“And what rough beast, its hour come round at last, Slouches towards Bethlehem to be born?” |
Tuesday, December 27, 2016
Very Geeky Holidays
I’m thankful
that throughout my life the holidays have always been a time to
indulge my inner geek and share it with others. It’s become a quiet
tradition, not always something planned, but something that simply
happens on its own. But before I wander into my rambling missive on
the subject, I want to wish all Hobby Games Recce readers, everyone
who supports my gaming efforts here, at Griffon Publishing Studio,
and elsewhere, a joyous and geeky holiday season...or, if you prefer,
Christma-yu-kwanza-kah-nalia (hopefully you can find your specific
holiday somewhere in there).
The holidays
bring out some of the most sacred family traditions among western
cultures (and I’m assuming among some non-western cultures, too).
Growing up we had some pretty standardized practices adjusted over
time for our ages, involvement in religious rituals, and other
changing factors: the Christmas tree went up and was lit according to
a particular schedule; trains often ran around it to enhance the
holiday’s playful spirit; we shared a traditional Christmas Eve
dinner of ham, potatoes, pinkelwurst, and kale, with stollen and
cookies for dessert, with a full turkey dinner on Christmas Day (I
have no idea where my parents found the energy to do both); we opened
presents, one at a time, taking turns in order from oldest to
youngest (I assume as a lesson in patience for us younger folk); and,
of course, we attended church at some point, first the early evening
children’s pageant, later the spectacle of midnight mass with
music, lights, and ceremony rivaling the Radio City Music Hall
Christmas Spectacular. Even though the years have passed and I’m
married with a child of my own, our household’s new traditions have
evolved, some carried over from our treasured past and others we
establish together as a family. We still set up a tree and trains,
but we also festoon the front of the house with modest holiday lights
and, when I bother, decorate our eight foot-tall sasquatch stand-up,
“Skookums,” in the front yard (left over from Halloween); I bake
stollen to give as gifts to friends and family; we enjoy the
traditional ham dinner, though we graze through leftovers on
subsequent days; and we open presents Christmas morning instead of
Christmas Eve with a sense of well-ordered chaos.
Tuesday, December 20, 2016
Game Company Ephemera
ephemera:
1. something of no lasting significance; 2. paper items (as
posters, broadsides, and tickets) that were originally meant to be
discarded after use but have since become collectibles.
–
Merriam-Webster.com
I recently
received an interesting Kickstarter project I backed: a print copy of
Terence Gunn’s The Fantastic Worlds of Grenadier, a
catalog-like overview of one of the first miniatures companies to
cater to the roleplaying game community with continued strong support
of numerous game lines and different genres. Although it doesn’t
exhibit the kind of meticulous scholarship displayed in works like
Jon Peterson’s Playing at the World, the book serves as an
important record of a game product line from a company that no longer
exists. The Fantastic Worlds of Grenadier
contains 128 glossy pages reproducing box cover art, advertisements,
and images of miniatures and sets, from original photos, the
black-and-white boxed-set inserts, and other sources...an impressive
array of ephemera related to fantasy miniatures and those for other
niche genres. Accompanying text discusses how the company got its
start, involvement of different sculptors, various product lines, and
other corporate developments. For me it’s a valuable
historiographical reference to a by-gone era in the earliest days of
roleplaying games, a record of corporate ephemera that can help
inform us where we’ve been, where we stand, and where we’re going
with the adventure gaming hobby.
The
adventure gaming hobby generates a lot of ephemera often lost amid
the vast volumes of “official” publications. Certainly
roleplaying gamers in particular generate volumes of character
sheets, adventure notes, character portraits, adventure chronicles,
and maps. Few
survive for public view, finding their way into the trash or, at
best, some forgotten file or envelope in a box of neglected
roleplaying game books. One might dispute the importance of
preserving and accessing these documents – they often have little
meaning to those beyond the immediate users – yet they can
illustrate the practical elements of roleplaying games beyond the
framework provided in rulebooks and scenarios. One
website, The Play Generated Map & Document Archive, strives to
collect and display some of this player-generated ephemera; while it
in no way claims to (or could possibly) collect all game-related
ephemera ever made for roleplaying games, it offers a fascinating
glimpse into the amateur creator’s mind. It serves as an archive
for future reference to samples of this material.
Tuesday, December 13, 2016
Advancement Influences Tone
Most roleplaying games include some kind of advancement system to
encourage players to join game sessions and improve their characters.
It’s been an essential element of roleplaying games since their
beginnings, this ability to continue playing to gain more experience
and build a more powerful character over time. Yet the particular
mechanics of how in-game action translates to character experience
influences the tone of the game. Players naturally want to improve
their heroes; characters’ in-game actions tend to focus on those
that best reward them in the context of the specific game scenario.
Games that reward experience for slain monsters and looted treasure
have a different tone than those giving points for solving problems,
gaming in-character, managing encounters, and achieving goals.
Tuesday, December 6, 2016
Level-Up Lifepath
Dungeons & Dragons and Old
School Renaissance retro-clone games in particular often rely on the
“zero to hero” idea that characters begin at first level and rise
through the ranks by going on adventures, killing monsters, and
taking their stuff...or die trying (emphasis on the latter). Of
course nothing stops players from rolling up higher-level heroes
simply by adding level adjustments to first-level characters. It’s
an exercise in bookkeeping, adding levels and experience points,
adjusting to-hit modifiers, adding spells and special abilities
depending on the character race and class. This all seems shallow to
me and doesn’t offer the roleplaying opportunities to enhance a
character actual play provides. I started thinking how to change
that, looked back at some classic, well-loved roleplaying games for
inspiration (and one recent acquisition), and discovered the
sometimes-used “lifepath” method could provide some enhancements
when creating higher-level characters.
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