Friday, August 2, 2024

Something to Actually Write About

It's been a long time since I've posted on this blog. In that time, blogs have fallen out of favor and I seriously doubt anyone will even read this. I'm doing it as a bit of capstone inspired by reading an old post of mine.


First, a bit of catchup before I talk about what inspired this post...

While I've still been playing RPGs in my own personal groups, I've had nothing to say about them publicly. The social discourse had descended to a level that I found unbearable then, and it's only worsened as time as passed. 

Beyond that issue (would could on its own had been ignored), game design had stagnated around D&D and its offshoots with things like story game designs and reworks of other systems swimming around in the shadows mostly unnoticed. There just wasn't anything of interest.

That too has gotten worse, the last time I visited the local mega hobby store I was told that basically anything not D&D wasn't selling at all although there is a collector's market of some type.

All that is in a way to be expected. I've reached that age where I'm an artifact of an effectively dead civilization. One that few even remember and certainly given their own tunnel vision, no reason to mourn. That happens to every generation. If they are lucky like the WWII generation, they may be respected for a period before they too are forgotten and/or despised.

To paraphrase Tolkien, 'Death is the gift of God to man'. I find an odd comfort and hope in that. This is not only the reality of the world, it's how it should be.


On to what inspired this post and from what I can foresee is the last thing I have to say on the subject of RPGs...

In 2009 I made this post answering set of questions about the future of gaming from RPG Blog Carnival. That article's link to those questions is now dead and the domain appears to be for sale.

Looking over my answers, I wasn't too far off base and feel I can take a victory lap given how completely wrong most such predictions are. How D&D has done over the last decade and a half I leave to others. I haven't been paying attention.

The one area I want to update is the question on how technology will become more integrated in RPGs. I was right for the "near future" given in the questions, but it is here that things have change. And it was this subject that stuck me as the right one to be the last gaming post on this blog.

In 2012, Roll20 came online. Together with first Ventrilo (2002) and then Discord (2015), this changed my gaming world. I could play with old gaming companions from my High Schools days no matter where everyone was located. While I would like in-person gaming better, that isn't as much of a option as it used to be. Plus the lack of travel time along with pre-game and post-game setup and clean-up is so nice.

But other than that, while some things were automated- the games were still the games I used to play. Tokens had replaced figures, and PNG maps had replaced sand tables. The die and some mechanics were automated to our taste- but all that was but surface changes. The real change was the lack of game food and in-person contact.

A bigger change hit a to significant degree this year with useful AI. Depending upon how this technology develops- we could see the end of GMs and Game Designers except for dinosaurs who want to do things the old way. 

It's nowhere near that now, and may in fact never get there. Every technology has limits to its development (notice how Moore's Law isn't a law anymore?) and I doubt this will be an exception. But I have no idea what that that limit will be. That's a question for others only be answered properly by the future.

In its current state, it leaves a lot to be desired. 

It's understanding of game mechanics is nearly non-existent. Ask it to generate a character, and it will break all sorts of rules giving you an illusion of a result. But a shallow and inefficient one for anyone who knows the system.

What it is capable of is adventure ideas and to a surprising extent artwork. If one is willing to spend too much time fine-tuning your questions, it can do rather well. But it's still at the level IMO of generating a concept best left to a real GM to fill out.

It's best feature to me is the ability to generate names and ideas for character backgrounds and appearance, something I've never been good at. Now in seconds I can get as big of a list of suitable names as I want to pick and select though.

For now, it's a great time saver for a GM. Doing some low level work so he's free to do more important things. My sons use it all the time, I use it for artwork, names, and little else.


The promise for the future however is immense. Maybe it can over the next decade or two completely replace the GM, providing the game system and play style to match its users. Maybe one could have it house rule or create entire systems to taste.

And to take it even further, maybe it could translate all that into our personal video game replacing the gaming table and figures with full 3D graphics with coop play on the fly. Or even VR (although that technology also leaves much to improve on).

Maybe. Might even be likely. I'm not an expert in the field.

Would that be a good thing? I'd say no, the path of game design has been to reduce players to an ever more child like being with simple systems by-passing any requirements of balance and simulation. Having a computer do everything for you will just accelerate that. People would play these games, but they wouldn't *understand* these games.

But my opinion here means nothing. That's for the current generation and perhaps the next to deal with. 

Good luck, my last piece of advice is that reality will in time overtake everything. It seems overdue.







Friday, June 30, 2023

Age of Heroes 5.0.4 Released

 It's been a while, over five years in fact.

While I'm sure that Age of Heroes has been well and truly forgotten by now, my OCD prevents me from not listing this latest version: 5.0.4 is now available at Lulu here

This is the never ending effort to get what we played in reality into print, and correct a few things that time have shown wasn't as good an idea as I thought.

Pricing has sadly increased, such is life. The paper and printing quality are however improved.

Lulu had a new cover creation tool so there are differences there. The most striking is the cover being darker, not sure I like that. The tool doesn't reflect the actual printed color very well and as a result I got what I got. I didn't feel fixing just that was worth an entire new revision, so I left it. If anyone cares enough to hate it, let me know and 5.0.5 will change it back to something closer to the original.

So what's different about this edition? 

Unlike before, I didn't keep a running errata of the changes. And over these five years, I completely lost track.

So... in general. Some things were made clearer and easier to understand. More typos were corrected. I accepted some grammar fixes suggested by Word (and ignore others, my style may suck- but it's mine). 

And as normal for a new version, things were moved closer in some cases to how we actually play while a few loopholes where closed because things weren't fully detailed.

A few examples:

  • The disconnect between how talent duration was defined and how it appeared in the spell description was fixed.
  • Mounted Combat was clarified, and the mounts in the bestiary updated to match
  • It was noted the Heroic Level qualification should take into account any CS bonuses from gear and the effect of magic.
  • A number of the Bestiary entries were updated. Dragons for example
All in all, it's the same game, just cleaned up a bit. Previous errata likely give a good feel for the type of changes one can expect. 

If you have and older version and are intending to play it, I'd suggest getting this version to avoid some things that ended up not working or reading as they were intended.


Saturday, March 17, 2018

Age of Heroes 5.0.3 Released

Short update.

I've revised the Age of Heroes core book to 5.0.3. All corrections/additions/changes are found in the 5.0.2 errata. The only difference in the book is that everything is in one place.

There are a number of little improvements and corrections, the most serious change was in the Leadership skill and how it interacts with held actions.

A bit more detail on the thought process behind that last might be order. As a general rule, I'm not a fan of social mechanics. I'm quite old school in my view that RPGs are primarily combat simulators within a framework that allows character growth and the use of supporting skills. Meanwhile the players are character simulators and the roleplaying of social skills is left up to them and the GM.

Leadership is on a bit of line between these two areas and left me undecided as to how to use it outside mass combat events (which aren't covered in the core rulebook). This update finally put a fork in it, providing a mechanical reason for having the skill in an adventuring group- but one that only really has impact if the players make good decisions in using it.



Monday, May 4, 2015

Gaming Superheroes: Age of Ultron, and What Not to Do.

I often play marvel inspired Superhero games. And Marvel Studios has been producing quality work for a while now (except for Agents of SHIELD which has been rather mixed IMO). So naturally off I went to see what ideas I could mine from their latest release.

And the result?

Well...

Spoilers.
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Basically the movie can be summed up as follows: The Avengers fail, JARVIS (an NPC) and the Vision (likely a GM PC) saves the day, most of our heroes go off to sulk, and we get a new Avengers Team. And there was much rejoicing? Well, tons of money were made.

Ran as a RPG, you'd have a player revolt against the railroading in general and all are asking why the new kid at the table (Vision) is built on four or five times their character points.

Meanwhile:

  • The player for Betty Ross is wondering how Black Widow pulled a pod person switch on her.
  • Ironman's players bemoans the fact that he failed every skill roll he attempted.
  • Captain America's player is asking why Hawkeye stole his nearly trademarked "Dare to be Badass" speech (made to Wanda).
  • Jean Grey's player asks why is Wanda using her character sheet. Did the dog eat Wanda's again?
  • Quicksilver's player asks, "How did I die again?" (I'll cut the movie some slack here and note that the player should notice that his Hero System END hit zero at just the wrong time).
And so on. Only Hawkeye's player is happy. He got some quality role-playing in there.

Everyone is please with Red Reddington showing up to GM Ultron, but are disappointed that he and his army of Ultrons were about as dangerous as barking puppies. Death by the hundreds against even the weakest of our heroes does not a threatening villain make.

As RPG inspiration goes, this movie is likely the worst of the ones Marvel Studios have given us. Although still better than most of Fox and Sony's. In too many ways, it was a copy of the first Avenger's movie.

It serves better as an example for what not to do.

Or perhaps as an example of getting rid of old characters (and/or players) and starting a new group. Yes, it does work for that now doesn't it?

But seriously Wanda, get your own character sheet. Jean's coming to the next X-men game Friday...

Friday, April 10, 2015

Calling Out an Excellent Resource on Game Theory

I'd like to point out a wonderful resource: Check for Traps.

These are older articles from 2011 that somehow I missed and never heard about. I have now and the issues they cover are timeless. Well worth the time to read.