Tuesday, January 26, 2016

Multiple-Choice Dungeon Room Contents

I was almost out of junior high school when, while hanging out with some neighborhood kids, I watched them play Basic Dungeons & Dragons with module B2 The Keep on the Borderlands; it inspired me to create my own game along a similar vein (what eventually became Creatures & Caverns) before immersing myself into the officially published roleplaying game hobby. In the inaugural dungeon crawl for Creatures & Caverns I designed for the game I included several rooms with multiple possible contents. One sentence seemed to suffice for most entries. But a few descriptions looked something like this:
19) This room contains several cots, a table, and a bench.
a) The two Amazons here draw their swords and attack!
b) No sentries are present to guard a trunk sitting in the corner:
     1) The trunk is filled with 500 gold pieces.
     2) Six animated skeletons leap out and attack.*
* I have, of course, revised these somewhat so I don’t show off my extremely mediocre composition and spelling of the time.

The gamemaster could choose between given options, sometimes to reward or challenge players, or just to change the room contents from the last time they ventured into the dungeon.


Tuesday, January 19, 2016

Grinder Characters & Heroes

In exploring some solitaire B/X Dungeons & Dragons gaming recently I’ve realized yet another distinction in my preferred play style. Some “old school” games like D&D or other retro-clones in the Old School Renaissance movement (OSR) exemplify a “grinder” mentality, where new characters, rolled up in large crowds, are funneled through deadly dungeons and meet horrible deaths, with only the most worthy surviving to rise through the levels (a kind of “survival of the fittest” mentality devised by some roleplaying game Darwin). Yet I’ve spent much of my life enjoying games that treat characters as heroes in a greater saga, ones with mechanics to reinforce that concept while still imbuing the setting with a degree of risk and suspense. While I’m currently enjoying my exploration of my B/X D&D roots with a resurgence of excellent OSR supplements, I can’t help but question the grinder mentality and seek ways to ensure my characters survive more as heroes than ground meat.

Two elements stand out for me in the balance between grinder and heroic play: the literary origins of fantasy roleplaying, which emphasize a central hero who grows and faces risks but ultimately triumphs; and the mechanics of early class-and-level games which emphasize chance and, in doing so, deal mercilessly with beginning characters. While the literature (and to some degree other media) influencing the development and early popularity of D&D offers rich setting inspiration, the form requires a linear plot and protagonists readers care about who survive through much of the story. Literary influences play such a large role in D&D that both the Dungeon Masters Guide and versions of the basic rules include references, the infamous “Appendix N” in the DMG and the Moldvay Basic D&D rulebook’s “Inspirational Source Material” page. As a kid I was invested heavily in similar influences, particularly in tales of myths and legends, Tolkein’s Middle-earth, epic Ray Harryhausen films, and Star Wars. The literary tradition focuses on the central hero overcoming obstacles; this isn’t always conducive to the kind of experience games offer. Roleplaying games merge elements of heroic literature and other media with the uncertainties generated by game mechanics. Randomness plays a major role in many game elements, from creating a character to determining who succeeds in combat and other critical tasks. As I’ve written before, the random nature of conflict resolution in games, despite one’s best effort to hedge their bets with modifiers and bonuses, can lead to some intense frustration at dice that keep rolling poorly.


Tuesday, January 12, 2016

Classic RPG Books as Gaming History

The task of each generation is to interpret accumulated experience and to adapt it to new conditions. The past and the present are useless to us unless they enable us to see boldly into the future”


Major Alexander De Seversky, military aviation advocate (1894–1974)

Now and then I try expanding my horizons gaming-wise, whether trying new games (successfully or otherwise), reading more “academic” game books, or stepping back to look more closely at how newcomers (especially children) approach games. I’m a firm believer in examining history to see where we’ve been and how we might approach the future. Looking back has certainly changed the face of the roleplaying game hobby; the success of the Old School Renaissance movement (OSR) is only one example. I recently perused a few of my oldest game books from my first forays into the adventure gaming hobby during my high school years. They stir nostalgic feelings and resurrect faint memories of characters and games long gone. Yet they occasionally strike a more analytical chord with me, making me consider how publishers used to approach game issues and how we might learn from their successes and mistakes.

Years ago I maintained a short list of classic, out-of-print game resources I sought to acquire. Some of these I’d seen while immersing myself in gaming in high school, others I’d just heard about. Part of this came out of nostalgia; I wanted books I’d seen or heard of in my early years in my collection. Part came from an urge to see how publishers produced product, imparted core mechanics, and graphically presented their games; perhaps by examining them I could learn which techniques worked, which ones didn’t, and how they compared to current approaches.

Tuesday, January 5, 2016

A Bounty of Holiday Gaming Gifts

Throughout my life the December holidays have always provided a host of gaming gifts. Even as a child, before discovering the rich potential of the adventure gaming hobby, we always received some board game or other (as I was reminded by the piles of old game boxes my parents cleaned out of their attic and brought during a recent visit). This year my family was very generous and creative in making it a game-filled holiday.

This year's bounty of holiday gaming goodness.
I fondly recall several holiday presents in my gaming collection from Christmas past. The first year I was into Dungeons & Dragons my brother went down to our local gaming store, the long lost Branchville Hobby, and bought me a Grenadier Wizards Room miniatures boxed set and module A4 In the Dungeons of the Slave Lords (even though I only had A1 Slave Pits of the Undercity and A2 Secret of the Slavers Stockade...). A great aunt got me Avalon Hill’s Kingmaker (no doubt with some guidance from my parents) to set me on my path toward wargames. More recently my well-advised in-laws sent me the Star Trek: Attack Wing miniatures game and some extra ships. The holidays also brought game-related materials to fuel my efforts, including reference books, fantasy and sci-fi novels, and inspiring movie soundtracks.


Tuesday, December 29, 2015

The Quest for Naval Minis

A few months ago I ordered a copy of Fletcher Pratt’s Naval Wargame: Wargaming with Modern Ships 1900-1945 from the History of Wargaming Project storefront on Lulu. I’d read about it in Jon Peterson’s Playing at the World (which I’ve discussed before) in his exhaustive history of wargaming from the earliest German Kriegspiele to modern times. Although I only dabble in naval wargaming, the rules intrigued me because in their time they drew many non-gaming types into a serious wargame simulation in a sort of social event. The game pioneered many concepts later refined for use in roleplaying games like armor class, hit points, and character sheets. The book and its variant rules got me excited about trying them for World War II naval battles (one of my gaming areas of interest). I intend to offer a closer look at Fletcher Pratt’s Naval Wargame in a future post; for now, however, I want to look at my quest for naval miniatures to use in playing these rules.

I’ve only dabbled with naval wargaming before, odd considering I designed a naval-themed game (the solitaire Operation Drumbeat), though not one in the traditional miniatures wargaming sense. In my younger days I was a huge fan of the classic War at Sea, one of my first experiences with chit-and-board wargames. I even bought Avalon Hill’s version of the Naval War card game which I used to play with my brother and other neighborhood kids. I bought into Wizards of the Coast’s Axis & Allies Miniatures: War at Sea game when it first released; I played a few solo games using both the included map boards and later some rules for more traditional wargame play without a gridded map. I’ve thought about getting other naval wargames – titles like Mongoose’s Victory at Sea come to mind – but their perceived level of complexity and my lack of miniatures beyond what I had for Axis & Allies: War at Sea discouraged me. Pratt’s game intrigued me in its use of historical data in the game (drawn from Jane’s Fighting Ships), its introduction to those with no gaming experience (albeit with heavy referee involvement), and the eventual adoption of some of its concepts in U.S. Naval training simulations.


Tuesday, December 22, 2015

A Very Gaming Holiday Break

The Little Guy has spent the past several months in kindergarten – heck, they started August 10! – and now he’s looking forward to a bit of a break from school over the holidays. Two and a half weeks of break, in fact, this entire week leading up to Christmas, the week between Christmas and New Year’s, and even the first Monday of the new year. Although I have a short list of excursions and activities to keep us busy, I also expect I’ll fall back on gaming to help keep him occupied on his long winter’s break.

The Little Guy contemplating a move
in a tank game at Historicon.
His day at school offers him a good deal of structure which we’ve noticed he misses during the weekends and occasional days off. No doubt the dose of “toy-pocalypse” he gets having a birthday and Christmas so close together will give him a host of new toys to keep him busy plus a slew of new DVDs to watch. He also got his own kid-friendly tablet as a present, loaded up primarily with educational apps and a few fun bits (he loves Angry Birds). But even with his favorite PBS Kids shows and a tablet with limited battery time I expect he’s going to hit a point where he’s still bored during the day, when he gets pokey for something junky to eat every 30 minutes, and won’t let Dad alone until he’s focused on some other fulfilling activity.

I expect we’ll spend some time – possibly even develop a daily routine – playing games. We have a good repertoire of titles we play during our weekly family game nights, including Forbidden Island, Best Treehouse Ever, Qwirkle, Tsuro, King of Tokyo, and Castle Panic; some of these seem passable with two players, but not quite ideal play experiences. I’m hoping to push our bounds in the two-player game field with some new board games. The Stratego Battle Cards game is on my radar since he’s learned his numbers and concepts such as “less than” and “greater than.” I also acquired a Stratego board game set a while back he might enjoy trying. I also just got my Kickstarter-supported copy of Less: Like Chess, but Less from Slovenia, a clever little two-player abstract game with a variable board made of coasters. I also expect he’ll want to help me explore some of the childhood board games my parents rescued from their attic and brought during their latest visit, particularly the Raiders of the Lost Ark board game. If Santa decides to bring any new games for Daddy I expect the Little Guy will want to give them a try.

I’d also like to help him with some more difficult fare to expand our family’s game repertoire. I expect these might challenge his nascent reading and math abilities (which kindergarten is aggressively cultivating). He’s asked about Spearpoint 1944 (the illustrated box for the Village and Defensive Line Map Expansion has caught his eye, as will the nice components when I open it for him); while the game doesn’t require a whole lot of reading, he does need to follow a host of rules. I’d love to teach him Memoir ’44 but I’ll have to consider whether the text-heavy cards and numerous units might be too much for him. He’s also asked about Ticket to Ride Europe (I don’t have the original one for America), though that requires some reading and geography skills, something I’m not averse to teaching him. We’ve played some simplified games of Wings of War/Wings of Glory before (the World War I flavor); I might see if he’s interested in more of that or trying out the World War II planes. He has a particular affinity for the larger bombers.

He’s requested to play Valley of the Ape several times since we playtested it as part of our nearly year-long development, so I hope indulging him in that might satisfy his urges for gaming activities. I’m also playing with some mechanics for a basic-level, kid-friendly skirmish wargaming rules; my interest in these focuses on the various historical periods I enjoy and for which I have 54mm figures (French and Indian War, American War of Independence, Civil War, and British colonial skirmishes with Zulus and Dervishes)...but the Little Guy will most likely be tempted by my 54mm Star Wars Command figures in battles between hapless Imperial scout troopers and hordes of Ewoks (which the system can handle with minor modifications).

The Little Guy has also asked me about designing his own games (and bringing them to conventions to run and sell...), so I might indulge him with some basic game-design concepts or even a craft project based on a theme he likes. This is a big “if” fraught with complications and the possibility of consuming huge swaths of time. I’ve discussed managing game design concepts with kids before, so exploring this first-hand with a six year-old may offer some new insights or strategies.

Perhaps a slightly less daunting challenge comes from my urge to expose him to some basic roleplaying game experience. Although I have a host of roleplaying games, most remain beyond his grasp. As I mentioned in my recent “Share Gaming during the Holidays” post, I need to suppress my urge to run something I like in favor of a game with mechanics and theme more attuned to his ability and interests. Hero Kids seems just about his speed with a nice graphic representation of the characters and stats. I’ve been meaning to print out the game the entire year and never quite got around to it. The Little Guy’s had a stigma about them because he needs to be able to read, but as he’s already learning in kindergarten it might be a good introduction.

Unfortunately having the Little Guy home each day for two and a half weeks isn’t going to give me much time for my own writing and game design, let alone my explorations of B/X D&D, OSR titles, various wargames, and solitaire gaming. During the December holidays, however, I usually resign myself to having little time for personal pursuits; at least I can engage in gaming on some level and hopefully cultivate in the Little Guy an enjoyment of a few new games.

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Tuesday, December 15, 2015

Share Gaming during the Holidays

The holidays seem like a great time to share our adventure gaming hobby with others, especially those not yet initiated into such enjoyable entertainments. Families spend time visiting, we receive games as gifts, kids have a few weeks off from school, and we seek some sense of the season’s fantastic wonder in escapist games. We’re often sorely tempted to invite non-gamers to try our latest pursuits, often prompted by queries of “Hey, what’s that?” upon unwrapping a new acquisition or “That looks neat, can I play?” as we show off our game libraries or peruse our rulebooks. But sharing our adventure game hobby with the uninitiated through a positive play experience takes a bit of restraint

I recall from my youth a host of unsuccessful holiday games with my brother and cousins who shared some similar interests and were easily convinced to try something new by their oldest siblings. One year while visiting I tried to run the AD&D scenario A1 Slave Pits of the Undercity. Even using the module’s pre-generated characters the effort quickly devolved into a morass of bored players, long rules explanations, and not much adventuring. My oldest cousin didn’t fare much better. His attempt at running the Avalon Hill Dune board game – newly received for Christmas – had everyone’s head spinning with no clue how to proceed. The back-up plan of Risk fared no better in the confusing explanation of how the dice resolved combat; the experience probably contributed to my life-long distaste for the game (not a bad thing in my estimation).