Showing posts with label dune. Show all posts
Showing posts with label dune. Show all posts

Saturday, June 19, 2010

Another Self-Pity Party


So the original plan for today was as follows: get up fairly early, walk to the Wayward Coffee House for a Muad'dib Latte (the only fru-fru coffee drink I occasionally allow myself), then hit up Gary's Games for Free RPG Day, prior to going home, watching a little World Cup, making the wife some oatmeal, and going to my appointment with the massage therapist.

That's not what happened.

The beagles woke me up early (as usual). I was dead tired from another late night and after watching the tail end of the Japan game I found myself falling asleep on the couch...so I decided to go back to bed. I got up barely in time to catch a quick breakfast before getting to the therapist and, after running a few errands, didn't get down to the game shop till five o'clock or so.

At least I didn't miss it completely (as I did last year).

Here's the only swag I managed to secure:

Deathwatch: Final Sanction (Warhammer 40K Roleplay)
Under the Rose (Exalted 2nd Edition)
Legend of the Five Rings: Legacy of Disaster (4th Edition Roleplaying Game)

I don't have any idea what might have been available had I gotten to the store earlier. None of these games are anything I play or ever intend to purchase in the future...but they were free and free games are better than no games.

Anyway, I'll give my thoughts on the games themselves tomorrow (Exalted, 4th Edition, and 40K RPGs are all games I've never owned, so the books should serve as an introduction into those system as I assume they're intended). However, I'd just like to note something about their overall quality and presentation.

Excellent. All of them.

Two of the books are 32 pages, one (Deathwatch) is nearly 40. All are filled with wonderful artwork, creative banners, and great graphics. Two of the books are printed on quality, glossy paper including colored illustrations. All of them have fantastic presentation.

And they're all free. It makes me wonder, what the hell am I doing?

A 64 page Companion supplement. A couple other possible 64 page RPGs. And these guys' free intro games are 32 page, slick publications that I haven't the slightest idea how to replicate...even if I did have the resources to replicate 'em. Which I don't.

Ugh.

Anyway, I'm probably just tired and cranky right now. The weekend is nearly over and I need to catch up on some sleep. I'll write more later.

Saturday, March 20, 2010

The Mind of the Mentat

My wife's at yoga this morning (I went last night and I'm still aching) so I took my morning constitutional down to the coffee shop and local game store to unwind a little in the sunshine, as well as getting my daily doses of caffeine and gaming.

Mmm...so good.

Anyway, I observed the standard gaming group gathered around a table at Gary's (6 to 8 individuals of varying ages...I didn't bother counting) playing some RPG or other. I'm not actually sure what game they were playing...possibly Pathfinder, possibly 4th edition, possibly something completely different. I didn't see any books on the table, just lots of notes, screens, stat cards. The GM had a fairly solid screen nicely illustrated on one side and covered in

[sorry...interrupted by beagles scratching at the front door. They didn't want to come in, they wanted me to go OUT with them. In a little bit, beagles...]

...covered in the arcane gaming minutia I recall so well from my own days as an AD&D dungeon master, though with some weird editions (food and lodging prices need to be on a screen?). In addition to the screen, the dude had a humongous stack of pages, bound on rings from which he was conducting the action on the battle map (it appears he'd printed or copied the game book so as to not ruin the binding of the original through constant S&H).

No one had a lap top today (though I've seen those down at game tables); the gentlefolk appeared a little older than the tweeting generation. They DID have numerous cheat sheets/score cards/laminated stat documents from which they would consult as they rolled dice and fought what I believe was a single minotaur. There were miniatures on the table.

I was probably only in the store ten minutes or so. I came in sometime in the middle of the encounter, and left shortly after it was finished (the GM announced, "sushi's on the dinner menu...it's dead!).

To me, it seemed like an awful lot of work for a paltry amount of fun.

But thinking back to my own DM days...especially running games as a "Storyteller" for the various World of Darkness games, isn't that kind of par for the course? Certainly, I never used a computer in my games (though for WoD I got to the point where I'd just use the "Random" feature on my calculator, rather than rolling handfuls of ten-sided dice). As the GM/DM for several different RPGs, all with different rule sets, I had to keep a surprising amount of info in my brain...not to mention the adventure scenario info (if there was one). It was absolutely necessary if one wanted a smooth running game. Which of course I did, being a bit of a perfectionist/show-off in this regard.

Being a competent gamer at the table meant being a human computer.

Now, of course, people can and do take their laptops to the game table, though I don't think I could personally stand to see it at my table...if I caught anyone playing solitaire I'd probably go completely ballistic. I much prefer players' eyes on me...in the face-to-face environment I like to make eye contact with players, I like to pitch my voice and cadence in ways that communicate certain emotions, I tend to be very expressive with my body language (from sitting absolutely still to gesticulating wildly)...all in aid of involving the players in the game.

Yet having the computer (or the print-outs or the note-cards or whatever) is totally valid with many of today's games...just because they are so damn huge and complex! Well, not too complex rules-wise (if they were overly complex rules-wise people really wouldn't play them)...but the sheer amount of minutia of information is crazy, crazy.

Even if the game may model things competently, using excellent systems, there's no guarantee of elegance or intuitiveness or (to use a computer term) "user-friendliness" in the rules. Forget all my things I've said before about hating skill systems for a moment. Even if I liked skill systems, once one starts adding circumstantial modifiers to a game system, you've only got three choices as a GM:

A) wing it ("fly by the seat of your pants")
B) slow down game play to a crawl ("to get it right")
C) develop the mind of the Mentat


Option B is of course the lousiest choice, as it almost always kills long-term game play (most players get tired of GMs page-flipping every time a new rule comes up). Yet, perhaps this is one of the things that has contributed to the death of long-term group play (I'm not suggesting it is THE reason, as I know there are plenty of other distractions in our busy 21st century lives).

The mind of the Mentat (please reference Herbert's DUNE for more info), is probably something that develops over time as a GM walks the balancing act between Options A and B. No one just springs up as a full-fledged rules guru from one (or two or three) reads of the rule book. And because it takes so long to develop the mentat mind for even a single game, this could be one of the reasons some GMs are so damn stubborn about only playing one particular game or other..."I only run D&D," or "I only play HERO system," or "I adapt everything to GURPS."

They know it backwards and forwards. Even when they don't know a particular rule, they know immediately where to reference it in the book without the need of the index or table of contents. For some game systems, this was (to me) the worst aspect of a new edition...if rules got moved around to different chapters.

The Mentat mind...and I suppose coffee (or Coke) is out juice of Sapho. It certainly isn't booze (I've lost more than a couple "Mentat calculations" to wine consumption I'm afraid).

Anyway, here's the thing, or rather the things: while players certainly appreciate the "mentat GM" (the "wing it" GM generally only works long-term amongst established and fairly lax game groups...you know, "buddies?"), it takes time and effort to become a Mentat in ANY game system (another reason why GMs become so "brand loyal" to genre-crossing systems: Tri-Stat, D20, even Palladium). Time and effort that not everyone is willing to spend. Which leads to games sitting on shop shelves gathering dust until they get picked up by someone who just lets it sit and gather dust on their own book shelf.

That doesn't grow the industry.

The OTHER thing is this: do we want to encourage ourselves to become human computers...players or GMs? Because the more extensive game systems practically require this. Just saw a copy of 6th edition Champions on the shelf today and it was every bit the weighty tome that 4th edition was. If everything is covered by the rules, how much room does that leave for imagination? 'Cause imagination...and freedom of action in an imaginary world...are the things offered by RPGs that are NOT offered by static video games (even video games with on-going supplemental material...like World of Warcraft).

As I embark on my new 64 page space opera game, this is something I'm keeping in mind. I want the rules easy enough to manage that they don't require the Mentat mind to play them. I want them to be a game ANYone can pick up and play, easily, and with plenty of room for growth and imaginative input.

Friday, August 7, 2009

In Praise of the Purple Worm



To me, the purple worm is an iconic piece of Dungeons and Dragons. Hell, I don't even associate dragons as closely with D&D as I do the awe-inspiring purple worm.

I have no idea of the fever dream imagination from whence this violet monstrosity sprang. I'd love to know if it's based on some particular fiction. But as far as I know, it has appeared in every edition of Dungeons and Dragons (heck, it was even in the cartoon!), and for the most part it's been unchanged throughout.

[I say, "as far as I know" because I haven't bothered to purchase/read the 4th edition monster manual]

Let's see:

From Dungeons & Dragons, Volume 2 (Monsters & Treasures), 1974:
No. Appearing 1-4(!), AC 6, HD 15

From AD&D Monster Manual, 1977:
No. Appearing 1-2, AC 6, HD 15

From Cook/Marsh Dungeons & Dragons Expert Set, 1981:
No. Appearing 1-2/1-4, AC 6, HD 15

From Dungeons & Dragons Monster Manual (Core Rulebook III), 2000:
HD 16, Skills: Climb +24

[really, who gives a rat's ass what a purple worm's climb skill is? Only D20!]

Mentzer's purple worm is exactly the same as the Cook/Marsh version, and I'm pretty sure the 2nd edition Monster Manual is a duplicate of the 1st edition version. The SRD 3.5 uses the same statistics for the purple worm as the 3.0 edition...except that it changes Climb skill for Listen +18 and Swim +20 (have I mentioned how retarded D20 is?); oh, it also adds a bunch of feats.

No matter which edition of D&D you are playing the worm always has two attacks: a monstrous bite with the ability to swallow a target whole, and a poisonous stinging tail.  Pre-2000 these all functioned the exact same: a roll 4 better than the to hit roll needed (or on a natural 20 regardless) always swallowed a target whole (even in OD&D!), and the tail has always been save or die. 

[D20, of course, does away with the save or die, instead sapping Strength, and adds a complicated grappling sub-system for handling the worm's swallow attack]

This is a vicious, vicious monster...which of course makes it one of my all-time favorites. A 15HD monster in B/X hits AC 0 on a 9+. Even if your bad-ass fighter is wearing +3 plate and shield, you're going down the gullet 20% of the time.  And trying to maneuver for a flank attack simply puts you in danger of that save or die stinger...the true bane of the back-stabbing thief is the creature with a rear attack.

Basically the thing is a cross between a Dune sandworm and a giant scorpion...can you imagine harnessing these things (1D4!!!) for your own use! Think about the climax to David Lynch's film version of the Herbert book.  Then make the monsters purple.  

Tremble all you mortal men for behold thy Doom is nigh...

As a kid, I always tried to incorporate a purple worm into any dungeon adventure I created.  They represent the original tactical nightmare monster, as far as I'm concerned.  I'm hard-pressed to remember any parties being victorious against them, but I certainly remember PCs dying. More than once a piercing sting attack would lance through the body of some lightly clad wizard or thief. More than one stout dwarf or stalwart fighter would disappear through the beast's gaping maws to face a rather less than heroic fate in the bowels of the worm.

Hey...at least I never put more than one in the adventure. 1D4?!

Of course, I can't think of a single TSR module from the old days that included purple worms (either singly or in groups). I'm sure I must just be forgetful. Surely they're not so deadly they wouldn't be a featured monster in one of the classic adventures of yesteryear?

X1: The Isle of Dread has a green dragon and several huge dinos, but no purple worm (not even as a random encounter). There isn't one in any of the S modules, I don't remember any in the A modules (which I no longer, possess...long story), and they're too tough for beginner or intermediate modules.

Oh, wait: I5: the Lost Tomb of Martek. How could I forget that one (it's around #12 or 13 on my list of all time favorite modules). Not only does it have purple worms on its random encounter tables, it has a terrific illustration of one on the cover. Purple worms in the desert?  Didn't I mention Dune before?

[as a side note, does anyone know who's the artist for this illo? Part of the problem with these old modules is they don't list enough people in the credits. I don't think Tracy Hickman did all the illustrations and maps himself, but the Q... signature is not one with which I'm familiar]

Anyway...

I love the purple worm. If I was starting this blog today, I'd seriously consider calling it Lair of the Purple Worm or similar...just as I find Blackrazor symbolic of the soul sucking (i.e. time consuming) power of the RPG, the insatiable appetite and dark esophagus of the purple worm can mimic the analogy. If I ever do a Top Ten list of "Favorite D&D Monsters" you can be sure that the purple worm will be included.  If somehow I forget...well, may I hope to have my next PC swallowed alive while writhing from the virulent poison of the violet beasty!

Till later...Prost!