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.

01 March 2010

Success and Failure

Thanks to the glory of the Order of the Stick, I have just learned of the existence of the Edition Wars. If you, like me, are one of the few people in the gaming world that doesn't play D&D, then you won't know that apparently there are heated debates raging across the internet about which edition of D&D is better. Personally, I don't care; if I'm going to play a fantasy game, I'd rather play GURPS.

Anyway. In googling the Edition Wars to find out more about it, I encountered an argument between two players. A minor point of the argument was one debator was saying that he feels that in 'modern' gaming (as he calls it), there is too much of an assumption that the players will succeed. He feels that at no point is there consideration that the players will fail. This is a problem primarily because the players, under the belief that the GM will not allow them to be unsuccessful, enter situations that are too risky for them to handle.

This is an interesting viewpoint. I don't know if it says more about me that I've never made that assumption, or if it's just proof that I'm an 'old-school' gamer. But either way, it seems like a silly assumption to make.

29 December 2009

Board Game Review: Bananagrams

To be fair, this isn't really a board game, as there's no board. The game equipment consists entirely of 144 letter tiles and a banana-shaped zipper bag in which they are all stored. Even so, it's a lot of fun, and I'm going to review it for you now.

For starters, we have the statistics: 
Strategy: 2
Randomness: 4
Complexity: 1
Humour: None
Attractiveness: Useful
Expected Length of Game Play: around fifteen minutes.

09 December 2009

Google Wave

Hello and welcome to another installment of the Game Dork's Gaming Corner. First, a quick note: I'm sorry it's been two months since I last updated this blog. I recently got a new job which has been taking up a large quantity of my time and the vast majority of my energy. Every time I sit at the computer, I think to myself, I should update my blog. But I just don't have the mental energy to think of something to say. So, for that reason, I'm going to change the way I update this. It's not going to be an 'every Sunday' activity. I will update this blog when I have something to say. Hopefully that will be roughly once a week, but probably not. Just be aware. It may be easier for you to use the RSS feed or to use your Google account to follow me. That way, when I update, you know, without having to come here to check for yourself.

Now, on to the actual post. I have recently been able to get on the test version of Google Wave. This excites me because I read an article about gaming on the Wave. I have managed to find some people who are interested in trying this with me, so hopefully once everyone has activated their Google account and shared their contact information, we can begin the preliminary details of deciding exactly which game we're playing, agreeing on ground rules, and character creation.

What really amazes me about this is how some people, especially some of the more hard-core gaming fanatics that I know, are opposed to the idea of gaming on Wave. I mentioned on Facebook that I was trying to get people to join me for a play-by-email game on Wave. This seems remarkably obvious to me, since Wave allows for easier organisation of the emails in the gaming thread, messages to specific people in the same thread, and simple and easy integration of images and other objects within the messages themselves.

20 September 2009

The Time Traveller's Wife

I saw The Time Traveller's Wife recently. I thought it was a good film. I'm hard pressed to decide if it was sci-fi, drama, or romance. But it was intelligent and well written. And it got me thinking. I recently wrote a post about playing characters with attachments to other characters. Never mind the story potential that exists simply in a character with uncontrollable psi powers (in case you don't know, the male lead in the Time Traveller's Wife is a timeporter, but can't control when he ports, or to what destination, or for how long), this plot made me consider the idea of running totally mundane characters who have to deal with their relationships with people who are always off doing something dangerous.

Just think of how many people are married to soldiers in active military duty. It's a hard life, but certainly it can be interesting to examine the dynamics of their relationship. Think about the scores of women who were constantly afraid that their husband would die in World War II. What about the drama of a joyful reunion when the soldiers returned home? Or even worse, the misery of a family who received a telegram informing them that their husband/son/father would never return home? Surely there's some story possibilities in these sorts of relationships?

13 September 2009

Dice

Few items are as representative of the hobby of gaming as a whole as dice. Apart from those few games that use diceless systems (such as Amber Diceless Roleplaying) or alternate systems (I've heard of a game based on playing cards, though I can't remember what it was called), every game requires the use of the SPRNGMs (Sacred Plastic Random Number Generation Modules, as a friend used to call them). The only other items needed are some books, paper, and pencil. None of which are unique to gaming. Some games require maps and miniatures, but most can get along fine without. So really, if there is to be a symbol of gaming, it should probably be those wonderful little polyhedrons.

Some have expressed surprise at my adoration of the little numerical blobs; as I am generally a proponent of story over combat, my friends seem to think that I would be anti-dice. But I'm not! I tend to love the look of them, and have a small collection (I tend to only add interesting or unusual dice, so it's nowhere near as impressive as the one detailed at The Dice Collector). I have a few d6s made from brass, some oversized ones, a small bag of twenty tiny (about 3mm across each) six siders, a d24, 2d7, two dice that are designed to be spun like tops rather than rolled (1d6 and 1d8), a d30, and a couple of dice-in-dice (one that is a small d6 inside a larger d6, one that is a small d10 inside a larger d10, and one that is two small d6 inside a larger d6).

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).