Tag Archives: RPGs

Role-Playing Mastery?

Lamentations of the Flame Princess is doing a great, in-depth many-part series on the Gygax book “Role-Playing Mastery.” I strongly recommend it.

I still have this book.  I can’t say I like it.  In fact, reading it was a bit of a watershed moment for me; it’s when I decided to bail on D&D.  I came back eventually, with the launch of 3e, but basically reading the book made me think, “If this is what D&D is really about…  I am going to try some of these other games I’ve heard about instead.”

It took a bit of playing other games and learning some other things to have the self-possession to say “Well, I’ll come back to D&D and play it how I want, instead.”  LotFP links to a rpg.net review that about sums up my take.   And in the non-Internet world, I didn’t know about the Gygax break with TSR, to me and other gamers in small town Texas, Gygax was D&D and his word was law.  And now reading him hold forth at greater length than ever before about what D&D is/should be – I rejected it.

What Gygax presented as being the acme of roleplay – essentially, gamist group competition – was not what I wanted.  I’ve done some RPGA over the years and those are always my least favorite RP experiences by far.   There are loads of small details of advice in the book, some good, some bad, but its overall zeitgeist was that- rule mastery, overcoming challenges – this is the acme of role-playing mastery.  I had even at that tender age started to value world realism, plot, character immersion…  None of which were reflected at all in his screed.  I reckon I figured you had to take it all or not, so I chose not.

I started obsessively collecting RPGs.  You don’t even want to know how many I have.  I wanted to do different things, and decried friends who wouldn’t play anything else as “D&D whores” stuck in the “D&D ghetto.”

Older and wiser, having learned much (I hesitate to call what I learned “role-playing mastery,” but IMO it was more worthwhile than what the book claimed under that rubric), I returned to play D&D.  Though to be honest, I’d prefer for it to be about 30% of my gaming diet, and it’s much more than that.  “I’m taking it back!”

So it all turned out all right.  With perspective, I regained my appreciation of D&D and Gygax.  Years later, after the rise of the Net, Gygax himself flamed me as “fatuous and jejeune” on his mailing list for daring to say… his game with lots of j’s in the name, I forget which one, there were a couple… was pretty derivative of D&D.   Sure, I thought “Deal with it, you coke-snorting old hack,” but it was with fondness.  (After looking up WTF “fatuous” and “jejeune” meant.)

Why the Rule of Cool Is Not Cool

I’ve been following the debate about the so-called “Rule of Cool.”  It’s a “TV Tropes” concept extended to RPGs by  the Chatty DM, (original post “The Rule of Cool” here, and clarification “The Rule of Cool Takes Flak” here).  A number of people gave it drive-by disses, but I think the most on topic one is from 6d6 Fireball, with Rule of Cool – Only for Idiots and Of Coolness and Idiocy.

In short, the Rule of Cool states “The limit of the Willing Suspension Of Disbelief for a given element is directly proportional to its degree of coolness. Stated another way, all but the most pedantic of viewers will forgive liberties with reality so long as the result is wicked sweet and/or awesome. This applies to the audience in general, as there will naturally be a different threshold for each individual in the group.”

If you interpret it very loosely as “Hey, toss in some cool stuff to spice up your game” it’s fine.  But the way it’s stated is setting up “cool” as being carte blanche to roll over realism/suspension of disbelief.  “If it’s cool enough, it can be incoherent and it’s all good.”  This naturally bugs the pretty large contingent of people that have suffered through movies, TV shows, or games that were intolerable because they followed this rule.  For most people, there’s only so much incoherence that coolness can cover over, and also often people overestimate how cool their “cool things” are.  Let’s use Mortal Kombat II (the film) as an example.  MKI successfully used the Rule of Cool.  It had cool, and though the plot was tenuous you knew what was going on at least.  And as a movie based on a video game, you weren’t expecting a lot in the realism department.  MKII tried to forgo any coherence at all, and simply crank up the CGI stunt/explosion factor to make up for it, and it sucked hard.

But most of the discussion about this ignores the fact that media (TV/film/comic/etc), and especially RPGs because of the social contract involved, really work off an agreed-upon level of realism.  People expect the level of realism (versimilitude, for you pedants) to be constant throughout a work, generally.  If you’re watching Naruto, you expect mystic ninja shit.  If you’re watching The West Wing, you don’t.  (There are exceptions for parodies, which derive humor from the sudden shift, or deliberate “reality gets weird” transitions like The Matrix.)  And you get pissed off if that is violated.

Some people complain that “Oh, but I find political intrigue ‘cool.’  Sure, but the Rule of Cool, if you go read it and see all the examples on tvtropes.org, is very not about that.  The “cool” it’s talking about is usually worded as “kewl” in polite circles.

Anyway, the point is that people expect a certain level of cool-to-realism that you should understand and not jack with.  And it can vary from game to game/campaign to campaign.

As an RPG example, I love the game Feng Shui.  It’s a game largely based on the Rule of Cool, and its system encourages cool, its characters are based around cool, etc.  When you are playing Feng Shui, you are explicitly allowing “running up a stream of bullets and kicking you in your bitch ass face” as part of your worldview.  And I have lots of fun doing that.

However, there are other games that are set up to be more realistic or “serious.”  If you tried to run up a trail of arrows in Warhammer FRP, the only “cool” you’d get is a lengthy description of how your new groin wound drips a variety of interesting liquids.  In my group’s current campaign, the Curse of the Crimson Throne, our gaming metaphor is reasonably simulationist, enough that though there are certainly “cool things” in it, small plotting problems and inconsistencies do get to me.

D&D presents a special problem.  The vast majority of gamers are stuck in what I call the “D&D Ghetto.”  It’s the only game they know, or the only game they’ve played, or the only game they can find a group to play.  It is the alpha and omega of roleplaying and cannot be escaped.  As a result, many different groups try to get their favorite jones – deep immersion, or gritty realism, or cinematic cool, or gamist challenge – using it.  There’s a surprising amount of difference between many D&D players and groups’ styles.  So realism junkies that love “sandbox” gaming see the Rule of Cool as a burning bag of poo that would run their game,and it is.  (As it’s stated as a “rule,” and not a “hey if you want this kind of thing here’s what you can do…” it deserves the criticism.)  If you take an existing game full of “Gygaxian naturalists” and ladle in a bunch of exploding ninjas, they are going to think you’re an assmaster.

In fact, I think the biggest failing of the Rule of Cool is it setting up plot/realism/consistency and cool as opposing pairs.  They’re separate factors that different media have more or less of, and there are other factors.  In a way, it’s just saying that “any medium, to be enjoyed, needs *something* enjoyable in it.”  Maybe that’s “wrestling a panther under water, driving a motorcycle on top of a train and jumping out of a burning aircraft with a rocket launcher and somehow managing to turn around and blow up several missiles headed straight for his ally’s helicopter with it.”  Maybe it’s a tight, coherent plot.  Maybe it’s some hot ass babes.  Maybe it’s compelling characters.  Whatever.  You can decide to work with some of these at the expense of others.  But in general, people want/expect a certain level of it, based on their impressions going in.  Trying to mess with the cool/disbelief ratio, either up or down, will get people upset with you.

So run a game with high Cool, or something else compelling – but know your group, and make sure people have aligned expecations about the tone of the game.  I like high Cool and high realism in turn, as long as I’m in the right mode.

Animals in D&D

Animals.  In many games, the most basic foe.  (Heck, in World of Warcraft it doesn’t matter what level you get to, there are mutated demon boars of EXACTLY YOUR LEVEL to kill!)  But the real world is often more hardcore than your average fantasy realm.  Take this new fun Cracked article on The Six Deadliest Creatures (That Can Fit In Your Shoe).

There’s the golden dart frog, which is so poisonous that Wikipedia claims chickens and dogs have died from contact with a paper towel on which one had walked.  Now that’s an unfortunate trap for the party ranger; poisonous tracks!

Or the scorpion which is called, with no exaggeration, the Deathstalker.  Lame overblown D&D 4e name?  No, it’s a couple inches long and you’re quite likely to die of it.  Imagine the giant variety!

And why has poison become so lame in D&D?  It’s just a DC check for some stat damage.  The Brazilian Wandering Spider’s venom not only causes pain and spasms, but gives you a huge rock-hard boner like a critical Viagra overdose while you go out (no, really!). Tell THAT to your next poisoned PC and they won’t be so blase about it any more.

Or, for more inspiration, 6 Endangered Species That Aren’t Endangered Enough.   Here’s a ready-made scenario, the Slavemaker Ant!  It fakes death to be carried into another ant nest, where it kills the queen, coats itself in her parts, and then the locals raise the eggs it raises!   You could probably do the same thing with halflings.

Continue reading

Third Curse of the Crimson Throne “Seven Days to the Grave” Session Summary Posted

We started our first proper dungeon crawl in Seven Days to the Grave, Part III!  Annata had hoped to somehow spy around in the Queen’s Physicians’ “hospital”, but we pretty much had to disguise up and go in the front.  That worked very well!  She gave Valash her doctor’s mask, and she used the glamered armor they had found to simulate a Grey Maiden’s armor (at the cost of a point of AC).  She was a little uncomfortable at how… form-fitting it was, but serving the Goddess requires personal sacrifice.  I made up Malcolm to look sick and Valash turned Thorndyke invisible.  And off we went!

We managed to penetrate all the way to the boss before we were discovered.  The session summary gets it a little wrong and it’s confusing what happened – when Valash brought out the disease-box he was like, “What could this thing be, Doctor Davalus?”  Apparently every single Physician is in on the plot and knows what they are, so Davalus decided to fight us.  Bad plan, we unloaded on him.  I was worried we wouldn’t get out of there after, but the Maidens and Physicians didn’t stay crunchy in milk and the nurse apparently didn’t summon the cops.   So we wasted them all and extracted the Varisian experimental subjects.  Annata’s still fretting about what to do about the 60 plague victims in there.  And then, the dungeon!

Best quote from this session:

Annata offers, “I need to contemplate the religious implications of these murals.”
Malcolm points out, “They’re going to kill everyone. You think too much. I never think about things, that’s why I’m such a good fighter.” Malcolm grabs one door handle and opens it. This triggers the trap: the skeletons breathe out poisonous gas, then animate. The creature’s arms and weapon spring from the door and cut through him.
Malcolm gasps and falls as his lifeblood sprays out against the wall.

And it happened exactly like that.  The scythe critted and did 63 points of damage to Malcolm!  We were really worried he was going to die, so worried we didn’t laugh and gloat at the time.  But now we can.  Mmmwah hah haaa!

Predictably, when we finally got to fight Rolf the necromancer he d-doored away.  I always hate that.

The Most Evil D&D Monsters

The ever-great Topless Robot brings us a new D&D-related list, “The Most Evil (to Players) D&D Monsters!”  It’s a good list.  But there really is an unlimited number of “screw the players” monsters from 1e to draw from – the mimc, lurker above, trapper, goldbug, rot grub, throat leech…   That’s the “old school” stuff that I hate.

I mean, how many of those monsters aren’t designed just to screw players?  They all live on an exclusive diet of PCs and cash/jewelry/magic equipment.  And all the oozes/slimes/puddings are an exercise in saying “Oh well here’s something that can only be damaged by one particular thing you probably don’t have…”

My favorite player-screw – the nilbog, a goblin variant that is healed by damage!   That’ll show them!  In a nonsensical way!

Second Curse of the Crimson Throne “Seven Days to the Grave” Session Summary Posted

In Seven Days to the Grave, Part II, we go scuba diving!  In Korvosa’s equivalent to the Hudson River.  As is traditional, the ranger gets screwed out of actually affecting anything with his ranger powers.  Reefclaws?  Sorry, they’re aberrations.  A shark?  Sorry, it’s a hag’s buddy.  Poor bastard.

Annata used Speak with Dead for the first time, to demand the truth from the dead priest of Urgathoa we found.  We were not all that shocked to find out that the head of the Queen’s Physicians was implicated.  And the Red Mantis, some improbably-garbed assassin cult (they kinda resemble Ambush Bug, my favorite supervillain, but not because of his menace factor).

Worried that the guard might decide to arrest them at the Queen’s behest, Annata insisted on going into Citadel Volshyenek alone to tell the Field Marshal this information.  She thought Kroft had generally been fair with them, but had also turned over Trinia to the Queen’s goon squad when instructed.  Luckily, it appears she’s practicing being less Lawful and said we should go find more proof!

I had a long confusing exchange with the DM from trying to roleplay Annata’s relationship with Grau.  He was there in the Citadel.  I wanted him to want to see me so I could give him the cold shoulder.  I had trouble getting this across.  “Does Grau want to talk to me after?”  “Yes, what do you want to ask him?”  “No, no, I want him to want to talk to me, but I don’t want to talk to him.”  “What?”  It’s so hard being a chick.

Then we went to the cool zombie death house to find the Ocarina of Gypsies, and rescue Hugh Hefner.  Annata actually took that crossbow bolt from interposing herself between the crazy-lady and the lord; that’s not clear in the summary.   It was pretty entertaining how the villainess’ S&M act largely defused any Intimidation-based interrogation of her.  I am nothing if not persistent so I got her to open up more later in her cell.   And then comes the best quote of the session:

Once Annata is finished talking to her, Malcolm steps up with his cosh. “Sleepy time!” WHACK!
Annata protests, “But she’s already in a cell!”
Malcolm calmly answers, “Well, now she’s unconscious in a cell.”

Boys.

Top Selling RPGs in Fall 2008

ICv2 has published an excerpt from their “Guide #61: Games” which promises an in depth look at the RPG industry.  They have an intriguing list of the top 5 bestselling games:

  1. D&D 4e – WotC
  2. Warhammer 40k: Dark Heresy – Fantasy Flight
  3. World of Darkness – White Wolf
  4. Shadowrun- Catalyst Lab Games
  5. Pathfinder – Paizo Publishing

I wish there were numbers next to these to see “how much”.  It’s funny how in many ways the list looks like it’s the 1980’s again…  “Ah of course, D&D, World of Darkness, and Shadowrun!”  It’s cool that WH40k is #2; somewhat predictable due to how popular 40k the minis game has always been, but gratifying in light of the publisher change.

But the real news here is Pathfinder’s on the list at #5, and it’s just a beta, which is free in PDF to all!  And they ran out of print copies and aren’t selling more!  This is awesome and tells me that when Pathfinder ‘goes gold,’ assuming they don’t wait too long and lose momentum, it’ll be huge.

I should get a copy of this ICv2 guide.  I hope they have real numbers in it, so we can really compare RPGs but also compare those to the CCGs, CMGs, etc. in a real way.

More Wizards Layoffs

Well, damn.  I wondered why my article on Wizards layoffs in August was suddenly getting hits, and it’s because there are more – a lot more.  Lisa Stevens of Paizo confirms on ENWorld that the layoffs include:

  • Randy Buehler (VP of digital gaming)
  • Andrew Finch (director of digital games)
  • Stacy Longstreet (senior art director)
  • Julia Martin (editor)
  • William Meyers (creative manager, digital design)
  • Dave Noonan (game designer)
  • Jennifer Paige (online community manager) (aka Solice)
  • Jennifer Powers (marketing)
  • Jonathan Tweet (game designer)

Shockingly big names!   And it sucks that it’s right before the holidays, but that’s all trying to make your year-end numbers look good.

So what does this mean for WotC strategy?  They just cut a lot of their digital guys.  Are they giving up?  Or just taking a huge setback?  Cutting down on 4e’ers isn’t unexpected – people are saying it’s not performing to expectation and heck, they cut people after the 3e launch too.

My personal favorite here is Tweet – IMO, too talented to be working on D&D, though I’m sure a regular paycheck and health benefits were saying otherwise.   Time for a new version of Over the Edge or Unknown Armies!!!  I’d love to see Tweet land with Pelgrane, Paizo, or even Hidden City Games if they are going to do more RPGs than just Donut or whatnot.  He did a lot with Atlas but they’ve about given up on RPGs.  Heck, apparently Mongoose is growing like crazy

Anyway, best of luck to all the newly jobless.

Mongoose Publishing – State of the Mongoose

I love it when RPG companies open the kimono a little, and Mongoose has just thrust theirs wide open, revealing their tumescent bulk for all to see!  (Enjoy that image.)

In their State of the Mongoose 2008 post, they have gone into a fascinating amount of detail on what they’re up to.  It’s very, very positive stuff!  Some high points, from the biggest first:

  • They have been bought by the Rebellion Group, a huge UK software developer, which gets them access to loads of properties and not having to do BS overhead work
  • They plan to double in size and see the industry, at least on their side of the pond, as doing great
  • They are putting out a Babylon 5 universe guide but then not renewing the license, as it’s just a bit too old and unpopular
  • They are moving towards, not away from, full color and hardback in their products
  • Traveller is doing super for them and they have loads of very long term plans for it
  • They plan on moving Traveller as an engine into many other settings, including Hammer’s Slammers, Judge Dredd, and Strontium Dog
  • They’re revamping their Paranoia line because the supplements aren’t selling well
  • They’re going to put a lot more into RuneQuest
  • 4e D&D sales have been underwhelming, besides Wraith Recon and some Quintessential books they don’t plan anything for it (Conan is staying 3.5e)
  • They will be publishing some old/new Gygax crap like Lejendary Adventures

And lots of other good stuff!  They really do have a huge number of game lines going on and seem to be very bullish about the future.  It’s good to see someone doing well and I’m excited myself about some of the games, especially Hammer’s Slammers.

Tip of the Hat/Wag of the Finger

I’m back from Thanksgiving and just have the time for a drive-by post, so here’s a roundup of some recent stuff in Stephen Colbert style!

A tip of my hat to Erik Mona, who has just finally written a Paizo Adventure Path installment – “Howl of the Carrion King,” the first in the new Legacy of Fire AP!  Erik’s always done great stuff and all the Paizo APs are great, so this is two great tastes that taste great together.

A wag of my finger to Matt Snyder, who in closing up his “Chimera Creative Publishing” has decided to no longer make his RPGs available in any way, PDF, whatnot.  His right?  Probably.  Being a big ol’ drama queen?  Definitely.

And another wag of my finger to Gen Con, which is in the final throes of bankruptcy and has some new owner waiting in the wings.  Only a light wag, because who knows, it might be better afterwards.

A bigger wag of my finger to the RPGPundit, whose hatred of Ron Edwards has caused him to launch a large ad hominem attack on him and his CV on his blog.  Yes yes Pundit, we get it, you hate him.  The penis-size-comparison posts about RPGsite hits vs FORGE hits were on the line, but this is over it.

And in closing a tip of my hat to Goodman Games.  I was never a fan of their Dungeon Crawl Classics – I’m definitely not a “retro” gamer who longs for the days of pointless magical chess puzzle/traps and the like.  When I heard they were doing some licensed Cthulhu adventures, I thought “eek…”  But apparently they are true pros and not a one trick pony over there, because the first revew of Death in Luxor seems to indicate that they’re doing some good straight-up Cthulhu mods.  It’s about time; Delta Green is the only thing in oh say 20 frickin years that’s not a retread of the same stuff (Chaosium, do something new someday!!!).  So yay for that!

New RPG Superstar Contest

Paizo Publishing is starting a new RPG Superstar contest for the gaming community!   Basically, it’s open entry and you submit more and more complex items each round to get chosen as a potential author.

It starts with anyone who wants submitting a wondrous item – the judges and community discuss and pare that down to the top 32 entries.  Those 32 enter a villain concept, which similarly gets judged and pared down to 16, which stat up the villain.  The final 8 design a villain’s lair with map, and the final 4 submit a complete design proposal.

The rounds are slightly different from the 2008 RPG Superstar awards, for which all the content is still up on the Paizo boards.  The previous year had six rounds, and they were more unrelated – design 3 thematically linked monsters, design a country…  Some of the entries from last year were really, really great, just toally crackerjack.  Christine Schneider (the eventual winner) and Clinton Boomer’s were my favorites.  (See here for my posts covering the 2008 event.)  The country round was my favorite, too bad there isn’t another this year.  But the wondrous item round will be using Pathfinder RPG stats this time!

Want to show your chops?  Enter an item between 12/5 and 1/2!

Ten Games You Have To Play Before You Die

Gnome Stew has published a list of “The 12 RPGs every gamer should play before they die.”  It’s decent, but there are some that duplicate experiences and some lamer ones.  There’s also a storygames thread with other peoples’ takes.

My personal list.  Remember, this isn’t Best Games (though some qualify as that too) – it’s the games that you should play to broaden your horizons about gaming:

1.  D&D, some variety.  It accounts for probably 90% of all roleplaying groups, and you miss out on the “RPG experience” if you haven’t played it.

2.  GURPS, HERO, Silhouette, or similar high crunch “universal” game system, to see what that’s like and if it’s your thing.  Here, you will learn the wonders (?) of heavy simulation.

3.  Feng Shui, for a good “gateway to player narration” game for those who have played too much of the previous 2 choices and their “trad” ilk (Palladium, White Wolf, etc).  Or maybe Savage Worlds, but I haven’t played it so can’t vouch for it personally.  [Edit: No, I’ve played SW now and I like it fine and it’s rules-light and all, but it’s still firmly traditional.]  Feng Shui opened my eyes to a whole different way of playing.  “I’m not totally dependent on the GM for every detail of the world?  And I’m already a badass so I don’t have to worry so much about survival or level grind and can focus on cool?   You’re blowing my mind, man.”

4.  Over the Edge – for my money, a better pick than fan favorite Amber for a fully freeform kind of game.  Amber just has always been too “Zelazny-ey” for me.  Admittedly, Amber is more purely democratic and negotiation-based.  It’s not a bad choice.  But I personally like OtE.

5.  Paranoia or Toon or Ghostbusters or InSpectres or octaNe or Star Thugs – for stressing silliness and fun over all the rest of the nonsense.  Sometimes you want to be seriously in-character and all deep, but sometimes you want to make fart jokes.

6.  Call of Cthulhu – for generally the best horror experience in gaming and for a system that is both somewhat crunchy and can be explained to someone in 5 minutes.  I prefer the classic BRP version in this context.

7.  If you love a specific genre, then try some supers (Mutants & Masterminds), scifi (Traveller), modern (Unknown Armies), espionage (Top Secret, Spycraft) and/or western (Aces & Eights, Deadlands) game.  Or whatever genre you’re into; pulp, cyberpunk, etc. all have a couple excellent games that offer them.  At the extreme end here are games like Buffy, James Bond and Star Trek:TNG that show how to even more slavishly reproduce a specific literary/TV/etc genre.  What you want to learn here is how a game’s rules and setting can be used for highly specific genre emulation.

8.  One random hippie indie game, to get it out of your system 🙂  Spirit of the Century if you’re delicate, one of the more random ones (Grey Ranks, etc.) if not.  Mainly you’re looking to shake yourself up; so many RPGs end up falling into the same general paradigms and it’s cool to play something very different so you understand what’s possible.

9.  Lacuna, Don’t Rest Your Head, or some other game where even the GM doesn’t know what the hell is going on.  Thought experiment play isn’t everyone’s cup of tea, but you should at least try it.

10.  Warhammer Fantasy Roleplay, or one of the other rare super-gritty games (Twilight: 2000…), to clear your palate from games where you can actually accomplish something, and reorient you to your pathetic, menial role in the universe.

In my opinion, it’s these games that open your mind the most to what RPGs can be like.  From rules heavy to almost no rules, from totally GM-driven to heavy player narration, from serious and gritty to high action to super silly.  Once you’ve played one of each of these categories, you can claim to have knowledge of the length and breadth of RPGing!

You could argue that you should play a “bad” game too, just so you know they exist and can identify pitfalls more readily – but I think you won’t have to go too far out of your way for that.  RPGs are 80% execution, so chance will ensure that one of the games above will be a sucky experience for you regardless of it being a fine set of rules in a pretty book.

Side note.  What is all the love for Dread in everyone elses’ lists?  It seems awful gimmicky to me.  “Let’s replace any kind of mechanic that takes difficulty or character skill into account, and replace it with something completely arbitrary (a Jenga tower).”  Isn’t rock-scissors-paper LARPing like this?  Why is this innovative?  It seems to me like a “amusing to play, once” kind of thing.