Good on you! Even though I've been there and done that, I appreciate your enthusiasm and your posts. You're finding who you are and why you care enough to blog - don't let the naysayers like those who pished and toshed the blog challenge I ran last year get you down.
The truth is, being an OSR blogger is a bit like the movie mythology of the jedi. We follow "the old religion" whose "light is gone from the universe" - we love musty old games in an era of smartphone apps and FPS shooters. Like Padwans we each have to make our own lightsaber to cut through the darkness of everyday life, of the gaming industry and the gaming egos. It doesn't matter that people have done it before - it matters that YOU do it NOW.
Jeff Rients once quipped that a grognard making a retroclone is like a jedi making his own weapon. I think for bloggers these challenges serve much the same function.
As for me, my blogging X-wing is buried deep, deep down in the swamp of RL for the next little while. When free I get, see you in the blogosphere I will!
Showing posts with label 31 day challenge 2014. Show all posts
Showing posts with label 31 day challenge 2014. Show all posts
Monday, August 4, 2014
Monday, March 31, 2014
Oh My Zod It’s Full of RPGs ‘March Madness’ Days 30 & 31 Finale!
Other blogs can be found HERE. It is over a
dozen now, so I am pretty happy with that.
The questions can be found HERE. They’ve
proven not to be perfect, but they are stimulating some good discussions and
sharing of experiences.
It’s funny that although I started this
blog challenge, I have fallen the most behind in it. If you know what kind of a
hellish ride life has been this month, you’d probably be surprised I finished
it at all.
I’d like to thank all the participants –
their responses have made me laugh and add quite a few entries to my future
gaming list. Personally, this challenge has served its purpose of learning
about various games from people with a similar interest in, so I’ll also be
watching their blogs in future.
On with the last hurrah!
30
Which non-D&D supplemental product should everyone know about? Give
details.
Back in the day, Palladium used to produce
a range of ‘complete guide’ books that every GM I knew had on their shelf. Want
to see the difference between a voulge and a Bohemian ear spoon? The Palladium
Book of Weapons & Armor is for you. Want to know the difference between a
H&K 9mm SMG and a Skorpion? You need the Compendium of Contemporary
Weapons. They were great for players to thumb through when the DM was in the
can or working through some issue with other players.
I see that in addition to the old favorites
such as the Compendium of Exotic Weapons, they have put out some newer titles,
such as Weapons & Castles of the Orient. If they’ve kept up the art and
research quality, definitely pick up a dead tree version at your FLS or PDF at DriveThruRPG.
31
What out-of-print RPG would you most like to see back in publication? Why?
Tough, tough question as usual due to my narrow
repertoire of played games. I have seen people take PDFs of older games and
print them through a POD service such as Lulu, so I guess the question is moot,
but I would pay for a reissue of the Games Workshop version of Stormbringer. It
was the revised Stormbringer 2e plus all the material from the first Companion
stuffed into one heavy, gorgeous tome with an iconic cover image of Elric at
the end of his world.
I am sure there are better games that deserve a reprint
more (Unknown Armies springs to mind), but I can’t help what I want.
And that’s a wrap! Far from being a chore,
this challenge has diverted me at a time when I sorely needed diversion and
made me feel far less lonely ensconced in my ivory tower where I pump out
questionably useful academic writing. Thanks to all who wrote, replied, and
read.
It has been a hoot as writer and reader,
and inspired me with a dozen or so post and game ideas to work on the coming
months. Since I am getting up 6 am for my 2 hour commute to the new workplace,
in addition to fatherhood and an encroaching phd deadline, I am sorry to say
the blog will be slowing back to its weekly or less pace.
Cheers!
Saturday, March 29, 2014
RPG Multiverse ‘March Madness’ Days 28 & 29
Other blogs can be found HERE. It is over a
dozen now, so I am pretty happy with that.
The questions can be found HERE. They’ve
proven not to be perfect, but they are stimulating some good discussions and
sharing of experiences.
28
What free RPG or what non-English RPG did you enjoy most? Give details.
Since the next response is about free RPGs,
I’ll focus on non-English games. The first one I bought was the Japanese
Creguian space opera rpg. Although I never played or ran it, it was a beautiful
box set and reading it shot my Japanese level through the stratosphere. It also
inspired me to start my collection of Japanese RPGs, of which I have a dozen
now.
That said, I am intrigued by some of the
French RPGs out there. I have mentioned Empire Galactique before, with its 1980s
Metal Hurlant/Moebius art and aesthetic, and I love the look of the French
Stormbringer and Hawkmoon games. That in mind, I have to find a copy of the
Bloodlust RPG at some point. Bloodlust turns Stormbringer on its head – it is a
game where you play the intelligent weapon that makes pawns of its human
wielder. I have read a few reviews and blog postings and it seems excellent
food for thought if nothing else.
Of games I have, the Japanese RPG Ryutama is
something I would love to try. I have read through it but still need to wrap my
head around it. It is basically D&D without the focus on fighting, but
instead with a focus on character interaction and personal goals. It reminded
me a lot of the anime series Spice & Wolf, which has been called "equal parts fan service, medieval romance and macro economics anime," and would need a pretty cohesive
group to enjoy.
29
What OSR product have you enjoyed most? Explain why.
Honestly, I haven’t bought any OSR products
between living on the other side of the planet, being too busy for anything but
intermittent gaming, and shouldering the financial burden of school, the wife
and child, as well as meself. I have interacted with OSR bloggers who refuse to
consider the opinion of anyone who hasn’t either sold or bought an OSR product.
Well bollocks to that. I say nay to either
the OSR as a buyer or seller’s club. I’ll do my own thing thank you very much.
When I have free time to game and money to
shop I may treat myself with the cream of the crop (Vornheim, Dungeon Alphabet,
Barrowmaze, ASE1, Death Frost Doom, etc), but now to have them sit on my desk
or harddrive seems a waste. I have some projects I’d let to set out for free
and possibly a for sale one, but these will have to wait. All this narrows my
response considerably.
I would have to say the One Page Dungeon
collections are by far the most useful things I have downloaded. At two
different cons I ran the same adventure about an ogre or a troll in a sewer
environment (I forget the name and am too lazy to look it up), one time setting
it in Lankhmar the other in Anth-Morpork. Short, sweet, easy to run and drop in
any setting, players at both games loved it. The one page format is just enough
for a GM, and both games ran radically different. The first group interacted
with the guardsmen and successfully hunted down the creature and saved the
children it had kidnapped, while the second rushed in and suffered a near TPK.
I’d call that a smashing success for a one
page free product.
Thursday, March 27, 2014
Farflung RPG ‘March Madness’ Blogwalk Days 26 and 27
I realize that by calling this blog
challenge ‘Non-D&D’ I am conversely attesting to what a huge footprint that
game has left on the hobby. It is close to being a proprietary eponym like “Let’s
Google it.” “Let’s D&D” is understood to mean roleplaying, and does not always
mean TSR’s game.
Therefore I think for the last week of this
challenge I won’t be acknowledging D&D in the title. Once again, I don’t
hate D&D, I just would rather give the nod to other great games without
constantly harkening back to Gary’s
game.
Anyway, on with the show!
Other blogs can be found HERE. It is over a
dozen now, so I am pretty happy with that.
The questions can be found HERE. They’ve
proven not to be perfect, but they are stimulating some good discussions and
sharing of experiences.
26 What RPG based on an IP did you enjoy
most? Give details.
For official products, I’d have to say my
old first love Stormbringer was the most fun I had with an IP product. The
wonky chargen, the deadly combat, the demon summoning just screamed Elric to
me, and was a welcome relief from the intricate spells and level grinding of Gary’s game. Second
runner up would be The Watchmen sourcebook for the DC RPG. Although I never got
to play it, it was one finely crafted product, and any fan of the comics would
be proud to have it on their shelf. It has even inspired me to write a Watchmen
scenario explaining why the Keene Act was proposed, one that I hope to put on
this blog someday.
Although it is not an official, licensed Walking
Dead product, I’d have to give mention to Kreg Mosier’s The Dead again. Whereas
DC was not a great fit for the gritty world of Watchmen, The Dead nails its
subject matter in terms of fear and character interaction. Grab it if you haven’t
already.
27 What IP (=Intellectual Property, be it
book, movie or comic) that doesn’t have an RPG deserves it? Why?
Wow, tough question. I think just about all
of my itches have been scratched – Stormbringer, Star Wars, TMNT, Watchmen,
Robotech, Firefly, and The Dead allow me to play in the gameworlds that are
most alive to me because of their sources. I suppose the only IP missing would
be Kentaro Miura’s Berserk, a great dark fantasy manga series about Gotts, a
maimed swordsman who goes about slaying demons let loose in the world by his
old comrade-at-arms, Griffith, while trying also to save his lover, warrior-woman
Casca, whose mind was savaged in the same mass demon summoning that destroyed
Gotts’ right eye and left hand.
Berserk has spawned some PS games, an anime
series, and a recent series of gorgeously animated movies. Some people are
turned off by the preamble part of the story when Gotts is traveling with
Griffith and Casca before the summoning, but stick with it and the intricate
art, amazeballs fantasy action, and philosophic meanderings pay off in spades.
Dark Horse apparently does an English version, but the Japanese original is at
the same time amazingly well-written but done in an archaic style that fits the
genre but requires some work to understand.
Tuesday, March 25, 2014
100 Posts Preamble & It’s Not D&D ‘March Madness’ Blogathon Day 25
I see Dyvers’ top 10 rpg books meme, and
sad to say that I won’t be answering because I don’t believe my repertoire is
wide enough. I’ve read about lots of good games and supplements in the
responses to Dyvers, and I hope March Madness has provided the same widening of
perspective in some degree, though not as elegantly or concisely.
Anyway, on with the show!
Other blogs can be found HERE. It is up to
an even dozen now, so I am pretty happy with that.
The questions can be found HERE. They’ve
proven not to be perfect, but they are stimulating some good discussions and
sharing of experiences.
25
Which game has the sleekest, most modern engine?
Kreg Mosier’s The Dead, a free rules lite
zombie survival RPG, hands down. It is a lean, mean RPG machine that does
exactly what it says on the tin – emulates The Walking Dead and its focus on
survival through making relationships. The game was slick, with only those
rules impacting on the story remaining, but with just enough dice rolls to make you
sweat when the dead came calling. The game is almost postmodern with its lazer-like focus on story-supporting mechanics.
We played two sessions and it was scary how
stark yet just like the comic book the game was – this was long before the TV
show. I made notes for adding occupations and advancement for a long campaign, but these are unnecessary and just show how the game inspired me.
The game originally came out free with
great atmospheric art, great writing, and rules lite enough to be nearly
non-existant. Mosier cleaned it up and produced a second edition, but with an
art-free no charge version.
It is available HERE. Pony up and get the
art dead tree if you can.
Sunday, March 23, 2014
Escape from D&D ‘March Madness’ Blog Challenge days 23 & 24
Other blogs can be found HERE. It is up to an even dozen now, so I am pretty happy with that.
The questions can be found HERE. They’ve
proven not to be perfect, but they are stimulating some good discussions and
sharing of experiences.
23 What is the most broken game that you tried
and were unable to play?
Oh wow, the old Aliens game based off of
Phoenix Command was too terrible to run. We fudged it with BRP or GURPS (not sure which) but it all fell
apart anyway. I think army blokes used to data processing could be bothered
with the game, but not us mere mortals. I am itching to run or play Aliens,
using the Aliens: Game Over PDF available on the web but cutting it down from
d20 to an old school simulacrum and running an adventure based off that
terrible colonial marines PS3 game.
24 What is the most broken game that you
tried and loved to play, warts and all?
No surprise that I’d say Palladium for what
I’ve run, played and enjoyed. I played in a Warhammer 3e game the other year
and everyone but me seemed to enjoy it. It was mad busy with cards and chits
and a sort of unholy fusion of RPG and boardgame.
Takes all kinds, it does.
Thursday, March 20, 2014
Defending ‘March Madness’ Non-D&D Bloghop and Day 20 Answers
Since I started this blog challenge, some
sad sacks have taken it upon themselves to comment on how worthless it is. It
is sad that people feel the need to complain when they should be happy others
share their hobby and are blogging at all. There have been a few points of
constructive criticism, for which I am grateful, but most of it has been
bitching and whining, in my estimation.
Here is a review of the main thrusts and my
responses:
Point 1 - It is ‘dull.’
Riposte - Then how vapid and venal must a
person who goes to the trouble of commenting on such a dull activity seem? There
are almost a dozen blogs who did find it interesting enough to participate, so
why waste your time commenting on it unless you’re trolling or dull yourself?
Point 2 - It is ‘attention grabbing’
Riposte - And your responses, your entire
blog isn’t? This is why we blog, to connect, to share ideas and shoot the shit,
to get likes and replies and all the psychological strokes a healthy ego needs.
I’m not afraid to admit that or have such an inflated sense of self that I look
down on community exercises.
Point 3 - It is so ‘been there, done that.’
Riposte - Well, good for you, but some of
us aren’t the cool kids who’ve been around the block. With the attrition of OSR
blogs you’d think this type of motivational exercise would be welcome. I have
half a mind to start a repository of requisite blog hops for newcomers, or put
them in Links of Wisdom.
Point 4 - It is ‘useless’ and does nothing ‘for
the hobby.’
Riposte – EVERY blog does something for the
hobby, even the loathsome YDIS. We even have The Other Side’s Timothy and
Dennis from What A Terrible Night to Have a Curse participating, both of whom
are active publishers and actually done things for the OSR, and I trust their
judgment of what is ‘useful’ more than a pundit who stands on their blog alone.
As I said in response to a ‘Blog Dodge’
proposal HERE, by all means declare yourself and your blog ‘Advanced OSR’ and
eschew these topics if you feel you want to. But don’t piss on the parade and
then wonder why people think you’re a troll.
Anyway, end rantmission. Back to
transmission.
20
Which setting have you enjoyed most? Why?
Once again I’ll split this into games for
reading and games for playing.
Reading – Jorune was a fantastic read, akin to good fiction, but the buy in
was too high to get a game started. Similarly, games like Palladium’s FRPG have
great gameworlds, but turn vanilla when you sit down to play in them. Ditto
D&D’s iconic gameworlds – apart from really flavourful realms like Dark Sun
or Planescape, I never knew back in the day if my character was trudging
through the Forgotten Realms, Mystara, or Blackmarsh.
Playing – I suppose this is why established
IPs have always stuck with me more. I’ve touched on Stormbringer’s Young Kingdoms
many times before, but games I played in the Star Wars and Marvel universes
stand out. I guess the only pure RPG gameworld that impressed me was Paranoia,
strangely enough. The Kafkaesque dystopia of Alpha Complex really resonates
with everyone I’ve talked to who has adventured there. Although Rifts was great
for a gonzo shitlaugh, Paranoia’s setting felt real enough to encourage immersion
around the table, with previously wooden players becoming animated as they lied and backstabbed others.
Actually, with this question I look forward
to reading other people’s responses and discovering the attractions of other
worlds. I am looking for a make believe place to vacation after my next thesis
deadline is done in May.
Saturday, March 15, 2014
This Ain’t D&D ‘March Madness’ Blogsploitation – Day 16 & 17, Tech vs Magic
Other blogs can be found HERE.
The questions can be found HERE.
16
Which RPG besides D&D has the best magic system? Give details.
Honestly, I cannot overstate how much I
dislike D&D magic. The levels have no clear taxonomy or power differences –
Charm Person started as a 1st level skill. Add to that the arbitrary
nature of spells (which ones are touch versus gaze; save vs death versus no
save versus save for half; etc etc) and I have a hard time wrapping my head
around them. D&D lovers might see spells as crafted by tinkerers with a
fine eye for balance, but I find them needlessly complicated enough that I have
never played a spellcaster.
When I found the demon summoning rules for
Stormbringer, I knew I was on the right track for me. Using Power points to buy
demon abilities, with just a few subjective limits on how much of those points
you could allocate based on your caster level, resulted in a mix of control and
surprise that I felt emulated how magic should feel and especially how it was
presented in the Elric books. I also had experiences with GURPS magic, but if
D&D was too arbitrary, GURPS by comparison was too logical for me and
sucked some of the magic out of magic use.
17
Which RPG has the best high tech rules? Why?
Although my experience with and memory of the
old Shadowrun game was limited, I found that its simple way of allocating dice
pools for the effects of tech was much more eloquent than trying to nail down
every ability conferred by a technological device. Given that real world tech
develops so fast and every high scifi from a few decades back is laughably
outdated (look at the original Traveller’s computer size rules for example), this
approach of tech-as-bonus instead of tech as a set of descriptions makes much
more sense.
Friday, March 14, 2014
Non-D&D RPG ‘March Madness’ Blog Challenge – Day 14 & 15, Playing with Culture
Other blogs can be found HERE.
The questions can be found HERE.
14 What historical or cultural RPG have you
enjoyed most? Give details.
15 What pseudo or alternate history RPG
have you enjoyed most? Why?
When I first created this blog challenge, I
wanted to give as wide array of possibilities as possible to the participants. I
didn’t always succeed, and these two questions are close enough that most
bloggers who responded skipped or folded them together. Between the ambiguity
or the questions and the narrow focus most of us have in our gaming histories,
it was inevitable that this sort of issue would arise.
Oh well, live and learn.
At a con the other year I got to play in a
game of Dogs in the Vineyard. Pornstar Zak S has stated the game as on he just
doesn’t get, which is bound to happen between one’s personal preferences,
gaming group dynamics and the skill of the game master (I feel the same way
about Maid the RPG).
Regardless, starved for roleplaying as I
was, I was open to try new games, especially story or indie ones, and we were
lucky to have an ace gamemaster and a group willing to give the game an honest
shot.
It was a hoot. In case you don’t know the
premise, you play Mormon lawmakers in 1800s Utah. The game is rules lite but made
interesting by poker style bidding to achieve actions, but has enough substance
that it won the 2004 Indie Game Award.
I can’t say our session was heavy on action
– we moseyed up to an isolated farmhouse where a pious old man and his two
daughters lived. Our Dogs tried best to make a good impression by chopping
wood, reading scripture, and mediating a dispute between the old man and his
ornery brother.
Reading what I just wrote, it sounds as dull
as dirt. But between the bidding mechanics and the GM’s expert explanations of
the cultural context and expectations, our mixed table of Canucks and Brits
unconsciously took on southwestern drawls and did our best to live up to the ideals of the
Mormon church. Even though I am a devout atheist, it was no more galling than
playing a cleric of Odin.
The session ended with a suspicious fire in
the house in which the player who had hoarded his dice up to then splashed out
for a final roll and ended up saving (and getting betrothed to!) one of the
daughters.
Playing DitV taught me that a good GM who
makes the cultural context come alive without going into excessive detail can really make
a niche game work.
And gambling mechanics are wicked as well,
providing some PvP without the bloodshed and bad feelings, instead supplying
camaraderie and appreciation of a good bet made.
If you haven’t played the game and see it
at a con, give it a chance, and don’t be scared off by the niche setting!
Thursday, March 13, 2014
Non-D&D RPG ‘March Madness’ – Day 13, The Horror!
Other blogs can be found HERE.
The questions can be found HERE.
13
What horror RPG have you enjoyed most? Why?
Horror is definitely the second most common
genre I have played, and I suspect most people of my generation would say the
same thing. I’ve played and enjoyed several, but not always because of the
horror elements.
The first supposedly horror game I played
was Vampire: The Masquerade back in the 1990s. DMs and players started smelling nice and
wearing floofy, chest-thong shirts, and women far outnumbered men at the gaming
table. VtM was about as horror as Twilight, but it somehow worked to open RPGs
to people of all stripes.
We moved on to Call of Cthulhu, but I
suppose our sessions were closer to Paranoia, with accusations of “She’s a
cultist!” or “He’s gone mad I tell you!” flying for no good reason, followed by
combat that inevitably ended the game with all investigators riddled with holes
or in the belly of some Lovecraftian beast. I get the feeling I’ve never played
Cthulhu ‘the right way,’ but I don’t find BRP all that amenable to the genre. Perhaps
Trail of Cthulhu would be more suited, but I’d rather play Inspectres first.
There were also a few stabs at Beyond the
Supernatural, but again Palladium’s overpowered PCs don’t even flinch when
confronting eldritch horrors so long as they aren’t MDC. There is a section in
the book that rightly gives the option to play children, which would add the
powerlessness that is such a staple of horror, but why play watered down
Palladium when Don’t Rest Your Head or Little Fears presumably do a much better
job at it.
I guess the closest I’ve come to a horror
RPG is Zombie Cinema, a co-operative storytelling boardgame I played at a con a
few years back. The object as I recall was to survive through successive
scenes, each player in turn adding complications and either cooperating to
overcome them or sacrificing each other to avoid them. The tension as the
scenes advanced was really delicious, as was the feeling of encroaching doom. In
the end, we all ended up dying but told a satisfyingly scary tale.
Which is why I think the traditional RPG
need for characters to survive goes against the grain of horror. If an RPG can emulate
the terror of loss with the joy of telling a spinetingling tale, it will be
worthy of the horror genre.
Wednesday, March 12, 2014
Non-D&D RPG ‘March Madness’ – Day 12, Comedy in RPGs
Other blogs can be found HERE.
The questions can be found HERE.
12
What humorous RPG have you enjoyed most? Give details.
This question actually requires three
answers – which game is funny to read, which is funny to play, and which succeeds
at both.
I’ve mentioned Violence the RPG as a great,
scathingly witty read, but one which the author himself admits may not be
playable. The OSR gem Small But Vicious Dog is another great read, but is
ultimately just D&D spliced with Warhammer, and a DM who could get this
across would likely have to make the effort with a fake Cockney accent and some
Games Workshop goblin miniatures.
Alternately, many Palladium games like
Rifts and TMNT make you laugh out loud as you play a nunchaku wielding hamster
assassin, but are written with (mostly) sober intentions.
The only game that was both a hilarious
read AND gaming experience was the one and only Paranoia. How this game ever got
made is beyond me, as it is far too innovative and light-hearted to exist
nowadays in this age of focus groups and playtesting and new products rollouts.
Maybe it was an eighties thing – TOON also
comes from this period.
As a player, I remember joyfully backstabbing
and being cut down by the other clones, with none of the hurt feelings of
D&D or other games. When I ran Paranoia, I spent whole sessions improvising
encounters where PCs were issued wrong-coloured gear, or were spray-painted by
a robot, or else received a welcome card from their secret society in front of
other players. We rarely got to the ‘adventure,’ and didn’t care if we did or
not.
The tension of trying to hide one’s mutant
power and secret society membership was palpable, as was the psychotic joy of
mowing down or being gunned down by your fellows. Whereas in many games players
avoid reading the weighty rulebook, the art and snappy prose of Paranoia meant
that the rulebook was always lent out to someone in the group.
Not that we referenced the rules anyway. That
wasn’t the point of Paranoia – the play was the thing! I think people may
underestimate how good a game Paranoia was and dismiss it as a joke , when
in fact the dystopian setting and character secrets drew you right in and made
playing the game elbow storytelling to the side.
More game designers should be inspired by
Paranoia, and more young players should do themselves a favour and give it a
shot.
Sunday, March 9, 2014
No Dungeons No Dragons ‘March Madness’ Blogserk – Day 10
Other blogs can be found HERE.
The questions can be found HERE.
10 What science fiction RPG have you
enjoyed most? Give details.
We played a lot of GURPS Space back in the
day, but to be honest the chargen was a bit too involved. I’d certainly never
run it, as I am a big hand-waiver as a GM.
I picked up the original Traveler off
RPGNow a few years back and would like to give that a shot – minus some of the
calculations. I think that game really captures the feel of the 1970s scifi I
cut my teeth on. It has shades of Asimov’s Foundation and Niven’s Grasping Hand
books.
Speaking of Niven, I have a copy of the
Ringworld and as a BRP fan could see me running or playing that. Evidently,
Niven himself used the game as a reference when writing the 3rd installment of
the series!
Honestly, I have not found that many people
who want to play scifi, except for Star Wars d6 or Star Trek (I’d run Far Trek
or Where No Man Has Gone Before in a sec given the chance).
I think the problem with scifi that scares
people off from gaming in the genre is threefold:
1) High tech rules
make GMing a taxing proposition
2) Any
setting besides an established IP requires extensive background
3) Knowledge
of physics and astrogation basics seems necessary
Fantasy gaming suffers none of these hurdles
– tell someone he is an elf, let him roll up a starting spell and some
equipment and they’re good to go. Maybe someone needs to write a scifi rpg that
doesn’t scare off beginners of the non-scientific.
Good luck with that.
Friday, March 7, 2014
No D&D No Cry ‘Madness of March’ Blogstafarian – Day 8
Other blogs can be found HERE.
The questions can be found HERE.
8 What spy RPG have you enjoyed most? Give
details.
The more of these questions I answer, the
more I see how narrow my roleplaying experience is. I think once my degree dies
off and I have free time again I owe to it to myself to go Constantcon crazy
and play some of these older (and even some newer) games and genres I know of
but have not experienced directly.
OK, so for spy games I have only played
two. The first was a disastrous run through the old Top Secret RPG. We were
kids and had little clue of what we were doing, so ‘play’ is a relative term. The
second time was in uni, and our traipsing around the town of Sprechenstale was a mess of gunfights and
intimidations that was far removed from ‘spying.’ I figure the Admin ‘pixel
bitched’ too much, expecting us to magically find the right NPC contact and get
the clue, so we responded by shooting the place up. It was fun, but I think the
game could have been more a classic spy game with clearer objectives, a
consideration borne out by the rules themselves, which have clear roles (investigation,
confiscation and assassination if I recall) for each character.
That leaves the other spy game I’ve played –
Palladium’s Ninjas & Superspies. Like Top Secret I have had two runs at the
game. The first was an abortive mercenary style game where the unkillable
characters and plethora of attacks and martial art moves made combat a turgid
mess.
I am lucky that I gave the game a second
chance, for when I GMed I made lots of observations about Palladium and changes
that made the game really hum. First, I realized from prior experience that the
game need some lethality, so I composed the house rules that would later form
the nucleus of my Palladium Patch, which floated around the internet a few
years back. Here are a few of the changes:
Armor Rating – AR is changed to reflect how
much damage a character or object can take. For living creatures, any damage up
to AR is subtracted from SDC, while any in excess of AR is taken directly from
Hit Points. Armor takes SDC damage up to AR then passes it on to the wearer. Watch
players get wary of hand to hand and start running from guns…
(Also, use the optional critical damage
tables! The risk of a broken arm or leg will force the characters to be
creative)
Combat Momentum – Since most characters
have multiple attacks/actions, a different style of adjudicating combat is
necessary. Roll initiative as normal, but whichever character gets it keeps on
attacking until one of the following occurs: 1) they run out of attacks, 2)
they fumble (roll a natural 1) 3) they decide to stop attacking and use their
remaining actions later. Implementing Combat Momentum made the game much more
cinematic and sped up combat immensely.
(NB: Also, find the older unrevised edition if you can, but the newer edition works just as well. Just don't mix the two as power levels vary greatly.)
In addition to the above houserules, what
made the game shine was the story we chose to copy – not James Bond, but Remo
Williams. Bond may be good on paper or in the movies with scads of
conversation, seduction, politics and scuttling about, but games need simpler
and faster action. Remo Williams the Destroyer delivers that in spades, and
with a game like Ninjas & Superspies all characters have varying degrees of
Shinanju-like mystic combat prowress.
In fact, if you’re thinking of running a
spy game, I’d suggest Remo Williams or Mack Bolan as inspiration. Let’s face
it, for starters cheap pulp is a better fit for a game of action than stirred martinis,
which needs a certain frame of mind and GM-player understanding of genre.
Makes me want to play Victory Games’ 007
now….
Thursday, March 6, 2014
Anything But D&D ‘March Madness’ Human Blogipede – Day 7
The questions can be found HERE.
7 What fantasy RPG other than D&D have
you enjoyed most? Why?
Looking back on this question, I maybe
should have specified mechanics, setting, or whatever. Still, I find it hard to
limit myself to just one answer, so I won’t.
Mechanics and setting wise, I’d have to say
the old Stormbringer game and Dragon Half, a Japanese RPG I’ve reviewed last
year, pleased me the most. Although Stormbringer is a member of the Basic
Roleplaying family, it is not exactly the same system as Call of Cthulhu for
which BRP is best known, but has certain differences that gave it a lot of unique
charm.
First, the game used a series of skill set
bonuses derived from the attributes. For example, Stealth skills are modified
positively by Dexterity and Intelligence over 12 and Size under 9, and
negatively by Dexterity and Intelligence under 9 or Size over 12. Although it
was a bit fiddly, it made attributes matter in a quasi-logical way that was
nerfed by the pool of points used in CoC and later iterations of Stormbringer,
such as Elric! and Mongoose’s version. Second, Stormbringer uses a brutal Major
Wound table that rivaled Warhammer or Rolemaster in its capacity to make melee
combat feared and avoided, and had us laughing out at the amputations and disfigurements
even minor scuffles would provoke. Third, the point-buy demon summoning system was
a marvel of mechanical elegance that I found much more graspable than the voluminous
and chaotic Vancian magic of D&D, as well as emulating the source material
nicely. Finally, it goes without saying that Stormbringer was set in the Young Kingdoms
of Michael Moorcock’s Elric series, an antidote to Conan that dominated the
fantasy scene for anyone growing up in the 70s or 80s and thus proved a very
vivid gaming experience. Add in great scenarios and art (French and Japanese
versions are especially beautiful) and the continued popularity of the
identical first 3 editions of the game is understandable.
Dragon Half, on the other hand, was based
on manga and anime parody of D&D tropes, using a simplified version of the
terribly crunchy Sword World RPG. As I’ve mentioned before, the extending of
fantasy tropes to their illogical ends (“Ma is a red dragon, pa was a dragon
slayer who fell in love with her.”) made the games we played quite hilarious.
If questing to revive the Great Dead death metal gods, making terrible puns,
and failing spectacularly seem like fun to you, you’ll enjoy doing these things
as much as my old group did.
However, for pure fun and playability the
old Palladium Fantasy RPG could simply not be beat. It was barely a step up
from the LBBs or the original Runequest in terms of art and editing, but was it
ever fun. Rolling around Kevin’s gameworld, Palladia, trying to unite humans
and wolfen with a motley party of doppelganger assassins, trollish hunters,
giant warriors, and gnomish elementalists cured us completely of the vanilla
D&D blues of Tolkien races and uninspiring settings, and made Palladium’s
rules seem almost unbroken. Too bad the 2nd edition was a watered
down Rifts clone that threw the charm of the old version under the bus.
I’ve wanted to play other games, notably
Ars Magica and MERP, but never found the time or players – hopefully Constantcon
can make this a reality after my studies finish.
Wednesday, March 5, 2014
Non-D&D ‘March Mania’ Blogcornocopia - Day 6
Other blogs can be found HERE.
The questions can be found HERE.
6 What non-D&D monster do you think is
as iconic as D&D ones like hook horrors or flumphs, and why do you think
so?
Jeez, what was I thinking when I made this
question up? I think D&D is iconic largely because of its monsters, so that
gives it a huge edge over other games in terms of memorability. As for Cthulhu,
a lot of people would go there, but since its bestiary is ripped from
Lovecraft, I’ll try and stick with a non-IP game.
And that game would be RIFTS! Palladium’s Rifts
is bubbling over with gonzo ideas, some great and some terrible, and so it is
with its monsters. There is a cybernetic-stealing demon in one of the smaller supplement books (I forget the name)
that had us quaking in our boots back when I played the game. Since non-magic characters
invest heavily in body modifications to even survive in Rifts’ crazy Megadamage
world, having some dimensional being rip them off your body (OUCH), attach them
to its own, then use them against you is both terrifying and iconic for the
game.
Sadly, PCs are usually so overpowered in
Rifts that even this creature didn’t have as big an impact as it should have. When
I GMed Rifts, only the times that I gave monsters every power and trick and let them use
equipment and subterfuge would they pose much of a challenge to the player
characters, who often cried foul that monsters and NPCs could act as
intelligent and duplicitous as them. Sad that the lack of menace due to player
entitlement undercut so much promise in the game and its bestiary.
Tuesday, March 4, 2014
Non-D&D ‘March Madness’ Blogarrhea Day 5
The questions can be found HERE.
Question 5 - What other old school game
should have become as big as D&D but didn’t? Why do you think so?
I’m gonna come out of left field here and
nominate another TSR game – Top Secret from 1980. Not that it was the greatest
game, but that it had two pop cultural factors working for it that should have
but failed to make it The Next Big Thing.
Consider the evidence:
1 – There was a movie about the game. No, I
am not talking the 1984 Val Kilmer slapstick spy comedy that shared the game’s
title, although that popular movie could also be considered a factor in the
game’s favour. I am instead referencing another film from the same year, Cloak
and Dagger. The film starred Henry Thomas – you know, the kid who was HUGE at
the time for playing the main frickin role in ET – as Davey, a boy obsessed
with the Cloak and Dagger video and roleplaying games. Davey stumbles upon
classified information hidden in a game cartridge and goes about finding out
who put it there and why while taking advice from Jack Flack, his imaginary
friend based on his character in the roleplaying game. There is even a scene
where Davey and friends play a suspiciously Top Secret-like RPG and Davey’s
figurine of Jack Flack is crushed by a giant d20.
Talk about product placement!
2 – It caused an FBI visit to TSR
headquarters because of a presidential assassination reference in its material.
Just as D&D’s ‘Satanic Panic’ would conversely steer kids toward the game
in droves by giving it an unwarranted veneer of danger, FBI attention should
have created some controversial buzz for TSR and Top Secret. Fortunately or
not, TSR downplayed the investigation and nothing came of it. Ditto the brouhaha about the original cover, which featured US money but had to be scrapped after it was discovered that printing photos of American currency is illegal.
Conversely, when Steve Jackson Games was
also investigated by the US Secret Service due to hacking references in their
GURPS Cyberpunk sourcebook, they rode the free publicity for all it was worth,
putting a sticker proclaiming the book ‘confiscated by the US Secret Service!’
GURPS Cyberpunk was one of SJ Games best selling sourcebooks of the 90s.
What a lost opportunity for TSR!
Then again, Top Secret also had a few
points against it. First and foremost, its main competitor was Victory Games’
James Bond 007 RPG. The Bond franchise is the grande dame of spy fiction, and
its name recognition factor would have been hard to beat. Even TSR couldn’t
help mimicking Bond iconography – the tuxedo clad spy on the cover of the Admin’s
Screen could only be 007.
Second, the 2nd edition of the game, entitled Top Secret SPI, is generally perceived as having better setting information but inferior mechanics.
Finally, maybe Top Secret in particular and
spy games in general were just too real to be popular. People play games, and
RPGs especially, to escape their reality. Top Secrets’ scenarios were all more
plausible than James Bond stories, with hijacking terrorists and cold war spies
instead of monocled megalomaniacs. Maybe the ‘lightening in a bottle’ that was
D&D could only have been a fantasy game, as far removed from our reality as
imagination would possibly allow.
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