Friday, April 30, 2010

Using the Rules as Written

Spend enough time online and you'll see this subject come up now and then. I came across it most recently over at the RPG Blog II today.

My own view on this subject is very straight forward. After selecting a set of rules, and then modifying them to meet the group's needs- there is never a good reason to not play them as written. The very act of needing for whatever reason to alter them on the fly is proof that you've selected the wrong rules to begin with, or failed to modify them to suit your needs. In other words, you don't know what you're doing.

Perhaps I need to rephrase that last, while it's true that you may not know what you're doing (or at the very least failed to do it well)- it is perhaps even more likely that you're not willing to admit what you're doing. You say you want to play D&D, and perhaps most of the time you're happy with that- except when it doesn't agree with you and then you in effect cheat to get what you want.

Yes, cheat. That's when someone breaks the rules of a game to suit a desire of their own. Even if it's by agreement. A golfer who shaves strokes off his score with no more than a laugh from his buddies is still cheating. The difference between the golfer who does this and most gamers however is that the golfer is typically at least honest with his pals who heckle him for it but accept it.

Gamers just lie to themselves, saying it's a normal and accepted part of the hobby. And then get mad if someone like me calls them on it. They aren't man enough to admit what they're doing, to others and perhaps even to themselves.

The behavior is very childlike really. It's that greedy part of ourselves that demands things go our way. It's someone losing a bet who then refuses to pay up instead begging for 'the best two out of three'. It speaks ill of the person doing it, and it speaks ill of the hobby that it is commonly accepted.

What's interesting about this is that there are game systems that include mechanics that in practical terms give you anything you want. Don't like those, you can add subsystems to any game to achieve the same goal. Thus a person has to select a system that doesn't (and then refuse to modify it) in order to have the option to cheat. Which tells me that to these people- the act of cheating is more important to them then the playing of the game itself.

Or they can take the golfer's approach, and just admit that they cheat and laugh off the heckling they get for it. It has the advantage of at least being honest.

Common RPG Questions

Since I've started this blog, I've written number of series that drove rather deeply into specific subjects and in a way I consider those to be the highlights of this blog.

There are however a number of common questions that I see raised again and again. The answers for these are typically rather short and I've been debating how to approach them as a body of work. So far I've just done one-off posts. This then is an attempt to take advance of the tools a blog offers.

This will be a parent post that I'll link to on the right together with  those to the more in-depth series. I'll update this entry with links to future posts that address common and basic questions about RPG design and usage I often see. Further I'll toss a label on it of  Common RPG Questions so that feature can be directly used.

It will at least be useful to me, and we'll see how it goes. I'll add in few links to pass articles to kick it off

Complexity
Using the Rules as Written

Wednesday, April 28, 2010

At last, a good answer to my opinion on FATE

My reaction to the Dresden Files RPG and the FATE system produced a fair amount of nearly unintelligible nerd rage as the comments for those posts show. Which I always find amusing, mostly because so many of the comments are just plain stupid. And I think stupid people are at fault for many of the world's problems, so it gives the world an good excuse for being so screwed up. There is a 'correctness' to it all in a sad way.

And I'll be honest, part of the reason I post some of my opinions is in order to see if there is anyone out there with any sense holding a opposing opinion. Most of the time the answer is a resounding no. Typically all I get is hateful bile and ad hominem attacks, which was certainly the case this time around.

Well almost the case this time around. Someone did surprise me. Rainswept at Romance Monsoon had this reply to my charge of "Why people blow their hard earned money on works that a monkey could do in his spare time is beyond me."

And it's a good reply. It still indicates a approach to RPGs that I don't agree with, but it indicates a person that at least begins to understand theirs and is willing to present it without going bonkers and acting like a fool.

So well done Rainswept. I must give you your point, and since you're likely not interested in a dust up- I'll spare you my answering one.

Tuesday, April 27, 2010

Judging FATE

This is an answer to Wyatt in a comment from my previous post about the Dresden Files RPG. He asked what I didn't like about FATE.


FATE is at its core FUDGE. And FUDGE at its core is just a resolution system.

By that, I mean a method of rolling dice to see if an attempt at something is successful or not. The difference between that and an true RPG system in my mind is the difference between playing a game of chess, and rolling a couple of dice to see if you're declared the winner of a game of chess.

FATE adds some not uncommon chrome to the core FUDGE Mechanic. Fate points that when expended add to the roll (hence the system name I imagine). Also some other small details like Aspects which strikes me as a bit of concept theft (not a bad thing) from RISUS, those can be called upon to generate Fate points and/or provide other modifiers in various ways.

The result is a very bare bones systems. Characters sheets that wouldn't fill and index card and very little to actually do from a game play point of view. Sure you can decide to shoot someone, but the game is too course to handle the tactical details of that except as non-rule connected descriptive fluff. Sure you have a character, but one with a very limited number of mechanically defined handles for the player to hold.

Which is why the authors claim that FATE (to quote their website):

"focuses on telling stories and balancing characters based on story significance, rather than points and cool powers. It's the system of choice for GMs who are looking for rules that get out of the way of the story, but still provide enough structure to get the job done."

I'd phrase that differently: FATE is a terrible game system, only useful to add a degree of randomness to whatever story you or or players happen to be railroading.

Now to be fair, if actually playing a game isn't the goal- FATE is a rather fine simple resolution system with enough chrome to almost invoke the favor of the setting. It's better than most that attempt the same thing.

But it's FUDGE, its simple. You don't need to spend money on the game books to use it. I wouldn't send Evil Hat Productions a dime even if I liked the ideas behind their designs. Do it yourself because to a large degree that's what the (free to anyone) FUDGE system demands anyway.

Why people blow their hard earned money on works that a monkey could do in his spare time is beyond me. Unless it's their parents money and they need to fill the bookshelves in the basement...

Monday, April 26, 2010

The Dresden Files

I will have to admit to something of a guilty pleasure. I really like the Dresden file books and just finished up the latest entry in the series, Changes. The whole Film Noir meets Buffy the Vampire Slayer approach appeals to me. Also at 12 books, it's the longest running series I've encountered that hasn't jumped the shark. Most don't get past the second book.

In general I find urban fantasy rather unbearable, for example anything by Kim Harrison or Kat Richardson is just bad. Not that Butcher is a great writer. There are parts of the books that cause me to cringe (yes I know it's noir, but every girl having the hots for the main character just screams author wish fulfillment). But when he's on, he's on. He does with rare exception the best version of Paladins I've seen in fantasy and the same for his fey.

There's a Dresden Files RPG that one can now pre-order.

Sadly this game won't live up to its source material. The Fate system is horrid, the art work being used doesn't fit. I have no reason to buy the game. It will be yet another failed rpg license that will be off the shelves (if it even makes it there) and effectively forgotten about in a handful of years. The Internet keeps games like these in something of an undead status after their life span reaches the end because overhead is so low- but they are still by any rational matter dead.

Maybe if they did adventures, those might be of interest. But they won't. The whole point of the setting is for things to be very tailored and personal to the characters, and that doesn't lend itself to pre-written adventures. Besides, this is a game company who's claim to fame is Spirit of the Century and that line currently consists of all of two books. These are not productive people, and highly productive people are needed for success.

Dresden it seems is doomed to failed cross-overs, but it the TV show or an RPG. Oh well, that's life.

It is tempting for me to kick off a Dresden style campaign on my own (using HERO System 5th edition). It fits well in my already existing time line. Only the other hand, I'm think I should just enjoy the books. I have other campaigns to run and I can fit Harry and his like into my Year One Marvel setting as a cameo appearance easily enough. A little Harry goes a long way.


Edit: Follow-up to this post here

Thursday, April 22, 2010

Living with Canon

Over on the RPG Blog II, Zachary is weary of canon fiends wrecking his fun with 're-imagined' settings. A problem that I've heard about online before, but never really encountered in my campaigns.

Given that I run Middle Earth, I suppose the odds should have been good that I'd encounter players like that. But no. The closest I've gotten is people online who attempt to claim (foolishly I may add) that humans were incapable of magic in Middle Earth.

But then again, I picked a time and place in Middle Earth long before the War of the Ring in a 'blank' spot of the timeline- the middle of the Third Age around a millenium and a half previous. So I suppose I've dodge the worst of it by that one single fact.

For my other 'based upon X' setttings, I'm always clear up front that they are 're-imagined' versions. Be it Year One in my Marvel based superhero campaign or Shadowrun.

I've been doing this for decades, but the new Battlestar Galactica helped make it an easily understood choice even if it was a horrid show. If Starbuck can suddenly become a woman, there's not much point in whining about the incorrect number of bathrooms on deck 15.

Still, none of that will help if you have players who insist on playing in the 'real' version of the setting however they define 'real'. IME no two people will be able to agree on just what is 'real', so the desire is stillborn no matter what. In such a case one can only make it clear that the setting is re-imagined, and that you're not willing to run a 'real' version. If they can't live with that, then they have a decision to make- accept it or find a different campaign.

Wednesday, April 21, 2010

Curmudgeons often have soft spots


Apologies up front for a non-game related post. I don't do that here, but today is an exception. Some people say blogging is often good for expressing grief. I guess I'll see.

Online (and off) I'm an admitted curmudgeon, looking at the downside of most things and dismissive of wide-eyed claims of... well just about all wide-eyed claims. And rightfully so, just ask me.

Curmudgeons however often have soft spots. Mine- for my wife, my religion, and my country (if not those in charge of it). And animals. I'm real softie (but not PETA crazy) for animals, especially Maine Coon cats.



A few weeks back I mentioned that the wife was getting me a pair of kittens for my 50th birthday. I want you to meet Winston, the Maine Coon in the picture. Just a bit shy of 3 months in age.

He lived with us for 10 days. In that time he was a perfect paragon of what a Maine Coon should be. Playing in water, following us from room to room, naturally fitting into the house and becoming part of every activity. If I spent any time at the computer for example, he'd find his way up to the monitor where he'd watch with interest or go to sleep until I stepped away. Every. Single. Time.

He cost a pretty penny, but more than paid for himself when he noticed a bit of water leaking from a flooded cabinet. The installers for our new dishwasher had dislodged the drain from the garbage disposal. The resulting flood upon draining the sink wasn't really noticable from outside it. But he caught it instantly saving us hundreds in damages.

Three days before his 3 month birthday, he developed a fever. Two days later his breathing was labored despite treatment. On his birthday, he joined his sister Truman who was suppose to come home with us as well and who had died the previous week from the same illness.

It's called Feline Infectious Peritonitis (FIP). And is currently my personal symbol of evil in the world. Basically it was just bad luck, a lightning strike. Winston's care both before we picked him up and after was excellent. No one is at a fault. The breeder may well have cried as much as we, and has promised a replacement kitten. In time, I'll likely take her up on that. And I have a new charity.

According to Matthew 10:29, God takes account of every fallen sparrow. Certainly he must take note of every little kitten.

Sorry for the downer post. I'll make it up for everyone later. Promise.

Thursday, April 15, 2010

The A-Team RPG

So there's going to be a A-Team movie. Don't know if it will be any good, but a wise man would bet against it. The trailer however made me laugh.

Used to watch that show back in the day, it was fun and predictable. Odd how those two concepts go together in TV (and likely in RPGs as well). It was also silly with likely thousands of rounds fired and I can't remember them ever hitting a single person. They were hell on vehicles and the landscape however.

One night our gaming group decided to play a one-shot A-Team game instead of our normal campaign.

So I turned to my workhorse game- HERO System. Ran it straight with the following house rules:

  1. Kill Attacks (and deadly normal attacks) would not harm a living creature. Instead their effect was replaced with a Presence Attacks. Weapons were given dice bonuses to these depending upon how impressive they were. These Presence Attacks only applied against valid targets of the original physical attack.
  2. Any A-Team kit-bashed weapons got more Presence Attack bonus dice than any normal weapon. Only one allowed per adventure.
  3. Anyone who loses a full phase from a Presence Attack counts as 'defeated', i.e. they either give up or flee from such a display of impressive firepower.
  4. Any character could make a free dive for cover from any vehicle, exploding building, etc. This was always successful- but if invoked 'defeated' the character as in item 3.


With those four simple changes, we went on to have a perfect A-Team adventure. It could have been scripted from the actual show. Was a ton of fun. But it wasn't the stuff of a full length campaign for us and we only did it once.

Now days people at the Forge and elsewhere would attempt to create an completely new game system to do something like that. And it would almost certainly suck in comparison.

Tuesday, April 13, 2010

SETI, The Joy of Wishful Thinking

Sc-fi fans in general are big believers in ET. They pull out the Drake Equation (forgeting that the equation has little to plug into it besides made up numbers) and dream of little grey men with rather odd probing habits.

It's an attractive idea (not the probing part), and when I was young and wishful I spent some time researching the fringe areas of science. The foolishness I found there made me a skeptic of such things forever after. Oh some of them would be cool if true, but coolness doesn't make them real.

Even when they are chased after by people who should know better.

SETI being the example currently on my mind. I hold a degree in Electronic Engineering Technology (stone age stuff, early 80s), and the whole idea seemed iffy to me back when it started. The reasons are nicely summed up in this article. In short, the reason they haven't detected anything likely has nothing to do with the question of something being out there not- it was just a stupid idea fueled by wishful thinking. The physics and reality of the problem indicates that failure is nearly certain.

The neat things about stupid ideas however is that they can be really fun in game campaigns.

Greg Bear for example wrote a book with the idea that the reason SETI didn't detect anything was because ET learned it was best to be quiet- or you could end up dead. From a rpg point of view, that's a cool idea even if the book itself was rather dull.

Marvel comics ran with a very similar idea, although it started much better than it ended. A common problem especially in comics which in this day and age is basically a dying medium.

I've used quite a number of silly fringe ideas in my campaigns, because campaigns aren't made to be serious. Nothing wrong with that.

Unless people start believing them for real. The millions of dollars SETI have spent indicates to me that too many people let fantasy bleed over into reality.

So what fringe ideas have my readers used in their games?

Thursday, April 8, 2010

I can be Achilles

Came across this post at one the blogs I normally read, Zack is fun even if he plays silly games.

My first thought was "this is why the OSR doesn't inspire me". Such limits on what you can do. A well designed heroic adventure game should allow for both Odysseus and Achilles. Old School to me means the search for a better game than D&D.

My second thought was, you can certainly play Achilles in those old games. As long as the party leader was Odysseus.

My third thought was, both those guys were screwed in the end. Given that, I'd rather be killed by a random arrow in a battle than by my own son*...

*In one version of the story