Tuesday, January 12, 2010

Best Roleplaying Games of the Aughts

The Aughts were a great decade for the role playing game industry and for the game player/collector. The wide array of creative and original content to come out during the decade is quite remarkable -- and I believe surprising. I had entered the Aughts believing that there would be no way that the new decade could compete with the 90s with regard to exciting new ideas/settings/rules in roleplaying games, but left the decade finding myself pleased to be wrong.

The 90s had seen the release of the World of Darkness games by White Wolf Publishing, Feng Shui by Daedalus and later Atlas Games, The Marvel Adventure Game by TSR, Brave New World by Pinnacle and later AEG, Deadlands by Pinnacle Games, and Hero 4th Edition. That list of games, games that expanded the appeal of roleplaying games beyond the small community of gamers that existed at the time, only scratches the surface and leaves out many excellent products. The 1990s saw a new generation of game designers releasing products into the marketplace that not only improved gameplay, but improved production values and saw the beginnings of a "professionalization" of the industry.

I could spend a long time writing about the trends of the roleplaying game industry in the Aughts, but that would be worthy of a series of posts and isn't suited as a preface to a list of great games.

Instead, I'll get to the list as promptly as possible. Below are my 10 (actually 11) favorite roleplaying games to come out in the Aughts. These aren't the only great games to come out during the decade, but they are the ones that I find myself most frequently reading, playing, and enjoying. Future posts will include discussions of why these games are so remarkable.

1) Dungeons and Dragons 3rd Edition (and 3.5)



2) Savage Worlds



3) Burning Wheel




4) Trail of Cthulhu




5) Hero System 5th Edition




6) Dragon Warriors




7) Dungeons and Dragons 4th Edition




8) Spirit of the Century




9) My Life with Master




10) Scion: Hero, Demi-God, God




11) Fireborn


Friday, January 08, 2010

Mandatory Elvis Hulu Post


January 8th happens to be my and Elvis' birthday. Ever since I was a kid, this day has been marked with Elvis movie (and music) marathons. I would rather that January 8th was filled with David Bowie or John McTiernan marathons, as I would prefer to watch Labyrinth and Die Hard over Viva Las Vegas.

My sister was born on August 16th, which happens to be the anniversary of Elvis' death -- so our birthdays make nice Elvis bookends. Her birthday is also marked with TCM marathons of Elvis' (quite large) movie catalog.

Though I might prefer McTiernan films to the King's offerings, I had to make a decision early in life. I had to decide whether I was going to be trite and feign offense at the outpouring of popular culture offerings repeated annually on my birthday, or whether I was going to go along for the ride and have as good a time as possible. I chose the second path. Elvis movies may not be the best films ever made, but they are often quite fun. I've always enjoyed Speedway, King Creole, and Jailhouse Rock -- even if I've never come to truly appreciate Viva Las Vegas. The songs, like most of the King's tunes, are infectious and the stories are entertaining enough. One just has to be in the proper frame of mind.

Thankfully, I am usually in that frame of mind on my birthday. After all, I'm someone who celebrated his birthday by going out with friends to watch In the Name of the King by Uwe Boll. Compared to that film, the Elvis films are high art.

Sadly, Hulu doesn't have any full length Elvis films in their catalog to date. They do have some clips from Elvis' first film though, and you can enjoy Elvis big screen premiere in Love Me Tender.

Wednesday, January 06, 2010

[Blogging Northwest Smith] "The Cold Gray God"


Catherine Lucille Moore's seventh Northwest Smith tale, "The Cold Gray God," takes place in a city named Righa -- "pole city of Mars." One imagines that the location of Righa isn't too distant from the polar mountains where Smith and his trusty companion Yarol explored an ancient temple to a forgotten deity in "Dust of the Gods."

The "Dust" and "Cold" stories share many qualities, both take place in polar environments -- highlighting Moore's frequently used theme equating cold with evil. Both of the stories deal with forgotten Martian gods -- one can imagine the possibility that the forgotten Martian god is the same entity in both versions. The primary motivation for Northwest Smith to become involved in the narrative is the same in these stories...his overwhelming sense of curiosity. To be fair, most of the Smith adventures are triggered, in one way or another, by his curiosity.

"Dust" began with Smith and Yarol drinking segir whiskey and commiserating about their lack of finances. "The Cold Gray God" begins with an enigmatic female strolling down the streets of Righa, a city filled with the desperate and sinister, completely indifferent to any danger that might lurk around the next corner. The woman notices Smith, approaches him, and lays her hand upon his arm. Her touch gives Smith, "a queer little start, involuntar[y], like a shiver quickly suppressed." We know from earlier descriptions that the woman is beautiful, so the fact that her slightest touch causes shiver-like starts in a character as jaded as Smith gives us our first hint that something is deeply amiss with the woman.

Smith accompanies the woman back to her home, a traditional Martian home. For the first time in the Northwest Smith stories Moore gives us a glimpse into the Martian architecture in a way that sets it apart from the architecture of the American West. Moore takes a wonderful leap into making the Mars of the Smith tales truly alien, or at least fantastic.

The room they entered was immemorially ancient, changelessly Martian. Upon the dark stone floor, polished by the feet of countless generations, lay the furs of saltland beasts and the thick-pelted animals of the pole. The stone walls were incised with those inevitable, mysterious symbols which have become nothing more than queer designs now, though a million years ago they bore deep significance. No Martian house, old or new, lacks them, and no living Martian knows their meaning.


These three sentences can be unpacked to create encyclopedias of information about Mars and its history. The way that they trigger the imagination is a wonder. Read them, let the significance of what they mean sink in, and imagine the potential consequences. Moore's Mars is a world that has architecturally stagnated. It's buildings tell stories of forgotten empires; stories that are no longer understood. What are those mysterious symbols? What do they mean? What do they say about ancient Martian society? The lack of immediate answers to these questions hints that the story will portray the folly of forgetting the past, a hint transferred to full foreshadowing with the next paragraph.

Remotely they must be bound up with the queer, cold darkness of that strange religion which once ruled Mars and which dwells still in the heart of every true Martian, though its shines are secret now and its priests discredited. Perhaps if one could read those symbols they would tell the name of the cold god whom Mars worships still, in its heart of hearts, yet whose name is never spoken.


These words are ominous enough, but having read "Dust of the Gods" these words were more frightful than they would otherwise be. For in "Dust," Smith had encountered what may be the very remnants of this forgotten, discredited, yet still worshiped entity. The cosmic horror of a people who have "rejected" and forgotten a deity, yet still worship the deity in their heart of hearts, is wonderfully chilling. It's a sentiment that even Lovecraft never touched upon. Imagine a society that has left behind and rejected horrible evil, even forgotten it, but still echoes that evil by the very fact of that society's existence. Evil, even abandoned and forgotten evil, lingers forever on Mars.

Having informed us of the lingering evil that threatens Mars, Moore returns us to the "simple" story she began -- a tale of someone hiring a rogue to do some less than legal activity. Throughout the hiring/negotiation scene Moore re-emphasizes the discomfort that Smith feels in the presence of the woman, who we now know is named Judai. Under normal circumstances Smith shouldn't feel disdain for her. "He wondered briefly why he disliked even to look at her, for she seemed lovelier each time his gaze rested upon that exquisitely tinted face." Judai had once been a famous singer whose beauty and songs had captured the hearts of the solar system. Smith should feel elated that he has rediscovered this lost celebrity, yet his intuition makes him feel uncomfortable in her presence.

The mission Judai wants to hire Smith for is a simple one. A man has a box that Judai values and Smith is to acquire the box. For his efforts, Smith will be rewarded richly. Given that Smith's intuition is virtually screaming at him to leave the presence of this woman, and that Smith soon receives formal warning from someone he trusts that Judai isn't to be trusted, he should decline the job. As usual though, Smith's sense of adventure overcomes his intuition and good sense and he agrees to take up the job and acquire the box.

What follows is immensely entertaining, and not worth spoiling. Throughout the tale, the connections between this story and "Dust" continually echoed in the back of my mind. So did Moore's pattern of equating sexual attraction -- pure sexual attraction and not a higher "marriage of true minds" attraction -- with danger and death. Judai is a beautiful Venusian woman, as so many of the women who have put Smith in danger seem to be, but she exudes evil and danger from her very pores.

This story also highlights another of Moore's narrative devices, that of the importance of friends in surviving danger. Smith rarely saves his own hide in his adventures. Were it not for his trusty companion Yarol, Smith would not have survived his encounter with "Shambleau." Yarol is absent in this tale, otherwise one would guess that Smith would not have stepped as far into danger as he eventually does in this story. Yarol had accompanied Smith on his journey into the hidden arctic temple of a forgotten Martian god after all, and may have been sensitive to what was about to occur in this story.

Like many of the Smith tales, this one demonstrates how mundane actions can have monumental consequences. One can only imagine the damage that would have been wrought had Smith delivered the "Dust" in "Dust of the Gods." One gets to see what is released when Smith delivers the box in this story.

Cosmic Horrors are not to be trifled with. Thankfully Smith is made of sterner psychic stuff than your typical Lovecraftian protagonist. His psyche's ability to endure the horrific and bizarre is only matched by his curiosity to encounter the unknown.



Previous Blogging Northwest Smith Entries:

6)[Blogging Northwest Smith] "Nymph of Darkness"
5)[Blogging Northwest Smith] "Julhi"
4)[Blogging Northwest Smith] "Dust of the Gods"
3)Blogging Northwest Smith: "Scarlet Dream"
2) Blogging Northwest Smith: "Black Thirst"
1) Blogging Northwest Smith: "Shambleau"

Monday, January 04, 2010

Ken Hite Inspired by Carnacki


Game designers and game masters are always looking for new inspirations for games and interactions.

I cannot tell you how many times I find myself reading through a book just to see if it contains elements that I can use in adventures that I am running for my regular gaming group. The end of one of our campaigns was based on the James Barclay novel Elfsorrow -- loosely based -- which ended up being one of the most successful campaign finales I have run in years. That novel's grand heroic tension made for a perfect campaign goal.

I also find myself, when reading comic book back issues, reading them through the lens of how to structure my comic book rpg sessions. Not that old comic books were great reading, but they sure make for action packed 4 hour game sessions -- something that seems to deeply satisfy my Necessary Evil group.

Kenneth Hite has recently read a story featuring William Hope Hodgson's Carnacki thestories. Carnacki is the classic ghost hunting detective, the supernatural counter to Holmes' material metaphysics.

As is typical of a gamer, Hite has expressed how reading Carnacki stories always makes him want to design a Carnacki roleplaying game. Hite offers a couple of possible mechanical and narrative frameworks that he might use to adapt such a game, including the Gumshoe and Savage Worlds systems. Both of these game systems are near and dear to my heart, but I think there is a game that could be used to simultaneously capture the style of the Carnacki stories while maintaining the importance -- and roleplaying excitement -- of Carnacki's obligatory supernatural opposing rituals.

I think that Ken should adapt the system used in Eric J. Boyd's The Committee for the Exploration of Mysteries. Given that Carnacki stories are usually tales where a group gathers and is told a tale, Boyd's game structure is a perfect starting point for design. The systems may not create the levels of suspense necessary in a horror tale, but mechanics could be created that would allow for the level of tension that Hite desires.

Imagine if you will a society of Edwardian Ladies and Gentlemen gathered in Dodgson's study awaiting the next examination of their adventures against the supernatural. One could have the players as comrades of Carnacki, or have them be the interlocutors questioning and extrapolating on Carnacki's tale. No player would have to be the Carnacki character...potentially all could be. One advantage to the shared storyteller aspect could be the potential of having a Carnacki-esque character who has a genuine chance of failure or death.

One could make it so the setting is such that the discussion takes place, with Dodgson leading the discussion, before Carnacki arrives. Thus if Carnacki perishes, it could be his friends sharing his "final" adventure. Or if death is unnecessary, but you still want failure to be an option you can still use the Carnacki sharing a tale with the group. What would happen in the discussion/roleplay could be used to determine the consequences of Carnacki's failure to dispel the sinister spirits.

Thursday, December 31, 2009

Fist of the Northstar: Mad Max Meets Superpowered Kung Fu (Hulu Recommendation Friday)


Happy New Year!

One of the great traditions of celebrating a new year, is looking back to the past and how it portrayed the future. The mid-80s were filled with post-apocalyptic narratives, but none quite as action packed as the anime series Fist of the North Star. The cartoon is best remembered for the exploding heads and bodies of its antagonists and its protagonist's favorite one-liner, "you're dead and you don't even know it yet." This is usually followed by the villain's body exploding in dramatic fashion.

Hulu has all 152 episodes of the series.




Koei Tecmo will be releasing a video game based on the manga/anime classic some time during 2010.


Wednesday, December 30, 2009

Toy Movies as You Likely Won't See Them


Playing off of the recent explosion of films based on 80s toy and animation properties, animator Dan Meth brings us a few imagined films based on other properties. The first film Care Bears vs. My Little Pony doesn't list an imagined director, one could easily pick a few names, but the other films do. My personal favorite is David Cronenberg's Cabbage Patch Kids. It captures the Cronenberg feel while demonstrating just how creepy the Cabbage Patch backstory really is. It's like a combination of Village of the Damned, The Children, Invasion of the Body Snatchers, and Night of the Living Dead.

Toy Movies

Just for kicks, here's the preview for The Children.

Some Thoughts on a Dragon Age RPG House Rule



The new Dragon Age pen and paper role playing game has only been available since December 9, 2009, but I am already thinking about how this system can be applied to situations not specifically listed in the rules set. Creating "house rules" is one of the great obsessions of Game Masters, and some players, and I am not someone who is immune to the obsession. I am, however, one who understands that when coming up with house rules one should not think that a couple of readings through a rules set gives one a better understanding of underlying game balance than the designers have. The designers have spent months, if not years, creating, playing, and testing the rules to see how different effects affect the game play.

One of my maxims as a game tweaker is, "never create a house rule that eliminates meaningful choices from the system." What I mean by this is that no "innovation" I create should be so desirable as to create an effect that must be selected for characters to be successful in the world. Don't create a "super choice." It also means that a rule shouldn't prevent players from creatively solving problems, or from making foolish choices.

Games are about stories, whether the game itself tells the story or the story comes when the player is talking about the great time he or she had playing it, and the more choices the players have the more creative the stories can be. Any given system will already have eliminated some choices as a part of design, for example there are no machine guns in Dragon Age, my goal is to find ways that the existing structure allows choices that might be overlooked if they aren't pointed out with a house rule -- or that might have to be house ruled on the fly when a player asks if he or she can perform a certain action.

As you might have guessed, this doesn't mean that there aren't any choices that house rules should not eliminate. There often are. As stated in Will Hindmarch's and Jeff Tidball's book Things We Think About Games in statement 018, "all variations on gameplay stem from two core types of alterations: expanding choices and restricting choices." A house rule may be needed to create a restriction against using an "exploit" a player discovers within a system. What is interesting in such cases is that by restricting the use of a particular choice, the house rule might actually increase the number of other meaningful choices within the system. After all, what is an exploit other than a "super choice" -- a choice that makes all other choices undesirable? The key as a game tweaker is to determine what the meaningful choices are within a given milieu and to work to maximize those events for players while eliminating choices which might supersede these choices to the detriment of the game.

A second maxim is, "never create a house rule that makes it more likely that the players will fail." Players participate in role playing games because they want to imagine succeeding at things they, in the real world, would find difficult or impossible. They want to leave the workspace cubicle and become "heroes." Players hate failing and they hate it when their characters die. This is even true in slaughter house games like Call of Cthulhu, which is why the rule book for that game goes to great lengths to describe how to make death "meaningful."

This doesn't mean that tasks should be made easy. In fact, Raph Koster has an entire "theory of fun" based on a definition of fun in which enjoyment is equated with continuous challenge based learning. A game must challenge the player enough to be interesting, but be easy enough that they do not become bored. For role playing games, like video games, this means that the rules, adventures, and stories must scale in difficulty and complexity in a way that corresponds with player and character experience. You don't want to make a rule that makes it more likely that players will fail in any given course of action, because the game designers -- if they have done their job with any iota of skill -- have developed a game that has a "fun balance." More than likely, they have weighted their "fun scale" on the side of challenging rather than ease.

Okay, with those caveats, what new house rule have I come up with for Green Ronin's Dragon Age pen and paper game?

In this case, it isn't a "new rule." Rather it is an expanded application of an existing rule. In the Dragon Age RPG, the rules use three kinds of tests to determine the success or failure of a given action.

There are basic tests where the player rolls 3 six-sided die (3d6) and adds the appropriate ability and focus in the hopes of exceeding some target number. For example, a person trying to sneak through an alley would make a test rolling 3d6 + their Dexterity ability + 2 if they have the Dexterity(Stealth) focus. If the game master thinks this would be a Challenging task, then the result must equal or exceed a total of 13.

There are opposed tests, which are made when a character is attempting an action that is actively opposed by another character. This test works like the basic test except that both characters make a test roll and compare target numbers with the higher target number winning. There is a tie-breaking mechanic, but it is unimportant at present.

Finally, there are advanced tests. These tests are typically used to emulated tasks that take a lot of time and/or planning to complete. This might include forging a suit of armor or researching the history of Ferelden. Players make a test as normal, against a static difficulty, but they record the number of pips displayed on a particular die within the 3d6 roll (the Dragon Die). This value is then compared to a "Success Threshold." If the value of the Dragon Die equals or succeeds this number, the task succeeds. If not, the player must make another test which if successful will add the value of its Dragon Die to the existing sum of prior Dragon Dice values. This continues until the threshold is passed. Failed tests merely increase the length of time it takes to succeed. These tests aren't typically used to determine the success or failure of a given task where failure has dire consequences, rather they help determine the speed of success for tasks that will eventually be successful if enough time can be committed.

This is where my alternate rule comes in. The rules as written (RAW) state that if a character is aided by other characters when attempting an advanced test, then the difficulty of the test should be modified instead of both characters making tests and summing the Dragon Dice of the multiple participants. I think that is fine for some actions, but if we could also use the advanced test mechanic to simulate a test to succeed at something that would be impossible for one person to accomplish and where prolonged exertion may or may not affect success or failure?

For example, let us say that a group of 4 characters stand before the Temple of Riognaton -- one of the Old Gods. The temple's massive stone doors haven't been opened in millenia, but the characters need to enter the Temple. The GM has determined that it would be impossible for one character to move the doors and that the action will require at least 2 of the characters. One could rule that this is a basic test where additional characters add a modifier to a primary character's roll, but I don't find that quite satisfying.

I would like to propose using advanced tests in these circumstances. The GM could determine that the task is a "formidable" task (needing a Success Threshold of 25) for the group and requires a target number of 15. All of the players could roll against the target number, with only those who succeed adding their Dragon Die value to the Success Threshold. Obviously, there are multiple ways one could use the Dragon Age system to emulate the opening of the doors, but this method allows the individual players to see how much their character contributed to the ultimate goal. It also avoids the more mechanical seeming, each helper adds +2 to the roll or each successful helper adds +2 to the roll mechanic. It takes an often static choice, aiding a comrade, and makes it more interactive.

One of the wonderful things about the Dragon Age rules set is that it inspires these kinds of uses of existing systems. My house rule for opening ancient temple doors didn't require the creation of a "new rule," but it did use an existing rule in a way not previously highlighted by the creators of the game.