Showing posts with label hex. Show all posts
Showing posts with label hex. Show all posts

Saturday, July 31, 2021

"Everyone Has A Gimmick"

This is a bit of a "throwaway post," but I feel like I've got to get something down on Ye Old Blog, and I've just had a hard time writing anything lately. Oh, I've started a couple-three things...I've got a post titled "Time Warp," one called "Down Rabbit Holes," and a third called something like "World Without End." Oh yeah...something-something about encumbrance. But I really don't have the mental brain sweat at the moment to address all these potentially O-So-Profound subjects with the requisite gravitas they so richly deserve. 

So F it.

Instead, I'm going to hearken back to someone else's blog post of yesteryear, specifically this little doozie from Necropraxis called Only Ten from back in 2012. For some reason I've had this old post open on some random tab of my laptop for I-don't-know-how-long and I don't even remember why I was looking at it (let alone what I was thinking saving it). Maybe it came up when I was doing some search for Warhammer Fantasy Role-Play? I don't know...really I don't.

Anyway, for the disinterested, the gist of Necro's subject was the following question: if you could only keep 10 printed RPG books, which would make the cut?  Now I'm not sure about my lovely readers, but I happen to be a middle-aged dude who's been playing (and collecting) RPG material for close to 40 years, and while much of it has been sold, lost, or stolen over the years, I still hang on to a substantial amount of printed material. Enough to fill a bookshelf and a half plus a cupboard, and (perhaps) a large plastic crate or two.  And that's just the printed material. That's a LOT of books to pare down to just 10...and a particularly tall order for a packrat like myself.

Still, while I'm glad I don't actually have to burn the bulk of my library, it's an interesting thought exercise. And it's one I went through in my head earlier today: just what would I keep? Strangely enough, B/X didn't make the cut (due partly to me having memorized most of it, and partly having purchased PDFs from DriveThru...when I absolutely have to look something up these days, B/X is quite searchable on the ol' laptop). Mainly I was thinking of games that would allow me to play (or recreate) multiple genres of fantasy, interesting systems, or thoughtful design. Here's  my list at the moment (in no particular order of priority):
  1. AD&D Dungeon Masters Guide
  2. AD&D Players Handbook
  3. AD&D Monster Manual
  4. Heroes Unlimited
  5. Maelstrom
  6. Warhammer 40,000 Rogue Trader
  7. Sorcerer
  8. Vampire the Masquerade (1st edition)
  9. Hollow Earth Expedition
I can't really bring myself to choose a 10th book...there are a few that could make the cut. The Fiend Folio, of course (and almost certainly would be). Deities & Demigods (the original) makes a strong case if only for its official ability score tables up to 25 and discussions on clerics, worship, and divine ascension. Beyond the Supernatural, Rifts, Gamma World, Deadlands could all go in there...even Ars Magica (1e), Orkworld, ElfQuest, or Over the Edge. And I hardly need not be mentioned how much I love both Ken St. Andre's Stormbringer (1e) and Marc Miller's Classic Traveller (I have the core book compilation from GDW)...that last one (Traveller) might even be able to edge out HEX in the #9 spot. 

Ugh...I completely forgot Twilight 2000. But it's box set technically consists of multiple books. If the original system had a single hardcover, it would leapfrog several of the "possibles" for the #10 slot. It just has a wonderful system for near-future post-apocalyptic games. 

The thing is, MANY of the games I own would be simple enough to recreate, and many could stand a rewrite using a different, more convenient system. Such was definitely the case with Shadowrun (my B/X style knockoff Cry Dark Future is a testament to that). Beyond the Supernatural or Gamma World could both be remade quite easily using B/X (see Mutant Future for an example of the latter). I've run great Top Secret games using the Story Engine system (first published with the Maelstrom RPG)...it can easily be used for other genres asking for "rules-light-story-heavy" mechanics. Of course, OD&D is easy enough to make out of AD&D...if one wanted...

Some may find it curious that 40K makes the list when it's not really an RPG. What can I say other than it provides exactly the kind of science fiction I want...one day, far in the future, I'll completely rewrite both it and HEX (Hollow Earth Expedition) using a different system from what they've been given. But I find their books to be incredibly imaginative and inspirational, as is. Nice art, too.

Folks might note there are no "supplements" making my list. I generally can write my own supplemental material (that's kind of what I do). That being said, I love Ron Edwards's Sorcerer supplements, especially Sorcerer & Sword. Unfortunately, Sorcerer makes the list because of its elegant design principles (and diabolic themes) more than because it's a game I play a lot (I don't). It's an inspirational reference, especially for its narrative sensibilities, and I like it better than other story driven games like Fiasco, Polaris, and Capes.

The real odd duck on the list though is (duh) Palladium's Heroes Unlimited, an RPG I've written enough of in the past. You'll note the cop out above where I don't pick any single particular edition of the game...there are a plethora of differences between 1e, "revised," and 2e HU, enough so as to really alter game play for the participants. 1e was the best written, but "revised's" tweaks to certain classes are really welcome (including the addition of the magical power set) and I would probably go with that. 2e is just a tad over-the-top...although if you want to include uber-powerful characters (equivalent to Thor or the Hulk) you really need to check out the "mega-hero" option in 2e. It's rather beastly, though nothing one couldn't work out for their own campaign (my buddies' long-running HU campaign in high school created their own "mega-powers" list using only the revised rules...long before the advent of a 2nd edition).

And, yeah, for those who hadn't already guessed, this is all just a rambling preamble to talk about superhero stuff.

As I wrote in my last post, my in-laws have been in town, and were supposed to fly back to Mexico on...mmm, Tuesday? Yeah, Tuesday last. But after our last road trip with them, the kids discovered that abuelo (their grandpa) hadn't watched any of the Marvel movies (The Avengers, etc.) and so decided to embark on an epic marathon of film watching...basically one movie per night for 2+ weeks (in chronological order), culminating in Avengers Endgame the night before they were supposed to leave town. And since it's summer time, and we still have things going on during the days and evenings (and we don't watch movies during dinner) this has meant starting 2-3 hour films around 10pm every night and not getting to bed till near 1am.  Um...yeah. And I still get up around 6:30 to take care of the one beagle I have left.

Consequently, I've been in something of a fugue state with a mind inundated by cinematic superheroics for much of the last month. Makes it a little hard to focus.

[hmm...wonder if that's had anything to do with my lack of a "will to write" lately. Certainly can't help]

Anyway: I am NOT about to start dipping back into designing superhero RPGs (again) as happened last April (wow! A month long tangent that started with this post!)...I've just got too many D&D irons in the fire at the moment (and little enough time for juggling those). But that Necropraxis article made me consider long and hard which hero game I'd bring with me to a desert island and I was, well, a little surprised at my own answer. Despite having written on or about the subject a thousand times in the past.

But in consideration for having the MCU force-shoved into my brain lately...well, sometimes I have to do something to spew the excess waste material from my cranium. Here are my current (as in, today, this morning) thoughts on the subject of superhero role-playing games (SRPGs):
  • an SRPG should be run in real time, as much as possible. Day 1 of the campaign should start on a real world date (even if heroes/villains have been "training" or whatever for years). 
  • an SRPG should be grounded in as much "reality" as possible (no picking up buildings by the corner, or flying faster than the speed of light). Super-technology can make impossible things possible, within reason, but shouldn't be readily accessible/understood by Earth humans (so as not to disrupt what passes for "daily life" in the real world)...at least when starting the campaign. Magic falls under the category of a "super-technology" (with the same stipulations).
  • the campaign world should be set in the real world. Imaginary cities/countries (Metropolis, Atlantis, Wakanda) should be avoided. Extraterrestrial and extradimensional entities are okay, which can explain mythological-type beings (Thor or whatever).
  • the campaign world should be allowed to spin out of control based on the occurrences of the game.
  • all heroes/villains should start as "unknowns" to the general public, i.e. they have no reputation for being "super-anythings" before the start of play. Actions taken by characters will determine public perception.
  • Day 1 marks the first appearance of super individuals in the campaign world
  • an SRPG should be generally "free-wheeling" with logical consequences to follow
  • no weapon fetishes: make and model of firearms and caliber of ammunition should have near zero impact on game play.
  • experience increases effectiveness of characters. Active superpowers (things that turn on-and-off) either increase in scope/impact, or ability of character to use. Experience is gained through play. Time spent not playing will not result in experience.
  • an SRPG is not a comic book. There is no plot immunity for characters.
  • an SRPG is not a film. There are no guaranteed happy endings.
  • an SRPG is a game about super (i.e. "greater than human") individuals in a human scale world and those individuals impact on the world. The PCs may become champions of the people or conquerors of the world. 
  • The referee's job is to establish challenges for the PCs. For villainous PCs, these challenges can take the forms of law enforcement, task forces, and heroic super teams. Challenges should be commensurate with the scale of the PCs' abilities. Scale is determined by sphere of operation as mutually decided by the referee and the players.
  • All PCs have a drive that allows them to push beyond the boundaries of ordinary humans.
  • All PCs have a flaw that can be exploited by adversaries.
  • All PCs have enough humanity to allow players (including the referee) to relate to the character. Thus, no artificial beings or alien creatures lacking human emotions, feelings, etc. The game is not about how well a player can portray a plant thing, inhuman monster, or celestial/infernal being. Likewise all PCs must be sentients of at least minimal intelligence for operating on planet Earth (the campaign setting); the game is not a comedy of errors based on an ignorance of cultural norms.
  • There should be at least some randomness in determining a PCs particular "power set;" players are neither allowed, nor expected to come to the table with a fully formed character concept.
*Whew!*  Aaand...that's about it. I've decided that I'm no longer all that interested in forcing players to act cooperatively or assign them to super-powered task forces...I'm not even (particularly) interested in them acting as "heroes." Instead, I'd rather just offer them opportunities...multiple...just as one might with, say, an AD&D campaign setting. Being a planet such as we have, it's not like the PCs couldn't hop a plane and be most anywhere in less than 24 hours, so lot of possibilities for adventures are possible...and "story arcs" have nothing to do with any of it.

It's a little different from how I've thought about SRPGs in the past. 

Friday, September 30, 2011

Objecting to Objectives

Didn’t do any gaming last night, though I was down at the Baranof tipping a drink. My original plan had been to get some writing done. That didn’t happen either, though, as people kept “dropping by.” First my brother and his new buddy, Joel, showed up wanting to play D&D (like I’m a vending machine?!) and conversation devolved into how Google has a pipeline to extraterrestrials and the 'droid phone is reverse engineered alien tech.

Ugh.

More intelligent conversation followed, though, when Tim (head honcho from Gary’s Games) showed up after his pizza party at Razzi’s (it was Tim’s B-day a couple days back). Tim follows my blog and as a fellow game designer, had some thoughts on the whole objectives thang I’ve been talking about lately. While I managed to bring him around to my way of thinking (more or less), we realized that part of the difficulty here is my use of the term “objective.”

So while yesterday’s post made a half-assed stab at what I mean when I use the term, I can see that it’s a problematic one as it gets all jumbled with “goals” and “mission objectives” and such.

The problem is, I can’t just say “I want games to be ABOUT SOMETHING” (which is kind of what I want to say) because all RPGs are “about something.”

Deadlands is about “undead cowboys and weird horror in the Old West.”

Ars Magica is about “a group of magi and their companions in Mythic Europe.”

Vampire the Masquerade is about “vampires hiding and surviving in a darker version of our current reality.”

Traveller (and many other space travel games) is about “dudes in space” with a particular setting (Terran Empire, specific aliens, whatever) built in.

See, all those games are about something. But they provide no BLUEPRINT for how the game gets played. That’s what I meant by “objectives of play.”

Here’s what they DO give you:
  • Interesting character creation (everyone wants to play a neat character, right? Part of the joy of role-playing is the escapism in pretending to be someone else).
  • Interesting systems, what we call rules or mechanics (designers feel the need to distinguish their product from others AND it’s nice to have nifty rules specific to the particular setting).
  • Interesting and/or inspiring premise or setting (dinosaurs in the Hollow Earth! Thousand year old vampires partying at night clubs! Star-travelling inquisitors of an undying god-emperor rooting our demonic heretics threatening the stability of the Imperium!).
And that’s it…aside from a large page count and slick graphics.

That’s not enough.

Nothing in Deadlands (or Hollow Earth Expedition or Vampire or Rifts or whatever) explains why the characters are together doing anything. Nothing explains what they’re supposed to do. Nothing explains to the GM how to facilitate game play. There are suggestions for players to “check with the GM to see if a character concept is acceptable.” There are “adventure ideas” for the GM. But for the most part, all you’ve got is a pick pile of pieces…possibly shiny and newfangled but not assembled…rather than an actual engine for doing anything.

And a pile of pieces may as well be a pile of shit.

Sure (to take the analogy a little further) RPGs may be “some assembly required” but the GOOD games (my judgment call, folks) have INSTRUCTIONS FOR ASSEMBLY.

For example, Moldvay’s Basic set explains how to make a dungeon: think of a scenario, draw a map, add specific challenges and treasures, stock random challenges and treasures (if desired).

Edwards’s Sorcerer explains how to create a story driven scenario using PCs demons and kickers and relationship charts and how to drive the story with bangs.

Weedin’s Horror Rules explains how to write a script (HR’s term for “adventure”) using mood, antagonists, chain of events, and cast of characters, all in a style that mimics classic horror/slasher films. It also explains how to run the game, drive the plot (using actual rule mechanics) and how to adapt different styles of play (ranging from humorous to heroic to PVP) to the game.

These are examples of well-designed games that provide more than just “pieces” for play. They actually provide what could be called “a complete game” unlike the majority of commercial RPGs on the market.

Let’s look at it from a player’s perspective, for a moment:

I find a copy of HEX (Hollow Earth Expedition) at the game shop, and say “Right on! Human adventurers mixing it up with dinosaurs! And it looks a LOT less boring than Cadillacs & Dinosaurs (The Most Boring RPG Ever Written). Let’s pick it up and give it a whirl!”

I purchase the game, read through it drooling at the neat options for character creation, loving the simple even-odd dice mechanics, totally digging the Dinosaur-Nazi-Ancient Atlantean setting. I convince my group to run the game. Everyone digs it and buys a copy (yay! A win for the designer/publisher!)!

We all read it so we know how to play! The players agree not to read the sample adventure scenario so as not to spoil the “surprise.” We bring characters to the first session:

Player Joe creates a total hardcase bootlegger/gangster. Player Christy creates a Laura Croft-esque treasure hunter with an Indiana Jones-like code of ethics. Player Jimmy creates a “mad scientist.” JB, of course, creates a big game hunter hoping to mount a stuffed dino-head on his wall.

The GM says, “Well okay so you’re all on this movie set…” WTF?!
The GM explains that’s the sample scenario: everyone is a part of a movie crew that gets sucked into the Hollow Earth. Nobody in the group wants to play “members of a movie crew.” The example characters are things like “treasure hunter,” “mad scientist,” and “big game hunter.”

Okay, says the GM…scratch that…I’ll think of something that uses your characters.

A week later, the GM is at a loss. I mean, he supposes he can make them all a part of a group testing an experimental digging machine…but why would they be together? The gangster character is looking to exploit opportunities, the BGH wants fame in the form of killing the most dangerous game, the scientist wants to create crazy shit, and the treasure hunter with the heart of gold wants to find fabulous treasures without anyone getting hurt in the process.

The game doesn’t explain this. The game doesn’t provide a blueprint for this. The game suggests that GMs find a way of unifying the group (as with the movie folk scenario) but then doesn’t explain how to reconcile players’ disparate expectations…expectations created by the game’s own character creation section.

In the end, the GM has a couple-three options:

  • Require the players to create new characters that work within the GM’s concept of how the game is going to be played. “You’re all part of a movie set,” or “You’re all Arctic explorers in the Royal Military qualified for airship duty.”
  • Force the players to give up their own preferred character concepts for ones that “work together.” The mad scientist invented the digging machine, using the gangster’s money. The gangster hopes to exploit the resources of the Hollow Earth. The other players have been brought along as “special consultants” (in archaeology and big game, respectively) setting aside their own pre-conceived agendas. This still doesn’t explain how to create an adventure, nor how to keep players cooperative in the face of different goals/motivations…but at least it gives some semblance of “reason” for the characters to be together. So long as no one else joins with a wildly different character concept.
  • Allow players to keep their character concepts, and just hamfist them into the game environment (i.e. who cares why they’re together, let’s just play!). For example, “You’re all refugees who somehow ended up stranded in the Hollow Earth: survive and find your way out!” To which Jimmy says, “but I want to build crazy inventions” and Christy says, “but I want to find lost civilizations.” And the GM says, “Well, right now you’re being chased by a T-Rex backed Nazi platoon…what are you going to do about it?” And next session it will be, “Well, right now there’s an exploding volcano and hostile natives…what are you going to do about it?” Etc. until players get tired of “lip-service protagonism.”

Now, Tim pointed out to me that games like GURPS or Rifts requires a GM to make some stiff choices in order for the game to “work” as in: “Okay, folks this is the game, this is what it will be addressing, this is the type of characters allowed, this is what’s not allowed, this is what the adventure is about.” Fine; dandy. But then:

A) Make it explicit in the rules that this is necessary for running the game (‘cause it is).
B) Make it explicit in the rules that the players are only empowered in so much as they are allowed empowerment by the GM. In other words, there ain’t nothing “wide open” or “endless possibility” about the game, except so much as it applies to the GM’s preference.
For me, as a PLAYER, this is a turn-off. At least in D&D, I get a say in my own character concept (I can play a fighter with a 9 strength and an irascible attitude if I damn well please), within the framework of the game. Being told, “well, you can’t be a Ventrue elder or a bloodbound Tremere because all the PCs are going to be young anarchists of the 12th generation” is sucky. That ain’t what I signed up for.

That’s just the player perspective though. From a GM perspective these games are just as much a headache…but I’ll get to that in another post.
; )

Sunday, January 31, 2010

Adventure, Exploration, and Action

I love adventure and exploration fiction.

Which is probably not all that surprising since anyone who plays RPGs are drawn to the much the same kind of escapist fantasy (pulp or otherwise) as that to which I'm drawn.

But can simple exploration work in an RPG?

What got me thinking about this? Well Raggi's most recent post over at LotFP, for one thing. The fact that my wife and I spent several hours watching 17 straight episodes of Lost's most recent season yesterday for a second.

[yes, it should come as no surprise I'm a big fan of this show...I'd seen every episode previously, but it's been so damn long, I figured I'd better "refresh" before the final season started airing on Tuesday. Yeah, I have my own theories regarding the show, including the Jacob conflict (feels pretty obvious to me this is the Old Testament Jacob-Esau showdown and Richard is a Roman Legionnaire or an incarnation of the god Anubis, but hey I'm sure we'll all find out this season, right?]

I'm drawn to this particular genre of "weird adventure" like a moth to a flame...it's part of the reason I enjoy Jules Verne and other types of mystery-solving-through-movement.

Now Lost may not be a fantastic example of this due to the prevalence of action/violence, but let's look at Disney's Atlantis: the Lost Empire, a film I absolutely loved. Here, the main character has not a single action/violent bone in his body, and while there IS a fight sequence at the end of the film, it feels very secondary compared to the rest of the movie. At least to me. The fun is not in the action sequences so much as uncovering the weirdness and exploring this subterranean/underwater kingdom.

Of course, Atlantis didn't do very well at the box office, so maybe I'm different from some folks.

I'm not a huge action fan...yes, I did go see Ninja Assassin, but I've seen only a single Steven Seagal film and precious view of the usual trite "action" flicks. Most straight action films bore the shit out of me. But then I love a movie like Raiders of the Lost Ark. Is this because Indiana Jones is a "thinking man's action hero?" No. Is it because the action is so well choreographed by the film makers. Not really...I mean the couple gun fights or fist fights that occur are interesting in context, but there are few close-ups of the action...and much of the time Harry Ford is getting the crap kicked out of him.

I think that besides the compelling story of the film, there is something about this character's exploration of far off lands and ancient mysteries that is downright compelling to watch. Certainly in Lost, I am as much interested in figuring out "what's going on" as in seeing "what's going to happen next." Hell, that's the same thing that is so compelling (to me) about Lovecraft's stories. Precious little action, but they certainly pique the curiosity to "find out more."

This is very different from the post-apocalyptic fiction I've been blogging about the last week or so. In PA, no one really cares about "what's going on" only about "what happens next." After all, the past has this huge demarcation line called The Cataclysm or The Apocalypse, and it's a line no one can really cross...or cares to cross. That grim struggle for survival and community re-building is too all important to worry about. I'm reading Dies the Fire (about halfway through) and no one's too worried what Alien Space Bats are responsible for the Change...just how to deal with it. Same with the dragons in Reign of Fire or who-fired-first in The Day After. I haven't yet seen The Road, but my understanding is no one even bothers to explain what cataclysmic disaster has wrecked the world.

But in non-post-holocaust exploration fiction, what happens next isn't nearly as interesting as what happened before or what's going on...in fact "what happens next" is often a piece of the puzzle being unraveled...some part of the mystery being solved, the secret being revealed. Combat, if it occurs, is generally secondary to everything else, and most often a resolution to an adventure cannot be met through violence alone.

Look at the climactic scenes of any Indiana Jones film...or Mysterious Island, 20,000 Leagues Under the Sea, and Journey to the Center of the Earth. Or At the Mountains of Madness. Seldom, if ever, does the story end in a melee between the hero and the antagonist (which is the usual ending of most ANY action film). Characters can have adventures withOUT getting blood on their hands. Certainly I feel that my own travels around the world have been "mini-adventures" and I've never once got into a fight anywhere!

D&D is not set up to be this kind of game, and that's fine with me...I don't see it as doing "exploration adventure" so much. Hollow Earth Expedition on the other hand COULD be this kind of game, but it's a little too action-pulp oriented (in addition to being a bit mechanical-clunk heavy), a little too Doc Savage to be "action-free." Or rather, one could use it in such a way but it's not economically designed for this type of game...it's designed to shoot dinosaurs and beat up nazis.

The original question...can simple exploration-adventure work in an RPG...remains. I think it can, but it's not for everyone. I'm not sure how you can make it a game "worth playing," not because people don't like exploration and unraveling mysteries (they do), but because people like to get this "fix" through different mediums...cinema, literature, real travel and research. Can one make a "game" that embraces this genre and interests people in playing it? Maybe...call it a Traveller game that doesn't take place in space.
; )