Saturday, October 24, 2009

2nd Look at 2nd Edition



No...not 2nd Edition AD&D.

Finished up reading my new $10 copy of the Star Wars RPG (1st edition). I know I wrote that I was pretty excited to get my hands on it. I know I said I was very glad that it was the 1st edition, the one published prior to the horde of Star Wars novels that inundated readers in the 90's prior to the release of the Star Wars prequel trilogy. I know I said the only differences I recall between the 1st and 2nd edition were a slew of new Force powers based on said novels.

Ok, so I was talking out of my ass. It's a blog...sue me.

Having finished up my reading I now see gaping holes in the rules that I remember being filled by the 2nd edition...and NOT simply rules regarding Force powes. Where are the scaling rules between walkers, speeders, starships, and capitol ships? Where are the alternative to death rules (aka "lightsaber maiming")? For that matter where is the stuff on prosthetic limb replacement?

Regarding the Force, the 2nd edition introduced Character points as a combo XP/karma point for doing cool stuff and saving your bacon, even if you weren't Force sensitive. Force points were capped in 2nd edition for non-Force sensitives. And there were a LOT more rules regarding the Dark Side, how it interacted with Force use, as well as rules for redeeming characters that had fallen to the Dark Side (my favorite type o story to tell).

All of this is missing from the 1st edition book, and I'm sure there's more (I didn't peruse deeply the starship rules because I've already decided 1st edition ain't enough). Ugh. I need to get in touch with that guy who was going to sell me his stack of old Star Wars stuff...and buy it!

Maybe I need to retro-clone WEG's Star Wars. But what would I call it? I'd have to re-name "the Force," of course...maybe I'd call it the Source.
; )

Friday, October 23, 2009

...In a Galaxy, Far, Far Away...

I said that this day had originally been set aside to do a bunch of Traveller posts and I'm serious. I've been on hiatus from B/X D&D for a couple weeks now and have allowed my B/X Companion project to slide (O the Shame!). This comes in part from having a life, family, and day job, and in part because I can be a bit unfocused with my attention, allowing it to wander all over the place...like to Traveller.

Damn it, it's just such a good game, so worthy of attention. And yet, I just keep reading it and thumbing through it and dreaming it and not actually bothering to cobble together a campaign. Even non-gamers have heard of Dungeons and Dragons and are banging on my door to play it (see my posts about the nephews!). Only old gamers like me have heard of Traveller and know the wonders that await between its simple black covers.

However, system DOES matter and Traveller can't do everything sci-fi related (though it can do a helluva' lot). Some game systems are literally tailor-made to play to a particular genre or theme, sometimes excellently so (Dying Earth) and sometimes not-so-much (Serenity RPG).

So today I picked up another of my proverbial "blasts from the past" while I was at Ye Olde Game Shoppe (it's actually called Gary's Games in the Greenwood neighborhood of Seattle), and it is this more than anything that is threatening to derail my blossoming Traveller fetish. Check it out:



I have posted before that in the past I have owned both the 1st and 2nd editions of the West End Games' Star Wars RPG, and have regretted selling them. The MAIN reason for my regret comes from the fact that they are now out-of-print and the WotC version are absolute dog-shit. I know, I know...I am a grumpy old gamer that doesn't like D20. Bull. Even before I came to my senses and kicked D20 to the curb I had already figured out that D20 and Star Wars do NOT mix. Well, not in a pleasing, RPG-type way. Maybe they mix in a vomit-and-fecal-waste-matter-type way.

In my earlier post I wrote that I preferred the 2nd edition rules to the original edition when I owned them both. This is true, and in fact when I say SW on the shelf in the used section I did a quick look to see if the 2nd edition was lurking around somewhere as well (it wasn't). However, after picking it up I was trying to remember what exactly I liked BETTER about the 2nd edition (besides the cool purple cover...woo-hoo!), since from all I can tell the rules are pretty much the same. After many minutes of memory dredging there's only one thing I could think of: force powers.

If memory serves (*hope*hope*) the 2nd edition of the game was designed not to improve on the 1st edition (the rules stayed pretty much the same) but to take advantage of the CONTINUING SAGA of Star Wars. For those young 'uns who may have the wrong idea, this has ABSOLUTELY NOTHING to do with the Episodes 1-3 films which had not yet been filmed, written, or probably even imagined at the time.

Back in the day of West End Games there were only two sources for Star Wars fiction: the original three movies and written imaginings of other authors. The Thrawn trilogy (Heir to the Empire, Darkforce Rising, and The Last Command) were big news when they hit the book shelves in 1992. Finally, folks who loved Star Wars could follow their favorite characters through new licensed adventures in the Star Wars universe! And once THOSE got published (and showed themselves to be a tremendous cash cow) Lucas really let it off the leash and authors began publishing dozens of books furthering the adventures of the original characters, their children, and their children's children. Much of it (what I read anyway) was fairly mediocre fare, but it was frigging mana in the desert to the SW-starved masses.

The 2nd edition game gave you the option of setting the adventure in the Rebellion era or the New Republic era (following the new novels basically). It provided few new rules that I recall, except for new Force abilities...specifically DARK Force abilities...that had been exhibited in the books and comics published during the 90's. I, of course, was always a fan of the Fallen Jedi-type character (see my earlier post on Geezers), so this was meat and drink to moi.

But NOW...well, first off Lucas basically blew up anything resembling cohesion to the novels' canon when he created his prequel trilogy (specifically, what the "Clone Wars" were all about). And let me tell you, I'm not sorry he did, for although the prequel films weren't as awesome as I'd hoped, they were still a damn sight better than the pastiche of the Thrawn books.

Secondly (and more importantly from the RPG perspective) he didn't do anything different from what was in the first set of films.

There were no great, new Force powers. Lightsabers worked the same. Stormtroopers are stormtroopers, whether they're cloned humans or normal humans. Jedi are still just one master and one apprentice (Dark or Light). People that get killed don't come back and possess the folks (and learning to communicate from beyond the grave at all is a trick few possess and only ever observed in Jedi characters, not Sith). People carry around extra lightsabers like it ain't no thang.

And I like it. I like the simplicity. It can still be Star Wars.

And having said all that, I have to say I am very excited at the 1st edition game I picked up for $10. Because it was based solely on the first film trilogy...which means it is un-tainted by the books and comics that came later. Which means I can change it and taint it as much as I want to play in an Old Republic setting! And that is something Traveller is NOT as good at...for a game involving smugglers, pirates, and gamblers (in other words, a Han Solo novel), Traveller is the one to use. If you want Jedi consulars working aggressive negotiations with lightsaber in hand...well, I'll stick with WEG's Star Wars RPG.

1st edition baby! Man I am getting OLD!
; )

Traveller 40,000 - Rogue Traveller


I couldn't figure out which title to use for this post, so I used both.

[yes, today's original intention was to be a marathon of Traveller posts...as I said back here, I've had Traveller on the brain lately, but I haven't had a chance to get to my blog till today. However, other events have conspired to put me off my game, so you'll probably only get one or two more...sorry!]

One of the original appeals of the Warhammer 40,000 game (at least for me) was the whole gothic-craziness of it all. I love this kind of dark, dystopian setting...hell, I was the first guy on the block to pick up the original Vampire: the Masquerade!...and the dark, semi-mystic setting of a crumbling space empire is a powerful stimulant for my imagination.



Of course, Warhammer 40,000 isn't an RPG.

My buddy, Scott, is the one who first picked up the WH40K Rogue Trader book back when it was first published. We loved it, but were extremely disappointed to find out it a wargame and not an RPG, since back in the day we only played the latter. Fast forward a few years (an exit Scott) and I found myself purchasing a used copy of Rogue Trader myself. The reason for this? Well, I was playing Warhammer Fantasy Role-Playing (the RPG) and had recently picked up the Realms of Chaos book for the creation of Chaos knights and such and needed the stats for a plethora of "modern" weapons that were given as Gifts to the followers of the Blood God Khorne. I was referred to Rogue Trader by the book.

Interesting how the world turns, huh? It was in picking up my own copy of Rogue Trader (10+ years after I'd first perused it with Scott) that I thought I might give this whole "wargaming thing" a try and purchased the 2nd edition of WH40K. Another decade later and I have a game room in my house currently over-flowing with hundreds of space marine miniatures!

ANYway: the setting is the thing I love more than anything. I've said in the past that I am a fan of sci-fi military fiction (I'm reading David Drake this week actually) and the dark and dreary war-torn setting of the 40th millennia is great.

But can it be translated to Traveller?

That's kind of the mega-credit question of the day. I'm wondering if maybe the answer is no (though why post about a non-possibility...that's a might silly waste o blog space, no?). I spent part of my afternoon paging through GW's newest RPG: Rogue Trader. Like all of their books of late, it is a beautifully crafted tome, intricately illustrated (hell, one might as well call it "illuminated") and chock-full o stuff from the WH40K universe. However, there is no way in the world I'd purchase it...far too many rules and crunch for my taste. I simply don't make time for games like this anymore (plus, I kind of reject these slick commercial monstrosities on general principle...sorry but that's the way I'm rolling these days).

Besides, isn't Traveller the original "rogue trader?" Here's what the Mongoose game says on page 2 (paragraph 3):

...the players take on the roles of tramp merchants and mercenaries, wandering the galaxy in search of profit and adventure.

[now, of course, if I had my druthers, good game design would stick that front and center in the first paragraph...but I digress]

So what the hell is a Rogue Trader anyway? From the original description in WH40K:

The potential of new worlds, alien civilisations [sic] and unimaginable resources has stimulated the growth of free-ranging imperial agents known as Rogue Traders. Licensed and equipped by the priesthood, the Rogue Trader is free to explore the far regions of the galaxy, the areas where the Astronomican does not reach, and those areas within its range as yet unvisited.

The Rogue Trader appears based on the historic figure of Hernan Cortes...a dude basically given a writ of expedition and a license to conquest. Which is fine if you craft your Traveller game to the dark, gothic nuances of the 40K universe (Traveller can certainly be played dark and exploitive). Unfortunately there is a bigger obstacle to the setting:

"...free-ranging imperial agents known as rogue traders. Licensed and equipped by the priesthood..."

Despite the title of "Rogue" Trader, RTs are actually beholden to the imperial powers-that-be. In other words, they're yet one more cog in the wheel of the Emperor's army.

The basic Traveller game operates under the assumption that your characters are truly free and un-fettered (probably one of the things that really gets ME fired up...). You are assumed to have left your prior career(s) and are now free on your own recognizance. There is no Imperial Inquisition watching over your shoulder, no members of the Legiones Astartes sworn-to-the-Emperor living in the hold of your ship. It's YOUR ship (though you probably have a mortgage), and you don't need no stinking LICENSE to seek out strange new worlds and conquer primitive civilizations, if that's what floats your boat.

It would be fairly simple to convert battle dress to power armor, add lasguns and bolters, and come up with a couple 40K type careers paths for Traveller. Personally, I'd consider Space Marines as an alien race with Notable strength, dexterity, and endurance as well as automatically possessing the equivalent of subdermal armor. But you know what? Space Marines don't "muster out." And when they go rogue (as did Horus and the traitor legions), they get hunted down.

Playing Traveller in the world of Warhammer 40,000 is very possible. Playing Rogue Trader in the world of Traveller is a different game entirely.


A Wolf From The Stars

One of the beauty's of Traveller is its short succinct stat blocks for characters. I LOVE this. Truly. I know I've railed against big "stat blocks" here and elsewhere in the past, so it should come as no surprise, but its difficult to articulate enough how damn ELEGANT it is in practice with this particular game.

I'm not sure I've posted any particular characters of mine on this blog before, but here's one I'd like to share:

WULF

Homeworld: Fenris (poor, ice-capped)

UPN: C9D875

Age: 46

Profile: 2 terms with Imperial Marines (ground assault), until severely injured. Mustered out and re-joined barbarian tribe on home world rising to rank of Chieftain after waging 20 year war of unification. Current whereabouts: unknown, but off-world.

Skills: Animal 1, Athletics 0, Battle Dress 0, Carouse 0, Gun Combat (slug thrower) 2, Heavy Weapons 1, Jack of All Trades 2, Leadership 1, Melee (blade) 3, Melee (unarmed) 1, Stealth 1, Tactics 1, Vaac Suit 0

Known Holdings: Combat Armor, PGMP (TL 14), Ally, Ship Share (Corsair), 9000cr


That's actually a lot fancier than it needs to be...you could delete the "homeworld" and "profile" sections and you'd still have a complete character ready to rock n' roll. I like to include that kind of thing for color.

"Wulf" is one of the first characters (maybe the only completed one) that I created when I got the Mongoose edition of the rules (I've only ever been exposed to Mongoose and Classic Traveller). He is largely inspired by the doomtrooper Sean Gallagher from the Mutant Chronicles RPG (shown here from his illustration on the board game Siege of the Citadel). In my head, though, I picture him with more beard.

Oh, yeah...and I think Fenris is the home world for the Space Wolves.

[heh...I should start a blog for my Death Guard...shoot!]

I was blogging the other day about the virtues of random character generation (well, not really except by way of contrast with the current vogue in RPG chargen systems), and Traveller is certainly random. In the Classic version one had to balance the number of terms of service/advancement versus the very real chance of character death mid-creation process. Beautiful, really...though potentially frustrating, of course. The Mongoose version does it one better by keeping in an "Iron Man" option (for the hardcore, Classic players) or simply allowing your character to suffer a career ending injury should he fail a "survival roll." I have to admit, I really appreciate the thoughtfulness of the updated version.

But again, the real beauty is in the end product. This example character was created across a full seven terms...28 years of "leveling" complete with Events, Mishaps, Skill selections and "Mustering Out" benefits. And it all boils down to one stat line, a handful of skills, and some starting equipment and cash. I had fun with the character creation process, I never got bogged down choosing "feats" or skills (skills are determined randomly by career path or from a slim selection of options depending on your homeworld) and there is nothing un-wieldy about the character sheet itself...totally practical.

I have Wulf saved in a Word doc on my zip drive and every time I look at that handful of writing I truly marvel. I could drop the extraneous, reduce the font, and easily fit eight to ten complete characters on one sheet of paper. What is not cool about that?

And it FITS with the game as written. Your character is one soul amongst billions on millions of worlds scattered across galaxies...you are a small part of a greater whole, what needs you an elaborate character sheet and write-up?

Wonderful, says I. A fun and fairly elaborate chargen system, that does not hesitate or stutter-step like other games and that distills down to the bare essentials. I couldn't ask for more out of a science fiction RPG.

And man...I'd love to take Wulf out for a spin some day in someone's Traveller 'verse!


Wednesday, October 21, 2009

Seiji Yamaguchi


Who the hell is he? A Japanese actor that died in 1985 from lung cancer (quit smoking folks! I did, and I’ve been breathing better ever since!).


Yamaguchi is probably best known to Western audiences for his role as Kyuzo in Akira Kruosawa’s Seven Samurai. Kyuzo is the total badass swordsman who gets gunned down at the end o the film despite single-handedly dispatching half the bandits. He is, of course, also my favorite character in the film (I’m a big fan of classy bad-asses, and he is very classy).

Interesting note about the actor: in all his films Miyaguchi always plays a character with a physical deformity or imperfection. In the Seven Samurai his character has only a small scar over one eye, but generally his character were always crippled, hobbled, or disfigured in some way. From what my film professor told me, this was by the actor’s choice…whether or not it helped him with his sense of character or if he was trying to make some kind of social statement about the infirm…who knows?

Anyway, it’s something I appreciate. In role-playing, I always enjoy playing characters with some sort of (physical) imperfection as well. I’ve played one-handed mages in Ars Magica and scarred bards in AD&D and (most recently) a grossly obese thief in B/X D&D. I’m not sure what my reason for doing this except that A) I know I get tired of everyone making heroic images of perfection with their characters and try to “switch it up,” and B) it helps keep me grounded (sometimes).

Generally, I have not given my characters speech impediments as I prefer to use my own, unaccented voice when playing a character. That’s just me.

Tuesday, October 20, 2009

Some People Call Me The Space Cowboy...



So what have I been doing lately, some might ask (since I certainly haven’t been posting much at all). This and that, is my admittedly cryptic answer. Anything fun (role-playing wise)?

Well…one of the “thats” I’ve been doing has been fiddling around with Traveller (Mongoose edition). I love this game. I know it’s playable (I’ve played it before). I know nothing about the whole "Imperium of Man" thing having only played/read the Classic books prior to picking up the Mongoose core book, so to me the game seems endlessly customizable…at least when it comes to creating the kind of RPG experience that interests ME.

Case in point: saw District Nine last week in the theater. LOVED it. Found it both disturbing and a vivid social commentary as well as highly intense…I was on the edge of my seat through much of it. Even with the aliens and hardware, this is not the type of thing that could be made into your average table-top RPG (though certainly a game like Shock would probably work well). At least for me, I am not interested in creating this kind of story IN PLAY with a role-playing game.

Case in point #2: Saw Sleep Dealers (recently rented…an excellent, cyber-punk type film out of Mexico). Also disturbing, depressing, socially relevant and yet sci-fi cool. This film could be perfectly replicated by Shock (gotta’ go pick that up one of these days), but again it’s not necessarily the game I want to play when I’m in the mood for Sci-Fi.

But Traveller, which would NOT work for either of these two pieces of fiction (see? System DOES matter!) is great for a whole slew of totally game-able ideas, generally of the ship-board variety and certainly for any type of story involving galactic or intergalactic empires: Dune, Warhammer 40K, Star Wars, Asimov’s Foundation, The Stainless Steel Rat, etc.

Me, though, I prefer something a little smaller scale: like a Firefly class trading vessel.

I am a late-come fan to the whole Firefly/Serenity hoopla, and not ashamed to admit it. I missed most of the series when it was on TV, skipped the film when it was in theaters, and only ended up watching the whole thing (rented) back-to-back about a year ago. I am now a HUGE fan (though not as much as the folks at the coffee shop down the street…hoo-boy! Ker-razy!).

Actually, I DID watch the 1st episode ever (actually Episode 2) on TV when it was first broadcast, but at the time I was pretty unimpressed with it. Now that I own the whole series (on BlueRay!) and have listened to the commentary I realize the series was broadcast out of chronological order, which helps to explain why the thing made so little sense to me at the time (and why I subsequently skipped later episodes).

Anyway, except for its intergalactic scale, Traveller is the perfect system for a pastiche of Firefly (or Cowboy Beebop, for that matter). Switching up the tech levels, and changing Jump drive to inter-planet travel rather than interstellar makes the Trav totally feasible to model the Firefly universe.

Now I realize that there is already a little game called Serenity on the market based on the show and the film, but to date I have refused to purchase it. My perusals of its pages (more than once) continues to leave me unimpressed and uninterested in it, save as a reference book. I mean, the list of Chinese is pretty helpful but does the game system reward players for using it? Not that I see anywhere in the text (contrast this with the Dying Earth role-playing game where character advancement is directly tied to the use of flowery Vancian prose in game play…talking about adding flavor!).

Traveller’s chargen system also makes it fairly easy to model all of the characters from the TV show, River Tam being a notable exception. Well, Inarra requires a little fudging, too…unless you want design a new profession for “Companions” (the Events and Mishaps table would be interesting!), you kind of have to choose between Entertainer and Noble. Rather than forcing things, it’d probably be easier to simply design one’s own stuff.

Of course, while one CAN create the Firefly crew/cast with Traveller, THAT’s not role-playing either!

Frustrating is what it is…’cause what I REALLY want is simply more Firefly episodes. Ah, well…as Jayne would say, “If wishes were horses we’d all be eating steak!”

Pastiche is generally not role-playing in my book (sorry), but Traveller certainly can be. It has the capability of producing a Dune-like universe (or a Firefly-like ‘verse) that allows role-playing without the original characters. Ha! Dune really deserves its own post…you’d have to get rid of all interstellar spacecraft!

Anyway, Firefly is pretty doable in Traveller (hell, even a the basic Free Trader spacecraft is of a comparable size to the Firefly ship based on its Wikipedia entry. The Serenity RPG multiples its tonnage by 12X the listed value!). AND Traveller's chargen system has plenty of randomness in it, while still allowing for some player choice (and its pretty fun to boot!). For whatever reason, I’ve been starting to get back into the Science Fiction genre (all these movies lately, and of course re-watching the Firefly series), picking up used paperback novels like David Drake (Hammer's Slammers), Asimov, Anne McCaffery. Maybe I had too much R.E. Howard overload the last couple weeks…who knows?


The Problem with "Heroes"

Everyone wants to be the star of their own show. I think that’s what it boils down to.

Even me. ESPECIALLY me. But I don’t get to do that ‘cause I’m the Dungeon Master…which is great by the way, because then I get to be the master author/playwright/director and exercise my control-fetish over the game.

But the players? These days they seem to be a bunch of prima donnas…albeit without the chops, generally speaking.

Okay, folks are asking what the F are you talking about (if you’re asking “where the F is this coming from; just keep in mind it’s been a long time brewing).

IN GENERAL (I’m speaking in generalities right now) RPGs are about fantasy…whether the fantasy of slaying dragons or being a super-spy or flying a space ship it’s all fantasy NOT reality. And players who love RPGs love that fantasy and want to live in that fantasy…at least for a short while around the gaming table. And in peoples’ fantasies? Well, of course we are the heroic star of the show!

Few people WANT to play the bit part character actor. As a guy whose did a lot of acting in my early years (that’s one of my university degrees actually), I’ve had a chance to play both stars and bit parts. And as any actor can tell you, playing a bit part is a blast! It takes just as much commitment to the character but you have more leeway and less pressure and (depending on the role) just as much stage time (sometimes great QUALITY stage time) even with fewer lines. But no one tries out for the bit parts. You audition for the star role and get called back for the role the director things you’re best suited.

In a role-playing GAME (acting is role-playing too!) players have much more control over the part they play, assuming they get to create their own character. Which is kind of F’d in and of itself if you hope to create some semblance of a coherent tale from your “adventure” (I’ll explain why in a second). Much more control, I said, but not TOTAL control. Depending on the game being played.

FOR EXAMPLE: in AD&D one is constrained by the classes available (under the rules) and the results of one’s random die rolls for ability scores. In a way, this is much like a real life audition for stage. If I don’t have the pipes, there’s no way I’m going to get cast as the Phantom of the Opera, no matter how dashing a figure I cut in a cape and mask. In the same way, if a player can’t roll a helluva’ bunch of good rolls, there’s no way he’s going to get to play a paladin. That’s too bad…but you can still (in AD&D) play a fighter as long as your Strength is at least a 9…and you can role-play the hell out of him, making him a young paladin-in-training or a very ethical fighter, etc. Hell, if you really missed the spells and such make him a cleric; holy avenger swords are few and far between anyway.

But MAYBE you’re part of a group where Player Joe always plays a cleric and Player Sal always plays a dwarf fighter. If it’s the accepted practice of your group (your “troupe”) then allow the players to rearrange those random rolls so that they can play the character they want. Guess what, though: you’ve been type-cast!

HOWEVER most RPGs written since the 90s have moved far and away from this type of “role-playing game” (as in, a game of role-playing) by allowing extreme character customization at the hands of the player. To what end? Well, ostensibly it was to either A) provide “variety,” or B) allow players to re-create favorite characters of fiction. In practice, it simply allows players to create the maximum badass possible.

No, I am not talking about min-max hardcore gamists who are use break points, feats, and merits/flaws to push game rules towards their shatterpoint (and sometimes beyond). I am talking about the ability to customize an “ultra-kewl character” no matter what stands for “kewl” in YOUR brain, in order to star in your own personal fantasy.

Ugh. Ugh. Ugh.

This is what really makes me throw up my hands and say, “why the F bother?”

And why should I bother to play a game where everyone is simply dancing around with their own fantasy masturbation exercise? If I want to daydream, I can do that without any books or games at all. If I want to tell a story about a heroic persona, I can write a damn short story for my own amusement…hell, I can write a whole string of stories about my favorite character and publish a blog about it.

But of course, many folks aren’t interested in this kind of “work.” They’d rather put together their tall, dark badass (or quirky-yet-powerful badass) and strut him or her about at someone’s game table. And boy howdy, whadya’ know…everyone else is doing the same damn thing, so I guess it’s ok, right?

Three to five prima donnas is what you get, hoping to massacre a bunch of random opponents. “Tactical exercise?” Sure. “Requires more imagination and social interaction than World of Warcraft?” Absolutely. But are you role-playing? Not in my opinion.

Sure you are “playing a role,” the badass fighter or beefy barbarian for example. But only as a means to a single metagame goal: fulfilling your own fantasy. Not in aid of manufacturing a story (except perhaps in your own head) and probably not in exploring the story/world created by the GM/game setting (that only matters as to how it relates to “your guy”).

I used to own an Xbox (before it burned out) and I would play games like Star Wars: Knights of the Old Republic on it. This allowed you to create a badass Jedi character and customize him (or her) with looks, feats, skills, and force powers…all the while kicking ass and exploring the story line that the game designers had programmed (and that you paid to purchase).

That’s not an RPG. That is living one’s solo fantasy.

To play that way at a table with others is, frankly, madness. Or masochism (if you’re the DM). No one’s paying to play (except the folks that bought their own books). Yet all are expecting the limelight. It’s supposed to be interactive. It’s supposed to be exploratory. It ain’t supposed to be Twister (figuring out which character fits best where, i.e. “tactical”)…at least not as the major impetus to play. At least not if it’s being billed as a Role-Playing Game.

Where is this rant coming from? I don’t know…I’ve felt pretty ranty lately. Last night I was perusing my old copy of Werewolf: the Apocalypse, thinking of giving it another try. God I desperately wanted to like that game (werewolves being one of my all-time favorite monsters of film, lit, or comics). It starts out with a cool premise (you’re a werewolf!) and then quickly degenerates into the dumbest RPG ever invented. You are a big, hairy, ass-kicker in a tribe with other big, hairy ass-kickers. Your powers make you a great fighter. Being in fights makes you more powerful. Blah blah blah.

Yes, I suppose you could create a weakling Werewolf character. Who would then get upstaged by the others of the group (because the game is all about fighting “the Wyrm,” dontcha’ know?). Or you could play one-on-one (one player, one Storyteller)…but again, that is living one’s solo fantasy, not role-playing.

This afternoon I ran across some notes from back in my 3rd edition days. I had done the math necessary to creating highest hit point character possible under the 3.0 rules. It ended up being a gnomish barbarian/fighter. This is the stupidest thing ever. There’s no way I could have ever justified playing a character like that. I think he had over 800 hit points at 20th level (when raging).

All the characters I created under the D20 rules were dumb. I mean, some were cool, many were fantastic and most (besides my gnomish barbarian) were NOT min-maxed. But they’re all dumb. Because all they did was allow me to play out private fantasies…whether my Halfling ninja, my Dwarvish duelist, or my half-elf ranger/bard/assassin. Sure…I could give them justifying back-stories (for my own amusement), I could play them (until they got upstaged by someone else with an even cheaper-ass character and no back-story). But hell, it’s more fun to make them than to play with ‘em.

THAT is not role-playing either. Just thinking about it made me depressed earlier today…in fact it was the last straw that touched off this little piece o crap prose.

Older games (and by older I pretty much mean pre-1991, though certainly some older games diverge into the realm of “make your badass”…Champions, for example) are far more likely to facilitate role-playing and exploration than wish fulfillment simply by dint of their more randomized character creation models.

Look, metaphysically speaking I DO believe that we all choose the time, place, and body of our incarnation here on this Earth…that’s something I take on faith, though. From my human perspective it just seems random chance that I was born the guy I am and not a linebacker for the Seattle Seahawks (good thing, too, as then I’d probably be sitting out the season with some painful injury like the rest of ‘em). Random character creation mimics this human perspective of our birth and life…not everyone is born a badass, that’s just the way it is. When we play RPGs, we sit down to play a GAME, we are not sitting down to write a novel or screenplay of our favorite monster-killing wizard. Forcing players to invest hours of time into crafting a super-cool avatar is antithetical to what role-playing IS, at least in my opinion.

Anyway, that’s my perspective. I’ve ranted here and other places about why I don’t like elaborate chargen systems. This is something new. From now on, unless I’m creating a game that facilitates a narratavist agenda (where shared narration/”screen time” is part of the game design objective), any system I write is going to be heavy on the random chance factor. Certainly this won’t appeal to everyone…too f’ing bad. There are ways to balance RPGs without giving players the option of crafting their characters from the ground up.

Don’t believe me? Exhibit A: Marvel Superheroes.