Did a lot of work on the rules for the new campaign over the last week. Things are starting to come together and we even rolled up characters Sunday. We'll likely be able to start play this weekend, although the work on the rules will continue in order to make the materials at least approaching complete.
While doing this, and the research that goes into it, I encountered some old friends. The advantages and disadvantages of using settings created by other people.
One big advantage is that it's easier to hook people by showing them the source material. With that comes understanding of what the feel of the campaign is going to be.
The big disadvantage is that you don't own that material, and the people who do will without exception screw it up badly.
Using the Claymore anime as the background for this campaign has proved that disadvantage once more. I was able to bypass some rather uncomfortable things in the anime and ignored some stupid things (the sidekick) easily enough. Keep all the really good stuff and was ready to go.
Then in my research I came across the Manga. Not nearly as easy to ignore some of the stuff in that. Oh it has good parts too. But I can see why plans to do a second anime season based on it were dropped.
That brings be back to another advantage of basing campaigns on published material. You can change things and do them better.
Monday, June 20, 2011
Tuesday, June 14, 2011
This Week I"m Enjoying Working on My Rules
More prep work is going into our new campaign than I've done in a long time. This is due to our selecting Age of Heroes (a home grown set of rules) for it. Much of that is clean up, as I insisted that I get our notes and draft rules into shape so I can toss it up on something like Lulu and get myself a hardback copy of the (core) rules. I'm done with binders, it's time to have a real book.
The other part is doing the campaign supplement. Age of Heroes is a game first, but still a rather strong simulation second. It was originally created for Lord of the Rings and Chronicles of Prydain style gaming. That's a long way from Claymore. So it needs significant rule additions to manage that.
What has been gratifying is the fact that no rule additions have been needed. Back when I did a test for using these rules for Star Wars, I found that they were far more adaptable than I would have given them credit for. Right now I'm trying to work out the core mechanical concept for the setting- Yoki.
So far things are going well, and everyone is looking forward to the first play test of the supplement. Currently it looks like we can do the first of those this weekend.
The other part is doing the campaign supplement. Age of Heroes is a game first, but still a rather strong simulation second. It was originally created for Lord of the Rings and Chronicles of Prydain style gaming. That's a long way from Claymore. So it needs significant rule additions to manage that.
What has been gratifying is the fact that no rule additions have been needed. Back when I did a test for using these rules for Star Wars, I found that they were far more adaptable than I would have given them credit for. Right now I'm trying to work out the core mechanical concept for the setting- Yoki.
So far things are going well, and everyone is looking forward to the first play test of the supplement. Currently it looks like we can do the first of those this weekend.
Monday, June 13, 2011
Are MMORPGs going the way of PnP?
I've been looking to replace the MMORPG I've been playing for the last four years or so. Typical reasons, the game is moving away from the play style it started with. The people in charge move on, new goals appear and core concepts change. It's the way of things, when it happens in Pen and Paper you just don't buy the new edition and keep playing. But that isn't possible with an MMORPG, so you find a new game.
MMORPG game design (and PnP too for that matter) has effectively been stagnant for years now. Modified D&D style combat with rare (and rather unsuccessful) exception. And that looks to continue. The online world never experienced the explosion of different approaches that was attempted in the 80s. And given the costs of development and marketing for even a small attempt- likely never will.
But while the core game play remains very familar, they are playing with stuff around the edges.
I've been watching three games in development with an eye towards one of them being my next waste of time: Star Wars: The Old Republic, Guild Wars 2, and The Secret World. All these talk about radical changes in game play- they lie. The new stuff from that point of view is little but minor changes or additions.
What is new is the focus on Story. The first two promise individual and personal storylines. Frankly, I think that's a lie too. It's really just a choice between whatever handful of character arcs *they* allow us. In the case of the Old Republic, it's even worst than that- as your storyline choices may not even be yours when in a group, but instead is owned by a random member of your party.
But still, this is quite new for the MMORPG scene. The Secret World doesn't promise an individual storyline, but does promise mysteries and investigation arcs into the storyline of the world and your place in it. Not individual, but still a major feature of the setting.
After more than a decade of playing D&D, it seems the MMORPG world is now ready to try World of Darkness. Let's hope they do a better job than White Wolf did.
MMORPG game design (and PnP too for that matter) has effectively been stagnant for years now. Modified D&D style combat with rare (and rather unsuccessful) exception. And that looks to continue. The online world never experienced the explosion of different approaches that was attempted in the 80s. And given the costs of development and marketing for even a small attempt- likely never will.
But while the core game play remains very familar, they are playing with stuff around the edges.
I've been watching three games in development with an eye towards one of them being my next waste of time: Star Wars: The Old Republic, Guild Wars 2, and The Secret World. All these talk about radical changes in game play- they lie. The new stuff from that point of view is little but minor changes or additions.
What is new is the focus on Story. The first two promise individual and personal storylines. Frankly, I think that's a lie too. It's really just a choice between whatever handful of character arcs *they* allow us. In the case of the Old Republic, it's even worst than that- as your storyline choices may not even be yours when in a group, but instead is owned by a random member of your party.
But still, this is quite new for the MMORPG scene. The Secret World doesn't promise an individual storyline, but does promise mysteries and investigation arcs into the storyline of the world and your place in it. Not individual, but still a major feature of the setting.
After more than a decade of playing D&D, it seems the MMORPG world is now ready to try World of Darkness. Let's hope they do a better job than White Wolf did.
Wednesday, June 1, 2011
The Second Issue of the International Journal of Roleplaying
Well, I almost thought I wouldn't see it, after all it's been over two years since the first issue. But here we have it. This is something of a theory blog, so of course this is of interest.
The International Journal of Roleplaying is... might be best just to reference their website. My understanding was that it is a place to collect RPG theory and thought with a bit of peer review and the like. Not as exclusive to academia as some journals, but more than just a blog like... oh... this place.
Besides, I was at one point invited to write something for this Journal. Heaven knows what, I'm just a hobbyist with a few thoughts about game design. Not an academic with a ton of letters after my name (well, there are letters there if I wanted to show them- but I don't consider them impressive or related to game design).
So I downloaded the 71 page PDF to see what they had. Here are the titles of the included articles:
On one hand, some of this (after stripping away the fancy language) is the type of stuff you see all the time online in RPG forums. Heck, they even note those same forums as references. It's just, well fancied up and made more colorful.
On the other, I don't recall ever trying to do a Trait-Descriptive Analysis of Sadomasochist Role-Playing: be it live or dead. Although now that someone has, I do wish a bit more for the release of death.
I'm sure those are all interesting subjects, to the authors and likely others. Eye opening to some even. So I'm really not calling their usefulness or relevance into question here. Nor even the IJoR itself, it is after all the sum of what articles were submitted. They have a rather open policy if anyone thinks they can do better- they are invited to try.
No, what I find interesting here is that these were the articles submitted and approved. And I wonder what it tells us of the hobby as a whole. Or maybe not the hobby really, but rather how the hobby is seen in the type of circle that would write for and publish the journal.
I don't think I like the picture.
The International Journal of Roleplaying is... might be best just to reference their website. My understanding was that it is a place to collect RPG theory and thought with a bit of peer review and the like. Not as exclusive to academia as some journals, but more than just a blog like... oh... this place.
Besides, I was at one point invited to write something for this Journal. Heaven knows what, I'm just a hobbyist with a few thoughts about game design. Not an academic with a ton of letters after my name (well, there are letters there if I wanted to show them- but I don't consider them impressive or related to game design).
So I downloaded the 71 page PDF to see what they had. Here are the titles of the included articles:
- Defining Role-Playing Games as Language-Games
- Playing House in a World of Night: Discursive Trajectories of Masculinity in a Tabletop Role-Playing Game
- Immersion as a Prerequisite of the Didactical Potential of Role-Playing
- Stereotypes and Individual Differences in Role-playing Games
- Sadomasochist Role-Playing as Live-Action Role-Playing: A Trait-Descriptive Analysis
On one hand, some of this (after stripping away the fancy language) is the type of stuff you see all the time online in RPG forums. Heck, they even note those same forums as references. It's just, well fancied up and made more colorful.
On the other, I don't recall ever trying to do a Trait-Descriptive Analysis of Sadomasochist Role-Playing: be it live or dead. Although now that someone has, I do wish a bit more for the release of death.
I'm sure those are all interesting subjects, to the authors and likely others. Eye opening to some even. So I'm really not calling their usefulness or relevance into question here. Nor even the IJoR itself, it is after all the sum of what articles were submitted. They have a rather open policy if anyone thinks they can do better- they are invited to try.
No, what I find interesting here is that these were the articles submitted and approved. And I wonder what it tells us of the hobby as a whole. Or maybe not the hobby really, but rather how the hobby is seen in the type of circle that would write for and publish the journal.
I don't think I like the picture.
Tuesday, May 31, 2011
Visiting my FLGS because I needed to be depressed
The gaming stores in my area have fallen on hard times. Most have gone out of business. Unless you count the Game Workshop stores, only one remains open.That one was the crown jewel of the metroplex for over a decade. Large selection of in print and out of print items including some of the small press stuff now and then.
At one time I could walk in the door and pick up the full line of Deadlands, Shadowrun, or HERO offerings to say nothing of the tons of D&D stuff they had.
Now, many shelves are bare. The stock is looking old and worn. Much of the inventory looks to be in a "sell and don't replace state'. Except it doesn't seem to be selling. As to my favorite game, HERO? Some worn copies of 5th edition stuff (nothing core) is on the shelves. Nothing new.
They did have some of the latest Shadowrun stuff, and I picked up a hardback supplement of that with some minis to do my part in supporting them. They also had a good amount of WoD and D&D and of course what is now basically out print collector or treasure hunting items that is threatening to exceed the currently in print stocking.
It's easy to try and extend the local conditions to the whole world, and I'll avoid that. Also the reasons for things being what they are may be completely unrelated to the hobby itself (like the transfer of sales to online sources instead of hobby stores). I'd have to quiz the owner for details, and he's a rather nice upbeat guy. Asking why he's looking on the thin edge of going out of business wasn't something I wanted to beat him down with.
But whatever the cause, it's still a bummer.
At one time I could walk in the door and pick up the full line of Deadlands, Shadowrun, or HERO offerings to say nothing of the tons of D&D stuff they had.
Now, many shelves are bare. The stock is looking old and worn. Much of the inventory looks to be in a "sell and don't replace state'. Except it doesn't seem to be selling. As to my favorite game, HERO? Some worn copies of 5th edition stuff (nothing core) is on the shelves. Nothing new.
They did have some of the latest Shadowrun stuff, and I picked up a hardback supplement of that with some minis to do my part in supporting them. They also had a good amount of WoD and D&D and of course what is now basically out print collector or treasure hunting items that is threatening to exceed the currently in print stocking.
It's easy to try and extend the local conditions to the whole world, and I'll avoid that. Also the reasons for things being what they are may be completely unrelated to the hobby itself (like the transfer of sales to online sources instead of hobby stores). I'd have to quiz the owner for details, and he's a rather nice upbeat guy. Asking why he's looking on the thin edge of going out of business wasn't something I wanted to beat him down with.
But whatever the cause, it's still a bummer.
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