Showing posts with label Dungeons and Dragons. Show all posts
Showing posts with label Dungeons and Dragons. Show all posts

14 October 2021

A Scale for Crunchiness in RPGs?

 Have I come back from hiatus?

No. No, I don't think so.

However, after writing the last two articles (review of Modiphius's two new rpgs), I found that I have some things I want to say. So I'm going to write a couple more articles, and then probably go radio silent again for... who knows how long?


To start with, I was thinking about crunchiness in rpgs. I started really thinking about it when I was reading the Fallout rulebook, and wanted to compare its crunchiness level to other games.

What is crunchiness, you may ask? Let me explain.

Or rather, let me describe the quivering morass that is people's differing opinions on what crunchiness is.

04 May 2019

PinkFae Archive #34: MetaArcade: A New Frontier in Roleplaying Games.

This week's entry is another PinkFae archive from the series I wrote about Gen Con 2016. This article is a look at MetaArcade, an online platform allowing solo gaming using the Tunnels & Trolls system. This article was originally published on 23 September, 2016.

The MetaArcade Logo: The word MetaArcade in stylized letters, the first four in blue and the rest in red.

One of the more interesting things that I got to see at Gen Con was the MetaArcade booth. They're working on an interesting new concept: digital roleplaying. That sounds like computer or console-based RPGs, like the Final Fantasy series or Secret of Mana. But it's not. Here, let me explain. In order to explain, we'll need to go back in time to 1975, in Phoenix, Arizona.

The Tunnels and Trolls logo: the words in a fancy serif font, coloured yellow, curved up in the centre, with a troll's head at the end of the text.

Tunnels and Trolls

A librarian by the name of Ken St Andre read a friend's copy of Dungeons and Dragons, and loved the idea of fantasy roleplaying. However, he thought that D&D's rules were too complex, and the need for multiple polyhedral dice would intimidate new players. So he wrote his own game in the same genre, calling it Tunnels and Trolls. Although it was very similar to D&D in feel and style, the rules were more straightforward, and it only required six-sided dice. St Andre self-published the first edition, and in July of that year, Flying Buffalo mass produced the first commercial edition.

09 June 2018

PinkFae Archive #14: Children as Players in Roleplaying Games

We are slowly working our way through the archive of articles I wrote for PinkFae. This week, we come to entry number 14, about playing roleplaying games with children. I hope you enjoy it! This article was originally published on 10 April 2016.

Two children, a boy and a girl, each within a couple of years of age ten by appearances, smiling and laughing at a table covered with Dungeons and Dragons paraphernalia.

A friend of mine recently posted a link to an article about playing D&D with your kids. It was short, but had some interesting points. In particular, there was the part in which the author described a gaming session with his group that includes some parents who'd brought their children to the game. In this particular session, the three-year-old daughter of one of his fellow players was having fun with his miniatures. He states,
...as I was explaining what each monster was she began to ignore me and make up her own names and stories for them all. I smiled and played along with her. As we played however, I noticed that this was really kick starting her imagination. Stories of strange beasts and dragons with giant spiders as pets...
I don't have any children. My wife and I have chosen a different life path for ourselves. But I know several gamers who do have children. John Trobare, whom I interviewed recently, has a few, and he plays board games with them all the time. I don't know if he's ever tried to get them into roleplaying. But I have known other parents who have.

12 May 2018

Do Lizardfolk Females have Breasts?

I know, that's a very strange title for an article. Bear with me though.

See, I was working on a prop for the new Fate game I'm running. It's sort of a crossover between Shadowrun, Call of Cthulhu, and Cowboy Bebop. But the important thing is that I was looking for images of lizardfolk to use in this prop. And I noticed that many of the images I was seeing displayed breasts on the females.

This struck me as odd, because reptiles don't have breasts. Breasts are a uniquely mammalian feature; in fact, that's where the word 'mammal' comes from: the Latin word mammalis, 'of the breast.' No other type of animal has mammary glands.

31 March 2018

PinkFae Archive #11: Roleplaying: An Adventure in Imagination

As I work on reposting the articles that I wrote for PinkFae, we come to entry number 11. This post was originally published on 13 March 2016. Enjoy!

A hand hovers over the table, where several dice have just been rolled. The dice are of different varieties, including d4, d6, d8, and d10.

I have talked at some length about board games, and a little about one specific roleplaying game, but I haven't yet talked in general about my favourite kind of games: roleplaying games. It's not surprising that I enjoy RPGs; as I've mentioned here before, I am a storyteller player type, which means that I most enjoy games that follow Freytag's pyramid, especially if they involve character growth and the development of interpersonal relationships. Given the right gaming group, roleplaying games are the best vehicle for telling stories as a game that you can hope to find. So I'm going to talk today about this wonderful type of game.

09 December 2017

Roleplaying Games Besides Dungeons and Dragons

Six roleplaying game rule books displayed on a wooden table: Shadowrun, Call of Cthulhu, Vampire: The Masquerade, GURPS, Paranoia, and Traveller.

I was playing Say Anything with some friends recently. The basic idea behind this game, for those who don't already know, is that the players take turns being the judge, and the judge reads a question off one of the cards in the deck (the questions always refer to the judge; for example, 'What is my favourite brand of beer?' or 'Where in the world would I like to travel that I haven't already been?'). The other players write down possible answers on small dry-erase boards. The judge decides and secretly records which answer best applies. The players then vote on which answer they think the judge chose. They get points for voting for the answer chosen by the judge, and the person who wrote the answer chosen by the judge gets points as well.

On one of John's turns, he read the question, 'What game do I think is most overrated?' There were several good answers, but the one he chose was Dungeons and Dragons. The reason he gave is because there are many roleplaying games (of varying levels of quality) in existence, but so many people (even many gamers) have never heard of any of them apart from D&D (or, these days, Pathfinder, which was based on D&D so may as well count as D&D anyway).

John went on to describe how whenever he talks to people and tells them that he enjoys playing roleplaying games, they always respond with, 'Oh, you mean like Dungeons and Dragons?'

He went on to describe how annoying it always is to have to explain, 'Well, yes, it is like Dungeons and Dragons, but it's not like Dungeons and Dragons because the system is different, the setting is different, the object is different...' Because of that, because of how tired he gets having to tell people that he doesn't play D&D because there are so many other and (in his opinion) better RPGs out there, he ranks D&D as the most overrated game.

16 September 2017

Sandbox Gaming

I recently read an article about Sandbox Gaming. In case you're not familiar with that term, it comes from video game designs, in which players are given free reign to go where they want and do what they please. This is in contrast to the linear structure of most early video games.

At first glance, you might think that traditional tabletop roleplaying games are a perfect example of sandbox gaming. Whereas a computer game only has so many possible actions programmed into it, so many objectives for players to try to attain, in tabletop RPGs, players can do whatever they want. They don't need the game to have been preprogrammed to allow them to go to certain places or offer them certain options. They have a GM who can improvise to accommodate anything the may think to do. They don't need to wait for a programmer to make something available; the GM can do it for them on the fly.

However, the article in question isn't about sandbox games in that sense. Instead, the author describes whether or not the players are given objectives, or must decide on objectives for themselves. In other words, does the GM tell them, 'You have been hired by the ruler of the Shallukar Empire to find and deliver to her the Canopic Chest of Solitude,' or does the GM say, 'You are standing in the main plaza of the capital of the Shallukar Empire. What do you do?'

24 June 2017

My Personal History of Roleplaying Games

I spent some time chatting with a friend recently. In the course of the conversation, I ended up describing to her how I got into gaming, and which games I've played, in rough order from earliest to most recent.

It occurs to me that this may be of interest to others, if only in part because my path into gaming was so very different from that of most other gamers. So I think I will describe it to you, my faithful readers.

It's all my father's fault, really. When I was a teenager (15 or 16, as I recall), my father brought home a number of Marvel comic books. He was an executive in the regional offices for Hardee's, the fast food restaurant, before it was purchased by Carl's Jr. At the time, Hardee's was considering doing a merchandising promo with some Marvel characters, and so he brought home a handful of issues of various titles for research. There was an Iron Man, a couple of different Spider-Man titles, an Incredible Hulk, and so forth. But the two that caught my attention were the Uncanny X-Men #258 and Wolverine #23.

21 February 2016

A close look at combat and other systems

I was thinking this morning about the combat systems in roleplaying games. With the exception of Fiasco (and possibly Amber Diceless Roleplaying which I've never been able to try), the mechanics of any game system focus very heavily on combat.

Rules systems vary from incredibly complex and detailed, with exacting descriptions of any foreseeable permutations described (like those in Dungeons and Dragons or GURPS) to vague and intuitive (like Little Fears). But no matter the system, it is always the most detailed part of the rulebook (unless you count the magic system, but given how many of the spells described in most games are usually most applicable in combat situations, the magic section may as well count as part of the combat system).

This makes sense, given the way that roleplaying games grew out of miniatures war games. It's only reasonable that the first RPGs were, in essence, a system for emulating combat between individual characters.

19 September 2015

External Resources

I wrote a post a few weeks ago about player aids. I've recently been able to start a Changeling game for a couple of friends, and I reworked an idea I'd used in the past. I think that will make an interesting topic for this week's entry.

Those of you who are experienced gamers may be familiar with a concept called "bluebooking." If this is a new idea to you, let me explain: some gaming groups began using blue books (small booklets of blank ruled paper, normally used in american universities for essay exams) to continue action of a game outside of a normal gaming session. If there were scenes that players wanted to play out in private, away from others in their gaming group, those scenes could be written out in blue books, which were cheap and easily available. GMs would then review those scenes and respond to them, if necessary, and could incorporate events of such private scenes into their game setting without other players being immediately aware of what was going on. Other types of scenes that could be acted out through bluebooking included scenes that occurred in a long lull in main action (i.e., if a couple of years of in-game time passed between gaming sessions, players could describe what their character was doing during that time), or if there was a scene that a player didn't feel comfortable roleplaying in front of other gamers, and so on.

This is just one example of an External Resource. External Resources are tools used outside of a normal gaming session to enhance stories being told.

19 July 2015

Player Aids

Once, many years ago, I participated in a game of Dungeons and Dragons set in an alternate history version of Middle Earth. I did this primarily at the request of the GM, who wanted an experienced gamer to assist the newbies, as they were having trouble progressing in the plot.

This was  a challenging situation, not only because I dislike D&D, but because after every session, when we received XP and levelled up, there was a protracted period of passing around the one copy of the Player's Guide so that players could choose new skills, acquire new feats, learn new spells, etc. It was a boring time, sat waiting for the book to get back round to me, as all the other players fought over who got to look at it next.

This inspired me to create a booklet that I could easily and cheaply photocopy which contained all the necessary information not only for spending experience, but also for walking the players through the character creation process, step by step. I'd hand this out to players during the chargen session, and let them go, and be nearby if anyone had any questions. Nobody had to wait for the book to get to them, because everyone had their own copy.

23 May 2015

Story versus Action

I was unable to post an entry last week. I apologise. It has been a crazy spring season. Although it's not technically summer yet, my 'summer season' began today, so I expect fewer obstacles for a while.

Today, I want to talk about an exchange I had on Tuesday. I was at the weekly meeting of the local board game club, when two young men walked into the building and said that they were hoping to get to attend, but would need to ensure that they had a ride home. I offered my services. So they stayed, and games were played by everyone present, and at the end of the night, I ferryed them to their residence.

As we were driving, we the conversation turned to role-playing games. They asked me if I had ever played Dungeons and Dragons. I informed them that yes, I had, but that I was not a fan of the game, because it emphasised hack-and-slash over storytelling. They attempted to defend their beloved game, saying the usual things like 'It's not the game that determines the story's structure, it's the GM,' and 'We've played in games that have great stories.'

Which is true, to an extent, but what they don't seem to notice is that the game's mechanics have a distinct effect on the types of stories being told. I've talked about this before, but only in passing.

21 February 2015

Tabletop Role Playing Games

In 1971, Gary Gygax's game Chainmail (which he adapted from a rules system created by his friend Jeff Perren) was first published. This was a miniatures wargame, along the same lines as Warhammer 40,000 and Bolt Action. It had rules for mass combat, jousting, and single combat, and also contained a supplement that allowed you to include fantasy elements (magic, wizards, etc) in your war game.

Dave Arneson later took those rules and merged them with his own ideas for controlling a single warrior instead of an entire platoon. He showed this adaptation to Gygax, and the two of them created Dungeons and Dragons from it. Thus, the first roleplaying game was born.

The idea took off, and Gygax released another RPG two years later, Boot Hill. Variations on the original D&D soon sprang up, such as The Complete Warlock, by Robert Cowan, Dave Clark, Kenneth M. Dahl, and Nick Smith, and Tunnels and Trolls by Ken St. Andre. Bunnies and Burrows was an early attempt to push the boundaries of what was possible in an RPG, and as early as 1977, gamers had already started to adapt existing franchises with the introduction of the game Flash Gordon and the Warriors of Mongo.

31 January 2015

Miniatures

When I was very young, I watched a movie called E.T. I'm sure you've heard of it. I remember a brief scene in that film that involved some people sitting around a table with 3D models of tunnel walls, talking about arrows in the chest and undead creatures casting spells. For a long time, I thought that that was what Dungeons and Dragons was: an elaborate board game with a lot of parts.

When I grew older and finally learned about what D&D really was and how it worked, I realised that all of that stuff on the table wasn't necessary (for that matter, in my experience, most players don't mess with that level of paraphernalia; they just place figurines on 2D maps). Some players prefer that level of detail, but others are content with mere verbal descriptions.

As a Storyteller/Method Actor, I didn't feel a great need for miniatures. On occasion, when we got involved in an intense combat, it would be necessary to give players a somewhat more exacting description of where the characters were located in relation to each other, and to the items in the scenery (trees, buildings, cars, etc). Normally, I would just mark the places on a piece of paper. If it was available, I would be fancy by making use of a dry-erase board.

04 January 2015

Matching games to players

So you've got your group of friends together, and you're planning on spending a lovely evening playing one of your favourite games. You make sure everyone is ready, everyone understands the game, and you start in with the evening's session. But halfway through, you realise you're just not having that much fun. This game, which you normally so adore, just isn't fun for you tonight. What could be wrong?

Might it be that you've got the wrong mix of players?

Take my situation, for example. In looking over my games, I notice that I have a penchant for games that involve creativity in some way. I'm not overly fond of chess, but I adore chess variants (3 player chess, byzantine chess, infinity chess, spherical chess, etc). This is mostly because I love seeing what sort of different or unusual spin can be put on the main game. I also love games like Gloom, where half the fun of playing is in seeing what sort of outlandish stories can be told in the course of playing the cards. Fiasco is, of course, purely an exercise in creativity. I've always loved tabletop roleplaying games precisely because of the stories told through them; Changeling: the Dreaming is paramount amongst this category of game because it encourages and rewards creativity.

But over the years, I've noticed that there are some people who just don't fit with these sorts of games.

29 June 2010

Survey of Roleplaying Games

Ok, let's get this thing started again. We'll start with an idea inspired by this article on inkwellideas.com. The idea was this: if you had to teach somewhere between five and ten roleplaying game systems with the goal of giving your 'students' an idea of the basic ideas involved in gaming, what systems would be best suited for this 'class?'

I started thinking about this, and here's what I've come up with. I think the best way for what I have in mind is to have three groups of three: the first to cover different rules systems, the next to cover rules/setting integration, and the last to cover artwork/production. There will be some overlap.

With that in mind, we start with group one: rules systems. The three games I've chosen for this set are Dungeons and Dragons, GURPS, and the original Storyteller System.
  • Dungeons and Dragons: An example of level-based systems. Really, any edition would work equally well for this, although I think 3.5 is probably the easiest for new players to learn. Alternately, you could use almost any d20 system game, like the Farscape RPG or the d20 Star Wars. Another advantage of 3.5 is that it is a good example of the 'attribute+dice' style of game system.
  • GURPS: An example of points-based system. It also demonstrates the possibility of creating a 'realistic' game system, rather than the epic style represented by D&D. Also, of course, a perfect example of a universal system. A perfect example of the 'attribute vs. dice' style of game system.
  • Original Storyteller System: An example of a non-points skill-based system. Also an example of how rules can encourage players to focus on character and plot, rather than combat. Good demonstration of how a core system can be modified slightly to accomodate different settings without requiring a universal system, but still allowing crossover between different games. Finally, an example of the 'attributes=dice' style of game system.

06 September 2009

Tylenol

Something I used to do on occasion was to play in a "Tylenol" game. This gets its name from the premise that you'd find what appeared to be a bottle of Tylenol on the counter with a label that says, "Eat me." Upon taking one of the pills, you'd find yourself transported to a game world, transformed into one of the denizens. It is the ultimate form of the "If you were a character in (game x), what would you be?" Obviously, most games are played in D&D, but I've played tylenol games in a number of other settings, and most of them don't even require the bottle of tylenol to get there! For example, in Vampire, you can just be embraced. Any sort of game that involves a trasnfiguration like that can work just as well.

If you didn't already know and haven't figured it out yet, a Tylenol game is one in which you play yourself. Rather than creating a character as normal, you simply list those stats that you actually have. Then apply modifications to adjust for the in-game characteristics (for example, maybe you'd apply the elven racial template).

09 August 2009

Deities

Here's an interesting concept: gods. Most often, this shows up in fantasy gaming, where clerics have divine powers (often including the ability to cast certain magic spells) granted by their deities.

Most games don't give much thought to how exactly this works. Do these gods exist? If so, do they all exist, or do certain pantheons exist while others are simply the imagination of their followers? If more than one pantheon exists, how do they interact?

I think that the most elegant analysis of this conundrum is the cosmology created by Rich Burlew (ok, heavily borrowed by Rich Burlew from many already existing sources) for The Order of the Stick. If you read his entire oeuvre, you eventually learn that "in the beginning," so to speak, there were four pantheons of gods who created the world. Their inability to co-operate resulted in the slaying of the Gods of the West (based on real-world Greek gods; Zeus, Hera, Athena, Ares, &c.). The remaining pantheons (North, based on Norse mythology; Odin, Thor, Loki, &c. -- East, based on Babylonian mythology; Marduk, Isthar, Tiamat, &c. -- and South; based on Chinese mythology; the "twelve gods" include Dragon, Rat, Pig, Monkey, &c.) thus agreed to stay in their respective areas and not interfere directly in the regions of the other groups. This is why clerics are important; they can be the agent of their gods in other places. Later, the goblins and elves developed gods of their own too, who were grudgingly welcomed into the celestial realms.

02 August 2009

Magic Systems

I often find myself thinking about magic systems in games. I've seen many. Just a couple:
  • D&D: Spells are divided into levels, with certain spells available at each level depending on your class. You can cast a number of spells of each level per day of game time, again based on your character's level.
  • GURPS: Spells are divided into colleges, which are really only important as organisational tools. You learn each spell individually in the same way as skills, using weaker spells as prerequisites for more powerful spells. Casting spells costs Fatigue Points, which are based on your character's Strength.
  • Shadowrun: There is a spell list. You can learn any spell you like. When you cast a spell, you have to roll (the exact roll depends on which spell you're casting) to determine the effects of "drain."
  • Ars Magica: There are five "verbs" and ten "nouns," with varying ratings in each. To cast a spell, you roll a number of dice equal to the verb + noun.
  • Mage: There are nine spheres that govern all possible magical effects. The higher your rating in a sphere, the more control you have over that realm. Spheres can be combined for more powerful effects. Roll your Arete (magical awareness) to cast spells.
  • Talislanta: there are twelve "modes," which cover different potential actions (such as Attack, Defend, Heal, Move, Illusion, &c.). Roll your rating in the appropriate mode to cast a spell.
There's a lot of variation there. I've even seen a book (Authentic Thaumaturgy) written by a man with a degree in Magic describing how to use "real world" magic systems as a basis for gaming magic.

19 July 2009

Fantasy

It all started with The Lord of the Rings. Tolkien wrote this epic saga, which captured the imagination of millions. Eventually, this lead to Dungeons and Dragons. Which, of course, spawned a great number of copycat games. Even today, when you use the word "fantasy," it conjures up images of a pseudo-medieval fantasy world populated not only by humans, but elves, dwarves, goblins, halflings, dragons, and a variety of other monsters.

But let's look at the definition of "fantasy:" The creative imagination; unrestrained fancy. I'm not saying there's anything wrong with the concept of high fantasy, in a Tolkien-esque setting. I'm just saying that it's not true fantasy. There's no longer anything creative about the typical elves-and-dwarves setting. It was created almost a century ago. Very little has been added to it.

This is one of the reasons I'm so fond of The Dark Crystal. It was new; the world had never before seen Gelflings, Skeksis, or Podlings. This is what I call "True Fantasy," the result of creative imagination, and unrestrained fancy. Rather than reuse what already existed, the creators developed something new.