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.
Tuesday, November 17, 2015
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.


