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 21, 2017
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.
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