I look back on the past year – as so
many people do at this time of New Year’s resolutions – and
realize how much time I’ve poured into the Hobby Games Recce blog
(as opposed to my many neglected game projects). In February I
consolidated the LiveJournal Hobby Games Recce
blog and
Schweig’s Game Design Journal on Blogspot
into one entity, the weekly adventure gaming hobby blog you’re
reading now. Combining both blogs into one
took a great deal of time and effort in the beginning of 2014 – so
much that it impacted my overall game-related accomplishments
throughout the year. There’s still a
great deal of secondary housekeeping to do (mostly with internal,
self-referential links in older posts), but most of the traffic has
naturally focused on recent entries.
Tuesday, December 30, 2014
Tuesday, December 23, 2014
Curling Up with Solitaire Gamebooks
I recently ordered a copy of S John Ross’ Ring of Thieves solitaire gamebook adventure thanks to
a 35%-off Lulu holiday sale (alas, ordered before they announced the
50%-off hardcovers sale...). When combined with memories of immersing
myself in game books – solitaire or otherwise – over the holidays
during my misspent youth, I can’t help having solo gamebooks on my
mind.
Frequent readers know how much I love
solitaire game adventures, especially those included in roleplaying
game rulebooks to help teach both the system and setting. Solo
gamebooks offer a complete, self-sufficient play experience without
reliance on or eventual transition to a full set of game rules in a
vast, tome-like rulebook. They can scratch some of the itch for
traditional roleplaying activities – a lone hero trying to overcome
numerous obstacles in an adventure – but might seem limited by
their streamlined game mechanics and programmed format (though that
still provides a good degree of replay value as players explore
different choices and meet various ends...). I realize the programmed
game experience isn’t as freeform or unexpected as some other solo
roleplaying game options available today, particularly those
pioneered by a small but dedicated core of solo gamers exploring new
tools and techniques. Like roleplaying games, solo gamebooks balance
rules and story, though they employ printed text to describe
situations and streamlined game mechanics to resolve conflicts. I’m
not saying one kind is bad and the other good – people (even
designers) have their own tastes, projects have their own parameters
– but the product and the experience it delivers (intentionally or
otherwise) can vary between storytelling and game.
Tuesday, December 16, 2014
Gaming Artifacts: Thieves’ World Boxed Set
The Thieves’ World city
supplement from Chaosium was perhaps the first boxed campaign setting
I bought way back in my earliest days in the roleplaying game hobby.
The city of Sanctuary provided a wonderful yet deadly sandbox
environment characters could explore. I used it decades ago with
friends huddled over the fantastic city map, pulled it out again a
few years ago to run with a re-tooled D6 fantasy system, and
even turn to its massive random encounter tables today for occasional
medieval-urban solitaire gaming.
I came to hear about the Thieves’
World boxed set and the shared-world fiction on which it was
based in one of my earliest Friendly Local Game Store experiences.
I’d received the Basic Dungeons & Dragons boxed set
(Moldvay edition) as an Easter present from my parents; during the
course of that spring I absorbed the rules, taught some friends, and
ran several dungeon crawls into the Caves of Chaos for friends (and a
few into dungeons of my own design). After graduating from junior
high – and dreading adjusting to high school in the fall – I
determined to dive further into D&D that summer. To that
end I gathered my allowance and headed down to the nearby Friendly
Local Game Store not five minutes from my house, Branchville Hobby.
There I found the D&D Expert boxed set for $12 among the
small yet growing pile of roleplaying games in the varied store more
notable then for its HO-scale model railroad supplies and layout
(before sports equipment took over).
Tuesday, December 9, 2014
The Editor as Everyone’s Advocate
The internet’s filled with people’s
infinitely varying opinions on every subject imaginable (and a few
beyond imagination, I’m sure). The definition of a good editor
remains subject to those opinions; but I tend to agree with one
claiming a good editor serves as an advocate for readers, and that’s
a fair if broad summary. In my experience a good editor serves as an
advocate on behalf of three masters: the reader, the publisher, and
the author. This assumes one agrees editors still have a relevant
place in today’s Internet Age where people far too often assume a
spell- and grammar-check program is enough to ensure intelligible and
clear communication in e-mails, blogs, and even published newspapers,
magazines, and books. In a time of relatively easy self publishing
enabled by computers and the internet, many talented individuals
possess the sense of professionalism to produce solid work for free
or for pay without the need for an entire editorial team and art
department a publisher offers.
Editors primarily seek to finesse an
author’s manuscript into a format easily appreciated and
comprehended by the intended audience. This includes the obligatory
adherence to consistent rules of spelling, grammar, and style, plus a
good deal of moderating the language, varying word choice, and
otherwise helping to shape a manuscript into an engaging piece of
reading. But editors also represent a publisher in molding
manuscripts to fit a professional objective encompassing subject
matter, production schedule, and future projects. To this end editors
also serve authors as guides in the writing process and in improving
skills for future submissions. Publishers often need writers for
upcoming projects; the more proven authors available, the better the
choices in matching writers to assignments.
The letter below represents perhaps the
best aspect of my work as editor of West End Games’ Star Wars
Adventure Journal in the mid-1990s. I keep it to remind myself
that – despite a host of game supplements I loved writing and
developing, all the interesting people I met, and all the fantastic
gaming experiences I enjoyed during five years with West End – I’m
most satisfied I made a small yet positive difference in the lives of
many young people and aspiring writers who might otherwise not
bothered exploring their potential:
Dear Mr. Schweighofer,
A few months ago I submitted a short story to you…. Upon rejecting
my story, you wrote me a three and a half page letter explaining why
it was not up to the standards of the Star Wars Adventure Journal.
I thank you for that. You see, it would have been just as easy for
you to have sent me a form letter, but instead you paid close
attention to what needed improving in my story and in my writing in
general.
When I first received your letter I must admit that I was crushed.
Writing for Star Wars meant – and still means – a great
deal to me. I put the letter away for a while without reading the
whole thing, the weight of the rejection pressed on me so hard that
reading criticism felt like it would have caused a collapse of my
confidence in my writing ability. A few days later I mustered up the
strength to read the letter through. I resisted some of the points,
but others were too clear to be denied. As time passed my bias
against the other points faded and they were like crystal as well.
Soon after, I began to look at the letter as a tool, something to
help me see my weaknesses as a writer clearer. At about the same time
my quest to locate a copy of Damon Knight’s Creating Short
Fiction bore fruit, and the art of writing became more
transparent to me. I am still in the process of learning. I write
every day, and upon reading that writing the next day I blush and
write something better, which I blush at a day later. I thank you a
thousand times for rejecting [my story]. I realize its weaknesses
more and more each day and I wonder how I could have considered
submitting it. However, I know at the time it was the best I could do
and I respect that. It was an important step for me as a writer, made
all the more important by a compassionate editor who paid attention
to a 19 year old kid struggling to forge himself into a writer.
I write you this letter so that the next time you receive a rough
story from someone struggling to become a writer you might share
with them the insight you shared with me (and keep on recommending
Mr. Knight’s book, it is excellent). Thank you for your time, and
know that this isn’t the last piece of my writing you will lay your
eyes upon. Good luck and continued success with the Adventure
Journal (it is fabulous).
The letter arrived in my West End
Games’ office in December 1995, about halfway through my
all-too-brief career with the company; I cannot recall if we actually
published any of the writer’s later work, and I don’t know if the
author continued his writing aspirations afterward. I’m grateful I
found the time and motivation to write short critiques even of the
material I rejected; in many cases it later bore fruit in the form of
far more polished submissions that found their way to publication.
Those short stories, source material articles, and game adventures
that ultimately appeared in the Star Wars Adventure Journal
endured far more scrutiny and much longer critique letters. All these
efforts supported my editorial role in advocating for the interests
of readers, the publisher, and authors in the name of engaging
writing.
That same work ethic – spending time
working with authors not simply to improve the project at hand but
their overall abilities for future assignments – gave other writers
guidance for improving their work later reflected in other mainstream
West End projects. I recall spending an hour or so with an author at
GenCon discussing a hard critique of a rough manuscript for a sector
setting sourcebook; he was a fan, not a writer (though a talented
professional in another field) who many years later went on to
contribute to both Wizards of the Coast’s and Fantasy Flight Games’
subsequent iterations of a Star Wars roleplaying game.
Few professional
editors have this kind of time, especially when faced with massive
slush piles of submissions or a huge backlog of manuscripts awaiting
their editorial attention
in the often rushed process to bring material to publication. I’m
grateful I had both the time and the position to evaluate writers’
work and offer some small
guidance in improving their craft; I hope many have continued
exploring their potential as writers, especially given the far more
numerous outlets for their work in an Internet Age enabling many to
disseminate their writing to a broad audience. Thanks to social media
I occasionally encounter someone who says something like, “My
proudest moment trying to break into the industry was my rejection
letter from the SWAJ,”
or “Do you remember that submission I
made to the Adventure Journal
years ago?” I’m
humbled that I
have in some
small way contributed to their further work as fans or professionals
in the adventure gaming hobby, from fanzines to freelancing and
beyond.
I suppose at heart I have a large
teaching streak in me; I’ve often considered, and quickly set
aside, the prospect of becoming a professional teacher. At various
points in my past I’ve tried encouraging people to pursue their
interest in writing through editorial critique letters, workshops for
young people, and other publication-related activities. I don’t
believe everyone’s a New York Times-bestselling author, but
I think anyone with an interest in writing deserves a chance – and
a little encouragement – to explore the craft and engage their
creativity.
Lately, thanks to contacts in social
networking, I’ve considered contacting people with promising game
ideas and offering to develop, edit, and produce their work. I’ve
not followed through much; I suppose I’m wary of working to publish
other people’s gaming projects when many of my own sit on the back
burner thanks to my lack of time, focus, and energy given my
full-time parental duties. I’ve done a little editorial consulting,
an endeavor I might pursue more in the future; the entire editorial
critique process seems much easier in a world with e-mail and online
face-to-face conferencing instead of printing out letters to send off
in the post. I realize I miss working with authors to further develop
and refine their ideas and presentation with an eye to bringing a
project to publication and (hopefully) appreciation by a growing fan
readership. It’s easier with the backing of a brick-and-mortar
professional publishing house (and a world-famous intellectual
property license); but for now I’m content that my past editorial
work and the few people it inspired remains a small candle to sustain
me.
Comments....
Want to add your opinion? Start a
civilized discussion? Share a link to this blog entry on Google+ and
tag me (+Peter Schweighofer) to comment.
Tuesday, December 2, 2014
Holiday Game Gifts for Non-Gamer Kids
As the holidays approach everyone seems
to offer their particular picks for ideal game gifts. Rather than
bore kind readers with my particular recommendations based on my own
tastes for adventure gaming fare, I thought I’d narrow the field a
bit with a few qualifiers. Frequent readers know I’m an advocate of
drawing new players into the hobby, with particular attention toward
the younger set. As a father of a soon-to-be five year-old I’m also
constantly looking for new, affordable games to garner his interest.
Since these represent my personal
recommendations, one should certainly not consider this a
comprehensive list, but a catalog of suggestions limited by my own
experience and impressions (and even then it’s not as complete as
I’d like). While these might seem easier to acquire through online
retailers, I urge readers to support their Friendly Local Game Store
when possible; many can special-order titles they don’t normally
keep in stock:
Dino Hunt Dice, $9.99: This
press-your-luck game places players in the roles of time-traveling
dinosaur hunters seeking to bag the most dinos without getting
stomped. Each die has a few faces of dinos, leaves (for hiding
dinos), and footprints (for stomps). A player rolls three dice,
keeping dinos and setting aside stomps; three stomps and they’re
done, losing any dinos they’ve captured. Players must decide when
to finish their turn and keep dinos they’ve captured withouth
losing everything to three stomps. There isn’t too much strategy,
but kids might enjoyg it for the die rolling and dinosaur theme.
(It’s cousin, Zombie Dice, uses a similar mechanic with a more grisly, less kid-appropriate theme.)
Rory’s Story Cubes, $7.99: These
nine dice contain faces with pictograms to inspire storytelling. The
game comes with several ideas for using them to help children create
their own stories; experienced gamers and writers sometimes use them
for inspiration or even solitaire adventure gaming. Two additional
nine-dice sets offer icons based on Voyages and Actions,
and three smaller Mix Collection packs (three dice each) have
Clues, Enchanted, and Prehistoria themes. The
Max version of the original story cubes, featuring larger
dice, costs $19.99, well worth it for play with younger kids or for
those who enjoy collecting oversized dice.
Set,
$12.99: This abstract game challenges players to find sets of
similar and dissimilar symbols on 12 cards arranged on the table.
Each card has one, two, or three symbols of the same type and one of
three different shapes (ovals, diamonds, and squiggles), colors (red,
purple, and green) and shading (outline, shaded, or solid). Players
watch for and collect sets of three cards each that are either all
alike or all different in each attribute. Players remove the three
cards in sets they successfully identify, replacing them with new
ones drawn from the 81-card deck. Set’s numerous accolades
include the prestigious Mensa Select Award.
D&D Starter Set, $19.99: At this price getting into
Dungeons & Dragons seems affordable and easy. While I’ve
not yet examined this iteration of D&D starter boxes (a subject I’m fond of exploring), reports indicate it contains
everything new players need to learn about fantasy roleplaying and
dive into the game, all compatible with the latest, fifth edition of
the iconic adventure gaming brand.
Dungeon! $19.99:
For kids who might not be ready for full-on D&D roleplaying,
Dungeon! offers a board-game version of dungeon-delving,
monster-killing, and treasure-looting without too many complex
rules. I’ve found it a bit random and arbitrary, even with the
board segmented into increasingly more difficult levels; but
newcomers to fantasy themed gaming might find this an easier
transition from traditional board games to roleplaying games. The
content – traps, monsters, and treasures – all derive from D&D
equivalents, so they provide a good thematic introduction to setting
elements.
Stratego Battle Cards Game,
$9.95: Fans of the Stratego board game might enjoy this
card-game versions, which takes less time to set up and incorporates
a different kind of strategy, all while employing the same “fog of
war” element that make the original game challenging. Players
deploy unit to the battlefield based on a random draw from their
deck, forcing them to use forces on hand and seeking to plug gaps in
their lines on subsequent turns. While the rules are based on the
same unit-value hierarchy and function as the board game, it offers a
few twists to give players more options.
Robot Turtles, $25: ThinkFun’s edition of one of the most successful Kickstarter games of all time comes in at jus the right price point. The game gives kids control of a robot turtle wandering around a board’s obstacles to reach the prized gem; but players select command cards to enable the “Turtle Controller” (the designated adult) to move the turtle for them, giving them some fun, practical experience in skills useful in computer programming. Besides, the turtles have lasers.
Robot Turtles, $25: ThinkFun’s edition of one of the most successful Kickstarter games of all time comes in at jus the right price point. The game gives kids control of a robot turtle wandering around a board’s obstacles to reach the prized gem; but players select command cards to enable the “Turtle Controller” (the designated adult) to move the turtle for them, giving them some fun, practical experience in skills useful in computer programming. Besides, the turtles have lasers.
Forbidden Island,
$17.99: This one might require some adult guidance, but
it’s perhaps one of the best examples of a “cooperative” game
(without the more intense, real-world theme of such classics as
Pandemic). Players try to retrieve four treasures from an
island sinking in to the sea, simulated by location tiles that
randomly flood and then disappear entirely. Each has a different role
with special advantages, but they all must work together to move
around the board, collect resources, shore up flooding tiles, reach
the treasures, and escape before the island submerges completely.
Forbidden Island’s numerous accolades include the
prestigious Mensa Select Award.
Beyond $25
I’d recommend almost any board game
beyond the mundane fare one can find at Target or Barnes & Noble.
Both chains have become more open-minded about stocking games that
cater to the growing sophisticated board game culture characterized
by such popular titles as Settlers of Catan, Ticket to Ride,
Small World, and Carcassonne. Your Friendly Local Game
Store is also a good place to browse possible board game gift ideas,
ask the staff and regulars, and special order anything that isn’t
in stock.
Why $25?
A few months ago I polled some folks on
Google+ to help guide me in where to set the bar on this article. I
asked:
What’s
the maximum dollar amount you would spend on a non-electronic,
game-related holiday gift for a young person between the ages of 5
and 11?
Assume the person is someone to whom
you’d usually give a gift at the holiday and that the gift would be
in some way related to the adventure gaming hobby, meaning it would
expose them to or inspire them to explore roleplaying, card, board,
and wargames (of both the board-and-chit and miniature variety). I’m
not considering electronic games. Many thanks for sharing your
opinions.
The $25 mark easily scored around
two-thirds of the responses, with other amounts garnering a few votes
here and there...and nobody going for the $100. At least one voter
commented on the high cost to buy into games these days, whether a
high-end board game, roleplaying game, or certainly a miniatures
game. Although $50 or even $100 might buy an experienced gamer an
appropriately pleasing gift, to tempt non-gamers or children into the
adventure gaming hobby with an expensive gift that may or may not
engage their enthusiasm remains a risky proposition.
Whatever your budget, keep games in
mind as gifts this holiday season. Support your Friendly Local Game
Store and encourage and cultivate a positive community of gamers in
your area.
Comments....
Want to share your suggestions for
$25 game gift ideas for the non-gamer set? Start a civilized
discussion? Share a link to this blog entry on Google+ and tag me
(+Peter Schweighofer) to comment.
Tuesday, November 25, 2014
Gaming Gratitude at Thanksgiving
As we approach the American holiday of
Thanksgiving people often pause to reflect on the many things in
their lives for which they remain grateful; a practice one might
consider as a brief, daily exercise to help put a more positive spin
on our everyday lives.
Of course I’m thankful for the many
blessings I often take for granted in my life: a supportive wife and
energetic preschooler; our collective decent health; a nice house
with room for my office, numerous bookshelves, crafting areas for my
wife, and my basement miniatures painting area and wargaming table;
my wife’s good job in her chosen career field (despite shut-downs,
furloughs, and the vilification of Federal workers); fully
operational transportation; and a small group of real-life friends,
some of whom share my interests in gaming.
Many things for which I’m thankful
relate to gaming since it has been and continues to be a major
portion of my life and career (such as it is). In sharing some of the
many mostly game-related aspects of my life for which I’m thankful
I hope kind readers might similarly reflect on the gifts that grace
their own lives.
I’m extremely thankful for:
Involvement in the Hobby: Some
days I have trouble contemplating how relevant I seemed to the
adventure gaming hobby when I worked for West End Games, when I had a
regular, paying outlet for my work, and when I had the means to offer
others the opportunity, guidance, and inspiration to become
successfully involved themselves. These days I’m just grateful I
have the time and means to stay active in game publishing through
several venues. My often demanding schedule as a full-time father
provides me with snippets of time to pursue writing and game design,
even if much of that never quite makes it to publication.
E-storefronts like OneBookShelf’s DriveThruRPG and RPGNow enable me
to publish PDF game content for a meager profit. Hobby Game Recce
provides a platform to share my insights on and experiences with the
adventure gaming hobby. Occasionally I find an opportunity for actual
paying work for the hobby, particularly with the fine folks at Wicked North Games. These all keep me involved as a designer, editor, and
publisher in the adventure gaming hobby, providing positive feedback
and some degree of accomplishment for which I’m extremely thankful.
Online Engagement: The internet
has provided many opportunities for gathering and sharing information
while engaging with gamers in far-flung places. Various venues online
enable me to research games before making an educated purchase, to
find new games in PDF and print, and to just look up interesting
information and free game aids to enhance and expand my play
experience. I’m fortunate that I’ve found a very positive and
encouraging community through the Google+ social network. I’ve
learned about new games, Kickstarter projects, conventions, play
techniques, and other adventure gaming goodness I’d wouldn’t
otherwise discover on my own in my insulated little existence. In
some cases I’ve heard of gamers in need whom I’ve helped out with
meager donations to their crowd-funding campaigns. I’ve found a
forum where I can buy, sell, and trade games among fellow
enthusiasts. I steer comments and discussion of my Hobby Games Recce
posts to Google+ for more civilized, respectful interactions. I’ve
even managed to do some Google+ Hangout gaming now and then, an
opportunity to game with people near and far and try out a new gaming
experience.
Gaming Family: The past
year or so we’ve tried to maintain a family game night at our
house. Every Thursday after dinner we pull out a kid-friendly game to
play together...King of Tokyo, Otters, the X-wing miniatures
game, Dino Hunt Dice, Castle Panic, Robot Turtles.
Occasionally we indulge in gaming on the weekend or in some other
free time, and even invite other game enthusiasts into our home to
play...and test their patience with a talkative four year-old. I’m looking forward as the Little Guy grows to introducing
him to new games, experiences, even conventions.
In past years I’ve
revised a Thanksgiving piece I wrote years ago for another job and
posted it here. Those sentiments still stand...that we should
remember to always remain grateful for our blessings and continually
seek to help those less fortunate than ourselves. I’ll close with
one of two quotes I usually use at this time of year, from a fellow
who stood up to political tyranny and inhumanity to save others at
the cost of his own life.
“In
ordinary life we hardly realize that we receive a great deal more
than we give, and that it is only with gratitude that life becomes
rich.”
– Dietrich
Bonhoeffer
Comments....
Want to share your gratitude for
gaming’s effect on your life? Start a civilized discussion? Share a
link to this blog entry on Google+ and tag me (+Peter Schweighofer)
to comment.
Tuesday, November 18, 2014
Notable Features in Barbarians of Lemuria
I recently acquired a print copy of
Simon Washbourne’s Barbarians of Lemuria (Legendary Edition)
and was pleasantly satisfied by many elements within that appealed to
my particular roleplaying game tastes...and might interest readers of
Hobby Games Recce with similar inclinations. The game mechanics and
presentation offer an original swords and sorcery setting with a
basic task resolution system and plenty of room for rich character
development.
I’m a casual fan of the Conan
material from Robert. E. Howard, having enjoyed the original
literature, the comic book series (during a brief foray into that
medium in my misspent youth), and the 1982 John Milius Conan the
Barbarian film interpretation (and other similar sword and
sorcery movie fare). I prefer my fantasy roleplaying with minimal
magic, such as simple cantrips for characters and more powerful,
sinister magic beyond their capability as part of the arch-enemy’s
arsenal. The Barbarians of Lemuria setting incorporates many
of these elements in a well-presented setting without binding them
within the vast Conan continuity (and hence opening itself up to
copyright infringement issues).
Barbarians of Lemuria contains a
host of elements that appeal to me:
Page Count: The game packs
everything needed to play into 104 pages, packed with plenty of
illustrations evocative of the setting, game mechanics, examples,
original monsters, inspirational character creation material, a
gazetteer of the world, and a few short adventures. It’s not as
comprehensive as some gamers might like, but it’s filled with
enough functional mechanics and setting information to stimulate
one’s imagination in creating and running exciting swords and
sorcery adventures.
Accessible Setting: The epic
background for Barbarians of Lemuria fits on two pages and
outlines an epic struggle against the corrupt Sorceror-Kings and
their magical technology. A series of disasters and returns imbue the
land with plenty of ruins, magical mutations, and the promise of
fantastic treasures, all while the Sorceror-Kings sulk on their
island fortress planning their revenge. This epic provides some solid
setting elements for Lemuria: a lost golden age of technology leaving
behind ancient relics and ruins the heroes might explore (a theme
within one of fantasy roleplaying gaming’s first settings, Empire
of the Petal Throne), and distant yet powerful shadow adversaries
to lurk in the background or scheme behind the scenes. Elements of
character creation also tie heroes to locations in the setting or
typical professions in the genre.
Innovative Character Creation:
Building a character focuses on three sets of “stats” (though
one isn’t really a stat at all). In each category players
distribute four points among four different categories, with a value
of zero representing average ability. First players distribute four
points among their attributes: strength, agility, mind, and appeal
(fairly standard characterization concepts). Then they distribute
four points among four combat abilities: brawl, melee, ranged, and
defense. Finally players choose four “heroic careers” from among
20 genre-inspired professions to define their characters’ pasts and
round out their generalized skill sets.
Genre Careers: Career choices
reflect the sword and sorcery genre. Each of the 20 careers includes
a parenthetical alternative, an optional profession label to cover a
similar spin on a career; for instance, it offers “Barbarian (or
Savage),” “Serving Wench (or Courtesan),” and “Thief (or
Rogue).” Brief descriptions offer ideas on relevant skills and
important attributes.
Core Resolution System: Resolving
actions boils down to a player rolling 2D6 to get 9 or higher for
success. Depending on the situation they may add to their roll the
value of relevant attributes, combat abilities, or careers; factors
such as a task difficulty, range, or target’s defense value may
subtract from their die roll. These aren’t huge bonuses, but can
increase through experience. Boons and flaws (see below) enable
players to roll an additional 1D6 in certain circumstances, adding
the two highest results for boons and the two lowest results for
flaws.
Boons & Flaws: Sure, lots of
roleplaying games include some kind of advantage/disadvantage system
in their character creation rules, but Barbarians of Lemuria
presents sets of each for every location that can serve as a hero’s
birthplace, giving them not only some game-specific bonus or penalty
but some material on which to draw in further defining their
character within the setting. Characters get one free boon and can
gain additional boons by taking a flaw or permanently reducing their
Hero Point total.
Hero Points: Here’s another
element used in many other roleplaying games, points characters can
spend during the game to alter situations in their favor. In this
game characters begin with five Hero Points they can use in a variety
of ways within the framework of the core resolution system: to reroll
for a particular task; to alter a basic success into a more powerful
“Mighty Success” or transform that into the ultimate “Legendary
Success”; to shake off wounds or stabilize a dying character; or to
define situational elements in one’s favor (such as finding a loose
stone in a prison cell wall, discovering some useful equipment
nearby, or using a coincidence to their advantage). Characters begin
the game with five Hero Points and gain back those they spent at the
end of an adventure.
Barbarians of Lemuria
also provides the basic framework of many other roleplaying games;
Lifeblood points for tracking health, weapons and armor, a freeform
spell system that reflects the rare nature of magic in the genre,
non-traditional monsters tied to setting locations, and one-sentence
descriptions of various gods of Lemuria. It’s a complete game, but
relies on experienced gamemasters and players to work together to use
the rules to create a play environment that works for them.
Almost Overlooked
I must admit I passed over this game in
its earlier incarnations despite the author’s excellent reputation
for interesting games. Washbourne’s produced a host of small,
independent, and often innovative roleplaying games. His 1940 –
England Invaded! caught my eye when it first emerged as part of the
24-Hour RPG challenge and when he released a free PDF version with
more substance; it satisfies my interest in WWII themes, in this case
with a fantastic alternate-history twist.
I downloaded one of the earlier, free
versions of Barbarians of Lemuria in PDF format when it first
appeared, hoping for something a bit more satisfying than the d20
officially licensed Conan material available at the time. My
ambivalence toward earlier editions probably stemmed from an
uninspiring layout and mediocre artwork, though the author deserves
credit for creating his own illustrations in those versions. These
factors – PDF and uninspired artwork – led me to overlook it
after an initial perusal; hence it languished unread in some archived
folder on my laptop, as do many worthy and unworthy gaming PDFs,
since I prefer to read the old-fashioned way from printed books than
transient words on a screen.
In fairness the Legendary Edition of
the rules has overcome these two drawbacks. The new illustrations,
while remaining relatively basic line art, evokes characters and
scenes characteristic of the sword and sorcery genre. Having the
option of obtaining a print version means I can sit down and read it
without the often mind-numbing hypnosis of passive words on my
computer screen, easily flipping back and forth around pages to
cross-reference game and setting concepts. I noticed a few
refinements in the game mechanics and organization from previous
editions; while the current edition is far from perfect in terms of
organization and layout, it’s clear years of active play and
development have made their positive impression.
Comments....
Want to offer
feedback? Start a civilized discussion? Share a link to this blog
entry on Google+ and tag me (+Peter Schweighofer) to comment.
Tuesday, November 11, 2014
Hedging Bets against the Fog of War
The Fog of War – the random elements
in games, whether simulating the variable performance of troops in
wargaming battles, pieces on the board, or adversaries in roleplaying
games – can foil the best strategies, constructed decks, assembled
forces, or crafted character. The degree to which such uncertainties
reign over the gaming table can seriously affect one’s play
experience. It’s one thing to lose to a formidable opponent, but
another to lose to the capricious nature of the dice.
Brave British troops doomed in the face of hordes of Zulus and poor die rolls. |
If kind readers would pardon some
(hopefully) neutral political analogy, regrettably on my mind thanks
to the recent mid-term elections... Take political candidates; they
hedge their bets against the uncertainties of the minority of the
electorate that actually gets out to vote. Some run in the right
gerrymandered district (or carpet-bag their way there) and garner
enough shadow-corporate sponsorship to flood the airwaves and ether
with ads claiming their opponents are inspired by the devil and eat
babies for breakfast (not really quite that bad, but they might as
well say that to play on voters’ fears and emotions). Unlike
gamers, politicians can draw upon the unlimited resources of
contributions from near-anonymous special-interest donors instead of
a limited pool of game elements intentionally balanced for some
semblance of fair gameplay. (And no, I’m not suggesting politics
should be reformed on a gameplay model.)
Even seemingly well-balanced games can
subject players to the random whims of chance, no matter how much
players try hedging their bets against failure. I’ve tried crafting
various squadrons for the X-wing Miniatures Game, assembling
combinations of elements like pilot abilities, starship stats, and
different upgrades to fit within the 100-point tournament guideline
in what I think might prove a winning combination. On paper they
might prove quite powerful; but when I’m rolling poorly and the
opponent consistently rolls well, I have little chance of success.
Last year in a The Sword and the Flame convention game I
lost most of four companies of British soldiers against one “horn”
of a Zulu force because I kept rolling poorly: I scored minimal
ranged hits, got massacred in close combat, and failed several key
morale checks (nothing encourages dice to roll poorly than having the
referee say, “Roll anything but a six!” Guess what that six sider
is rolling...). No wonder there’s been a movement of “dice
shaming” in gaming culture to highlight dice that consistently roll
poorly or fail at crucial moments (all feeding the adventure gaming
hobby’s dice fetishism). Even games with carefully crafted forces
like Magic: The Gathering – with no random dice elements –
subject players to the uncertainty of when they draw certain cards or
combinations to deploy against opponents. Players understandably
become frustrated when their best preparations fall victim to the
capricious nature of the dice or the luck of the draw.
Games by their very nature represent a
contest between players; so naturally one expects to encounter some
feelings of frustration while trying to win against adversaries. When
games offer players a means to hedge their bets against the whims of
chance they offer a sometimes false sense of control over their
gaming fate. A good game combines the uncertain elements of chance, a
player’s ability to plan broad strategies, and the opportunity to
react as tactical opportunities develop through gameplay. Certainly
gamers like a bit of tension in their games – it’s no fun when
you’re certain you’ll always win or when you know you’ve
already lost but the game’s still not over – but there’s a fine
line between tension and futile frustration. It proves a good test of
players’ sportsmanship. I’ve played in games where, through poor
luck of the dice, I knew I was beaten and was just playing out turns
until the game ended. I’ve felt unworthy winning games by sheer
luck of the dice, especially when my opponent fielded formidable
forces or played exceptionally well (and was, himself, foiled by poor
dice rolls).
I’ve been rebuked before for framing
issues in terms of a “spectrum,” but this aspect of the Fog of
War element actually falls along a spectrum. At one end stand games
dominated by random elements such as War (if one could call that a
“game,” a subject I’ve discussed before), Yatzee,
Monopoly, even such Euro-game fare as Carcassonne;
these often rely on providing a random situation or set of elements
players must try to use to their advantage. At the other end stand
games with no randomized elements like chess, Diplomacy, and
Stratego where the Fog of War concept exists as uncertainty
wholly generated by the players in terms of deployment and strategy,
with clear-cut conflict resolution. (I’m sure such generalizations
will spawn some contentious if civilized debate; I don’t pretend to
approach issues presented in this blog in a comprehensively scholarly
manner nor with particularly exacting attention to semantics in the
diverse and often subjective English language.) Many games fall
somewhere in the middle of that spectrum, offering the illusion that
players can somehow exert control over their success by crafting a
good deck, squadron, force, character, or strategy that’s still
subject to random elements like dice or the luck of the draw.
Is on end of the spectrum better than
the other? Of course not. Each extreme challenges players in
different ways. At one end players receive randomized elements they
must use to their best advantage in the situation. In the other they
carefully arrange their resources and maneuver them knowing their
strong points. Those in between can offer a false sense of control by
juxtaposing random elements against prepared strategies. But good
games maintain the tension until the very end, balancing uncertainty
over success or failure.
Comments....
Want to offer
feedback? Start a civilized discussion? Share a link to this blog
entry on Google+ and tag me (+Peter Schweighofer) to comment.
Tuesday, November 4, 2014
Gaming Spaces
I’ve spent more than 30 years “around
the gaming table,” a place that has ranged from the dining room
table at home and friends’ houses to game stores, public and school
libraries, and vast convention halls. Sometimes “gaming tables”
seemed cozy and focused, other times they got cramped, crowded, and
loud. I’ve experienced more gaming locations than I can recall, yet
both the good and the bad still stand out in my memory and serve as
fodder for some disparate – and hopefully amusing –
recollections.
A small, regional convention with gaming tables surrounded by vendor booths. |
I started gaming around our modest
dining room table, a space normally reserved for holiday meals and
guests which I slowly took over for hosting players of various kinds
of games. As my circle of gaming friends grew we migrated from one
player’s home to the next, usually around the kitchen table but
occasionally gathered on den couches or around a coffee table.
Weekend afternoons seemed best, but if we strayed into the
after-dinner hours the host’s parents often made a cameo appearance
at some point to ask us to “keep it down, we’re trying to sleep.”
The most hospitable home – the place where everyone went to hang
out, whether they were gaming, watching videos, or just spending time
together – possessed a seemingly endless supply of chips and soda,
had parents who didn’t intrude if we made some noise, and always
had a cushy sofa on which we were welcome to crash after game
sessions that ran into the wee hours of the morning. (This particular
household hosted the memorable New Year’s Eve gaming event about which I’ve reminisced before.) On several occasions friends tried
having extended gaming weekends, what some might consider
mini-conventions, at their house (or at several homes over the
weekend), and these varied based on the general hospitable nature of
the family. Understanding parents, comfortable gaming spaces, and
plenty of food seemed key factors in successful home gaming
environments, at least in my younger days.
I’ve played games in library spaces,
both public and academic. I was kicked out of my high school library
for nothing more than playing a game I designed that involved dice;
the British-born librarian felt that dice were inappropriate (a
cultural view I learned about later, from R. Talsorian’s Castle
Falkenstein game no less) and hence banished us. I later ran
sessions of my Creatures & Caverns game for friends in the
cafeteria during free periods. I spent a summer running weekly
Dungeons & Dragons games at my hometown public library,
butting heads with the two hard-core gamemasters who organized the
program because they didn’t feel I was playing the game the way
they felt was right. I had a horde of 10 kids all around 10
years old in a meeting room alcove off the main children’s section,
hardly ideal for getting very far in the adventures I designed for
the program. More recently I spent about a year volunteering at the
local public library’s monthly teen board gaming sessions in a
large programming room separate from the rest of the library lest we
disturb the sacred silence of those hallowed halls; I taught and
hosted Pirateer and Forbidden Island. Keeping the
potentially loud and boisterous gaming insulated from the rest of the
quiet library enables participants to enjoy themselves without
worrying that they’re distracting other patrons.
A good game store maintains some space,
permanent or temporary, for in-store gaming. Throughout my gaming
days I’ve seen a vast range of gaming spaces within stores, from
dingy back-rooms near the bathroom and corners hidden behind retail
shelves to large portions of the store devoted to tables for board,
card, and wargames. I’m grateful both my current Friendly Local
Game Stores (FLGS) have ample space for in-store gaming; the closest
has eight long, folding tables in four rows occupying the middle of
the retail space (with shelves of comics and games lining the walls),
and the farther one has half the store space dedicated to game
tables, including shelves for storing wargaming terrain and a back
room for select games (and a table suitable for roleplaying games
tucked away at the back of the retail space). I’ve participated in
games at the former – a few X-wing Miniatures Game
tournaments, the occasional Saturday night casual X-wing game,
some board game demos at International Tabletop Day – and while
things can get a little crowded and noisy, the environment remains
welcoming to gamers thanks to friendly players and hospitable staff.
Both stores have the adventure gaming business savvy to offer sodas
and snack foods for sale to cater to gamer’s appetites and give
them an opportunity to make at least a small purchase in gratitude
for providing a good gaming location.
Gaming in hotel suites sometimes adds an element of exclusivity...especially with special guests. |
Gaming conventions offer occasional
opportunities for exposure to new games and players as well as
reliable favorites with old friends. The convention size often
dictates the nature of the gaming space. Major conventions like
GenCon and Origins host games in a variety of spaces ranging from
hotel meeting rooms to vast exhibition halls. Smaller regional
conventions often rely on the event space – typically a hotel with
conference facilities – scheduling gaming in everything from
ballrooms and meeting rooms to hotel rooms with beds removed and
banquet tables and chairs crammed into the space. I’ve run games at
many conventions, including one in a cavernous and noisy hall at
GenCon back in Milwaukee, many in medium-sized meeting rooms and
ballrooms with 5-10 tables, and a few stuffed into the aforementioned
hotel rooms crammed with one or two banquet tables. I don’t always
like the latter; while they often afford privacy and quiet (as long
as there isn’t a second table jammed into the room), they remain so
well-removed from the main gaming halls the non-existent foot traffic
discourages both casual spectators and last-minute participants. I
appreciate the quiet, but it seems detached from the general
community feeling of smaller conventions. They remain perhaps the
best spaces – when not so crammed – for private games, such as
any of the Star Wars Roleplaying Game sessions I’ve run
where players bid in a charity auction for seats at the table with a
famous author guest like Timothy Zahn. At cons I generally prefer
gaming spaces closer to other programming activities, whether a large
ballroom with many tables or smaller meeting rooms with a handful of
tables. Perhaps the most unexpectedly pleasant convention game
experience came from player generosity; the game was originally
scheduled for a meeting room with several other active tables (with
groups that promised to get loud and rowdy), but two of the
participants had booked a hotel suite and – with the consent of the
rest of the players and a note left at the table – we gladly
adjourned to the suite’s dining room table for an intense game
fueled by the hosts’ stash of snack foods and beverages.
Where do we play games? The answer
often depends on one’s particular type of game, personal resources,
and general opportunities. Most broad location categories themselves
can range between ideal and intolerable, though lucky gamers find or
create gaming situations that work best for them. What makes ideal
location conditions for games? Do certain spaces lend themselves
better to different games? What kinds of compromises in environment
do we make to engage with others in gaming? Despite noise, crowds,
and other distractions, gamers can make the best of their situations
to focus on their hobby and ensure their own play experience remains
positive. The times when I felt the game location seemed disruptive
were the times when I allowed those issues to impact my own
experience. A positive attitude combined with others helping to
improve problematic gaming spaces goes a long way to providing
everyone with a better play experience.
Comments....
Want to offer
your opinions on gaming spaces? Start a civilized discussion? Share a
link to this blog entry on Google+ and tag me (+Peter Schweighofer)
to comment.
Tuesday, October 28, 2014
Assembling Terrain for Valley of the Ape
Development on my Valley of the Ape kids’ game proceeds at a slow but steady pace. I have a workable
draft of the rules and a solid idea what additional bits I need to
prepare (explorer cards with rules summaries and encounter tiles).
But the rulebook and other materials form only half the project,
although the part I can most easily share online once completed.
Along with the game design work comes the hobby work assembling and
crafting miniature wargaming-style terrain for the playable bits of
the game.
A selection of aquarium plants from PetSmart. |
Some of this material I own already,
stored in various boxes beneath or near the four-by-eight-foot
wargaming table in the basement. These include a swath of dark green
felt dappled with paint to vary the terrain surface, numerous 54mm
plastic soldiers (Zulus, British, Dervishes) from Armies in Plastic
to represent explorer parties, the giant ape from Safari Ltd. I
bought at a craft store, and a resin-cast giant man-eating plant I
picked up years ago from Armourcast (though it could use a better
paint job).
"Betta" foliage cut for better coverage. |
I have considerably more work to do
with jungle foliage and terrain. I’ve already sculpted a few foam
hills and prepped some palm trees out of wire, artificial plant
leaves, and masking tape. But to fill out large portions of
impassible jungle terrain I needed a lot of fake yet exotic-looking
foliage. So I drove on down to the local big-box pet store, PetSmart,
and spent some time browsing their aquarium section. I found a host
of very affordable pieces from Top Fin, including some single plantsfor $0.99, a few “peacock feather” plants with a nice high
profile ($2.99), and – perhaps the most versatile find – two
varieties of what they call “betta” artificial aquarium plants,
plastic grids with small plant bits mounted at each intersection (for
$1.99). These last ones provided versatile jungle cover, particularly
when split along the middle or diagonally to make two uneven halves
that, when positioned unevenly, offer some natural-looking uneven
terrain. For less than $20 one could buy enough jungle foliage to set
up some challenging and good-looking terrain; augmented with some
custom pieces it’ll make for an easy-to-set-up “board” for
Valley of the Ape.
A scene hastily assembled from my terrain, including the giant ape and some Armies in Plastic Zulus. |
I’m debating whether to craft my own
temple ruins from bits prepped for old Egyptian temple projects or
just pay for one of the fish tank temples available from PetSmart
(some manufactured by Top Fin and others by National Geographic).
Once that’s decided and I finish up
the palm-tree terrain pieces I’m ready to set everything up and
start playtesting the rules.
Armies in Plastic
Addendum
Folks who read Hobby
Games Recce know I love the 54mm (1:32 scale) unpainted plastic
figures from Armies in Plastic, including
the ones from my collection I’ve drawn upon to serve in my Valley
of the Ape game (Victorian-era British
soldiers, Zulu warriors, Dervishes).
They’re big, historically themed, and great for small hands (or my
clumsy fingers). The prices have crept up over the years as the
figure count has recently diminished (20 infantry
figures down to 18 or
16 in some cases). But I recently
happened by the Armies in Plastic website
to find an interesting sale: the company put their Battlefield Combo
boxes on sale, an 18- or 20-figure mix from both sides of a conflict
for $12 (the regular price for 18 or 20 figures in other sets is now
$17...). Of particular note for my own gaming interests are 6 British
Army in Shirtsleeves and 12 Zulus, as well as combos including
Dervishes. Those interested in the burgeoning French and Indian war
genre might like 8 Rangers and 12 Indians for skirmishes. Other
periods include the American Revolutionary War, Boxer Rebellion,
World War I, Napoleonic Wars, some
Civil War, and modern conflicts. They’re
a fun way to provide large, plastic soldiers to fight period
skirmishes – or just to play with – at an affordable price.
Armies in Plastic Rangers fend off a Woodland Indian Ambush. |
I’ve recently been bitten by an
inexplicable bug to dive into reading about and wargaming skirmishes
from the French and Indian War...and my collection of Armies in
Plastic miniatures lacks anything from the American Colonial period
(having focused more on 19th century British colonial wars). Seeing
the Ranger/Indian Battlefield Combo sets at the Armies in Plastic
website – plus a “buy 3 get 1 free” promotion – I decided to
order some sets directly from the company.
Normally I try to give my business to
local stores (none of which stock Armies in Plastic sets, although I
first discovered and bought my first Armies in Plastic sets from a
now out-of-business hobby shop in Fredericksburg) and, barring that,
wait patiently for one of the small, local wargaming conventions
where vendors occasionally have a limited selection. But I was
looking for something quite specific, and knowing how the prices have
crept up recently, wanted to take advantage of a really good deal. So
I ordered two sets of the Rangers/Indians, plus one with Loyalists
and Militia (10 each, plus a cannon), and, for my “free” set,
ordered British infantry (20 figures). Three days after placing my
order the box arrived at my doorstep. Along with the French and
Indian War skirmish rules set I bought earlier and with some old
forest terrain I can now start exploring period battles with a
minimum of work. Sure, the purists might scoff that I’m using
unpainted figures, but I have two ready made forces in an appealing
size. Thanks to Armies in Plastic for the good deals and excellent
service.
Comments....
Want to offer
feedback? Start a civilized discussion? Share a link to this blog
entry on Google+ and tag me (+Peter Schweighofer) to comment.
Tuesday, October 21, 2014
Gaming Artifacts: Das Schwarze Auge
After having discovered roleplaying
games – through Dungeons & Dragons – the summer before
I started high school, I quickly began exploring other games in the
adventure gaming hobby (including board-and-chit wargames). I bought
and devoured nearly everything TSR released at the time, dabbled in
Traveller, and started gathering whatever oddities I might run
across. Then I discovered the German equivalent of a fantasy
roleplaying game, Das Schwarze Auge.
In 1984 Schmidt Spiel – a German game
publisher with roots going back to the early 20th century –
published an original German-language roleplaying game entitled Das
Schwarze Auge (translation: The Dark Eye). It was clearly
inspired by D&D; the
designer, the late Ulrich Kiesow, translated both D&D and
Tunnels & Trolls for the German editions. It’s rise (and
fall) broadly mirrored its American cousin, with a game system that
seemed basic at first, with more supplements and editions adding
layers of complexity to the rules and setting, and finally becoming a
huge system and continuity creature that momentarily faded when the
publisher ran into financial trouble and declared bankruptcy.
Back in 1984 my family was taking a
week’s vacation in Germany after a two-week youth orchestra tour of
Germany, Austria, and Switzerland; my parents drove the instrument
van while my brother and I played violin in the orchestra. We’d
visited Germany before in 1981, an opportunity to indulge my penchant
for medieval history, castles, knights, legends, and other romantic
Old World interests, but I’d not yet discovered roleplaying games.
On one of our first days we wandered into a toy store in Munich – a
wonderful shop (affiliated with the famous FAO Schwartz company) and
I found two German-language roleplaying game boxed sets sitting
side-by-side on a display: the German edition of Basic D&D
(the Frank Mentzer red box version) and a taller, black box called
Das Schwarze Auge. The game offered an opportunity to merge my
interest in roleplaying games with my German language studies (a
pillar of my junior high and high school years that fizzled out with
the academic severity of college). So I bought it, brought it back to
America, and, using my limited language abilities and a
German-English dictionary, set about reading the game and rolling up
a character.
Das Schwarze Auge basic boxed
set came with one twenty-sided and a few six-sided dice, a main
rulebook, and adventure book, an imposing gamemaster screen, and a
host of sheets for mapping, character creation, and adventure
tracking. The game had some similarities to D&D. Five
stats defined characters, though one rolled only a single D6 and
consulted a chart for the range of stat values one might get. It used
a “class-as-race” system, so one could be a magician, fighter,
elf, dwarf, or rogue-like vanilla “adventurer” (omitting such D&D
tropes as clerics, thieves, and halflings). Magic-users had a reserve
of astral energy expended to cast various low-level spells. A
solitaire adventure took up most of the page count in the adventure
book; it walked players through an initial encounter, then further
exploration which led to the premise for the short if standard group
exploration of a dungeon setting (the D&D basic set
released around that time, the Frank Mentzer red box edition, was
the first to include a solo tutorial adventure).
I didn’t get very far in the game
beyond reading it with my very limited knowledge of German, rolling
up a few characters, playing the solitaire adventure, and possibly
running an adventure with my terribly patient brother (who also took
some German). It helped fuel my enthusiasm for gaming and German
language studies as I tried to learn how various bits of roleplaying
game lingo translated into German. Several years later – when Das
Schwarze Auge eclipsed sales of D&D in the German
market – my Dad brought back some additional scenarios, including a
solo adventure, from a business trip to Germany. At some point I also
bought the “expert” version of the basic rules and a handful of
adventures; possibly on that 1984 trip to Germany, I can’t recall,
though I barely used the advanced materials.
Over the years I’ve acquired other
German language game books from friends, industry trades, or chance
opportunities, mostly as novelties: a Call of Cthulhu Dreamlands
boxed set, a Stormbringer adventure collection, a nice
hardbound GURPS basic set, a few Middle-earth Role Playing
supplements, a handful of Star Wars: The Roleplaying Game
books, and a Paranoia boxed set with the oddly understandable
label “Acthung! Satire!” prominently displayed on the box. I’ve
not gone out of my way to seek out German-language versions of my
favorite games; my fluency has long passed with my fleeting youth,
though I do appreciate the language and still read and speak some of
it when necessary...just rarely outside the context of the adventure
gaming hobby.
Comments....
Want to offer
feedback? Start a civilized discussion? Share a link to this blog
entry on Google+ and tag me (+Peter Schweighofer) to comment.
Tuesday, October 14, 2014
Connecting with An RPG Setting
Roleplaying games present several
challenges for newcomers, whether they’re new players at an
experienced gamemaster’s table or enthusiasts seeking to run a
particular game for others. Aside from the initial leap complete
neophytes must make in understanding the roleplaying game experience,
gamers must also learn a set of rules governing character abilities
and actions in the game setting; though some might argue most people
have at least some experience with both “roleplaying” and rules,
gaining those from “let’s pretend” play activities from their
childhood and game mechanic concepts drawn from more traditional
family board games or sports. But not everyone has prior experiences
from which to adapt to some roleplaying games’ more exotic
settings.
One reason Dungeons & Dragons
remains so popular – aside from being the first commercially
successful roleplaying game – thanks in part to its generic fantasy
setting, one that relies on familiar tropes from popular media such
as the Lord of the Rings films based on J.R.R. Tolkein’s
Middle-earth epics; stories, comics, movies, and television shows
based on Robert E. Howard’s Conan character; magical fare like the
Harry Potter franchise; and many other sources such as those listed
in D&D’s own infamous “Appendix N.” Warriors and
wizards fighting goblins and orcs in subterranean caves and ancient
ruins; these trappings hearken back even to the most basic Western
cultural legends of King Arthur, Beowulf, and the tales of the
Brothers Grimm. These media and cultural foundations help players
easily grasp the setting concepts behind D&D than other
more esoteric game worlds.
Some other games don’t suffer from
player unfamiliarity with their setting. Nearly any game based on a
licensed media property has a loyal fan following intimately familiar
with the universe...some of those fans also share an enthusiasm for
roleplaying games which they indulge in themselves and sometimes seek
to share with other fans. Take your pick: Star Wars, Doctor Who,
Battlestar Galactica, Firefly. In these cases gamer-fans
have to overcome the challenges posed by roleplaying game rules alone
instead of both mechanics and an unfamiliar setting. Not familiar
with the setting? Just sit down for a few hours with a DVD set for
one season and immerse yourself in the setting.
Game designers and gamemasters do their
best to present roleplaying game settings in familiar terms.
Sometimes they can use a “crutch” to help impart the gist of a
setting by drawing comparisons to familiar films, television shows,
comics, and novels. For instance, one might describe GDW’s
Victorian space fantasy game Space 1889 as Zulu meets
Edgar Rice Burroughs’ Barsoom novels. One could compare Vampire:
The Masquerade and other World of Darkness fare to
roleplaying games based on Ann Rice’s vampire novels or the
Underworld film franchise.
Sometimes game settings draw
comparisons to other games or established genres. At the time of its
release, Fantasy Flight Games’ Dragonstar was billed as “D&D
in space” (though one might argue the Spelljammer setting
holds that distinction). Wicked North Games’ Westward could
easily be described as Wild West steampunk on another planet. R.
Talsorian’s gorgeous Castle Falkenstein used comparisons to
genre films and literature plus a healthy dose of fantastic artwork
to bring its Victorian steampunk fantasy alternate earth to life for
gamers. Aside from its groundbreaking game mechanics, Monte Cook’s
visionary Numenera game also boils down to familiar if morphed
fantasy tropes merged with lost science fiction bits amid the ruins
of an extremely far future, all enhanced with inspiring
illustrations.
Really esoteric and original
roleplaying game settings can’t often draw on widely understood
cultural elements. A few titles I’d consider “esoteric” come to
mind include Skyrealms of Jorune – with which I regrettably
have little exposure – and anything based on M.A.R. Barker’s
Empire of the Petal Throne setting, including the recently released Bethorm: Plane of Tekumel game from adventure gaming
luminary illustrator Jeff Dee (a subject I’ve discussed before).
Some newcomers to the roleplaying game hobby might find some of the
more exotic settings mentioned in earlier paragraphs just as
esoteric. (As an aside Wizards of the Coast’s Everway game
from 1995 remains largely forgotten primarily because of the
inaccessibility of its setting – despite some groundbreaking game
mechanics elements – at a time when many fans really wanted a game
set within the rich world of the company’s wildly popular Magic:
The Gathering collectable card game.) Certainly most provide at
least a setting framework – if not comprehensive material on
locations, equipment and treasure, meta-plots, characters, and
potential adventures – though this often requires considerable
reading and comprehension from an often voluminous core rulebook.
Some of these game settings are so
intricately and deeply designed that players really have to immerse
themselves in the source material to understand how to game in that
environment. Aside from reading the rulebook’s relevant setting
materials (possibly including some rule sections, too), what methods
do gamemasters use to acclimate players to new and obscure setting
material?
Media: It’s not always
possible to find a corollary between existing novels, comics, film,
and telelvision shows, but this remains one of the best ways to
orient newcomers to at least the spirit of an unfamiliar if not
esoteric setting. Sometimes the roleplaying game itself offers
supplemental material specifically tied to the esoteric game itself;
for instance, The Man of Gold, M.A.R. Barker’s first
novel set in the world of Tekumel. I’ve occasionally dabbled in
this kind of setting orientation myself; long ago in the days when
Star Wars was all but a forgotten media property (the early
1990s, before the Timothy Zahn novels appeared), before embarking on
an epic Star Wars: The Roleplaying Game campaign with friends,
we all spent a day watching the classic trilogy (particularly because
one player had managed never to have seen the Star Wars
films before...).
Internet Surfing: Wandering
the seemingly infinite halls of the internet can provide newcomers to
an esoteric setting with some exposure to informative elements, from
professional and fan-produced artwork to sites with game- or
setting-specific material, actual-play reports, and encyclopaedic
wikis filled with cross-linked information. Run a Google search on
“Tekumel” and one finds a host of blogs, illustrations, maps, and
comprehensive websites offering lots of setting information to
absorb.
Player Handouts: Gamemasters can
use a variety of handouts to both inform players and put them in the
mood for the game. I’ve created information handouts for a variety
of games in the past, usually focusing on knowledge the average
character would possess. In some cases these include outlines on how
players accomplish basic tasks using the game mechanics, but often
they incorporate useful setting material. I even recall compiling a
list of slang terms used in early Star Wars novels for my
player orientation sheet used in running Star Wars d6
adventures at conventions (apologies for referring yet again for my
involvement with the Star Wars: The Roleplaying Game).
Solitaire Tutorial
Adventures: Frequent readers might recall I
particularly enjoy solo tutorial adventures and have frequently discussed the subject before. These brief scenarios using programmed
entries (similar to pick-a-path-style books of yore) to enable
readers to dive into both the game setting and mechanics right away.
Granted, this often requires sharing the rulebook with players
(sometimes a limited resource), but it’s a good starting point to
steer newcomers for quick immersion in both the game system and
setting. Even such an esoteric setting as Tekumel has used this
technique; Theatre of the Mind’s edition of Adventures in
Tekumel presented much of its player-oriented material and
several scenario books in the form of playable solo adventures (and
some with lengthy narrative portions imparting the intricacies of the
setting). I’ve used them to orient myself to new settings that
interested me as a gamemaster, particularly West End’s Paranoia
second edition and the multi-genre TORG.
The issue really comes down to how much
investment players are willing to make in learning the setting beyond
the time and focus required to comprehend the essential game
mechanics. Not everyone can sit down, read, and absorb a hefty
rulebook, nor are they always willing to do so to fully understand
every game in which they wish to dabble as players. Familiarity with
the setting genre goes a long way in enticing them to play and
rewarding them with an entertaining experience (instead of a game
session filled with complete bafflement). Some settings seem
interesting but remain so foreign – despite various strategies to
inform potential players – as to remain essentially
inaccessible...a regrettable condition given the number of
high-quality, esoteric game settings available today.
Comments....
Want to offer
feedback? Share an “esoteric” game setting you’ve encountered? Start a civilized discussion? Share a link to this blog entry on
Google+ and tag me (+Peter Schweighofer) to comment.
Subscribe to:
Posts (Atom)