Tuesday, January 10, 2012

An Alternative Vision of the Hobbit that Never Was -- Thank Heaven

Over at the Tor books website, there is a post discussing a short animated version of The Hobbit that was produced long before the Rankin/Bass film adaptation with which most people are familiar.  The film was worked on by Gene Deitch, who shares the genesis of the project on his website.

As I watched the approximately 12 minute adaptation, I was struck by two thoughts.  The first was how similar the animation style was to the illustrations on the covers of the paperback editions of The Lord of the Rings that my parents had sitting around the house when I was a child.



The second was how little the illustrations captured the feel of the fiction for me.  I never felt that the Ballantine covers truly captured the magic of Middle Earth.  They were dynamic covers, but they were too faux surreal and angular for my young tastes.  The Fellowship cover, above, captures neither Hobbiton nor Rivendell for me.  This isn't to say that those places might not look surreal, just that these images fail to capture my vision.

The same holds for the animated film.  It's adaptation of Thorin and the insertion of hearts into the costuming of various characters seems bizarre, though I do like the angular Gandalf who has a darkness that the other characters lack.

Watch the clip and judge for yourself.  One thing is certain though, the name change they gave Smaug is nigh unforgivable. 


Monday, January 09, 2012

Reverb Gamers 2012 #9

Atlas Games is hosting a new RPG blogging group called Reverb Gamers that is posting a writing prompt(1 each day in January) with a focus on RPGs LARPs and MMORPGs. I missed yesterday because I really couldn't think of an answer and I got sucked in by Star Wars The Old Republic. Sometimes you just have to play games instead of blogging about them. Anyway today's post:
Have you ever played a character of the opposite sex. Why or why not? If yes, how did the other players react? (Courtesy of Atlas Games. Visit us at www.atlas-games.com)
I have played characters of the opposite sex before. I usually only play female characters in single adventures or convention RPG games though. Our home campaign has a rule that you can only play characters of the same sex as you, which invariably someone tries to break(and usually they get away with it). The reaction was the same as if I had played a male character, from what I can tell.

It does, however, remind me of a odd thing about MMORPGs and the Internet. MMO avatars can provide a strange kind anonymity. I have seen people get upset when they think they are talking to a male or female person based on the sex of the avatar. Hey, I thought you were a woman/man.

Reverb Gamers 2012 #8

What's the one gaming accessory (lucky dice, soundtrack, etc.) you just can't do without? Why? (Courtesy of Atlas Games. Visit us at www.atlas-games.com)

Don't really have one. If you pushed me I would say good players. If the game doesn't have creative players at the table I'm checking out and going home.

Saturday, January 07, 2012

Reverb Gamers 2012 #7

How do you pick names for your characters?
I covered this briefly yesterday with the story of Hal Duran, here. For that I just chose two names that I thought sounded cool and made the characters first name and the second their surname. It only turned out to be a cool "in joke" name after the fact. Depending on the genre, the game length era its from I choose different names.
For four color supers its important to have rhyming or sound alike names or aliteration. My supervillain for Necessary Evil is called Darklight. Darklight because he is a lantern weilder in the style of Green Lantern and Sinestro. Where does the rhyming come in? With the civillian Identity of Dr. Marcus "Marc" Wright. For our Gamma World game I made a fiery leader with a temper named Paul Cano which sounds like volcano when you say it fast.
One way I like to name characters is to brainstorm random words, write them out on a sheet of paper and sound them out string them together put different emphasis on syllables and recreate sounds you like with new spellings.
For D&D one-shots I use the random name generator on DDI until I find something that matches my character concept.
Another way I like to name a character is through play. Come up with a title or a nickname and then through play find the characters history by connecting yourself to other NPCs. is there a family in distress who needs the party's help. Take their surname and say that your character is a distant relative arriving in time to save the day. Thus creating backstory on the fly and a name approriate to the setting.

Friday, January 06, 2012

Reverb Gamers 2012 #6

Describe your all-time favorite character to play. What was it about him/her/it that you enjoyed so much? (Courtesy of Atlas Games. Visit us at www.atlas-games.com)


My all-time favorite character to play, huh? Sounds like another bad episode of Let me tell you about my character.... My retailer friends will often complain that while running a game store they have to hear a lot of the "let me tell you about my character..." stories. Hear enough of them and you'll snap. I think because for the person telling the story it's a very personal thing. A connection you make in your own mind between yourself and the character you are creating and playing. For someone hearing the story without that context it's just details strung together. For those who wish to avoid such nonsense please read no further.


My first character in a "real" RPG with a real gaming group is probably my favorite character to play. A male Twilek Jedi Padawan named Hal Duran in my friend Wes' Star Wars SAGA edition game. It's set during the Clone Wars and Dark Times eras between The Phantom Menace and A New Hope. In an early session it was pointed out to me that "Hal Duran" sounds like Alderaan. I swear it wasn't on purpose. My Jedi's name is not a tribute to that doomed world. The inspiration for the name was from HAL 9000, the computer in 2001: a Space Odyssey and the band Duran Duran, they combined as an interesting name for a Jedi Padawan.

What do I enjoy most about playing this character? Hello? Jedi. For this game it's all about cinematic action. What highly improbable feet of acrobatics, and sword play will Hal pull off this week? Probably my favorite scene so far was chasing a personnel carrier with a speeder bike. It's hard to fight a moving target with a light saber. So I maneuvered the speeder in front of the carrier while using my light saber to protect myself from it's guns. Then I leaped off the bike while spinning like a top with light saber held angled in front of me, cutting a hole through the plasteel window simultaneously killing the driver and wounding the co-pilot. I landed on my feet in the back of the carrier. So I was fighting the guys inside while the carrier is crashing. Mandalore bounty hunters coming in the top and jumping off just in time for the carrier to explode from a thermal detonator. Boom! Awesome. That was just as a padawan, just gained knighthood in the last session.

Thursday, January 05, 2012

Reverb Gamers 2012 #5

Have you ever introduced a child to gaming, or played a game with a young person? How is gaming with kids different than gaming with adults? (Courtesy of Atlas Games. Visit us at www.atlas-games.com)





This question strikes me as funny. I was a young person once(a long time ago, I know). And when I was young we were introduced to gaming by our parents. And with a little brother around I obviously played with " a young person" as a a young person(as a child I played games with other children).





I must of course interpret the question as: Since you became an adult, "have you ever introduced a child to gaming or played a gane with a young person?





Sure of course, I have. It is very different than playing games with adults. For one you have to watch your lanquage. No swearing in front of the impressionable youth. usually parents of kids don't want to have to explain bad words to their kids at a young age. One of my college friends and his younger siblings would come over to my house and play D&D as a family. I really had to alter the content of my usual game to account for the wide range of ages at the table. I also had to take time to explain the rules with a new mindset. it took a lot of patience. We played several sessions but never actually finished the campaign.

Wednesday, January 04, 2012

Space Crusade (1990): In the Grim Darkness of Table Top Gaming, There is Only War

I promise to catch up with Eric on the Reverb Gamers posts, but first I have to share a bit of awesome.

Some of my fondest gaming moments are the years I spent playing the various editions of Warhammer (Fantasy and 40k) before moving down to the Los Angeles area.  My friends and I would meet every week to do battle with our half-painted (or at least all "primed") armies for hours on end.  We were devoted fans who not only played the "hard core" miniature battles games, but also most of the "Specialist" games released by Games Workshop in support of their war games.

Games Workshop was, and pretty much still is, on a rotating schedule of providing a new rules edition for their war games every 3 years or so.  During the year prior to a new rules release, they would roll out a Specialist game that covered a related theme.  If a new edition of 40k was coming out, we'd see "Gorkamorka."  If a new edition of Warhammer Fantasy was around the corner, we'd see "Mordheim."  It was great fun.

In the late 80s and early 90s, Games Workshop teamed up with Milton Bradley to create a couple mainstream adaptations of their signature games.  For Fantasy, those games were Heroquest and Battle Masters.  I own both of these games and they are prized possessions that have provided many an hour of entertainment. 



Sadly, as passionate as I was about these games, I somehow missed out on Space Crusade.  Space Crusade is a popular market adaptation of Games Workshop's signature Specialist game Space Hulk.  I say adaptation, but the more I look at it the more it looks like an "improvement."  I desperately would love to get my hands on a copy, but alas and alack they are rare and expensive.  When I see the components, I can see why.  Unlike Space Hulk which focuses solely on the conflict between Space Marines and Tyranids (Genestealers), the Space Crusade game includes Orks, Eldar, and crazed Androids who look suspiciously like Necrons to the mix.


 

Reverb Gamers 2012 #4

Are you a "closet gamer?" Have you ever hidden the fact that you're a gamer from your co-workers, friends, family, or significant other? Why or why not? How did they react if they found out? (Courtesy of Atlas Games. Visit us at www.atlas-games.com)

Addendum: Do you know anyone who is? Would you ever "out" another gamer? via Twitter

No. Definitely not. It's my primary social network. At my day job I let everyone know that I'm a gamer. I may not wear distracting gamer attire but I let my words and actions communicate that "I am a Gamer". I had a co-worker who totally wore gaming shirts all the time. It was okay with the people at our work so I guess sometimes it's okay to let your gamer geek flag fly at work, it just wasn't for me.

As a a game designer it's in my interest to let people know about the hobby and to try to spread the word. How else will anyone know about my work and the awesome work of my friends and colleagues.

I've known a few people who like to play it off as if they don't game when we got socially, but I wouldn't out them. It's a personal thing. They shouldn't be embarrassed by their hobby but I understand it. Just like you shouldn't be embarrassed about anything that you genuinely are.

Monday, January 02, 2012

Reverb Gamers 2012 Prompt #3

What kind of gamer are you? Rules Lawyer, Munchkin/Power Gamer,Lurker, Storyteller/Method Actor, or something else? (Search "types of gamer" for more ideas!) How does this affect the kinds of games you play? For example, maybe you prefer crunchy rules-heavy systems to more theatrical rules-light ones.


Role-Player not Roll-Player with a nice side of Storyteller. I am into story and theatrical combat. I try to bring what my friends call the 'awesome'. Christian's daughters rightly capture my play-style by shouting "Boom!" at the table.

I think Ryan Macklin does a good job of pointing out that this prompt "It's a trap!". I feel like all of these lavels for types of gamer apply to me depending on the game. sometimes more than 1 label at a time.

I enjoy mastering the rules for my PC when playing D&D so crunchy rules/Rules lawyer. But when I run D&D I care more about facilitating fun for everyone else and don't let things like rules get in the way of everyone's fun.

In Savage Worlds the rules are so simple that I find myself lurking in most games and occasionally trying to play the 'troublemaker'.

For Do it's a storytelling game so it's all about telling silly stories for me.

In the big picture I would say that the rules of a game and its themes will dictate my play style.

Reverb Gamers 2012 Prompt #2

REVERB GAMERS 2012, #2:
What is it about gaming that you enjoy the most? Why do you game? Is
it the adrenaline rush, the social aspect, or something
else?

It's definitely the social aspect. I have met many great friends through gaming. One bit of statistics based evidence for you. It was pointed out to me by the Face Book that more than 25% of my friends on Facebook are fans of a little FLGS(Friendly Local Game Shop) called EndGame. This also doesn't include more of my friends who game but aren't local to Oakland. So they only know about because I talk about it so much. Gaming is definitely a social thing for me(also I love telling stories; to people, with people, for people; the collaborative story telling that RPG play allows for is another major reason that I play games).

Sunday, January 01, 2012

Reverb Gamers 2012

Atlas Games is starting a new RPG blogger group called Reverb Gamers 2012. You can follow the results at their website and also on Twitter @ReverbGamers. For each day in January they are posting a prompt for RPG, MMORPG, and LARP players to discuss. I will endeavor to write a response, however brief, to each one.

Prompt for the 1st:

REVERB GAMERS 2012, #1: What was your first roleplaying experience?
Who introduced you to it?
How did that introduction shape the gamer you've become?


How should I answer this one? Do they mean formal roleplaying experience like with rules and stuff? Everyone's first roleplaying experience is when we are little kids and we imagine that we're the 'police' chasing down our 'robber' friends or some similar game. Do I count the Milton Bradley published Hero Quest, which is really a boardgame now that I look back on the experience? You know what? that's it.

Hero Quest 1989



It was designed by Stephen Baker, according to boardgamegeek.com. HeroQuest was developed by GamesWorkshop, you know The Hobby Games guys. It was released in 1990 in North America by MB so I must have first played this game when I was 8 or 9 years old. It was the go to boardgame for me, my brother, and our best friend Chris. We would all imagine we were our characters and take them on each quest in sequence in the game. We'd take turns playing as the evil Zargon. Eventually we upgraded the game and got the two expansions as they game out. Kellar's Keep and Return of the Witch Lord. And when we finished those we started 'hacking' the game. We made up new heroes using the stats for the other characters mixed up. I think one of the characters we made was really weak in dice rolling but had access to Zargon's spell cards. We also made a ranger. And we upgraded some of the characters so we could play the game with fewer heroes and really roleplay one character at a time(in the three player games we usually played two heroes per player for balance reasons).

It is the earliest in my life that I considered game design as a career path. I think I was 10 or 11 at the time. I always dabbled with the idea in middle school and high school. Turn the clock forward 20 years and I'm finally starting a career in game design. Just last week I was looking through some old notebooks and found card designs for MtG from the mid-nineties that I wrote while I was in high school. So I guess the lesson is pay attention to the career dreams of your 10 year old self.

My copy of the game is pretty beaten up. It is not at all like the video I posted above. My heroes and a few goblins are painted but are chipping badly. The box is not holding together and some of the cardboard furniture is missing. This game was a gift from my parents so thanks Mom and Dad for making sure I was a lifelong hobby game enthusiast. It is something of a treasure that I will never think about parting with though.

Wednesday, December 28, 2011

Happy 4th Day of Christmas -- A Belated Merry Christmas

I meant to put this cartoon up on Christmas Eve, but alas I was too busy getting the house ready for Santa Claus.

Thursday, December 22, 2011

Second Battleship Preview Leaves Me Wishing They Made "Battleship Galaxies" Into Film

Yesterday I tweeted that I might be the only person in America who is excited to see the upcoming "Battleship" film directed by Peter Berg. I think that Berg has a talent for both the artistic and for the popcorn, and think that his "Battleship" film looks like pure popcorn. Ridiculous popcorn.

Like, doesn't make any sense popcorn.

Not only that, but popcorn that follows the typical invasion story formula.

  1. Earth encounters alien force
  2. Earth gets owned by alien force -- the "Footfall" moment
  3. Earth keeps fighting against hopeless odds
  4. Some change/shift occurs
  5. Earth wins/Aliens quit
In Footfall the aliens stop when they realize that humans are crazy and won't ever give up.  In "Independence Day,"  we create a "virus" to even the odds.  In War of the Worlds, the aliens catch a cold.  It's a common formula, tried and true.  A little staid perhaps, but I don't mind if the film is pure popcorn.  Heck, even "Skyline" followed this formula even though it ended just as the shift toward "human" victory begins.




Regardless, after seeing the alien designs in this film, and having played the "Battleship: Galaxies" board game, I personally wonder why they didn't just base the film on that game.  It would still have the transmedia marketing tie in, and it would make sense to include the aliens.

Wednesday, December 21, 2011

In Defense of Candy Land

In a recent episode of the Dice Tower podcast, Eric Summerer gave some surprising praise for the classic Milton Bradley board game "Candy Land." To those who are casual gamers, rather than obsessive hobby gamers, it might seem odd to call praise of "Candy Land" surprising, but it is.  While the "child's first game" is a staple in most households, it isn't a well thought of game in the hobby gaming community.  For example, the hobby gamer's go to website for opinion research is the excellent Board Game Geek website, and its members have given the game a lowly 3.2/10 rating (with an N of 1568).  This rating falls somewhere between "bad" and "not so good."



My opinion of the game has changed over the past year, and now falls pretty squarely in line with Eric Summerer's praise, and also with Rob Donohue's.  He praised the game as a great introductory game that he was playing with his son.  If memory serves, Mr. Summerer stated that "Candy Land" was the first game where his son actually started playing by the rules.  I had a similar experience with my 3 and a half year-old twin daughter's Mystery and History.  They adore this game, and have learned some valuable game playing lessons from the game.  Like Mr. Summerer's son, they play the game by the rules...well with one small exception.  Rather than the goal of the game being to "go home" as is written in the rules, Mystery and History are on a journey to have tea at Hello Kitty's house.  To add to the immersion, they have placed Lego Duplo "cat legos" on the board at both the home and peanut brittle house squares.  The home square represents Hello Kitty's house and the peanut brittle house is the domicile of Hello Kitty's apocryphal twin sister "Boxie." 

I am pretty sure that my own heightened opinion of the game is stronger than that of Mr. Summerer's.  Where I once found the game "simple" and not really worth playing, I now believe the game to be a vital addition to any gamer's collection.  But one must own the game for the right reasons.

"Candy Land" was created in 1948 by Eleanor Abbott.  Eleanor was a retired San Diego school teacher who suffered from Polio, and she created the game as a fantasy world into which children suffering from the disease could escape.  The game was first played by children in a polio ward in a San Diego hospital and was published in 1949 to great success.

The game is quite simple.  Players draw cards which have and illustration of either a colored square (or two) or a board location. The player then places their game piece on the next square of the color drawn, or the location in the illustration.  The first player to follow the track all the way to the "home" square wins.  The cards are only shuffled once, unless the entire deck has been gone through and then you shuffle again.  There is no strategy to playing the game efficiently, and the players make no tactical decisions.

It is a game of pure chance.

I believe that this one of the primary causes for the low rating the game receives on Board Game Geek.  To elaborate, I believe the following to be the reasons the game is so disdained:

  1. The game is purely random with player decisions having no influence on play.
  2. Due to the single shuffle, the game's outcome is effectively decided before the first piece is moved.
There seems to be a preference on Board Game Geek on games where players have control and where the role of luck is minimized, but this is a view that I personally don't share.  I love games of skill, but most games of skill are also solvable games akin to Nim.  An eventual "best strategy" can become known and that means that the game is only fun/challenging insofar as the people playing the game have incomplete knowledge.  Tic Tac Toe is only fun when both of the players lack mastery.  This is never true of a game that incorporates chance.  Chance allows for variation in play, and allows weaker players to beat stronger players.  Reiner Knizia, in his book Dice Games Properly Explained, describes games of luck in the following way, "Even though you have no tactical influence, these games provide great entertainment.  It is like watching a good movie.  You cannot change the course of the action, but you join in the excitement."

I agree.

A good game of "Candy Land" is very much like watching a good movie, especially if you are playing with people of the recommended age group of 3 to 6 years old.  Watching Mystery and History act out their journey is a great part of the fun of the game play.

But the benefits of "Candy Land" are more than just the entertainment of play, which does in all honesty have limits.  The highest benefits of playing the game are as follows:

  1. Teaches turn taking
  2. Teaches following the rules
  3. The lack of tactical contribution minimizes "bad losing/gloating by winners"
  4. Teaches color matching
  5. Engages the imagination in storytelling
  6. Introduces all the basics of future board game play in a conflict free environment
That's a  lot of benefits.  One could add "can be used as the basis for a discussion of Markov chains and even a full discussion of statistics" if one were so inclined, but I don't think my 3 and a half year-old daughters would be up for such a discussion.

I think that the benefits of "Candy Land" far outweigh the first criticism of the game, that of "pure" randomness.  Opposition to chance in games is more a personal taste issue than any transcendent rule of game design.  That said, I do think that the second criticism -- that the game is decided before play actually begins -- has a good deal of merit.  Therefore, I'd like to offer the two following variant rules for "Candy Land."

Bag Draw
In this version of "Candy Land," all of the cards are placed into a bag, or hat, and the players draw a random card from the bag on their turn. This makes the game more purely random, and eliminates the pre-determination factor of the game.
If players wanted to eliminate completely the influence of prior draws from future play, cards can be immediately put back into the bag after it has been used for movement determination.
1 to 4 and Left or Right
In this variant, players shuffle the cards as normal at the beginning of the game thus setting the order of cards for the remainder of the game.  The first player draws as normal and is considered Player 1 for the remainder of the game.  The other players in counter-clockwise rotation are players 2 through 4. 
 After the first player's draw, all future draws are decided through the roll of a six-sided die.  On a result of 1 to 4, the player of that number draws the next card.  On a result of 5, the player to the left of the current player draws a card.  On a result of 6, the player to the right of the current player draws a card. 
Neither of these optional rules eliminates the role of chance in play, but both add a level of mystery and change the Markov dynamics. of play.

I have found that this game is perfect for its intended audience, and believe it a vital part of any gamer's collection.  It can also be used as a point of departure for design and the creation of house rules.

The "Boxie" character should not be confused with Hello Kitty's real twin sister Mimi, and is a creation of my daughter Mystery.

Walsh, Tim (2004). Timeless Toys.

Friday, December 16, 2011

A Victory Point Games Christmas

Victory Point Games is an independent small press gaming company located in Southern California that is both a game company and a classroom.  Not only do they want to produce fun to play games, but it is their mission to turn game players into game designers.  They are a friendly and talented crew.

For the past few years, VPG has released playable game after playable game.  What the games have sometimes lacked in quality of components, they have more than made up for in quality of play.  Recently, VPG has made two corporate decisions that will bring the physical/visual quality of their products in line with the play quality.  First, they have ordered a die-press in order to produce high quality die-press counters for their games.  They have been hand pressing and cutting the individual games in the past.  Second, VPG has slated a series of digital adaptations of their games.

VPG has just released their first digital game, an adaptation of Chris Taylor's "Loot and Scoot" fantasy game.  The digital version of the game does a good job of capturing the simple charm of the printed version of the game.  It also features significant graphic improvement over the tabletop game.  You can compare the digital version's graphic presentation to that of the original by looking at the images below.  The first two images come from the new digital edition, while the second two images come from the physical version of the game. 




 
I am quite fond of the physical game, and there is no replacing a good face to face board game experience, but the digital game is both cheaper and slicker than its physical counterpart.  The new digital game -- available for both iPhone and Android devices -- comes in at an inexpensive $2.99 where the physical copy has a $17.95 price point if purchased direct.  The digital game is competitively priced, where the physical game reflects the costs associated with limited print runs, both are worth the price.  Get yourself a copy of the digital game, and purchase a copy of the physical game for a friend.
In addition to "Loot and Scoot," VPG has a large catalog of fun games that make perfect Christmas presents.  My top ten list (in no particular order) are the following:

  1. Hero of Weehawken: The Aaron Burr Conspiracy
  2. Gettysburg: The Wheatfield
  3. Forlorn Hope
  4. Nemo's War
  5. Empires in America
  6. Zulu's on the Ramparts
  7. Waterloo 20
  8. Final Frontier
  9. Ancient Battles Deluxe
  10. The Barbarossa Campaign


Thursday, December 15, 2011

I've Got to Get Jody to Do Another Fantasy Toon Soon


Cinerati Netflix Recommendation: "The Last Detective"

Picture, if you will, the typical American police procedural.  If you have the same picture in your mind that I do, then you are picturing a team of detectives rushing to solve a crime.  They are rushing to fight against the "First 48" hours after which the solution of a murder/crime becomes more difficult.  They receive their forensic data at lightning speed, have a coroner on call, and the episodes often contain exciting chases and flashy gunfights. 

Sometimes, just sometimes, we get to see the actual procedures of the investigator -- if we happen to be watching a classic episode of "Law & Order."  Even then, the show is episodic and mystery driven.  Certainly, in the best procedural dramas like "Justified," the main detective evolves as the season progresses and his life is an on going sub-plot that ties episodes together.  But it is rare that the detective's story move beyond sub-plot to become the driving force in the show, and it is the mysteries themselves that dominate.  The best procedural dramas have strong sub-plots that become long standing arcs where the characters evolve over time and become real to the viewers.  In the worst procedural dramas, some of which are among my guilty pleasures, the detectives never become more than ciphers who rampage through mystery after mystery.  Yes...rampage through mystery after mystery, their gunfire solving crimes as often as the justice system.

The ITV drama "The Last Detective" is the best sort of police procedural.  It's mysteries take their time in resolving themselves, and the detective exploring them is a delight to watch.  He is calm, understated, and intelligent.  Detective Constable "Dangerous" Davies, played by Peter Davison, is anything but dangerous and is initially disliked by his fellow detectives for his low key personality.  In the first episode, he increases their dislike of him when he relentlessly pursues a mystery investigation to its unfortunate end.   "Dangerous" is given the title "the last detective" because of this investigation.  It is his supervisor's way of telling him that when a crime comes to the department, Dangerous will be the last detective called to investigate it.  That is unless the crime is so lame/irritating that no one else will do it.

The manner in which the pilot episode allows the investigation to reveal the life and personality of the murder victim is a marvel to watch.   As the investigation unfolds the viewer comes to care for the victim, a rare phenomenon in procedural dramas.  The third episode has that rarest of rarest occurrences, an unsolved crime, but that unsolved crime leads to an interesting narrative of obsession and the risks that detectives constantly take.

I have always had a soft spot for Peter Davison as an actor.  He was the first "Doctor" I watched on television and the "Fifth Doctor" is still my favorite.  Davison brings all of his charm and charisma to this show.  If you've got the time, give it a try.

Friday, December 09, 2011

Is a "True" Dungeon Master a "Fire in Which Players are Consumed?"

Wednesday's Penny Arcade comic completed their "Conflux" storyline in which Tycho convinces Gabe to run a Pathfinder game for a group of 4th Edition D&D players. A theme of the storyline has presented a "Pathfinder is hardcore like older editions of D&D" narrative, one that ends with Gabe now knowing the horrors of edition wars and why they happen. We as players have preferences. We like what we are used to, and changes are sometimes hard to adapt to.

I have always found it interesting that most players I know are willing -- if not even tremendously eager -- to try new game systems, but will react in horror when their favorite role playing game is released in a new edition. With the exception of Call of Cthulhu, it seems that if a game has a new edition it has a schism within its player base. It has happened several times for D&D. It happened with Traveller, Hero System, Vampire/World of Darkness...and on and on.

In the case of D&D, some of those who disparage the newest edition of the game often wax nostalgic for an era in which the players and the DM were almost akin to foes. For these players, the past was an era where players died cruelly at the whims of a harsh Dungeon Master. It was the challenge of succeeding in spite of such DMs, or failing spectacularly because of them, that was what made the Old School Games so great. You can find such nostalgic tales throughout the OSR sphere. You can also find tales of how great it was when the game assumed that the players would backstab each other and betray each other at any given moment. It is this point of view that is expressed by Tycho in the Conflux storyline. To quote Tycho in the storyline's finale, "A True Dungeon Master is a Fire in Which Players are Consumed!"

This was certainly the attitude the first person who I ever had as a DM had. He didn't hesitate to transform my Wizard into an Axe-beak -- a bizarre combination of Ostrich and mythic beast. I felt humiliated. The character wasn't my own, my friend Sean had rolled the character up. He had named the character Gandalf, I had high hopes for the young mage. In all honesty, after this first gaming experience -- which I have blogged about before -- it is really a miracle that I play these games to this day.

But that adversarial DM was just playing the game the way it was intended to be played, right? Old School D&D is cutthroat and the DM is your enemy, right?

What do the old rule books actually say is the role of the DM?
One almost finds a quote supporting this position on page 9 of the first edition AD&D Dungeon Master's Guide. On that page, when discussing how to use "wandering monsters," Gary Gygax uses the phrase "if a party deserves to have these beasties inflicted upon them..." which seems to imply a cruel whimsy underlying the job of DM. But taking that phrase out of context leaves out his advocacy of making the game fun. To quote, "if your work as a DM has been sufficient, the players will have all they can handle upon arrival, so let them get there, give them a chance. The game is the thing, and certain rules can be distorted or disregarded altogether in favor of play."
It seems here that Gary Gygax is arguing that the DM's job is to make the game fun for the players...including by bending the rules in their favor. To quote page 110:
Now and then a player will die through no fault of his own. He or she will have done everything correctly, taken every reasonable precaution, but still the freakish roll of the dice will kill the character. In the long run you should let such things pass as the players will kill more than one opponent with their own freakish rolls at some later time. Yet you do have the right to arbitrate the situation. You can rule that the player, instead of dying, is knocked unconscious, loses a limb, is blinded in one eye or invoke an reasonably severe penalty that still takes into account what the monster has done. It is very demoralizing to the players to lose a cared-for-player character when they have played well.

Here Gygax argues to not let dice get in the way of a player's enjoyment. Though I find the use of player and character to be clumsy in the above paragraph. It is no wonder some people thought that D&D was about "real" magic, when you write that "a player will die through no fault of his own." Player?! Holy!
Okay, so the AD&D DMG has some comments on making sure the focus is on fun and not competition between the DM and players, but what about the other old school books?

The Underworld and Wilderness Adventures (Original D&D)
(p.6) The fear of "death," its risk each time is one of the most stimulating parts of the game.  It therefore behooves the campaign referee to include as many mystifying and dangerous areas as is consistant (sic) with a reasonable chance for survival ...For example, there is no question that a player's character could easily be killed by falling into a pit thirty feet deep or into a shallow pit filled with poisoned spikes, and this is quite undersirable in most instances.
Even in the advice scarce Original D&D rulebook, Gygax goes out of his way to point out how traps with guaranteed lethality are "undesirable" in most instances.

Holmes Basic
(p.22) In setting up his dungeon, the Dungeon Master should be guided by...so that the adventurers have a reasonable chance of survival. (p.40) Traps should not be of the "Zap! You're dead!" variety...
It appears as if Dr. Holmes agrees with Gary that the adventures should be challenging, but not adversarial through his use of language.

Moldvay Basic
(p.B60) It is important that the DM be fair, judging everything without favoring one side or another.  The DM is there to see that the adventure is interesting and that everyone enjoys the game.  D&D is not a contest between the DM and the players! The DM should do his or her best to act impartially when taking the part of monsters or handling disputes between characters.
 Unlike earlier quotes, the bold and italicized emphasis in the Moldvay quote are straight from the book.  It's as if he is reacting to what he saw as a trend in the DM-ing styles he was seeing in the day. 

I don't believe that the rules of D&D ever advocated an adversarial relationship between DM and players.  I think they always viewed the DM as the arbiter of the rules and the facilitator of fun.  In my opinion, it was individual egos, and the natural desire to win sometimes, that created the killer DMs who believe as Tycho shouts.

My own credo is that a great DM has to be a great loser.  Yes, there are times when the monsters will win, but the DM is required to make it exciting for the players when the monsters are losing as well as when the monsters are winning.

ePawn: One Step Closer to an Affordable Digital Game Board

Even before I first saw the video of Carnegie Mellon students using the Microsoft Surface to play roleplaying games, I have been genuinely excited about the potential to have a fully interactive digital game board to use in my role playing an board gaming experiences.  The amount of storage space taken up with "dungeon tiles" and terrain on my gaming shelves is more than I'd like.  It includes cardboard tiles, printed cardstock tiles, and actual terrain pieces.  It would be nice to have a playing surface that projected the images, and only have to have 3-D terrain pieces on my shelf.

The main problem so far seems to be affordability, but based on this article at Tech Crunch affordability seems to be approaching.  The new ePawn pad plans to provide a decent playing area (26") for $400.   It also looks like it would be a great surface to play some of those app transitioned board games like "Small World."






What are your thoughts? Are you looking forward to integrated digital/physical gaming?

Wednesday, December 07, 2011

Mythbusters Fires a Broadside at Dublin, CA

Thank goodness that no one was hurt in this accident, because we can now make Monte Python/Mythbusters references.