think they’re going down the drain and you want to get in line first to get your money before they shuffle it off to random personal slush funds.

Catalyst has responded with the predictable “What!  Baseless!  All will be well!

Standard posturing.  The sad thing is that when it all is settled, probably despite Catalyst collapsing, the primary culprit will still be living large in the big ol’ house paid for with his ill-gotten gains.  Hooray, deregulation!

Reavers on the Seas of Fate – Fourteenth Session Summary

Fourteenth Session (11 page pdf), “Booty in Riddleport” – Naval combat!  The PCs’ pirate ship takes on a Chelish navy vessel.  They escape, and take a nice plump merchant ship as a prize, and make their way back to Riddleport.  The next couple weeks are a blur of loot, booze, hookers, drugs, and recreational violence.

It wouldn’t be a pirate outing without some naval combat.  The Chelaxian ship from Session Summary 3, the Raptor (Captain Vix Charlo, commanding), appeared as the PCs’ ship, the Wandering Dagger, was leaving the sacked Staufendorf Island.  Wogan immediately had the brilliant idea of loosing their new eversmoking bottle on the stern, which combined with clever maneuvering kept them almost unharmed by the navy ship’s chase gun.  It was back and forth – the Raptor nearly overtook them before they got up to speed, but then they got a lead, but then the Chelish nearly caught up, but in the end they escaped without a full battle.  And that darn Thalios Dondrel made his Will save.

I won’t post my naval rules here yet because I submitted them for the Fire As She Bears competition from Lou Agresta and Sinister Adventures, but they’ll be OGL so you’ll get your paws on them one way or another soon enough.  Hint, I combined my already field-tested OGL cannon rules, chase rules, and mass combat rules (along with a bunch of new stuff) to put it together.

Then they get to be predator, not prey, when they take a merchant ship.  The PCs were initally concerned about the ten gun-ports on the thing, but Captain Clap just roared, “I said, RUN OUT THE GUNS!!!!”  Turns out the gunports were fake and he knew about it.  Being a pirate isn’t all about kicking ass; living long is about being wily is the lesson to take away.

Then back to Riddleport and a taste of the rock star lifestyle that pirates flush with loot enjoy there!  The PCs entertained themselves for the rest of their session, with such stirring quotes as “Hey let’s go double up on a tiefling hooker,” “I can milk anything with nipples,” and “Now we’ll rip off the local drug suppliers and go into the narcotics business!”  I don’t know, I think I might should change their alignments from Lawful Good, what do you think?

By the way, here’s where an iPhone with Google access is bad ass.  The PCs say, “We want to go kidnap some spiders!  What can we get that’ll keep spiders off us?”  Rather than say “No!” or “Uh, anti-spider herbs?” I did a quick search and BAM!  Hedge apples! (aka horse apples, aka osage-oranges.)  I know some people have given up on the roots of D&D as a vector to research weird information, but not me baby!

Alternity “The Lighthouse” Session Summary 18 Posted

Eighteenth Session – The kroath get pulped into green goo by the Thuldan forces.  Then, the PCs intrigue while in drivespace; Lambert Fulson’s new job as a drug mule goes really badly.

Sadly I wasn’t there, but the session summary’s good; Bruce has been driving on from Dallas alternate weekends to play!

They ran the Thuldan v. Kroath land battle as a minigame.  The PCs weren’t actually involved.

  • The various other current subplots intertwine.
  • Someone messes with Lambert Fulson and hires him to be a mule but the cargo is poison and he’s set up for murder.
  • Lenny needs special rare ink for his coming-of-age tattoos.
  • Peppin is a more-psychic clone of his old self after getting blown up by the Flying Spacghetti Monster last time.
  • Haggernak investigates it all, including Irate Auditor Otterschmidt from last session.
  • Martin St. John…  Plays with dhros, or orphans, or something.

I like the subplot thing but I could deal with a slightly more rich mix of plot to subplot.  Or, well…  It’s not that I don’t like a pure char-interaction game, maybe it’s just that none of the NPCs really stick around long or have much personality (besides “crazy”).  That’s sort of the problem with our itinerant setup, I guess, but maybe more station NPCs?  Frankly we like the dhros the most of all the stuff just because they’re always around instead of there 2 sessions then gone forever.

Another session tomorrow!

Pathfinder Modern Pledge Drive Leaves Me Ambivalent

Super Genius Games is taking patronage money to fund a Pathfinder-ized version of d20 Modern.  They’re only at $8k of their $70k goal with a month to go.

Am I signing up?  No.  I would probably buy such a thing if it came out, depending.  I love Pathfinder but was ambivalent about d20 Modern.  If it was a better version, sure!  But I don’t get how people are insisting on these patronage models.  In this case, I worry…

1.  What if the game is just bad?  There’s good names behind it but there’s always a chance.

2.  What if the game is never delivered?  Or is colossally late?  I am still a sad pre-buyer of Sinister Adventures’ Razor Coast, and if it wasn’t for Lou Agresta and unpaid volunteers chipping in, it would never see the light of day.  The RPG landscape is littered with collapsed projects.  My general policy is to NEVER preorder stuff unless it’s something like a major book from WotC or Paizo and I KNOW it’ll ship within about a month of when it’s supposed to.  I let my Logue-mania from his Paizo work get me carried away for Razor Coast; I won’t do that again, I’ve been reminded.

I do subscribe to some of the Paizo lines, just because they have an unbroken track record of delivering quality on time.  But no one else has that going for them.

In general, who pays for things sight unseen, before the thing is even developed?  No one.  It seems like a bit of an unrealistic business plan.  It’s one thing to just take some pre-orders with “if you order real early you get to playtest or give input or whatever” – sure, you get the $$ early and give some access, that’s fine.  But making it contingent – bad plan.

I know Open Design has been doing this – but I haven’t bought into any of those, either.  In fact, there’s a couple of them I’d like to buy now (like Kingdom of Ghouls) but I can’t because of their closed patronage model – that’s throwing money away, and generally makes me grumpy and unwilling to buy in to such schemes on a personal level.

I’m glad people are innovating business models and all, and if they are working for people (or if they think they are) more power to them…  But this is one consumer who’s not into it.