This is a blog about role-playing games. It includes some general thoughts, some deeper essays, and the occasional piece of short fiction. It will also include a number of posts regarding Seven Kingdoms, a new RPG which I am live-blogging the development of.
Thursday, September 22, 2011
The Problem with Magic
The name, almost literally, conjures up certain images for us. Certain assumptions, certain expectations, and certain dreams. Gandalf and Merlin. Ged and Elric. The enemies of Conan and allies of Fafhrd and the Grey Mouser. From Harry Potter to Harry Dresden. Even Old Ben Kenobi plays the part well.
And, yet, RPGs seem to consistently fail to capture the mystique and majesty of magic. It is a list of powers, a bit of extra book-keeping, and a pain in the ass to balance. Why is this? Well, it's very easy to lay the blame at the feet of D&D. (And, admittedly, I tend to more often than I care to admit.) After all, they took one specific archetype that is quite deliberately unusual ("Vancian" magic), and then very deliberately devolved it into a system of rules suitable for miniatures combat. It was then re-evolved, if you will, into a system suitable for a true RPG. Mostly.
Wednesday, September 21, 2011
How Fudging Could Have Saved the Day
Monday, September 19, 2011
Can you handle the dreaded Licensed Setting!?!
Tuesday, September 13, 2011
Are you now, or have you ever been, Chaotic Evil?
Monday, September 12, 2011
What *IS* an RPG, anyway?
An awful lot of the indie games seem to delight in spewing forth wacky mechanics. I think that, as a community, they are attempting to derive the perfect RPG through some sort of Darwinian process. They create games like you create creatures in Spore, then have the games compete for "survival" (measured in mentions on Forge and RPG.net, as many of them don't actually have sales figures). Key features are then re-incorporated in newer games (though generally with the key terms changed, so that the writer can convince people his work is "original").
I thought that I would rise above this mish-mash, powered by nothing but my own hubris. I will devise the perfect RPG, not through some messy evolutionary process, but with SCIENCE!!! (Please don your protective goggles at this time.) (Ze gogglez! Zey do nothink!!!)
In some seriousness (since I seem to be incapable of all seriousness), what I am looking for initially is some idea of what RPG rules actually do. I know what an RPG is. And I know a couple dozen rules sets. But, if I want to make a contribution that is an actual revolution, and not just a gimmicky new mechanic, I need to have some idea what my goals are. So, what needs do the rules of an RPG need to fill?
Tuesday, September 6, 2011
The Problem with Death
Long-time readers may note that many of my points were previously discussed when I talked about why "old school" games suck. The comments, especially, dealt with the subject of random death quite a bit.
Friday, September 2, 2011
The Problem with Elves, Redux
Tuesday, August 30, 2011
Why LARP Is Not For Me
There is a trend among tabletop gamers to really look down on LARPers as "weird" and "socially deviant." I find this baffling, given that we are all gamers. Not only do we pretty much look the same to outsiders, most LARPers are also tabletop players. So, this post is not one of those. Instead, it is a look at some of the things that make LARP different from tabletop, and how those things are a turn-off for me.
Thursday, August 25, 2011
The Problem with Elves
(Which is not the same as The Problem with Elvis, just so you know.)
Most fantasy settings have elves. Or, if they don't, they have some other race that is very long-lived and intellectual. For me, such beings have always been a real stumbling block when developing a setting. How can the fallen Empire be a time of misty legends when you have people walking around who were there? Also, how weird is it when you meet up with your new companions at the tavern at first level, only to realize that the elf in the party knew your grandfather when he was a boy? And why is it that someone who spent five times as long on their apprenticeship as you knows pretty much exactly the same things?
Friday, August 19, 2011
Murder by Numbers
Tuesday, August 9, 2011
Fluff vs Crunch
Thursday, August 4, 2011
You say you want a resolution.... part 5
Harkening back to the discussion on declaration (and foreshadowing the discussion on fluff vs. crunch), there is a difference between the effect and the description of that effect. Boiling it down, the effect works on the mechanical level, and the description works on the character level. The description is also important to tie the whole action together, much like the summary section at the end of a paper.
Tuesday, August 2, 2011
You say you want a resolution.... part 4
The effect is usually pretty simple, and predetermined by the system. If you hit with an attack, you deal damage. If you succeed with a perception check, you find something. However, there are some nuances here that both separate one style of gaming from another, and are areas where a good GM can introduce extra layers of awesome.
Friday, July 29, 2011
You say you want a resolution.... part 3
There are a dozen ways to slice and dice types of actions and types of resolutions. If the action is either obviously going to succeed, or failure is not interesting, the resolution should simply be the GM saying, "OK, it works." If there is no way the action can succeed (e.g., the character attempts to leap across a forty foot gap with normal human abilities), the GM is well within his rights to give the player a dirty look and say, "Come on, play seriously." But most of the tasks in an RPG fall in the big grey area between, in which both success and failure can lead to interesting stories, and it is not clear which path our hero will go down.
Thursday, July 28, 2011
You say you want a resolution.... part 2
Yesterday we discussed intent. Today, we'll discuss declaration. For those joining us halfway through the woods, this is a series of posts of task resolution, breaking it down into five separate stages: intent, declaration, resolution, effect, and description.
Wednesday, July 27, 2011
You say you want a resolution.... part 1
[Ed. note - The words just kept pouring out of me. I'm breaking this post up into several sections of its own. This first one will deal with intent.]
Monday, July 25, 2011
The dice tell me ... nothing!
Today, why the heck do we even have dice in these games, anyway?
Friday, July 15, 2011
Shared Fantasy - Conclusion
Thursday, July 14, 2011
Shared Fantasy - Chapter 7
As a note, I discussed my reading of Shared Fantasy on RPG Circus last night. You can catch the episode here.
Wednesday, July 13, 2011
Shared Fantasy - Chapter 6
The essence of this chapter is about how gamers deal with shifting between "in character" and "out of character" perspectives. As Goffman, a sociologist whose work on frame analysis strongly informed this chapter, says: "Fanciful words can speak about make-believe places, but these words can only be spoken in the real world."