Patreon’s quite sudden change in its fee structure – shifting
fees more to patrons than creators, inciting outrage and exodus from
both groups – inspired me to not only re-evaluate my own support on
Patreon (and my own potential to use it as a creator) but also to
look at how we as game consumers support those who design material to
inspire us and enhance our games. Patreon isn’t the end-all-be-all
means to support creators in the adventure gaming hobby. Sure, it’s
a pioneering platform in the ever-changing Internet Age, but I’ve
come to regard the interwebzes as a fickle mistress where little if
anything remains the same (or reliable) for long. Creators and their
patrons have many ways to connect online, both for interaction and
appreciation.
Tuesday, December 12, 2017
Tuesday, December 5, 2017
Themed Gaming Gift Ideas for Non-Gamers
It’s the holiday gift-giving season again. Goodness knows I’ve
rambled on enough over the years about the magic of the holidays, how
this is a great time to indulge in fantasy and gaming, and what gifts
can best entice non-gamers and kids into gaming. I suppose I just
can’t stay away. This year I’m recommending gifts for non-gamers
that focus on a theme they enjoy. I’ve discussed the relationship
between game mechanics and theme before in “Introducing Newcomers to Games: Theme & Mechanics.” The gist is that, while the turn
sequence, player choices, interaction mechanics, and other systems of
play are just as important in providing an entertaining game
experience, often just getting new players to the table requires an
enticing theme. “Do you want to play a game where you fly X-wings
against TIE fighters?” sounds a lot better than “Do you want to
play a starship miniatures game with maneuvers, special combat
attacks, and upgraded ship abilities?” So I’ve perused my library
shelves for board games I own or have played with interesting themes
appealing to fans of certain genres. Most of these buck my past
recommendations: they’re not necessarily the best games for
introducing newcomers to gaming; few are kid-friendly; and the price
points often soar past the $25 threshold a past “survey”
indicated is the optimum cost of games to risk as gifts for
non-gamers. Few of these are ideal starter games for newcomers to the
adventure gaming hobby, so if you give them as gifts, expect to take
the lead in introducing them to the rules through an actual game.
I’ve listed them according to which fans might most enjoy each
recommendation:
Tuesday, November 21, 2017
Gather at the Table
“Life
must be lived as play, playing certain games, making sacrifices,
singing and dancing, and then a man will be able to propitiate the
gods, and defend himself against his enemies, and win in the
contest.”
– Johan
Huizinga
It’s
that time of year again. We make plans to visit friends or family.
Someone prepares a meal, others bring drinks and snacks. Hopefully we
don’t have
too much anxiety that everyone gets along and carefully laid plans
come together. Time to clean the house and prepare the table as
everyone gathers. We
set up our rulebooks, scenario notes, gamemaster screen, favorite
dice. Wait...are
we here to celebrate Thanksgiving or play games?
The typical Thanksgiving holiday and gaming share many similar
elements. We gather together around a table or similar shared space
for a celebration, one of thankfulness and another of play and
imagination. Each has a symbolic purpose grounded in some form of
play: the recreation (to some degree) of the mythical first
Thanksgiving, the immersion in an interactive game that mirrors some
reality, however fantastic. One provides an opportunity for
reflection, the other for entertainment, and both for taking a break
from the normal, often tedious routine of our everyday lives. Both
require some degree of preparation – of food, game material,
cleaning the house for guests – sometimes fraught with anxiety:
will we all get along, will the food be just right, have we forgotten
anything, will the overall experience be satisfying? Often everyone
brings something for the table, whether a main dish, a host of
indulgent snacks, drinks, and dessert. Games even form part of the
Thanksgiving tradition as many people sit down afterward to watch
their favorite football teams compete...or those of us who aren’t
into sports might actually break out some of their favorite adventure
games to play or introduce to non-gamers (something I plan on
indulging in during my Thanksgiving observance).
Tuesday, November 7, 2017
Favorite Resources for Solo RPG Play
November has arrived, which means Solo Gaming Appreciation Month
(SGAM) returns with a vengeance. The event, organized by the Google Plus Lone Wolf Roleplaying community, encourages gamers to celebrate
solitaire play and post their experiences (something the community
generally supports throughout the year). Some of us, myself included,
dabble in all kinds of solitaire play year-round, from roleplaying
games and solo gamebooks to board games and wargames, sometimes to
playtest design concepts, other times for sheer entertainment. SGAM
offers an occasion to reflect on some solitaire roleplaying
resources, some tried and true, some newly discovered, that not only
reflect my particular solo gaming preferences but might also enhance
others’ solo play experiences:
Tuesday, October 17, 2017
Post-Apocalyptic Roleplaying Games
“So
it was that, after the [Flame] Deluge, the Fallout, the plagues, the
madness, the confusion of tongues, the rage, there began the
bloodletting of the Simplification, when remnants of mankind had torn
other remnants limb from limb, killing rulers, scientists, leaders,
technicians, teachers, and whatever persons the leaders of the
maddened mobs said deserved death for having helped to make the Earth
what it had become.”
– A
Canticle for Leibowitz
I’ve never really immersed myself in the handful
of post-apocalyptic roleplaying games released over the years. Sure,
I own some, acquired more out of curiosity and an interest in
dabbling, but even the few I’ve played never really struck a chord.
Perhaps it’s because I grew up with a sheen of anxiety about
nuclear war. Maybe it’s because – for the first time in more than
25 years – the threat of nuclear war on even a small scale seems
frighteningly possible. Yet I still look fondly at my small
collection of post-apocalyptic roleplaying games, day-dreaming of a
time when it was considered escapist “fun” to indulge in settings
ranging from gritty reality to gonzo fantasy.
Tuesday, October 10, 2017
Returning to Traditional Board Games
A
package from Lulu.com recently arrived containing a few books of
interest, two titles I knew I wanted – Bob Cordery’s Developing the Portable Wargame and
Dyson Logos’ 2016 Dodecahedron Cartographic Review
– and
one I discovered on a periodic search of the Lulu site (which still
doesn’t have a wishlist function or any means of more specifically
searching categories)...Damian Gareth Walker’s A Book of Historic Board Games. Frequent readers know I keep a shelf of books about games across the adventure gaming spectrum,
including those about more traditional board games like R.C.
Bell’s Board and Table Games from Many Civilizations, David
Partlett’s The Oxford History of Board Games, and Jeffrey A.
DeLuca’s comprehensive Medieval Games. Walker’s
contribution proves a worthy edition to my reference shelf and opens
the door to other resources to aid one’s exploration of more
traditional board games from throughout history. It invites readers
to discover board
games from across history and cultures, a
pursuit that
can vary our diet of adventure games.
Tuesday, September 26, 2017
Games Influencing Real Life
Recently I’ve noticed a number of game-related items demonstrating
how powerfully games can affect real life when they move beyond the
comfortable confines where we safely enjoy them: the kitchen table,
family game night, the game club shed, teen gaming day at the
library, the Friendly Local Game Store, game conventions. Certainly
games occur in reality – read Johan Huizinga’s Homo Ludens
and one learns games and game-like activities occupy particular
spaces in which specific rules of play operate – but when games
move beyond their usual boundaries they can exert a positive
influence in the real world, sometimes just for fun, sometimes for
serious issues.
Tuesday, September 12, 2017
A Wealth of Printables
The recent release of S. John Ross’ HexPaper Pro reminded me
how much the technological advances of the Internet Age have enhanced
our collective gaming experiences. It wasn’t too long ago – in
what I like to call the “Golden Age of Roleplaying” (the early
1980s) – that some of us purchased pre-printed character record
sheets and hoarded graph paper given our limited resources and lack
of home publishing technology. Today computers, printers, and the
internet give us seemingly unlimited access to printable game
accessories (paper minis, graph/hex paper, maps, adventures), PDF and
print products available through online e-storefronts, and to a
worldwide community of fellow gamers.
Tuesday, August 22, 2017
Gamer’s Gambit Demonstrates Store Ideals
Everyone has their ideas about what makes a good Friendly Local Game
Store (FLGS). I particularly value a friendly staff, comprehensive
inventory, and plenty of play space, all of which goes a long way to
cultivating a sustained and diverse play community. I’ve visited
many games stores in my 35+ years in the adventure gaming hobby as a
player and writer. Even where I live now, on the medieval frontier of
Northern Virginia (the medieval side) I’ve discovered several game
stores, some closer than others, that hit the marks quite well
(though some, always the closest, seem to have a habit of closing
after just more than a year in business). My family recently had an
excellent experience at an FLGS, this time while on our annual
pilgrimage to visit family in New England, and it reminded me what
makes for a successful FLGS.
Tuesday, August 15, 2017
Solitaire Board Games on my Radar
I’ve talked about solitaire roleplaying game adventures and solo
wargaming before, but not a whole lot about solitaire board games.
Although the common perception places “games” in the realm of
activities engaged with groups of people, I feel solitaire gaming
across the broad spectrum of the adventure gaming hobby has value,
whether to satisfy the urge for an interesting interactive story
(“Curling Up with Solitaire Gamebooks”), teaching rules and
introducing a setting (“Solitaire RPG Tutorial Adventures”), or
any number of other beneficial applications. I’ve often lumped solo
board games in with my occasional broad overviews of the state of
solitaire gaming: “Celebrating Solitaire Play” and “Solitaire Play Addendum” come to mind. For whatever reason – my
introversion, a lack of a stable gaming community, my
slowly-increasing misanthropic tendencies – I’m exploring more
solo board games these days. It certainly helps that I’m seeing more solitaire
offerings in this field on my gaming radar.
Tuesday, July 25, 2017
Adapting Games for A Play Community
“It’s not winning
the game that makes the game fun. It’s playing that makes the game
fun.”
I’m reading Bernie De Koven’s The Well-Played Game in which he focuses on the “play community,” a group of people willing to play games together, striving not for the triumph of the win but for a positive, satisfying play experience. “The nature of a play community is such that it embraces the players more than it directs us toward any particular game,” he writes. “Thus, it matters less to us what game we are playing, and more to us that we are willing to play together.” I’d recommend the book to anyone willing to more deeply examine their relationship, dynamics, and shared goals with those who join them at the gaming table no matter what the game. Although it discusses “play” as a more free-form concept, its many insights can apply equally well to adventure games (as opposed to more rigidly organized games like sports, with more strictures in terms of rules, requirements, and referees). In that pursuit he encourages play communities to embrace the freedom to change a given game so we can play well together. Members of the adventure gaming hobby have a long history of adjusting their games to best suit their own tastes and sharing them with others, but we might consider becoming more sensitive to individual players and groups depending on the participants and venue of particular games.
I’m reading Bernie De Koven’s The Well-Played Game in which he focuses on the “play community,” a group of people willing to play games together, striving not for the triumph of the win but for a positive, satisfying play experience. “The nature of a play community is such that it embraces the players more than it directs us toward any particular game,” he writes. “Thus, it matters less to us what game we are playing, and more to us that we are willing to play together.” I’d recommend the book to anyone willing to more deeply examine their relationship, dynamics, and shared goals with those who join them at the gaming table no matter what the game. Although it discusses “play” as a more free-form concept, its many insights can apply equally well to adventure games (as opposed to more rigidly organized games like sports, with more strictures in terms of rules, requirements, and referees). In that pursuit he encourages play communities to embrace the freedom to change a given game so we can play well together. Members of the adventure gaming hobby have a long history of adjusting their games to best suit their own tastes and sharing them with others, but we might consider becoming more sensitive to individual players and groups depending on the participants and venue of particular games.
Tuesday, July 11, 2017
Random Encounter Motivations
Monsters
serve as the default antagonists in
Dungeons & Dragons and its derivatives (primarily many games
developed in the spirit of the Old School Renaissance or OSR).
They’re the focal point of the entire hack-and-slash mentality:
kill the monsters and take their stuff. The character advancement
structure of these games encourages this kind of play. Fighting and
killing monsters not only earns experience points for the deed but
points based on the value of treasure plundered from dead monsters
(an aspect of the game’s design I’ve examined before). Certainly
elements like the “Monster Reactions Table” can mitigate these
presumptions. Yet a creature’s own motivations might affect how
they react when encountering adventurers just as much as the
adventurers’ openly displayed intent. This becomes particularly
important for randomly determined creatures – as “wandering
monsters” or in randomly generated dungeons – who don’t always
have motivational cues based on a particular location. For instance,
in a published scenario, four orcs in an evil wizard’s guard room
have an assumed role to keep adventurers out, sound the alarm, and
try to kill or capture intruders; but four orcs encountered as
wandering monsters don’t have such clear cues regarding their
motivation and hence their reaction to meeting adventurers. What if –
before rolling on the “Monster Reactions Table” – we consulted
a “Creature Motivation Table” to determine their intent when they
stumble upon adventurers?
Tuesday, June 20, 2017
All the Emperor’s Men
Half the fun is playing around with the miniatures.... |
Tuesday, May 23, 2017
Summertime Gaming Can Reinforce Lessons
Today’s the
last day of school on the medieval frontier of Northern
Virginia...the medieval side. (Alas, our school board thinks starting
school the second week of August, putting the first term SOL testing
right before the December holiday break, will increase SOL scores
instead of focusing on paying teachers decently and letting them
teach instead of handle bureaucracy....) Already last week summertime
recommendations started coming home: a list of recommended “series”
books for summer reading, a 22-page handout with math problems to
solve, a list of educational websites to visit, a page of “dice
games” that are really just math exercises with dice, and a thick,
door-stop-sized reading/writing workbook someone ordered but
apparently didn’t use all school year. All this comes slathered in
the repulsive stigma of homework, something the seven year-old Little
Guy has grown to dislike and resist throughout the school year, more
so in these final weeks before summer vacation. So what’s a parent
to do? I’m turning to two things we know and enjoy: fun themes and
games.
The Little Guy – and most elementary school kids, I suspect – maintains a host of interest in various media properties: Minecraft, Transformers, Pokemon, Star Wars (particularly Clone Wars), Godzilla, Doctor Who. Interest in them waxes and wanes, but they sometimes help him engage in educational activities disguised as fun. (I’ve blathered on about themes in games before in “Introducing Newcomers to Games: Theme & Mechanics.”) Just the other weekend we caught him sitting in bed reading a Star Wars book aloud to our cats (granted, they like hanging out in his comfy bed anyway, but apparently reading was a bonus). We’re embarking on a first-edition Star Wars Roleplaying Game campaign at his insistence; so far he’s enjoyed accurately adding up the results of numerous d6 rolls, especially when tossing handfuls of dice when using a Force Point. He reads all the powers and attacks on the cards when we play the Pokemon collectible card game.
The Little Guy – and most elementary school kids, I suspect – maintains a host of interest in various media properties: Minecraft, Transformers, Pokemon, Star Wars (particularly Clone Wars), Godzilla, Doctor Who. Interest in them waxes and wanes, but they sometimes help him engage in educational activities disguised as fun. (I’ve blathered on about themes in games before in “Introducing Newcomers to Games: Theme & Mechanics.”) Just the other weekend we caught him sitting in bed reading a Star Wars book aloud to our cats (granted, they like hanging out in his comfy bed anyway, but apparently reading was a bonus). We’re embarking on a first-edition Star Wars Roleplaying Game campaign at his insistence; so far he’s enjoyed accurately adding up the results of numerous d6 rolls, especially when tossing handfuls of dice when using a Force Point. He reads all the powers and attacks on the cards when we play the Pokemon collectible card game.
Tuesday, May 16, 2017
An Exercise in Nostalgic Futility
A
reader recently asked me about T1
The Haunted Keep
from
my “Gaming Artifacts: Homemade Modules” post. Back
in my teenage days during the “Golden Age of Roleplaying” (the
mid 1980s) I wrote several Dungeons
& Dragons
modules to run with the neighborhood kids, complete with maps and
keyed texts in the style of TSR’s own releases. T1
The Haunted Keep was my continuation of the sample dungeon at the
back of the Moldvay-edition D&D Basic rules. All my work
from this period is irredeemably horrible, yet I keep these artifacts
because they were an integral part of my earliest, eager gaming days.
And that enthusiasm suddenly returned when someone expressed interest
in seeing at least the maps to gain some insight about how I
developed the dungeon as a base for a family of wererats and their
marauding goblin allies. At first I had grand designs of typing up my
handwritten text, cleaning it up a bit, rendering the maps in a
better style than pencil-on-graph-paper, updating the stats to my
oft-overlooked AnyOSR Key
system-neutral notations,
and releasing it with retrospective design notes for
fun. Then
I
realized the idea was distracting me from my current distraction
(developing The
Greydeep Marches
setting) from what I really should be working on (The
Infinite Cathedral
setting) and
that it was
channeling my nostalgic enthusiasm for the creations of my youth.
Once
I calmed down, refocused, and realized bringing it to publication in
any form was not a good use of my time, the
brief experience
provided an opportunity to reflect on my past work to see what made
an impression on a
teenage roleplaying gamer in the mid-1980s.
Tuesday, May 9, 2017
Adventures in Victorian Wargaming
Over the years
I’ve pursued an interest in Victorian era games, first through
GDW’s groundbreaking Space 1889 (well before fan interest in
“steampunk”), then with R. Talsorian’s Castle Falkenstein,
dabbling with The Sword and the Flame miniatures rules, and
even writing for early versions of Victoriana. The games
inspired my interest in the historical period itself (not just its
fantasy game-world versions) to the point I’ve accumulated a small,
specialized library on the subject that never seems to hold enough
books by Osprey Publishing. In recent years the company started
releasing wargame rules sets for various historical periods (and some
not-so-historical ones). When I saw Daniel Mersey’s Victorian-era
wargame rules, The Men Who Would Be Kings, I immediately saw a
way to put all the various historical miniatures I’ve been
collecting and painting over the years to good use in an engaging
skirmish game.
Tuesday, May 2, 2017
The Lingua Franca for RPGs
“Therefore
is the name of it called Babel; because the Lord did there confound
the language of all the earth: and from thence did the Lord scatter
them abroad upon the face of all the earth.”
– Genesis
11:9
Gamers are a contentious lot, reflecting an overall human tendency of unfriendliness, or at least indifference, toward those outside our chosen tribes. We have been “confounded” by a plethora of different games catering to different genre tastes, mechanics, and play styles. Some folks can sit back, acknowledge the existence of games for which we don’t care much, and let others go about their business playing games that bring them the most enjoyment. Others like arguing about which edition or game is best and disparage those who play different games. Differences set us apart – they can help define who we are and what we enjoy – but can also reinforce tribal tendencies within adherents of particular games and can cause friction with other factions. In most cases this wouldn’t pose a problem; but for adventure gaming, and roleplaying games in particular, it’s often a barrier to bringing new people into the hobby or more actively pursuing our own involvement with new player groups. For better or worse, Dungeons & Dragons has, since its beginnings, served as a common frame of reference, a lingua franca, so to speak, for the diverse and sometimes divisive roleplaying game hobby.
Tuesday, April 25, 2017
Passive & Active Entertainment
Every so often
I hear the argument on the internet justifying the high prices for
games – usually roleplaying games, but also board and miniatures
games – that they offer far more entertainment in dollars per hour
of enjoyment than a few brief hours at the movies. Thus a $50
roleplaying game with all its creative potential for years of play is
far more worthwhile than a similar dollar-value of movies, usually
about one movie with a handful of attendees, the size of the average
gaming group. I don’t follow these discussions much; from my point
of view as a consumer I value my money on my own terms and I evaluate
each potential game purchase on its own merits. But I find the
comparison between the price of games and movies and the amount of
enjoyment they provide one of those apples-and-oranges issues.
Although it seems like a valid point for a discussion, we’re really
talking about two very different kinds of entertainment: passive and
active. In one participants remain relatively passive, sitting back
and enjoying someone else’s vividly creative efforts. In the other
the participants themselves – working within an already established
framework, like a game – actively take part in creating their own
entertainment.
Tuesday, April 18, 2017
WEG Memoirs/Gaming Artifacts: Star Wars Battle Book & Dueling Pack
Tuesday, April 11, 2017
The Temptation of Random Tables
Random tables
remain a staple of roleplaying games. They determine random
encounters, character backgrounds, treasure and magic items, monster
and retainer reactions, or even form the basis for an entirely random
dungeon or hex crawl (among a great many other things). They’re a
temptation for both gamemasters and game designers, offering quick
means to generate encounters and add another layer to an adventure or
setting. They serve as prompts, providing a host of ideas in a
succinct format to roll or choose. Part of the responsibility for
their successful use depends on how designers present table
information and tie it to the existing setting or scenario. Part of
the responsibility depends on how gamemasters implement a random
table result into their game. Random tables run the risk of seeming
lazy tools rather than inspiring enhancements.
Tuesday, April 4, 2017
Interesting Wargame Releases, Spring 2017
I don’t talk
much about “news” or “new releases” here at Hobby Game Recce;
it’s often fleeting and doesn’t seem to matter months or years
down the road. But now and then a few gaming products release that
catch my attention for one reason or another...and this just happens
to be one of those times. Announcements by three different companies
promise some notable wargaming products that cater to my own
interests and hopefully engage the enthusiasm of other gamers: a
Wings of Glory Battle of Britain starter set; a Commands &
Colors game set during the American War of Independence; and some
interesting terrain and tank kits from Battlefront Miniatures. One
things certain with all these releases: I’d better start saving up
my money if I want to buy any.
Tuesday, March 21, 2017
Customizing My B/X D&D Experience
My son and I
have been gaming on and off recently, occasionally testing the waters
of intro roleplaying games between Pokemon card game duels and
an occasional board game. We’ve enjoyed Hero Kids, though
each adventure requires a good deal of prep, whether I’m printing
and adapting an existing scenario or devising my own (with the
requisite maps). We’ve also tried the forgotten Pokemon Jr.
Adventure Game – a wonderfully simple yet entertaining
intro roleplaying game experience that capitalizes on the popular
Japanese license – which I’m enjoying for its very basic,
read-aloud scripted scenes and simple combat system printed on the
various Pokemon cards. Both games still hold some potential for
several more play sessions, especially if I can wean everyone off
Hero Kids’ maps. At some point, though, I’d like to
transition to something a bit more mainstream that also caters to my
own gaming urges. So I’m re-evaluating my current views regarding
Basic/Expert Dungeons & Dragons, as many of you know, my preferred version of D&D and, despite my general
explorations of the Old School Renaissance, my preferred OSR game.
I’m looking to make it more comprehensible for a seven year-old and
provide a more heroic (read” less-deadly”) experience for
characters.
Tuesday, March 14, 2017
Beyond First Edition RPGs
The release of
subsequent editions of roleplaying games carries different
significance for publishers and gamers. Professional publishers often
develop subsequent editions to further refine the game system or
setting, but usually with the core motivation of launching a new
product or product line to stimulate sales. As consumers, gamers have
the prerogative to invest their money in what they like; some love
new editions of their favorite titles, others try one edition and
either stick with it or move on to something else (just as some
gamers find everything they need from a game’s core rulebook while
others need every published supplement). Do gamers really need
subsequent editions, or would publishers’ efforts be better spent
on developing and releasing innovative new rules and settings?
Tuesday, March 7, 2017
The Portable Kriegspiel
Veteran gamer
and designer Bob Cordery recently released The Portable Wargame,
a small yet illuminating booklet that vastly refines the idea of the
classic Kriegspiel for today’s gaming audience. It distills
the wargaming experience to a gridded surface (squares or hexes)
using modular terrain on a board far smaller than the sprawling
landscapes usually enjoyed by miniature wargame enthusiasts. While
gamers have been using gridded boards for a while – and some, like
Richard Borg’s Commands and Colors series, continue making
innovations in that field – The Portable Wargame provides a
rules framework to run a streamlined yet satisfying game with fewer
resources and less time than traditional board and miniature
wargames.
Tuesday, February 28, 2017
DIY Licensed Games
Last week I
talked about professional publishers releasing licensed roleplaying games based on popular media properties, particularly in the context
of West End Games’ often ambitious licensing designs in the
mid-1990s. But in a hobby often infused with a do-it-yourself spirit
nothing prevents individual gamers from running their own adventures
in their favorite film, television, novel, and comic book settings.
The roleplaying game hobby has always cultivated an informal
tradition of gamers doing their own thing, taking established games
or settings and developing them for their local player groups.
Reading Jon Peterson’s Playing at the World one realizes how
the entire adventure gaming hobby evolved from people taking someone
else’s ideas and modifying them to varying degrees into something
different. In the same vein fans sometimes unofficially channel their
enthusiasm for a media property into their roleplaying games, often
in a more timely manner than professionally published licensed games
delayed by the production and approval process.
Tuesday, February 21, 2017
WEG Memoirs: Licensed Games
West End Games offices, 1993. |
Tuesday, February 14, 2017
Gaming Artifacts: Homemade Fantasy World Maps
How I miss those lazy afternoons when I got home from school and
had an hour or two before dinner to indulge my gaming hobby.
Sometimes neighborhood kids would gather for a hapless D&D
scenario or a board game of my own dubious design. Other times I’d
relax with a good fantasy or science fiction novel. I’d draft maps
for future dungeon delves or wilderness expeditions. I’d type out
articles for my extremely amateur gaming fanzine. And then there were
the wars waged by metal miniatures across map-kingdoms of my own
creation.
Tuesday, January 31, 2017
The Basic Hack Offers Intro OSR Experience
I’ve enjoyed
dabbling with the Old School Renaissance (OSR). It’s nice to
indulge my nostalgic tendencies and revel in some of the innovations
people are sharing based on the old “core” fantasy roleplaying
game rule sets: Erik “Tenkar” Stiene’s Swords & Wizardry Light, James Spahn’s The Hero’s Journey, Scott Malthouse’s Romance of the Perilous Land, among others in
the back of my mind. Yet the OSR itself caters to gamers with at
least some experience with any earlier flavor of Dungeons &
Dragons and roleplaying games, whether someone played once in
high school or has been playing regularly for years. It’s not
exactly a clear entry point for newcomers to the roleplaying game
hobby. Since OSR titles are primarily available through online
venues, they’re not visible in hobby, game, or book stores –
unlike the current edition of D&D – and none of the OSR
games have really, to my estimation, catered to complete
beginners.... Until now. Nathan J. Hill’s The Basic Hack, an
iteration of David Black’s The Black Hack, incorporates a
few elements and a distillation of the OSR gaming experience I feel
can offer an entry point for new gamers, either in the hands of an
experienced gamemaster or even on their own.
Tuesday, January 17, 2017
Evaluating Player Choice
Every game
offers players different choices. Some, particularly kids games like
Candyland and Snakes and Ladders, offer no choices amid their
extremely structured play experiences (and one might argue whether
they’re tecnically “games”). Others like roleplaying games
revel in the concept that “anything can be attempted” by
providing an environment with seemingly infinite choices. Analyzing
the degree of player choice in individual games can help us evaluate
their suitability for different audiences or even our own gaming
interest.
While contemplating the issue of player choice I’m reminded of two graphics in Damon Knight’s Creating Short Fiction, my handy go-to reference when I need inspiration in that field. In the section on “Using Constraints” Knight provides two illustrations to demonstrate how restricting story elements can limit characters. One looks like a well in which the character crouches beneath a stone cave-in, the other look like the symbol of chaos with a character and question mark in the middle. This also represents the restraints of player choice in games. In the former the character/player has few or no choices, hence limiting the story/game experience; in the latter the character/player has infinite choices with little guidance where to proceed. In most instances games should avoid offering no or too few choices. In some cases, particularly roleplaying games, players enjoy having too many choices; they’re often narrowed by in-game situations or character race or class limitations. New players might prefer games with a handful of choices each turn. Experienced gamers might prefer having numerous options open. This may explain the renewed popularity of Euro-style board games and the esoteric reputation roleplaying games retain among the general, non-gaming public. The more choices available to players the more daunting games seem to newcomers; yet that wealth of choice also attracts game enthusiasts to more complex game experiences like wargames and roleplaying games.
While contemplating the issue of player choice I’m reminded of two graphics in Damon Knight’s Creating Short Fiction, my handy go-to reference when I need inspiration in that field. In the section on “Using Constraints” Knight provides two illustrations to demonstrate how restricting story elements can limit characters. One looks like a well in which the character crouches beneath a stone cave-in, the other look like the symbol of chaos with a character and question mark in the middle. This also represents the restraints of player choice in games. In the former the character/player has few or no choices, hence limiting the story/game experience; in the latter the character/player has infinite choices with little guidance where to proceed. In most instances games should avoid offering no or too few choices. In some cases, particularly roleplaying games, players enjoy having too many choices; they’re often narrowed by in-game situations or character race or class limitations. New players might prefer games with a handful of choices each turn. Experienced gamers might prefer having numerous options open. This may explain the renewed popularity of Euro-style board games and the esoteric reputation roleplaying games retain among the general, non-gaming public. The more choices available to players the more daunting games seem to newcomers; yet that wealth of choice also attracts game enthusiasts to more complex game experiences like wargames and roleplaying games.
Tuesday, January 10, 2017
The Role Game Cons Play
I’m no pollster, nor am I a statistician; but I’d love to run
a survey across the spectrum of the adventure gaming hobby to see how
often gamers attend conventions of any size. What percentage never
attend a convention each year? What percentage gets to a premiere
event like GenCon? How important are conventions to the average
gamer? My own involvement with gaming conventions (or media
conventions with gaming tracks) has varied as I’ve grown and
changed as a gamer. They offer opportunities to game with others,
hang out with members of the gaming community, discover new games,
and shop with vendors; but how important is the convention experience
to the average gamer?
Many hobbies sponsor conventions to promote their pursuits,
showcase vendors, and provide a forum for participants to share their
enthusiasm. Given adventure gaming’s social nature it makes sense
that conventions have played a key role in both promoting the hobby
but helping it evolve. Reading Jon Peterson’s Playing at the World one sees how early conventions like the GenCon shows in
Lake Geneva (established in 1968) and the Origins Game Fair (started
in 1975) brought together enthusiast-designers such as Gary Gygax,
Dave Arneson, Rob Kuntz, and Jeff Perrin (to name a scant few) to
share ideas and forge partnerships in developing new games...not to
mention gamers eager for play experiences and new product. Reading
the game magazines of the time (primarily Dragon Magazine) one
sees a host of ads for game conventions and reports of activities
there, giving average gamers the impression attending such cons was a
much a part of the hobby as creating characters, devising scenarios,
and running adventures. The magazine and other publications also ran
listings for smaller, regional conventions that might prove more
accessible to enthusiasts.
Running Valley of the Ape at Barrage. |
Tuesday, January 3, 2017
Persistence & Professionalism
Several factors
came together last week to remind me of two important elements from
my own game-writing experience: persistence and professionalism. I’m
puttering around tidying up parts of my office (along with other bits
in the house long-neglected in my fight against the Lords of Chaos
and their glaciers of clutter); I stumbled upon some letters and
materials from my earliest game submissions in my high school days,
embarrassing tidbits from a time when I didn’t quite know what I
was doing. My brother-in-law’s family got me Stephen King’s On
Writing for Christmas, in which I’m finding some inspiration
and re-affirmation. It’s all reminding me how much persistence and
professionalism have played a role in my growth as a writer.
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