Hope everyone had a good (or passable) Father's Day yesterday. Condolences if not. My own was quite nice, and any complaints I might have were overshadowed by the rest of the weekend.
Hell, I even forgot about Free RPG Day on Saturday, being busy with World Cup action, Mariners games, movies, old friends visiting, etc. However, I was kindly reminded about it by the neighborhood bicycle dealer, and managed to make my way down to the Mox in Ballard to grab a handful of swag prior to it all being gone. Some good stuff this year, especially the DCC and T&T quick starts.
Anyway...it is officially summer now, as my kids are out of school, and because I'm the only child care they have, I'm expecting to be pretty busy over the next couple weeks. Lot of soccer going on...not just World Cup, but premier league stuff for my boy and "Lil Kickers" practice for my daughter. Then there's the jamborees and the family travel plans (including a possible trip back to Paraguay). All in all, it's shaping up to be an extremely full schedule.
I will try to keep up with blog, but...well, we'll have to see how it goes.
Showing posts with label free rpg day. Show all posts
Showing posts with label free rpg day. Show all posts
Monday, June 18, 2018
Monday, June 17, 2013
Of Fathers and Monsters
Welp, it’s time to start gearing up for June. Yeah, I
realize it’s a little late to start “getting ready for June” but just take that
as an indication of how busy the last couple weeks have been. Hell, I even
missed FREE RPG DAY (more on that in a minute) not because I was busy but
because I didn’t even realize it was going on!
I did have a happy Father’s Day, and I hope other folks
did, too. Not to rub it in anyone’s face, but mine was very enjoyable…the
family let me sleep in (all told I got something like 25 or 26 hours of sleep
since Friday night…including naps…which is about double plus my usual amount
over that same span). The wife made me breakfast, the boy and I got a long walk
and some play-time, another nap, then a looong, much-needed massage followed by
Guinness and meat pie at the local English-style pub, before picking up the boy
from Grandma’s house.
Oh, yeah…and a new electric toothbrush. It’s been months
since my teeth felt so clean.
I also had time to reflect a bit on fatherhood and my
relationship with my own father. I got pampered a bit thanks to my
(relatively easy) siring of a child, but really Father’s Day is about
remembering our own fathers, much as we dads might think it’s about getting a
day to hit the golf course, free of the usual household chores.
All of us have fathers – men that without whom we
wouldn’t be walking around, breathing air and reading blogs. It’s an
inescapable, biological fact. Even if our fathers disappeared from our lives
years ago (or even before we were born), they are responsible for our
existence…as responsible as our mothers…and regardless of what judgment we
might have on their ability at being a PARENT, we can be appreciative of the
role they had in bringing us into this world. I mean, unless you wish you’d
never been born or something (I think most of us enjoy living most of the
time).
And yet there is so often a melancholy association with
our fathers…even those of us with the great fortune to have fathers who were
loving and present and not prone to raging bouts of asshole-ism. It’s different
from dealing with one’s mother who we often continue to feel a certain amount
of tenderness, even into adulthood (not to mention a need to please and the
guilt of “not being a good enough child”). With one’s father, to have
“tenderness” or “compassion” is almost to feel like having condescension or
pity for the man…and that would seem to undermine that traditional role of
“strength” that the father is supposed to have in the family dynamic. Offering
your father sentimentality can feel like you’re calling the man weak…and so we
instead try to approach him with a degree of “respect for his manliness” and
(in practice) a certain aloof indifference to his own emotional needs.
And woe-betide the poor man whose made tragic choices in
his life…whether ones that affected himself or his family or (most likely)
both. He may already feel like a shlub and our only choice of behavior is
either to A) pile onto the shit he already feels or B) ignore any pain or
regret or guilt he may be feeling for the sake of maintaining that illusion of
“father as strong man.”
Because I think we want our fathers to be strong men.
Children grow up thinking of their parents as godlike, perfect beings anyway,
but mother is allowed to be the comforter and tender-loving care-giver and
father is supposed to be a solid rock. And while we lose illusions of our
parents’ infallibility as we grow older and wiser and see them as “normal human
beings” we still want them (perhaps subconsciously) to meet our idealistic
expectations. Because we are their offspring. With respect to our fathers we
want to be descended from “strong men.” That doesn’t mean “warriors”
necessarily, and certainly not “angry tyrants” but STRONG…in their convictions
perhaps, certainly in their ability to endure. Whether we are their sons or
daughters, their genetics are in our DNA, and I don’t think there is a single
person, in their secret heart-of-hearts, that wants to say “my father was a
weak man.” Even if he abandoned our mother…even if he abandoned his children…we
want to be able to chalk it up to youth, or ignorance, or an indiscretion, or a
lack of compatibility. Or even
just that the man was an asshole…at least saying a person is stubborn and
pig-headed and self-centered shows a type of strength (even if it’s not a very
nice, good, or effective one).
But no one wants to say: my father was weak. Because what
does that say about us, his children?
And because we won’t (secretly) allow our fathers the
luxury of weakness, we often prevent ourselves from having an intimacy and
closeness we might otherwise have. Perhaps it’s easier for daughters to enjoy
MORE closeness with their fathers but regardless, if only one party in a
relationship is given the space to be vulnerable, it’s tough to achieve a true
intimacy. Even for those of us who enjoy an otherwise “good relationship” with
our dear old dads.
Now having written all this, I should point out this is
simply a reflection on “the state of things,” not a manifesto on how we need to
change the world. By the time a person is in their 30s (and probably before
that) we intellectually understand that our fathers are “only human.”
[we also intellectually know that someday we are going to
DIE and we hide that from ourselves as well, pushing it to the back of our
minds as a “low priority” consideration]
It’s not incredibly necessary (or even appropriate) to
suddenly start denigrating our fathers (at least not any more than we already
do), but I think it’s okay to acknowledge not only their lack of perfection (or
strength), but ALSO:
A) Our
personal need and desire for them to be unreasonably strong (an unreasonable
desire), and
B) Our
debt of gratitude to them for our lives…regardless of whether or not they meet
our ideals or not, regardless of how competent or powerful or righteous or
“strong” they are…or not.
Whether or not YOU are a good person or not (by which I
mean “make positive choices in your action” or not), has nothing to do with
your father…you have free will to make whatever choice of action you wish. On
the other hand, without your father, you would not have been given the
opportunity to make ANY choice AT ALL…because you owe your existence to him,
like it or not.
*ahem* And that’s the extent of my Father’s Day
reflections for this year.
[by the way…I could have waxed on for a few more pages
about my own father’s foibles and fuck-ups and my on-going relationship with
him, but I’ve decided to spare folks THAT, not out of embarrassment or shame
but under the realization that my own father is far more interesting to ME than
it is to my readers]
So...I missed Free RPG Day on Saturday which is just…ugh…now
THAT is embarrassing. Usually, I’m there when the store opens and taking first
swipe at any and all goodies on display. This year, I had no idea it was even
this weekend…I haven’t been spending a lot o time on the internets the last
week or so and it just wasn’t even on my radar. Sunday, I walked into Gary’s
Games and saw a copy of LotFP’s adventure, Better Than Any Man, on display and
was like, wow, you guys got THAT in stock? And I was told: No, it was part of
the offerings for Free RPG Day the day before…the copy on display was the only
one left over.
Crap.
Of course, I immediately picked it up, as well as Hall of
Bones, a free adventure scenario for S&W. Other than these, the only thing
left from Saturday was the Cosmic Patrol quickstart that I picked up (and blogged about) last year, which means my total haul for this years ended with a
pair of OSR-generated adventures. Seeing as how it was Father’s Day and my
family gave me time to lay on the couch and read uninterrupted (another
infrequent luxury at my house) I can offer a couple thoughts on these two
products:
“Hall of Bones” (for Swords & Wizardry): a fairly
basic, low-level adventure. For me, the best part is the smooth inclusion of a
basic rules overview (plus pre-gen characters) making this a fairly standalone
game-adventure (just add dice and players).
I have to admit, I’m not a huge fan of S&W. I know a
LOT of OSR-types like to ride that pony, but despite the art, layout, and
modern sensibilities of game design, I prefer the original LBBs. And not just
the romanticism of having brown-covered books…I mean I prefer the original
scope and content of the rules. S&W over-steps (for my taste) in certain
blanks...but those blanks are part
of the charm of the original game. Hmmm…I don’t mean this post to turn
into a referendum/review of S&W so I’ll leave it at that.
The simplicity of S&W means that rules for “how to
play” can be included in a 20 page adventure book making for a complete game,
which is a pretty sweet feat. That being said, I found the adventure itself
underwhelming. Yes, I realize it is an introductory adventure for 1st
level characters. It still felt a bit of “challenge lacking” for my taste, and
the new monsters…well, I’ve created “intro scenarios” with unusual variations
that I thought were better, so I guess that’s what I’m judging on. I’m a
jerk…sue me.
“Better Than Any Man” (for Lamentations of the Flame
Princess): I was truly surprised that this was even available a day later,
though I’ve seen commenters on other blogs stating they’d choose to wait for a
PDF rather than pick up a print-version. I guess their shelves are more crowded
than my own (though the idea would seem crazy to anyone who’s actually seen my
“game room” – my wife compares me to those hoarders you see on TV).
Better Than Any Man is an impressive piece of work. Not
impressive in the quality of the art and production for a free offering on Free
RPG Day…I think Raggi’s earned enough credit over the years that he can get
such products funded via KickStarter with (comparatively) minimal effort. Even
if I was NOT phobic of KS on general, technophobic principle, I don’t think my
following would be enough to do what he does (plus, my following is a bit less
focused than fans of LotFP). But, no, I don’t think an ambitious, free product
like this is out of the scope of his ability.
No, what’s impressive is the adventure itself. I’ll be
honest: I haven’t kept up with everything Raggi’s published. The last thing I
actually paid for was Death Frost Doom…I came close to getting Vornheim,
harcover Carcosa, and Grindhouse Edition LotFP when I ran across them at the
game shop but two main considerations stopped me:
-
My funds have been tight enough of late to keep
me from getting every impulsive want, and
-
LotFP is a version of D&D that I will
probably never play.
Not because it’s not well done or doesn’t have great
potential as a fantastic setting or even that LotFP’s house rules “tweaks” are
bad. Most of ‘em are to the good. No, it’s just that B/X (or Holmes or
OD&D) work good and are readily customizable, and I don’t need a
“weird-horror” version of D&D seeing as that’s not my usual genre of
fantasy adventuring.
[that being said, if I ever wanted to do a 15th
– 17th century fantasy adventure game of the type typified in White
Wolf “historical” WoD settings or even the more recent WITCH HUNTER of which
I’ve blogged, I’d probably pick up SOME version of LotFP to use for the system.
Right now I’ve been a little too busy with my own play-testing to try to entice
my players into this type of game/setting]
However, lacking Raggi’s actual books, I lose the overall
view of Raggi’s gradual development over time and numerous products. Reading an
adventure like Better Than Any Man compared to Death Frost Doom just shows (to
me anyway) a marked change in growth and maturity. DFD is special because it
was waaaaay outside the box as far as adventures go and wasn’t afraid to plunge
one’s campaign setting into an undead Armageddon by allowing the thing to run
its (most natural) course. But even so, it felt much less like a “D&D” adventure
and much more like Call of Cthulhu (or a CofC-style “investigation”) in a
pseudo-fantasy-medieval setting. Which, as said, was pretty different, but
somewhat unplayable depending on your average player’s expectation of game
play.
BTAM, on the other hand, is definitely D&D. It is
D&D with a setting and context, but it is still D&D. People may say it
has a WHFRPG feel to it…from my point of view, WHFRPG was simply someone’s
D&D heartbreaker set in a pseudo-historic setting. BTAM does away with the “pseudo”
and works with actual historic events (like the 30 Year War), which is hip
‘cause…well, ‘cause I like that approach (it’s similar to what I’m doing with
my 5AK setting, though Raggi doesn’t bother changing the names of countries and
historic personas). BTAM actually provides several different types of adventure
for exploration: a wilderness fraught by war (and including many random
encounters) a couple dungeons (restrained in scope while still being
interesting and carrying the signature creepiness of LotFP) and a political
conflict of heroic proportions with the potential to save thousands of at-risk
individuals from that most despicable of monsters, the human war machine. Nice.
![]() |
| Nice Familiar! |
I only skimmed over the tentacled monsters (of which the
one on the cover is but a single example), but drank deeply of the rest of the
adventure. I found The Seven to be deep and well-written. and a fantastic, challenging
puzzle for the PCs. I found the Mound to be the kind of adventure Hall of Bones
wanted to be but wasn’t (sorry…). I found Goblin Hill to be the weakest part of
the adventure, not because it’s not a suitable adventure, but because it feels
a little cliché, both due to the over-the-top grisly horror and the insect-type
villain that conjures to mind everything from Shadowrun’s Queen Euphoria and District Nine to
Naked Lunch and Kafka’s Metamorphosis. I found the wilderness encounters (like the
Baroness) and the descriptions of towns caught in the throes of war and witch
hysteria to be excellent.
There’s a LOT of good stuff in Better Than Any Man…it’s a
nice little setting for a mini-campaign, and certainly one that can be expanded
into major, year-spanning campaign involving the Swedish invasion, the 30 Year
War, the horrors of organized religion unleashed by unscrupulous (or ignorant)
zealots, and the underground cults of daemonic religions and eldritch horrors.
In many ways, BTAM feels like the kind of game that WHFRPG
always wanted to be, but never could be due to its failure to create adequate small-scale
adventuring rules (especially with regard to magic) and its cumbersome career
mechanic.
[oh, yeah…and the simple firearms mechanics Raggi includes are
just about perfect, by the way…if I use firearms in my future B/X games, I’ll
probably just steal these, assuming I’m not using LotFP as my base system. If
Gygax/Arneson had used a simple system like this in OD&D, it might have
saved decades of debate down the line]
If you didn’t have the chance to pick up Better Than Any
Man at Free RPG Day, you might try finding it, if only as an example of what
can be done to create a small campaign setting that provides a lot of meat for
players without a shit-ton of dross. In some ways, it reminds me of my old
Goblin-Wars campaign, but much more thoughtful and better organized. I’m not
sure I’m terribly enthused about Raggi’s game world and themes, but the quality
of the material is damn fine, and well worth looking at and possibly emulating.
ALL RIGHT…now that I’ve written up all that, I can get
back to my planning of the month of June. Got a lot of stuff that needs
“gearing up,” as I said.
: )
Sunday, June 17, 2012
Free RPG Day - The Haul
Happy Father's Day to all the dads, step-dads, grandfathers, etc. out there! Without our fathers...um, pretty much none of us would be here. We should all feel grateful for that.
On the other hand, being as this is my second Father's Day as a father, I feel most grateful for my own son, who allows me to celebrate the day as a "dude of honor." He's just such a joy!
Taking a break from my magical musings for the nonce...yesterday was Free RPG Day and I was down at Gary's Games bright and early (9am) to pick up the latest-greatest. Skipped the Pathfinder and 4E offerings as I'm totally uninterested in those games (to put it mildly). Here's what I DID get:
ConspiracyX Introductory Game Kit (think of a mash-up between Men In Black and the X-Files): if you're into alien conspiracies as entertainment, this might be an RPG to check out. If you're not whole hog on the idea, the pedestrian plot and fairly boring mechanics might not be enough to juice you on it. I found the ESP mechanics/concept to be the most noteworthy think in the kit; definitely an interesting and cool design choice.
Battletech: A Time of War Quick-Start Rules: This appears to be Catalyst Games' attempt at remaking Mechwarrior (the original outside-the-mech RPG of the BT universe. As far as I'm aware, this would be the first official remake of MW since FASA's original went out-of-print. The mechanics are a little jazzed up (i.e. "more complex") as might be expected as they are based on the latest version of BT: Total War, and yet some things (like the damage monitor) seems stream-lined (no hit locations) even as they add a separate "fatigue track" (something I've always found problematic in practice with multiple RPGs). I don't know...I liked MW but could never get around to playing it because, well, if you're playing BattleTech then you generally want to be stomping around in giant robots. However, I will say A) the mechanics are fairly close to the original (which is a plus), B) the "Edge" mechanic (an additional attribute that acts as a drainable "luck" resource pool) is cool, and C) all the sample characters are neat and look like fun to play, i.e. role-play. The adventure's kind of neat, too, as a one-off.
Shadowrun Quick-Start Rules (on the reverse side of the Battletech QSR): Since I've heard nothing about Shadowrun coming out with yet another edition, all I can figure is this a promotion for the current (4th Edition) game from Catalyst...something to get the word out, and get people to come on board. So it's pretty much the same-old-same-old with the addition of "complex actions" versus "simple actions" and yadda-yadda with a lot of recycled art (all stuff from the basic book or prior adventure supplements). For me, the most interesting thing about the QSR is its length: 19 pages (not counting a 6-page adventure and 8 pages of pre-gen archetypes). I wrote whole game dealing with a lot of the same subject matter with little more than 3x that many pages.
Cosmic Patrol Quick-Start Rules: The Kahn Protocol (also, surprisingly, from Catalyst): Cosmic Patrol actually has all the look and flavor of an indie-game, in that it is whimsical (1930-60s pulp sci-fi...you know, bubble helmets, rocketships, Martian axe-women, etc.) and story oriented. Traditional GM duties are shared between all players in a rotating "Lead Narrator" role, the game works in rounds (my term) where everyone contributes to the story at hand while attempting to hit plot points and accomplish mission objectives to create a coherent narrative. At the same time, the game can't get away from "standard" RPG tropes: each player has a character, with standard attributes (brawn, brains, fighting, luck), health points, weapons, armor points, and equipment (though that last one is actually more of a metagame mechanic than actual "gear").
The funny thing about Cosmic Patrol is it is extremely similar to my first attempts at a "story now" game, even down to the subject matter (spaceship crew), when I was first introduced to the concept a few years back. As with so many of my projects, this one never quite achieved "lift-off" and part of the reason was difficulty finding a way to reconcile a narratavist agenda with typical RPG systems. I'm not sure Cosmic Patrol pulls this off (in many ways, it reminds me more of a story-telling game say, like Once Upon A Time, than an actual RPG), but it's pretty ambitious that they'd put this together, and I wouldn't mind giving it a whirl and seeing how it works.
Only War: Eleventh Hour (an intro to Fantasy Flight's latest WH40K-themed RPG): This appears to be the game I thought Deathwatch was supposed to be...basically, the 40K version of WHFRP but with non-space marines. I don't know...maybe that's what it is. The pre-gens are Catachan Jungle Fighters and Ogryn (i.e. Imperial Guard troop types for those who know WH40K) with all the usual ability scores (including Fellowship) plus skills. Yay, skills. In all seriousness, I know I have a hard time being impartial with games like this because I love the idea of playing military sci-fi RPGs...but I could only wish the character profiles looked a little simpler to put together, as I would hope that any 40K RPG makes it exceptionally easy for PCs to meet horrifying, messy, and/or grimly amusing death. Look, the armies of the 40K universe are terrifying warmongers...as individuals, they're even less "heroic" than an old school D&D adventurer. That doesn't mean they can't attempt...or even succeed...at missions of "heroic" proportion. But let there be no tears shed for the fallen members of the Imperial Guard...and certainly no tears shed by players forced to go through a drawn-out chargen process to create a new Guardsman.
Dungeon Crawl Classics (that's the title of the Free RPG Day offering, but it's not the RPG itself): This is a pair of single-session adventures for use with the DCC system, plus an adventure design competition (and a chance to win some money). The adventures are titled The Undulating Corruption and The Jeweler that Dealt in Stardust and I've yet to read either (my playtesting of the DCC Beta convinced me that DCC isn't a game I'm interested in playing). So why bother picking up a copy? Actually, I picked up TWO - first because, though I don't like the DCC system, I love the game's style and themes (very pulp sword & sorcery) and want to see if anything here could or should be translated into my D&D Mine system (which I hope to run in a very S&S fashion myself...once it's at the point of running anything). Secondly, a buddy who was in Eastern Washington over the weekend asked me to pick him up a copy since he wasn't able to make it to the shop.
Aaaaand that's about it. Gary's took the opportunity of Free RPG Day to clear some shelf space and so I was able to pick up a copies of Agent X (free) and Coyote Trail (half price), but those are full RPGs that I haven't had the chance to read; if I have anything useful to say about 'em later I will, though I believe both are out-of-print as of this date. It was quite a pile of goodies I brought back from the store Saturday...a good way to kick off the weekend and Solstice.
Have a good week, folks!
; )
Tuesday, June 22, 2010
Slick as S**t through a Goose
Funny thing is, the U.S. used to be big into soccer back before the sport went professional. Hell, we went to the semi-finals in the first World Cup (1930) and were retroactively awarded 3rd place in the event by FIFA (at the time, there was no 3rd place award). That places the U.S. ahead of Mexico (whom we have a good history of beating in the tournament) for World Cup achievement, despite the latter country’s long history of passion for the sport.
In fact, it appears the only reason soccer died off in the U.S. is the rise of professional “American” football during the 30s and 40s (see the film Leatherheads for a fairly decent look at the early years of the NFL) at a time when FIFA was on hiatus due to World War II. If not for pro-football (that’s American football, Brits) and Nazi Germany, the U.S. might have become the same kind of powerhouse that Brazil is today. Don’t laugh…we won quite a few Olympic medals in the sport prior to the founding of FIFA. And the U.S. loves to throw money at their world domination of, well, everything.
ANYway…let’s talk about games other than soccer for a minute. I have in front of me, four glossy, soft-covers. They are:
- Deathwatch: Final Sanction
- Under the Rose for Exalted (2nd edition)
- Legacy of Disaster for Legend of Five Rings (4th edition)
- Athlon Sports Pro-Football Magazine
The first three are all things I picked up at Gary’s on Free RPG Day last Saturday. The last is a magazine devoted to scouting the NFL (mostly for the purpose of playing “fantasy football”). I’ve been playing fantasy football for about three years now…I’ve been buying Athlon Sports for more than ten. I find it gives me a nice overview of the teams for the upcoming season, plus compared to other “pre-season” magazines, it’s made with quality paper, has good photography, and excellent lay-out.Of course, the predictions aren’t always the greatest. For example, this year they’re picking the 49ers to win the NFC West…something they’ve been picking three years in a row. I have to think the publishers are either from San Francisco or just downright retarded; I mean come on! Likewise, they’re picking Seattle to come in #2 which means the defending NFC champ (Arizona) isn’t even going to the play-offs? Bizarre.
But actually, this isn’t really a new trend for Athalon Sports. I can trace the beginning of their wonkiness back to the season following the Seattle's Super Bowl XL loss in which, despite ranking all of the ‘Hawks stats as better than the rest, they predicted we would miss the play-offs due to the “Super Bowl Loser Curse.” Ridiculous. Instead, the Seahawks ended up one game out of the Super Bowl, only losing to the eventual NFC representative Bears in Chicago in over-time.
[meanwhile, it was the “defending Champ” Steelers that completely missed the play-offs in the 2006 season…go figure]
So accuracy of predictions is NOT Athlon Sports’ strong suit. And yet, of the four documents in front of me, I find their publication to be the most accurate, most interesting, and most practically useful.
Let’s start with the one I WANTED to like: Deathwatch.
Of all the various game settings that have been created over the years…for ANY game…the Warhammer 40,000 universe is one of my favorites. Especially back in the days prior to 3rd edition 40K (with the introduction of the Tau and Necrons…jeez, undead in space?), it was sci-fi as dark, grim, and gritty as the Warhammer FRP world. O sure…you can use "magic" (psionics), but you might well be possessed by a bloodthirsty demon! And legions of psychotically loyal killer space marines will hunt you down for being an abomination in the Emperor’s sight…
Deathwatch is the 3rd “40K RPG” Games Workshop appears to be releasing, and this one is the somewhat-long-awaited “space marine RPG” (the first two were for Inquisitors and Rogue Traders, special character types dating all the way back to the original 1st edition of the wargame rules). Of course, space marines were never “special characters” like Rogue Traders and Inquisitors in the original wargame…they were grunts. So now we have an RPG where you play a badass grunt.
Hmm.
Okay, aside from the glaring discrepancies in the rules (I’ll give an example or two in a moment), let’s talk about theme/premise. Um…what? The party is a group of hand-picked marines from a variety of space marine chapters put into a special squad and now gunning for the Emperor’s enemies on “special missions?”
Just because you elaborate on the stat-line of your average 40K marine profile does NOT mean you have an RPG. Just because you add a handful of skills doesn’t make it an RPG. The fact that space marines are default “trouble-shooters” (in the literal sense…they are trained to resolve situations with combat), ultimately sets the game up to be all about blasting people…and there’s no elaborate stat-line needed for such a game.
Check out 3:16: Carnage Amongst the Stars…you can run a Deathwatch game simpler and with more role-playing and pathos using ITS rules than the stuff in this 30 page booklet. Really, honestly.
Of course, 3:16 doesn’t have nifty weapons with “special abilities” (well, abilities other than rolling bunches of dice and blowing xenomorphs all to hell). Take the power fist, for example. It has two abilities that are unique to it (i.e. no other listed weapon has either of these attributes):
- Power field: a field of power wreaths weapons with this quality, increasing their damage and penetration. Such modifiers are already included in the weapon’s profile. When the wielder successfully uses this weapon to parry an attack made with a weapon that lacks this quality, he has a 75% chance of destroying his attacker’s weapon.
- Unwieldy: huge and often top-heavy, Unwieldy weapons are too awkward to be used defensively. Unwieldy weapons cannot be used to parry.
Emphasis added to point out the retarded-ness.
Exalted barely deserves mention…at least, mention bereft of derision. I’ve never played/owned/read ANY edition of Exalted, despite owning half-a-dozen-plus other White Wolf games. I was interested to see what the game was all about.
Apparently it is about elaborate fiction masquerading as an RPG. What the F?
If I wanted to play a game that looked something like Avatar the Last Air Bender, I would probably go with Big Eyes, Small Mouth. This game is just…so…much…dross…ugh! I can’t even wade through all of it just to get to the super-elaborate stat block pre-gens at the end. Apparently, this isn’t an actual Quick-Start offering from White Wolf, but an adventure module for Exalted; you have to own the game to play the adventure (there are no rules printed un Under the Rose). After browsing the adventure, I have no desire to own the game. The over-the-top super-enriched fantasy world is…well, it’s a setting. One that probably deserves an elaborate series of novels or short stories. But NOT one I want to have to study (like taking courses in ancient Mesopotamia) in order to understand how the game is to be played.
There is a huge disconnect going on here, in my opinion. RPGs either provide rules for “adventure creation” (for example: D&D) or provide rules for playing a particular established IP (for example: Star Wars, Firefly). White Wolf is trying to give you the game AND the IP and it’s super-elaborate-as-hell…ugh.
No. No. No. I don’t want it. You can’t make me learn about it. Crap on that.
Finally we have Legend of Five Rings, 4th edition. Like Exalted, L5R is a game I’ve never owned, read, or played. Like Exalted I have heard of it…though I had no idea it was in its 4th edition (they still haven’t gotten all the bugs out yet?! Sheesh!). I know there is a substantial portion of the RPG community that LOVES the whole “samurai-thang.” Personally, I find samurai to have the same level of “interesting role-play potential” as space marines (i.e. not much). Yes, it would be cool to ride around and duel folks with your katana over honor…however, it would seem (to me) to get OLD after awhile. Like that Highlander TV show…how many times do they repeat the formula that ends with someone’s eventual decapitation before you stop watching?
And UN-like Ron Edwards (surprise! My game design hero!) I am NOT interested in exploring the human drama that comes with conflicts of honor mixed with soap opera family conflicts. Sorry, just not all that interested in what RPGs can teach us about the human condition (at least, not when it comes to blade-slinging ronin).
Actually, I found the L5R booklet better than expected. It had good art in a Magic: the Gathering kind of way. The rules provided appeared short and succinct, variations of a couple different games that are escaping my memory right now (perhaps shades of Deadlands). The pre-gen characters had fairly short “stat blocks” than what I anticipated (certainly in comparison to Exalted!). All in all, I was intrigued enough to do a little further research on-line regarding Legend of the Five Rings.
Having said all THAT, I have to say that in the end, I find the game to be kind of dumb. Why not just call it Samurai & Shugenja? After all, that’s all it seems to consist of. Do you want to play a Warrior or a Wizard? A space marine or a psyker? And most any dude between the age of 17 and 30 is going to be laughed out of the table if he belongs to “Clan Unicorn.”
Or perhaps I’m being unnecessarily hard on this game…or all these games for that matter. I admit I’ve been feeling a bit crusty lately, as I’d rather be watching World Cup games than working (and being forced to nip out to the bar across the street to catch scores on the sly).
But really, is THIS what RPGs are coming down to? I mean is this WHERE THE MONEY IS in the RPG industry?
I mean, just look at the common thread. Your "party" is basically a group of ass-kickers (samurai, space marines, “exalted” heroes) with various tweaks to distinguish you from one another (clan, chapter, caste) brought together at the behest of some higher power (daimyo, Emperor, whatever-the-hell-Exalted-has) to perform missions that require ass-kicking.
Lame. I mean really, just…lame.
One commentator either here or on another blog I was reading wrote something about how “if it’s an RPG it should include combat.” Huh? Because playing an RPG is all about playing an ass-kicker of some sort? That’s as stupid as exercising in the gym for the sake of “getting big muscles.” What exactly is it all in aid of?
Again, let me reiterate that, cool and interesting as it might be, I do NOT generally play RPGs for catharsis or therapy or to address the drama of the human condition. But I DO play them and enjoy them for something else…stretching the imagination. And there’s nothing fantastically imaginative about ass-kicking with dice. Go play a fucking video game, chumps.
I mean, really. Have you seen what’s available on the console these days? Plenty of cool games that allow you to adventure through a linear environment, ass-kicking in many graphically enhanced ways, with guns and without, acting in concert with other players or alone. What the hell do you need an RPG for if that’s all you want to do?
All right, I’ve wandered a bit off topic. Just to bring it back for the moment, understand that I hold table-top RPGs in hella’ high esteem, and if the three games I picked up at Free RPG Day are an indication of the general mold of commercial games being issued these days…well, that’s a bloody shame, that's what it is. But, whatever…this blog post is not any kind of attempt at resolving the issue, it’s just me venting my opinions about the nicely printed free booklets I picked up on Saturday.
Well, that and me taking a break from all this soccer watching.
; )
Saturday, June 19, 2010
Another Self-Pity Party
So the original plan for today was as follows: get up fairly early, walk to the Wayward Coffee House for a Muad'dib Latte (the only fru-fru coffee drink I occasionally allow myself), then hit up Gary's Games for Free RPG Day, prior to going home, watching a little World Cup, making the wife some oatmeal, and going to my appointment with the massage therapist.
That's not what happened.
The beagles woke me up early (as usual). I was dead tired from another late night and after watching the tail end of the Japan game I found myself falling asleep on the couch...so I decided to go back to bed. I got up barely in time to catch a quick breakfast before getting to the therapist and, after running a few errands, didn't get down to the game shop till five o'clock or so.
At least I didn't miss it completely (as I did last year).
Here's the only swag I managed to secure:
Deathwatch: Final Sanction (Warhammer 40K Roleplay)
Under the Rose (Exalted 2nd Edition)
Legend of the Five Rings: Legacy of Disaster (4th Edition Roleplaying Game)
I don't have any idea what might have been available had I gotten to the store earlier. None of these games are anything I play or ever intend to purchase in the future...but they were free and free games are better than no games.
Anyway, I'll give my thoughts on the games themselves tomorrow (Exalted, 4th Edition, and 40K RPGs are all games I've never owned, so the books should serve as an introduction into those system as I assume they're intended). However, I'd just like to note something about their overall quality and presentation.
Excellent. All of them.
Two of the books are 32 pages, one (Deathwatch) is nearly 40. All are filled with wonderful artwork, creative banners, and great graphics. Two of the books are printed on quality, glossy paper including colored illustrations. All of them have fantastic presentation.
And they're all free. It makes me wonder, what the hell am I doing?
A 64 page Companion supplement. A couple other possible 64 page RPGs. And these guys' free intro games are 32 page, slick publications that I haven't the slightest idea how to replicate...even if I did have the resources to replicate 'em. Which I don't.
Ugh.
Anyway, I'm probably just tired and cranky right now. The weekend is nearly over and I need to catch up on some sleep. I'll write more later.
Monday, June 22, 2009
Free RPG Day...
...and I completely missed it. Jeez!
I was actually in my local, participating game store Saturday and (in my defense) they never mentioned Free RPG Day, and I completely forgot about it! Too busy with my new purchase, I guess.
However, I went back to the game store today (told you it was a long weekend), and was able to pick up a little swag:
- Bonus Bestiary by Pathfinder featuring some old AD&D monsters now written up for D20 (no big whoop, since I no longer play D20, but I may use them as inspiration for B/X monsters).
- Quickstart Rules and Adventure for White Wolf's Geist the Sin-Eaters. What the f---? This is the "7th storyteller game set in the World of Darkness?" I thought that was the Hunters Hunted? Or Demon? Or the Prometheans? Or something else...by my count there's been at least nine games set in WoD if you count Mummy and Hunter as two separate games and NOT counting Eastern Vamps or the latest Changeling. Ah, well...I stopped playing WW a loooooong time ago.
- A 24 page quick-start version of Paranoia. I've never owned any edition of Paranoia, though I've played the original, but I tell you THIS is how they should sell the game...in a quick little pamphlet, easily digested and with plenty of holes for UV gamemasters to fill in the rest. Paranoia just begs to be "Sweded" in an Old School way. Who needs all those other rules to blast mutant communists?
In addition to the free stuff, I picked up a used copy of Albedo, Second Edition for $6 and I don't want anyone to give me shit about it. I got the Platinum Catalyst version six months back, and it has some of the finest rules for modeling straight-up war in an RPG that I've yet seen...only problem is PC Albedo doesn't provide vehicle combat rules (a gross oversight), and the 2nd edition (an actually earlier edition) does. For $6 I'm willing to check it out and shoehorn old rules. And, no, I do not have a "fuzzy" fetish...and I don't think fans of Rocket Raccoon, TMNT, or Howard the Duck do either...
All in all, a pretty good haul from "Ye Old Game Shoppe" this weekend.
Subscribe to:
Comments (Atom)
