Friday, August 07, 2009

What's Old School Good For?

I had a point that I'm not sure I communicated very well in yesterday's post, partly because, when I wrote it, I was still figuring out exactly what that was myself. Reduced to it's essence, the point is this:

The OSR is getting new people into the hobby. It's positioned very well to continue doing it, and expand those efforts, because many of its major participants are focused on figuring out why the games work the way they do, and sharing their love of those games with anyone who will listen. The games themselves are simple, fun, and appeal to a lot of people who have experience with newer games but don't find they quite fit.

"Old school," obviously, is about the past. But it's just as much about the future. Introducing new people to the old ways, and going new places you can't go with more mainstream games. That's what it's about for me, and I don't think I'm alone.

Thursday, August 06, 2009

Old School is New to Me

Here's a secret:

About four, maybe five years ago, one of my friends showed up to our Friday night session with a big stack of rule books and a bunch of boxes full of miniatures. His neighbor had given him a couple boxes full of old 1st and 2nd Edition AD&D gear, and he was talking about starting up a game with some guys he knew from school. (We were engaged in another campaign at the time.)

I flipped through the books and started making fun of them. Class-as-race? Ridiculous. Individual XP charts for each class? Laughable. That weird system of saves? Archaic. The organization was impenetrable, the prose awful, the art hideous-to-non-existent. 3e, I knew from reading forums on the internet, was a great improvement.

That was back when I didn't know any better. Heck, even my friend didn't know any better. Based on, if I remember correctly, some vague knowledge of the Outdoor Survival Map, he explained to us how OD&D had been "a board game," where you moved your pieces around on hexes. What we didn't know about the games we filled in with crazy rumors and misinformation from other new-edition-playing twerps like us.

Then I started getting into RPG blogging. I started reading Jeff's Gameblog, and from there found Trollsmyth, Grognardia, and a bunch of other guys who knew what the heck they were talking about when it came to the older stuff. Not that any of them were, or are, gurus, but they knew that the older editions were fun, that 3e wasn't intrisincally superior to any of them, and they were interested in figuring out exactly what it was that made those old games tick. Luckily, that mix of enthusiasm and curiosity was enough to get through my idiot ideas on the subject, and I ended up coming along for the ride.

Now, I collect those old hardbacks, play in two Labyrinth Lord games, built my own Swords & Wizardry megadungeon, and have pretty much sworn off running 3e, at least for the next few years. I've taught people to play Swords & Wizardry who have never played an edition of D&D before in their lives. It's some of the best gaming I've done in my life.

A few final words, from Trent Foster:

Yeah, there are some "old guys" in our midst who actually were around back in 197x playing D&D in this style, watched the game/hobby move away from them, and are refreshed to see a new crowd pick up on what they liked about the game in the first place. But more of us are people who started playing the game later, after this style of play was already in decline, or had even disappeared altogether from the mainstream/commercial rpg scene, and are so interested in this style and approach to play now in large part because we didn't get to experience it then.

Wednesday, August 05, 2009

My Absolute Favorite Thing

There's a point in a campaign when things have been running pretty smoothly for a while, and I've been spinning out a situation long enough for things to really start getting interesting. The players have a few things in the game that they care about, and are going after their own goals. They've started to pick up non-mechanical resources. There's a fun intra-party dynamic going on. I've got a few folks I've established as nasty-scary-bad, and if things are really going well they've got a serious hate-on for a villain or two.

And usually, at this point in a campaign, one day I sit down to prep for a session and I find an opportunity: a few dominoes that have all been set up already, or a set that just need a few adjustments to really go somewhere fun. I think to myself, "If I move this thing over here, and this NPC does that, the players will totally flip out." So I polish it up, come up with a plan, and get ready.

Then, if I pull it off right, if most of my assumptions about the players and the characters turn out to be true, the ones that don't turn out in my favor anyway, and all the timing works out, there's a moment. The players realize just what it is that's happened, and they're all looking at me, and they can't decide if it's insanely evil or the most awesome thing they've ever heard of. The characters at this point are usually pissed off, often terrified, and always ready to go pound someone into the dirt. But the players are having a blast. Because when it works out just right, I've given them a goal that they could never have come up with on their own, but is still utterly perfect for their characters.

And then I've got 'em. A villain who they'll follow to the ends of the earth. A problem they'll argue about amongst each other and come up with all kinds of schemes to solve. A brilliant set-up for, at the very least, a few weeks of high-stakes, high-intensity gaming, and sometimes something that will come to define the entire campaign. When everything works out right, it's about as close to perfect as gaming gets.

Monday, August 03, 2009

Lessons from a Campaign Ended

I ended Is This Foul? on Friday. The gang still got together and hung out, we just played Apples to Apples and 1000 Blank White Cards instead. (Note to those interested: Captain Kirk makes any 1000 Blank White Cards game 243% more awesome. Especially when people start thinking up cool ways to steal him.) We've got plans to get together next week, and I'll probably run a little megadungeon. But that campaign wasn't working.

The exact reasons behind that are probably beyond my powers of analysis. Mostly, it just never quite clicked. But I learned a couple things from it that I'm pretty sure will improve my chances with future campaigns. At the very least, it can't hurt.

Don't overload a short campaign. In a game with an indefinite time-span, sure, I can throw in as many plot threads as I want. The players will pick up on some, ignore others, and invent their own. They've got time. But in a game like this, with a definite end-date? My attempts at giving the players "choice" just ended up bogging them down with option-overload. They had too much stuff to get done, and too many looming loose ends. A short game doesn't need a whole lot of choice, because it's short. There's not as much chance of people getting bored, and they can get their self-determination kicks from figuring out how to handled whatever handful of problems I do present to them.

Don't mix old characters with new. This is an issue that's pretty specific to sequel games, and maybe even specific to the structure of this game in general. (More on that in a minute.) In hindsight, I should have had them all make new characters, and kept the old guard around as helpful-but-distant NPCs. Instead, I was running a party that included three well-connected, politically powerful masters-of-the-city with a lot of shared history, and a couple of people who had just kind of shown up. The latter two had their own reasons for being in the game, and interesting stuff to do on their own, but they didn't have a whole lot of reason to hang around or help out the first three. That caused a few problems.

Don't run two vastly different but interconnected parties. The idea of having one group of high-level city leaders and ambassadors, and another of their mid-level children and minions, sounded cool on paper. In practice, it created situations where one character would suddenly stop talking because his player's other, much more important character had just entered the room, and generally caused a lot of "who's talking now?" type confusion. Add to that the massive player/character knowledge problems that started when people's characters started to align themselves on opposite political sides (Which, I'll add, my players handled masterfully, but it's still something that's better to avoid when you can.) and this idea was just a whole lot more trouble than it's worth.

Don't run a game that I'm not completely sure I want to run. I'd mentioned the idea, and thought it sounded kind of cool. My players loved the last campaign, and were way excited about the idea of another like it, which is always awesome. I knew there were some neat political shenanigans I could try, and it'd be an opportunity to play around with some ideas I hadn't used before. But I wasn't sure I could handle the system. I worried that it wouldn't measure up to the last campaign. And I didn't know if this was really the game that I wanted to run. DMing is hard enough even when it's a game that I am consistently, 100% committed to. This campaign couldn't quite make that standard.

Edited the last paragraph for clarity.

Wednesday, July 22, 2009

Get Out of Jail Free Cards

One of the things I like about Trollsmyth's Labyrinth Lord game is that it feels very deadly. That threat of death has a number of benefits to the game, not least that it keeps me focused and involved with the game.

But in objective terms, it's not deadly at all. We've been playing for half a year now, and no one's died. Honestly, it wouldn't be all that much fun if it death were a regular thing; beyond the usual fuss of coming up with a new character and re-integrating her into the ongoing campaign, one of the things I enjoy most about the game is learning about and interacting with the NPCs, and there wouldn't be much point to that if they were getting eaten or poisoned or whatever all the time.

Still, even despite that, the game feels ridiculously dangerous. Partly, this is just me as a player: I worry about stuff, even if it's not that huge of a risk. But more important is the fact that the main reason no one's died yet is what Trollsmyth calls "get of jail free" cards.

We've got a number of them in this game. Shields Shall Be Splintered is one; if I'm remembering correctly, the party's lost two shields so far, both times to nasty, horrible critters that probably would have killed us otherwise. The Table of Death and Dismemberment is another, and it's simultaneously comforting (having rolled on the table a few times myself, I know the odds of insta-death are actually pretty low) and terrifying (since Labyrinth Lord would otherwise be a dismemberment-free ruleset.) And, of course, there's more specific (and weirder) ones, like the potion that restores all hit points, neutralizes most poisons, cures most diseases. Then it changes your sex.

What all of these have in common is that they say, "next time you won't be so lucky." You won't have that shield, or that potion, or you won't roll as well on the table. The table in particular creates a moment of tension, as I wait for the DM to roll his dice -- and then another, one one of my allies hits the floor and I don't know yet whether he's just unconscious or completely dead.

And then, there's the fact that both the shield and the potion create decisions, which are to my mind the lifeblood of a good game. In the one case, deciding what weapon to wield gets a lot more interesting. In the other . . . as I discovered when it got used on Sunday, as if "death or sex change?" wasn't decision enough, since there is only the one, is "the first person to nearly die" really the criteria we should use to decide who gets it? Talk about roleplaying. I'm still kinda buzzed from that session.

Sunday, July 19, 2009

Sort of a Death Frost Doom Review

Death Frost Doom has hit the top of Noble Knight Games "Most Popular" list, and Lamentations of the Flame Princess hasn't even officially announced it. There's some kind of Finnish legal business thing standing in the way. But that doesn't stop everyone else from talking about it.

I got my copy a couple of days ago, and I've put off writing anything because I don't really do the review thing, and more importantly, because Grognardia already wrote a review. It's good, and covers a lot of ground that I would have, and a lot that wouldn't have occurred to me.

But I still want to write something about it, because Death Frost Doom is darn cool. I mean seriously, I'm already happy I got the thing and I haven't even gotten a chance to run it. I'm leaning much more heavily towards running a location-based sandbox game in the near future now because it'd give me a chance to use it in an organic way. (I might run it as a standalone game for my summer group, but that's not too likely since I don't think they'd like it. More on that in a minute.)

So no exhaustive review from me, but I do have a couple of points to hit. First off, if you get it from Noble Knight Games, it comes with a comic book-style plastic slip case and a cardboard back. I got the Random Esoteric Creature Generator in the same shipment (also in a plastic sleeve) and the whole thing came wrapped up in a bunch of paper inside its box. If that's standard practice, I wouldn't worry too much about the books getting bent up or crushed or anything while shipping.

But on to more important things: this is a fun adventure to read. I don't have much experience with published modules; the few I've read and run were published by Wizards the Coast, and pretty dry in their style. This is not like that. There's a fair bit of snarky commentary (mostly concerning dumb things the players might do), and almost all of the areas are described in useful, engaging detail.

Really, though, the writing style is indicative of a larger feature of Death Frost Doom. This module has an attitude. James Maliszewski touched on this point towards the end of his review, but it bears repeating. This module has a very specific point of view, representative of its author's opinions on how gaming ought to be done. In particular, there's some pretty strong ideas in here on how players should behave -- there are some pretty clear signals to the players early on in that area, and it's rather unforgiving of stupid mistakes. (This is why I say I'm not likely to run it for my summer group. If your players think that horrible, horrible failure is funny, or would treat it as a learning experience, go ahead and run it, but be aware that it's also likely to frustrate people who aren't so flippant about dying in stupid ways or "accidentally" triggering small-scale apocalypses. No, I'm not kidding.)

I'm hesitant, though, to go on at length about the details of what that point of view actually is. Partly this is because I haven't run the thing yet, and I want I want to see how it actually plays before I make too many grand pronouncements about its "style." But largely this is because, like good fiction, it's already as a module a better incapsulation of it's viewpoint than any essay about it could be.

I know that doesn't give you a whole lot of information if you're trying to decide if you want to get it. All I can do to help you there is ask, "Are you interested in what James Edward Raggi IV has to say about gaming?" There's a clear enough connection between the ideas in this module and the stuff that he writes on his blog that you ought to be able to answer that.

Saturday, July 18, 2009

The Real Problem with "Kids These Days"

Noisms has some interesting things to say about selling RPGs to kids today, commenting on some points Trollsmyth made on the same topic in a post on Mishlergate. They're both largely right, I think. I got into D&D with 3e when I was in middle school, but I was a kid who'd wanted to play D&D, and D&D specifically, since 4th grade. That's not usual. The group I play with at college is almost entirely composed of people who hadn't played RPGs at all before I met them, because even though they're all Grade-A RPGer material, they either never realized what RPGs actually are, or got intimidated out of trying them on their own. The industry doesn't reach a lot of potential players.

But that's partly reasonable of the industry. Though most of the people I knew in high school were perfectly able to spend the money to buy RPG books, most of them didn't. Why? Sometimes, it was because they'd rather spend that money on computer games or manga, both of which are much more expensive hobbies than RPGs if you're into them on the level that these people were.

But mostly, it was because they didn't see anything wrong with downloading PDFs illegally rather than buying books, and why spend $30 on something you could get for free? I can't generalize outside of the people I personally knew in high school (and know in college) but most of them didn't see PDFs as valuable. Either they didn't understand the work that went into them, or they didn't care. Likewise, they didn't understand the work that goes into distributing and marketing a product, so even if they did recognize that they were ripping someone off by downloading a PDF (or an mp3 file, or a movie, or a video game . . .) without paying for it, they just figured the main person they were hurting was "the company," which wasn't doing anything useful or properly compensating the artists to begin with.

So I can understand why a company wouldn't be interested in marketing their stuff to teenagers.

On the other hand, I won't deny that there's plenty of foot-shooting going on. The big issue is that companies are still making games for boys. But that's another post entirely.

(And note that, for the most part, I think my generation has a lot more good qualities than it's critics give us credit for. We vote, for one, and we've got pretty impressive volunteering and service numbers. But, for whatever reason, a lot of us do have this one obnoxious blind spot.)

Thursday, July 16, 2009

The Peculiar Challenge of Play

I've been thinking a lot about the player side of things lately. This is unusual for me. Before Trollsmyth's Labyrinth Lord game, I hadn't played in a regular game since before I started this blog. Short campaigns, the occasional one-shot, sure, but nothing like a long-term, meets-every-week game.

And heck, even before that, I've never done a whole lot of long term play. A couple of weeks ago that game became the longest game I've been in, period, and it became the longest game I've been in as a player a while ago. My group in high school always tended towards short games, and I was the GM as often as not, so my play experience is somewhat lacking in general, and deficient in the area of long-term play specifically. There are trade-offs to that -- I've run a bunch of different kinds of games -- but it's nice to get this experience now all the same.

And interesting, as it's an opportunity to learn about my playing style. First major item of note: playing is really different from GMing. I mean profoundly different.

Obvious, right? Different power level, different responsibilities, different rewards. And people tend to be one or the other, so that's a pretty powerful marker right there. But I'm thinking of one item in particular, that's at the core of all the other difference: as a player, I have only one in-put into the game.

I'm used to running NPCs, and even fairly complex ones, but a PC is an entirely different animal, and in ways that I'm only just now really appreciating. The surface qualities are pretty similar: I talk in-character. I make decisions in-character. I create a personality, appearance, backstory.

But when I'm a GM, and I create an NPC I turn out not to like, it's a pretty simple matter to kill him, ship him to another continent, or just plain forget about him. But as a player, I'm stuck with the decisions I make (to an extent depending on the GM, so if I end up with something really loathsome I can make an appeal) and those decisions take on a whole different kind of significance, because this character is the main, and in many ways only, way for me to interact with the game.

So that guides my decisions. If I want, I can make an NPC who's incurious, or obnoxiously argumentative, or sort of stupid. None of those are options for the only character I can play, because I'm curious about the world, need to stick with the team, and like to figure things out and try different ideas. My needs as a player drive the development of my character.

But that in itself is a fun sub-game, and one I don't get to play as a GM. In this game, my characters have started out fairly simple -- more playing piece than character, really, because I haven't figured out what would be interesting to play. I make decisions based on what I, as a player, think is interesting. But then that gives me something to work with. Once I find out that I like exploring dungeons and asking questions about their makers, I decide that my character is curious and likes history. Once I find out that the GM will let me get away with doing slightly crazy things as long as they're interesting -- and even reward me, occasionally, for taking risks like running off into the woods alone after the pixies who took our stuff -- I adjust my earlier idea of her being fairly cautious and make her, while not reckless, willing to take those leaps of faith that I'd discovered were so interesting.

Setting up a character before play and letting her run out like clockwork wouldn't be all that interesting to me. But exploring the tension between "this is what I want to do" and "this is what my character would do" fascinates me. It's a constant challenge, and a constant source of new ideas. The particulars of the rest of the group will encourage me to switch I a role I'd intended to play off of one party member over to another. An offhand comment and an NPC's reaction will spark an entire new dimension to a backstory. It's a very different kind of fun than GMing, but a very satisfying one.

Wednesday, July 15, 2009

A Sense of Novelty, and Giving Players Control of the Plot

Things have been pretty quiet around here lately, mostly on account of a lack of momentum -- I let myself get out of the habit of posting regularly, and it's a tricky one to pick back up. So there may be some more rambly-type posts like this one, as I try to catch my footing again.

And then there's the campaign I'm running. For a while, I felt like I was just going over old ground, which meant there wasn't much for me to write about concerning it. More importantly, that feeling over going over old ground was causing me some vague dissatisfaction with the game. When I game, particularly when I run a game, I like trying new systems, employing new techniques, learning new things. Using a system I'd used ages ago to run a sequel to the same game I'd used it before just wasn't satisfying on that level.

That's better now, I think. For one, I've started doing more with the social aspect of the game. Trollsmyth's tea parties are rubbing off on me, and at least a few of the players are interested in that kind of thing, so now we have things happening like major world-shaking plot points hinging on who's sleeping with who, and who else knows about it. Which is new, and good.

More significantly, some of the things I set up at the beginning of the campaign in an attempt to make it more open-ended have started to pay off. Without delving too deeply into fiddly, campaign-specific details, (and without giving too many of my future plans away) a four-way battle for the throne of the empire the game centers on is stirring on the horizon, as well as at least two separate invasions from foreign powers. Each side is either driven by or heavily depends on the actions of at least one of the PCs, and while I will admit to meddling in favor of chaos, destruction, and general good times, what happens next is largely up to the decision the players make.

This is a pretty major change, for me. Historically, I've avoided railroading on principle, but for a long time I prided myself on being very good at getting players to do what I wanted anyway. Whether it was a kidnapped NPC, a shiny object, an enemy on whom they'd sworn revenge, or simply the stirrings of great drama, it was never hard to exert gentle pressure on the party in the direction of my convenience. I always left the details up to the party, and I was generally happy to accommodate their own plans when they had them, but in my best campaigns I always had a master plot, a final villain, and an ending in mind.

This was always fairly popular with my players, since I had the good sense to leave the details sketchy and to use plots and villains that interested them, but the new approach is much more interesting to me. Before, I always knew how the game was going to end, and it was just a matter of how they'd get there. This time, I'm playing to see how it's all going to turn out.

Monday, July 13, 2009

Quote of the Day

“I enjoy the challenge of building characters” and “I enjoy the challenge of playing (a character)” is the biggest division in the games hobby. It’s at the root of most other perceived differences new/old, tactical combat/roleplay, DM arbitration/Killer DM, crunch/fluff, “I walked uphill to the dungeon both ways!”/”gimmie fun on a silver platter”, 3d6 in order/point buy, character skill/player skill, etc/etc.

-- a comment from njharman of Troll and Flame on a "A Study of 2 different Playstyles" at Life and Times of a Philippine Gamer.

Saturday, July 11, 2009

Guess What's For Sale at Noble Knight Games

Here's a hint: when people ask what you're playing, you get to shout "Death! Frost! Doom!" at them in the most dramatic voice you can muster.

That's why I'm getting it, anyway.

Friday, July 03, 2009

A Non-Obnoxious Angle on Theme in RPGs

Trollsmyth recently posted a discussion of theme in sandboxes which hits a lot of points I've been thinking about lately because the techniques he's discussing are all things he's demonstrating in the Labyrinth Lord game. Basically I've realized that theme doesn't have to be the province of railroaders and "art" gamers: the DM can set up the questions, the players can provide (or attempt to provide) the answers, and that's theme.

This is an idea that really works for me, since as an English major and a human being, theme is something I enjoy thinking about. Exploring a conceptual space set up by the DM is fun, satisfying, and keeps me involved in the game even when I'm not playing. I've never done a whole lot with theme in my own games, but now that I've got a framework for it I might have to change that policy.

A couple of observations to add: Part of what works about theme in Trollsmyth's game is how specific it is. (At least, the major one.) Are you for the gods and their empire, or against them? The history of the world suggests that this is the latest facet of the continuing struggle between empire and anarchy, which in turn is just a face of the cosmic conflict between law and chaos. But my characters don't interact with it on that level. They're aware of the cosmic side of things, and it may very well come up in play at some point, but it's not as important to them as how that empire might affect them and their families, their own personal relationships with the gods, and the relationships they've formed with people who have their own strong opinions on the issue.

Also, while that's the main, and most obvious theme in the game, there are at least a couple of smaller themes running around. One is trust: one of my characters has repeatedly had to decide who she can trust, and how far, as well as figuring out how much they trust her. Largely this is a result of the game being fairly serious about people and their motivations, rather than simply glossing over a lot of what adventure-type games often gloss over to get to said adventure. But I've noticed it as a thematic concern, because that's an interesting way to think about it. I doubt I'd have looked at it from that angle if there weren't some flashier thematic concerns running around, which given the fun I'm having thinking about it that way is a pretty spiffy side effect.

Wednesday, July 01, 2009

Scan of a Map



So I ran the megadungeon again last night, and Artemis drew this neat map. I've been hesitant to post scans of the main maps because (a) they're not all that interesting and (b) my players haven't seen most of them yet, but this handles both problems nicely.

Monday, June 29, 2009

Eight New Year's Resolutions: Sixth Months Later

Since it's half a year since I wrote up my New Year's gaming resolutions, I thought I'd go back and check on the ones I made. So far? Things are going well. I've gotten the important ones done, and made progress on everything else.

8. Pick up a copy (or two) of Fight On!
Done. Got #1 through #4. Once I've got a job and enough other things to pad out a Lulu order, I'll catch up again.

7. Post a little more regularly
This one was too vague to be a real resolution, but so far I'm happy in this area. I've switched to a MWF schedule and that seems to be working out fairly well. I did miss Friday, but for the most part the reduced schedule lets me get ahead enough to make up for my slacking off.

6. Train a new GM
Some progress here. I got boytoy to run a game, but I may have scared him off by getting frustrated with his dungeon. I also got some of one of my non-GM players to run a few NPCs in the Arcana Evolved, and that seems to have encouraged him.

5. Read a few Conan stories
Various factors (laziness, etc.) have kept me away from the library. But I should be able to get there in a few days.

4. Write up a megadungeon through 3 levels
I've almost finished level 1, so there's progress. On the other hand, I've discovered that I don't need to have it written through three levels to run it. My players have played enough Diablo 2 to have a healthy respect for stairs down.

3. Finish my Traveller Subsector
Another "sort of." I've got enough to play it, but it's not technically complete yet. This was supposed to be a summer project, but at the moment I'm working on other things.

2. Play in a campaign
Done! Trollsmyth's Labyrinth Lord campaign continues to rock.

1. Run a campaign
Also done. I've run two, in fact.

Wednesday, June 24, 2009

(Washington) D.C. Superheroes

So I spent the weekend in New York, and came back with another patch of roleplaying ideas. Last time I went I had some ideas about generating cities using random tables, and I gave a bit more thought to that idea. (Mostly about pregenerating businesses to drop in as necessary.) And I thought some more about hacking together a system to run a cyberpunk campaign. (Perhaps using Basic Roleplaying as a base?) But mostly I got this strange idea about running a superhero game set in Washington D.C., in the early 70s.

Setting a game in the 70s was an idea I'd had while surfing Wikipedia. Specifically, those pages where it lists all the events of importance from a particular year. This struck me as a great way to generate background and color for a historical game, and such a time period would have a number of advantages along those lines, even if I was making some tweaks in the timeline. The 70s in particular appeal to me as a decade because it's outside my personal experience but not remotely distant, the culture is distinctive and recognizable, and the mood contrasts with the current era's in interesting ways.

But I wasn't really sure what kind of game I would really want to run in a the 70s, until I remembered my long-standing interest in running a superheroes game. I put it off for a while because my group didn't seem into it and I wasn't sure what system I'd use, but now I've got enough superhero-obsessed players that I could wrangle the rest into it, and I've done enough research to decide that Mutants & Masterminds would be worth taking for a spin. Washington D.C. is the obvious choice for a home base, seeing as it's close by and I know it fairly well, and particularly the early 70s were an interesting time to be in the city. It also has some persistent institutional dysfunctions that would make it very attractive to crusader-types; this would be right around the dawn of (limited) home rule, and a natural time and place for such personalities to get involved.

After talking with my brother for a while, we decided that brand new superheroes with a street-level focus would be the way to go, and that works very well with both the city and the time period. The players would be one of the first real supergroups to start working together, and they'd take on the various gangs in charge of different parts of the city, all the while dealing with other territorial supers, a suspicious but embattled federal government, and the city government itself. There'd be politics and international goings on happening in the background, but the majority of the action would be based on fighting over control of turf and maybe solving a few of the city's problems along the way.

Monday, June 22, 2009

That Dang Supplement Treadmill

The other day, I realized why I've stopped playing 4e D&D. It has nothing to do with the system itself. The system itself is spiffy. Not perfect by a long shot, and I don't think I could run a really long, serious campaign with it, but there are a lot of games that fall into that category. Heck, I considered running it this summer. I like running it, my summer group likes playing it. If it weren't for the sequel they'd been bugging me to run, it should have been perfect.

Except for that dang supplement treadmill. The thing that really clinched that decision for me -- to run Arcana Evolved rather than 4e D&D -- was that I knew that a bunch of cool stuff had come up since the last time I ran 4e, and if I ran it again there would be a serious temptation to buy more of that cool stuff. This is true of Arcana Evolved as well, but to a lesser degree. Not as much stuff, and I've already got a ton of 3e books that I haven't gotten a chance to use yet.

And 4e D&D has the specific issue that using it rather than some other game would be largely about the cool stuff. If I wasn't going to be fiddling with weird party combinations or coming up with killer monster combos, there wouldn't be much point to playing it. I can enjoy that style of game, but it's not significantly superior to the kind of game where the focus is on something other than character tweaks (or where I can make that kind of thing up myself) and it's a lot more expensive.

Friday, June 19, 2009

Never Have a Plan

So, after Friday's session, Artemis asked me if I'd expected them to fight the ice golem, or try to sneak around it/negotiate with it. She'd interpreted my placing an obviously overpowered monster in their way as evidence of some kind of plan.

Which I didn't have. Yeah, I set up the terrain, with the ledge and everything, in a way that gave them a chance at dealing with it without getting completely hosed, but (to be entirely honest) that wasn't what I was thinking when I set it up like that. I was thinking "hey, Ax has that neat gliding ability, and his player seems really into it, I should give him an opportunity to glide into combat." So I did. Only once the scene had gotten rolling did I realize how smart of me it was to do that.

I didn't have a plan. I never have a plan. I didn't know whether they'd sneak around it, or figure out a way to kill it, or just charge in and get themselves all killed. I hadn't even given much thought to how they'd deal with it. I knew it was possible for them to deal with it somehow, even if that might involve bringing in their parents and mentors, but I figured it was up to them to work out exactly how that was going to go down.

It's not just that I know the players will mess up any plan I come up with, though that is why I originally adopted the policy. More fundamentally, any plan I come up with can't possibly be as interesting as one designed by four or five people very motivated people. If I come up with a plan ahead of time, I'd be tempted to say that whatever crazy idea the players came up with was "wrong," and that would make the game less interesting. It requires a certain comfort with improvisation, but I developed that quite quickly when I realized it would get me out of doing work.

So I don't plan. I come up with ways to motivate my players, and then I get out of their way. Less work. More fun. Your mileage may vary, as always, but it works for me.

Wednesday, June 17, 2009

Neo-Classical Is Better For New Players

On Thursday, I'll be running a six or seven person foray into my megadungeon. (Or perhaps another adventure. Not likely, but I haven't ruled it out.) I considered using 4e, because it's been on my mind a lot lately and I've pegged it as a good system for one-shots, due to its consistency. Ultimately, I decided that Swords & Wizardry would handle the group size better, and I've been looking for an opportunity to introduce this gang to neo-classical play for a while anyway.

Another consideration is that we're going to have a brand new player at the table. (The younger sister of the boyfriend of an old regular from my high school group.) I've already sworn off introducing new people to 3.5 D&D. Despite my occasional frustrations with it, I like the system, but I've been playing it on and off for nearly seven years now. I've read all the core books, cover to cover, multiple times.

New players don't have that experience, and trying to introduce them to the idea of roleplaying and actually play the game while also explaining the system to them is an exercise in frustration, even if they are interested in its intricacies. More often, they aren't. The last few times I've tried to run 3.5 with people, it's turned into tedious frustration. Boytoy had decided roleplaying "wasn't his thing" partly because of his lack of interest in dealing with that system, which I'd originally used to introduce him to gaming.

4e isn't quite as convoluted as its predecessor, but it's still a decision heavy, rules-mastery focused system. I'm comfortable running it (and, presumably, playing it) but a large part of that comfort is based on that same experience I have with 3.5, and such systems generally.

For new players, it's just too much hardware. They don't need all that stuff to "get" roleplaying, and if they're not interested in it, it just gets in the way. If I suspected she'd be a rules junky herself, and we were starting up a proper campaign, I might consider it. But for a one-shot, and a player I know basically nothing about? Much better to go with a system that gets out of the players way and puts the heavy lifting on me, rather than the book.

Monday, June 15, 2009

Fun with Death & Doom

(And frost, too, come to think of it.)

Last Friday's session of Is This Foul? was pretty combat heavy. Beyond a little exploration and the usual scenery chewing, two fights took up almost the entire five hour period. In retrospect, I probably it was probably too combat laden; I set up said combats mostly because I was curious about how they'd play out, forgetting that at least one player has very little interest in combat, and the rest do fine without it.

On the whole, though, it worked out rather well. We had a guest with us, running an NPC, so the combat-focus was probably good for keeping her from getting too lost in references to backstory and the ever-more convoluted plot. And, of course, I had the always antic-prone Halden to keep things interesting, by nearly getting himself killed and attacking his brother (one of the PCs) at slow moments.

I was fairly pleased with how the fights themselves turned out, too. Both were interesting, and quite different from each other. The first involved three high speed "grave wolves" zipping around outside the radius of their (single) light source, based very loosely on the harrier class from Iron Heroes. Though well within their capabilities, it was tough enough to put Halden into serious danger, prompting some amusing attempts to protect him from his own idiocy by the more responsible members of the party.

The second was one of the most interesting pure combats in 3.5 that I've ever run. (I've run plenty of combats that were interesting for plot or character reasons, but it's unusual for me to engineer something that holds my attention just on tactics.) I set an ice golem, from Frostburn, in front of a stone door -- thus, a fairly likely candidate for the "vaults" they're looking for in the tunnels they were exploring -- and the PCs on a ledge across the ice cave from it. Normally, this critter is CR 9, but I cranked up its HD into the territory where CR calculations for such things get a little wonky. Suffice to say, it was well out of their league, even with five level 10 PCs and a level 13 NPC along for the ride.

Luckily, it didn't take them long to figure that out. Kheriim, their mage blade, summoned a fire elemental, and when it smashed that in one hit they became very cautious about engaging it directly. Which was smart, because a few of the lower-hp characters could have very well died after but a single lucky hit, and even Ax (level 13 and a warmain to boot) could only handle a few rounds next to it.

Instead, they figured out a bunch of ways to fight it without getting close to it. Tricks with runes, the aforementioned fire elementals, a dancing-sword type spell, alchemist's fire, and running away really fast were the order of the day. There was also some talk about pulling it away from the door long enough to try to get through it, though they were lucky enough to take it out just as they'd decided to pull back and regroup. In short, they sat down and started thinking, a much better result than I've ever gotten out of all of the "level appropriate" fights I've thrown at them over the years.

Friday, June 12, 2009

Neoclassical Roleplaying Games

So there's a new term running around, originally coined by Robertson Games, that attempts to describe the retro-clones: Neoclassical roleplaying games. The idea being that since OD&D and Basic are commonly called "Classic" D&D, and games released around that era have also picked up the term, a new, reimagined version would then logically be called "Neoclassical." And, as Trollsmyth points out, it accurately conveys the fact that, though they do draw upon older styles, these are new games, in a new era:
Yes! That is perfect, since most of us aren't exactly playing these games the same way they were back when. It's a reinvention, a new style, based on studying those games, tweaking them, exploring what those structures and styles mean.
Thus, it's a term that I can use without feeling faintly ridiculous. I like "old school," but I tend to avoid using it to describe things I'm doing. (You'll note that I have an "old school" tag, but that's mainly to make sure all my Swords & Wizardry stuff gets binned in "Legacy D&D" on RPGBN.) Neoclassical fits the kinds of games I've been getting into lately much better: I'm drawing on an earlier era for inspiration, without having been part of it myself.