Sunday, August 06, 2017

A Game a Day, for a Week?! What is this Madness?! #RPGaDAY Day 6

While all of the #RPGaDAY prompts are thought provoking, most of them fall into the realm of "realistic." Today's prompt is the rare exception. Autocratik's question of the day is, "You can game every day for a week. Describe what you'd do." First, that's a wonderful fantasy. I wish I had the time to game every day for a week, RPG game that is. I'm pretty sure that I could find a way to fit in a game a day if I really tried. It's just that the gaming would include things like Solitaire/Patience and a couple of quick Dice based games from Reiner Knizia's essential book of dice games. As for role playing games, that would be impossible...or would it?


I'd have the friends/family I gamed with rotate the GM role when it's needed.

Here's what I imagine I'd be playing during this mythical week of a game a day.

1) The Prince Valiant Role Playing Game.


Have 10 minutes and a small pile of quarters? Then you can learn to play this game and get playing.



The Pokemon Jr. Adventure Game is a fantastic starter RPG and it's one that I'd like to play a little bit more. The "Pokemon Emergency" box set comes with a complete mini-campaign.

3) Chill




Quick and easy, this game can be played straight out of the box and the very simple introductory adventure allows for a lot of role playing while also making it easy for the novice game master to run.

4) Home by Jim Pinto


The rule book is 32 short pages, all it requires is a deck of regular playing cards, and it's the first in Jim Pinto's very thematic and dramatic Protocol series of games. I'd love to play a few of these with my group, and a game fest like this would be the perfect opportunity. Oh, and I'd have the US version published with the Spanish cover.

5) Arena of Khazan by Ken St. Andre


C'mon, there is no way I'm getting a group of gamers over every day to play and Ken St. Andre's Arena of Khazan is one of the best, and most replayable, solo dungeons ever written.

6) DC Heroes by Mayfair Games


In order to expedite play, and get straight to the action, I'd use the "Exposed" starter adventure included in the 2nd edition boxed set. It's a commentary on reality tv culture, in the case of the adventure of Geraldo Rivera, but it is surprisingly topical. It's also funny, has a great mix of heroes, and ends up with a smashingly fun free for all.

7) Tails of Equestria 


A family friendly role playing game designed by the creator of the Mordheim skirmish miniature game? Yes please! This game is wonderfully easy to pick up and play and has a core mechanic that inspires creative thinking. It's also a great first game to GM.




Saturday, August 05, 2017

CHILL 1st Edition is an Underrated RPG. #RPGaDAY2017 -- Day 5


You are about to enter the world of CHILL, where unknown things sneak, and crawl, and creep, and slither in the darkness of a moonless night. This is the world of horror, the world of the vampire, ghost, and ghoul, the world of things not know, and best not dreamt of. CHILL is a role-playing game of adventure into the Unknown and your first adventure is about to begin -- CHILL Introductory Folder

 "What RPG Cover Best Captures the Spirit of the Game?"



For me, the answer to that question has always been CHILL by Pacesetter. It's a highly underrated game that captures the tone of my favorite horror films, those of Hammer Studios.

In 1984 a group of former TSR Employees -- including Mark Acres, Troy Denning, and Stephen Sullivan -- formed Pacesetter Ltd. Games and released the Chill role playing game. Chill wasn't the first horror role playing game, nor was it the best, but it has long held a place as a "cult" favorite in the role playing game world. Where other horror role playing games sought to capture the dark nihilistic material horror of H.P. Lovecraft, or the gruesome horror of many films, Chill tried to capture the tone of Hammer and AIP productions.

Because of its focus, and because its creators were former TSR employees, Rick Swan reviewed the game quite negatively in Dragon magazine and in his Complete Guide to Role-Playing Games. He described the game as, "A horror game for the easily frightened...While most of Chill's vampires, werewolves, and other B-movie refugees wouldn't scare a ten-year-old, they're appropriate to the modest ambitions of the game...Chill is too shallow for extended campaigns, and lacks the depth to please anyone but the most undemanding players. For beginners only."

Swan was correct that the game was simple, and appropriate for beginners, but he was far from the mark when he claimed that it lacked depth that could appeal to demanding players who want extended campaigns. The game has solid underlying mechanics that encourage a loose style of play that encourages storytelling over combat and reduces the dependency on die rolls that so many role playing games often overly promote. Like many Pacesetter games, Chill is innovative and slightly ahead of its time -- nowhere is this more the case than with their Chill: Black Morn Manor board game -- but like many things ahead of their time there are some flaws to the mechanics. Nothing too big, but definitely things that might make some gamers reject it out of hand. The game is simple enough that a group of players can pick up the rules and start to play within 15 minutes...from scratch.

Let me repeat that. This game, made in 1984, is easy enough to learn that a group can open the box and begin playing within fifteen minutes. Given how complex rpgs seem to the non-gamer, this is quite a marvelous achievement in and of itself.

The most comprehensive review of Chill -- during its era -- was the review in Space Gamer 75 by Warren Spector. In the article, Spector provided a balanced review -- not all of it positive -- but described the game as follows:

You won't find better, more consistently entertaining writing in any set of game rules...
Chill is the first to include an introductory folder advising players to begin playing that adventure before they've read the rules of the game! To begin, players have only to read a four page READ-ME-FIRST! introduction to the rules, pick up the 16-page adventure booklet and begin playing! And, sure enough, the cockamamie scheme works!

Spector's final word on the game is that it "falls somewhat short of the mark," but his analysis is clear and he seems to understand that he is looking at something new here.

There are many games from the 80s that -- mechanically and tonally -- seem extremely dated by modern gaming standards. Chill -- the first Pacesetter edition -- isn't one of them. It has a kind of classic feel to it, just like all the Hammer and AIP movies it was inspired by. It isn't a dark and serious horror game, but it is an adventurous one. If you want to experience existential horror, you can do no better than Call of Cthulhu, but if you want to pretend to be Peter Cushing's Van Helsing hunting Christopher Lee's Dracula you want Chill.

A hand touched his face, but he felt no warmth of human reassurance in that other hand, no sense of comradeship against the dark foes of the night. Boulton shrank from the touch. Then scrambled back. Then shouted. For now he could see the hand, rising like a pale, icy plant, from the churning soil of a grave. -- Chill Campaign Book


Friday, August 04, 2017

What RPG Have I Played Most Since August 2016? #RPGaDAY2017 -- Day 4

 
Today's answer will be short and sweet, which is similar to the reason this has been the game I've played the most this past year. Because of its easy ability to accommodate one and done gaming sessions, I've been playing a lot of Dungeon Crawl Classics by Goodman Games. It's a great adaptation of the 3.x system with a lot of twists that give it a feeling all its own.


Thursday, August 03, 2017

Finding Out About NEW RPGs is Easier and Harder Than Ever... #RPGaDAY2017 Day 3


In the before times, in the not now, it was pretty easy to find out about what role playing games were coming down the pipeline. All you had to do was pick up a copy of The Space Gamer, Different Worlds, White Dwarf, The Dragon, or one of a host of magazines dedicated to the role playing game hobby. Some of those magazines predate me as a gamer, but they all covered new game offerings during a portion of their run.

Prior to the existence of these magazines, it was harder to find out about new games. You had to rely on word of mouth and the distribution chain providing advertisements to your local game store. One of the figures who made it easier back in the day, according to Shannon Appelcline's excellent Designers and Dragons, was Lou Zocchi who began including advertisements for games in his own published games. This service led to him becoming one of the first distributors in the hobby. Other than Zocchi though, it was rough going in the early days, but as the industry grew so too did those magazines.

In the early days of the intarwebs, there was a wonderful GO TO location for gaming news called gamingreport.com. It had everything you wanted: press releases of upcoming games, industry insiders leaking the games they were developing, and articles by Kenneth Hite on obscure games. It was a one stop shop for all you needed to know. Sadly, it disappeared for a variety of reasons and since that time we have returned to a digital form of the pre-magazine era in many ways. We are largely reliant on word of mouth and solicitations from distributors to game stores. It seems that we are reliant more and more on our communities for information, much as earlier gamers were reliant on 'zines from their communities.

I know what you might be thinking, "but this is the internet era and there is information EVERYWHERE!" That's exactly the problem. There is information and product solicitation scattered everywhere, almost at random. There are Kickstarter RPGs, there are indie press rpgs that sell at Indie Press Revolution but not on Kickstarter, there are strong independent publishers like Evil Hat Productions who have a core fanbase that keeps up to date with their newsletters, there is io9, Nerdist, and ICV2, but as good as these sites are they are too much shaped by their editorial preferences to cover a wide portion of the industry in a useful way to consumers. ICV2 is more a service for retailers than fans, so its stories tend to have underlying assumptions about knowledge of solicitations.

The fact is that I find out more about upcoming RPGs from the independent blogs I read and my Twitter and Facebook feeds than I do from any other source. There are too many distribution methods Kickstarter, Self-Publish, PDF only (where I find out by just looking at what's new at RPGNow/DriveThruRPG more than from an informative source), traditional hobby store, large retail exclusives, the list goes on and on. There is more information than ever, but it isn't centralized and that makes it challenging for a "broad interest" gamer like me. Were I only interested in games of a particular niche, then my searches and sites would be limited, but my interests range from Apocalypse World to The Zorcerer of Zo, okay bad example because those are both indies...how about...D&D to Apocalypse World to Zombicide to Karthun to the Protocol Series to Swords & Wizardry to Rotten Capes to Hero Games to GURPS? I missed the last Rotten Capes Kickstarter because it appears that I was the only of my friends who knew about it.

We need a service/place to cut through all the noise and get to the signal. We need a new GamingReport.com or a great generalist magazine like Different Worlds or The Space Gamer at their prime, but I don't see one coming unless someone launches a Patreon for one.

Wednesday, August 02, 2017

The Role Playnig Game I'd Most Like to See Published is... #RPGaDay2017 Day 2


Thanks to great services like Mythoard, I've been able to read a ton of old Judges Guild Journals and issues of Pegasus where there is a lot of early work by RPG Industry legends like Jennell Jaquays. I've also seen some wonderful advertisements for products of the early RPG era. Some of those products were published, but others faded into the ether never to be seen again. I would like to see most of those games published again in some form, and I'd love for most of the fanzine of that era to be scanned and sold by their original publishers on RPGNow, but the one I'd most like to see publication some day is Judges Guild's super hero role playing game. It was to be called Supra-Sentinels.


I wrote about this and a couple of other games back in 2014. At that time, one of the game's original authors said that they were looking into revising and releasing this game. I'd love to see it happen and would be among the first to buy it when it is released.

Over at The Acaeum, one of the original authors gives some clues to what the game would be like and it makes me all the more intrigued to see it:

1.  I'd like to think our game was pretty sophisticated for its time, yet less complicated than what we saw as our main (would have been) competitor CHAMPIONS.   It was a point-building system with dice for determining actions (ie. attacks, defense, etc.)   We'd studied the three or so systems out there around the early '80s and came up with what we thought was a pretty darn good game.   We were starting to worry that CHAMPIONS would eclipse us because it was taking so long for JG to get to the point of being able to afford to publish it.

2.   We were, indeed, very close to being in print.   The game would have been out probably 9 months sooner, had I not moved out of town for a job and my co-authors sort of...didn't do much with it to put the finishing touches on it while I was gone.   By the time I moved back into town and got to work on it again, JG was already getting shaky, financially.   The advertisement got us pretty excited.   Then, they went under just as it was about to go to press.   Took a while to get the manuscript back from them, as it had gotten buried under stuff at their location in Illinois.   (This was about 1982 or 83?)  To get that close to being a published author was one of the single most disappointing moments of my life.    It taught me a good lesson about how we all have them from time to time, though.


Tuesday, August 01, 2017

What Published RPG I Wish I Was Playing Right Now -- #RPGaDAY 2017 Day 1

For as long as I can remember, I've been a fan of Super Hero role playing games. My entry into this particular gaming milieu was Hero Games' excellent Champions 2nd edition role playing game. I happened upon a copy and was amazed that game designers had even attempted to capture super heroes using game mechanics. At the time, I was only familiar with Dungeons and Dragons, Star Frontiers, Tunnels & Trolls, and Fighting Fantasy Gamebooks. I had played all three of those games and their mechanical foundations did not prepare me for what Champions offered.

Unlike the other games with which I was familiar, Champions did not have randomly created characters and instead allowed players to build whatever they could imagine. The only limit to the character you could design was the number of points available at creation (100 points with 150 more possible if you took Disadvantages). Other than that, it was all good. During my initial Champions experience, I didn't have anyone to play the game with and spent all of my time making characters and doing some solo battles. My character builds were heavily influenced by the sample characters in the rule book and thus were typically of 200 total character points (100 and 100 from Disadvantages). This included my personal write ups for the X-Men. I was content with my view of the game, but this view was to be shattered in short order.

A couple of months after I discovered Champions my family moved to a new city, I finally encountered a group of gamers who played the game every weekend. Given that this was the Bay Area, and the game company was a Bay Area company, I soon discovered a rich and vibrant Champions community. I also discovered that how I interpreted character adaptations to the game was very different from others. Some of that difference, I maintain to this day. I personally believe that too many gamers inflate the stats of their favorite characters out of love for the character, rather than an examination of benchmarks and mechanics of the game. But these are things that can only be understood through play, and that was something I had not yet done with Champions. In playing the game, I learned how some combinations worked better than others and I learned that other players were much more likely than I had been to "grab" the "Obvious and Accessible" items some characters used in combat. Not that I designed a lot of those kinds of characters, I didn't, just that I had expected gamers to behave more like the characters in comics than like "tactical gamers" and that the rules treated gamers as tactical gamers while allowing them to behave like characters in comics.

Long story short, I learned that you can only truly judge the quality of a game by playing it. I still love Champions and think it is one of the top 3 or 4 super hero games out there, but my view is now grounded in experience of how the game works and how when some character building norms take over the game can slow down significantly and lose some of its charm.

Eventually, my love of super heroes and super hero games led me to purchase Villains & Vigilantes, Marvel Super Heroes, and DC Heroes, all of which have there charms. At one point in time, not that long ago by some standards, I could claim to own a copy of every super hero rpg published (at least in one of its editions). With the explosion of pdf based publishing, that is no longer the case and I'm sure I'm missing out on some great games, but I also have a HUGE backlog of games I'd like to play...see how I'm pulling this back to the question of the day?



Among that backlog is Jay Harlove and Aimee Karklyn/(Hartlove)'s early Supergame. It wasn't the first super hero rpg published, that was Superhero 44/Superhero 2044, but it was one of the first and predates Champions. Both the first edition and revised edition came out in 1980. I discovered the game as a "real" thing and not just something mentioned in old gaming magazines, when I moved to Los Angeles after graduating from college in 2000. I was looking for gaming stores and found a long standing game store in Long Beach that had a copy of the 1st edition. Later searches on the internet have shown me that I got a significant bargain on it, as I did with copies of Warlock and a couple of other games originally designed by the Southern California gaming community.

Supergame, like Superhero 2044 which predates it and Champions which comes after it, has a point based character creation system. It also has an interesting skill and combat system that I think has a lot of potential. Some of the stats are odd in how they are presented. For example, if a character has an Agony score (similar to Stun for Champions fans) of 10 or more they suffer no penalties to how they move or act. Given that scores start at 0, and that some sample characters have 0s in other stats implying that a score of 0 is sometimes the "average" score, it seems odd that a person has to spend points just to be a normal person in some areas and not others. Why not just have stats start at "average" and let people buy them down later? Or why not have Agony start at 0 with no penalties and allow negative scores to cause impairment? It's a small complaint, and there are a number of neat features like different defenses against different types of attack (pre-Champions remember). A thorough reading of the rules, both editions, and the supplements has convinced me that I need to play this game to evaluate whether the designed characters are effective at all in a way that would be fun. There are far more characters who have an Agony of 10, or a Physical (like Hit Points but with those with less than 10 being hurt), which means that if they suffer just 1 point of damage they will be impaired.


 I think there is a very good game buried in the Supergame rule books, but I think it is a game that needs a lot of play testing and rules tweaks to bring out that game. I applaud Jay an Aimee for their hard work on the game and their ability to get a game like this published in 1980, and this is definitely a game I wish I was playing right now. I have so many questions I'd like answered and I'd love to house rule this game into a more complete system.




Thursday, July 20, 2017

The Black Company is Excellent Military Fantasy



The Black Company by Glen Cook
My rating: 4 of 5 stars

Glen Cook's first entry in the Black Company series is an interesting combination of originality and trope that bridges the gap between epic fantasy and sword and sorcery. This volume tells the tale of the Black Company from the point of view of Croaker, the Company's surgeon/medic, as they begin their employment under a mysterious figure known as The Lady. While high magic abounds in the world of The Black Company, and happens in the vicinity of the Company, it is not the focus of the story. The main narrative focuses on the skirmishes, battles, and scouting and assassination missions that the Company engages in during a revolution against The Lady.

Descriptions of events are sparse and most character names are nicknames like The Lady, Croaker, One-Eye, Raven, The Captain, The Limper, Darling, Soulcatcher, etc. It is rare that an actual name is used, even in the case of locations in the book. This gives the reader a feeling that they are reading a translation of a text written in another language where the author has translated names into the new language, or a feeling of narrative distance that one gets when reading a history rather than a story.

Cook borrows strongly from existing fantasy literature, both high and low. The Lady can manifest "The Eye" in a manner that echoes Sauron in Tolkien. The grim and gritty battles echo the writings of Robert Howard and the first assassination mission echoes a Fritz Leiber tale of Fafhrd and the Grey Mouser. While the narrative tapestry borrows from a myriad of earlier literature, with Dark Lords and Prophesied Saviors and all, the end result is highly original. It's a fun read, and Croaker's voice comes through as experienced but not jaded. Some of the best details are focused on the "hurry up and wait" culture of the military, details that add greatly to the realism of the book.

View all my reviews

Back in the d20 era, Green Ronin published an excellent sourcebook for the series. I'd love to see an updated version for the AGE system...which I think might fit the setting better than d20 did.