While my group and I have been concentrating on the D&D Next Playtest, we could hardly ignore the interweb hype about Goodman Games' addition to the old new school rpg movement. I will not comment on the presentation, artwork and game materials of this excellent game. Much has been said by many other commentators about the book, almost all overwhelmingly positive. The net is full of glowing accounts of how it looks and how it reads. I have the deluxe black and gold version of the book that shipped with an additional free adventure, and it is certainly a great piece of gaming literature. Everything about it is very good. But role-playing games are ultimately judged on how they play, not how they look. Before getting the book I did several web searches for play experiences to hear from players and referees how the game worked in practice. Weirdly enough, there weren't that many. Sure, there were some excellent videos. I recommend Wintersome's excellent two part video at https://www.youtube.com/watch?v=NOjJMuUo7BY. But the reports of actual play were few and far between.
We have now played the game. I have run three funnel sessions of Sailors on the Starless Sea. As promised it was carnage. The players have enjoyed it. Let me say at the outset that DCC plays smoothly and easily. The learning curve for experienced gamers was almost non-existent. Overall we have had a very positive experience of the game, but I have two points to make. I have to raise them in the interests of balance because its difficult to find any negative comments about the game.
The first has to do with the game's tone. The author is very clear. This is for people who like "Appendix N" fantasy literature. OK, that's me. I am target market group. The game makes use of randomness to make the experience wild, weird and often out of control for the characters. This is also very cool because it takes the game in unexpected directions. But while tables (and the game abounds with them) are cool for throwing up interesting stuff, they also have another effect. Results of character actions become hard coded to the thematic material contained in the tables. What I mean is that in-game outcomes (which are often derived from table results) all follow the same fantasy theme of wild, out of control events, often with, extra-planar or otherworldly entities behind them. Is this "Appendix N"? In my opinion, No. Its Michael Moorcock, with possible hints of Zelazny and Vance. I appreciate fully the gratitude expressed by JG to all the authors he lists and also the influences of those authors on his own views of literature, many of which I probably share, but I don't think DCC is a game that allows the creation of stories across the gamut of Appendix N. The main reason for this are the spell tables, which form a large portion of the book, and which contain much of the game's thematic material. These, together with the mercurial magic, corruption tables and the alignment system, give the game its flavour. And yes, you can house rule your own flavour, but that's a bit like rewriting the book. Don't get me wrong, I love the flavour. I love Elric and Hawkmoon, but IMHO it would be difficult to run a Tolkien-type game using the DCC rules.
The second point relates to the 0-Level character generation system. For those unfamiliar with the system, you generate a few 0-level characters very quickly and run many of them through a start-up adventure called a "funnel" which kills most of them, but something strange happens to the few that survive. They develop a shared game story, they gain a lot of wealth through attrition and they reach the elusive first level where they choose a character class and become fully-fledged adventurers. This is a good system but it feels somewhat reactionary to me. By this I mean it is pitched as an admonition to min/maxers. More charitably it is an explanation to gamers who came up through D&D 3e and 3.5, that, contrary to what they may have learned from those games, their character's abilities are irrelevant. DCC does this by making players grow to like the poor hapless sods they play and appreciating all their heroics as exactly that, heroic. It also uses a very flat bonus/penalty to Ability Score ratio (flatter than D&D) which gives mechanical assistance to the idea.
What's wrong with this lesson? Nothing unless it doesn't need to be learned. My group is middle-aged. They are going to hate me for saying it; and they have played many games. Most of them are experienced players who don't optimise. They play all sorts of characters good and bad and most role-play the hell out of it. So maybe, the character gen system is a little patronising.
OK, that's the best I could do to come up with negative comments about DCC. Its an excellent game that reminds me of the first games of AD&D I played, but with a smoother interface, a fantastic spell system which I cannot believe has not been implemented before and all the interesting randomness to send the characters to hell and back. In other words Two-thumbs up. Is it perfect? No. It is, in my view, thematically limited, but the theme it does exceptionally is one that I love and I know many other gamers the world over love it too.
A Gamer struggling to answer the question "Is this a game?"
A Gamer struggling to answer the question "Is this a game?"
Herein lives an attempt to grapple with issues of game design, play and comparison, focusing on table-top role-playing games. Subjective criteria include 16 years professional practice as a lawyer, a somewhat contrary personality (I have been told) and a healthy measure of cynicism towards dogmatic positions.
"... For a book, once it is printed and published, becomes individual. It is by its publication as decisively severed from its author as in parturition a child is cut off from its parent. The book 'means' thereafter, perforce,—both grammatically and actually,—whatever meaning this or that reader gets out of it." — James Branch Cabell
Herein lives an attempt to grapple with issues of game design, play and comparison, focusing on table-top role-playing games. Subjective criteria include 16 years professional practice as a lawyer, a somewhat contrary personality (I have been told) and a healthy measure of cynicism towards dogmatic positions.
"... For a book, once it is printed and published, becomes individual. It is by its publication as decisively severed from its author as in parturition a child is cut off from its parent. The book 'means' thereafter, perforce,—both grammatically and actually,—whatever meaning this or that reader gets out of it." — James Branch Cabell
Friday, 7 June 2013
Monday, 29 April 2013
The Turning of the Worm - Where are we with RPGs?
I am currently runnning a game of D&D Next and reading the Dungeon Crawl Classics Rules. Reading the
Dungeon Crawl Classics Rules and thinking about D&D and my group's last session has
rendered me philosophical about the culture of role-playing games and the way it haschanged over the years. I am interested in assessing where this "new" breed of game comes from and where it is headed.
D&D
Next and DCC are attempts to bring "old school" gaming to a modern world. As
someone who played "old-school" many years ago, and having now played the one
and read the other I reckon they are doing it right. But what really is the
difference? I think the difference lies in what equates to success in the game.
It seems to me that in the old games success meant Survival, whereas in
the newer version of D&D Success meant Accumulation.
A
comparative analysis of the versions of D&D over the years shown very clear
trends. The game became less dangerous for the characters. This is reflected in
the rules for death and dying. With each iteration it became harder for
characters to die. Also eroded, slowly at first, but then in great jumps were
the so-called "save or die" effects. Character death came to be seen by the
game's writers and publishers as something that would turn players off the game,
and therefore a bad thing. Of course, character death also interrupted the
other stream, which was gaining momentum through the versions, the character's
ability to accumulate. Accumulation refers not only to material goods, the
number of which are available to a character has also grown steadily. It also
refers to the accumulation of skills, powers, ability score buffs, feats, gold
and magical enhancements. A character's effectiveness came to be measured by the
number of options available to him, through the accumulation of all these
things. Characters have become commoditized. There may be many different
sociological and psychological reasons for this, but there is also an obvious
commercial reason. Commoditizing the game provides an almost unlimited
opportunity for sales (or so it would seem). The more "options" there are the more books are needed to
contain those options. This can be seen in the almost countless versions of
additional books available for the D&D and Pathfinder games and the
proliferation of so-called "Splat Books". One of the problems caused by this
proliferation is that it perpetuates a falsity about the game itself. The
untruth is that unless something is contained in a book or a rule somewhere, your
character cannot do it. This is fundamentally wrong and bad for
the hobby. This false representation will be particularly damaging to a new
player picking up a role-playing game for the first time, but it is negative
effects are not limited to novices. I am an experienced gamer and I am just as
guilty of falling for it. Perhaps more guilty because I have proselytized the
changes to newer and more commoditized versions of the game within my own gaming
group.
The
commoditizing of the game is like the branches of a tree, breeding greater
option complexity all the time. This also increases the potential for
combinations that the game's producers did not consider and unforeseen synergies
between distant option commodities. This process reached its height with D&D
3.5 and continues strongly in Pathfinder. Thus were born a breed of gamers known
as the "min/maxers" who studied these things for uber powerful combos and broken
options to exploit. This became so bad that the game's creator decided there was
a problem. But they misidentified the problem either because they had lost
track of the essence of the game or because they knew they were too far along a
path of commoditization from which there was not turning back. The problem, they
opined, was a lack of Balance. The game
would be protected from the assaults of the hordes of the min/maxing munchkins
if balance could be achieved. This meant that no single option could be more
powerful than another. This great balancing exercise resulted in 4e.
Unfortunately the effect was simply to make the vast commodity options more
bland and similar to each other.
Another
harmful effect of commoditizing player options has been rules bloat. Players
gained vast lists of abilities, many of which needed rules to support them. One
of the worst effects has been a power shift from the DM to the players. The
rules have gradually neutered the DM, leaving him boxed in by text and unable to
express himself and to create the type of fantasy adventure story that the game
was intended for in the first place. Players too have not been immune, while
their power to control the outcomes of events had increased, the rules have
hampered them too. Their creative abilities to effect the collaborative
adventure story have also been caged by rules and
options.
Why I
personally went along with this process is a bit of a mystery to me. Maybe I too
was just another victim of a gradual shift in perceptions in modern society, or
maybe I'm just a sucker for a box of shiny sweets. Anyway, the charm spell that
I was under has been lifted, and I see with new eyes. (This metaphor seems to have been grafted unconsciously onto my current campaign in which eyes and blindness have become a very prominent theme)
Dungeon
Crawl Classics takes a more aggressive approach to those who read the rules and
want to play. Not having any sentimental or commercial ties to the later D&D
version before 5e, it makes no attempt to promote their validity. The game
forces players into an "old-school" mindset my impressing on them immediately
that survival is the victory. Each player begins with two to four 0-level "mooks
"on their first adventure, ominously referred to as a "funnel". In a funnel
mortality rates are massive, and as the characters have almost no skills or
abilities and less than 5 hit points they die in their droves. But the game does
a clever thing it makes players root for one or more of their hapless goons,
with terrible Ability scores. Also, to overcome challenges the players have to
use more than the commodities available to the characters. They have to use
ingenuity, role-playing and team work, mixed with a healthy dose of luck. Sounds
like D&D to me. And what happens to the few who survive the funnel? Well,
they come out with a few commodities scavenged from the corpses of their fallen
comrades, a scar or two and tales of adventure, daring and excitement. They also
have something else, a bond with the player controlling them who then selects
their class and all the trappings normally associated with a first level
character. Clever.
DCC also
stresses survival in the way it awards experience. Characters gain between two
and five experience points for each encounter they survive. Any encounter,
whether it be a social encounter, a battle or just a trap. I think thats clever.
The game has other old-school elements but thats for another
time.
Both games
are, in my view, a breath of fresh air, or rather old air that has a familiar
and well-loved odour. I am really enjoying playing 5e as I believe it gets back
to what these sorts of games should be about.
Monday, 7 January 2013
Detours are Always Better
For over a year now, since my interest was
piqued in the history of roleplaying games, in addition to trying to write a
book on the subject, I have also been trying to bolster my collection of old
D&D books. I consider my throwing out of my 1st and 2nd
AD&D materials some years ago before I realised the value (nostalgic and
commercial) the old stuff would acquire, to be one of my most miserable errors. So I am often on the lookout for old
D&D stuff, but over the holidays I discovered that some of the coolest
D&D moments occur at times and in places where you least expect them.
The family took a road trip this holiday to
a part of the country known as the Eastern Cape. The quickest and straightest route back to Cape Town
where we live follows almost exclusively a national road known as the N2
highway. This year however, massive bush fires aided by soaring temperatures and
fanned by high winds forced the closure of the N2 on the day we were to return.
An alternative route was needed. We decided on a new way home along a scenic
road known as the R62. The route takes the traveller through an area of
scrubland and mountains known as the “Little Karoo”. Its not as good a road as the N2 but the scenery is often breath-taking
and desolate and punctuated by small interesting towns and villages offering coffee
shops, curios and wine tasting to weary drivers and passengers.
After several hours of driving we chose a
town with a population of less than ten thousand people, and a random coffee
shop (The Blue Cow, if you’re ever in Barrydale) and stopped for a rest and a
bite to eat. Not only was the food and drink excellent, the hospitality was
warm as the sun that beat down on the veranda on which we sat overlooking the
khoi pond. The owner informed us that there was a used book seller next door
and so I took the opportunity to wander off and browse.
The bookshop was a wooden hut in which
loose fitting, colourful clothes and incense were also for sale. When it came to books it
was well stocked, both inside and out, with the works neatly and, with the
exception of one book, accurately categorised. As I walked past the “Esoterica”
section my eye fell immediately upon an almost pristine copy of the Second
Edition AD&D Player’s Handbook. I know it’s not the Brown Box or an orange
version of the Palace of the Silver Princess, but it’s one of the books I owned
and threw away and I had to have it. I did the transaction as quickly as I
could all the while attempting not to alert the alternatively dressed lady who
ran the shop to the ridiculously low price for which it was on offer.
She asked me whether I was aware of what
was in the book and I politely said that I had once owned it and was glad to
find another copy. She was very friendly but seemed to be waiting to talk to me
as I looked through the other sections with my new acquisition clutched firmly under
one arm. Once the three other customers in the shop had left she sidled over to
me. Placing one hand on my arm and looking me straight in the eye she whispered
furtively “I must warn you, not all of the spells work”. I was at a loss for
words and could only respond that I knew that and that it didn’t change my mind.
Then she went on with her business obviously assured in her own mind that she
was not guilty of any significant misrepresentation. I couldn’t stop chuckling as
I made my way back to table where I drank a magnificent cappuchino while paging
through the familiar pages of black text and blue artwork.
It amazing to me that so many events out of
my control, conspired to place a copy of the book in my hands. Detours are a
wonderful thing. I sincerely suggest you take them whenever you get a chance.
We had a great holiday but the trip back and the saga of the PHB were a
highlight, a silver piece that will remain in the belt pouch of my memory for a
very long time.
We had almost made it home before it struck
me that I had missed the most golden of opportunities. Maybe one day I will
pack my 2e PHB, travel that road again, stop in that small town, go to the same
coffee shop and ask the nice lady with the crystal around her neck to mark ,in
my copy, the spells that actually do work.
When I told the story to a
friend and fellow D&D player he thought about my account and then said
confidently “Magic Missile……. Definitely Magic Missile ”. He’s probably right.
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