I’ve always sought to recruit new players to roleplaying games. My
earliest efforts included drafting neighborhood kids, though
eventually I happened upon a few like-minded friends who occasionally
gathered for games. (Alas, I discovered Dungeons & Dragons
at the tail end of junior high school, which, for a brief time,
sponsored a D&D club before overly concerned parents shut
it down). Although I discovered several kids on my high school bus
route played D&D, none really wanted anything to do with
an overly enthusiastic freshman. I can imagine many gamers in the
early to mid 1980s tried finding other players, balancing the social
stigma against the potential reward of expanding their player base,
all with the cloud of the anti-D&D hysteria looming
overhead. In those days my blind enthusiasm drove my clumsy efforts
to find and lure new recruits to the adventure gaming hobby. But by
the time I got to college I started more consciously to consider
strategies to involve people in my (admittedly limited) social
circles in gaming.
Tuesday, July 24, 2018
Tuesday, June 19, 2018
20th Anniversary of West End’s Demise
Every year as July approaches I get a little glum about the summer of
1998 when West End Games filed for bankruptcy and pulled the rug out
from under numerous employees, creative freelance writers and
artists, and fans of the company’s groundbreaking Star Wars
roleplaying game. “Consider yourselves unemployed,” was how the
company’s owner initially broke the news to the puzzled editors,
graphic designers, and sales personnel unexpectedly summoned to his
office. These annual, bittersweet recollections send me into a spiral
of memories from which I can usually extricate myself by focusing on
the positive aspects of that time. During my five years at West End I
worked on many projects that still make me smile with a proud sense
of satisfaction: certainly The Official Star Wars Adventure
Journal; Platt’s Starport Guide; the
revised and expanded version of the game’s second edition; the
Star Wars Introductory Adventure Game (and similar products
for the Men in Black and Hercules & Xena game
lines); numerous solitaire tutorial adventures (including the
standalone book Imperial Double-Cross); and a revision of the
roleplaying game’s Star Wars Style Guide that helped authors
with all aspects of the submission and writing process (which notably
resurfaced a few years ago on the interwebzes as the guide George
Lucas supposedly ignored when making the prequels, certainly not
its original intention). It was a dream job, despite constant
anxiety, vicious office politics, and what I expect are the general
idiocies that plague any modern American workplace. But the occasion
also gives me an opportunity to reflect on the many good things West
End brought into my life and other people’s lives.
Tuesday, May 15, 2018
“Vanilla” Ready for Toppings
I’m in the final stages of
bringing my latest project to publication, meaning the self-doubt is
really kicking in. The Greydeep Marches
is a short (34 pages), system-neutral, OSR-suitable setting
sourcebook for fantasy roleplaying adventures. The setting flowed
from some initial brainstorming that first appeared in one of my old
Hobby Games Recce pieces – “The Importance of the Setting Bible”
– with development enabling me to dabble in some new concepts and
techniques from various influences. On the surface
it looks like plain “vanilla” medieval fantasy: a kingdom,
knights, villages, elves, dwarves, halflings, dark forests, ruins,
etc. “Boring,” one might say. Yet, like a serving of vanilla ice
cream, it offers gamemasters the chance to add toppings to suit their
own tastes, a foundation on which they can build a particularly tasty
treat.
Tuesday, April 10, 2018
Rogue-Like Games Demonstrate Grinder/Heroic Dichotomy
In my need for escapist entertainment lately I’ve fallen back on
computer games, including several in the “rogue-like” genre. Yes,
those solo, dungeon-delving games based on Rogue from 1980
with dungeon elements defined by ASCII characters. Seems like
everyone’s making their own version (much like the Old School
Renaissance); I happen to like Pixel Dungeon for its upgraded
graphics and interesting magical item uses. Just a few clicks and I’m
exploring a random dungeon with monsters, magic items, and plenty of
opportunities to meet a horrid end. I don’t care, it’s fun,
caters to my interest in fantasy gaming, and doesn’t require me to
invest too much time, energy, or focus. I juxtapose this play style
with the kind of tabletop roleplaying game session that satisfies my
needs in my middle-aged years: heroic characters taking on epic
challenges in my favorite genres, where they stand a decent chance of
survival despite seemingly insurmountable odds. This illustrates to
me the vast differences between “grinder” style games and heroic
play, and reinforces why I prefer the latter in my full-fledged
roleplaying game endeavors.
Tuesday, March 13, 2018
Returning to the Solo Adventure Format
I’m wrapping up one project – finalizing layout and waiting on
artwork for a system-neutral, medieval fantasy setting – so I’m
starting to look toward the next concept to bring to publication. I
have a long, oft-revised list of gaming ideas for development. I
prioritize these on a number of qualifications, including their level
of development and completion, size of expected complications, ease
of acquiring artwork and other graphic elements, and suitability for
various gaming markets. But I’m easily diverted from what might
seem the next logical project, preferring to channel my immediate
enthusiasm for an unexpected, exciting idea rather than slog away at
something that doesn’t quite engage me at the moment. Right now I
really should be reviewing and polishing material for an Infinite
Cathedral Patreon (something I’ve considered for quite some
time). So I’m naturally disappearing down the rabbit hole of an
entirely unrelated project to capitalize on my immediate interest: a
science fiction D6 solo adventure. Where the heck did that
come from?Tuesday, January 30, 2018
The Hermitage at the Edge of Oblivion
I’m stepping away from Hobby Games Recce for a while to concentrate
more on long-neglected game projects that require the time, focus,
and energy regularly sapped by the blog. I’ve been blogging weekly
from November 2010 until 2017, when I cut back to posting every other
week or so. Unfortunately it has distracted me from other gaming
endeavors, though I suppose it’s kept me more visible among and
engaged with a small segment of the online gaming community. I’m
grateful for readers who’ve stayed with the blog faithfully all
this time and those who’ve discovered it later and followed anyway.
In my absence I’m leaving the blog in public mode for now so people
can read my past missives about various aspects of adventure gaming,
a few of which might offer some small measure of entertainment or
enlightenment. At some point I intend to post again – though not on
a regular basis – as the muse and my own interests inspire me; I’ll
cross-post to my Google+ followers and Griffon Publishing Studio’s
Facebook page when I do.
But right now I need a break, so it’s off to the Hermitage on the
Edge of Oblivion to meditate in cloistered seclusion and immerse
myself in work on other gaming projects.
Tuesday, January 2, 2018
Resisting the “New Hotness”
Some gamers thrive on industry news and the acquisition of new
releases that engage their interests. Others remain content to
explore games of whatever type at their leisure, trying a new game
now and then, returning to old favorites, even exploring older
releases discovered in newly remastered PDFs or used bookstore
shelves. The more we stay attuned to the gaming industry and
community the more we’re exposed to the excitement of new releases,
especially when reinforced by gaming friends, convention promotions,
and activities at the Friendly Local Game Store (FLGS). The concept
of getting the “new hotness” as soon as it releases is a
cornerstone of marketing, one further reinforced by the Fear of
Missing Out (FOMO) cultivated in our faster-than-light Internet Age.
Some find resisting the new hotness easier than others; I’ve
occasionally succumbed to it but find it easier to hold out and be my
own gamer as I’ve aged (matured?) and changed my gaming group.
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