Thursday, May 14, 2009

Books Every Gamer Should Own: Rick Swan's The Complete Guide to Roleplaying Games

In November of 1990, the world of role playing games was still largely a mystery to the majority of mass culture. Most people "knew," thanks to the culture wars, that D&D was devil worship and it made you go crazy like Tom Hanks in "that" made for TV movie. There had been some products released in the 1980s that attempted to convey to the lay person what role playing games were about and what some of the best role playing games were. These products did a good job of introducing the concepts, systems, and assumptions underlying role playing games as a hobby. They also provided great information to those who wanted a better understanding of these games than the evening news was providing them -- sadly not enough people read these books and some of the misconceptions regarding rpgs linger into the modern day.

While the concept of what role playing games are was a mystery to the majority of the public, the vast array of products available and whether they were of good quality or not was largely a mystery to the majority of gamers. Unless you subscribed to THE SPACE GAMER, WHITE DWARF (before it became all Warhammer all the time), THE DRAGON, or some other gaming magazine -- most of which were fairly obscure and weren't available at your local bookstore (THE DRAGON being the exception) -- you had no source for thoughtful and accurate reviews. Since the creation of the role playing game hobby, circa 1973 with the publication of D&D, literally hundreds of new games -- in a wide variety of genre -- had been published. Some were still in print, others had come into print and faded away. Unless you had a phenomenal hobby store in your local community you were likely unaware of the majority of these games.



Into this product rich and information scarce environment arrived a perfect catalog for the role playing aficionado, Rick Swan's The Complete Guide to Role-Playing Games. Even if the "complete" in the title was a bit of an exaggeration, there were many games excluded from the book, the volume is was an invaluable resource for the gamer who wanted to know what was available in 1990 and whether it was any good or not. The fact that the book is topical today is a testimony to the insightful reviews provided by Rick Swan. The majority of the reviews are "true reviews" and not merely product recommendations. This is because the reviews don't merely provide a recommendation pro or con a particular product, they also give a glimpse into the history and mechanics of the game. One can determine whether a particular review is a "true review" or a mere product recommendation by asking themselves one simple question about the review, "does this review add value to the 'art' in addition to evaluating a particular product or work?" In the case of games, a "true review" would include meaningful discussion regarding game design -- from either a mechanical or narrative perspective. Many of the reviews in Rick Swan's book meet this criterion.

This isn't to say that I agree with every review, I don't, but it is to say that the vast majority of the reviews in this book are a worthy read for gamers of any generation.

An example of an argument that Swan presents in the book that has shaped the way I view my hobby (how often can you say a review has shaped the way you view a particular medium?) is this section of his review of the Dungeons and Dragons Game -- in this case the Red Box Basic Set and not AD&D:

Purists grumble that D&D isn't just simple, but simple-minded. The rigid character classes give players little freedom in customizing their PCs, and advancement by levels is arbitrary and unrealistic. The magic system and combat rules are illogical, Armor Classes represent the chance of being hit rather than offering protection from damage, experience points are meaningless and abstract, the adventures are juvenile... you get the idea.

These grouches completely miss the point. Complaining that Dungeons and Dragons is an unrealistic RPG is like saying that chess is an inaccurate wargame. We aren't talking about delving into the social structure of medieval Europe here, we're talking about tossing fireballs at lizard men and swiping gold pieces from ogres. Dungeons and Dragons provides a streamlined, easily mastered set of rules that emphasizes action and adventure. And as a bonus, it's an excellent introduction to the entire hobby.


This is only a small section of Swan's review of the D&D game, which he gives 3 1/2 stars out of 4, but within these two paragraphs you can begin to see an underlying philosophy of what role playing game design should focus on. In this case, the argument is that it is perfectly appropriate for a game to focus on fun at the expense of realism -- an argument that Gary Gygax often made in THE DRAGON while defending his creation. Amazingly, many of the criticisms launched at Basic D&D can be heard in the criticisms many people are making of the newest edition of D&D (4th Edition). It is often said that the game is overly simple, for MMORPG obsessed teens, for those too stupid to understand the complex rules of 3.5, and a score of other statements that echo the sentiments that Swan so easily pushes to the side. Like the Basic Set, 4e is an excellent introduction to the entire hobby.

As I wrote earlier, Swan's review of D&D is one of the things that helped shape my appreciation for the gaming hobby and helped me form my underlying philosophy. My philosophy is simple, the system should serve the intention -- an adaptation of form follows function. But in the case of my gaming philosophy, ornament isn't necessarily a crime -- ornament can be the purpose; and in the case of games the narrative "fluff" can be said to be the ornamentation surrounding the mechanical design. The ends of gaming is "fun" and though that word can have many definitions, it is the goal of the game designer (and the DM and players in interactive role playing games) to play toward the goal of fun. Needless to say, fun trumps verisimilitude at every turn in my gaming philosophy. I'm not a purist. I like elements of chance introduced into my games. But then again, much to the dismay of Adolf Loos, I adore art nouveau.

It is this love of "form follows fun," that also points to the review where I most disagree with Mr. Swan. He is unkind to the classic Pacesetter game Chill. According to Swan Chill is:

a horror game for the easily frightened...While most of Chill's vampires, werewolves, and other B-movie refugees wouldn't scare a ten-year-old, they're appropriate to the modest ambitions of the game...Though it's been out of print for years, Chill remains as popular as ever on the convention circuit. I'm not sure why...Chill is too shallow for extended campaigns and lacks the depth to please anyone but the most undemanding of players.


I guess for Mr. Swan it's okay for a fantasy game to be about throwing fireballs at lizard men, but it isn't okay for a horror game to be based on the Universal Classic Horrors or the glorious Hammer films. Mr. Swan, it seems, is only satisfied by the deeply nihilistic horror of the Lovecraftian kind exemplified by Call of Cthulhu where life is meaningless. Too bad, Chill has some wonderful fodder for the Game Master well versed in the classic horror tale who wants his players to be ghost hunters like the Winchester Brothers rather than gibbering lunatics who have seen what man was not meant to know. I have always been struck by how an individual can defend the simple gateway game on one hand, but then dismiss another because it isn't high art. And that criticism can apply to any number of critics.

Disagreements aside, the book is a wonderful and necessary edition to any gamer's library.

Thursday, May 07, 2009

Why the Internet is Better than Malls for Your Shopping Needs

The last thing one would expect to find on a pop culture site that features posts about comic books, video games, role playing games, and movies is a post about an advertisement for an online fashion retailer. Well, this is such a post. The ad starts predictably with two women interested in the same article of fashion, then escalates to violence, only to reveal that the malls have been overcome with flesh eating zombies.

Okay, that last bit might be an exaggeration, but when you consider the lack of blood loss when the one woman rips off the other woman's arm it isn't that much of an exaggeration.

Apparently, people who shop at malls are zombies ergo smart people order their fashion online from the safety of their bunkers.



Hat Tip Tulkinghorn and Andrew Sullivan.

Friday, May 01, 2009

Jody Drew Me a Custom Troll for Trollhalla



One of the advantages to having a multi-talented wife is that when you ask if she might have the time to draw a troll dressed like Sherlock Holmes for you to submit as a profile picture on a website -- you get one with lightning speed.

I have recently joined the Trollhalla community. Trollhalla is a website created by Ken St. Andre, the author of Tunnels and Trolls (the second published fantasy role playing game), as a place where supporters of the Tunnels and Trolls game can come together and chat while simultaneously supporting the game they love. As many of you know, though I am a huge fan of the King Kong of mass market role playing games, I am also a very big supporter of smaller press and independent game designers.

I have always thought that much of the most innovative developments in gaming come from the smaller companies. In fact, one of the reasons I like the King Kong of the industry so much is that each edition of that game has responded to innovations in the gaming industry -- either by altering mechanics or hiring people who were innovative designers for smaller companies. The most recent giant behemoth shows influences from a number of my favorite games -- Feng Shui, Savage Worlds, and The Burning Wheel among them -- and I eagerly await seeing how the next "mutation" of D&D incorporates current developments like the "how to run mystery scenarios" systems of the excellent Gumshoe system.

But my support for smaller companies is not the only reason I am surprised that it took me over 25 years to find this group -- they subscribed to a fanzine by Ken before the internet. No, I should have found this group much earlier because when I was younger Tunnels and Trolls was the game I played more than any other. There was probably a time when I had nearly memorized all the encounters in The Arena of Khazan, and my 3x5 library of gladiator npcs for that adventure easily numbered in the hundreds.

When I was young, as today, I liked playing fantasy rpgs with friends. But I also liked playing baseball, playing soccer, wrestling, dating, and I had a part-time job. Marathon gaming sessions with friends were something one could only really do during winter and summer breaks. Tunnels and Trolls solo adventures were something I could do right after I finished my homework and they were a lot more entertaining than a lot of prime time television.

So here's to T&T and Trollhalla, stop by if you want to chat with some people who are enthusiastic about a very fun game.

Now to email Ken to see how I can submit the image.

Friday, April 24, 2009

Wednesday, April 22, 2009

More on How Playing Games Can Increase Your Employment Marketability

I would probably take fewer than two minutes of perusing the archives of this website for even the most dense person to deduce that I am an avid lover of games of all types. I am a ludophile extraordinaire. I'm the type of person who reads that the CEO of Spirit Airlines owns over 1700 board games and asks himself,"hmmm... Do I have that many?" The answer to which will vary depending on whether you get to count Role Playing Games, Board Game Expansions, and Card Games. It varies even more if you count each product within a Role Playing Game line as "one game" or as individual games in the equation. In other words, my answer might be -- depending on the initial criteria for the variables -- "Yes, I own as many games as the CEO of Spirit Airlines." Sadly, without the paycheck of said CEO.

It should be noted that Mr. Baldanza, the CEO I am referring to, has owned over 3000 games -- and currently owns approximately 2000 -- according to his BoardGameGeek Profile. I trust his profile more than the New York Times as he -- unlike me -- appears to have time to actually update his profile. My profile significantly underestimates my game collection and I really ought to get to work making my profile accurate. Though the fact that Mr. Baldanza's profile is actually updated may provide a clue why Spirit Airlines receives so many customer complaints -- just sayin'.

I also own a fair collection of video games ranging from the Atari 2600 era to the modern 360 era with a couple of stops over in PC land.

All of this is to say that if anyone would be excited to read articles regarding how playing games increases your value as a potential hire, it would be me. So when I read articles, like this one from the Washington Post discussing Changing the Game: How Video Games are Transforming the Future of Business, I read them with a pretty open mind (especially when the book can be purchased for my Kindle 2 in seconds while writing a blog entry) -- maybe too open. Add to this that the CEO of Spirit Airlines thinks that certain games provide real world skills that can be applied to running an airline, and one can see how it might be easy to get excited about how all that time I've been playing games hasn't been wasted time. And if 97% of teens spend time playing video games, it might help worried parents to discover that their kids are also developing some useful skills while beating Guitar Hero: Metallica or setting up a World of Warcraft raid.

There are reasons to believe that playing games can be beneficial in developing a variety of skills -- social and otherwise, but one should always keep in mind that not all games are created equal. Candyland is a great gateway game that is one of the best ways to introduce children to the norms of gameplay, and the fact that who wins the game is completely random can be a tool to teach young people how to be gracious when they lose a game. Learning that losing isn't the end of the world by learning that sometimes winning is impossible, can be a wonderful experience for children. Especially, when the outcome of the game is "hidden" and that the only way to find the result is to actually finish the game. Candyland teaches how to lose, how to persevere when things look glum, and that winning doesn't make you a better person. Candyland's approach, with winners and losers, is a far better way to teach self-esteem (and its limits) than the modern "no losers," "no conflict," "no touching," and "no dodgeball" movement that seems to be pedagogically popular.

All that said, Candyland isn't the best game to teach a young person mathematical skills, or how to look at challenges critically and logically, or how to develop deductive skills. Games like Settlers of Catan, Chess, and Clue are much better for these skills. And you can also learn many of Candyland's lessons through physical sports which have the added benefit of being good exercise as well. If you want to maximize the benefit of playing games, then one would imagine you might want to play a "balanced diet" of games.

Recent research has also demonstrated that young people who play video games are less likely to experience depression than those who spend time watching television. This is good news indeed for parents who worry about their Prince of Persia obsessed tyke might become a lonely couch potato. Video games, and games in general, are active experiences. But studies like the one related to the link between TV and depression should also be read skeptically. As much as I only want to read happy things about games, I can't help but have my "is the research normatively biased gnome" whisper into my ear, when I read explanations for the different reactions to the various stimuli like the following:

What is it about TV that makes it more detrimental to an adolescent's health than gaming?

In a word, advertisements. Most hour-long TV programs now have over 15 minutes of commercials. That adds up to a lot of time spent listening to advertisers tell you exactly what's missing from your life - and how their product will improve it. "The bottom line is that when we do sit down and think it is nice and relaxing [to watch TV], the reason we feel that way is because our thinking brain is completely turned off," Dr. Primack explains. "It can almost be related to commercials brainwashing us, and saying 'you want this in your life.'


Really? It's commercials that cause depression? Not the inherent passive nature of the medium? Not the lack of social element in TV watching? (All points brought up by Nachbar -- the journalist who wrote the article for The Escapist -- as things that are benefits of games.) Commercials make us feel inferior? Wow. [sarcasm]How insightful in that Frankfurt school cultural hegemony kind of way.[/sarcasm]

I don't know about you, but when I watch the most recent Suave commercial it isn't telling me "exactly what's missing from [my]life." It seems to me, the commercial is saying that Suave is a good product for those who live busy lives. And when I see a car commercial for a BMW (or a sports car) driving swiftly along some coastal highway, my first thought is usually "that's pretty." I don't spend time thinking to myself, "why don't I have the latest model of Mercedes." I'm just not that obsessed with certain material goods defining my sense of self. Not that my personal experience proves anything -- one cannot generalize from an n of 1 with any degree of accuracy. But social sciences are at their weakest when they try to describe "why," especially if the study didn't have a second test group who was exposed to television shows without commercials, and various groups exposed to specific genres of television entertainment. I'll need to read the full report to see what variables they account for, and how they account for them, but unless they test specifically for a correlation between watching advertising specifically and depression, this sounds like a normative bias to me.

All that said regarding a potential weakness in the study -- one cannot know if it is an actual weakness unless one sees the test design -- that doesn't mean that there is not a correlation between television viewing and an increase in the odds of exhibiting depression. There is. There also is no similar correlation between playing video games, many of which do actually have ads in them. The good Dr. and I will have to discuss what all that "unlocking" of vehicles in various race games is other than advertising.

Anyway...no one ever said watching TV would help you develop job skills.

Tuesday, April 21, 2009

Swords Don't Kill People. People Kill People.

This isn't the kind of news you expect to read in the 21st century, but it appears that a 70 year-old woman was killed trying to break up a sword-fight. According to the news story, it isn't clear whether the 70 year-old woman was killed by her husband or her grandson.

For some reason this strikes me as more shocking than a shooting death. It seems to me that a shooting death, as a result of an escalating argument, can happen "accidentally." Accidentally, in the sense that a person who is inappropriately waiving a gun around might have the gun go off. My imagination is finding it difficult to create a scenario where a sword "accidentally."

I had considered including a gallows humor Elric reference here. But after reading the first commentator on the news site's blog, I can't do it. This is truly, as the Unlocked Wordhoard wrote, the least cool swordfight of the year. The Highlander references in the comments section are even worse.

As a gamer, I hope that it isn't later discovered that Chris Rondeau played D&D, was an SCA member, or any other gaming link you can imagine.

Tuesday, April 14, 2009

Spirit Airlines CEO's Board Game Recommendations

Do you ever dream of becoming the CEO of an airline that receives more complaints per customer than any other airline? Do you dream of running an airline that runs commercials comparing its low prices with how low it would be if your friend were having an affair with your mom? Do you dream of running an airline that pretty much charges for everything except the air you are breathing while flying?

If you answered any of the above questions, then Spirit Airlines CEO Ben Baldanza has a list of board games he believes will help you become an airlines CEO some day. That's right, Mr. Baldanza is a board game geek who believes that the skills he uses every day in running his airline can be honed by playing board games. Surprisingly, or not surprisingly, none of his recommended board games are actual simulations of running an airline. Baldanza's introductory paragraph to this list states, "if you really want to do the job well. No game with an airline theme even comes close...."

The board games he does recommend vary from long standing classics like Go to popular modern Eurogames like Power Grid. Given the depiction of Spirit in the NY Times article, I was surprised that friendship ending games like Diplomacy and Illuminati were nowhere to be found. Given the large volume of board games at Cinerati headquarters, I was surprised that there were so few of these games in the Cinerati library. We have Go and Power Grid, and have been hunting desperately for a good copy of King Oil, but none of the rest have found there way onto our game shelves.

Apparently, the Cinerati headquarters isn't the place to learn the skills to become the CEO of an airline that punishes the price insensitive, but Baldanza's list has ensured that the Cinerati headquarters will soon host a copy of Chinatown.