Showing posts with label Role Playing Games. Show all posts
Showing posts with label Role Playing Games. Show all posts

Tuesday, June 02, 2020

Warning: Homebrew Is Dangerous

"Gamemasters should not homebrew their RPGs. Ever. The dark fact is, it can be dangerous, both to the GM, and their players. Homebrewing is something that has to be done with extreme caution. It's really super hard. Even absolute Einsteins get blown out of the water by it. Frankly, most GMs should just avoid it or they could get hurt. Seriously. It'll put you in the hospital. I lost a leg during a homebrew in 2005. Look at this stump. And I know how to roll d20's! These days, I tell my friends - just don't do it. Stick with pre-fab rules systems and campaign worlds by reputable companies. Don't take stupid chances. Just say "Hell No" to homebrews. Otherwise you will regret it. They're just too damn - "
  • Pat Mordier, Dec 21, 2018

A recent interview with VB-Wyrde, et al, on Coast to Coast

Coast To Coast - Episode: 38 - The dangerous world of Hombrew RPGs


Thursday, December 13, 2018

Elthos RPG - The World's Ultimate Fantasy Heart-Breaker

Someone on G+ recently mentioned that they encountered Elthos a while back and thought it is "the world's ultimate Fantasy Heart-breaker".  While not entirely surprising, given the very long haul this project has taken, I nevertheless find it amusing.  I have to wonder if it's true.  After all... it could be.  Perhaps I can take pride in that somehow?  After all, being the "ultimate" anything is distinctive.  Hmmm...

As to whether or not it happens to be true... How would I know? I'm just the poor shlub who's been tinkering away this for the past 40 years.  And I'm pretty sure I will continue to tool away at it, quite happily, for the next 40 years.  More if I can manage it. Elthos is my art form, and as such, it's something I work on because I enjoy it.

As you may know, the Mythos Machine is a major piece of the Elthos Project.  Aside from the simple enjoyment I get from tinkering with the code, I tool away at it because I would like to fulfill my vision ... The main driver in this regard is my own sense of satisfaction in knowing I thought up something that seemed useful for the world of RPGs, and then went ahead and persevered with it until I achieved it. I'm a pretty stubborn person, and this kind of project seems suitable for my temperament. I started the project in 1978 with the creation of my homebrew Elthos RPG Rules, and in 1994 I conceived of a computer application to help me crunch the numbers for game prep and so taught myself databasing and programming.  Between then and now I've been chipping away at this concept in my off hours as my Once and Great Hobby Project.

By 2000 I had a Visual Basic 6 application that does a LOT of very cool stuff related to world building and character management.  I mean a LOT of wonderful features are packed into that program.  Even more than the Mythos Machine web application does, actually. For example, it has a map painter utility that integrates the combat rules so you can run the entire game pushing characters around on the map and combating them, taking into account weapons and armors, magic, movement, terrain, and every rule I use to run my games. It's pretty damn slick, if I do say so myself.  But as it was a Microsoft VB6 project, it has fundamental flaws and I was concerned about being able to support it if I sent it out into the wild.  So I decided to shelve it, and work on a web application instead, largely because it would have a much easier support model.  It also gave me a chance to start over from scratch with the code base.  That's the Mythos Machine.  I began that in 2006.  Now, 12 years later, I think it's ready for public consumption. It doesn't handle everything the VB application does, but handles most of it.  I will add the other pieces as time, resources and interest dictate.

I should admit that my expectation is not to sweep the RPG market and become rich on the back of Elthos RPG, though. To think that is even possible would be blatantly absurd, of course.  Even if it were hugely, enormously, outrageously successful, we're really talking about a tiny niche hobby, out of which I am trying to provide something of interest to an even tinier subset of GMs who happen to want to create their own Worlds (and would like comprehensive computer support with building and running their game Worlds, but that's a different kettle of fish, in relation to Elthos RPG, which I'm talking about in terms of it's success as a stand alone RPG).  Planning on becoming rich on that prospect would be akin to depending on winning lotto as a career plan. And if that were my goal, then yeah, I'd say I'd be likely to end up in Fantasy Heart-Breaker territory.  But that's not my expectation, so on that level I don't think this outcome is likely. Financial success would be nice, but is hardly necessary. That said, of course I would like people to take a look at what I've created because I honestly think it's worthwhile. But for my own sanity, I don't want to depend on that result, either.  I want to enjoy it for what it is, and leave the rest to fate, or destiny, or luck, or the Tao, or The Gods, or whatever.
“If you realize that all things change, there is nothing you will try to hold on to. If you are not afraid of dying, there is nothing you cannot achieve.”
― Lao Tzu, Tao Te Ching

But as far as money is concerned, I derived my entire programming career from this project, having taught myself programming so in order to work on it starting in 1994. I make a very decent living as a programmer/analyst, so I have to include that in my calculations as to how much money Elthos made for me.  Fact is, if it weren't for Elthos, I wouldn't ever have become a programmer ... this plus the fact that I've had a fabulous time Gamemastering Elthos and tinkering away at the Mythos Machine over the years... even without it being successful in the market, I think  I'm already way ahead. And I never borrowed money for the project so I don't owe anyone anything. It is very cheap to run, and I can keep it online at very little cost.  So, I'm not in a rush to make money on this thing.  I just want it to be done with as much excellence as I can put into it.

As I look at it, I've managed to successfully create something pretty awesome while avoiding all of the usual tricks, traps & "Imperial Entanglements" associated with Capitalist System.  Because of that I completely own Elthos. and so I am at perfect liberty to do with it whatever I want. And it does a great job for me. I use it to run my own games, and my friends have had a myriad hours of fun romping around Elthos killing monsters, taking their stuff, and saving (er, sometimes destroying) the world.  And that makes me happy, too.

What would be especially cool, though, is to find in the end that I added something to the world of RPGs that was not just some transient wisp of an idea, but something that really helps lift the hobby, overall, and in the long run. I think Mythos Machine as an innovative piece of RPG software has a shot at that. But that is not my goal for the projec,t either.  It would be a lovely if all goes well, but it's not the reason I work on it, either.  Again, I'd be crazy to assume that my work will be influential in the world of RPGs as there's waaaaaay too many brilliant people contributing far more popular ideas to the hobby than I am.  But still, I don't know too many who have stuck to creating RPG game prep software for their systems quite as doggedly as I have... so there's a chance that 'ere the end Elthos and the Mythos Machine will prove of some value to Gamemasters creating their own Worlds.  In this I do stand some chance of winding up in the Fantasy Heart-Breaker zone, but again, I'm not convinced of that either.  After all, even if no one uses it... I use it.  And to very good effect for my games.  So at the very least, I constructed a software system that helps me run my games.  I think that's pretty kickass, so I don't think I will wind up heartbroken if people don't wind up finding out about it.  Maybe that will turn out to be a cool thing in its own right... the only person in the world who uses a specific software application to run his world?  I don't know ... somehow I see kudos there.

But yeah, of course I hope Gamemasters will look into Elthos and find out how it and the Mythos Machine may be useful to them. And yes, I hope people support it so that I can keep improving it. Why not?

But, what I'm actually shooting for is something just as ridiculously improbable as financial success... probably more so...  I want to help encourage and foster human creativity.  I feel like we are living in a time where creativity and imagination are under direct assault by The Powers That Be.  Free thought is at a low ebb and there's way too many people who are all too willing to give up their own ideas and creative powers to those who claim to be the true arbiters of creative value.  I want to resist that because I think it's rubbish, and the Elthos Project is my way of doing that for myself, and a tool I want to offer others to help them do the same.  The Elthos Mission is all about exercising your own imagination. I know, I know ... you can stop laughing now.  I admit, it is an uphill battle.  But fortunately, the RPG community is bursting at the seams with people who already have the spark of creativity.  I just want to fan the flames and help inspire more of it.  Lots more.

Back when I started the project, I wanted to see if I could find a way to use computers to bring people together, rather than drive them apart and isolate them. I think I came up with this idea after seeing a film called Future Shock in the late 70's. I watched the movie and said to myself, "OMG, screw that. We can definitely do better".  In fact, the Elthos Project is kind of a big jab in the eye of the direction the Big Technologists have taken things over the past 50 years. Frankly, I want the world to go the other direction, and I want to try my best to inspire people to embrace their imaginations, and create fantastic, amazing, powerful, and wondrous Worlds of their own because I believe that it is the power of human creativity and imagination that will allow us to escape the Techno-Prison being rapidly constructed all around us. If I can help to inspire people to think for themselves and use their own minds and hearts and creativity then I will consider the Elthos Project a true success, even if it does nothing for my own personal fortunes. And we won't know if I managed to achieve that for a long time to come, actually. I do suspect I've had some modest success already with this, but I will have to leave that to future historians of RPGs to ultimately decide.  If' I'm lucky, my timing is good, and I can bring enough excellence to my work, then I hope to help people see the value of their own ideas... if I can do that I will have achieved my true objective.

Of course, in the end, since I owe no one anything, and have no need for Elthos to be successful, and have enjoyed the hell out of the thing for 40 years now, I'd have to say, it seems to me to be about as far away from a Fantasy Heart-Breaker as it could possibly be.  And even if I don't achieve my self appointed Prime Directive, at least I will have tried my absolute best.  And that's ok with me.  I feel proud of the fact that I worked towards a goal that I feel is worthy of my time and effort.  Whether or not people acknowledge that or find it useful... I can't control that.  So I leave it to destiny to work out.

So while some people may be thinking that Elthos is the ultimate Fantasy Heart-breaker, my opinion is that it is unlikely, and that the jury is still out on this anyway.  As far as I'm concerned it hasn't been anything other than a wonderful and wondrous hobby project for me all these years, and that I don't feel heart-broken about it. Nor do I think I am likely to, regardless of how things pan out in terms of its marketability the years to come.  It's been a great project, and I am having a tremendous amount of fun with it.  I expect to continue to do so ad infinitum.

Anyway, I just wanted to explain my viewpoint on that because someone recently mentioned that they had that idea that Elthos is "the world's ultimate Fantasy Heart-Breaker".  I found it amusing... but also I want to mention it was a bit confounding. Just the label itself seems intended to be discouraging.  I don't know who came up with that phrase or why, but what's wrong with people trying to put their projects out there in the public domain?  So what if they are not financially successful?  As long as they don't have freaky expectations of getting rich off of RPGs they should be safe from the dread doom of Fantasy Heart-Break.  I feel like I want to reject that label.  I don't like it.  I strikes me as a bit of a cruel thing to say about anyone's project, whether it is successful or not.

But who knows... it may turn out to be true in the end. Maybe I'm just fooling myself, and the work I'm putting into this project will be ignored by the community, it will have no success in the market, and I will eventually find myself heartbroken because of that.  Still though, I won't know that for a good long time, I suppose by then there's a good chance I'll be senile enough to really be enjoying myself in the World of Elthos!  Haha.  And in the meantime, I'm having fun and expect to continue doing so for a good long time.

I do hope you will take the time to look at Elthos RPG and the Mythos Machine. and decide for yourself if it is worthwhile, and potentially useful to you.  Enjoy.  :)


:)

Monday, October 12, 2015

Why Fantasy?

A response to this post ... Why Fantasy at Advanced Gaming Theory Blog

To go one step further ... we long to maintain our individuality in an age of conformity. Group-Think has left everyone trapped in a creativity neutralizing zone and we're sick of it. RPGs give us a chance to escape ... to enter the world of fantasy where we can be individuals - heroes ... if nowhere else than in our own minds. And one has to wonder ... how can we find meaning, creativity, individuality and heroism in the real world as well. I think we can learn a great deal from our RPG Fantasy experiences ... but we must apply those lessons, or they simply get lost in the miasma. I'm of the opinion that we are best off when we abandon the Group-Think, the mind-cage, and stretch our imaginations and soar on the wings of our inspiration ... as long as we don't simply stop there in the realm of fantasy ... but take the lessons learned there and carry forward and beyond into the world of reality. We need to make meaning in our lives. Fantasy has, in fact, always helped humanity to do that. RPGs are simply the latest and greatest form of the art.

(Note: my reply comment on the original poster's blog got wiped out by some glitch or other, which was highly annoying. The only thing I could salvage from a much longer (and possibly more interesting) comment is what I have above. Sometimes the Internet is just plain infuriating. /rant)

Thursday, May 28, 2015

Some Thoughts on the Indie RPG Industry

Over the past few days a few of us have been discussing the pros and cons, and ups and downs, bright sides and dark sides of the Indie RPG Book Publishing industry. You can find the full conversation here: Original Thread on G+. What follows is my summary and the conclusions that I've drawn thus far. I'd be curious to hear what you think.

...

At the end of the day what really matters? That's the question. I think a lot of people who read this thread might come away with the feeling that I'm pretty gloom and doom about the Indie RPG Book Publishing industry. And that's a fair take on it, frankly. As an industry I think it's really problematic. In summery there are two reasons for that.

1) There is already a massive glut in the market of RPG Books, and most of those are minor innovations on previously existing systems.

2) The glut has produced a downward spiral in terms of pricing, and this has a deleterious effect on everyone in the industry, not just the people who are pricing at zero or Pay-What-You-Want. The fact that this option has become so prevalent that DriveThruRPG has created a special button for it suggests that the state of the industry is such that negligible price points have become the prevailing expectation for Indie Games. And what this does is make the entire effort (and it is massive) to produce an Indie RPG completely worthless monetarily speaking. And in fact, most Indie Publishers who have been through the ringer will tell you - don't expect to quit your day job doing this. There's 1500 RPG titles out on DriveThruRPG now, and that number is growing by about 10 a month. You are far more likely to lose money at this than make money.

So where is the bright spot in all of this? Actually, I see several.

1) The drive towards negligible price points will weed out those who are in this for the wrong reasons. If you are in this for money, you will be disappointed and probably not do it again.

2) Those who are in this for the love of the art will still proceed to produce wonderful RPGs because it is easier now than ever before, and that's cool.

3) Since it's hard to imagine completely original rules systems for RPGs given the plethora of systems out there we can probably be satisfied to know that most likely if we have a vision of a way to run an RPG that works best for us, there are probably rules out there that do it that way (or close enough for us to reasonably easily house rule), and so we don't have to invent new wheels. There's lots and lots of wheels rolling around.

The upshot for Indie RPG Rules Book Publishers is this ... you will probably lose money at it, but if you don't care about that, and are doing this for the love of the art, then you will likely be satisfied in the end. You will learn a lot, hone your own game down to a fine system through play testing up the wazzu, you create enthusiasm for your efforts among your friends and acquaintances, you wind up with a really spiffy rules book that looks fabulous and you're genuinely proud of, and you'll have shared it out the world and maybe there will be 200 people out there who downloaded it, and 20 of those who actually paid for it, and of that maybe you'll get 5 or 10 people who play your rules system, enjoy it, and write to you about it saying Thanks, and offering their viewpoint on it. Which is actually pretty awesome.

Maybe all of that will cost you a lot of time and some money (to get the artwork and layout and stuff). But hobbies always cost people money. That's normal and who cares?

The only people likely to come away disappointed are those who are in this to try and make a career out of publishing their Indie Rules Books. That is unlikely to happen at this point, and for those people the effort, time and cost will not be compensated for by a few people saying "that's cool, thanks."

But for the RPG Artistes who simply enjoy the process of honing and working on creating a quality game for themselves and a few friends and handful of strangers, and don't mind spending some money on it, it's a wonderful time indeed to be alive. Never before have we had such a fantastic opportunity to create high quality work at such a low cost. We should revel in it.

But for Pete's sake... don't expect to quit your day job.

At least for now. My final note on this (probably not final, come to think of it) is this ... I believe the future of RPGs as a form of entertainment in the 21st Century is bright. There will come GM assistance tools, and all kinds of amazing technologies that will make GMing easier... and potentially profitable. And though creating new Rules Systems may not be a promising area of endeavor as there is already a glut of those, the area of promise is in creating settings and honing one's skills as a GM to play those settings with fantastic creativity and style. And if I don't miss my guess in the coming years we will find out that _that_ is where the money is.

So keep the faith, and don't be discouraged if your Rules Books don't top the charts and you can't quit your day job on it... keep honing your creative skills. You'll have a great time doing so, your players will appreciate it, and who knows? Maybe there will be in fact a market for you to enter once the industry catches up with technologies that make it possible for you to do GameMastering Professionally. Just a hunch. ;)

Tuesday, July 15, 2014

Some Rumminations On the Never Ending Revisions of D&D

I have been following this thread on Google+: Original Post ... One of the later comments by Vincent Florio caught my eye:
"The newer the editions AKA "the more crap they pile into the books, and the less imagination is needed.. its all presented for you... no need to think. If its not written, it can't happen." Editions."
Which got me thinking ...

This trend started, I suppose, with AD&D, and continued at pace with a steady stream of new editions, total rewrites, and world-crushing changes every few years.

But for Pete's sake - Why?  Because, I suppose, that was TSRs business model, and WotC/Hasbro have simply kept the thing going in the original and most obvious direction. Nothing new under the sun here. If your business model is "we sell rules books for a game" then you're going to have to update, change, re-write, and new-ify your rules every so often, or you will go out of business. So every few years you're going to have to tacitly admit "The old rules from last version totally suck! But our NEW Rules are teh Awesome!" Over and over again. Of course.  It's obvious.

D&D rules went from a relatively light weight game with three small (but highly magical) booklets, to a heavy weight game with many books, tons of rules and tons of (needless) complexity. They then realized how sucky all that was and came up with the next edition, which promised to be much better, except it wasn't. It just was sucky in different ways. Why? Because it's too complicated. So the next edition had to be produced. This one also sucked, but in totally different ways than the previous two. Each time it seems they fixed some things, and broke other things. And each version, of course, has some people who learned that Edition first, and so for them it's "home", and they like it. And that's a good thing. It's kept the hobby alive. And I'm glad for that. It's a fun hobby and I think it's fabulous. I like it to thrive. So don't get me wrong - though I'm complaining about it, I also am glad it happened. 

This was not the only possible business model for TSR/WotC/Hasbro, by the way... but it's the one they chose, and the one everyone lives with.  My beef with it is that it could have been better than this.

On the positive side had they chosen a more efficient business model there may not have been room for the Godzillions of Indie RPGs coming out all the time. There might not have been a need for them.  So that's another good thing that came out of the mess.

Ah? What would the alternative business model have looked like? Ok. I think I have an idea... It could have focused first and foremost on working out an actual rules system that is clean, elegant, flexible, modular and efficient.  Step 2 would have been to produce modules that could be plugged into anyone's world, free of timelines, and any kind of backstory roots so that each GM could use the module for it's ideas and characters, and flexibly modify it's backstory to fit into their own world. But of course, I don't think they considered it. Meanwhile, the modules market died off quite some time ago.  It seemed robust at first, but then for some reason people stopped buying D&D Modules.  I'm not quite sure why, but I asked around, and the answers I got went something like "I couldn't easily figure out how to fit it into my World... so I started making my own adventures and that worked fine for me after I got the hang of it."   Hmmm... interesting.  Does that mean there's no market for Modules?  I suspect there is a market for them.  If they are done right.  That's just a hunch, though, and I'm far from certain about that.  I might experiment around with the idea and see if there's anything to my theory.

Anyway, I think that this was Gary Gygax's vision for the future of RPGs but I suspect it got derailed by the business forces that assumed control of TSR and kicked him off the board. So after that they didn't quite run the thing into the ground, but more like they ran it into the misty fens and it's been slowly grinding away there ever since.  Revision after revision of something-fixed-something-broke.  Or something like that. That's my take on it, anyway. Frankly, I never really got that into the various Editions of D&D because I had taken a different Gamesmastering path from the outset.

Homebrewers from the days of old foresaw all of this and avoided it by following Gygax's advice from the introduction of 'Men & Magic'.
"These rules are as complete as possible within the limitations imposed by the space of three booklets. That is, they cover the major aspects of fantasy campaigns but still remain flexible. As with any other set of miniatures rules they are guidelines to follow in designing your own fantastic-medieval campaign. They provide the framework around which you will build a game of simplicity or tremendous complexity your time and imagination are about the only limiting factors." - Gary Gygax, Men & Magic, p. 1
We interpreted this to mean that we should take the first three D&D books as a template and build our own systems from there.  "Grown your own".  So we did.

I remember discussing the future of RPGs with one of my fellow GMs back in 1978 and we concluded that the TSR business model would inevitably lead to exactly what happened. We shrugged and said "We have our own worlds and our own systems to run them. Tether us not to thy never-ending revisions, oh TSR! We deny thee!" and that was that.  We were staunchly Anti-TSR.  Happily GMing our homebrews ever after.

Naturally, I encourage GMs to do likewise. And it certainly seems that many do. Which is why the Indie RPG scene is so robust, I think. As for the rest - hey, you know what? If you have fun and enjoy it, then you're doing it right. There is no such thing as "BadWrongFun" in my opinion. Just remember, though, if you ever wind up feeling stuck ... there's plenty of alternatives out there.  And Grow Your Own is one of them.  Just go back to Men & Magic, Monsters & Treasure, and Wilderness Adventures and fix the bugs your own way.  The possibilities of a simple and elegant solution to RPG rules are myriad, and probably infinite.   Try it.  You might just find you really enjoy creating your own rules.  I did.  It was fun.  And I'm kinda a fan of what I put together.  It certainly works for me.  And my players have over the years given me plenty of reason to believe that my system works wonders.  So ... I encourage my fellow GMs to try it.  Grow Your Own.  It's great.

As for Vincent's point, I agree... it certainly does seem that they are progressively removing the need for people to use their own imagination, and attempting to provide us with a system that allows us not to have to think.   It's a failed proposition, of course, and counter to all that is good about RPGs, but that almost seems besides the point.  It fits their business model, which now has advanced to a new level of retardation.  Not only is it imperative that they change the rules, but they seem to also have  concluded that they must dummy down the rules in order to expand their customer base outward to those who have no imagination to begin with.  What we might call "The Ignorant Masses".  I suspect that WotC has decided that those people absolutely need a rules system to tell them exactly what to do, how to do it, what to think, and how to imagine everything.   Of course they haven't gone quite that far, and so there's room for creativity in the game... but there's a trend at work here, and I think Vincent put his finger on the pulse of the thing.   WotC/Hasbro seems to have come to the conclusion that they should be making a pencil and paper tabletop video game, because that will expand their customer base.  LOLRZ.

On the other hand, WotC might not agree that this is what they are doing.  I wouldn't be surprised if the designers of D&D E5 are highly convinced that it really is a great new system that solves the problems of all the previous Editions.   But then again I also wouldn't be surprised if they're not sitting in the back room groaning about the Pointy Haired Boss and how many bone-headed things they were forced to do to keep Upper-Upper-Upper Management happy.   I'd certainly be curious to be a fly on the wall over there at D&D HQ and actually find out what they're really thinking.   But from my point of observation it does seem like things went off the rails long ago, and that's pretty much why.  In the same way that the rules of a game are determinant of how the Players will behave, the business model of a company is determinant of how its products will evolve.   And this business model was just plain BadWrongFun.

Thursday, January 23, 2014

On RPG Systems, Rules and Homebrews

Preface - upon re-reading I have found out a few things about the history of our beloved hobby that I didn't know until quite recently, and happen to have altered some of the views I express in this writing. I expect to continue to do so over time, and so I may edit this with additional notes as new understandings arise.

When I got started with D&D in 1978 we had three little booklets to work off of. 'Men & Magic', 'Monsters & Treasure', and 'Wilderness Adventures'. I still have my copy of those rules. I find in the introduction paragraph our great sage and leader, Gary Gygax included the following note.

"These rules are as complete as possible within the limitations imposed by the space of three booklets. That is, they cover the major aspects of fantasy campaigns but still remain flexible. As with any other set of miniatures rules they are guidelines to follow in designing your own fantastic-medieval campaign. They provide the framework around which you will build a game of simplicity or tremendous complexity your time and imagination are about the only limiting factors."

In that spirit many of us pioneering Gamesmasters in the old days, before AD&D came out, created our own worlds, and our own rules systems. In fact in my town we had a fledgling Gamesmaster's Society and the entry criteria was "Anything but Gygax". We could use the three books as a basis, but every GM was expected to come up with their own version, fixing what we all considered to be fundamental design flaws in the original system. I did likewise, and within a month or two had worked out what I felt was a coherent, and easy to manage, flexible, and elegant solution to what I thought was the most fundamental design flaw of all in original D&D. The flaw was a function, I felt, of the TSR business model. I'll get back to that in a minute.

We had another reason for wanting to create our own rules systems. Early on GMs noticed that some Players had a tendency to want to rules lawyer the games, and second guess the GMs (see note 1 below). So when a monster was sighted, the Rules Lawyer in the group would know all the stats of the thing, and have a good technical idea of how to maximize the party's chances of beating it. I'm not saying that this is a bad thing. But we GMs didn't care for it. We felt it kind of ran against where we wanted to go with the game. Which was toward story, not towards mechanics. We wanted the Players to focus on their Characters personalities, motives, and relationships, not their stats. A lot of people later on said that D&D was not designed for story, it was designed for Gaming. Well, I somewhat beg to differ on that. It was the first attempt towards what I will refer to as Story-Gaming. Before that the closest thing we had was Chainmail, which was a medieval military war game that used miniatures, and had very specific combat rules, and was indeed Gameist in nature. But D&D was a first shot at a more Story oriented game. It definitely is Gamist in that it had rules based loosely off of Chainmail, but it's concept was to merge game and story. At least that's how we all took it in those days. As such I would say that D&D was by design intent a Story-Game based on was Tolkien's 'Lord of the Rings'.

To return to my earlier point, the fundamental design flaw was the TSR business model.  It ran against the grain of the Story-Game orientation of the original intent.  The business model, of course, was to sell rules books.  And to justify those sales the rules, I knew intuitively, would have to become more complex, and continuously change.  This would, of course, cause us GMs to have to alter our Worlds as the rules systems changed.  Magic?  Totally changed.  But if I had a world where famous Characters had used certain mystic powers to defeat an ancient threat, but those mystic powers were no longer in Rules Version 8.3... what would I do?  I'd freak out, that's what.  I wanted from the beginning a continuous long term campaign that wouldn't be vulnerable to the vagaries, flaws and alterations that would inevitably come down from TSR over the years.  I'm sure that other GMs who I knew felt the same way at the time.

And so what we wanted was a simple, flexible rules system that would allow us to play out RPG Stories. We didn't want it to get in the way. We didn't want it to take over and become the primary focus. In fact, to avoid that effect we not only created our own rules, but we often obscured them away from the players. For many years I hid my rules from my Players. I hid their Character's stats from them, too. Instead of giving them a number for their Character's Strength, I would simply say, "He's stronger than average", "She's wiser than the hoot owl", "He's a clumsy oaf, but has the gift of gab", and so on. Guess what? The players absolutely didn't mind. I explained that I wanted the game to focus on story, and they were cool with that.

It wasn't for many years that I finally let my Players in on the rules. I did so because my interests evolved. I wanted to work on certain aspects of the rules system to iron them out, and balance them. To do that I wanted Player feedback. I explained, "I'm going to share the rules with you guys, and I would like to get your feedback on them in relation to combat tactics and game balance." They were totally cool with that, too. And so for the remainder of my GMing time I've been ironing out, simplifying and balancing them, with my Players help. It's been great. I know use a 1d6 system with one central General Resolution Matrix. Actually, the GRM I came up with back in 1978, but the 1d6 system was something I worked out between 2006 and 2013. (Don't rush me, I'm a slow poke).

After AD&D the industry took the expected turn for the worse in terms of rules complexity and what I think could fairly be called Anti-Modularity.  Every system that came out was more complicated than the last, while purporting to fix the flaws of the previous system.  Instead of tweaking towards simplicity the designers chose to revamp towards complexity.  That's ok.  There's a lot of folks who adore one or more of those systems, and don't mind the periodic World-overhaul involved with changing the systems.  For me, though, and GMs of my ilk, it just didn't quite cut it.  I guess it's because we were there in the beginning, saw the original rules and a launching point for our own systems, and went at it with a gusto.  I've seen a myriad of wonderful variations on original D&D.   Many of them were enormously creative adaptations.  I've even co-opted a few of the ideas I found along the way.   You'll find, for example, a certain resemblance between the numerics of my magic system and that of David Kahn's Telthanar.  ;)  Overall, I'm pro-Homebrew.  While I'm not anti-other-systems, I have a definite preference for the local variety of creativity that comes with designing your own RPG rules system.

The upshot is that I'm interested in what other Homebrew style GMs have done over the past 30 years. If you've created and are running a homebrew system, drop a line. I'd love to hear about it!



Notes:
1. According to Men & Magic Introduction p.4 - If you are a Player, the author (Gygax / Arneson) approves and recommends you read the rules in order to gain "great advantage" during the game that might otherwise evade you. "A quick check of some rule or table may bring hidden treasure or save your game 'life'". Hence at the very beginning it seems Gygax encouraged (without so much as realizing it, perhaps) Rules Lawyering and Munchkinism. This in fact has to have been (I think) an outcome of the TSR business model - sell as many rules books as possible, which necessarily (and unnecessarily) spawned many evils. Naturally, Gygax wants to encourage Players to buy the rules as the expectation was that there would be 20 Players for each Referee, and TSR would rely on rules book sales to generate revenue for the company. Wouldn't you encourage Rules Lawyers, too? I'm sure we all would. Unfortunately. On the other hand things could have gone differently, but that's a topic for another blog post.

Thursday, September 08, 2011

What Good Are RPGs, Anyway?

RPGs as Escapism

Life in the new millennium is fraught with stresses produced by a rapidly changing, often shocking, and at times highly dangerous environment. Stress and danger, however, are not new to modernity. The notion that we would want, and perhaps need, a mental escape from life's stress is not new either, as many have postulated the same through the ages, and pretty much most forms of entertainment are to varying degrees forms of escapism. Added relatively recently to the catalogue of forms of entertainment known to man was the Role Playing Game.  A wonderful invention, indeed.   And clearly, RPGs serve the need for escapism, and this may even be its primary and most useful function.

However, if the RPG is merely a form of escapism then it could be argued that it is no better than doing drugs, rendering one impotent in the real world in proportion to the level of escape achieved. Escapism could be a more than a mere vacation from harsh reality - it could become an unhealthy, and ultimately anti-social, civilization-diminishing addiction. One might even argue that people who spend their time escaping reality will not help to resolve the problems of the real world, and therefore it not only provides no benefit to or enhancement of civilization, but is completely counter productive. Of course, to make that argument is to argue against all forms of escapist entertainment, of which RPGs are merely one.

If escapism is all that they really amount to then it casts a rather gloomy pall over the whole concept of the RPG and I think I might be persuaded to oppose it on principal. However, I am of the opinion that civilization requires alert, energetic and engaged minds to maintain and advance, and that a certain amount of escapism is actually good for people.  It is also interesting to note what Tolkien once said on this subject. 
"Fantasy is escapist, and that is its glory. If a soldier is imprisioned by the enemy, don't we consider it his duty to escape?. . .If we value the freedom of mind and soul, if we're partisans of liberty, then it's our plain duty to escape, and to take as many people with us as we can!"
S. Lewis was also fond of humorously remarking that "the usual enemies of escape are ... jailers".  I am of the opinion that escapism is actually a healthy and life-enhancing activity, but like everything else, can be taken too far.  So for this purpose RPGs are pretty darn good.   Escape to a Fantasy World for an afternoon, and enjoy adventures that would otherwise be impossible to you.  It's fun.  And, if not taken to an extreme, good for your mind.


RPG: Some Rationals for Justification

It seems to me that there is fundamentally more to RPGs than mere escapism. And for this reason I should like to argue in favor of considering what use RPGs may have for the advancement of individuals and civilization as a whole, and in so doing deflect some of the spurious claims made against RPGs, and attempt to address some of the legitimate concerns which have surfaced.

The principal rationales that come to my mind that could justify the existence and popularity of RPGs are:
  • That it is necessary that some time be spent in mental escape from dull or harsh realities in order to rejuvenate the mind.
  • That it is advisable that some portion of the population that is not able to tackle the actual real issues of the world be offered some means of mental escape least they suffer an incapacitating crisis of stress.
  • That RPGs are not mere escapism but provide a useful function for the advancement of individual mental capabilities, and thereby civilization in general.
Lets consider each of these in turn.

RPG As Mental Spa


To the first point, it is entirely possible that modern stresses and challenges to the psyche are of such intensity that some form of temporary mental escape may be considered a useful mechanism for the rejuvenation of the mind. One might call into question, however, if RPGs are the best mechanism for this effect, as meditation may be much preferred for this purpose. RPGs, after all, can be quite stressful… it is not like watching a field of flowers grow to have your beloved Character threatened to be mashed by the claws of an outraged and hostile red dragon. So if RPGs themselves can produce stress, albeit of a different nature than “real life”, will they really provide a rejuvenating function? This, doubtless, would depend on the nature of the RPG being played in the same way that some movies produce peaceful and happy feelings, while others leave one in a state of noxious anxiety.

However, let us suppose that some RPGs may result in mental rejuvenation. We might think of such RPG games as something like a spa for the mind; a mental workout, which in the end leaves one refreshed and ready to come back and tackle the problems of the real world with renewed vigor. Those seeking mental rejuvenation would naturally gravitate towards such RPG worlds. Which is not to say that all RPG worlds would provide this effect, but that RPGs in general have the potential to do so. If this is the case then a reasonable argument can be made for the potential, if not actual, usefulness of RPGs along these lines.

RPG As Bread & Circus

The second point, that some portion of the population should and must be offered means of mental escape from life's harsh realities is another possible rational. It may be that mass escapism is a requirement of a healthy society. Thus, for those grinding against a harsh reality in such a way as to cause themselves more harm than good, an alternative is available.  RPGs could be seen as a means by which those who can not directly effect the course of affairs of the world may find an escape from the real-world stress, and for them that may be a valuable service. As such, RPGs may be thought of as merely another form of entertainment, like a TV show, or a movie or a novel.

Conversely, one could dispute this by arguing that if everyone did fully participate in the solving of the issues of our time that we could achieve even greater heights of civilization. In this case, escapism, we would argue, would merely be a means by which the masses could be lulled into complacency and denuded of moral and social vigor. The RPG might be considered a form of mental opium, and the argument for its use, like that of the Bread & Circus of Rome, could be construed as a means by which those in power could seek to keep the masses from actively participating in the real world. While this indeed would be deplorable, it would be no more so than any other form of modern entertainment. In fact, were we to accept this argument, we would have to consider the RPG as merely an extension of already existing forms of Bread & Circus in every form of entertainment we have ever had as a civilization.   That seems absurd, and so I think this argument fails the "reasonable people would agree" test.

However, one could imagine Virtual-Reality Massive Online Role-Playing Games (VR-MORG)s of the not too distant future, which may become so “realistic” and graphically addictive that millions play them in order to escape an otherwise dull or grim reality. A world ruled by techno-elites in which the VR-MORG version of RPGs could be used to produce socio-political lethargy in the masses. Perhaps we are already beginning to see this effect in the players of MORGs already present online. The imagination staggers and quails before a vision of millions upon millions of glassy-eyed VR-MORG addicts wearing their Sense-Around Helmets, completely sedated by a virtual fantasy landscape outside of which they are subjected to the humiliation of utter and hopeless defeat in the real world.   The ultimate in divide and conquer.  There was, actually, a Star-Gate episode I saw that posited this exact scenario.

I think we should all glare in horror at this possibility. Yet it is one possibility that must be noted, accounted for, and summarily terminated before it can take root. Nor does it mean that just because such a possiblity exists that we should eliminate RPGs, as some pessemistic far-thinkers might conclude.  Would it not be preferable to seek to find their benefits and encourage them toward better more life-affirming implementations?  By advancing superior alternatives and conceptions, we could prevent the RPG from evolving in the dread direction.  Naturally, it will be up to game designers of the future to determine how to make RPGs life and civilization affirming, rather than the opposite.

RPG As Mind Enhancing Pursuit

Conversely, this brings us to the third point. What positive gain might be had from the RPG, and how might the RPG be used to advance civilization rather than undermine and destroy it? Before I explore that possibility let’s step back for a few moments and review what the RPG is in essence.

I would argue that children who play Cops and Robbers, or Cowboys and Indians (and presumably in the middle ages, Knights and Knaves, and in ancient times Warriors and Savages, etc), are in fact role-playing, without the name, and without the organization that usually attends a modern, formal RPG. The act of pretending to be, and performing with ones childhood playmates like a Cowboy is in and of itself role-playing. What the RPG does, that Cowboys and Indians does not, is assign specific rules to encounters, provides an adjudication method that resolves the actions, and is more complex in that it also calls for, relative to the imaginary play of children, a certain amount of knowledge, organization, and skill.

Furthermore, I would suggest that games, first and foremost, from a broad sociological perspective, are tools for learning. Even in the animal kingdom we see that games constitute an essential learning tool. Cubs play at hunting, and learn from those experiences. Children play at being Cops and Robbers and learn from those experiences. What children learn by playing Cops and Robbers? Physical skills, social interaction skills, moral lessons, tactics, team play, problem solving, and of course, how to use their imaginations. All of which provides substantial benefits to the individuals and society as a whole.  It is perfectly natural, and we as mammals have been doing exactly this kind of role-playing-for-learning for millions of years. 

But moreover, and foremost, games, and RPGs in particular, enhance the imagination, without which it would be impossible to create new innovations and perpetuate the advance of civilization. By immersing players in imaginary settings and providing them with adventurous problems to solve, RPGs can be used as a tool to teach organizational, social, and moral lessons. Or rather, the very act of playing a well constructed RPG would by its nature teach such lessons. Depending on the quality of the RPG it can combine a great number of games into a cohesive and comprehensive fabric.

RPGs As Morality Play

Furthermore, I would say that utilizing the role-playing aspect of RPGs, it is possible to teach various kinds of moral lessons. These kinds of lessons may best be derived from experimentation in different modes of moral behavior, which may not be within the realm of social acceptance, but would nevertheless be very instructive to the player. The most interesting capability of RPGs in this regard is the use of the (often maligned) Alignment System. The Alignment System, for those unfamiliar with the concept, posits two axis of moral reality, the Good vs. Evil Axis crossed by the Law vs. Chaos Axis. In this case, players are challenged to think along various pathways that might not be typical for them, and it gives them a chance to see what kinds of consequences are attributable to various kinds of moral behaviors.  That knowledge can be invaluable in life.  And it can be learned via a game much more safely than through life experience.

For example, a child might attempt to play a Lawful Good character, only to learn that the desire to be Lawful Good is not the same thing as achieving it, and that in fact it requires much more perseverance and determination than they supposed, but still discover that in the end it is worth the effort. Conversely, someone might play a Chaotic Evil character only to discover that in the end crime indeed does not pay. And so forth. What makes these lessons possible in the safe environment of play is the RPG game system with its rules, adjudication and consequences.

In this way RPGs can teach and enhance a wide range of skills related to morality, civics, team spirit, planning, organization, strategy, tactics and creative-innovation. It is also well known that RPGs of various kinds foster the desire to learn realms of knowledge such as history, economics, mathematics, literature, philosophy, theosophy, and linguistics, among many others.

In fact, one could reasonably argue that the RPG has the potential to do this as no other game in history because the RPG is the most advanced form of game thus far created, fusing as it does disciplines and methodologies from many other games into one. In this sense, RPGs may prove to be the ideal medium by which to teach exceedingly valuable and complex organizational, social and moral lessons. To the degree RPGs succeed in this area is the degree to which civilization would be enhanced by their presence.

In the great scheme of things, small effects in large numbers aggregate into great effects in total. Such may well prove to be the case with well crafted RPGs. The advantages gained by their players in terms of advanced life skills and mental acumen could distinctly outweigh all of the former systems of game-learning combined, thereby producing an even more advanced individual and civilization than we can readily imagine today. We should hope that such an outcome would be available to us. My contention is that we would benefit to make the effort in that direction, and show tolerance (within reason) for the lesser examples and initial disasters which are bound to afflict any new artistic medium.

RPG As New Art Form

Of course, as said, all of these benefits would be contingent on the successful creation of high quality RPGs. And one can compare this to what is involved with the creation of great literature. There are many poorly written books, but we would not wish for that reason to do without the classics that are truly great literature.  Some RPGs will be bad, many in fact, and produce less than stellar results, and poor quality games. It is inevitable and unavoidable. Some, few perhaps, crafted by genius, will be truly magnificent, artistic achievements, which in time the world would not wish to do without.

RPGs are an entirely new technique of game play. They are not themselves either good or bad. Beautiful and magnificent edifices can be created, and we should encourage it. Thus, the RPG can be seen as a new form of art.  One that can produce marvelous, elegant worlds opening the mind to vistas of the imagination hitherto unknown and teaching lessons which otherwise would be much more laborious, difficult and potentially dangerous or impossible to acquire. The number of benefits civilization might acrue from well crafted RPGs would be difficult to determine in advance, but I think it is clear that there are potentially many benefits possible.

I prefer to consider RPGs as a new and fascinating form of art and game-play with fantastic possibilities and potentialities, which our civilization has only just begun to comprehend. Games are one of the measures by which civilizations may be judged, along with artwork, architecture, literature and other mediums of communication and expression. As such, the RPG represents an advancement of the concept of Game, and is among the most complex, enriching and fantastic Game inventions to grace civilization to date, and in that sense is one of the great achievements of modern world. I advocate that we use RPGs wisely, and encourage them to proliferate and prosper.  Only in this way will all of their myriad possibilities be explored and the Great Worlds brought into being for the benefit of those who are fortunate enough to experience them, and our civilization as a whole.

Sunday, July 10, 2011

P&P RPGs vs. Computer RPGs

What aspect of Pencil & Paper RPGs is intrinsically superior to Computer RPGs?   One word:  Creativity.

As a Player, I can only do what the computer programmers and level designers come up with for me to do.  Even if it's a million things, the fact is, I as the Player can not "invent" any of them.  I can only select from the list of things that someone else invented for me to do.

As a Gamesmaster, I can create my World with the infinite variety and complexity that pleases my artistic sense.  But in a Computer RPG I can not do that.  I can only go along for the ride as a Player.  I can not do any of the cool things that Gamesmasters can do in their own Worlds.  Of course there have been some pretty good games that allow people to create their own Levels of Dungeons, and Gamesmaster to a certain degree.  But I think that even the best of these are left in the dust by a Pencil & Paper RPG, which has no limitations to what can be invented, since there are no constraints other than limits of human imagination.

So for creativity I go with Pencil & Paper RPGs.

That said, what Computer RPGs give us is immediacy.  I can hop on to a game instantly.  No scheduling with friends required.  I can run around in artistically beautiful looking Worlds.  I can run around and gain points and level up and brag to my friends.  I can even, if I want to, schedule time with my friends to meet them online and play with them.  So for instant gratification, and eye candy, nothing beats the Computer RPG.

Which is better?  Well, that depends on what you're really interested in.  But one thing is certain... despite the similarity in names, Computer RPGs are a very different animal than Pencil & Paper RPGs.  And for me, Pencil & Paper RPGs win hands down, every time.