We recently visited the Maryland Renaissance Festival and it brought
back memories of how much I used to enjoy the playful immersion in
the renfest environment. My adventure gaming hobby stands at the
confluence of many inspirations during my youth. I’ve discussed the
role music, books, films, and even family vacations played in
fostering in me an appreciation of elements that would fuel my gaming
activities (“Early Fantasy Gaming Inspirations” and “Early Musical Influences on My Gaming”). Although I went to my first
renfest well after I’d discovered Dungeons & Dragons,
the experience enhanced my appreciation for roleplaying games,
history, music, and literature. Our recent trip back to the Maryland
Renaissance Festival reminded me how renfests still provide
inspiration for gaming. I also realized how closely renfests mirror
roleplaying games (or games in general) in that they provide an
immersive experience and a relatively “safe” space in which to
play.
Tuesday, September 18, 2018
Tuesday, August 28, 2018
Boxed Worlds & Focused Locales
I peer over at my wall-spanning bookshelves (well, one wall of them,
anyway) and see a chunk of my Dungeons & Dragons shelf
occupied by several thick boxed sets crammed with fantasy world
settings. Their names ring boldly in the annals of fantasy
roleplaying games: Dark Sun, Raveloft, and Forgotten
Realms. Lately I’ve been thinking about getting rid of them.
Virtually unseen nearby sit several thin, saddle-stitched D&D
modules, some of which provide more localized settings for fantasy
adventures beyond the actual scenario material. Some of their names –
notably B2 The Keep on the Borderlands and
X1 The Isle of Dread – also
stand tall in the annals of D&D.
I’ve spent more time adventuring in these smaller locales than the
vast expanses of the boxed sets and their numerous support
supplements. Perhaps these
more compact modules offered a young gamer both examples of solid
settings as well as the invitation and inspiration to expand upon
them. Perhaps
I didn’t immerse myself in the larger boxed settings because by the
time they were released I’d moved beyond my carefree, younger days
of after-school and summertime gaming into a professional life that
put a premium on free time.
Tuesday, August 14, 2018
Boldface Highlights Adventure Essentials
Tim Shorts tried something different with his recent,
Patreon-supported micro-adventure, Into the Ruins. He used
bold type to highlight “things of note” within scenario
entries. Certainly boldface type has its traditional place in
paragraph formatting, most notably as an introductory paragraph
subhead labeling the subsequent text: “Chamber 3: Guard Post.
Five orcs cluster around a wooden table, tossing dice and drinking
ale....” But reading Tim’s micro-adventure and then perusing some
classic modules from my youth demonstrated that peppering adventure
text with notable boldfaced words has been a layout convention since
the beginning of the roleplaying game hobby. I suppose I’ve always
been subconsciously aware of this, but it took Tim blatantly pointing
this out to bring it to my attention and kindle my interest in how it
was used in other published work, particularly modules supporting my
earliest immersion in Basic/Expert Dungeons & Dragons and
Advanced D&D.
Tuesday, July 24, 2018
Reflections on Recruiting Gamers
I’ve always sought to recruit new players to roleplaying games. My
earliest efforts included drafting neighborhood kids, though
eventually I happened upon a few like-minded friends who occasionally
gathered for games. (Alas, I discovered Dungeons & Dragons
at the tail end of junior high school, which, for a brief time,
sponsored a D&D club before overly concerned parents shut
it down). Although I discovered several kids on my high school bus
route played D&D, none really wanted anything to do with
an overly enthusiastic freshman. I can imagine many gamers in the
early to mid 1980s tried finding other players, balancing the social
stigma against the potential reward of expanding their player base,
all with the cloud of the anti-D&D hysteria looming
overhead. In those days my blind enthusiasm drove my clumsy efforts
to find and lure new recruits to the adventure gaming hobby. But by
the time I got to college I started more consciously to consider
strategies to involve people in my (admittedly limited) social
circles in gaming.
Tuesday, June 19, 2018
20th Anniversary of West End’s Demise
Every year as July approaches I get a little glum about the summer of
1998 when West End Games filed for bankruptcy and pulled the rug out
from under numerous employees, creative freelance writers and
artists, and fans of the company’s groundbreaking Star Wars
roleplaying game. “Consider yourselves unemployed,” was how the
company’s owner initially broke the news to the puzzled editors,
graphic designers, and sales personnel unexpectedly summoned to his
office. These annual, bittersweet recollections send me into a spiral
of memories from which I can usually extricate myself by focusing on
the positive aspects of that time. During my five years at West End I
worked on many projects that still make me smile with a proud sense
of satisfaction: certainly The Official Star Wars Adventure
Journal; Platt’s Starport Guide; the
revised and expanded version of the game’s second edition; the
Star Wars Introductory Adventure Game (and similar products
for the Men in Black and Hercules & Xena game
lines); numerous solitaire tutorial adventures (including the
standalone book Imperial Double-Cross); and a revision of the
roleplaying game’s Star Wars Style Guide that helped authors
with all aspects of the submission and writing process (which notably
resurfaced a few years ago on the interwebzes as the guide George
Lucas supposedly ignored when making the prequels, certainly not
its original intention). It was a dream job, despite constant
anxiety, vicious office politics, and what I expect are the general
idiocies that plague any modern American workplace. But the occasion
also gives me an opportunity to reflect on the many good things West
End brought into my life and other people’s lives.
Tuesday, May 15, 2018
“Vanilla” Ready for Toppings
I’m in the final stages of
bringing my latest project to publication, meaning the self-doubt is
really kicking in. The Greydeep Marches
is a short (34 pages), system-neutral, OSR-suitable setting
sourcebook for fantasy roleplaying adventures. The setting flowed
from some initial brainstorming that first appeared in one of my old
Hobby Games Recce pieces – “The Importance of the Setting Bible”
– with development enabling me to dabble in some new concepts and
techniques from various influences. On the surface
it looks like plain “vanilla” medieval fantasy: a kingdom,
knights, villages, elves, dwarves, halflings, dark forests, ruins,
etc. “Boring,” one might say. Yet, like a serving of vanilla ice
cream, it offers gamemasters the chance to add toppings to suit their
own tastes, a foundation on which they can build a particularly tasty
treat.
Tuesday, April 10, 2018
Rogue-Like Games Demonstrate Grinder/Heroic Dichotomy
In my need for escapist entertainment lately I’ve fallen back on
computer games, including several in the “rogue-like” genre. Yes,
those solo, dungeon-delving games based on Rogue from 1980
with dungeon elements defined by ASCII characters. Seems like
everyone’s making their own version (much like the Old School
Renaissance); I happen to like Pixel Dungeon for its upgraded
graphics and interesting magical item uses. Just a few clicks and I’m
exploring a random dungeon with monsters, magic items, and plenty of
opportunities to meet a horrid end. I don’t care, it’s fun,
caters to my interest in fantasy gaming, and doesn’t require me to
invest too much time, energy, or focus. I juxtapose this play style
with the kind of tabletop roleplaying game session that satisfies my
needs in my middle-aged years: heroic characters taking on epic
challenges in my favorite genres, where they stand a decent chance of
survival despite seemingly insurmountable odds. This illustrates to
me the vast differences between “grinder” style games and heroic
play, and reinforces why I prefer the latter in my full-fledged
roleplaying game endeavors.
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