From the #RPGaDAY2017 challenge (info here):
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
How do you find out about new RPGs?
Ha! Usually by going to my local game store and browsing the shelves, looking for interesting items.
Back in the "good old days" we had Dragon magazine, and it was chock full of advertisements for games (and not just TSR games...at least not at first). But I stopped reading Dragon circa 1987, and through most of my high school days I would make it a point of stopping into the U-District game shop (I believe it was Games & Gizmos) on a daily basis while waiting for the bus that would take me home. That's where I picked up Rifts. That's where I picked up Vampire: the Masquerade. That's where I thumbed through dozens of GURPS world books (never actually buying any).
In the 90s I lived and partied on Capitol Hill where another Games & Gizmos would supply most of my wargaming needs (Blood Bowl, WH40K) for the decade, along with a handful of new RPGs, including Ars Magica and various World of Darkness gems (I really liked Mummy).
But both those place is long gone. In the 21st century I had Gary's Games in Greenwood where I would browse at least once a week (often more). Sadly, Gary's closed down while I was in Paraguay, and Greenlake Games shortly after my return (about eight months back). So now my options are to hit WotC's Cafe Mox in Ballard, or make the long drive to Edmonds to visit Around the Table Game Pub.
Usually I end up in Edmonds.
I wish there was a publication or newsletter or mailing list I could subscribe to that provided me with information on new and upcoming games (probably there is one, and I just don't know about it). I hate surfing publishers web sites for their "news" which is usually not all that informative and only promotes their own material. If I looked around I could probably find a blog that dedicated itself to this kind of stuff. But right now, about the only one I can think of is Tenkar's Tavern, and he tends to confine his news to Old School products. Usually.
Besides, visiting the game shop gets me on my feet and out of the house. That's a good thing!
; )
Thursday, August 3, 2017
Wednesday, August 2, 2017
Shhh...Top Secret!
One thing you don't see on my blog is a bunch of posts on kickstarter projects. Personally, I prefer to purchase things that already exist ("a bird in the hand" and all that jazz). And as for my own projects, I prefer NOT to crowd-source for a number of reasons:
This week, I backed my first ever kickstarter: Merle M. Rasmussen's TOP SECRET: NEW WORLD ORDER, a new edition of the Rasmussen's somewhat beloved classic.
I say "somewhat" because, while it's fairly well known to folks in this area of the blog-o-sphere...it was one of TSR's flagship games back in the day, heavily supported (especially in Dragon magazine), and was one of only a very few "secret agent" games on the market...I almost never see anyone writing about it. I'd guess that it isn't played all that much these days.
I know that I don't play it, and I like it and have quite a bit of material for it sitting on my shelf. I never bought into Top Secret/S.I. (the second edition)...all my product is for the original game. And I did play it a bit, back in the day. But it's not an easy game to run or manage. Most (all?) of the published adventures for the game are set-up much like any site-based, dungeon crawl: go to this installation and acquire [target]...said "target" being kidnapped scientists or politicians or secret plans or whatever other type of loot/McGuffin you can imagine.
In many ways (and, yes, I realize this is going to sound like bashing) Top Secret was still Dungeons & Dragons, but with a very specific, genre-enforced tone. You will be stealthing into the dungeon, not simply kicking in doors with mindless abandon. You will be looking to accomplish a specific goal. Due to time pressures you will not be wasting time on needless distractions (extraneous fighting and looting). You are required by your employer to work as a team, refraining from intra-party conflict. And, of course, any special equipment (i.e. magic items) will be provided on a "need only" basis (as determined by the GM).
Most PC equipment, in fact, is subject to the whim of the GM/administrator. For instance, if the mission calls for insertion via scuba equipment (c.f. Operation: Rapidstrike!), the PCs are probably going to be precluded from bringing the heavily modified machine guns they've been spending their earnings on. While this makes perfect genre sense, it takes away a bit of player agency. A large part of D&D is one's proper selection of equipment (trying to get maximum utility with minimal encumbrance)...but there aren't any portable holes in the spy genre.
[I suppose nanites and super-micronization could take the place of bags of holding...but I digress]
Yet despite this rather simple premise ("constrained D&D"), the game's major systems, especially combat, aren't nearly as streamlined as the classic fantasy adventure game. The firearms rules aren't nearly as chunky as Aftermath, but its still burdened with an over-abundance of stats and modifiers based on specific makes and models of weapon, as well as rules for varying damage by hit location. Melee combat is worse, requiring characters to choose specific maneuvers from large tables determined by type of hand-to-hand combat (fortunately, "martial arts" is a single table) and cross-reference them against an opponent's secretly chosen defensive moves. It's not as chunky as firearms combat, but it IS clunky, with very slow "search & handling"...though the Administrator's Screen (which I own) helps cut down on this somewhat.
I understand that it's all in the name of genre emulation, BTW, but it's a tough one to become comfortable running. And the nature of the beast is that there are specific combinations of moves and defenses that are favored over others, to the degree that the table could probably be cut-down with little detriment to the system.
There are a couple of other poor design flaws in the game (spending cash on cosmetic surgery to increase one's Charm and Deception abilities...with no max cap...which, in turn, increases one's Evasion score and, thus, Hand-to-Hand combat ability), but it has a lot of good ideas, too, especially with regard to reward systems (as I've blogged about before). But Top Secret remains one of the few old TSR RPGs that has never been retrocloned in some way, shape, or form.
Well, unless you count Haven: City of Violence.
Over the years, I've often considered doing something with Top Secret: re-writing it to my specs, or just running a game as is (regardless of clunk and chunk). Usually this happens when I see some action-packed spy thriller that carries a TS "vibe." The Man from UNCLE. Mission Impossible. Stuff like that (no, not James Bond...he belongs to his own sub-genre, one that doesn't fit the "spy team" motif). Recently, I watched one of these (Mission Impossible 2) and it got me considering the game again...but then I found the kickstarter project for the new edition. And I decided to become a backer (it was already fully funded by the time I ponied up, but I was able to ensure I'd get a copy of the hard cover edition, plus some goodies).
Anyway...the game's not supposed to arrive at my doorstep till November (hopefully in time for my birthday), but I can wait. I'm interested to see what Merle's new vision of the game looks like, how it will play, where it's focus is. My son is VERY excited...he watched the video on the kickstarter page and said, "Ooo! Papa! We have to get this game!" I'm not sure he can wait till November, but...well, patience is a trait that everyone in my family is in desperate need of developing.
Later, Gators.
: )
- I don't want to rely on others to fund my projects (i.e. I'm afraid folks won't show up for me)
- I'm not confident enough in my organizational abilities that I could set realistic goals
- I tend to work in a fairly small scale...the kind I can fund out of my own pocket (or with the money I've already generated from book sales)
This week, I backed my first ever kickstarter: Merle M. Rasmussen's TOP SECRET: NEW WORLD ORDER, a new edition of the Rasmussen's somewhat beloved classic.
I say "somewhat" because, while it's fairly well known to folks in this area of the blog-o-sphere...it was one of TSR's flagship games back in the day, heavily supported (especially in Dragon magazine), and was one of only a very few "secret agent" games on the market...I almost never see anyone writing about it. I'd guess that it isn't played all that much these days.
I know that I don't play it, and I like it and have quite a bit of material for it sitting on my shelf. I never bought into Top Secret/S.I. (the second edition)...all my product is for the original game. And I did play it a bit, back in the day. But it's not an easy game to run or manage. Most (all?) of the published adventures for the game are set-up much like any site-based, dungeon crawl: go to this installation and acquire [target]...said "target" being kidnapped scientists or politicians or secret plans or whatever other type of loot/McGuffin you can imagine.
In many ways (and, yes, I realize this is going to sound like bashing) Top Secret was still Dungeons & Dragons, but with a very specific, genre-enforced tone. You will be stealthing into the dungeon, not simply kicking in doors with mindless abandon. You will be looking to accomplish a specific goal. Due to time pressures you will not be wasting time on needless distractions (extraneous fighting and looting). You are required by your employer to work as a team, refraining from intra-party conflict. And, of course, any special equipment (i.e. magic items) will be provided on a "need only" basis (as determined by the GM).
Most PC equipment, in fact, is subject to the whim of the GM/administrator. For instance, if the mission calls for insertion via scuba equipment (c.f. Operation: Rapidstrike!), the PCs are probably going to be precluded from bringing the heavily modified machine guns they've been spending their earnings on. While this makes perfect genre sense, it takes away a bit of player agency. A large part of D&D is one's proper selection of equipment (trying to get maximum utility with minimal encumbrance)...but there aren't any portable holes in the spy genre.
[I suppose nanites and super-micronization could take the place of bags of holding...but I digress]
![]() |
| At least you get a spear-gun. |
I understand that it's all in the name of genre emulation, BTW, but it's a tough one to become comfortable running. And the nature of the beast is that there are specific combinations of moves and defenses that are favored over others, to the degree that the table could probably be cut-down with little detriment to the system.
There are a couple of other poor design flaws in the game (spending cash on cosmetic surgery to increase one's Charm and Deception abilities...with no max cap...which, in turn, increases one's Evasion score and, thus, Hand-to-Hand combat ability), but it has a lot of good ideas, too, especially with regard to reward systems (as I've blogged about before). But Top Secret remains one of the few old TSR RPGs that has never been retrocloned in some way, shape, or form.
Well, unless you count Haven: City of Violence.
Over the years, I've often considered doing something with Top Secret: re-writing it to my specs, or just running a game as is (regardless of clunk and chunk). Usually this happens when I see some action-packed spy thriller that carries a TS "vibe." The Man from UNCLE. Mission Impossible. Stuff like that (no, not James Bond...he belongs to his own sub-genre, one that doesn't fit the "spy team" motif). Recently, I watched one of these (Mission Impossible 2) and it got me considering the game again...but then I found the kickstarter project for the new edition. And I decided to become a backer (it was already fully funded by the time I ponied up, but I was able to ensure I'd get a copy of the hard cover edition, plus some goodies).
Anyway...the game's not supposed to arrive at my doorstep till November (hopefully in time for my birthday), but I can wait. I'm interested to see what Merle's new vision of the game looks like, how it will play, where it's focus is. My son is VERY excited...he watched the video on the kickstarter page and said, "Ooo! Papa! We have to get this game!" I'm not sure he can wait till November, but...well, patience is a trait that everyone in my family is in desperate need of developing.
Later, Gators.
: )
RPGaDAY 2017 #2
From the #RPGaDAY2017 challenge (info here):
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
What is an RPG you would like to see published?
Again, this is a question that's easy to answer with "my own," but I'll leave aside MY various works in progress. and give you something I'll probably NEVER publish, due to licensing reasons:
XENOZOIC TALES the RPG.
I am a huge fan of Mark Schultz's work, though I admit to only knowing it as Xenozoic Tales, not Cadillacs and Dinosaurs (I never purchased the Marvel comics, nor did I watch the cartoon that shared its name). Yes, I'm fully aware that GDW put out an RPG for Cadillacs & Dinosaurs years back. I own (owned?) a copy that my younger beagle chewed the corner off. Using the same basic system as the excellent Twilight 2000, I can honestly say that GDW's Cadillacs & Dinosaurs is the most boring RPG ever published. Oh my gosh it's dull...which, if you're familiar with Shultz's setting, you've got to find pretty damn amazing.
Here's the thing: the Twilight 2000 RPG was written for a very specific setting, namely, soldiers operating on their own, wandering through a post-WWIII Europe. It's like a combo of Saving Private Ryan and Mad Max, without the gonzo mutations and monsters found in post-apoc games like Gamma World or Mutant Future. The players' concerns are with finding food, fuel, and ammunition (not necessarily in that order), and unlike more cinematic games, bullet counting is absolutely necessary...as is receiving the brass shell casings from the floor of your HumVee.
The Cadillacs & Dinosaurs RPG takes T2K's system, strips out all the military trappings (weapons, vehicles, ranks and occupations), all the setting trappings (Europe, radiation, combat stress, etc.) and adds a couple stat blocks for basic dinosaurs plus a synopsis of Mark's world setting. That's it. Fin.
I did not shed any tears for my copy's destruction. Buddy the beagle was simply putting it to better use...as a chew toy.
Xenozoic Tales is a fantastic setting with lots of things weird and wonderful to explore, not to mention action and adventure. It's a setting that really cries out for its own system...one that digs into the setting and facilitates exploration of the ideas and concepts it creates, not just a handful of percentile-based skill choices and a bag of hit points. Hell, even Gamma World would make a better fit as a system, if you limited the character choice to pure strain humans and added some (abbreviated) skill system to model engineering and lost science arts. You could 'port the dinosaurs into the game from your AD&D Monster Manual using the conversion notes in the 1st edition DMG...I mean it wouldn't be that hard to do!
But my preference would be to see a new game, designed from the ground up within Mark's strange and beautiful world. A game designed with consideration for the material, rewarding the recovery of knowledge, perhaps expounding the theme of ecological preservation and natural balance that runs through the setting. Plus giant spiders, subterranean lizard folk, dinosaurs, and crawling telepathic brains.
Yeah, I'd love to see such an RPG get published. Hell, I'd settle for Schultz writing more Xenozoic Tales (where's that kickstarter?). But it probably won't be me publishing it...I sincerely doubt I could afford the license.
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
What is an RPG you would like to see published?
Again, this is a question that's easy to answer with "my own," but I'll leave aside MY various works in progress. and give you something I'll probably NEVER publish, due to licensing reasons:
XENOZOIC TALES the RPG.
I am a huge fan of Mark Schultz's work, though I admit to only knowing it as Xenozoic Tales, not Cadillacs and Dinosaurs (I never purchased the Marvel comics, nor did I watch the cartoon that shared its name). Yes, I'm fully aware that GDW put out an RPG for Cadillacs & Dinosaurs years back. I own (owned?) a copy that my younger beagle chewed the corner off. Using the same basic system as the excellent Twilight 2000, I can honestly say that GDW's Cadillacs & Dinosaurs is the most boring RPG ever published. Oh my gosh it's dull...which, if you're familiar with Shultz's setting, you've got to find pretty damn amazing.
Here's the thing: the Twilight 2000 RPG was written for a very specific setting, namely, soldiers operating on their own, wandering through a post-WWIII Europe. It's like a combo of Saving Private Ryan and Mad Max, without the gonzo mutations and monsters found in post-apoc games like Gamma World or Mutant Future. The players' concerns are with finding food, fuel, and ammunition (not necessarily in that order), and unlike more cinematic games, bullet counting is absolutely necessary...as is receiving the brass shell casings from the floor of your HumVee.
The Cadillacs & Dinosaurs RPG takes T2K's system, strips out all the military trappings (weapons, vehicles, ranks and occupations), all the setting trappings (Europe, radiation, combat stress, etc.) and adds a couple stat blocks for basic dinosaurs plus a synopsis of Mark's world setting. That's it. Fin.
I did not shed any tears for my copy's destruction. Buddy the beagle was simply putting it to better use...as a chew toy.
![]() |
| Come on...this deserves a cool game! |
But my preference would be to see a new game, designed from the ground up within Mark's strange and beautiful world. A game designed with consideration for the material, rewarding the recovery of knowledge, perhaps expounding the theme of ecological preservation and natural balance that runs through the setting. Plus giant spiders, subterranean lizard folk, dinosaurs, and crawling telepathic brains.
Yeah, I'd love to see such an RPG get published. Hell, I'd settle for Schultz writing more Xenozoic Tales (where's that kickstarter?). But it probably won't be me publishing it...I sincerely doubt I could afford the license.
Tuesday, August 1, 2017
RPGaDAY 2017 #1
From the #RPGaDAY2017 challenge (info here):
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
What published RPG do you wish you were playing right now?
Most long-time readers of this blog would probably expect me to say B/X, or some iteration thereof. The easiest answer would be "anything," because it's been such a struggle to find the time and space to game lately.
But I'm going to go off book a bit. Over the last few days of NOT posting my answer to this question I've had time to consider a number of different options. Fall of Magic is an absolutely beautiful game I've recently acquired and hope to play in the next couple weeks (while the wife and kids are out of town). Another GM-less game that I'd like to try my hand at is the old Ben Lehman Polaris game (no, not the French post-apocalyptic game...I own that one, too). And if someone else was going to run it, I'd be happy participating in a Heroes Unlimited game or Rifts: Wormwood (just don't make me have to cobble together comprehensible adventures).
BUT, if I'm going to take the question literally, I'd have to say the RPG I'd like to be playing right now, is the one that I picked up two days ago: SPIRIT OF 77, written by David Kizzia and Bob Richardson.
Spirit of 77 is a Powered by the Apocalypse, the first such PbtA RPG I've owned or read. It's quite well done...one of those games that's plenty fun just to read. But the game's simple system looks just about perfect for its chosen genre and cinematic setting.
"Cinematic" is the operative word here. This is a game made for over-the-top action and thrills, not bullet-counting. The first time I remember seeing such a term tossed around (cinematic role-playing) was probably Robin Laws's Feng Shui RPG. Here, the term isn't explicit in the text, and it doesn't need to be: anyone who remembers the television and film of the mid-70s to early-80s is going to "get it." A game of Spirit of 77 might be dark and gritty or light-hearted and campy, but it won't be dull. The cover leaf says it all with it's single sentence: To be played at maximum volume.
Spirit of 77 is a game of Bruce Lee chop-socky and gun-toting sociopaths...er, "vigilantes" out for justice (think Chuck Bronson, Clint Eastwood, and Pam Grier). It's a game of muscle cars and Evel Knievel. It's about fighting The Man and fighting The Streets. It's about sex and drugs and rock, platform shoes and sardonic, hard-boiled detectives. Dude...it's 1970s action!
No, it's not an all-encompassing 70's genre system: it would be pretty tough to scale it down to the level of Dazed & Confused or the Scooby-Doo mystery kids (you'd be better served running something like Risus if you wanted to play out the drama surrounding a high school keg party or busting the masked spook at the old amusement park). Likewise, it's missing most kinds of supernatural and psychic phenomenon (a la Steven King stories of the era: Firestarter, Dead Zone, etc.). There's no magic or voodoo or New Age-y stuff, and while the Wide World of 77 supplement gives us the new "Visitor" role/class (perfect for emulating The Man from Atlantis, Matthew Star, or The Phoenix), it would be pretty rough to do anything really "magical" with it. You could make a really wimpy vampire, I suppose...but who wants that?
Still there's plenty that Spirit of 77 CAN emulate.
If you can answer any of these questions (let alone all of them) in the affirmative, you might want to take a look at Spirit of 77. I can answer "Hell, yeah!" to all three, so you can see why I'm down to play.
It probably doesn't hurt that I spent most of the 1990's listening to music from the 70's.
; )
[as I'm starting this thing a little late, I shall be doubling up on my daily posts until I catch up. Early posts will be post-dated to the date they were originally supposed to appear]
What published RPG do you wish you were playing right now?
Most long-time readers of this blog would probably expect me to say B/X, or some iteration thereof. The easiest answer would be "anything," because it's been such a struggle to find the time and space to game lately.
But I'm going to go off book a bit. Over the last few days of NOT posting my answer to this question I've had time to consider a number of different options. Fall of Magic is an absolutely beautiful game I've recently acquired and hope to play in the next couple weeks (while the wife and kids are out of town). Another GM-less game that I'd like to try my hand at is the old Ben Lehman Polaris game (no, not the French post-apocalyptic game...I own that one, too). And if someone else was going to run it, I'd be happy participating in a Heroes Unlimited game or Rifts: Wormwood (just don't make me have to cobble together comprehensible adventures).
BUT, if I'm going to take the question literally, I'd have to say the RPG I'd like to be playing right now, is the one that I picked up two days ago: SPIRIT OF 77, written by David Kizzia and Bob Richardson.
![]() |
| Dig on THIS, jive turkeys. |
"Cinematic" is the operative word here. This is a game made for over-the-top action and thrills, not bullet-counting. The first time I remember seeing such a term tossed around (cinematic role-playing) was probably Robin Laws's Feng Shui RPG. Here, the term isn't explicit in the text, and it doesn't need to be: anyone who remembers the television and film of the mid-70s to early-80s is going to "get it." A game of Spirit of 77 might be dark and gritty or light-hearted and campy, but it won't be dull. The cover leaf says it all with it's single sentence: To be played at maximum volume.
Spirit of 77 is a game of Bruce Lee chop-socky and gun-toting sociopaths...er, "vigilantes" out for justice (think Chuck Bronson, Clint Eastwood, and Pam Grier). It's a game of muscle cars and Evel Knievel. It's about fighting The Man and fighting The Streets. It's about sex and drugs and rock, platform shoes and sardonic, hard-boiled detectives. Dude...it's 1970s action!
No, it's not an all-encompassing 70's genre system: it would be pretty tough to scale it down to the level of Dazed & Confused or the Scooby-Doo mystery kids (you'd be better served running something like Risus if you wanted to play out the drama surrounding a high school keg party or busting the masked spook at the old amusement park). Likewise, it's missing most kinds of supernatural and psychic phenomenon (a la Steven King stories of the era: Firestarter, Dead Zone, etc.). There's no magic or voodoo or New Age-y stuff, and while the Wide World of 77 supplement gives us the new "Visitor" role/class (perfect for emulating The Man from Atlantis, Matthew Star, or The Phoenix), it would be pretty rough to do anything really "magical" with it. You could make a really wimpy vampire, I suppose...but who wants that?
Still there's plenty that Spirit of 77 CAN emulate.
- Have you ever wanted to be "B.J. McKay and his best friend, Bear?" (who didn't?)
- Are you a fan of Carter-era Wonder Woman mashups with the Bionic Woman? (I sure am)
- Do you have a VHS copy of Kiss Meets the Phantom of the Park sitting on some dusty shelf? (like the writer of this blog does)
If you can answer any of these questions (let alone all of them) in the affirmative, you might want to take a look at Spirit of 77. I can answer "Hell, yeah!" to all three, so you can see why I'm down to play.
It probably doesn't hurt that I spent most of the 1990's listening to music from the 70's.
; )
Friday, July 28, 2017
The Worst Witch
Apropos of nothing...
The kids and I checked out the new Netflix series, The Worst Witch, based on Jill Murphy's children's books (which we haven't read). Starring Bella "I-kick-ass-on-Game-of-Thrones" Ramsey as the young first year student at a witch school, I have to say I already dig it much more than the Harry Potter stuff. Which isn't really saying much since I hate most everything about Rowling's setting.
[sorry, J.K....much respect for the empire you've built and all, but I absolutely hate your "magical world." It's even worse than the Principalities of Glantri when it comes to making magic mundane]
Anyway, the kids were ready to binge-watch the whole thing (I put them to bed instead), so it's not just me that the show appeals to...and it did scare my three year old a bit, which is something any good story about witches (even a fairly benign bunch like these ladies) should do.
[can I also say I really like that they've set up the antagonists to be their own sister witches and backstabbing politics, rather than some nameless (and noseless) Big Bad hovering in the background like Sauron in Mordor, just waiting for his chance to "rule the world" or something?]
[man, I dislike those Potter books]
All right, that's all I wanted to say. Have to get back to my reading (tonight it's Oman's The Art of War in the Middle Ages). Later, gators.
The kids and I checked out the new Netflix series, The Worst Witch, based on Jill Murphy's children's books (which we haven't read). Starring Bella "I-kick-ass-on-Game-of-Thrones" Ramsey as the young first year student at a witch school, I have to say I already dig it much more than the Harry Potter stuff. Which isn't really saying much since I hate most everything about Rowling's setting.
[sorry, J.K....much respect for the empire you've built and all, but I absolutely hate your "magical world." It's even worse than the Principalities of Glantri when it comes to making magic mundane]
Anyway, the kids were ready to binge-watch the whole thing (I put them to bed instead), so it's not just me that the show appeals to...and it did scare my three year old a bit, which is something any good story about witches (even a fairly benign bunch like these ladies) should do.
[can I also say I really like that they've set up the antagonists to be their own sister witches and backstabbing politics, rather than some nameless (and noseless) Big Bad hovering in the background like Sauron in Mordor, just waiting for his chance to "rule the world" or something?]
[man, I dislike those Potter books]
All right, that's all I wanted to say. Have to get back to my reading (tonight it's Oman's The Art of War in the Middle Ages). Later, gators.
B/X Tactica
Last night I fell asleep reading Musashi's The Book of Five Rings (I was on the book Water). Subsequently, I had a vivid dream involving
Which is ridiculous for all sorts of reasons, including that I've never taken them to a P. F. Chang's (the wife hates to go to restaurants where she comes out "smelling like kitchen"). However, perhaps I'll rectify that this evening (the wife's currently out of town).
My reason for putting myself to sleep with Musashi is that I was doing some "research" into various tactical treatises that I could find with the possibility of putting together some sort of handbook of engagement rules and maneuvers for the B/X game.
I know, I know...but sometimes you just get a bee in your bonnet about stuff.
In this case a recent post by Peter over at nilnotnull (and my subsequent response) got me thinking that maybe a small manual of combat essays and optional rules might be fun...and perhaps useful...to put together. Something that explores the whys and wherefores of B/X's simple, abstract system...as well as its potential.
Am I the right person to put something like this together? Mmm...maybe. Lots of people have researched, written about, and explored the Old School combat system over the years (Delta, author of Original Edition Delta: Book of War, springs immediately to mind). Me...well, it's definitely a subject I've continued to come back to on Ye Old Blog. And a French game company did just petition me for permission to translate/use my B/X mass combat rules for their new retroclone...
Well, you know what? It doesn't really matter. So long as it fires me up to do some writing, I'll use the energy the idea gives me. This morning (when not cooking the kids breakfast) I've been 'making the rounds' at various blogs on the verge of shutting down, and offering encouragement to keep it up. For their own sakes, not mine. Because I know what it feels like to start questioning one's own worth when it comes to the blogging/writing/designing thing. Any type of art is hard, but especially art for little or no recognition. We have to remember that we do art for ourselves, as much (if not more) for other people. Especially those of us who aren't doing it as a profession or livelihood.
[come to think of it, here's a very tasty essay on that particular subject]
Sometimes we get in a funk with our art, and one of the best ways out of it is to just stick our face back in the mess and do something with our art. Art our way out of the funk, in other words. And futzing around with a book of B/X tactics is a perfectly acceptable exercise for Yours Truly to hone his chops. It may not be something that meets my standards for publication, but at least it's a constructive, practical thing I can work on.
I'll let y'all know how it goes.
; )
- shopping at a game shop, and
- taking the kids to P. F. Chang's
Which is ridiculous for all sorts of reasons, including that I've never taken them to a P. F. Chang's (the wife hates to go to restaurants where she comes out "smelling like kitchen"). However, perhaps I'll rectify that this evening (the wife's currently out of town).
![]() |
| As dry as Sun Tzu? Yeah. |
I know, I know...but sometimes you just get a bee in your bonnet about stuff.
In this case a recent post by Peter over at nilnotnull (and my subsequent response) got me thinking that maybe a small manual of combat essays and optional rules might be fun...and perhaps useful...to put together. Something that explores the whys and wherefores of B/X's simple, abstract system...as well as its potential.
Am I the right person to put something like this together? Mmm...maybe. Lots of people have researched, written about, and explored the Old School combat system over the years (Delta, author of Original Edition Delta: Book of War, springs immediately to mind). Me...well, it's definitely a subject I've continued to come back to on Ye Old Blog. And a French game company did just petition me for permission to translate/use my B/X mass combat rules for their new retroclone...
Well, you know what? It doesn't really matter. So long as it fires me up to do some writing, I'll use the energy the idea gives me. This morning (when not cooking the kids breakfast) I've been 'making the rounds' at various blogs on the verge of shutting down, and offering encouragement to keep it up. For their own sakes, not mine. Because I know what it feels like to start questioning one's own worth when it comes to the blogging/writing/designing thing. Any type of art is hard, but especially art for little or no recognition. We have to remember that we do art for ourselves, as much (if not more) for other people. Especially those of us who aren't doing it as a profession or livelihood.
[come to think of it, here's a very tasty essay on that particular subject]
Sometimes we get in a funk with our art, and one of the best ways out of it is to just stick our face back in the mess and do something with our art. Art our way out of the funk, in other words. And futzing around with a book of B/X tactics is a perfectly acceptable exercise for Yours Truly to hone his chops. It may not be something that meets my standards for publication, but at least it's a constructive, practical thing I can work on.
I'll let y'all know how it goes.
; )
Thursday, July 27, 2017
Bearding the Tiger...er, Lion
Tuesday night, I was fortunate enough to be able to play D&D again...for the first time in years.
Jeez. That's not really what I want to write about, but take a moment for that to sink in. Just looking at the sentence brings up a whole lot of conflicting feelings.
I had actually expected to get some gaming in next month (August) because my kids were going to be in Paraguay with mom for the last three weeks of summer, and I was going to have a bunch of free evenings. Fortunately/unfortunately, the trip fell through due to my wife's work obligations, so...well, shit. But on Tuesday GusL was running a playtest of his Viking rules for the HMS Appolyon through something called "Google Hangouts" and I got an invite to the game, so I decided to join.
And I did...kids jumped on my laptop a bit before I settled 'em down with some television in the other room (an example of my wonderful parenting skills...ordered 'em a pizza for dinner, too). But I got to game for a couple hours, in a very cool campaign setting, with a very thoughtful DM whose creativity I respect immensely. Plus Vikings! Man, I loves me some Vikings. Mix that up with the "Stranger in a Strange Land" trope (our lost-at-sea longship floating up against the insanely massive, steampunk ship-dungeon that is Appolyon), and you've got yourself a very good time indeed.
Anyway...fun, fun. And while my character did get turned into a tiny gold figurine because of a magic trap and a failed saving throw, I got to hit things with an (imaginary) axe and stomp around in big (imaginary) boots, kicking down doors and stuff. Going a-Viking suits my personality quite nicely.
Which leads me to the topic of this post: namely, folks who not liking to put their boot in...for fear some hidden tiger is going to bite their foot off.
Yeah, yeah...I realize I'm eliciting a WTF moment from a bunch of readers. I'm talking about something Alexis was describing in one of his recent posts, Confidence Abounds. The essay describes what "confidence" is (briefly: surety, not courage or ego) and how confidence (or lack thereof) can sometimes manifest in gaming, both as a DM and a player.
And ONE of those ways is a player's conviction...their confidence...that there's a tiger (or similar deathtrap) just lurking there, waiting to do them in. Even in campaigns run with low rigidity (i.e. a more open, sandbox-y type campaign) that would otherwise attempt to encourage player agency and initiative and creativity. Players become stymied in their decision-making, laboring under the fear that the axe is just waiting to drop at their first misstep.
Now I realize that there are some players for whom this is a preferred style of play...players who like approaching a D&D scenario with all the dutiful care of an archeologist, cautiously brushing the dust away with a small whisk so as not to destroy some fragile piece of ancient pottery; the "fragile piece" in this case being the player's character. For me, this isn't terribly fun...neither as a player, nor as a DM. When playing D&D, I prefer my archaeology a bit more Indiana Jones...some bold swinging into action and a pulpy disregard for one's fictional life and limb. That's the kind of adventure I want from a fantasy adventure game...it's the reason I play D&D (when I get a chance!). In real life, I'm a fairly cautious individual. After all, I've got two little kids depending on me.
But in a game, I can get away with acting fairly brazen...and so I do, as much as I can. I often restrain myself (a bit) for the sake of other players, but I'm sure that some find me a little too "gung ho" at times. Even so, my survival rate is pretty good, helped immensely by thirty+ years of DM'ig experience. I've got a pretty good head for the numbers and playing the odds, and a fairly good nose for sniffing out bullshit.
[that magic trap was something I should have avoided fairly easily, but I was distracted at the moment it came up by a pair of small children clamoring for my attention]
So I'm not terribly worried about tigers lurking in the bushes. Even if there is one (just to take an analogy too far), I'd prefer my character to go down fighting the tiger, then to spend a bunch of my precious gaming time worrying that my paper character is going to die. It took me longer to decide on a suitably Norse-sounding name than it took me to roll up my PC.
And anyway, one of the things I've found in the last decade or so of gaming (since getting back into the D&D hobby) is that DMs have a tendency to be pretty soft on players. It's like they have the opposite problem of these players who fear the hidden tiger. They are sure (i.e. "confident") that playing Old School D&D...with its lack of healing surges and death saves...means that a Total Party Kill is just waiting to happen. And they lack confidence in the party's ability to deal with legitimate threats in a reasonable fashion.
I don't know...maybe I've just been "fortunate" in the draw of DMs I've had (Gus said his last play-test involved a giant demon monster that wiped out everyone in the first encounter, but I wasn't there for that one). What I do know is that, other than Tuesday night, I've only lost TWO characters to death in a D&D game in the last ten or so years...and one of those was a character that chose to die in order to give the rest of the party the time they needed to escape a nest of troglodytes.
[the other character was a 1st level illusionist who ate an orc arrow and only had a couple hit points...no big loss]
I think Alexis is correct in surmising that most of us have been conditioned from our formative years of gaming to expect to be tiger-bitten by the game. That early adventure modules...our examples of what D&D is/was supposed to look like...are particularly unforgiving SOBs, character killers, and deathtraps. And, no, I'm not just talking about The Tomb of Horrors. The Keep on the Borderlands, about which I've written many times, has killed more player characters than any other adventure module I've used over the years...and I've run Tomb at least four or five times. The Isle of Dread is probably (a distant) second. Other adventure modules...like The Lost Caverns of Tsojcanth or Tomb of the Lizard King are notable (to me) for having caused TPKs in a single run...and fairly early in the game. And White Plume Mountain? My last large group to go through that one played very cautiously (over multiple sessions) and were still wiped out, almost to a man.
These early experiences are what give us our surety that the tiger is out there (in the case of DMs, this tiger is a TPK and our sad-faced players having "no fun" for the night). And perhaps it IS out there. D&D is ridiculously lethal when played as written; you can sneeze a hole in a 1st level player character. Gygax's own house rules started PCs at 3rd level, and this to me is fairly adequate across the board: three hit dice worth of hit points, three spells for magic-users (two for clerics), and a 10% bump on most thief skills is a perfectly reasonable starting point if you want to cut-down on the random insta-kill.
But even if the tiger is there, do you want to play tentatively? Do you (as a DM) want to stock that first level of the dungeon with 1-2 hit point monsters that can't hit chain-and-shield armor? Don't we want our players (on both sides of the DM screen) to have enough confidence in the PC's survivability that we can approach D&D with the gusto and verve of the pulp fantasy that inspired the game? Or do we prefer to embolden our players by instituting rules that all-but-take death off the table: plentiful healing, death saves, "shields will be splintered," etc.?
I'm certainly not what I'd call an academic when it comes to D&D. I'm an enthusiast. But even if I can't raise my writing to academic standards, it doesn't mean I'm not interested in having a discussion in how to make the game a better experience...a grander experience...for its players. ALL its players (including the DMs). How we can grab the tiger by the tail and ride that sonuvagun. Or something.
[***EDIT: Alexis just posted a follow-up essay that has some suggestions/methodology for evaluating your campaign...assuming you're a Dungeon Master...to somewhat mitigate players' over-indulgence in tiger fear. Another good read...check it out***]
Anyway. I had a lot of fun playing D&D the other night. I hope I get the chance to do it again in the near future.
: )
Jeez. That's not really what I want to write about, but take a moment for that to sink in. Just looking at the sentence brings up a whole lot of conflicting feelings.
I had actually expected to get some gaming in next month (August) because my kids were going to be in Paraguay with mom for the last three weeks of summer, and I was going to have a bunch of free evenings. Fortunately/unfortunately, the trip fell through due to my wife's work obligations, so...well, shit. But on Tuesday GusL was running a playtest of his Viking rules for the HMS Appolyon through something called "Google Hangouts" and I got an invite to the game, so I decided to join.
And I did...kids jumped on my laptop a bit before I settled 'em down with some television in the other room (an example of my wonderful parenting skills...ordered 'em a pizza for dinner, too). But I got to game for a couple hours, in a very cool campaign setting, with a very thoughtful DM whose creativity I respect immensely. Plus Vikings! Man, I loves me some Vikings. Mix that up with the "Stranger in a Strange Land" trope (our lost-at-sea longship floating up against the insanely massive, steampunk ship-dungeon that is Appolyon), and you've got yourself a very good time indeed.
Anyway...fun, fun. And while my character did get turned into a tiny gold figurine because of a magic trap and a failed saving throw, I got to hit things with an (imaginary) axe and stomp around in big (imaginary) boots, kicking down doors and stuff. Going a-Viking suits my personality quite nicely.
Which leads me to the topic of this post: namely, folks who not liking to put their boot in...for fear some hidden tiger is going to bite their foot off.
Yeah, yeah...I realize I'm eliciting a WTF moment from a bunch of readers. I'm talking about something Alexis was describing in one of his recent posts, Confidence Abounds. The essay describes what "confidence" is (briefly: surety, not courage or ego) and how confidence (or lack thereof) can sometimes manifest in gaming, both as a DM and a player.
And ONE of those ways is a player's conviction...their confidence...that there's a tiger (or similar deathtrap) just lurking there, waiting to do them in. Even in campaigns run with low rigidity (i.e. a more open, sandbox-y type campaign) that would otherwise attempt to encourage player agency and initiative and creativity. Players become stymied in their decision-making, laboring under the fear that the axe is just waiting to drop at their first misstep.
![]() |
| Yes, it's out there. So what? |
But in a game, I can get away with acting fairly brazen...and so I do, as much as I can. I often restrain myself (a bit) for the sake of other players, but I'm sure that some find me a little too "gung ho" at times. Even so, my survival rate is pretty good, helped immensely by thirty+ years of DM'ig experience. I've got a pretty good head for the numbers and playing the odds, and a fairly good nose for sniffing out bullshit.
[that magic trap was something I should have avoided fairly easily, but I was distracted at the moment it came up by a pair of small children clamoring for my attention]
So I'm not terribly worried about tigers lurking in the bushes. Even if there is one (just to take an analogy too far), I'd prefer my character to go down fighting the tiger, then to spend a bunch of my precious gaming time worrying that my paper character is going to die. It took me longer to decide on a suitably Norse-sounding name than it took me to roll up my PC.
And anyway, one of the things I've found in the last decade or so of gaming (since getting back into the D&D hobby) is that DMs have a tendency to be pretty soft on players. It's like they have the opposite problem of these players who fear the hidden tiger. They are sure (i.e. "confident") that playing Old School D&D...with its lack of healing surges and death saves...means that a Total Party Kill is just waiting to happen. And they lack confidence in the party's ability to deal with legitimate threats in a reasonable fashion.
I don't know...maybe I've just been "fortunate" in the draw of DMs I've had (Gus said his last play-test involved a giant demon monster that wiped out everyone in the first encounter, but I wasn't there for that one). What I do know is that, other than Tuesday night, I've only lost TWO characters to death in a D&D game in the last ten or so years...and one of those was a character that chose to die in order to give the rest of the party the time they needed to escape a nest of troglodytes.
[the other character was a 1st level illusionist who ate an orc arrow and only had a couple hit points...no big loss]
I think Alexis is correct in surmising that most of us have been conditioned from our formative years of gaming to expect to be tiger-bitten by the game. That early adventure modules...our examples of what D&D is/was supposed to look like...are particularly unforgiving SOBs, character killers, and deathtraps. And, no, I'm not just talking about The Tomb of Horrors. The Keep on the Borderlands, about which I've written many times, has killed more player characters than any other adventure module I've used over the years...and I've run Tomb at least four or five times. The Isle of Dread is probably (a distant) second. Other adventure modules...like The Lost Caverns of Tsojcanth or Tomb of the Lizard King are notable (to me) for having caused TPKs in a single run...and fairly early in the game. And White Plume Mountain? My last large group to go through that one played very cautiously (over multiple sessions) and were still wiped out, almost to a man.
These early experiences are what give us our surety that the tiger is out there (in the case of DMs, this tiger is a TPK and our sad-faced players having "no fun" for the night). And perhaps it IS out there. D&D is ridiculously lethal when played as written; you can sneeze a hole in a 1st level player character. Gygax's own house rules started PCs at 3rd level, and this to me is fairly adequate across the board: three hit dice worth of hit points, three spells for magic-users (two for clerics), and a 10% bump on most thief skills is a perfectly reasonable starting point if you want to cut-down on the random insta-kill.
But even if the tiger is there, do you want to play tentatively? Do you (as a DM) want to stock that first level of the dungeon with 1-2 hit point monsters that can't hit chain-and-shield armor? Don't we want our players (on both sides of the DM screen) to have enough confidence in the PC's survivability that we can approach D&D with the gusto and verve of the pulp fantasy that inspired the game? Or do we prefer to embolden our players by instituting rules that all-but-take death off the table: plentiful healing, death saves, "shields will be splintered," etc.?
I'm certainly not what I'd call an academic when it comes to D&D. I'm an enthusiast. But even if I can't raise my writing to academic standards, it doesn't mean I'm not interested in having a discussion in how to make the game a better experience...a grander experience...for its players. ALL its players (including the DMs). How we can grab the tiger by the tail and ride that sonuvagun. Or something.
[***EDIT: Alexis just posted a follow-up essay that has some suggestions/methodology for evaluating your campaign...assuming you're a Dungeon Master...to somewhat mitigate players' over-indulgence in tiger fear. Another good read...check it out***]
Anyway. I had a lot of fun playing D&D the other night. I hope I get the chance to do it again in the near future.
: )
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