Friday, February 05, 2010

BRAVESTARR -- Hulu Recommendation Friday


The cartoons of my youth were both wonderful and mildly disturbing. I have an active love hate relationship with the Filmation animation formula. Essentially, the formula is Hero (male or female), Competent Sidekick of Opposing Gender, Cool Animal/Anthropomorpic Animal Sidekick, and Annoying Comic Relief (Snarf/Orko). This hero faced a villain who was somehow in league with "dark forces."

To be fair, only about half their shows used this formula, but the character archetypes they created created the template for other companies cartoon templates as well. Would we have had Thundercats with Mumm Ra if we hadn't had Skeletor? I think not.

The writers and animators who worked using this framework had a seemingly limitless ability to apply the template to almost any genre. It worked well with the Planetary Romance narrative style of the He-Man, She-Ra, and Blackstar shows as well as for the Space Western format Bravestarr -- and it later worked for non-Filmation shows like the aforementioned ThunderCats.

As much as I liked the cartoons, there were a couple of things that bothered me. I despised, and still do, the lame comic relief characters. I blame Orko for Jar Jar Binks. The shows also had an obsession with presenting "moral lessons" that were often too heavy handed to be taken seriously. Even a 10 year old knows when he/she is being talked down to regarding moral choices.

Those things aside, the cartoons were imaginative and entertaining. I could have recommended the He-Man series that is archetypal for the genre, but I have a fondness for BRAVESTARR. The show came late in the decade and features the voice acting of Peter Cullen (Optimus Prime) as the anthropomorphic horse sidekick .30-.30. How awesome is that? The sidekick is named after rifle ammunition!

Thursday, February 04, 2010

An RPG Ahead of Its Time -- Flash Gordon & the Warrior of Mongo



In the nascent days of role playing game yore -- 1977 to be exact -- Fantasy Games Unlimited published one of the first Science Fiction role playing games to hit the market with Flash Gordon & the Warriors of Mongo. The first two science fiction role playing games were TSR's Metamorphosis Alpha (1976) and Ken St. Andre's Starfaring (1976). Flash Gordon was one of a couple of games Fantasy Games Unlimited published that was co-written by Lin Carter -- yes that Lin Carter, the one who is responsible for most of Appendix N being in print -- with another being Royal Armies of the Hyborean Age.

Where Royal Armies was a set of miniature warfare rules set in the Hyborian Age, the Flash Gordon role playing game was an attempt to create an entirely self contained role playing game complete with campaign setting and campaign in one 48 page volume. That's quite a thing to attempt and I have been surprised at how well Flash Gordon accomplishes its goal -- especially given the low esteem in which the RPG.net review holds the game.

The book has its flaws, but it also has its brilliance. The flaws lie within the underlying rules for the conflict resolution system. The brilliance lies within the freeform campaign implementation system, a system remarkably similar to the Plot Point and Encounter Generation system mastered by Pinnacle Entertainment Group in their Savage Worlds series of games. More on this later. It's time to look at Flash Gordon & the Warriors of Mongo.

System Mechanics

In a brief note at the beginning of the book Lin Carter sets out his chief objective in the drafting of Flash Gordon. "My own personal dept to Alex Raymond, and my enduring fondness and admiration for Flash Gordon made this set of rules a labor of love. I was dead set against Scott's [Scott Bizar] first idea of doing a book of wargame rules and held out for adventure-scenarios, instead."

Carter wanted a game that was able to capture the excitement of the old Flash Gordon serial through the use of a collection of adventure-scenarios bound by a single rules set. Rules that were intended to "provide a simple and schematic system for recreating the adventures of Flash Gordon on the planet Mongo." With regard to their goals, Carter and Bizar both succeeded extremely well and failed monumentally.

The system is simple...and confusing...at the same time.

Characters roll three "average" dice for the following four statistics -- Physical Skill & Stamina, Combat Skill, Charisma/Attractiveness, and Scientific Aptitude. It's an interesting grouping of statistics that demonstrated FGU's willingness to look beyond the "obligatory 6" statistics created by TSR. The inclusion of Combat Skill as a rated statistic is in and of itself an interesting choice.

At no point is it explained what an "average" die is. Is an "average" die a typical six-sided die that you can find in almost every board game ever published, or is it one of those obscure and hard to find "averaging" mentioned in the Dungeon Master's Guide? The rules aren't clear regarding this, but the fact that "rolls of over 12 indicate an extremely high ability in the specific category" [emphasis mine] hints that it is the "averaging" die to which they are referring -- later difficulty numbers hint that it might be the regular dice that are used. Not that it matters much, as you will soon see.

After rolling statistics, players choose from one of the following roles -- Warrior, Leader, and the Scientist. This leads one to wonder which group Dale Arden fits, but that is another conversation entirely. The primary effect of choosing a particular roll is to add one point to the statistic most related to the profession.

These attributes are later used to determine success based on a very simple mechanic. Stat + d6 > TN. For example, if the players are in the Domain of the Cliff Dwellers it is possible that they will encounter the deadly Dactyl-Bats.



If the players decide that they want to fight off the Dactyl-Bats the success or failure of the action will "depend upon the military skill of the most skilled member of your group. Roll one die and add the result to your military skill. A final total of fourteen or greater is needed to drive off the Dactyl-Bats." Failure indicates the character is wounded and that the party must rest. It's a simple resolution, but one that lacks any significant cinematic quality. It feels awkward, and other mechanical resolutions in the game are similarly weak. Typical punishment for failure on an action is a loss of a certain number of turns. These turns are valuable as players need to recruit enough allies to defeat Ming before he has time to become powerful enough to squash any rebellion. While the statistics of the game are firmly rooted in roleplaying concepts, the resolution and consequence system still echoes board game resolutions. This is a weakness in this game, as is the inconsistency of resolution techniques. Fighting a Snow Dragon is resolved in a different manner than the encounter just discussed.

I imagine one could build a good game conflict resolution system built around the statistics highlighted in Flash Gordon, but this book lacks that system. I think it might be interesting to try to use a modified version of the Dragon Age pen and paper rpg system as a substitute for the mechanics in the Flash Gordon rpg. They are simple enough that it wouldn't require a lot of work. One could also use the OctaNe system if one wants to stick to the "narrative" feel that Bizar and Carter seem to have been attempting here. OctaNe succeeds where this game fails mechanically -- and OctaNe's system is ridiculously easy to learn and use.

Game Campaign System

This is where Flash Gordon really shines. The game's basic structure is that of a "recruitment" campaign where the players must journey from land to land -- based on how they are connected on an abstract schematic and not based on actual geography though the schematic takes those into account -- where they encounter various challenges and face various foes. For example, let's say our stalwart heroes find themselves in the Fiery Desert of Mongo. If they are mounted on Gryphs he journey will be easier than if they are not. It is possible, though not guaranteed, that the players will encounter Gundar's Gandits who will attempt to capture the players and sell them into slavery. The players may also encounter a Tropican Desert Patrol made up of troops loyal to Ming. The end goal of the area is for the group to recruit Gundar and his men, but that requires role playing and/or defeating the Tropican Desert Patrol. The description of the Desert and the possible encounters are abstract enough that they could easily inspire several sessions of roleplaying -- with a robust system like Savage Worlds -- all it lacks is a nice random encounter generator like the one found in The Day After Ragnarok to fill in the holes.

In essence, the Flash Gordon role playing game includes one or more major encounters for each geographical region of Mongo. As they players wander from place to place, they can/will face these challenges. What is inspired, and ahead of its time, about this structure is that the encounters are "story plot points" that must be achieved but can be achieved in the order of the player's choosing. There is room for exploration of the world at the same time that the players are succeeding at mandatory plot points. It is a narrative campaign without the railroading. Pinnacle Entertainment Group uses a similar structure in their Rippers, Slipstream, and Necessary Evil campaigns. It is a system that allows for narratively meaningful and fun play without the need for extraordinary planning on the part of the Game Master. All it lacks is a method, like the random encounter generator I mentioned above that is used by most plot point campaign systems, to fill in the scenes between the set pieces. Though it should be noted that there is sufficient information within the Flash Gordon rpg to easily construct a set of encounter generators with very little work.

Conclusion

Criticisms regarding the underlying conflict mechanical system, or lack thereof, are spot on when it comes to Flash Gordon. Character generation and conflict resolution lack any feeling of consequence or depth. BUT...If you want a campaign road map to use with another game system, preferably a fast-furious-and-fun one or a "narrativist" one, then this product is a deep resource. It will save you from having to read pages and pages of the old Alex Raymond strip in order to get an understanding of all of the minor details necessary for the creation of a campaign. You should certainly read the Alex Raymond strips, they are wonderful, but reading them should never be made to feel anything remotely like work. Bizar and Carter have done the work in presenting the campaign setting, all you have to do is adapt it to your favorite quick and dirty rpg mechanical set.

Wednesday, February 03, 2010

Japanese Fanta Commericials are Awesome!

Since I have to study various Costing Systems for a mid-term this evening, today's post must be brief.

Thankfully, Japanese Fanta commercials are awesome!



I might just stat up a couple of the teachers for a Teenagers from Outer Space game in a future post. It might be interesting to begin a TFOS adventure at a Japanese school run by "Fanteachers."

Tuesday, February 02, 2010

Ah, the Madness and Confusion of the OD&D 6th Printing (OCE) Edition

Apparently, this printing lacks a nice little quote on the bottom of page 19 referring to the damage of weapons, "All attacks which score hits do 1-6 points damage unless otherwise noted."

No wonder I couldn't figure out how much damage weapons do in the alternate combat system.

Monday, February 01, 2010

Shatner + Edgar Allan Poe = Pure Awesome

You know you want to watch it.

"Click play," quoth the Raven.


The "Old School Revival" Makes Me Want to Go "Really Old School"



Over the past decade, in the shadow of WotC's Open Gaming License, there has been an explosion of DIY game design devoted to making new role playing game products inspired by and/or compatible with early editions of the Dungeons and Dragons game. Some of the games are merely trying to capture the "feel" of the old games and recapture some of the game playing nostalgia of the author's youth, others are attempts to fuse new design techniques with the simple ability to inspire the old games possessed.

This "movement" in itself is reminiscent of the nascent days of the role playing game industry when people were writing rpgs out of their basements, garages, and living rooms and didn't worry about getting enough revenue (either venture capital or revenue based on money received as compensation for selling a successful game company to a larger game company) to publish a "slick" product. Companies like Judge's Guild were in the marketplace selling creative, if not sufficiently edited, products that built on the excitement of a new hobby -- a hobby were game creation was "fun" and not so market driven.

It's fun reading the various Old School Revolution blogs like Greyhawk Grognard and Grognardia, or visiting the Dragonsfoot website. I've been so caught up by the OSR fever, that I purchased on of the Swords and Wizardry White Box boxed sets.

I manage to balance my RPG "news/study" time between keeping up with what's going on in the "Indie Narrative Gaming Verse," the OSR, and the modern industry fairly well. In fact, I'm proud of my ability to navigate through these three -- often very different -- waters. I am a proponent of the OSR, the narrative indie, and the ultra-corporate game. I will evangelize the wonders of My Life with Master at the same time as expounding the virtues of the 4th Edition of Dungeons and Dragons.

I was reading one of the OSR websites the other day and read the a statement similar to the following. "Why are we writing 'updates' or 'nostagia' versions rather than playing the actual old rules sets?" I don't remember where I read that, and the wording was different, but it got me thinking. I think there are a couple of answers.

First, those who think that "unsupported is dead" is nonsense, are delusional. Unsupported is certainly dead from a retailers point of view, they can't sell a product that isn't supported beyond a certain terminal limit. Unsupported is also dead from a consumer point of view. How many people are still running their first D&D campaign using only the Chainmail rules and the Little Brown Books? Not many. You can only read these books a certain number of times before you have memorized them. You can certainly expand on these books with house rules, and the games don't "require" more than these books to play, but gaming is a social endeavor. As such, gamers like to hear other gamers' ideas -- even if they don't/won't use them. Role playing games are about dialog. Dialog between the DM and Players, dialog between DM and manufacturer, and between DMs and other DMs. Some of this dialog breaks down when a game is no longer supported in its existing form. Thankfully, the internet -- and the Open Gaming License -- allows almost anyone to become the "manufacturer" (within the limits of the OGL). This is where the OSR shines, it restores the interaction between manufacturer and DM/Gamer. Dialog feeds creativity, silence starves it. When a publisher supports a game with printed material, they are participating in the dialog. When they stop the dialog has traditionally narrowed, but the OGL allows for a continuation of the game dialog that didn't exist before.

But and expansion of "manufacturers" means an expansion of published ideas of what the game is at its core. This requires new editions/rules sets. Which leads to my second point. The new creators are creative and want to leave their mark on the hobby, this is a good thing -- but it takes us away from the original rules.



Lastly, the Chainmail rule book and original Little Brown Books of D&D are not very clear when it comes to explaining the game and how to play it. I cut my role playing gamer teeth on the Moldvay Basic and Cook/Marsh Expert editions of the D&D role playing game. These sets had artwork by Jeff Dee, Erol Otis, and Bill Willingham that was the perfect combination of cartoony and fantastic to inspire my young imagination. They also had clearly written and easy to understand descriptions of how to play the game. If I didn't have the mental structure created by years of playing these, and later editions, of D&D -- and a good deal of Warhammer -- I would not be able to play D&D based on the "first four" books without doing some significant design work on my own. When one reads the original books, it becomes readily apparent why Ken St. Andre quickly drafted his own rpg Tunnels and Trolls as a response. Original D&D is difficult to understand, and newer rulebooks written more clearly -- like the Moldvay/Cook edition or the Holmes edition -- are still a much needed commodity. This is true even if your intention is to play Original D&D, especially true of you want to bring new gamers into the hobby.

This rant/ramble has inspired me to do something. It has been a while since I read Chainmail and the Little Brown Books. I think I want to see if I can read them, "understand" them, and present them in a clearer format. Over the next few months, I will be attempting to create a Beginner's version of the first role playing game. I don't think I'll publish it online or anything, though I'll likely share it if I am satisfied with it. I will try to create the game as it is "described" and not as I "now know" how it is played. I'll start with Chainmail and then work my way up.

I think I'll call the series, "How to play..."

Oh, and don't worry, I will get back to Northwest Smith later this week.

Thursday, January 28, 2010

Expanding James Maliszewski's "To Roll 20" D&D Combat System



Over at his absolutely must read "in praise of Old School RPG gaming" site Grognardia today, James Maliszewski takes on one of the typical myths regarding the complexity of the original AD&D and D&D games. Many people believe that you absolutely need the combat matrices on pages 74 and 75 of the Dungeon Master's Guide in order to run combat, and that continually looking at those charts can diminish the verisimilitude (to use a Gygaxian term) of the role playing experience.

In response to this criticism, James -- who has worked on the excellent "new school" games Colonial Gothic and Thousand Suns -- shares the chartless system he uses in his home campaign Dwimmermount. He describes the system as follows:

when a monster attacks, I roll a D20, and add the monster's Hit Dice and the target's (descending) armor class to the result of the dice roll. If the sum is 20 or more, the attack is successful. This system is simple and quick and I don't need to consult any charts.


What James has done here, and it is mildly ingenious, is to deconstruct the old THACO system that was introduced late in the 1st edition. Essentially, under the THACO system each player wrote down a number that represented how high that player needed to roll on a d20 (after modifiers were added) for their character to hit Armor Class (AC) zero -- THACO stood for To Hit AC 0. Using the old THACO system, the player essentially ran the following subroutine:

  1. Roll d20 + Attribute Bonuses + Item Bonuses
  2. Get total.
  3. Subtract total from THACO.
  4. Result is AC you hit


The subroutine created what can only be described as a seesawing of arithmetic. First you add and get a result, then you subtract, and finally you compare that to a target number -- your THACO. It was a clumsy system, but it was better than the charts and became the basis for the 2nd edition combat system.

James has taken that seesawing subroutine and made it a one sided equation. It's fairly elegant.

  1. Roll d20 + Attribute Bonuses + Item Bonuses + Opponents AC
  2. Compare result to Target Number of 20


The system has the same mathematical effect as the THACO system, but adds a layer of elegance by putting all the arithmetic at the beginning of the process -- a negative AC would be a negative modifier to the initial roll.

On his site, James has included the chart for Fighting Men that he uses in his campaign. I don't know what chart James used to base his chart on, but I have calculated the "To Roll 20" bonuses for the character classes based on the charts in the old DMG.






I would like to mention one small thing when using these charts. James' "To Roll 20" system does make it slightly more difficult to hit certain armor classes than the charts on page 74 would normally be. For example:

Kin Rathslayer is a 7th Level Fighter with a +1 Longsword and a 17 Strength. Due to his weapon and Strength, Kin gets a +2 total attribute and item bonus to hit. He decides to attack Theodore Dudek "villainous rogue" who has an Armor Class of -8 due to equipment, attributes, and armor.

Using the chart on page 74 of the DMG, Kin would need to roll a 20 -- excluding his +2 bonuses -- to hit Theodore. With his bonuses, Kin needs to roll an 18. Kin has a 15% chance to hit Theodore and take the crown of "King of RPGs."

Using the "To Roll 20" system, Kin would roll d20 +6 (level bonus) +1 (weapon bonus) + 1 (strength bonus) - 8 for Theodore's AC. Kin needs to roll a natural 20 in order to hit Theodore. He has only a 5% chance of success.


This slight drawback occurs in the regular THACO system as well, and is due to the fact that on the charts each character class can hit multiple ACs on a roll of 20. For example, a 7th level fighter hits AC -6 through -10 with a total of 20. All four of those ACs have an equal chance of being hit by the fighter. A 4th level fighter hits AC -2 through -7 on a total of 20 on the DMG chart on page 74. The THACO and "To Roll 20" systems remove this long tail effect and substitute a much needed ease of play to the system. The statistics work out differently than the charts -- more for the non-fighter classes than for the fighter -- but the dividends in ease of play more than make up for that drawback.

Were I to run a 1st edition game, I would certainly use James' "To Roll 20" system and mock those who think that AD&D requires charts to determine if you hit your opponent. At least I would if I could figure out how the initiative rules actually work when using speed factors and weapon sizes.

Wednesday, January 27, 2010

If You Could Play Casual Video Games on Demand Through Your TV, Would You?





According to Interactive TV Today, TAG Networks has been market testing a Video Game on Demand channel in cooperation with Oceanic Time Warner (the Hawaiian arm of Time Warner Cable). They launched the effort in 2008 and are now contemplating expanding the offering to other markets.

Owners of the current generation of console gaming systems can currently purchase games for download through their consoles, a system similar to traditional pay-per-view on demand sales, but it appears that TAG Networks system works more like Netflix on Demand, Stars on Demand, or USA on Demand. Your television remote control is your game system controller. ITVT reports, "TAG, which is ad-supported and available to all Oceanic Time Warner Cable's digital subscribers, allows viewers to use their remotes to play a range of casual games, including branded games such as "Bejeweled 2," "Tetris," "Diner Dash" and "Barney," and classic games such as Texas Hold'Em, Sudoku and Checkers. The channel, which also offers community features, including multiplayer gaming across households and high scores, is powered by a platform for which TAG Networks has filed nine patents to date."

Ad supported on demand gaming through your television sounds pretty interesting, and the offerings are good for the casual gamer )a large segment of the gaming population), but what about the console rpg player or real time strategy gamer?

There are a couple of games that look like they might appeal to the geek in me. In particular "Seven Seas" and "Mummy Maze." Both are casual games, but they share some aesthetic qualities with some games I have enjoyed in the past. "Seven Seas" looks a little like the classic "Sid Meier's Pirates" game and "Mummy Maze" shares some visual qualities with "Gauntlet" -- though it doesn't look like it shares many game play elements with that classic game. I hope that Game Table Online is looking at this channel and looking for ways to get their robust and deep game catalog into an interface like this. I would live to play Axis and Allies or Nuclear War while sitting at my couch.







Looking at the games a little more, and thinking about the possibility of further development in the social/community functionality offerings, a thought suddenly comes to me. While using a TV remote may not be the best way to play a real time strategy game, or an action rpg like Dragon Age, it might be a great way to play a turn based and game mastered role playing game.

When Wizards of the Coast launched the 4th Edition of Dungeons and Dragons, they heavily promoted something they called the "Virtual Game Table" which would allow people to run D&D games through via the internet. The DM would create a scenario using a scenario editing tool, and the players would interface with the dungeon through their individual computers. There are currently a few good remote gaming software packages available, so Wizards' offering would have had to have offered additional functionality and graphics capability that the current software lacks. This was one of the reasons the product failed, that and a fear that D&D 4e was trying to kill the actual table top experience (not a completely irrational fear in the gaming community).

I wonder if TAG Networks technology could be used to create an interactive household to household "television top" role playing game experience. I have friends that live across the country who I'd like to game with and gaming while sitting on the couch holding a TV remote would be more "comfortable" than sitting at my computer desk at the keyboard and mouse -- at least for me. Creating adventures might be a pain, but I think the play experience could be worth while. It also might be a way to introduce new gamers to the marketplace as the "social" interface might allow others to watch an ongoing game (say one that wasn't classified as private by the players).

It wouldn't replace the table top experience, anyone who has played face to face table top rpgs knows that they are a unique experience, but they might help expand the gaming hobby as a whole.

What do you think? Would you play casual games? Would you play rpgs? Other games?

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