A few months ago I ordered a copy of Fletcher Pratt’s Naval Wargame: Wargaming with Modern Ships 1900-1945 from the History of Wargaming Project storefront on Lulu. I’d read about it in Jon
Peterson’s Playing at the World (which I’ve discussed before) in his exhaustive history of wargaming from the earliest
German Kriegspiele to modern times. Although I only dabble in
naval wargaming, the rules intrigued me because in their time they
drew many non-gaming types into a serious wargame simulation in a
sort of social event. The game pioneered many concepts later refined
for use in roleplaying games like armor class, hit points, and
character sheets. The book and its variant rules got me excited about
trying them for World War II naval battles (one of my gaming areas of
interest). I intend to offer a closer look at Fletcher Pratt’s
Naval Wargame in a future post; for now, however, I want to look
at my quest for naval miniatures to use in playing these rules.
I’ve only dabbled with naval wargaming before, odd considering I
designed a naval-themed game (the solitaire Operation Drumbeat),
though not one in the traditional miniatures wargaming sense. In my
younger days I was a huge fan of the classic War at Sea, one
of my first experiences with chit-and-board wargames. I even bought
Avalon Hill’s version of the Naval War card game which I
used to play with my brother and other neighborhood kids. I bought
into Wizards of the Coast’s Axis & Allies Miniatures: War at
Sea game when it first released; I played a few solo games using
both the included map boards and later some rules for more
traditional wargame play without a gridded map. I’ve thought about
getting other naval wargames – titles like Mongoose’s Victory
at Sea come to mind – but their perceived level of complexity
and my lack of miniatures beyond what I had for Axis & Allies:
War at Sea discouraged me.
Pratt’s game intrigued me in its use of historical data in the game
(drawn from Jane’s Fighting Ships),
its introduction to those with no gaming experience (albeit
with heavy referee involvement),
and the eventual adoption of some of its concepts in U.S. Naval
training simulations.
Tuesday, December 29, 2015
Tuesday, December 22, 2015
A Very Gaming Holiday Break
The Little Guy has spent the past several months in kindergarten –
heck, they started August 10! – and now he’s looking forward to a
bit of a break from school over the holidays. Two and a half weeks of
break, in fact, this entire week leading up to Christmas, the week
between Christmas and New Year’s, and even the first Monday of the
new year. Although I have a short list of excursions and activities
to keep us busy, I also expect I’ll fall back on gaming to help
keep him occupied on his long winter’s break.
His day at school offers him a good deal of structure which we’ve
noticed he misses during the weekends and occasional days off. No
doubt the dose of “toy-pocalypse” he gets having a birthday and
Christmas so close together will give him a host of new toys to keep
him busy plus a slew of new DVDs to watch. He also got his own
kid-friendly tablet as a present, loaded up primarily with
educational apps and a few fun bits (he loves Angry Birds). But even
with his favorite PBS Kids shows and a tablet with limited battery
time I expect he’s going to hit a point where he’s still bored
during the day, when he gets pokey for something junky to eat every
30 minutes, and won’t let Dad alone until he’s focused on some
other fulfilling activity.
I expect we’ll spend some time – possibly even develop a daily routine – playing games. We have a good repertoire of titles we play during our weekly family game nights, including Forbidden Island, Best Treehouse Ever, Qwirkle, Tsuro, King of Tokyo, and Castle Panic; some of these seem passable with two players, but not quite ideal play experiences. I’m hoping to push our bounds in the two-player game field with some new board games. The Stratego Battle Cards game is on my radar since he’s learned his numbers and concepts such as “less than” and “greater than.” I also acquired a Stratego board game set a while back he might enjoy trying. I also just got my Kickstarter-supported copy of Less: Like Chess, but Less from Slovenia, a clever little two-player abstract game with a variable board made of coasters. I also expect he’ll want to help me explore some of the childhood board games my parents rescued from their attic and brought during their latest visit, particularly the Raiders of the Lost Ark board game. If Santa decides to bring any new games for Daddy I expect the Little Guy will want to give them a try.
I’d also like to help him with some more difficult fare to expand our family’s game repertoire. I expect these might challenge his nascent reading and math abilities (which kindergarten is aggressively cultivating). He’s asked about Spearpoint 1944 (the illustrated box for the Village and Defensive Line Map Expansion has caught his eye, as will the nice components when I open it for him); while the game doesn’t require a whole lot of reading, he does need to follow a host of rules. I’d love to teach him Memoir ’44 but I’ll have to consider whether the text-heavy cards and numerous units might be too much for him. He’s also asked about Ticket to Ride Europe (I don’t have the original one for America), though that requires some reading and geography skills, something I’m not averse to teaching him. We’ve played some simplified games of Wings of War/Wings of Glory before (the World War I flavor); I might see if he’s interested in more of that or trying out the World War II planes. He has a particular affinity for the larger bombers.
He’s requested to play Valley of the Ape several times
since we playtested it as part of our nearly year-long development,
so I hope indulging him in that might satisfy his urges for gaming
activities. I’m also playing with some mechanics for a basic-level,
kid-friendly skirmish wargaming rules; my interest in these focuses
on the various historical periods I enjoy and for which I have 54mm
figures (French and Indian War, American War of Independence, Civil
War, and British colonial skirmishes with Zulus and Dervishes)...but
the Little Guy will most likely be tempted by my 54mm Star Wars
Command figures in battles between hapless Imperial scout troopers
and hordes of Ewoks (which the system can handle with minor
modifications).
The Little Guy has also asked me about designing his own games (and bringing them to conventions to run and sell...), so I might indulge him with some basic game-design concepts or even a craft project based on a theme he likes. This is a big “if” fraught with complications and the possibility of consuming huge swaths of time. I’ve discussed managing game design concepts with kids before, so exploring this first-hand with a six year-old may offer some new insights or strategies.
Perhaps a slightly less daunting challenge comes from my urge to expose him to some basic roleplaying game experience. Although I have a host of roleplaying games, most remain beyond his grasp. As I mentioned in my recent “Share Gaming during the Holidays” post, I need to suppress my urge to run something I like in favor of a game with mechanics and theme more attuned to his ability and interests. Hero Kids seems just about his speed with a nice graphic representation of the characters and stats. I’ve been meaning to print out the game the entire year and never quite got around to it. The Little Guy’s had a stigma about them because he needs to be able to read, but as he’s already learning in kindergarten it might be a good introduction.
Unfortunately having the Little Guy home each day for two and a half weeks isn’t going to give me much time for my own writing and game design, let alone my explorations of B/X D&D, OSR titles, various wargames, and solitaire gaming. During the December holidays, however, I usually resign myself to having little time for personal pursuits; at least I can engage in gaming on some level and hopefully cultivate in the Little Guy an enjoyment of a few new games.
Comments....
Want to share your opinion? Start a civilized discussion? Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.
The Little Guy contemplating a move in a tank game at Historicon. |
I expect we’ll spend some time – possibly even develop a daily routine – playing games. We have a good repertoire of titles we play during our weekly family game nights, including Forbidden Island, Best Treehouse Ever, Qwirkle, Tsuro, King of Tokyo, and Castle Panic; some of these seem passable with two players, but not quite ideal play experiences. I’m hoping to push our bounds in the two-player game field with some new board games. The Stratego Battle Cards game is on my radar since he’s learned his numbers and concepts such as “less than” and “greater than.” I also acquired a Stratego board game set a while back he might enjoy trying. I also just got my Kickstarter-supported copy of Less: Like Chess, but Less from Slovenia, a clever little two-player abstract game with a variable board made of coasters. I also expect he’ll want to help me explore some of the childhood board games my parents rescued from their attic and brought during their latest visit, particularly the Raiders of the Lost Ark board game. If Santa decides to bring any new games for Daddy I expect the Little Guy will want to give them a try.
I’d also like to help him with some more difficult fare to expand our family’s game repertoire. I expect these might challenge his nascent reading and math abilities (which kindergarten is aggressively cultivating). He’s asked about Spearpoint 1944 (the illustrated box for the Village and Defensive Line Map Expansion has caught his eye, as will the nice components when I open it for him); while the game doesn’t require a whole lot of reading, he does need to follow a host of rules. I’d love to teach him Memoir ’44 but I’ll have to consider whether the text-heavy cards and numerous units might be too much for him. He’s also asked about Ticket to Ride Europe (I don’t have the original one for America), though that requires some reading and geography skills, something I’m not averse to teaching him. We’ve played some simplified games of Wings of War/Wings of Glory before (the World War I flavor); I might see if he’s interested in more of that or trying out the World War II planes. He has a particular affinity for the larger bombers.
The Little Guy has also asked me about designing his own games (and bringing them to conventions to run and sell...), so I might indulge him with some basic game-design concepts or even a craft project based on a theme he likes. This is a big “if” fraught with complications and the possibility of consuming huge swaths of time. I’ve discussed managing game design concepts with kids before, so exploring this first-hand with a six year-old may offer some new insights or strategies.
Perhaps a slightly less daunting challenge comes from my urge to expose him to some basic roleplaying game experience. Although I have a host of roleplaying games, most remain beyond his grasp. As I mentioned in my recent “Share Gaming during the Holidays” post, I need to suppress my urge to run something I like in favor of a game with mechanics and theme more attuned to his ability and interests. Hero Kids seems just about his speed with a nice graphic representation of the characters and stats. I’ve been meaning to print out the game the entire year and never quite got around to it. The Little Guy’s had a stigma about them because he needs to be able to read, but as he’s already learning in kindergarten it might be a good introduction.
Unfortunately having the Little Guy home each day for two and a half weeks isn’t going to give me much time for my own writing and game design, let alone my explorations of B/X D&D, OSR titles, various wargames, and solitaire gaming. During the December holidays, however, I usually resign myself to having little time for personal pursuits; at least I can engage in gaming on some level and hopefully cultivate in the Little Guy an enjoyment of a few new games.
Comments....
Want to share your opinion? Start a civilized discussion? Share a link to this blog entry on Google+ and tag me (+Peter Schweighofer) to comment.
Tuesday, December 15, 2015
Share Gaming during the Holidays
The holidays seem like a great time to share our adventure gaming
hobby with others, especially those not yet initiated into such
enjoyable entertainments. Families spend time visiting, we receive
games as gifts, kids have a few weeks off from school, and we seek
some sense of the season’s fantastic wonder in escapist games.
We’re often sorely tempted to invite non-gamers to try our latest
pursuits, often prompted by queries of “Hey, what’s that?” upon
unwrapping a new acquisition or “That looks neat, can I play?” as
we show off our game libraries or peruse our rulebooks. But sharing
our adventure game hobby with the uninitiated through a positive play
experience takes a bit of restraint
I recall from my youth a host of unsuccessful holiday games with my brother and cousins who shared some similar interests and were easily convinced to try something new by their oldest siblings. One year while visiting I tried to run the AD&D scenario A1 Slave Pits of the Undercity. Even using the module’s pre-generated characters the effort quickly devolved into a morass of bored players, long rules explanations, and not much adventuring. My oldest cousin didn’t fare much better. His attempt at running the Avalon Hill Dune board game – newly received for Christmas – had everyone’s head spinning with no clue how to proceed. The back-up plan of Risk fared no better in the confusing explanation of how the dice resolved combat; the experience probably contributed to my life-long distaste for the game (not a bad thing in my estimation).
I recall from my youth a host of unsuccessful holiday games with my brother and cousins who shared some similar interests and were easily convinced to try something new by their oldest siblings. One year while visiting I tried to run the AD&D scenario A1 Slave Pits of the Undercity. Even using the module’s pre-generated characters the effort quickly devolved into a morass of bored players, long rules explanations, and not much adventuring. My oldest cousin didn’t fare much better. His attempt at running the Avalon Hill Dune board game – newly received for Christmas – had everyone’s head spinning with no clue how to proceed. The back-up plan of Risk fared no better in the confusing explanation of how the dice resolved combat; the experience probably contributed to my life-long distaste for the game (not a bad thing in my estimation).
Tuesday, December 8, 2015
Short & Sweet RPG Resources on Patreon
Patreon has revolutionized how gamers receive new content. Just as
Kickstarter changed the publishing landscape for roleplaying games
and board games, funding ambitious projects with high production
values and tempting stretch goals, Patreon has – somewhat more
quietly – enabled creators to bring projects to their fans in
smaller but no less worthwhile bits. The concept hearkens back to the
days when talented individuals like artists, writers, and even
archaeologists (like Howard Carter) worked for wealthy patrons who
believed in their efforts and funded their work; it’s an idea I
fully support and have discussed in the past. Patreon provides a
platform where creators (particularly those making game content) can
find financial support and engagement with those who enjoy their
work. I’ve found it’s a wonderful place to find “short and
sweet” game material to fuel my enthusiasm for Old School
Renaissance (OSR) or classic B/X D&D roleplaying games.
Patreon delivers game material to supporters who pledge donations for each work. People subscribe to creators who cater to their interests, making a payment for each new “article,” and receiving fresh game material on a somewhat regular basis...usually once a month, sometimes more often. This allows supporters to customize the content they receive, in a way serving as their own editors or curators of material that most interests them. Some designers post their creations for free, others offer a mix of free material and exclusive pieces for their paying supporters. Creators frequently offer additional perks for higher-levels patrons, including engagement through the Patreon site, influence on future projects, and even material customized for particular supporters. Each designer crafts their page differently to appeal to supporters and deliver content in a satisfying way.
Patreon delivers game material to supporters who pledge donations for each work. People subscribe to creators who cater to their interests, making a payment for each new “article,” and receiving fresh game material on a somewhat regular basis...usually once a month, sometimes more often. This allows supporters to customize the content they receive, in a way serving as their own editors or curators of material that most interests them. Some designers post their creations for free, others offer a mix of free material and exclusive pieces for their paying supporters. Creators frequently offer additional perks for higher-levels patrons, including engagement through the Patreon site, influence on future projects, and even material customized for particular supporters. Each designer crafts their page differently to appeal to supporters and deliver content in a satisfying way.
Tuesday, December 1, 2015
The Obsolete Skill List
At bedtime recently the Little Guy requested I read him a rulebook
for a roleplaying game based on one of the media properties he’s
quickly come to adore. I’ll omit names to protect the identity of
the game and its designers. It was published in 1991, around the time
several roleplaying games in a similar style reached prominence,
including Vampire: The Masquerade, Shadowrun, 2nd
edition Dungeons & Dragons, and my beloved Star Wars
Roleplaying Game from West End Games (to name only a few).
Reading the game book aloud proved how tedious the language was; but
the real test was reading the comprehensive skill section aloud.
Although it eventually put the Little Guy asleep, it ran the risk of
actually putting the reader to sleep.
Nearly every skill followed the same initial formula: “[Skill name] is the ability to [insert skill description].” The text ranged from a simple definition one could easily glean from the skill name itself to a comprehensive discussion of just what one could do with the skill through specific game mechanics. The game – like many of its time – relied on a core mechanic for most skill resolutions and combat, yet various factors complicated this in the manner of modifications; hence some skill definitions with tedious rules discussions buried within.
Comprehensive skill listings seemed standard practice for roleplaying games of that time; even today many games still rely on exhaustive and sometimes dry descriptions of skills perhaps more succinctly defined by their names. Sure, some skills require a little more elaboration than simply a name depending on both the game mechanics and the setting; but this could fit better into other rules-heavy procedural sections on resolving movement, combat, and other game issues.
Nearly every skill followed the same initial formula: “[Skill name] is the ability to [insert skill description].” The text ranged from a simple definition one could easily glean from the skill name itself to a comprehensive discussion of just what one could do with the skill through specific game mechanics. The game – like many of its time – relied on a core mechanic for most skill resolutions and combat, yet various factors complicated this in the manner of modifications; hence some skill definitions with tedious rules discussions buried within.
Comprehensive skill listings seemed standard practice for roleplaying games of that time; even today many games still rely on exhaustive and sometimes dry descriptions of skills perhaps more succinctly defined by their names. Sure, some skills require a little more elaboration than simply a name depending on both the game mechanics and the setting; but this could fit better into other rules-heavy procedural sections on resolving movement, combat, and other game issues.
Tuesday, November 24, 2015
Living Thanks
“We count our miseries carefully and accept our blessings without much thought.”
– Chinese Proverb
* * *
I can never be truly thankful enough for all the gifts I enjoy. It’s easy to demonstrate gratitude for outright gifts, the ones we receive at the holidays and birthdays or the gestures of generosity shown between gamers and friends. But it’s easy to take for granted the many aspects of our lives that enable us to have the spare income and time to pursue our adventure gaming hobby...and even there I’m particularly lucky, given the many gamers who still engage in the hobby despite personal and financial difficulties. During this season of Thanksgiving – and especially in our daily lives when we don’t have holidays to remind us – we should not simply express our thanks, we should act on our gratitude.
Tuesday, November 17, 2015
A Hobby of Gifts
As we near Thanksgiving my thoughts turn to the numerous aspects
of my life for which I’m grateful: a supportive family and comfy
home, the ability to pursue my work in the adventure gaming hobby,
supportive online communities, my privileged place in the world as a
white male American citizen. Throughout my life I’ve received many
gifts, among them presents that started me off on and further
inspired me on my journey through the adventure gaming hobby.
I wouldn’t have this level of involvement in gaming if it hadn’t been for one key gift which started it all. Back in junior high school I’d seen some neighborhood kids playing Basic Dungeons & Dragons and, lacking the game materials myself, went ahead and created my own very simple dungeon-delving game (Creatures & Caverns, the latest, refined iteration of which remains freely available on the internet). My parents – who always seemed to encourage their children’s varied and sometimes fleeting interests – bought me the Basic D&D boxed set (Moldvay edition) as an Easter gift that year...ironic considering the anti-D&D sentiments and accusations Satanism ran high in the early and mid 1980s. This one gift encouraged me down the adventure gaming path, not only as a player but as someone who spent the subsequent summer creating his own gaming materials for B/X D&D. Soon I was immersing myself in and drafting material for other roleplaying games and even designing my own admittedly rudimentary board and card games. My family continued fueling my gaming interests with occasional gifts: a copy of Avalon Hill’s Kingmaker, some D&D miniatures, paints, and adventure modules come to mind among the other numerous gifts that encouraged me throughout my youth.
I wouldn’t have this level of involvement in gaming if it hadn’t been for one key gift which started it all. Back in junior high school I’d seen some neighborhood kids playing Basic Dungeons & Dragons and, lacking the game materials myself, went ahead and created my own very simple dungeon-delving game (Creatures & Caverns, the latest, refined iteration of which remains freely available on the internet). My parents – who always seemed to encourage their children’s varied and sometimes fleeting interests – bought me the Basic D&D boxed set (Moldvay edition) as an Easter gift that year...ironic considering the anti-D&D sentiments and accusations Satanism ran high in the early and mid 1980s. This one gift encouraged me down the adventure gaming path, not only as a player but as someone who spent the subsequent summer creating his own gaming materials for B/X D&D. Soon I was immersing myself in and drafting material for other roleplaying games and even designing my own admittedly rudimentary board and card games. My family continued fueling my gaming interests with occasional gifts: a copy of Avalon Hill’s Kingmaker, some D&D miniatures, paints, and adventure modules come to mind among the other numerous gifts that encouraged me throughout my youth.
Tuesday, November 10, 2015
Five Years of Game Blogging
Five years ago this month I began blogging here at Hobby Games
Recce. I did it primarily to stay active as a writer and a gamer,
maintaining some degree of online presence in a field in which I
hadn’t published much in recent years – either through
established publishers or my own imprint – due to family and work
obligations. I found myself a full-time Stay-at-Home Dad (SaHD) with
irregular tidbits of time, not really enough to slowly work away on
voluminous game sourcebooks, but enough to offer rambling opinions on
various aspects of the adventure gaming hobby. Five years and more
than 250 entries later I’m still at it, mostly satisfied with my
work and happy with the engagement it’s generated and friends I’ve
made.
I began blogging on Nov. 11, 2010, with two posts: one about sighting games at the now-extinct Borders bookstores (at the time a rarity, though today Barnes & Noble carries an expansive array of popular hobby games), and the other about Wizards of the Coast/Avalon Hill reissuing Richard Borg’s Battle Cry Civil War battle game. Now you can find board game staples like Pandemic, Forbidden Island, Settlers of Catan, and Ticket to Ride – as well as other fare like Rory’s Story Cubes and Zombie Dice – in such venues as Walmart and Target, with remaining big-box bookstore Barnes & Noble carrying those and more diverse board and card game fare. How the game-scape has changed during five years.
I began blogging on Nov. 11, 2010, with two posts: one about sighting games at the now-extinct Borders bookstores (at the time a rarity, though today Barnes & Noble carries an expansive array of popular hobby games), and the other about Wizards of the Coast/Avalon Hill reissuing Richard Borg’s Battle Cry Civil War battle game. Now you can find board game staples like Pandemic, Forbidden Island, Settlers of Catan, and Ticket to Ride – as well as other fare like Rory’s Story Cubes and Zombie Dice – in such venues as Walmart and Target, with remaining big-box bookstore Barnes & Noble carrying those and more diverse board and card game fare. How the game-scape has changed during five years.
Tuesday, November 3, 2015
Skills in B/X D&D
I’m slowly returning to Basic/Expert Dungeons & Dragons
(B/X D&D) as I explore the Old School Renaissance (OSR) and
return to creating material for medieval fantasy roleplaying games.
Frequent readers know it’s my preferred version of D&D
for various reasons, many informed by my casual survey of OSR games
that caught my eye. But as I consider the practicalities of running a
game, I realize I can’t leave my past behind. As a longtime player
of West End Games’ Star Wars Roleplaying Game and other fare
using the D6 System, my primeval gamer brain enjoys the
class-and-level system of D&D but also yearns for more
skill-based mechanics to encourage action beyond combat, all part of
a roleplaying game’s freeform appeal that “anything can be
attempted.” So I find myself considering modifications –
ultimately part of my B/X D&D “house rules” –
allowing characters to employ non-combat skills.
Class-and-level games focus primarily on combat, with some additional rules or systems for the non-combat exploration aspects of dungeon delving. This makes sense given original D&D’s evolution from wargames, particularly Chainmail, in which combat played the central role, with magic and other elements contributing to the outcome of the overall battle. Looking at D&D’s central mechanics, they primarily focus on resolving combat between the party and various adversaries. Other systems emerged with “special rules” for exceptional actions: magic-user and cleric spell systems, thief abilities, clerics turning undead, various races opening doors or spotting secret doors, even saving throws. Unlike, say, the D6 System, where a central “core mechanic” covers combat, skills, and other challenges, D&D relies on quite different rules to resolve different non-combat actions. Third edition D&D tried resolving this with the introduction of an entire skill system based on d20 rolls, but many other elements relied on the tried-and-true methods of yore.
Class-and-level games focus primarily on combat, with some additional rules or systems for the non-combat exploration aspects of dungeon delving. This makes sense given original D&D’s evolution from wargames, particularly Chainmail, in which combat played the central role, with magic and other elements contributing to the outcome of the overall battle. Looking at D&D’s central mechanics, they primarily focus on resolving combat between the party and various adversaries. Other systems emerged with “special rules” for exceptional actions: magic-user and cleric spell systems, thief abilities, clerics turning undead, various races opening doors or spotting secret doors, even saving throws. Unlike, say, the D6 System, where a central “core mechanic” covers combat, skills, and other challenges, D&D relies on quite different rules to resolve different non-combat actions. Third edition D&D tried resolving this with the introduction of an entire skill system based on d20 rolls, but many other elements relied on the tried-and-true methods of yore.
Tuesday, October 27, 2015
The Allure of Skirmish Wargaming
If I had to more specificlaly classify my dabblings with miniature
wargaming I suppose I’d have to really call it “skirmish
wargaming.” Although I enjoy the spectacle of massive wargames
depicting the vast scope of a full battle – or even a small yet
turbulent portion of one – as a gamer I don’t have the resources
and time to buy, paint, and base such seemingly endless ranks of
figures, let alone craft the numerous terrain features to cover such
a large battlefield. Skirmish wargaming allows me to explore
historical periods of interest without the greater investment in game
components.
While Merriam-Webster defines “skirmish” as “a minor fight in war usually incidental to larger movements,” most gamers believe skirmish wargaming consists of small engagements on the man-to-man level, where one figure represents one soldier (or one vehicle/gun unit). This differs from many other wargames where each piece represents multiples of soldiers (at a ration of 1:5 or 1:10, for instance), even those where figures are based together to represent entire companies and regiments. Skirmish wargaming isn’t always quite the impressive spectacle of vast games with ranks of based figures recreating vast historical battles across several tabletops; but it’s the aspect of miniature wargaming that’s most accessible to me. I find several elements particularly appealing:
While Merriam-Webster defines “skirmish” as “a minor fight in war usually incidental to larger movements,” most gamers believe skirmish wargaming consists of small engagements on the man-to-man level, where one figure represents one soldier (or one vehicle/gun unit). This differs from many other wargames where each piece represents multiples of soldiers (at a ration of 1:5 or 1:10, for instance), even those where figures are based together to represent entire companies and regiments. Skirmish wargaming isn’t always quite the impressive spectacle of vast games with ranks of based figures recreating vast historical battles across several tabletops; but it’s the aspect of miniature wargaming that’s most accessible to me. I find several elements particularly appealing:
Tuesday, October 20, 2015
Winnowing Out the RPG Shelves
I’m a notorious pack rat. I’m not quite at hoarding levels,
but I have huge collections of books, games, miniatures, and beloved
personal memorabilia that I can’t quite let go. Many remain
relevant to my current life and work, particularly the games and
books. Lately, however, I’ve been perusing my shelves of
roleplaying game materials and wondering why I’m hanging on to some
of them.
I don’t tend to do this with board and wargames, despite the
fact that they take up much more space. Unlike roleplaying games they
don’t require the time and immersion to prepare. Their components
are often unique to the game. The game experience each offers isn’t
easily replicated, especially without the specialty components. Given
the higher cost of board and wargames, I don’t buy into them
lightly; they have some value to me in theme or system and I can
generally check beforehand (through online reviews and PDF rules) to
better judge whether they’re right for me and my family.
In culling out unwanted roleplaying games I thought about different criteria that mattered to me for the games I would keep. Most of these titles fall into one of several categories:
In culling out unwanted roleplaying games I thought about different criteria that mattered to me for the games I would keep. Most of these titles fall into one of several categories:
Tuesday, October 13, 2015
Playing at the World: An Essential Gaming History
I’ve finally finished reading the almost 700-page
dissertation-sized masterpiece Playing at the World, Jon Peterson’s expansive examination of the earliest days of
roleplaying games – centered on Dungeons & Dragons –
and the long history of varied elements that coalesced in the 1960s
and 1970s to enable its creation and sustain its popularity. The book
stands as perhaps the most comprehensive, scholarly history of the
birth of roleplaying games. If you’re interested in the background
behind the roleplaying game hobby in its formative years, I highly
recommend you read Playing at the World.
That said, this tome and its all-encompassing stroll through gaming history isn’t for everyone. It’s an amazingly comprehensive work, complete with a detailed table of contents, long list of sources, and helpful index. The subject matter at times might seem tedious, particularly when it explores issues that might not engage some roleplaying gamers’ interests, such as the early history of German Kriegsspiele and wargames in general, the various fiction genres that inspired game designers, the imaginative endeavors of sci-fi fandom, and the origins and development of various roleplaying game mechanics. Some readers might not care for the numerous footnotes scattered across nearly every page; but I found in them interesting tangents, coincidental bits of information, and overall tertiary details enhancing the historical narrative. Peterson sometimes encourages readers to skip the deeper analysis he offers to reach more appealing subjects, though slogging through more difficult portions provides an appreciation for the numerous element that helped D&D and the fledgling roleplaying game hobby emerge.
That said, this tome and its all-encompassing stroll through gaming history isn’t for everyone. It’s an amazingly comprehensive work, complete with a detailed table of contents, long list of sources, and helpful index. The subject matter at times might seem tedious, particularly when it explores issues that might not engage some roleplaying gamers’ interests, such as the early history of German Kriegsspiele and wargames in general, the various fiction genres that inspired game designers, the imaginative endeavors of sci-fi fandom, and the origins and development of various roleplaying game mechanics. Some readers might not care for the numerous footnotes scattered across nearly every page; but I found in them interesting tangents, coincidental bits of information, and overall tertiary details enhancing the historical narrative. Peterson sometimes encourages readers to skip the deeper analysis he offers to reach more appealing subjects, though slogging through more difficult portions provides an appreciation for the numerous element that helped D&D and the fledgling roleplaying game hobby emerge.
Tuesday, October 6, 2015
Thoughts on Game Design for Kids
My cousin is an educator in France – the equivalent of an
elementary school teacher here in the United States – who knows of
my endeavors in the adventure gaming hobby (having been subjected to
more than a few of them when we were younger). Frequent readers might
recall that introducing kids to games is one of my pursuits; I’ve
had plenty of opportunities both while working on the popular Star
Wars game license in my West End Games years and recently raising
my son, the now-five year-old Little Guy. During a recent visit my
cousin lamented the lack of any resources for teaching younger kids
how to create their own games. While families and game manufacturers
are just now making great strides in games geared specifically for
kids (such as the inspiring Robot Turtles), I’m not sure
we’ve done a whole lot in channeling youthful enthusiasms into
exploring the process of creating their own games.
Many gamer parents enjoy sharing their hobby with their kids. We
love to get them involved in existing games we already own and enjoy,
but how do we impart to them the more complicated and nuanced core
gaming elements like balance and turn sequence, distilling design
rationales from a seemingly infinite number of different rule sets?
How do we introduce concepts like merging mechanics with theme? How
do we impart to them the critical thinking and organizational skills
necessary to craft an enjoyable and meaningful game experience ?
When do I get to design a game, Daddy? |
Tuesday, September 29, 2015
Schweig’s Project List, Oct. 2015
In preparing to attend Nuke-Con Oct. 2-4 in Omaha, NE, I’m assembling a host of materials: signs for my numerous events, adventure components (scenario, character sheets, tent cards, handouts), rulebooks, compact miniature wargaming bits (tanks, terrain, reference cards). I managed to order two portrait-oriented Lion Flip-N-Tell Display Book-N-Easels to compliment the stand-up landscape portfolio I’ve had for years. These work really well as double-sided sign holders, with the portfolio format allowing me to easily change signs as needed. They also fold flat for easy packing and transport.
Nuke-Con provides me with a guest table where I can hang out and chat with con-goers when I’m not running games. I’ll have two of these portfolios set up on the guest table with information about my con schedule and products, while the third serves at my gaming tables to identify the event and display any in-game reference materials.
In trying to devise interesting information for signage to inspire guest-table conversation I thought I’d offer a brief outline of some of the projects on my immediate “to do” list. I regret many of these have languished for years, set aside when real-life jobs consumed my energy and then when my full-time parental duties took over my life; but with the Little Guy in kindergarten full time now, I have a little more time to focus on developing and completing game projects for publication.
Tuesday, September 22, 2015
Host, Teacher, Referee
When we consider the role of a game referee – whether a
gamemaster for a roleplaying game, the owner of a board game, or an
actual referee in miniature wargames – several key elements emerge
as necessary to provide a positive game experience. A referee serves
as a host, teacher, and arbiter of game rules; learning the skills
required to excel at each of those diverse roles helps make a more
satisfying experience for everyone.
I’m reading Jon Peterson’s Playing at the World (yes,
I’m still not finished...it’s 700 pages long!) and contemplating
my own experiences as a player and gamemaster. I realize the role of
a game’s referee – and the degree to which the referee shares
involvement with the players interfacing with the game system – has
changed across time and different gaming forms. In the earliest days
of wargaming the creators of the Kriegsspiele used the concept
of a wargame as a training tool for upcoming officers; the referee
not only owned the game components, but knew it well enough to run
the game for others who did not possess a working knowledge of the
game mechanics beyond their role as military decision-makers. Most
miniature wargames later followed an iteration of this model: the
referee provided the game components and was familiar enough with the
rules to both run the game and offer assistance to those who didn’t
know them. The earliest roleplaying games focused on the gamemaster,
who usually owned a copy of the rules and therefore understood them
well enough to not only run games but shepherd new players through
the character creation process and in-game mechanics. Board games
leveled the playing field in terms of knowledge of the rules
(something Avalon Hill began in its two-player board wargames without
a referee), though someone still has to own a copy. Throughout this
history three roles emerge for the referee, all of which contribute
to a game’s overall success:
Hosting, teaching, refereeing, or scheming? |
Tuesday, September 15, 2015
Classic or New Editions?
Mongoose Publishing recently released a playtest PDF for its
latest edition of the venerable Traveller roleplaying
game...charging $20 for the privilege of perusing, playing, and
helping to improve it. It’s an opportunistic strategy I’ve seen
before – with all three slightly variant flavors of Fantasy Flight
Games’ iteration of a Star Wars roleplaying game – and
don’t particularly like, even if publishers have internal financial
justifications for it. The news of yet another edition of Traveller
raises the issue of whether gamers need new editions of classic
games.
From a publisher’s perspective new editions serve numerous purposes: updating outdated mechanics and changing meta-story setting materials; revising the game line’s graphic presentation to appeal to current tastes; and relaunching a game line (including the inevitable parade of supplements) to reinvigorate sales. I can certainly attest to this first-hand from my involvement with West End Games. As a gamer I enjoyed the first edition of The Star Wars Roleplaying Game. Just before I joined the company to establish and edit The Official Star Wars Adventure Journal, West End released a second edition of the rules, purportedly to combine and revise rules additions and interpretations released in various supplements over the years. Ultimately the company published a Revised & Expanded edition of the game, a sort of 2.5 release, affectionately dubbed “super-mondo” by the staff because it had the largest page count and was the first to feature full-color throughout, including both movie stills and original full-color artwork. Each of these subsequent editions fulfilled many of the objectives outlined above – updating rules, revising graphic presentation, and relaunching the line – even though the original version remained playable (with personal rules interpretations) and quite enjoyable. Despite my own preferences for the game’s first edition, I towed the company line and dutifully supported each edition in turn, writing source material and running convention games using the latest version (despite my overwhelming misgivings about the notorious Wild Die...).
From a publisher’s perspective new editions serve numerous purposes: updating outdated mechanics and changing meta-story setting materials; revising the game line’s graphic presentation to appeal to current tastes; and relaunching a game line (including the inevitable parade of supplements) to reinvigorate sales. I can certainly attest to this first-hand from my involvement with West End Games. As a gamer I enjoyed the first edition of The Star Wars Roleplaying Game. Just before I joined the company to establish and edit The Official Star Wars Adventure Journal, West End released a second edition of the rules, purportedly to combine and revise rules additions and interpretations released in various supplements over the years. Ultimately the company published a Revised & Expanded edition of the game, a sort of 2.5 release, affectionately dubbed “super-mondo” by the staff because it had the largest page count and was the first to feature full-color throughout, including both movie stills and original full-color artwork. Each of these subsequent editions fulfilled many of the objectives outlined above – updating rules, revising graphic presentation, and relaunching the line – even though the original version remained playable (with personal rules interpretations) and quite enjoyable. Despite my own preferences for the game’s first edition, I towed the company line and dutifully supported each edition in turn, writing source material and running convention games using the latest version (despite my overwhelming misgivings about the notorious Wild Die...).
Tuesday, September 8, 2015
“Daddy, Who Are the Bad Guys?”
My five year-old son, the Little Guy, has asked this question
occasionally around the game table, usually when I pull out some
historically themed game appropriate to his level (in its original
form or, more likely, in a streamlined “quick-start” format).
It’s a valid question. Kids his age like to have everything
categorized in black and white. They don’t have the experience or
wisdom to discern varying levels of gray in everyday issues. Their
views can change with time – the Little Guy went through a phase
where he didn’t like Star Wars much, but now he’s “back
into it” – but they like having their world defined by yes or no,
black and white, not long-winded discussions of the gray areas like
Daddy’s prone to offer.
Part of our dilemma comes from our personal connections to various
historical conflicts. We’ve played the WWI version of Wings of
War (now Wings of Glory) and the Little Guy has expressed
interest in trying the WWII version. Both historical games present
problematic aspects of the bad guy issue. His great-great grandfather
served in the Kaiser’s medical corps in the Great War and witnessed
first-hand the terrible price war exacted on soldiers’ bodies and
minds. When a friend sent me the B-17 Flying Fortress plane for the
WWII Wings of Glory, the Little Guy naturally asked if it was
a bad guy or good guy plane. The question inspired a short discussion
about serving one’s country; we have various relatives who served
America in WWII...including one with the 8th Army Air Corps in
England working as ground crew for bombers heading into Germany,
where other distant relations lived and survived air raids before
fleeing west in the face of the ruthless Soviet military juggernaut.
Two of his great-grandparents quite literally (and fortunately for
us) missed the boat on returning to Nazi Germany.
My great-great Uncle Martin (left)
playing chess during the Great War.
|
Tuesday, September 1, 2015
B/X D&D Preferences Inspired by OSR Retro-Clones
In dabbling with the Old School Renaissance (OSR) and retro-clone
games I’ve come full-circle back to my original adventure gaming
roots. I started on Basic/Expert Dungeons & Dragons (the
Moldvay edition, often called B/X D&D) and, after
exploring many modern interpretations of the classic games enabled by
the Open Game License (OGL), still prefer its concise, streamlined,
yet easily adaptable form. B/X D&D remains my favorite of
all the different versions of D&D and all the OSR
retro-clone offerings available today. I enjoy a few OSR games on
their own – rather than for the evolutions they bring to OSR
retro-clones – particularly the Barsoom-inspired Warriors of the
Red Planet, sci-fi retro-clone White Star, and Barbarians
of Lemuria (arguably on the fringe of the OSR retro-clone scene).
But when it comes to swords-and-sorcery fantasy roleplaying, I
default to B/X D&D.
Yet even my beloved B/X D&D could stand some streamlining, revision, and enhancement. What game can’t? Most games become customized the moment a gamemaster and players start adding “house rules,” from interpretations of rule systems to new additions to suit their particular play style. My recent explorations of the OSR have helped me determine some of my preferences in various aspects of traditional D&D game mechanics. Along the way I’ve particularly enjoyed what some creators have developed based on many classic gaming elements from the Golden Age of Roleplaying. Surveying how classic games and new OSR titles handle various mechanics – especially in relation to my overall personal preference for B/X D&D – helped coalesce some of my opinions about elements I’d tinker with in my own “house rules,” should I ever come to run a B/X D&D game myself:
Yet even my beloved B/X D&D could stand some streamlining, revision, and enhancement. What game can’t? Most games become customized the moment a gamemaster and players start adding “house rules,” from interpretations of rule systems to new additions to suit their particular play style. My recent explorations of the OSR have helped me determine some of my preferences in various aspects of traditional D&D game mechanics. Along the way I’ve particularly enjoyed what some creators have developed based on many classic gaming elements from the Golden Age of Roleplaying. Surveying how classic games and new OSR titles handle various mechanics – especially in relation to my overall personal preference for B/X D&D – helped coalesce some of my opinions about elements I’d tinker with in my own “house rules,” should I ever come to run a B/X D&D game myself:
Tuesday, August 25, 2015
“Boutique” Games
A recent game convention we attended runs a charity “teacup” style raffle where participants buy tickets (at $1 each) and drop them into bins with numbers corresponding to donated prizes, with all proceeds going to the named charity (in this case one that benefited veterans). I’ll admit, I was sorely tempted by three interesting game “prizes,” Fantasy Flight Games’ Imperial Assault and Star Wars: Armada, and Ares Games’ Sails of Glory starter set. Each of them retails for about $100 and comes packed with some amazingly high-quality components. Their subjects also interest me. My son and I stuffed the raffle tickets I’d bought into the bin for Imperial Assault (his choice), though I diverted a few to another game that tempted me; despite this, we didn’t win any of the raffle drawings, and that was okay (donating to a good charity helped us feel it was worthwhile).
Tuesday, August 18, 2015
Recent OSR Acquisitions
This year I’ve started dabbling more in the Old School
Renaissance movement (OSR), picking up interesting product thanks to
a host of Lulu discount sales and a few other sources. Although my
“old school” game of preference remains Basic/Expert Dungeons & Dragons (Moldvay edition), I enjoy looking over new OSR
products, seeing what innovations designers work into the system, and
mining them for inspiration. I’ve discussed Lulu and the OSR before, noting the platform’s absence of a “wish list”
function; I’ve since returned to more traditional methods –
scrawling notes on scrap paper – to keep track of titles of
interest. Some materials I ordered from Lulu’s print-on-demand
(POD) service; others came from the similar POD services DriveThruRPG
and its affiliates offer, and one came among the goodies delivered in
a recently ordered Mythoard package. At least one released so recently I’ve only looked over the
PDF, though I just ordered the print-on-demand version as it was at
the top spot in my “to order next time” list for Lulu.
Starter Adventures by Tim Shorts ($19.99 print, Lulu): I was pleasantly surprised by one of my first Lulu purchases. Starter Adventures offers four short scenarios for beginning characters in each major OSR class. They’re ideal for one-on-one play (one gamemaster and one player) introducing newcomers to a particular rules set or roleplaying in general. Each scenario provides very class-specific challenges and resolutions, inviting a player to explore various aspects of their character’s class. Many rely on an apprentice situation with a more experienced mentor to help set the stage and offer guidance, establishing some ready-made allies or contacts for the future. The book rounds out its beginner-level materials with a detailed tavern location and a full-fledged low-level group adventure, both of which showcase engaging gamemaster characters who can help or challenge new heroes. Besides providing inspiration and guidance for creating brief, introductory adventures for low-level characters, it demonstrates how to craft specific encounters to a particular class’ abilities.
Starter Adventures by Tim Shorts ($19.99 print, Lulu): I was pleasantly surprised by one of my first Lulu purchases. Starter Adventures offers four short scenarios for beginning characters in each major OSR class. They’re ideal for one-on-one play (one gamemaster and one player) introducing newcomers to a particular rules set or roleplaying in general. Each scenario provides very class-specific challenges and resolutions, inviting a player to explore various aspects of their character’s class. Many rely on an apprentice situation with a more experienced mentor to help set the stage and offer guidance, establishing some ready-made allies or contacts for the future. The book rounds out its beginner-level materials with a detailed tavern location and a full-fledged low-level group adventure, both of which showcase engaging gamemaster characters who can help or challenge new heroes. Besides providing inspiration and guidance for creating brief, introductory adventures for low-level characters, it demonstrates how to craft specific encounters to a particular class’ abilities.
Tuesday, August 11, 2015
GenCan’t & the Guns of August
August brings GenCon – arguably the largest, most comprehensive
adventure gaming convention in the world – the ideal game
experience for which every gamer should strive once in their lives
(if we are to believe much of popular gaming culture). It also brings
a far smaller but more accessible game event much closer to my own
neck of the woods, a cozy but engaging wargaming and board game
convention called, quite appropriately, Guns of August. I’ve
attended both in the past, yet one remains more realistic in terms of
time and finances. Both fulfill roles in satisfying gamers’ needs
for shopping, playing, and overall fan interaction.
The GenCon Pilgrimage
Traveling to GenCon and gaming for four straight days has always seemed a mandatory pilgrimage every gamer should aspire to at least once in their life. Back before the internet – when gaming magazines shared info about new releases and conventions along with their other game-source-material fare – the venerable Dragon Magazine ran ads promoting GenCon as well as occasional reports about miniatures competitions. Some of the very first “module” scenarios initially served as tournament adventures at GenCon. As a high school kid and avid reader of Dragon Magazine I quickly came to believe GenCon was the hobby’s leading gaming event, a Meccas every truly dedicated gamer would reach in making the ultimate roleplaying game pilgrimage. But for a scrawny, geeky kid this seemed little more than an unreachable dream one only read about in the pages of Dragon Magazine or other industry periodicals. I realized it was unrealistic to commandeer the family summer vacation to go to a gaming event only I’d enjoy, and one that seemed overly expensive given admission, travel, and hotel expenses, let alone shopping cash for purchasing dream game product I never imagined my local hobby shop carrying.
The GenCon Pilgrimage
Traveling to GenCon and gaming for four straight days has always seemed a mandatory pilgrimage every gamer should aspire to at least once in their life. Back before the internet – when gaming magazines shared info about new releases and conventions along with their other game-source-material fare – the venerable Dragon Magazine ran ads promoting GenCon as well as occasional reports about miniatures competitions. Some of the very first “module” scenarios initially served as tournament adventures at GenCon. As a high school kid and avid reader of Dragon Magazine I quickly came to believe GenCon was the hobby’s leading gaming event, a Meccas every truly dedicated gamer would reach in making the ultimate roleplaying game pilgrimage. But for a scrawny, geeky kid this seemed little more than an unreachable dream one only read about in the pages of Dragon Magazine or other industry periodicals. I realized it was unrealistic to commandeer the family summer vacation to go to a gaming event only I’d enjoy, and one that seemed overly expensive given admission, travel, and hotel expenses, let alone shopping cash for purchasing dream game product I never imagined my local hobby shop carrying.
Tuesday, August 4, 2015
Films for Adventure Inspiration
[Note: This week I offer a revision of an old Griffon’s Aerie
“Dispatch” column from years ago. I’d like to say I’ve been
too busy attending GenCon to draft a new entry for this week, but,
alas, I’m just recovering from a weekend entertaining out-of-town
guests. Nonetheless, I’ve had this “reserve” feature waiting in
the wings, one of my favorite and possibly useful resources for
roleplaying games. Share and enjoy.]
In our society movies remain one of the more complete means of realizing fantasy through storytelling. Their larger-than-life scale, amazing special- or computer-generated-effects, evocative costumes, and seemingly realistic settings help viewers escape their mundane world and immerse themselves in an entertaining tale. No other media yet comes close to pure sensory escapism (though books can, at times, hypnotize us in the same way, without the powerful visual and aural impressions). Films also fit a complete and sometimes well-told story into a compact period, often about two hours. Viewing them is not quite as involved as reading an entire novel, nor are they short tidbits digested in small doses like most television shows and short stories. This makes them ideal to adaptation as roleplaying game adventures, either as stand-alone scenarios or part of a larger campaign.
Innovative gamemasters can find inspiration in films. They often borrow and modify various composite elements from movies that seem attractive to their games: a cool vehicle or weapon; an exotic location; well-crafted plot points; even heroes, sidekicks, and villains who, with a name change and some stats, can enhance a game. In a pinch the basic premise of a film, its locations, and plot and character elements can form the basis for a spur-of-the-moment scenario. Gamemasters with a crowd of eager players and no adventure at hand can take a minute to recall a good movie and adapt its core plot and other elements to the current game.
In our society movies remain one of the more complete means of realizing fantasy through storytelling. Their larger-than-life scale, amazing special- or computer-generated-effects, evocative costumes, and seemingly realistic settings help viewers escape their mundane world and immerse themselves in an entertaining tale. No other media yet comes close to pure sensory escapism (though books can, at times, hypnotize us in the same way, without the powerful visual and aural impressions). Films also fit a complete and sometimes well-told story into a compact period, often about two hours. Viewing them is not quite as involved as reading an entire novel, nor are they short tidbits digested in small doses like most television shows and short stories. This makes them ideal to adaptation as roleplaying game adventures, either as stand-alone scenarios or part of a larger campaign.
Innovative gamemasters can find inspiration in films. They often borrow and modify various composite elements from movies that seem attractive to their games: a cool vehicle or weapon; an exotic location; well-crafted plot points; even heroes, sidekicks, and villains who, with a name change and some stats, can enhance a game. In a pinch the basic premise of a film, its locations, and plot and character elements can form the basis for a spur-of-the-moment scenario. Gamemasters with a crowd of eager players and no adventure at hand can take a minute to recall a good movie and adapt its core plot and other elements to the current game.
Tuesday, July 28, 2015
Star Wars Command’s Little Wars Heritage
For my birthday my son got me several sets of the Star Wars Command 54mm plastic soldier figures and not-to-scale vehicles. (The
Little Guy loves getting other people presents he can play
with/usurp, too.) They’ve been discounted at Walmart for months;
I’ve watched fellow gamers and Star Wars fans snatch them
up, play with them, even paint them like the old 25mm metal miniatures. I didn’t get any sets with the “Roll Attack Strikers”
that enable one to attach vehicles and their bases, then pull back
and send speeding to knock down enemy soldiers, though I saw them in
other sets on the back of the packaging. Yet this entire set-up –
toy soldiers standing around waiting for some mechanical contrivance
from the enemy to knock them over – seemed oddly familiar...just
like the gameplay H.G. Wells proposed in his Little Wars.
Noted English writer H.G. Wells – also called the father of
science fiction – published Little Wars in 1913, ironically
only a year before Europe would plunge into an armed conflict so
devastating it was dubbed “The War to End All Wars.” As wargames
go it seemed pretty simple: players arrayed toy soldiers and
artillery on a playing field, moved them around and shot at them with
the artillery pieces. A very simple system resolved close combat,
often resulting in captured soldiers as well as casualties. Nothing
nearly as complex as the wargames created in the previous century by
the father-son Reiswitz duo, their contemporaries and successors;
certainly nothing as complex as the numerous miniature wargame rules
available in the “modern” era of the hobby today. Ranged combat
relied on a particular mechanical contrivance, a 4.7 naval gun toy
manufactured by the same company that made toy soldiers popular at
the time, the venerable Britains, Ltd. The toy gun shot little dowels
at soldiers, knocking them over and sometimes causing collateral
damage to nearby figures.
Those macrobinoculars won't help find those Tusken Raiders.... |
Tuesday, July 14, 2015
Schweig’s Gaming Roadshow Gallery
A few posts ago I talked about “Schweig’s Gaming Roadshow,”
a host of toys for running both roleplaying games and miniature
wargames I’d love to take on the road to various regional
conventions to share with gamers (though I’m often restrained in
this effort by financial and scheduling considerations). “Don’t
tease us!” wrote one astute reader. “You talked about all this
wonderful terrain and only gave us a handful of pictures!” And he
was right! So I spent this past week tidying up the basement
wargaming table, setting up some lights, and systematically pulling
out goodies for most of the games I mentioned for numerous
photographs. They’re not all that great, but I’d like to think
they offer a more comprehensive look at some of the toys I’d like
to share with convention-goers. In a few places I’ve relied on a
few older photos, some from the actual Valley of the Ape
rulebook as well as some Panzer Kids photos from my discussion
of “Making Use of What We Have.”
I apologize in advance, but there are more than 30 photos in this post; it may seem long and it may take a while to load. Click on the photos for a closer look. They offer a closer, more expansive look at the materials in Schweig’s Gaming Roadshow.
I apologize in advance, but there are more than 30 photos in this post; it may seem long and it may take a while to load. Click on the photos for a closer look. They offer a closer, more expansive look at the materials in Schweig’s Gaming Roadshow.
Tuesday, June 30, 2015
You Are What You Read: Gaming Inspiration
Where do we find our inspiration in creating new game material?
I’m asking myself this question as I start a few new projects. I’m looking to revise and reinvigorate my repertoire of roleplaying game adventures for conventions, so I’m seeking new sources of inspiration. I’ve also suddenly and seemingly inexplicably found myself inspired to draft a set of simple yet easily modified skirmish wargaming rules, a result of my recent reading and dabbling in similar games (and my publication of Valley of the Ape to entice kids into wargaming). I’m examining both where I find inspiration and how to harness sudden enthusiasms that emerge from those same sources.
A collective wisdom exists among humanity that nothing is original, that our creations come out of our lifelong experiences, including the media we consume. “Originality is nothing but judicious imitation,” Voltaire said. “The most original writers borrowed one from another.” Perhaps novelist and Fight Club author Chuck Palahniuk put it best: “Nothing of me is original. I am the combined effort of everyone I’ve ever known.” In this spirit – and as an effective means of looking for inspiration – I find research one of the best ways for me to fire up my imagination. I look in several places for new ideas or approaches: exploring related subjects on Wikipedia, paging through old game books, browsing my small yet satisfying personal library of non-fiction materials, and occasionally sitting down to watch a genre-related video. Everyone has their favorite novels, films, comics, television shows, and games. Most folks cultivate interests related to and apart from their media consumption that can also inform and influence their game writing. Ultimately our creations incorporate bits and pieces of ourselves – books we’ve read, films we’ve seen, comics we’ve followed, games we’ve played, and an entire lifetime of original experience – all interpreted, re-assembled, and transformed into a new form, our “original” work. The more we read/watch/play/experience, the more material we have for inspiration, the more elements we have to recombine into new forms that please ourselves and others.
I’m asking myself this question as I start a few new projects. I’m looking to revise and reinvigorate my repertoire of roleplaying game adventures for conventions, so I’m seeking new sources of inspiration. I’ve also suddenly and seemingly inexplicably found myself inspired to draft a set of simple yet easily modified skirmish wargaming rules, a result of my recent reading and dabbling in similar games (and my publication of Valley of the Ape to entice kids into wargaming). I’m examining both where I find inspiration and how to harness sudden enthusiasms that emerge from those same sources.
A collective wisdom exists among humanity that nothing is original, that our creations come out of our lifelong experiences, including the media we consume. “Originality is nothing but judicious imitation,” Voltaire said. “The most original writers borrowed one from another.” Perhaps novelist and Fight Club author Chuck Palahniuk put it best: “Nothing of me is original. I am the combined effort of everyone I’ve ever known.” In this spirit – and as an effective means of looking for inspiration – I find research one of the best ways for me to fire up my imagination. I look in several places for new ideas or approaches: exploring related subjects on Wikipedia, paging through old game books, browsing my small yet satisfying personal library of non-fiction materials, and occasionally sitting down to watch a genre-related video. Everyone has their favorite novels, films, comics, television shows, and games. Most folks cultivate interests related to and apart from their media consumption that can also inform and influence their game writing. Ultimately our creations incorporate bits and pieces of ourselves – books we’ve read, films we’ve seen, comics we’ve followed, games we’ve played, and an entire lifetime of original experience – all interpreted, re-assembled, and transformed into a new form, our “original” work. The more we read/watch/play/experience, the more material we have for inspiration, the more elements we have to recombine into new forms that please ourselves and others.
Tuesday, June 23, 2015
Schweig’s Gaming Roadshow
Once upon a time I had seemingly unlimited time, funds, and energy
to dash off to regional conventions with my car packed to the gills
with gaming toys to share with fans. My situation has changed over
the years. As a father and husband I don’t have as much time or
energy in my middle-age years. Conventions aren’t as generous
toward “guests” (and gaming “guests” in particular), putting
more of the financial burden on them to pay their way (especially
hotel costs, arguably the biggest expense attending a regional con).
I don’t have as much spare cash for gaming pursuits, let alone road
trips to conventions with significant financial expenses incurred by
a hotel stay, meals, and gas for the car. But I still have the urge –
and often fight it – to commit myself to conventions, bring all my
gaming toys, and run entire weekends of fun games for appreciative
fans.
It doesn’t help when I head into the basement and gaze longingly
at the neglected tables for wargaming, painting, and crafting
terrain. A lifetime of toys from various adventure gaming hobby
pursuits are stashed in, around, and under those surfaces, all
yearning for some play time. Some I’ve brought out to play with
younger folks; my nephew helped playtest the still-in-development
Panzer Kids rules on the desert terrain with World War II
tanks. The Little Guy helped me create the kid-friendly Valley of the Ape wargame with the custom jungle terrain we bought and
assembled. But these remain isolated if highly enjoyable incidents. I
have an urge to share my toys with more people.
Valley of the Ape "set pieces." |
Tuesday, June 16, 2015
Uncertainty in X-wing
Now and then I dabble in some “academic” reading about game
issues, an exercise that inevitably starts me thinking and writing
about the convergence of gaming as an activity and more analytical
analysis of game elements. Having enjoyed his brief monograph I Have No Words & I Must Design (a wonderfully accessible and
thought-provoking read), I picked up Greg Kostikyan’s Uncertainty in Games to further broaden my horizons and re-focus my way of
looking at games. It immediately helped me define both my interest in
and frustration with Fantasy Flight Games’ X-wing Miniatures
Game.
Costikyan might be best-known for his involvement in such
innovative roleplaying titles as the Star Wars Roleplaying Game
and Paranoia from West End Games and Toon from Steve
Jackson Games. He’s had a long history and career in gaming, from
the days of SPI to time working in the video game industry. His
rather prolific output includes four novels, several short stories,
gaming zines, numerous games (both analog and digital), and two books
and numerous articles about games and the gaming industry.
Uncertainty in Games looks at one element that makes games so enjoyable...and at times frustrating. It’s by no means a hard-core academic work, but one which looks at games from a different perspective, seeking the sources and application of “uncertainty” in games, all with Costikyan’s entertaining language, clear logic, and acerbic wit. Two chapters in particular offer readers valuable information about discerning uncertainty in games. In “Chapter 4: Analyzing Games” he takes a look at numerous games – both analog and digital – and examines them for source of uncertainty. Monopoly, rock/paper/scissors, Diplomacy, chess, Memoir ’44, poker, and Magic: The Gathering are just some of the analog games Costikyan outlines, noting how rules and components add layers of uncertainty to thwart players and enhance the game experience. In “Chapter 5: Sources of Uncertainty” Costikyan categorizes several kinds of uncertainty in game mechanics, from wholly expected ones like “player unpredictability,” “hidden information,” and “randomness” to less apparent ones like “solver’s uncertainty,” “analytic complexity,” and “narrative anticipation.” He includes examples from across the field of analog and digital games to further illustrate how various uncertain elements enhance (or detract from) the challenging tension driving a game. Overall Uncertainty in Games offered a light reading style packed with plenty of revelations and a new way of perceiving games. Anyone interested in gaining a deeper understanding of successful, satisfying games – and certainly in designing them – should read the book, along with Costikyan’s other writings on the subjects of games.
Uncertainty in Games looks at one element that makes games so enjoyable...and at times frustrating. It’s by no means a hard-core academic work, but one which looks at games from a different perspective, seeking the sources and application of “uncertainty” in games, all with Costikyan’s entertaining language, clear logic, and acerbic wit. Two chapters in particular offer readers valuable information about discerning uncertainty in games. In “Chapter 4: Analyzing Games” he takes a look at numerous games – both analog and digital – and examines them for source of uncertainty. Monopoly, rock/paper/scissors, Diplomacy, chess, Memoir ’44, poker, and Magic: The Gathering are just some of the analog games Costikyan outlines, noting how rules and components add layers of uncertainty to thwart players and enhance the game experience. In “Chapter 5: Sources of Uncertainty” Costikyan categorizes several kinds of uncertainty in game mechanics, from wholly expected ones like “player unpredictability,” “hidden information,” and “randomness” to less apparent ones like “solver’s uncertainty,” “analytic complexity,” and “narrative anticipation.” He includes examples from across the field of analog and digital games to further illustrate how various uncertain elements enhance (or detract from) the challenging tension driving a game. Overall Uncertainty in Games offered a light reading style packed with plenty of revelations and a new way of perceiving games. Anyone interested in gaining a deeper understanding of successful, satisfying games – and certainly in designing them – should read the book, along with Costikyan’s other writings on the subjects of games.
Tuesday, June 9, 2015
Halthrag Keep Hits the Solo OSR Spot
Frequent readers know I enjoy solitaire adventures and solo gamebooks; I’m also indulging in a recent enthusiasm for Old School Renaissance (OSR) materials. So Noah Stevens’ PDF of The Hounds of Halthrag Keep naturally tempted me. I downloaded it and started
feeding odd characters through its meat-grinder programmed entries; I
liked it so much I went ahead and ordered a a print-on-demand copy to
add to my growing OSR shelf and solo gamebook collection.
Before I started reading and playing Halthrag Keep I didn’t expect to enjoy it as much as I did. Sure, I’m always game for a solitaire adventure; that seemed about the only interesting quality about it for me. It was billed as a “funnel” adventure typical of the game whose system it uses, Dungeon Crawl Classics (DCC), in which zero-level characters bumble through hideously lethal dungeons (in comparison to their low-level and inadequately equipped selves), with only a few surviving to become somewhat worthier first-level characters. I prefer games where players can craft meaningful characters who, by their very heroic nature, somehow survive adversity. So I’m not usually a fan of “funnels” or generally killing off scores of low level characters. I’d also developed an impression that Halthrag Keep and the Dungeon Crawl Classics game in general blended “gonzo” fantasy with over-the-top sci-fi elements, something I tend to avoid in my fantasy game adventuring.
Despite all this, I enjoyed Halthrag Keep so much that before I’d completed it with my third character I ordered the print-on-demand version.
Before I started reading and playing Halthrag Keep I didn’t expect to enjoy it as much as I did. Sure, I’m always game for a solitaire adventure; that seemed about the only interesting quality about it for me. It was billed as a “funnel” adventure typical of the game whose system it uses, Dungeon Crawl Classics (DCC), in which zero-level characters bumble through hideously lethal dungeons (in comparison to their low-level and inadequately equipped selves), with only a few surviving to become somewhat worthier first-level characters. I prefer games where players can craft meaningful characters who, by their very heroic nature, somehow survive adversity. So I’m not usually a fan of “funnels” or generally killing off scores of low level characters. I’d also developed an impression that Halthrag Keep and the Dungeon Crawl Classics game in general blended “gonzo” fantasy with over-the-top sci-fi elements, something I tend to avoid in my fantasy game adventuring.
Despite all this, I enjoyed Halthrag Keep so much that before I’d completed it with my third character I ordered the print-on-demand version.
Tuesday, June 2, 2015
Gaming “Intangibles”
What are fleeting experiences like roleplaying game sessions or
miniature wargame scenarios worth? Are they “performance art” or
marketable products, however fleeting? PBS Newshour recently
aired a quirky piece about a Minneapolis art museum selling “intangibles,” ephemeral, art-oriented experiences, such as
meeting a dancer waltzing through a public park terrain, arranged to
offer a one-on-one experience with an artist. It postulated taking
the art museum experience – a temporary occurrence for the visitor
– outside the confines of the structure to engage artists with
those seeking something new. These interactions (some in person,
others with electronic components) seek to create a hybrid of “art”
and marketable “product” through an interactive experience.
Although games consist of such tangible objects as rulebooks,
miniatures, terrain, dice, and character sheets, the actual playing
of the game becomes an intangible experience, something folks cannot
take along with them afterward (though one might argue recordings of
game sessions enable this, though I myself find little entertainment
listening or watching such fare). Any game experience merges the
personalities and strategies of various players around the mechanics
and components of a game. Board games, card games, and traditional
chit-and-board wargames don’t usually require a third-party referee
and thus follow predictable forms within the rules, with variances
for strategy and player interaction within the game’s structure.
But running a more free-form roleplaying game is a sort of
performance at some level, primarily for the gamemaster but also for
the players. Even setting up and refereeing a miniature wargame –
with customized terrain, finely painted soldiers, and a well-balanced
scenario – involves aspects of personal performance and artistic
presentation. It started me thinking about games as “intangibles,”
ephemeral experiences focused on a gamemaster or referee, a handful
of players, and a particular structure (setting, mechanics,
components) of a game. An appreciation for “intangibles” remains
key for the adventure gaming hobby on some level (usually
subconscious), since the act of playing games remains intangibly
experiential. I don’t mean to open up the debate whether games are
“art,” though some folks hold quite firm opinions on the subject.
Nor do I wish to debate what qualifications make gamemasters worthy
of charging for their performance. I’m just struck by the
connection a portion of the artistic world makes with intangible
interactive experiences as a marketable product and the fact that
gamers engage in this all the time, often without any remuneration
among participants.
What value would you put on this "intangible" experience? |
Tuesday, May 26, 2015
Changing Game Buying Habits
The local game store not 10 minutes from my house closed suddenly
back in December after a wonderfully entertaining run of just over
one year. I’m still bitter about the abrupt closing, the
circumstances of which I’ve heard are surrounded in controversy,
opportunism, and betrayal. I’m perhaps most upset by the loss of a
place where I could hang out and play games with friends, check out
the latest game releases, and enjoy hobby-specific events. I did not
buy more than I usually would from a game store – one or two
Godzilla comics a month for the Little Guy, an odd game here
and there, some X-wing miniatures, and one special ordered Wings
of Glory plane (also for the Little Guy) – about the dollar
amount and game volume I’d normally do from a brick-and-mortar game
store in a year (more, actually, if you include the comics). Being so
close to home it also served as a great place to gather with fellow
gamers, most notably for weekly X-wing miniatures games and an
occasional tournament; I also enjoyed spending International Tabletop
Day there trying out new games.
Despite this loss of a Friendly Local Game Store (FLGS) my game buying has somehow increased during the past few months...perhaps not in total dollar amount, but certainly in numbers of product. In taking a general look where I spend my adventure gaming hobby money, I find some interesting voluntary shifts that had little to do with the involuntary loss of the FLGS.
Game Stores: I still frequent the other FLGS (“local” in the sense it’s almost an hour’s drive away) and usually pick up some miniatures, terrain, or other, not-too-expensive bit, just to do my small part. Occasionally I make a pilgrimage to a game store I’ve heard about a farther drive away, or if we’re traveling and I happen to scout out a potential store to visit. Unfortunately even the closest FLGS remains far enough away that a casual visit isn’t a consideration; I have to plan for a trip, usually combined with other errands, and rarely have the time I’d like to even browse, let alone join in a game or event. They’re often quite helpful in special ordering hard-to-find items, though I’m finding internet venues far more fulfilling and cost-effective for specific games (see below). Given the distance involved, however, the FLGS has diminished in its role providing me with game materials – a regret since I value actual locations that offer both shopping opportunities and spaces to gather and spend time with other gamers – but that doesn’t mean that I’ve stopped supporting brick-and-mortar establishments altogether.
Despite this loss of a Friendly Local Game Store (FLGS) my game buying has somehow increased during the past few months...perhaps not in total dollar amount, but certainly in numbers of product. In taking a general look where I spend my adventure gaming hobby money, I find some interesting voluntary shifts that had little to do with the involuntary loss of the FLGS.
Game Stores: I still frequent the other FLGS (“local” in the sense it’s almost an hour’s drive away) and usually pick up some miniatures, terrain, or other, not-too-expensive bit, just to do my small part. Occasionally I make a pilgrimage to a game store I’ve heard about a farther drive away, or if we’re traveling and I happen to scout out a potential store to visit. Unfortunately even the closest FLGS remains far enough away that a casual visit isn’t a consideration; I have to plan for a trip, usually combined with other errands, and rarely have the time I’d like to even browse, let alone join in a game or event. They’re often quite helpful in special ordering hard-to-find items, though I’m finding internet venues far more fulfilling and cost-effective for specific games (see below). Given the distance involved, however, the FLGS has diminished in its role providing me with game materials – a regret since I value actual locations that offer both shopping opportunities and spaces to gather and spend time with other gamers – but that doesn’t mean that I’ve stopped supporting brick-and-mortar establishments altogether.
Tuesday, May 19, 2015
Gaming Artifacts: Homemade Modules
“Imitation
is the sincerest form of flattery.”
– Charles Caleb Colton (1780-1832)
I’ve put off discussing these particular artifacts from my earliest gaming days because, frankly, they’re awfully embarrassing. Compared with my subsequent work – in the course of more than 20 years in the publishing and adventure gaming industry – they’re irredeemably horrible. I count them with my amateur attempt at a gaming fanzine among the relics I wish simply didn’t exist; yet I keep them around not simply for shameful nostalgia, but because they were an integral part of my earliest, enthusiastic gaming days.
In my first years exploring roleplaying through Dungeons & Dragons (primarily Moldvay-edition Basic/Expert D&D, but also Advanced D&D) I created a number of my own adventure modules for our small gaming group of neighborhood kids (some I wrote down as created by my brother, who was somewhat reluctantly dragged into my gaming hobby). I dubbed those periods my “D&D Summers,” the months off between school years in high school shortly after I discovered D&D at the end of junior high. I filled my time with creating scenarios and settings, running games for friends, painting miniatures, exploring new games, and otherwise immersing myself in adventure gaming hobby activities all summer long.
Tuesday, May 12, 2015
Creators & Communities
My current reading of Jon Peterson’s Playing at the World – particularly about early wargaming clubs, newsletters,
and rules – and the recent phenomenal and well-deserved success of
James Spahn’s White Star Swords & Wizardry-compatible sci-fi roleplaying game
demonstrate the importance of game creators setting out to do their
own thing and forging enthusiastic communities around their
creations.
In the earliest pages of Playing at the World, Peterson discusses how members of early wargaming clubs – both traditional chit-and-board games and those using miniatures – published their own newsletters, hosted their own (admittedly small) conventions, and shared ideas for creating game variants or developing new games, ones often distributed within the newsletters or in amateurish mimeographed copies. Clubs and newsletters (the primary means of finding opponents) brought people together not simply to play games but to talk about them, discuss evolving ideas, and share new interests in historical periods. All this engagement fueled the development of new games, including the groundbreaking rules called Dungeons & Dragons....
In the earliest pages of Playing at the World, Peterson discusses how members of early wargaming clubs – both traditional chit-and-board games and those using miniatures – published their own newsletters, hosted their own (admittedly small) conventions, and shared ideas for creating game variants or developing new games, ones often distributed within the newsletters or in amateurish mimeographed copies. Clubs and newsletters (the primary means of finding opponents) brought people together not simply to play games but to talk about them, discuss evolving ideas, and share new interests in historical periods. All this engagement fueled the development of new games, including the groundbreaking rules called Dungeons & Dragons....
Tuesday, May 5, 2015
My Lulu OSR Wish List
Recently I’ve been exploring the Old School Renaissance movement
(OSR) in roleplaying games. It helps me connect with my earliest days
of dungeon-delving roleplaying and my continued preference for the Basic/Expert Dungeons & Dragons rules; it’s also
providing inspiration both for game design and as options for solo
and group play. I’ve acquired many free PDF rules online, but I
can’t really enjoy reading them on the screen and don’t want to
print everything out in cluttered loose-leaf binders or hastily
stapled piles. I’m still a book lover; I can read a printed book
cover-to-cover, even a game book, but can read only small portions of
a PDF book on screen.
Since so many people have published so much OSR material through
venues like Lulu and OneBookShelf, I need to establish a rationale to
limit my purchases and keep them relevant to my interests and play
style. Since the OSR looks back to the earliest days of fantasy
roleplaying games, I wanted to find rules incorporating elements of
my favorite edition of D&D, the Basic/Expert rules
edited by Tom Moldvay. These included a number of elements that
appealed to me: a generally more streamlined and better organized
presentation than AD&D at the time; races as classes
(sacrificing some player options for streamlining simplicity); and a
comprehensive approach to the game, incorporating everything needed
to play in one book. While I appreciate games with approaches
different than my own rationale – and own and have enjoyed many –
for future acquisitions I’m limiting myself to material that might
best suit my own gaming style. I’m also looking for quality
supplements to expand my OSR experience; these don’t need to tie
into one particular rules set as much as offer inspiration for
fantasy roleplaying games. I still need to do my homework. I have
free PDF copies of some of the games that interest me, but I need to
more closely examine many to see if they follow my rationale enough
that I’d want to add them to my print library.
Tuesday, April 28, 2015
Repurposing A Project
My recent missive on chit-and-board wargames caused me to look
back on a forlorn, abandoned project and find new life in a different
form. In the blog post I looked at current efforts in this
“traditional” wargames sector and noted several factors I’d
find appealing in new games, particularly more streamlined rules with
fewer (and larger) pieces. I posted the article, then sat back and
wondered, how could I create a traditional wargame that would satisfy
my own criteria? In my mind I ran through the various historical
periods that engage my interest, recalling particular battles with
which I have some degree of familiarity or a good stock of research
material in my personal library. I put the idea aside for a day or
two, and then an idea dawned; I could repurpose an unpublished
article on miniature wargaming the Battle of Ridgefield (April 27,
1777) into a chit-and-board wargame.
A few years ago I volunteered to help produce a regional wargaming club’s newsletter. It had languished for a while after having a good run with informative articles, news about club activities, and a listing of local resources for gaming. I thought I’d bring my years of publishing experience, both editorial and layout, and try giving the newsletter new life. The club representative told me they’d received another offer for a volunteer editor, so they asked us to work together. My grandiose vision for resurrecting the periodical and infusing it with engaging material and new life fell afoul of the co-editor syndrome (a good author friend once told me that co-authoring was twice as much work for half the pay...and in this case, my half of the “pay” was nothing in exchange for lots of work and some friction with my co-editor about what made a good wargaming newsletter). Although I was pleased with the final product, my experience was less than rewarding, so I just walked away. The club hasn’t published a newsletter since.
One of the articles I intended to contribute covered the Battle of Ridgefield during the American War of Independence, a subject dear to me since I grew up in that small, Connecticut town, was steeped in its history, and had seen a 200th anniversary reenactment of the skirmish as a kid. I relied on a very well-researched history of the event – Farmers Against the Crown by Keith Marshall Jones III – and drafted a summary history of the event, with a focus on the forces engaged, the terrain, deployment, and how miniature wargamers might stage the skirmish. I submitted it to the co-editor for comments, some of which helped focus my writing; however, I allowed my general dissatisfaction with the direction the newsletter was taking to temper my enthusiasm, and I shelved the article for a “future issue” which, of course, never materialized.
A few years ago I volunteered to help produce a regional wargaming club’s newsletter. It had languished for a while after having a good run with informative articles, news about club activities, and a listing of local resources for gaming. I thought I’d bring my years of publishing experience, both editorial and layout, and try giving the newsletter new life. The club representative told me they’d received another offer for a volunteer editor, so they asked us to work together. My grandiose vision for resurrecting the periodical and infusing it with engaging material and new life fell afoul of the co-editor syndrome (a good author friend once told me that co-authoring was twice as much work for half the pay...and in this case, my half of the “pay” was nothing in exchange for lots of work and some friction with my co-editor about what made a good wargaming newsletter). Although I was pleased with the final product, my experience was less than rewarding, so I just walked away. The club hasn’t published a newsletter since.
One of the articles I intended to contribute covered the Battle of Ridgefield during the American War of Independence, a subject dear to me since I grew up in that small, Connecticut town, was steeped in its history, and had seen a 200th anniversary reenactment of the skirmish as a kid. I relied on a very well-researched history of the event – Farmers Against the Crown by Keith Marshall Jones III – and drafted a summary history of the event, with a focus on the forces engaged, the terrain, deployment, and how miniature wargamers might stage the skirmish. I submitted it to the co-editor for comments, some of which helped focus my writing; however, I allowed my general dissatisfaction with the direction the newsletter was taking to temper my enthusiasm, and I shelved the article for a “future issue” which, of course, never materialized.
Tuesday, April 21, 2015
My Favorite Flavor of D&D
Recently I’ve been seduced by all the buzz about the Old School
Renaissance (OSR) games that hearken back to the earliest editions of
Dungeons & Dragons in their mechanics and presentation.
I’ve acquired a few print copies of various games and source
material (including some quality ’zines). It’s all fueled by an
interest in returning to my medieval fantasy gaming origins and thus
to the nostalgic origins of my immersion in the adventure gaming
hobby. While I appreciate a number of the OSR games I’ve seen –
most notably Old School Hack, Basic Fantasy, Barbarians
of Lemuria, and Swords & Wizardry WhiteBox rules
(admittedly not all hardcore OSR) – I find myself returning to the
original source of my early wonderment and inspiration in gaming:
Basic and Expert Dungeons & Dragons.
Aside from the game I designed myself based on watching two friends muddle through some rooms in B2 Keep on the Borderlands, I started with the Moldvay-edition D&D Basic Set (received as an Easter present when I was 13); I quickly expanded my gaming activities that summer with the Expert set. Although I soon got the triumvirate of core books for first edition AD&D, most of my earliest gaming focused on Basic/Expert D&D. I certainly bought into the AD&D game line, playing several games and often borrowing scenario material for my own D&D experience, but I often felt AD&D had far too many rules and, as the line progressed under TSR, far too many supplements defining in detail various aspects of the mechanics and settings.
Aside from the game I designed myself based on watching two friends muddle through some rooms in B2 Keep on the Borderlands, I started with the Moldvay-edition D&D Basic Set (received as an Easter present when I was 13); I quickly expanded my gaming activities that summer with the Expert set. Although I soon got the triumvirate of core books for first edition AD&D, most of my earliest gaming focused on Basic/Expert D&D. I certainly bought into the AD&D game line, playing several games and often borrowing scenario material for my own D&D experience, but I often felt AD&D had far too many rules and, as the line progressed under TSR, far too many supplements defining in detail various aspects of the mechanics and settings.
Subscribe to:
Posts (Atom)