John Woo returns to his Last Hurrah for Chivalry roots with Reign of Assassins.
God I love wuxia films and the narrative tropes of jiang hu.
Tuesday, April 20, 2010
Responding to Things We Think About Games:When is a Game Actually Considered "Dead"?
In yesterday's blog post, I mentioned a couple of older games that had game mechanics that simulated or encouraged mundane activities in games devoted to heroic activities. These activities ranged from the item creation and crafting rules in Dungeons and Dragons
Third Edition and DC Heroes post-character creation Gadgeteering rules to the Karma rules of Marvel Super Heroes and the kingdom governing rules of D&D's Birthright Setting. Looking back at that list, I realize that quite a few of those games are what can be considered "dead" properties. This got me to thinking about an entry in Will Hindmarch & Jeff Tidball's book Things We Think About Games
:
Gamers who are active in the "Old School Renaissance" community are definitely followers of this maxim. Since the creation of the Open Gaming License, which put the mechanics of the 3rd edition of D&D into the Open community, the "Old School Renaissance" has been actively promoting the play of older role playing games. Some of the games that have benefited from this community's efforts include Dungeons and Dragons (Original, Advanced, and Basic editions -- I'm still waiting for the OSR 2nd Edition and the storm of controversy that will cause in the community), Gamma World, TSR's Conan RPG, and Marvel Super Heroes. Every one of these games has had an OSR reboot designed to introduce new players, or rekindle the imaginations of old school players, to the joys of those early systems.
These homage editions vary between efforts that retro-fit the rules set made open by the OGL and efforts that are designed under the assumption that the specific wording of rules can be copyrighted but not the underlying mechanics. Regardless of how technically correct those who design games under the second assumption may or may not be, they have all made a concerted effort to avoid use of undeniable product identity. Zefrs and 4C fall into this category and demonstrate how one can make an engaging rpg while stripping out the underlying trademarked source material.
I carefully couched my words in the above paragraph for a couple of reasons. The first is that I don't actually agree with the premise that the underlying mechanics aren't copyrighted with the other parts of the intellectual property. I would argue that those mechanics constitute the actual intellectual property and not the particular phrasing of those mechanics. Second, I think that these creators are doing us a great service. These products have been completely abandoned by their creators, with regard to the underlying mechanics, and a copyright system that doesn't take into consideration the concept of "abandonware" is in need of revision. Third, the Old School Renaissance community I was very active in during the late-nineties and early aughts took a very different approach to the issue -- and even that approach has some interesting complications.
I was a very active member of the DC Heroes online community, a community so active in the support of its game system that some of its members licensed the right to produce another game based on that system in order to keep it alive. That game, Blood of Heroes wasn't the most professional looking product with regard to illustrations, but it contained a meticulously playtested version of the underlying mechanics of the game. What is interesting is that even though Pulsar Games, a company made up of fans of the DC Heroes' MEGs system, licensed the use of the rules, they still may not have been perfectly within the law.
According to Ray Winninger, the author of the 2nd edition of the game and of a derivative work called Undergroung:
What is technically legal with regard to underlying rules hasn't been truly tested in a court of law, even though the Copyright Office has articulated that it is only the "form" of the rules that is currently protected -- tbone has some discussion why this should disturb the freelance game designer here. Personally, I favor greater protections for the game rules than the law currently holds, but I also am a huge advocate of greater creator rights and a diminishing of the dreaded "work for hire" that pervades the industry. There is no reason that Wolfgang Baur shouldn't have some ownership, in the form of residuals at minimum, if Hasbro decides to make derivative product from Dark*Matter except that the system of work for hire is broken.
On the positive side, the Wild West nature of the protections given to underlying mechanics do mean that we don't have to wait for a company to officially declare that something is abandonware before we start producing products using a reworking of the underlying mechanics for a neglected fan base -- and that's what we are really talking about here.
In a world where roleplaying game products can be stored on servers, at close to zero cost, for fans to purchase at any future time there is no excuse for a company letting a game "die." A company's bottom line with regard to a product doesn't determine the life span of play. It does determine the "product life span," but not the play life span. It is fans, and creators working after a product has "died," who determine whether a game is truly dead. And the internet has ensured that so many games aren't actually dead.
I still receive daily digests from the DC Heroes Yahoo Group. Every day someone is reworking the rules and converting characters. Savage Worlds would likely never have gained the audience it has today were it not for digital distribution and devoted fans writing for digital fanzines. The OSR is reviving games that I actually thought were genuinely dead. I was surprised to learn that people still play White Box D&D. I think it is awesome, but I was surprised.
In a post-internet world, when is a game truly dead? Does it require distributed support, even fan support to be counted as alive or does it merely need players?
What are your thoughts?
STATEMENT 88
A game that is no longer supported is called "dead."
But that's business jargon. Don't let the state of a game line's release schedule determine whether or not you play it. Play it because it is fun.
Gamers who are active in the "Old School Renaissance" community are definitely followers of this maxim. Since the creation of the Open Gaming License, which put the mechanics of the 3rd edition of D&D into the Open community, the "Old School Renaissance" has been actively promoting the play of older role playing games. Some of the games that have benefited from this community's efforts include Dungeons and Dragons (Original, Advanced, and Basic editions -- I'm still waiting for the OSR 2nd Edition and the storm of controversy that will cause in the community), Gamma World, TSR's Conan RPG, and Marvel Super Heroes. Every one of these games has had an OSR reboot designed to introduce new players, or rekindle the imaginations of old school players, to the joys of those early systems.
These homage editions vary between efforts that retro-fit the rules set made open by the OGL and efforts that are designed under the assumption that the specific wording of rules can be copyrighted but not the underlying mechanics. Regardless of how technically correct those who design games under the second assumption may or may not be, they have all made a concerted effort to avoid use of undeniable product identity. Zefrs and 4C fall into this category and demonstrate how one can make an engaging rpg while stripping out the underlying trademarked source material.
I carefully couched my words in the above paragraph for a couple of reasons. The first is that I don't actually agree with the premise that the underlying mechanics aren't copyrighted with the other parts of the intellectual property. I would argue that those mechanics constitute the actual intellectual property and not the particular phrasing of those mechanics. Second, I think that these creators are doing us a great service. These products have been completely abandoned by their creators, with regard to the underlying mechanics, and a copyright system that doesn't take into consideration the concept of "abandonware" is in need of revision. Third, the Old School Renaissance community I was very active in during the late-nineties and early aughts took a very different approach to the issue -- and even that approach has some interesting complications.
I was a very active member of the DC Heroes online community, a community so active in the support of its game system that some of its members licensed the right to produce another game based on that system in order to keep it alive. That game, Blood of Heroes wasn't the most professional looking product with regard to illustrations, but it contained a meticulously playtested version of the underlying mechanics of the game. What is interesting is that even though Pulsar Games, a company made up of fans of the DC Heroes' MEGs system, licensed the use of the rules, they still may not have been perfectly within the law.
According to Ray Winninger, the author of the 2nd edition of the game and of a derivative work called Undergroung:
As for DC HEROES itself:
1) Our contract with DC specified that DC Comics holds the copyright on every product we released. If you check the indices, you'll note they all say "Copyright (C) DC Comics Inc." The contracts didn't specify anything like "Mayfair owns the copyright to the actual game rules, while DC retains the rights to its IP" or anything similar, just "all DCH products are copyright DC Comics-period." This would suggest that DC actually owns DC HEROES. I know for certain that DC *believes* they own all rights to the game and everything produced for it and I suspect they're probably right.
2) Greg Gorden believes that his contract specified that he retained ownership of the DCH game system once DCH was out of print. When I was at Mayfair I looked for this agreement and couldn't find it-but that doesn't mean it doesn't exist. One potential problem is that it's unclear that Mayfair could have made such an arrangement with Greg in the first place. Remember, the DC licensing agreement specified that DC would retain full and perpetual copyright over everything we released.
3) Pulsar licensed DCH from Mayfair but it's not 100% clear that Mayfair ever had the necessary rights to grant such a license in the first place (#1 and #2 above). I believe that Pulsar later made a separate arrangement with Greg.
4) UNDERGROUND uses a variant of the DCH system-none of its specific text, tables or charts. The copyright to UNDERGROUND is not tied to the rights to DCH in any way. Mayfair no longer owns the rights to UNDERGROUND.
What is technically legal with regard to underlying rules hasn't been truly tested in a court of law, even though the Copyright Office has articulated that it is only the "form" of the rules that is currently protected -- tbone has some discussion why this should disturb the freelance game designer here. Personally, I favor greater protections for the game rules than the law currently holds, but I also am a huge advocate of greater creator rights and a diminishing of the dreaded "work for hire" that pervades the industry. There is no reason that Wolfgang Baur shouldn't have some ownership, in the form of residuals at minimum, if Hasbro decides to make derivative product from Dark*Matter except that the system of work for hire is broken.
On the positive side, the Wild West nature of the protections given to underlying mechanics do mean that we don't have to wait for a company to officially declare that something is abandonware before we start producing products using a reworking of the underlying mechanics for a neglected fan base -- and that's what we are really talking about here.
In a world where roleplaying game products can be stored on servers, at close to zero cost, for fans to purchase at any future time there is no excuse for a company letting a game "die." A company's bottom line with regard to a product doesn't determine the life span of play. It does determine the "product life span," but not the play life span. It is fans, and creators working after a product has "died," who determine whether a game is truly dead. And the internet has ensured that so many games aren't actually dead.
I still receive daily digests from the DC Heroes Yahoo Group. Every day someone is reworking the rules and converting characters. Savage Worlds would likely never have gained the audience it has today were it not for digital distribution and devoted fans writing for digital fanzines. The OSR is reviving games that I actually thought were genuinely dead. I was surprised to learn that people still play White Box D&D. I think it is awesome, but I was surprised.
In a post-internet world, when is a game truly dead? Does it require distributed support, even fan support to be counted as alive or does it merely need players?
What are your thoughts?
Monday, April 19, 2010
What If 16-bit Fantasy Games Were Designed by Bitter Divorcees?
The good folks over at SF Signal posted this amusing video featuring a more cynical view of what the solution to a side scrolling 16-bit fantasy adventure might be. In the video our intrepid hero rescues the princess, but then gets more than he bargained for as the material demands of the princess continually increase. One can imagine that this is a video game level that Oscar or Felix (of the play/movie/tv series The Odd Couple might design). Though the humor is cynical and staid, the video has its charms because one can actually imagine a game designer going to great lengths to create "meaningful" relationship tasks and goals within a video game experience. Such games may already exist.
I would be lying if I didn't say that the sequence where the video's protagonist goes to work for "the man" doing a task of physical labor, in order to pay for a wedding ring for his princess, didn't remind me of Peter Molyneaux's efforts at verisimilitude in Fable II. Molyneaux's game features complex systems for relationships (including financial support/gifts), real estate, and manual labor. In fact, I often joke that the amount of time I spent playing the "Blacksmithing" mini-game in order to earn money to purchase businesses/houses essentially transformed the game into a game of Blacksmith Hero. It was great fun to watch my labor equate to property ownership, which itself equated to revenue, though it wasn't fun of the combat/conflict variety. These tasks made my Fable II experience feel somehow more real. After all, even heroes have day jobs.
Even pen and paper roleplaying games sometimes offer their equivalents of the Blacksmith Hero experience. D&D 3.5's magic item construction system was a much needed rules set for the game, but the crafting rules could be utilized in a number of ways. One could merely have the players roll the skill checks and do the math, but one could also role play out the forging/crafting experience between the rolls. The 2nd Edition AD&D setting Birthright, one of my favorite settings, had sub-games devoted to govern the kingdoms and large scale battles. These sub-games were the setting's greatest strength and its greatest flaw. Superhero 2044 is essentially a pen and paper simulation of the "patrol" patterns of the superheroes being played by the characters. DC Heroes has gadget construction rules that can be roleplayed, and included recommendations for incorporating character's mundane -- but still meaningful -- sub-plots into the campaign. Marvel Superheroes rewarded characters for keeping up with their mundane lives while combating cosmic calamities.
What are your thoughts on the subject? Do mundane mini-games add realism to a fantasy video game? Do they detract from the experience?
I would be lying if I didn't say that the sequence where the video's protagonist goes to work for "the man" doing a task of physical labor, in order to pay for a wedding ring for his princess, didn't remind me of Peter Molyneaux's efforts at verisimilitude in Fable II. Molyneaux's game features complex systems for relationships (including financial support/gifts), real estate, and manual labor. In fact, I often joke that the amount of time I spent playing the "Blacksmithing" mini-game in order to earn money to purchase businesses/houses essentially transformed the game into a game of Blacksmith Hero. It was great fun to watch my labor equate to property ownership, which itself equated to revenue, though it wasn't fun of the combat/conflict variety. These tasks made my Fable II experience feel somehow more real. After all, even heroes have day jobs.
Even pen and paper roleplaying games sometimes offer their equivalents of the Blacksmith Hero experience. D&D 3.5's magic item construction system was a much needed rules set for the game, but the crafting rules could be utilized in a number of ways. One could merely have the players roll the skill checks and do the math, but one could also role play out the forging/crafting experience between the rolls. The 2nd Edition AD&D setting Birthright, one of my favorite settings, had sub-games devoted to govern the kingdoms and large scale battles. These sub-games were the setting's greatest strength and its greatest flaw. Superhero 2044 is essentially a pen and paper simulation of the "patrol" patterns of the superheroes being played by the characters. DC Heroes has gadget construction rules that can be roleplayed, and included recommendations for incorporating character's mundane -- but still meaningful -- sub-plots into the campaign. Marvel Superheroes rewarded characters for keeping up with their mundane lives while combating cosmic calamities.
What are your thoughts on the subject? Do mundane mini-games add realism to a fantasy video game? Do they detract from the experience?
Friday, April 16, 2010
Seth Rogen Green Hornet "Unexpectedly" Campy

Our good friend Bill Cunningham, he who (along with Harlan "freakin'" Ellison) has written a story for the upcoming Moonstone Green Hornet Chronicles and knows his Green Hornet inside and out, has the skinny on the upcoming Green Hornet movie.
It appears that the movie will be...
Prepare to look shocked.
You can do better than that.
CAMPY!
That's right. They promised the film would be serious and "dark" and "edgy." Apparently, what they meant by that is bright and silly.
We should have known when Steven Chow dropped out of the project and was replaced by someone with no Kung Fu that this was coming.
Oh Wait! We did.
Lone Wolf: Multiplayer Game Book: Does it Deliver?
In 1982, Steve Jackson and Ian Livingstone created a worldwide reading/roleplaying sensation with their Warlock of Firetop Mountain Fighting Fantasy Gamebook. Warlock combined the interactive qualities of the Choose-Your-Own adventure series of books with simple mechanics inspired by role playing games like Dungeons & Dragons. The books were wildly successful with over 50 entries in the series published to date. The series is currently being published by Wizard books in England, we Americans have to have our new books in the series shipped from Canada or overseas, and also has had two of the books released as iPhone applications.
The Fighting Fantasy books are classics in the genre, but they were surpassed in gaming complexity in 1984 when Joe Dever's Lone Wolf gamebook series first title Flight from the Dark was released. The Fighting Fantasy series is primarily made up of episodic entries where the puzzles/adventures are contained in full in a single volume. The exception to this is Steve Jackson's Sorcery series of four books. In contrast to the episodic Fighting Fantasy series, Dever created an Epic Fantasy narrative in his Lone Wolf series. In Dever's series, your character improved from book to book and items you acquired in one book would help you solve puzzles in subsequent volumes. Dever added layers of gameplay and narrative that were lacking in the Fighting Fantasy counterparts, and his series demonstrated the gamebook as a mature medium.

In support of their Fighting Fantasy gamebooks, Jackson and Livingstone released an introductory roleplaying game -- a non-solo and more traditional game -- in 1984 entitled simply Fighting Fantasy: The Introductory Role-playing Game. This game presented the rules system from the Fighting Fantasy books in a simplified form for use in pen and paper gameplay. The rules component of the books was relatively weak, as the rules were stripped down versions of the already simple rules of the gamebooks, but the two adventures included in the book were fun.

This initial offering was followed by the Riddling Reaver collection of adventures, which made for a fun campaign using a rudimentary system. By 1989, Livingston and Jackson realized that the introductory game was serviceable, but not a substantive offering in the gaming marketplace and they hired Marc Gascoigne and Pete Tamlyn to develop an advanced version of the product.

Gascoigne and Tamly's Advanced Fighting Fantasy presented a robust game system rooted in the system presented in the gamebooks and filled a niche that fans of the books needed filled. Gascoigne's system added layers of complexity to the gamebooks rules, while still presenting an introductory roleplaying game. The system is simple enough for beginners, but has a depth that allows for a great deal of game play.
Fans of the Lone Wolf series, who had purchased and read the Advanced Fighting Fantasy rules, eagerly waited to see what Dever would come up with in response to Fighting Fantasy's offering. That offering didn't come. In fact, while the Fighting Fantasy books seemed as unkillable as a zombie horde -- continually being resurrected from certain death just as a new generation of readers could be introduced to the books -- Lone Wolf began to fade into the background. Eventually, all the published books became available (with author permission) as free e-books on the internet. Then, from seemingly nowhere, wonderful news appeared. Mongoose Publishing released a tabletop RPG based on the characters of the Lone Wolf series and began republishing (in beautiful small format hardbacks) the original Lone Wolf books.

The republished volumes of the original gamebooks are a marvel. They include new stories as additional content in the back of each book; stories that expand the Lone Wolf world. The republished books are undeniably a godsend, but the first Mongoose Lone Wolf RPG was a gaming product that had rules based in Wizards of the Coast's d20 rules system. These rules are serviceable (they are actually quite good), but they lack the distinct feel of the Lone Wolf setting. After playing gamebooks that use a particular rules set, it feels a little unnatural to use an unrelated rules set when translating your experience into a multiplayer exercise. The d20 based Lone Wolf rpg sold decently, but with the release of the 4th edition of Dungeons & Dragons -- and the end of the d20 license -- it was time for Mongoose to create a multiplayer game that returned Lone Wolf gaming to its systemic roots.
It has taken a couple of years for the new rules set to come out, but as of the the first week of April 2010 long time fans of Lone Wolf finally have a multiplayer roleplaying game based on the system used in the gamebooks, but how does it measure up to the standard set by the Fighting Fantasy series?

Even though the products are separated by almost 20 years, it seems appropriate to compare the new Lone Wolf Multiplayer Game to the earlier Fighting Fantasy offerings. The Fighting Fantasy Introductory Roleplaying Game was originally published in 1984 and in its 240 paperback format pages presented a multiplayer version of the rules system contained within the Fighting Fantasy Gamebooks. Other than the two adventures included in the book, and a couple of sparse paragraphs describing the job of gamemastering and designing your own adventures, the booklet contained little that was not already in the published gamebooks. In fact, some of the solo gamebooks had already introduced some "advanced rules" that the introductory roleplaying game failed to include. The two adventures included in the book were formatted in a manner similar to that used in the gamebooks, but included some tips on how to run the encounters. By modern standards these adventures were simple "dungeon crawls," adventures where characters explore complexes and fight monsters. There was little or no context for the action in these adventures contained in the rulebook. This changed when the Riddling Reaver booklet expanded the adventures available for use by gamemasters, though it should be noted that it was 8 years before players of multiplayer Fighting Fantasy had rules for "skills" or "magic" published outside of the solo gamebooks for multiplayer use.
The Lone Wolf Multiplayer Game Book is similar in many respects to the earlier Fighting Fantasy offering. Coming it at 70 digest sized pages, it contains character creation rules for only one character type, the Kai Lord. It presents the basic system used in the gamebooks, including the "random number table," with very few options not offered in the solo versions. Unlike the Fighting Fantasy books, Lone Wolf contains a task resolution system for accomplishing things other than combat. It is a simple resolution system, to be sure, but it is one that is highly serviceable. Essentially, tasks are given a target number from 1 to 10 and that sets the number that the player must roll equal or higher than on d10 (or select from the random number table) in order to succeed. There are guidelines for bonuses and penalties, but it is essentially a quick and dirty task resolution system with a flat probability curve.
Lone Wolf contains a short Bestiary that includes some of the unique denizens of Magnamund like Giaks and Gourgazs, and some of the more generic character types a game master might need like Bears and Bandits. It also contains a brief discussion of the history of Magnamund, the world of the Lone Wolf tales. One really wishes that Mongoose had beefed up the chapters on the setting. At $19.99 for a 70 page book, one feels a little neglected when there is so little setting description. To be fair, the gamebooks are rich fields filled with descriptions of the world and its history, but this rulebook lacks that richness and the map in the middle of the book is made less useful or attractive by the fact that it is published in black and white.
Like the Fighting Fantasy RPG, Lone Wolf provides an introductory adventure for new game masters to use with their friends. The adventure is an entertaining narrative adventure entitled "The Merchant's Task." This adventure contains gaming opportunities for different kinds of players as it has roleplaying scenes, puzzle solving, and combat sequences. As such, it follows the modern trend of story based adventures as opposed to the classic dungeon crawl, but then again that is one of the things that separates the Lone Wolf solo book series from the Fighting Fantasy book series. The Lone Wolf books are more story driven and the Fighting Fantasy ones more puzzle/solution driven.
I have to admit that I was slightly disappointed with the first offering in the Lone Wolf Multiplayer line of books. It seemed in many ways more an overview of what gaming would be like that a complete game in itself, and with a $19.99 price tag the disappointment was exaggerated. I have to say though that there are a couple of things arguing in favor of the game. First is the fact that it isn't a bad introductory game, if only the price were $7.99 I would consider it an ideal introductory offer. The rules are clear and simple and the text provides numerous guidelines for the game master during the adventure, guidelines that can be used to create ones own adventures. Second is the fact that this is the first in a series of offerings.

This June we should see the publication of a book of linked adventures entitled Terror of the Darklords. This is slated to be a 160 page booklet containing an entire campaign's worth of game play in which the players will uncover conspiracies and battle against the evil Darklords.

Darklords will be followed in July by Heroes of Magnamund, a book containing a variety of character classes that players can use during campaign play. One can look at this as the second part of the player's guide in some ways. According to the Lone Wolf Multiplayer Game Book the Heroes book will also contain rules for higher level Kai Lords and additional rules for game masters. Mongoose is also planning to publish a gazetteer of Magnamund and a bestiary as well. All of these products will add to the cost of the game, but will add much needed depth as well.
As it stands, the current rule book places the Lone Wolf Multiplayer Game Book somewhere between the Fighting Fantasy Introductory Roleplaying Game and the Advanced Fighting Fantasy Roleplaying Game with regards to the complexity of the rules it offers. A good offering, but not quite what one would pray for after almost 20 years of waiting. If the later releases maintain the level of quality, the game looks like it might surpass Advanced Fighting Fantasy, but only time will tell.
I can say that I will be eagerly purchasing the books as they come out to see what Mongoose has to offer.
The Fighting Fantasy books are classics in the genre, but they were surpassed in gaming complexity in 1984 when Joe Dever's Lone Wolf gamebook series first title Flight from the Dark was released. The Fighting Fantasy series is primarily made up of episodic entries where the puzzles/adventures are contained in full in a single volume. The exception to this is Steve Jackson's Sorcery series of four books. In contrast to the episodic Fighting Fantasy series, Dever created an Epic Fantasy narrative in his Lone Wolf series. In Dever's series, your character improved from book to book and items you acquired in one book would help you solve puzzles in subsequent volumes. Dever added layers of gameplay and narrative that were lacking in the Fighting Fantasy counterparts, and his series demonstrated the gamebook as a mature medium.

In support of their Fighting Fantasy gamebooks, Jackson and Livingstone released an introductory roleplaying game -- a non-solo and more traditional game -- in 1984 entitled simply Fighting Fantasy: The Introductory Role-playing Game. This game presented the rules system from the Fighting Fantasy books in a simplified form for use in pen and paper gameplay. The rules component of the books was relatively weak, as the rules were stripped down versions of the already simple rules of the gamebooks, but the two adventures included in the book were fun.

This initial offering was followed by the Riddling Reaver collection of adventures, which made for a fun campaign using a rudimentary system. By 1989, Livingston and Jackson realized that the introductory game was serviceable, but not a substantive offering in the gaming marketplace and they hired Marc Gascoigne and Pete Tamlyn to develop an advanced version of the product.

Gascoigne and Tamly's Advanced Fighting Fantasy presented a robust game system rooted in the system presented in the gamebooks and filled a niche that fans of the books needed filled. Gascoigne's system added layers of complexity to the gamebooks rules, while still presenting an introductory roleplaying game. The system is simple enough for beginners, but has a depth that allows for a great deal of game play.
Fans of the Lone Wolf series, who had purchased and read the Advanced Fighting Fantasy rules, eagerly waited to see what Dever would come up with in response to Fighting Fantasy's offering. That offering didn't come. In fact, while the Fighting Fantasy books seemed as unkillable as a zombie horde -- continually being resurrected from certain death just as a new generation of readers could be introduced to the books -- Lone Wolf began to fade into the background. Eventually, all the published books became available (with author permission) as free e-books on the internet. Then, from seemingly nowhere, wonderful news appeared. Mongoose Publishing released a tabletop RPG based on the characters of the Lone Wolf series and began republishing (in beautiful small format hardbacks) the original Lone Wolf books.

The republished volumes of the original gamebooks are a marvel. They include new stories as additional content in the back of each book; stories that expand the Lone Wolf world. The republished books are undeniably a godsend, but the first Mongoose Lone Wolf RPG was a gaming product that had rules based in Wizards of the Coast's d20 rules system. These rules are serviceable (they are actually quite good), but they lack the distinct feel of the Lone Wolf setting. After playing gamebooks that use a particular rules set, it feels a little unnatural to use an unrelated rules set when translating your experience into a multiplayer exercise. The d20 based Lone Wolf rpg sold decently, but with the release of the 4th edition of Dungeons & Dragons -- and the end of the d20 license -- it was time for Mongoose to create a multiplayer game that returned Lone Wolf gaming to its systemic roots.
It has taken a couple of years for the new rules set to come out, but as of the the first week of April 2010 long time fans of Lone Wolf finally have a multiplayer roleplaying game based on the system used in the gamebooks, but how does it measure up to the standard set by the Fighting Fantasy series?

Even though the products are separated by almost 20 years, it seems appropriate to compare the new Lone Wolf Multiplayer Game to the earlier Fighting Fantasy offerings. The Fighting Fantasy Introductory Roleplaying Game was originally published in 1984 and in its 240 paperback format pages presented a multiplayer version of the rules system contained within the Fighting Fantasy Gamebooks. Other than the two adventures included in the book, and a couple of sparse paragraphs describing the job of gamemastering and designing your own adventures, the booklet contained little that was not already in the published gamebooks. In fact, some of the solo gamebooks had already introduced some "advanced rules" that the introductory roleplaying game failed to include. The two adventures included in the book were formatted in a manner similar to that used in the gamebooks, but included some tips on how to run the encounters. By modern standards these adventures were simple "dungeon crawls," adventures where characters explore complexes and fight monsters. There was little or no context for the action in these adventures contained in the rulebook. This changed when the Riddling Reaver booklet expanded the adventures available for use by gamemasters, though it should be noted that it was 8 years before players of multiplayer Fighting Fantasy had rules for "skills" or "magic" published outside of the solo gamebooks for multiplayer use.
The Lone Wolf Multiplayer Game Book is similar in many respects to the earlier Fighting Fantasy offering. Coming it at 70 digest sized pages, it contains character creation rules for only one character type, the Kai Lord. It presents the basic system used in the gamebooks, including the "random number table," with very few options not offered in the solo versions. Unlike the Fighting Fantasy books, Lone Wolf contains a task resolution system for accomplishing things other than combat. It is a simple resolution system, to be sure, but it is one that is highly serviceable. Essentially, tasks are given a target number from 1 to 10 and that sets the number that the player must roll equal or higher than on d10 (or select from the random number table) in order to succeed. There are guidelines for bonuses and penalties, but it is essentially a quick and dirty task resolution system with a flat probability curve.
Lone Wolf contains a short Bestiary that includes some of the unique denizens of Magnamund like Giaks and Gourgazs, and some of the more generic character types a game master might need like Bears and Bandits. It also contains a brief discussion of the history of Magnamund, the world of the Lone Wolf tales. One really wishes that Mongoose had beefed up the chapters on the setting. At $19.99 for a 70 page book, one feels a little neglected when there is so little setting description. To be fair, the gamebooks are rich fields filled with descriptions of the world and its history, but this rulebook lacks that richness and the map in the middle of the book is made less useful or attractive by the fact that it is published in black and white.
Like the Fighting Fantasy RPG, Lone Wolf provides an introductory adventure for new game masters to use with their friends. The adventure is an entertaining narrative adventure entitled "The Merchant's Task." This adventure contains gaming opportunities for different kinds of players as it has roleplaying scenes, puzzle solving, and combat sequences. As such, it follows the modern trend of story based adventures as opposed to the classic dungeon crawl, but then again that is one of the things that separates the Lone Wolf solo book series from the Fighting Fantasy book series. The Lone Wolf books are more story driven and the Fighting Fantasy ones more puzzle/solution driven.
I have to admit that I was slightly disappointed with the first offering in the Lone Wolf Multiplayer line of books. It seemed in many ways more an overview of what gaming would be like that a complete game in itself, and with a $19.99 price tag the disappointment was exaggerated. I have to say though that there are a couple of things arguing in favor of the game. First is the fact that it isn't a bad introductory game, if only the price were $7.99 I would consider it an ideal introductory offer. The rules are clear and simple and the text provides numerous guidelines for the game master during the adventure, guidelines that can be used to create ones own adventures. Second is the fact that this is the first in a series of offerings.

This June we should see the publication of a book of linked adventures entitled Terror of the Darklords. This is slated to be a 160 page booklet containing an entire campaign's worth of game play in which the players will uncover conspiracies and battle against the evil Darklords.

Darklords will be followed in July by Heroes of Magnamund, a book containing a variety of character classes that players can use during campaign play. One can look at this as the second part of the player's guide in some ways. According to the Lone Wolf Multiplayer Game Book the Heroes book will also contain rules for higher level Kai Lords and additional rules for game masters. Mongoose is also planning to publish a gazetteer of Magnamund and a bestiary as well. All of these products will add to the cost of the game, but will add much needed depth as well.
As it stands, the current rule book places the Lone Wolf Multiplayer Game Book somewhere between the Fighting Fantasy Introductory Roleplaying Game and the Advanced Fighting Fantasy Roleplaying Game with regards to the complexity of the rules it offers. A good offering, but not quite what one would pray for after almost 20 years of waiting. If the later releases maintain the level of quality, the game looks like it might surpass Advanced Fighting Fantasy, but only time will tell.
I can say that I will be eagerly purchasing the books as they come out to see what Mongoose has to offer.
Wednesday, April 14, 2010
Kobold Quarterly #13: A Must Buy for Dragon Age RPG Fans

Longtime readers of this blog know that I am a big fan of Wolfgang Baur and his Open Design Project. I am also a big fan of his quarterly role playing game magazine Kobold Quarterly and have been a subscriber since day one. I have watched as this magazine went from a primarily pdf product, where one had to special order the staple bound black and white version of the first issue, to the full color slick paper state of the art product it is today. This quick transition is no surprise as Baur has extensive experience as a magazine editor.
Throughout the magazine's run, I have only had one small complaint -- and it is very small. I have been disappointed that the magazine limited its focus to d20 (and after the new edition's release 4E) articles. The magazine's subtitle has been "The Switzerland of the Edition Wars. The market lacks a non-house organ magazine, one that covers gaming products from a wide variety of publishers. Early in the gaming hobby, there were a number of magazines that covered the role playing hobby as a whole. TSR's Dragon magazine and Games Workshop's White Dwarf weren't always house organs that only provided content related to their respective companies, they covered the industry as a whole. Add to these magazines like The Space Gamer, White Wolf, Shadis, and Pyramid, and you have a long tradition of magazines covering the broader hobby.
This tradition largely died when Pyramid ceased print publication and became an online subscription. Fans were left with only one magazine that covered the field, Knights of the Dinner Table. While Knights contains articles that cover he hobby, it cannot be argued that the magazine's primary purpose is the comic strips it contains and the promotion of Kenzer Company related gaming products. Knights is a good magazine, that does have some broad coverage, but it is still primarily a house organ. There is also the small print run magazine Polymancer, but that product has yet to get wide enough distribution to fill the much needed hole in the market -- a hole made all the bigger when gamingreport.com ceased to be the news source for the gaming hobby.
Thankfully, Kobold Quarterly has begun to see some generic and non-D&D (retro, modern, post-modern versions) content filling its pages of late. Key among these offerings is in the Spring 2010 issue. In the issue, Chris Pramas -- lead designer on Green Ronin's excellent Dragon Age RPG -- has written an article that will allow fans of Green Ronin's flagship Freeport line of products to translate their tales to the AGE engine used by the Dragon Age RPG. It will also help to expand the gaming horizons of new gamers who were introduced to the hobby by the Dragon Age RPG. The article provides character creation rules for nine backgrounds based on Freeportian archetypes. For those of you who are unfamiliar with Green Ronin's Freeport, it is a setting that combines traditional fantasy elements with tropes from pirate stories and horror elements from the weird tales of H.P. Lovecraft. Imagine Elven pirates wielding fireballs while battling Eldritch Horrors who fire cannons from their tentacle beards and you have some sense of the setting -- make sure you don't forget the Serpent men and the Yellow Sign. It's a fun setting and it is nice to see Kobold Quarterly publish support material for an wonderful new role playing game. The fact that the material is based on content originally designed for d20 makes the publication of the article even more appealing. It demonstrates that Baur is willing to promote articles that seek to expand the gaming horizons of all of its readers.
This takes Kobold Quarterly beyond the status of "The Switzerland of the Edition Wars," and places it at the "Publication on a Hill Promoting All Aspects of the Hobby" status.
Kudos to Baur, and thanks to Chris Pramas for giving us Dragon Age RPG fans a background for Gnomes. The DM in me cringes at the incorporation of Gnomes, but one of the players in my group will certainly be grateful.
Thursday, April 08, 2010
Who's Up for An iPad Smoothie?
Until they release the 3G version, I think this might be the best use for an iPad.
Well, this or playing the new Small World app, but it seems a little ridiculous to pay $400 just to play a digital adaptation of a great board game.
Well, this or playing the new Small World app, but it seems a little ridiculous to pay $400 just to play a digital adaptation of a great board game.
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