Friday, January 13, 2012

"Viva Passion?" or "The War on the 'Edition Warriors'"

When it comes to games, passion is good. Really, really good. The best.

In fact, I'd venture to say that if you're not really passionate about the game you're playing, no matter what game or what type of game it is, you'd be doing yourself, the game, and the world a favor by setting it aside the moment you realize this and heading off to find one that makes your blood boil and your heart sing.

Passion makes the gaming world go round.

At least that's how I used to feel. But if you believe some authorities, such as the venerable Steve Winter (and you should!) passion is the enemy.

Enter the gaming boogeyman de jour, the Edition Warriors! This legion of soulless, twisted monstrosities has the nerve, the sheer gall, to believe that Dungeons & Dragons is one of the great games of all time. Not only that, but that the storied D&D name itself actually means something and has some sort of precious but somehow non-monetary value (an obvious contradiction in terms!) and that products bearing the name can betray, subvert, or otherwise fail to be worthy of it. But what's worst of all, what really keeps these guys up at night, is that these Edition Warriors are also known for their aberrant belief that they should be wholly unashamed to admit this in public. The most unholy among them even feel they have a very real personal obligation to do so!

Clearly, Armageddon is at hand, for the Edition Warriors are not content with merely causing WotC's brilliant D&D 4E reinvention to fail through no fault of the company's own and despite being a peerless design copied directly from the pages of Leonardo da Vinci's fabled Lost Codex. Oh, no. They've already set their sights on WotC's next big project: "D&D Next." Yes, these heartless savages plan to nip this one in the bud, not caring one whit that the millions spent collaborating with Pepsi's ad agency on a name will then go completely to waste.

For the love of God, you degenerate monsters: Can't you just stop saying how you feel for once!? Can't you see that you're ruining everything with your stupid caring and self-expression!? Just sit down, shut up, open your wallet to WizBro and keep it open and everything will be fine. Gaming without passion isn't so bad. You'll see. After all, many of the "pros" have apparently been doing it for years and they must know better than you. I mean, they're pros!

Can't we all just not give a fuck get along?

Monday, October 24, 2011

Beware! I live!



One thing I truly hate is when videogames call themselves "RPGs." I love a good Dragon Quest or whatever, but just because you stole a couple mechanics from D&D like hit points that doesn't make your game anymore of a "roleplaying game" than Super Mario Bros., which nobody describes as roleplaying as a jumping Dago plumber for a reason.

New term needed. Badly. Any ideas?

Wednesday, January 12, 2011

I need my magic, dammit!

Dan from Sword and Board's recent "Spellcasters as NPC only..." post got me pondering this, although I have seen the notion of fantasy games with no PC magic advocated before.

Frankly, I couldn't do it. I need magic. No matter what, my character has to have some superhuman power that doesn't exist in the real world or I just won't bother. It can be some flavor of actual magic, pseudoscience psionics, even being a virtual reality "decker" in a cyberpunk game, but it's gotta be there.

Sometimes the character is just a dabbler; a swordsman or thief or gunslinger or whatever who doesn't rely on the supernatural all the time. But again, the magic's gotta be there if I'm gonna be.

I can think of literally no example from the past twenty years of gaming of me making an exception to this rule or even considering doing so.

Of course, I didn't want to be seen as crapping up Dan's comment section with my naysaying, so I posted this here instead.

I wonder what this says about me? And how about you?

Tuesday, January 11, 2011

The Thief Skill as Saving Throw

(Note: A version of this piece by me originally appeared in Fight On! Magazine #6 in 2009. I'm reiterating it here now for those of you without access to that document.)

The thief has been under siege of late. Internet blogs, website message boards, and FRPG fanzines have all been buzzing with some fairly harsh criticism of this venerable class.

An admittedly simplified analysis reveals that thief critics tend to fall into two frequently overlapping camps. For some, the class is too weak. Thief skill success percentages are far too low to rely upon for most of the character’s career. The second camp holds that the thief class is simply a bad fit with the rest of the game. These latter critics claim that making activities like picking pockets and hiding in shadows dedicated thief class abilities creates awkward situations where fighting men, clerics, and magic-users are de facto prohibited (or at least strongly discouraged) from attempting to perform the same feats.

So how do we fix the thief without rewriting the class or implementing elaborate supplemental rules? Simply treat each thief skill score as a sort of saving throw that the thief is entitled to in the event that the initial attempt at a given task fails. If this second roll succeeds, the initial failed roll is ignored.

Example One: Two intrepid adventurers, a fighting man and a thief, are faced with a sheer wall. The DM rules that there is only a 1 in 6 chance to safely complete such a tricky ascent with no special equipment, possibly with a +1 modifier to the roll if the climber boasts extraordinary dexterity. The fighter rolls a four and doesn’t make it. He loses his grip and suffers falling damage. The thief rolls a five and also fails, however his follow-up Climb Walls “saving” roll is 41%, a success! He completes the climb safely.

Example Two: A thief and his magic-user companion are attempting to tiptoe past a distracted orc sentry. Neither are heavily encumbered or wearing metal armor, so the DM assigns a base 1-3 in 6 chance of success for each character. A failure by either is sure to be noticed by the orc. The magic-user succeeds with a roll of two. The thief scores a six and fails. His follow-up Move Silently roll is 88%, also a failure. Despite his advantage, the thief has blown it this time around. Roll for initiative!

This approach is easy to remember, quick to employ, and doesn’t require changing one word of the thief class description from your rulebooks. It strengthens the thief significantly by allowing for two chances to succeed at any given usage of a “class skill” and doesn't infringe on the ability of other classes to have a reasonable chance of success when attempting "thiefly" actions.

Saturday, January 8, 2011

The first rule of effective "Lovecraftian" horror:

If your work doesn't share a single proper noun with Lovecraft's, you're probably on the right track.

Thursday, January 6, 2011

The D&D CCG debacle: Who's really at fault?

On the surface, it's a straightforward combination of cynical marketing and absolute creative bankruptcy. But I'm not so sure.

I was talking with a friend of mine recently who works in the videogame industry. He told me downright harrowing tales behind some of the worst games of all times. No kidding. Several of them actually received awards for it.

These are projects that span the spectrum from "'gritty' reinvention of beloved cartoon mascot" to "is that even, technically, a game?"

And one pattern emerged: A few people (sometimes only one) with way more money than sense and a whole lot of well-meaning, talented people who know it's a bad idea, say it's a bad idea, and still finish the project because they can't afford to quit their jobs instead of putting work unto a bad idea. There's also no small amount of throwing good money after bad ("We've already sunk millions into this turkey, we can't stop now!").

So that brings me to D&D. It's no secret that they're a subsidiary of Hasbro and that Hasbro wants the D&D "brand" to be making more than it is. It's not hard to imagine WotC's designers, who are, we can assume, RPG gamers with some respect for the form and reverence for a classic like D&D, being told by some executive at Hasbro who wouldn't know Dungeons & Dragons from death & dismemberment insurance: "What about that Magic thing? That makes money. Just make it more like the Magic!" Right before he adjusts his snappy Gordon Gekko suspenders and snorts a three-foot rail of coke off a naked $5000/night escort before bellowing his best Al Pacino "Hoo-ha!"

So what's my point? I mean, for all I know, this might not be the case at all. Maybe so, but armed with these new insights into exactly how ugly game design in a corporate environment can get, I'm going to be hesitant to assign blame for this one. At least for the time being.

Certainly somebody has masterminded a forehead-slapping affront to a great game, but we may never know exactly who or why. At least not until one of us buys the right ex-employee a beer in the years to come and gets the full story.

Friday, December 24, 2010

Merry Christmas to me.

Special thanks to the probably spambot new "follower" of this blog who chose the delightful penis photo to represent himself. Just the sort of holiday cheer my front page needed.

He's gone now, but happy holidays the other 99 of you non-penis posting regular readers.

More updates after New Year's.