Thursday, August 06, 2015

#RPGaDay2015: [Day 1] Exciting Forthcoming Game


Last year, Dave Chapman aka +Autocratik created a blog prompt called #RPGaDAY wherein Dave did all of us amateur bloggers a favor by giving us 31 ideas for blog posts. The intention is that bloggers would write 31 posts over the course of a month and it was very successful last year. I was one of the participants, but I did not manage to post all 31 days. In fact, I think I only managed half a dozen or so. Even with that disappointment, I'm trying again this year even though I'm starting 5 days after the fact.

Let's move past the prologue and get to today's#RPGaDAY2015 answer:


Since I'm already a couple of days behind, and I'll be trying to catch up over the next few days, I'll keep this short.

The forthcoming game I am most looking forward to is...

http://www.modiphius.com/john-carter.html 

I've been a big fan of Modiphius, the publisher of the upcoming Edgar Rice Burroughs' John Carter role playing game, since I backed their Achtung! Cthulhu role playing game on Kickstarter a couple of years ago. That role playing game setting was compatible with both the Savage Worlds and Call of Cthulhu role playing games at publication and it seemed like a nice counterpart to Weird War II. The new John Carter game, which should be out by Christmas of this year, uses Modiphius Entertainment's own game system entitled the 2d20 LITE system. It's a streamlined version of the system they had designed for their new Mutant Chronicles role playing game. The design lead on the 2d20 system was Jay Little, who is one of my favorite game designers, and the mechanics are sound.

To quote Modiphius' Press Release:
John Carter —The Roleplaying Game: Due for release: Christmas 2015
Explore the wonders of Barsoom from the vast deserts to the ancient cities. Discover the forgotten secrets of a world that was old when life first spawned in the oceans of Earth. Play as pilots, warriors, scientists, or one of the terrifying green Tharks.  Create you own Barsoom adventures or take on the great journeys as John Carter himself along side Dejah Thoris, Kantos Kan, Xodar, Tars Tarkas, Thuvia of Ptarth, Carthoris of Helium or any of the other major heroes and heroines of Barsoom.

The John Carter roleplaying game uses 2d20 LITE—a streamlined version of the 2d20 system featured in the Mutant Chronicles, INFINITY and Conan roleplaying games. Designed for fast flowing action accentuating the exuberant adventures of the original books, 2d20 LITE let’s you dive into the game immediately with a sleek, pulse-pounding system. Major industry artists will help bring Barsoom to life. 
 Edgar Rice Burroughs and Michael Moorcock were the two figures who most shaped my early fiction tastes and I am more than excited to see a Planetary Romance game based on Burroughs' influential series make it to print.

I interviewed Chris Birch of Modiphius last year on Geekrati about Achtung! Cthulhu and Mutant Chronicles last year and it looks like the company continues to grow.



Monday, August 03, 2015

Street Fighter Board Game Coming Your Way

Jasco Games, who recently debuted their Mega Man Board Game at Gen Con, is extending their partnership with Capcom to include a new Street Fighter Board Game. As a tried and true member of the Street Fighter Generation who has watched the franchise evolve over the years, I am very excited about this project. One of the things that stands out is that the board game will include painted miniatures for the various fighters for use in the game.


Details about the mechanics of the board game are sparse, but as the project develops we'll see if we can get a look at the playtest rules. In the meantime, I know that at minimum I'll have a decent number of miniatures to run a White Wolf Street Fighter RPG campaign or a Savage Worlds version.

Sunday, August 02, 2015

Pinnacle Announces Their Projects for 2015 and Beyond

I'm a huge fan of Pinnacle Entertainment Group's Savage Worlds role playing game. It combines the simplicity of play of early games in the hobby with the customization and player choice of the modern game. It is easy to learn, but has a depth I've yet to tap out. I've run a number of campaigns and am looking forward to getting an East Texas University game running in the next couple of weeks.



This week, at the rpg hobby's largest convention GENCON, Pinnacle gave a presentation discussing their upcoming projects for the year. They are revisiting some of their best settings and are expanding their offerings. One key new offering comes in around the 7 minute 30 second mark that I think presents a good marketing strategy for the company. Pinnacle has released some excellent "genre" sourcebooks over the years, but when it comes to adventure support that has tended to either be "setting" specific or digital only. It now appears that they'll be doing an adventure compilation for each genre with less setting specificity. Their first one deals with...well...maybe you should just watch the video to see all the exciting things they've got planned. Make sure to watch the last minute of the video as well. It's a doozy.


Saturday, August 01, 2015

Hugo Ballot: My #1s

I wasn't going to post my Hugo Award Ballot, or any portion of it, but then I saw John O'Neill's ballot over at Black Gate and I felt compelled to share mine. Like John, I'm only going to share my top vote in each category. Unlike John, I won't be writing a long post on why I voted the way I did. I'm happy to discuss the issue in person, but I find that the internet is no more conducive than the letters page of a Fanzine to productive dialog.

I will say that these are my honest opinions of the ballot as it exists. It is not my opinion of what the "best of SF/F last year was," and I've tried to remove politics from the equation. I will be the first to admit that my gaming hobby affected my voting once or twice. That said, there are a number of votes for No Award that are higher than I would expect when voting for a year's best award.

Best Novel

        Rank            ----------------------------
        1               Skin Game by Jim Butcher (Roc Books)

Best Novella
        Rank            -----------------------
        1               No Award

Best Novelette
        Rank            ----------------------------
        1               The Triple Sun: A Golden Age Tale by Rajnar Vajra (Analog, Jul/Aug 2014)
 
Best Short Story
        Rank            ----------------------------
        1               A Single Samurai by Steven Diamond (The Baen Big Book of Monsters, Baen)

Best Related Work

        Rank            ----------------------------
        1               The Hot Equations: Thermodynamics and Military SF Ken Burnside (Riding the Red
                         Horse, Castalia House)

Best Graphic Story

        Rank            ----------------------------
        1               Rat Queens Volume 1: Sass and Sorcery

Best Dramatic Presentation (Long Form)

        Rank            ----------------------------
        1               Edge of Tomorrow 

Best Dramatic Presentation (Short Form)

        Rank            ----------------------------
        1               The Flash: Pilot teleplay by Andrew Kreisberg & Geoff Johns, story by Greg Berlanti, Andrew Kreisberg & Geoff Johns, directed by David Nutter (Berlanti Productions, DC Entertainment, Warner Bros. Television; The CW)

Best Professional Editor (Short Form)

        Rank            ----------------------------
        1               Jennifer Brozek
   
Best Professional Editor (Long Form)

        Rank            ----------------------------
        1               Toni Weisskopf
     
Best Professional Artist

        Rank            ----------------------------
        1               Julie Dillon
     
Best Semiprozine

        Rank            ----------------------------
        1               Lightspeed Magazine

Best Fanzine

        Rank            ----------------------------
        1               Black Gate
   
Best Fancast

        Rank            ----------------------------
        1               No Award

Best Fan Writer

        Rank              
        1               No Award

Best Fan Artist

        Rank            ----------------------------
        No Vote      

The John W. Campbell Award (not a Hugo)

        Rank            ----------------------------
        1               Wesley Chu
 

Wednesday, July 29, 2015

Witcher Table Top RPG Coming from CD PROJEKT RED and R.TALSORIAN GAMES


It was recently announced on the CD Projekt Red forums that they had come to an agreement with R Talsorian Games regarding the production of a table top role playing game for The Witcher. According to the announcement:

Together with R.Talsorian Games, makers of the hit pen and paper role-playing system Cyberpunk 2020, we are pleased to announce an agreement to develop The Witcher Role-Playing Game -- the go-to tabletop Witcher experience for pen and paper RPG enthusiasts.

The Witcher Role-Playing Game will allow tabletop RPG fans to re-create an array of characters known from the Witcher universe and live out entirely new adventures set within the world of Geralt of Rivia. Powered by Fuzion, the same ruleset that made Cyberpunk 2020 gain worldwide player acclaim, The Witcher Role-Playing Game will feature a myriad of spells, rituals, and curses; favorite gear and items from the entire Witcher series including a bestiary of devilish monsters players can face during their adventures. The system will provide all the necessary tools to create and play out your own adventures and become everything from a battle-hardened monster slayer to a merchant kingpin controlling a vast network of contacts.

The Witcher Role-Playing Game is currently slated for a mid 2016 release. More information about the system, price and availability will be provided at a later point in time.
I am simultaneously excited and ambivalent about this project, due largely to the involvement of R Talsorian Games. Before I get into my reasons for ambivalence, I'd like to highlight why I'm excited about R Talsorian's involvement in this project. 

I think that R Talsorian has historically been one of the most creative and forward looking companies in the entire role playing game industry. The company was founded in 1985 and was one of the first companies to bring Anime style gameplay into the hobby with their Mekton (1985) role playing game. The game had a relatively intuitive system that allowed for ease of play and customization of individual mechs. It also introduced players to a setting inspired by the classic Mobile Suit Gundam anime. This was quickly followed by the release of  Teenagers from Outer Space (TFOS -- 1987), a role playing game that mirrored high school romance anime and featured a simple system that was good for introductory games.

The same year that TFOS was released, R Talsorian published its Cyberpunk game. While this game had some mechanics that were inspired by earlier games (the lifepath system is similar to Traveller), it had two major effects on the industry. First, it provided the market with its first "attitude" role playing game. Cyberpunk was a game written with style that evoked an attitude. This design feature would go on to influence the World of Darkness series of games, as would the rules for Cyberpsychosis which emulated the loss of humanity one feels as one acquires more cyberware and learns that "metal is better than meat." You can see echoes of this system in the Humanity trait in Vampire. R Talsorian's Cyberpunk game was a cornerstone moment in the industry and game designer Mike Pondsmith is to be praised for the inspiration.

R Talsorian's innovation didn't stop there. Their Castle Falkenstein game was one of the first Steampunk game, and still the best one. That's making quite a statement given that there are several good Steampunk games around, but it is Pondsmith's ability to infuse mood into a setting and to incorporate mechanics that fit that mood that set Castle Falkenstein apart. The company also released new editions of Mekton that were compatible with Cyberpunk, games based on Dragonball Z, Bubblegum Crisis, and Armored Trooper Votoms. There was even a short stint where R Talsorian partnered with Hero games to release a "Fuzion" powered version of Champions. The partnership seemed natural, two successful Bay Area companies working together, but ended up doing some short-term damage to the Champions brand. This is too bad, as the Fuzion version of the game is quite fun to play and easier for new gamers to pick up and play.

Man, I love this company and their products.

But...back in 2013 I backed the latest version of the Mekton role playing game. It has not yet been published and updates have become scarce from the company. I'm not worried about the project, but I do wish communication was better. And I've got no fear that anyone is running away with a Kickstarter fortune. The Mekton game raised a respectable amount of money, but no one is getting rich off of it. I also understand that a part of the reason for the lack of communication is that R Talsorian has been working with CD Projekt Red on a new Cyberpunk computer game.

But it's hard to get excited about a game when I'm still waiting for another game to come out...one I've already paid for.

That said, I'm pretty jazzed and eagerly await the release of The Witcher table top game. Even though I still think it's a pretty silly name for a franchise.

Tuesday, July 28, 2015

The Evolution of Savage Worlds Damage and Effects: Toward a Faster, Furiouser, and Funner Process.

When I had my first opportunity to see Savage Worlds in action at a Gen Con demonstration in 2002, I was blown away. There were two things that jumped out at me.


First was the bravery of Shane and crew at Pinnacle. The gaming industry was in the midst of the d20 boom, products like d20 Stargate and d20 Everquest were being released, and it looked like the entire hobby would be Hero or d20 based. Even Green Ronin's innovative Mutants and Masterminds game was d20 adjacent and based on the OGL. For a company, especially a mid-range company that would be more vulnerable to shifts in the market winds, to release a new system in that environment was a truly brave move. Doubly brave considering the push-back they eventually received on their Deadlands d20 line when fans failed to notice that future products were double stat-ed for d20 and Classic rules sets.

Second was how the game lived up to the "Fast! Furious! Fun!" tagline on the cover. If you take the time to watch any of the how to play videos from Saving Throw or Wil Wheaton's TitansGrave series on Geek & Sundry, you will notice that roleplaying games can bog down during combat pretty quickly. This is even the case with good Game Masters (like Wheaton) and experienced gamers (like the Saving Throw crew). Savage Worlds isn't immune to this problem, but it is suffers from it less than many other systems. Combat in the game is definitely Fast and Furious. Whether it is Fun can depend on the Game Master and Players, but I think the default is yes.

Savage Worlds was designed to be able to handle combats of a relatively large nature in very little time and to achieve this goal it incorporated a couple of key mechanics. The first was the use of different categories for different kinds of characters. Characters who are meant to be fodder, or at least easier to defeat than others, are classified as "Extras" and those who are meant to stick around a while - like the Player's characters - are called "Wild Cards." It's a system inspired by games like Feng Shui, but it's a very effective system. The second way that Savage Worlds speeds up combat is through its Keep It Simple/Is It Simple Enough philosophy. A perfect example of this is the "Up, Down, or Off the Table" principle of combat (pg 68 of Savage Worlds Deluxe HC) which was the underlying reason for the recent change to the game's "Shaken" rules. This rules change isn't the first relatively major change in Savage Worlds' combat system and I'd like to take you through many of those changes to show you how the game has changed in order to keep things moving Fast! and Furious! in order to maximize the Fun!

In the 2003 edition of the game (which you can play using the v3 of the Test Drive Rules), combat worked in the following way. A player rolled to hit. If the player hit the opponent, then they had to keep track of how much they hit that opponent by and for each 4 points over the number needed the player added +2 to the damage dealt to an opponent. This damage was resisted by Toughness and could be "soaked" if the victim spent a "Benny" to make the roll. If a player took more than 3 wounds, then that character would suffer the effects of a knockout blow. The effects of this knockout blow depended on the amount of damage the attack did while the character was at three wounds. For example, Hugh Manley has taken 3 damage from attacks earlier in combat. He suffers another attack and it would do 2 points of damage. This would leave Hugh incapacitated, but Hugh could spend a "Benny" to soak the damage to prevent the knockout effect.


This system was fast, but probably wasn't fast enough for the designers because by the time that the 2004 Revised Edition, the bonus damage had been changed from +2 "per raise" to "+1d6 per raise." Given that the average damage of a d6 is 3.5 and that these dice could "ace" (be rolled again and added on a 6) it made it possible to do more damage. The system for incapacitation remained the same for this edition.

Counting how many successes one has achieved, and rolling an additional number of d6s equal to that number, can be time consuming. This is likely why the team changed the rule again in the Explorer's Edition in 2008. You can play this edition using v6.0 of the Test Drive Rules. In this edition, the attacker rolled +1d6 if he or she rolled any raises, but only an additional +1d6. Using the older Incapacitation rules though, this might still end up bogging things down. With this new edition Players made an "incapacitation roll" when their character takes more than their three wound allotment. Now, instead of comparing the amount of damage from the final attack against a chart and deciding whether to soak the damage, the player would decide whether to soak or make an incapacitation roll where if the character rolled high enough then it would still be active. This system was quicker than before and worked pretty well.



Then Necessary Evil came out, and with it characters with enough Vigor to almost always get a raise on an "incapacitation" check and thus who were nigh impossible to knock out of a fight. So this brought about one more change. Like the Explorer's Edition, damage in the Savage Worlds Deluxe edition was an additional +1d6 if the attack had any raises (and only +1d6), but incapacitation changed. This time, any time a character suffers more than three wounds that character is incapacitated...period. A Vigor roll is made to see if there is permanent damage or death, but the character is out of the fight period...unless the character makes a soak roll, but that requires a Benny.  This change made combat much faster, and scaled well with the new Super Hero rules and characters with higher stats.

But combats could still bog down a little and so Pinnacle made one more change, this time to the Shaken rules.  It's a small change, but it has some significant effects on combat. One of the most significant of these changes is that it speeds things up. Players can still spend Bennies to keep their characters moving, but the importance of Bennies has been increased. Given how the rules have been written since day one, this seems intentional. The designers want there to be a good and moving Benny economy.

Since the game was released in 2003, it has seen a number of changes and editions, but it seems that uniformly the question underlying the changes is "How can we make this simpler?" The thing that most impresses me with Savage Worlds is how it strives to capture all the granularity of a complex game like Hero or 3.x while keeping the game as simple as possible. I think that they manage this feat remarkably well.

If you are interested in playing Savage Worlds, and you should be, you can download and play the modern day adventure The Wild Hunt for free. It even includes a recent version of the Test Drive rules. There is a more recent version of the rules in the Lankhmar set, but that is for another post.

Friday, July 17, 2015

Learning from the Casual Gamer: What I Learned Reading Lauren Orsini's Review of Magic: Arena of the Planeswalkers

I've been excited about the upcoming release of Hasbro's Magic the Gathering: Arena of the Planeswalkers board game since I first got news of it last year. The game has already received limited release through brick and mortar specialty stores and on Amazon.com, but has an official wide release date of August 1, 2015. I've got my game on pre-order with a smaller FLGS who isn't on Wizards of the Coast's list of premiere stores and I'm eager to play it. My eagerness is two fold. First, the game has received praise on Boardgame geek and Tom Vasel has given it a big thumbs up. Second, the game looks to be heavily influenced by one of my favorite introductory miniatures games Heroscape.


My eagerness to play the game has only increased after reading an interesting, and mildly irritating, review of Magic: Arena of the Planeswalkers from Forbes, entitled "I played 'Magic the Gathering: Arena of the Planeswalkers' and All I Got Was Drunk."

The article was irritating because of its focus on drinking, used for humor I suppose, and the fact that it was a perfect demonstration of the ubiquity of tl;dr culture. If something is too long people will ignore it. It's one of those path dependent results of video games masking the the mechanics underlying game play. Video games implement the mechanics and players don't need to know how a game works in order to begin play and can learn how the mechanics work through play. There is still a learning curve, but it is an active learning curve.

I'm not entirely opposed to this, but it is a mentality that doesn't work too well with board games. You cannot play a board game without having some sense of the mechanics. This is one of the reasons that some games have "basic" and "advanced" rules that can be used. As I wrote, I'm not opposed to working toward making games more "open and play," but I am frustrated by how the transition to digital reading has lowered people's tolerance for long form journalism and games with rules longer than six pages.

The article is interesting because it demonstrates what an encounter with a "light" wargame is to a casual gamer. I have often wondered why Heroscape didn't do as well as I had hoped and Lauren Orsini filled in that gap for me nicely. To me, Heroscape and games like it, are popcorn and soda affairs that are quick to play and don't require a Master's Degree in Rules Acquisition like the classic Advanced Squad Leader does. Compared to the hundreds of pages of rules in ASL, a 20 page rulebook is nothing. But for someone used to pick up and play, or 4 page rulebooks, the story is quite different.

Image Source ICv2


For gamers like Lauren, Arena of the Planeswalkers 20 page rulebook is the referential counterpoint to those hundreds of pages of rule and being asked to flip through those pages to find a rule is similar to us searching for rule A25.45 which refers us to rule F.8, but is really referring to rule A25.53.

In Tom Vasel's reviews of the game, he talks about how quick the game plays and his group is playing it in less than half an hour. In Lauren's review, she describes how she and her group played for over three hours and still hadn't finished the game. She also expressed concern that her group might not have been playing the game correctly.


It would be easy enough to turn this discussion into a screed against Lauren and tl;dr gamers like her, but that's not what I want to do here. Yes, tl;dr culture irritates me. I don't like it when my students haven't read The Federalist Papers because they are difficult to understand and I don't like it when a gamer is intimidated by a "mere" 20 pages of rules.

 Having written that, 20 pages is actually quite a lot of rules. The basic rules of Chess, one of the greatest games ever made, can be written in two pages.


I think that as fans of games and gaming we need to take into account how intimidating a 20 page rulebook can be and not be surprised when someone is intimidated by it. Think about those game sessions when you wanted to play a new game, but hadn't read the rules yet, and read them aloud to the group before play. Remember how long that took? Remember how not fun that was? Playing a game with a longer rulebook requires home work to be done by at least one of the game group. Keep that in mind when designing games, but more importantly keep that in mind when playing with inexperienced gamers.

It is our job as game advocates and fans to familiarize ourselves with games so that we can teach them to others and make their experiences as much "open and play" as possible. I think that Lauren's article gives us some pretty good insight into how an inexperienced gamer approaches our hobby. She did her best to learn and play the game with her group and wrote a relatively positive review for someone as intimidated as she was.


Now...what Forbes was thinking when they assigned this article to her is another matter entirely.