Wednesday, November 14, 2012
The Medium Is the Message
So what?
It thus makes no sense for players to be rewarded for role-playing, any more than it would make sense to reward poker players for using cards. If you're not role-playing, you're playing a fundamentally different kind of game.
Now, this doesn't mean that you can't play a different kind of game without role-playing; if you give all your chess pieces names and personalities and have them trash-talk each other while playing, you're still playing a board-and-pieces game. You can remove the role-playing and the MEDIUM remains the same. In exactly this way, you can add miniatures to an RPG without fear of changing it into a war game.
Now, how to define "role-playing", well, that's another whole rant...
Monday, August 9, 2010
Paying attention, or "Bertram the dungeon possum"
So, while playtesting the primordial_odd rules yesterday, my six year-old son, Max, began to get bored. Now, this isn't unusual, but while he initially said he wanted to know "when we're gonna fight something", he still wandered away even during combat.
At first I got irritated, mostly because I was trying to keep the playtest running as smoothly as possible after a delayed start of making/porting characters and other things, which didn't help. Luckily, however, the characters were exploring the Upper Caves of the Darkness Beneath from Fight On! 2, and that means eight-legged dungeon possums. I should also mention that Max was playing Rex, a large, three-headed talking dog he based off of an old miniature of mine.
Rex is the first to notice the possums, due to his sense of smell. When he bounds over to them, they understandably cower in fright. Max decides that Rex is going to try and talk to them "in animal language." Um, okay. Got nothing planned for that, but he's suddenly interested. After a bit it becomes obvious that Max would really like one of the possums to be his "minion" (yeah, we saw Despicable Me, which was actually pretty good...) Again, my initial reaction was "Ugh. No. Please no more stuff to keep track of!", but again, I thought, well, this is what he wants from the game, right now, as a player. So, again, okay. One of the possums, whom I name Bertram, wants to get out of this podunk cave and see "The Big Light in the Sky", of which his ancestors tell so many frightening tales, for himself. He jumps up on Rex's back, and away we go...
And that was it---Max was hooked for the rest of the adventure. He even talked about Bertram on the way home, and how since Rex and all his other characters (Mudskel, Fire Skull, Bloodarex and others) all lived together, Bertram would become friends with them, too, and so could always come along on adventures. This was for me a big reminder of paying attention to the players---as far as I'm concerned, most of my fun comes from paying attention to what they're grooving on at any given moment and making that thing manifest itself fulling in the game. Max's inattention made me pay attention; it let me know I wasn't doing my job.
Thanks, Bertram. I have no doubt you'll become an actual character some day---you know, when you finally learn to speak "human language"...
Tuesday, May 19, 2009
The Erol Otus Art Challenge, or OMG!
Wednesday, April 15, 2009
New School-->Old School-->Open School
The title of this post originates as the result of some interesting discussion that flared briefly in the blogosphere a couple of weeks ago. It started on The Lord of the Green Dragons in a post by EN Shook, then split off onto Mike’s Cgowiz’s Old Guy RPG Blog and Benoist’s The Citadel of Eight. All three posts are well worth reading, including the comments, but if you’re lazy or pressed for time, here’s the gist:
Shook expressed concern that “Old School” as a term for a nascent “movement” was ultimately doomed to fundamentalist pigeonholing. Seeing a stultifying lust for a particular “original” ruleset, he worries about the trees getting in the way of the forest. He feels that a subtle revisionism is happening in the form of people slapping later assumptions onto the original text and creating a false “new canon” of how the game should be played. His recommendation is to take up the term “Old Guard” instead, to focus attention on the method of play and the resulting product, the building and those who live there instead of the tools used to build and maintain it. To quote him, “The coin of the roleplaying realm should be the world.” Mike and Benoist’s posts amplified and discussed a couple of those main points.
For myself, I agree with the core of his argument but not at all with his premise. I hear no voices clamoring for strict adherence to any iteration of the rules, let alone the Original D&D rules as they stand (for which you can make a pretty strong argument that they must be interpreted to be used.) While other-edition assumptions can certainly color someone’s encounter with ODD, and I speak authoritatively from my own baggage here, it was actually constant exposure to others struggling with those same assumptions that helped me finally release the ballast with a simple realization: Old School isn’t about a rule set; it’s about a mind set. A method of play used to grow a particular world or milieu, which is why I agree with his essential conclusion. “The coin of the roleplaying realm should be the world” is now engraved on my +2 pencil of dungeon-scribbling.
Given that insight, I really don’t think it matters what the hell you call “it,” whatever “it” is. Due to a newfound interest in Napoleonic wargaming, I even like the term Old Guard! But I don’t think this is a movement per se; it really seems more like the actual Renaissance, where the collision of a critical mass of new and old knowledge literally changed the landscape forever. I know it’s changing me.
You see, I started fresh with RPGs a bit over five years ago when my last group imploded, and I was dangerously close to chucking it all. By pure chance someone directed me to The Forge, and it was like a bomb went off in my head: Here was a whole New School of gaming. I devoured it, as only a geek and a theory-junky can. I read, wrote, designed and played. It was like an interactive, game-design college degree, and I learned an amazing amount from a lot of brilliant people, some of whom I keep in contact with. However, after about 3.5 years of it, I found myself obsessing over creating games composed of rules to create a particular kind of story. It was all about constraints. I realized that this had sucked all the simple fun out of the game, in favor of what I was viewing as artistic necessity. This was a terrible irony since my strongest memories, which I had been trying to recreate with my tightly bound rule sets, were of the fun had when first playing the game. I had to let it go.
Enter quick and dirty, ocr’d pirate copies of all the ODD books. I’d actually first found them about eight years ago, and had read and ruminated, but only found Knights and Knaves and, soon after, the ODD74 board, about 1.5 years ago, to give me some guidance. I now considered myself Old School. I did indeed start with the idea of using the rules “as written,” but that soon faded. I started posting, then Fight On! took off, and then I started actually (gasp!) playing again, after an almost 1.5-year hiatus. I’m not agreeing with the Old School Renaissance, or believing in it, or even supporting it. I’m participating in it. And I’m doing it with a mindset I haven’t had since I was an entranced 11 year-old making Silverclaw the Werebear, my first ever character. And then soon after another character named General Wolfe, who was a skeleton and fired lightning bolts from his bony hands. Which isn’t supported by any written rules except
We have attempted to furnish an ample framework, and building should be both easy and fun. In this light, we urge you to refrain from writing for rule interpretations or the like unless you are absolutely at a loss, for everything herein is fantastic, and the best way is to decide how you would like it to be, and then make it just that way! On the other hand, we are not loath to answer your questions, but why have us do any more of your imagining for you? Write to us and tell about your additions, ideas, and what have you. We could always do with a bit of improvement in our refereeing.
This is from the last page of the 3rd Little Brown Book, “The Underworld & Wilderness Adventures.” And really, it’s the only rule that ends up mattering. It trumps all the other rules, and underscores another one of Shook’s points questioning the possibility of a movement cohering around guidelines. He’s right. It can’t. That rule won’t let it. When Gygax decided to change the game with AD&D, he had to very explicitly erase that rule: If you followed it, fine, but you were then playing something other than Official D&D.
Maybe you don’t buy my last paragraph. Maybe that quote doesn’t strike you as a rule. But if there’s one thing I learned in all my time at The Forge, it’s that the most important rules for these games we play are often unspoken, implied, or simply unassuming. On the other side of my +2 pencil, I now inscribe: “Decide how you would like it to be, and then make it that way.” This to me is the guiding principal of the School that, in my mind at least, I like to think of as not New, or Old, but Open. I use the ODD rules as my base because I like their aesthetics, I like their historicity, I like their tropes, which are deep in my blood. They are an Open School in which I strive to learn how to Have the Most Fun Playing the Game.
Whew. That ended up being a lot longer than I had intended. Next post, I’ll walk the talk and present my first truly major houseruling, which will do away with Hit Points, the Combat Matrix, and the standard way of making Ability checks. :)
Friday, February 20, 2009
Oh yeah... experience points.
Reward cycles are critical to rpg design; if they're done well, they make it perfectly clear what characters should be doing. The reward is really the secret engine that drives the game, and you know what? Gygax and Arneson nailed it. How much more clear could they be? And that was one of the problems as time went on: Someone(s) decided that characters should be rewarded for role playing instead of rolling to play, which the game's fundamental structure refutes. I mean, sure, you can change it, houserule it, whatever. But you should at least realize what you're doing. Understanding this earlier would have saved me YEARS of frustration. :0
Back to XP. I'm following the "100xp/hd" rule, evenly divided out amongst all surviving characters, with a small bit of adjustment for Bill's second character of the afternoon, who joined the party after their epic battle with the giant rats.
Here's the breakdown:
- Giant Rats: 7 x 50 = 350
- Goblins: 7 x 50 = 350
- Tunnel Wolves: 2 x 200 = 400
- Skeletons: 4 x 50 = 200
- Evil Cleric: 1 x 300 = 300
Total: 1600
Divided: 1600 - 350 = 1250 / 8 = 156.25 each. I'll be nice and round it up to 157.
Also: 350 / 7 = an additional 50 each for all characters except Mob.
Plus: Any characters that have high enough Prime Requisites should add the appropriate percentage.
And don't forget: The small bits of treasure picked up here and there. I didn't keep track of that, but they all split it up immediately, so it's already on the character sheets.
Hm. Not much. The first thing that occurred to me was that it's actually a tactical decision to not take a huge party into the dungeon. Had only five characters gone down, assuming they all survived, their XP would've been effectively doubled.
