Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts
Tuesday, April 26, 2022
The Long & Short of RPG Stats
Since
the dawn of roleplaying games many have relied on two forms of game
stats for adversaries
and other elements
requiring
definition in relation to game mechanics.
Long-form
stats usually reside within the rulebook pages with similar reference
material; the
typical bestiary chapter for fantasy roleplaying games. Sometimes
supplements use them, too. Adventures often rely more on short-form
stats distilled from their more detailed cousins. These serve as
quick, in-game reference without having to drag out the rulebook. New
monsters appearing in adventures often get
short stats in game text with long-form
stats and more elaborate description in
an appendix. Although
I admit both long and short stats have their place in roleplaying
game rulebooks, I’m starting to tend toward short stats or –
horror of horrors – no stats at all in my own setting and adventure
materials.
Tuesday, February 1, 2022
System -Neutral or OSR Stats?
“Although our intellect always longs for clarity and certainty, our nature often finds uncertainty fascinating.”
– Carl von Clausewitz
I have on occasion been moved to write about the Old School Renaissance (OSR, or whatever you want to call it using those initials). A few years ago I explored OSR rules and supplements. The vast array of adaptations offered some interesting innovations among the retreads of classic D&D mechanics. Settings and supplements tied to rules interpretations provided inspiration easily ported to other games. But now I’m developing two fantasy roleplaying game supplements – an as-yet unannounced setting and the Infinite Cathedral setting currently languishing in limbo – I’m faced with a conundrum. Do I provide stats for the inhabitants in OSR format or in my established but not terribly well-known system-neutral format?Tuesday, January 29, 2019
Derivative D&D
“Books
serve to show a man that those original thoughts of his aren’t very
new after all.”
– Abraham Lincoln
I’m constantly amazed learning about the origins
and influences behind Dungeons & Dragons, how even today
the roleplaying game hobby continues evolving based on past works
“improved” by those who feel they could do a better job...and
sometimes actually do. Two publications best illustrate the movements
from which D&D derived much of its imaginative power and
mechanical implementation: Jon Peterson’s monumental scholarly
history Playing at the World and the visually impressive
coffee-table tome Dungeons & Dragons Art & Arcana by
Peterson and a host of others who have reflected on the origins of
the roleplaying game hobby.
Tuesday, October 23, 2018
Evolving Periodical Content
“In
a world where everyone is a publisher, no one is an editor.
And
that is the danger that we face today.”
– Scott
Pelley
The announcement of Google+’s eventual demise prompted many users to migrate to other social media platforms, a movement I explored in my last Hobby Games Recce post. Some have re-dedicated themselves to
blogs – some faithfully maintained, others neglected over time –
instead of or in addition to their engagement in social media. Part
of my satisfaction with Google+ came from others sharing links to
blogs to further inspire my own interest in adventure gaming. I
likened my Google+ feed to old-style gaming magazines, like Dragon
or Challenge, beloved print publications whose passing I
frequently lament. Although I’m still building and exploring
contacts through my MeWe presence, I find the platform lacking in
providing easily noticed updates to my old favorites and interesting
possibilities for new ones to follow (understandable in this period
of nascent gamer communities there). So I’m focusing on
re-evaluating my current browser bookmark folder for game blogs,
combing my old Google+ feeds for interesting blogs to add, and
reorganizing it for more efficient access.Tuesday, September 18, 2018
Playing at the Fair
We recently visited the Maryland Renaissance Festival and it brought
back memories of how much I used to enjoy the playful immersion in
the renfest environment. My adventure gaming hobby stands at the
confluence of many inspirations during my youth. I’ve discussed the
role music, books, films, and even family vacations played in
fostering in me an appreciation of elements that would fuel my gaming
activities (“Early Fantasy Gaming Inspirations” and “Early Musical Influences on My Gaming”). Although I went to my first
renfest well after I’d discovered Dungeons & Dragons,
the experience enhanced my appreciation for roleplaying games,
history, music, and literature. Our recent trip back to the Maryland
Renaissance Festival reminded me how renfests still provide
inspiration for gaming. I also realized how closely renfests mirror
roleplaying games (or games in general) in that they provide an
immersive experience and a relatively “safe” space in which to
play.
Tuesday, August 28, 2018
Boxed Worlds & Focused Locales
I peer over at my wall-spanning bookshelves (well, one wall of them,
anyway) and see a chunk of my Dungeons & Dragons shelf
occupied by several thick boxed sets crammed with fantasy world
settings. Their names ring boldly in the annals of fantasy
roleplaying games: Dark Sun, Raveloft, and Forgotten
Realms. Lately I’ve been thinking about getting rid of them.
Virtually unseen nearby sit several thin, saddle-stitched D&D
modules, some of which provide more localized settings for fantasy
adventures beyond the actual scenario material. Some of their names –
notably B2 The Keep on the Borderlands and
X1 The Isle of Dread – also
stand tall in the annals of D&D.
I’ve spent more time adventuring in these smaller locales than the
vast expanses of the boxed sets and their numerous support
supplements. Perhaps these
more compact modules offered a young gamer both examples of solid
settings as well as the invitation and inspiration to expand upon
them. Perhaps
I didn’t immerse myself in the larger boxed settings because by the
time they were released I’d moved beyond my carefree, younger days
of after-school and summertime gaming into a professional life that
put a premium on free time.
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, 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 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 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, 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, 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, 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.Tuesday, September 27, 2016
Making Spellcasters More Effective at Low Levels
We continued our exploration of Hero Kids this week with a
Thursday Game Night adventure I whipped up because the Little Guy
wanted some action in a forest. My wife is playing a healer and the
Little Guy is running a warrior. As we’re playing I’m
appreciating how Hero Kids handles magic. Each spellcasting
character has a magic-based attack they can use each round against a
target within range. Each also has a special ability related to
magic, such as the healer’s ability to brew replacement healing
potions. I’m sure at some point we’ll transition to more involved
roleplaying games, possibly even Basic Dungeons & Dragons,
my personal favorite. Yet I’ve never been a fan of “Vancian”
magic, in which spellcasters memorize a set of spells and, once used,
can’t access them again until they find time to rest and study
(with a similar prepare, use, and lose structure for clerics). Sure,
I cut my teeth on B/X D&D and thus for many years just
accepted the system as standard; spellcasters have a limited number
of spells prepared from their spellbook, and they’re gone after
cast until the character rests and memorizes them again. So I started
thinking about an alternate magic system in my quest to make Basic
D&D easier on beginning characters.
Tuesday, August 23, 2016
Romance of the Perilous Land: OSR Meets British Folklore
It’s almost a roleplaying game
cliché that Dungeons & Dragons and its many
retro-clones from the Old School Renaissance (OSR) often focus more
on hack-and-slash dungeon delves than more story-driven fare. Mechanics in these games primarily focus on
characters’ abilities in overcoming combat-oriented obstacles –
armor class, hit points, to-hit bonuses, saving throws, spells –
with other elements like thief abilities intended to safely grab
treasure. What players do with these rules remains their own
business; some engage in “murder-hobo” rampages in the full
hack-and-slash mode, while others seek to infuse their games with
more story elements despite the combat-oriented mechanics. Yet Scott
Malthouse has deftly integrated old-school mechanics with more
heroic, story-based themes from British folklore in his OSR game Romance of the Perilous Land. As a pay-what-you-want game it’s
worth picking up to check out the setting-influenced innovations to
OSR mechanics. Having recently featured the Kickstarter revision of the classic Prince Valiant: The Storytelling Game, I think
Perilous Land offers a similar game experience with the
legendary trappings in an OSR-friendly package.Perilous Land covers the usual old-school bases – ability scores, character classes, armor, equipment, spells – with some nice adjustments, combining some original interpretations of OSR game mechanics with some previously seen innovations. Unlike other “grinder” games the characters in Perilous Land are heroes with a solid set of rules designed to help them survive at lower levels and give them a sense that their actions matter even if they’re only first level.
Tuesday, August 16, 2016
Customizing the OSR Experience
Resources like Brent Newhall’s Old School Renaissance Handbook and Taxidermic Owlbear’s overview of retro-clone systems remind me of the OSR’s amazing diversity in
mechanics. Each new OSR game
provides the author’s own interpretation of the classic Dungeons
& Dragons game system based
on a beloved early edition, an amalgam of preferred mechanics, new
innovations on those systems, or
other inventive derivations.
(And I’m not even
mentioning setting interpretations incorporating those mechanics....)
Although I like a single
unifying “core mechanic” in my games – such as the dice-pool
roll against a difficulty number in the D6 System
– I grew up with the amalgam of different mechanics in the
Basic/Expert D&D
and Advanced D&D
games. “Core mechanic”
systems allow for a some degree of interpretation in fine tuning
within the scope of the basic rules, yet so does D&D
with its numerous individual rulings for resolving the host of
situations that arise in the course of a game. D&D
established the foundation for fantasy roleplaying game mechanics;
the OSR demonstrates just how variations and innovations can vary to
produce games with different play styles.
The process adjusts individual mechanics within the game to find
the right balance of game play. Take a look at individual systems and
notice how gamers can alter nearly every one for a particular play
style or rules preference. Since roleplaying games focus on
characters, many of these elements appear on the character sheet;
many trickle down to other systems, particularly in handling monsters
.Designers have adjusted existing rules to their liking, but for some
they’ve devised original ways of handling mechanics while still
evoking the spirit of early roleplaying games:
Tuesday, June 28, 2016
Introducing Newcomers to Games: Theme & Mechanics
Last week’s post about “Attracting Newcomers to Roleplaying Games” inspired me to consider two factors that might influence
people in trying new games. A game’s theme and complexity are
usually topics discussed from the design standpoint: does one start
with a theme and build game rules around it, or does one begin with a
play mechanic and build a themed game around that? Yet theme and the
complexity of mechanics also figure into the conundrum of how best to
introduce people into any games within the adventure gaming hobby.
For beginners – especially complete newcomers – I find an
attractive theme can best engage their enthusiasm to try a game,
while good mechanics (with light yet intuitive complexity) can
provide an enjoyable play experience and bring them back to the table
for a second try.
For many people a game’s theme initially interests them. Theme gets players to the table, understandable and engaging mechanics help transform that theme into a rewarding play experience. For instance, if I asked a five year-old if he wanted to play a game about hunting dinosaurs or one with a “push your luck” mechanic, he’s going to want to play something with dinosaurs; as it happens, these elements both describe Steve Jackson Games’ Dino Hunt Dice, yet new players hone in more on the enticing theme than the game rules.
For many people a game’s theme initially interests them. Theme gets players to the table, understandable and engaging mechanics help transform that theme into a rewarding play experience. For instance, if I asked a five year-old if he wanted to play a game about hunting dinosaurs or one with a “push your luck” mechanic, he’s going to want to play something with dinosaurs; as it happens, these elements both describe Steve Jackson Games’ Dino Hunt Dice, yet new players hone in more on the enticing theme than the game rules.
Tuesday, May 31, 2016
Shields in OSR Games
Frequent readers know of my recent explorations in Old School
Renaissance gaming (OSR) through my solitaire B/X Dungeons &
Dragons exploits (my preferred old-school system). These
activities help me examine what I like about various elements and how
to improve those that don’t work for me. So I come to the shield
conundrum: they seem underpowered. In looking at alternative shield
mechanics I found myself questioning the very core rationale behind
armor and shields in D&D combat.
(Throughout this post I refer to various bonuses to armor class as +1, etc., as I’m using ascending armor class; for the traditional descending armor class read that as -1. Either way, “bonus” means a benefit to armor class in the context of whatever system you’re using.)
I prefer a more heroic style of play rather than the deadly “grinder” style (as I’ve discussed before), so I look to provide my characters with every possible advantage within the bounds of the rules...and then house-rule some mechanics to offer some minor benefits. Of the three characters I’m running through various solitaire scenarios, two have shields and one has eschewed a shield in favor of two-handed weapons (the underpowered battle axe...a topic Jonathan Becker has discussed before at his B/X Blackrazor blog). While one of the shield-bearers has no ranged weapon, the other must set aside her shield if she chooses to use her long bow, temporarily shedding its armor class bonus. I’m examining the shield rules with an eye to making my low-level characters less monster-fodder and slightly more heroic.
(Throughout this post I refer to various bonuses to armor class as +1, etc., as I’m using ascending armor class; for the traditional descending armor class read that as -1. Either way, “bonus” means a benefit to armor class in the context of whatever system you’re using.)
I prefer a more heroic style of play rather than the deadly “grinder” style (as I’ve discussed before), so I look to provide my characters with every possible advantage within the bounds of the rules...and then house-rule some mechanics to offer some minor benefits. Of the three characters I’m running through various solitaire scenarios, two have shields and one has eschewed a shield in favor of two-handed weapons (the underpowered battle axe...a topic Jonathan Becker has discussed before at his B/X Blackrazor blog). While one of the shield-bearers has no ranged weapon, the other must set aside her shield if she chooses to use her long bow, temporarily shedding its armor class bonus. I’m examining the shield rules with an eye to making my low-level characters less monster-fodder and slightly more heroic.
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