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."
Wednesday, February 03, 2010
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.
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.
"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:
- Roll d20 + Attribute Bonuses + Item Bonuses
- Get total.
- Subtract total from THACO.
- 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.
- Roll d20 + Attribute Bonuses + Item Bonuses + Opponents AC
- 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?
Monday, January 25, 2010
The Street Master: Evangelizing Role Playing Games Without Dispelling Stereotypes

I have recently been frequenting the King of RPGs blog -- a blog used to promote gaming and the new King of RPGs Manga by Jason Thompson and Victor Hao. For the past few weeks, I've been deliberating whether or not to purchase the manga. After finally taking the time to view their Street Master video, I decided to take the plunge and order the book on Amazon today.
Before I get into the premise of the manga, I thought I would share the premise of the Street Master, share the first Street Master video, and tell you why this strange occurrence tipped the scales and goaded me into purchasing King of RPGs.
The Street Master is a mysterious individual who wanders Modern Post-Apocalyptic America in the pursuit of sharing the glory of role playing games with the world. Only role playing games can save us from the cultural (and entertainment) malaise currently overwhelming society. The Street Master sets up D&D games on street corners in random cities and evangelizes the entertainment merits of role playing games by recruiting passers by into spontaneous sessions of gaming fun.
I think that this is an ingenious way to share our hobby with the world at large and wish more people would set up random role playing game sessions with the sole desire of sharing a fun time with complete strangers and spreading the word about this wonderful entertainment medium. I don't necessarily recommend spreading the word by dressing up in Necromantic Sorcerer garb like the Street Master, that doesn't really help dismiss stereotypes, though it might be interesting if there were suddenly multiple Street Masters running games in multiple cities at the same time.
Regardless of the outfit, the gaming hobby desperately needs more advocates like the Street Master.
There are a couple of things that happen in this video that prompted me to buy the King of RPGs manga.
First, it's pretty obvious that the Street Master is Theo Dudek (the main character of King of RPGs) in disguise. Those nasty rumors that the Street Master is Jason Thompson obviously ignore the fact that Jason has horribly slandered Theo Dudek in print, and that his wearing of a d20 necklace would constitute mockery of the highest degree.
Second, if the comic book exhibits anywhere close to the sense of humor it would take to initiate an endeavor like the Street Master, it will be an entertaining diversion.
Third, the Street Master uses Gaming Paper in the promotion of our hobby. The folks at gaming paper are also wonderful advocates for the gaming hobby, and anyone who supports them deserves a second look.
Fourth, the Street Master says something that I am quickly going to turn into my gaming mantra -- even though it is humorously ironic.
"There are no limits in role playing games! ...Except the Rules!"
I want to add that there has been a minor kerfuffle regarding King of RPGs and viral marketing in the RPG Bloggers Network. I'll write a post with my opinions on that soon.
What do you think are the best ways to evangelize our hobby and expand the number of gamers playing role playing games?
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