I've had my series of reviews of Obscure Games going for quite a while now, but I wonder: how many of you out there are running an obscure game? I guess I'll just poll and ask what you're running or playing in—not what you wish you were running or playing, not what you hope to run or play in, but games that you have currently going. I'm sure that most will be types of Dungeons & Dragons, including retroclones, conjectural versions, and so on, and most of the rest will be World of Darkness games, licensed media properties like Firefly, Dresden Files, Star Wars, and Marvel Universe, GURPS, Traveller editions, Call of Cthulhu or RuneQuest, various Palladium games, and similar high-profile game systems that can break $20-50K on Kickstarter without breaking a sweat, and that's great! Gaming is awesome! But I hold out hope that there are groups out there playing Aftermath!, Majus, Lords of Creation, Excursions into the Bizarre, Beasts Men and Gods, Timeship, Albedo Anthropomorphics, WarpWorld, Dark Conspiracy, Witch Hunt, or other games that most people aren't even aware exist. Like, is anyone in the entire world playing Amazing Engine?
I started reviewing obscure games for a couple of reasons. The main ones are that no one cares what my (or anyone else's!) opinion on Dungeons & Dragons is. Pretty much anyone who plays RPGs already knows how they feel about games like that. Second, I feel a close kinship with people who put in all the same amount of sweat and hard work that people who write for major games do, but do it strictly out of passion. There's no money in it. I live in a region where I know people who have careers in gaming, mostly because of D&D and Call of Cthulhu. There are also a ton of people here who write for games because they love it. I know what the paychecks in the hobbyist portion of gaming are like, and I have a good idea of what they're like in the industry portion. So, I really want to help boost the hobbyists, and really the only way for me to do that is to use my little voice here on the internet to help give them some tiny bit more visibility than they might otherwise have.
REVIEW POLICY
So, here's my review policy: If you send me a free print copy of your game, I will review it, good or bad, in a timely manner (and will mention that it was sent to me for review; every game that I've reviewed to date on this blog has been one that I bought using my own money), unless it requires me to have some other product to understand it*. At the very least, you will get your game mentioned in another place for search engine purposes. If you send me a PDF copy, I will only review it if I really, really love it; to date, there is only one game sent to me in PDF for review that I have considered reviewing here (and have ultimately declined to do so, despite it being fairly good and a subject that interests me), only one PDF that I paid for out of my own pocket that I may yet review, and one PDF that I went out and found for free that I may yet review. Sorry, but if you don't believe in your game enough to pay a few bucks per review, then why should I, or anyone, care about your game?
*If it does require some other product to understand it, such as a supplement or adventure with game information for a particular game, ask me if I already own that product. If I do not, then I will require that other product as well in order to review it, though it can be in PDF format.
My babblings on roleplaying games, of a variety of sorts including "old school" ones, but focused on adventure gaming principles over media emulation
Showing posts with label RPG business. Show all posts
Showing posts with label RPG business. Show all posts
Saturday, March 21, 2020
Sunday, March 27, 2016
More Thoughts On Megatraveller And Such
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| The late John Berkey did some cool spaceships |
I really love talking with the guys over at the G+ Classic Traveller group. They've given me a lot of things to think about in regard to the game, and pointed out places where later Traveller has changed things. For instance, it's clear that in the original release of the game, known as "LBB77" because it was released in 1977 (as opposed to "LBB81" for the revised version in 1981 and "TTB" for the slight revision from that which was The Traveller Book), there was much more emphasis on the sandbox elements and less on any interstellar imperiums or whatever (though the latter was still understood to be present in the background). Examples that affect this included the randomly-placed "Jump routes" or "spacelanes" of LBB77 that became instead the Referee-placed "communications routes" of LBB81/TTB. Interestingly, the communications routes, despite requiring more thought and effort from the Referee, have less impact on the game because the Jump routes determine where a traveller can get regular passage or a crew can buy pre-made navigation tapes. This limits the locations that the player-characters can travel to until they can improve their situation (either by getting the Generate program to make their own navigation tapes or somehow convincing a non-player ship to transport them outside of the normal shipping lanes, probably for a higher fee). The communications routes don't have the same impact on the game at the table, though extra rules found in, for example, The Traveller Adventure and other sources can allow the communications routes to have some effect.
MegaTraveller also made an assumption early on that greatly affected the way that game plays relative to the original version. That assumption was that a character attempting to do something would have a fairly high skill rating, such that the supposed typical character would be gaining a +4 DM from skill and attribute bonuses. That doesn't track with the original game, in which any level of skill above zero meant that the character had professional-level training in that area. That could probably be remedied by dropping all task difficulties 4 points, so that a Routine task is 3+, a Difficult one 7+, and so on (it would then be appropriate to add a difficulty level of Staggering between Formidable and Impossible, as Marc Miller's Traveller did). That could also mean that an average attribute of 7 could be re-centered on 0 instead of +1. Lacking a skill entirely would still increase the difficulty one level. In such a case, a Simple task would succeed without a roll (or perhaps require a roll if the total of all DMs is -4 or more, trying to get a total of -1 or higher), but could be increased to Routine or higher difficulty as usual for lack of skill or whatever. This change would also allow the character creation system to be scaled back to the original game's parameters, so that no "Special Duty" roll would exist to give even more skills.
On that topic, one of the benefits of being a Scout in the original game was the high incidence of Jack of all Trades skill. While that skill is more clearly defined in MegaTraveller (and allows higher levels of the skill to have meaning), I think that it should be returned to its original place of value, perhaps by adding (in addition to the "free retries" ability) the ability to offset the penalty for lacking skill. Probably give a +1 to unskilled use (only) for every 2 full points of Jack of all Trades skill, to a maximum of +4 (requiring skill-8, so pretty unlikely anyway). Again, that bonus would be in addition to the normal MegaTraveller benefit of being allowed one free retry of a failed task per Jack of all Trades skill level (taking the normal amount of time).
Another area to consider is space combat. The system in MegaTraveller is, simply, horrible. It's a kludge of the Book 5: High Guard system (originally intended for large ship actions) mixed with elements designed to make it more useful for small ships, and it was not developed well enough for actual use. That is to say, it can be used, but seems ultimately unsatisfying for either small or large actions. In the end, I think that I'd like to draw it back and make it more like the Book 2: Starships system or Mayday, or perhaps the range band system in Starter Traveller (or project it ahead somewhat and make it more like Battle Rider, which has always seemed to me like the nearly-ideal set of Traveller starship combat rules).
Which brings up some issues of design. MegaTraveller draws on the expanded weapon types available in High Guard. I'd like to drop at least some of those, such as meson weapons and associated technology. It might also be useful to include a weapon design system, such as that found in Traveller: The New Era (TNE) or Marc Miller's Traveller (T4). This is especially true for missiles, which could do with taking some ideas from Special Supplement 3: Missiles in Traveller. The design system in MegaTraveller moves away from the LBB/TTB in a significant way, though, by falling clearly on the other side of the so-called "small ship Traveller/big ship Traveller" line. When players are tooling around in 2700m³ ships, but the military have 270,000m³ light cruisers, there is an overwhelming power differential that deeply affects the feel of the game. This also doesn't match the historical eras which the game tries to emulate. The age of sail saw merchant ships that were no smaller than their military counterparts, while WW1/2 era tramp steamers were roughly the same size as military cruisers. For example, the OCEAN class steamer was about 10,000 tons displacement, while the Pennsylvania-class cruiser of the pre-war era was around 15,000 tons fully loaded and the Cincinnati-class cruiser was less than 3500 tons! To be fair, the latter were slated to be reclassified as Patrol Gunboats if they hadn't been decommissioned. I'm still not sure how to address that issue. Whatever happens, though, it will mean some significant changes to the design system. It also means that I will have to consider how to handle ship benefits from character creation, plus mortgages and other financial tools related to running the tramp merchant game. GURPS Traveller: Far Trader would certainly be of help there.
Now for the more morose thoughts in this regard. I've been considering ways to write all this up, including the setting I have worked out, and sell it, but the specific details of Traveller's current licensing scheme seem to preclude it. Weird restrictions in the Mongoose OGL (you can't include the method to roll up characteristics, for example, which would prevent me from presenting the "genetic dice" necessary for the dynastic game that I eventually want to write up) and behavior that seems from my perspective to be somewhat erratic on the part of the original designer (I've heard that people have been billed for asking him questions - which rumor I can't check because I couldn't afford any such potential billing to find out if it's true or not!) combine to make it a minefield I'd rather not navigate, at least not alone. Another option would be to present the setting I have in mind through another system, but all of the other systems that seem even remotely suitable to my preferences are based on D&D, with character classes and such. Stars Without Number, White Star, Starships & Spacemen (either edition), and so on all seem to rely on elements that don't suit my setting and the aesthetic preferences related to it. I've been thinking that it might be time to dust off my old idea of retooling Flashing Blades for science fiction adventure. That might even be historically appropriate, since Flashing Blades drew pretty heavily on En Garde, GDW's first RPG. One possible problem with this idea is that Flashing Blades's system is more suited to swashbuckling action/adventure than the more gritty tone that infuses most of Traveller's various incarnations. If that becomes too much of a problem for me, I could always build it using one of the open-rule versions of the d% system found in RuneQuest, I suppose.
But I really wish that I could just use a properly-developed MegaTraveller as my basis.
Labels:
gaming philosophy,
goals,
GURPS Traveller,
MegaTraveller,
RPG business,
Traveller,
Traveller: The New Era,
whining,
White Star
Thursday, March 7, 2013
Gameable Fiction
I've been spending most of my reading time these days with George R.R. Martin's "Song of Ice and Fire" series. I was introduced to the setting through the excellent HBO adaptation, but quickly decided to read the books as I was sure that there was deeper content, and more of it. I was not disappointed.
Of course, we all know that the series has been adapted as a roleplaying game (though to be sure, I don't know very much about the game and how well it adapts the material; it seems to me that HârnMaster would go a long way toward developing the feel of the setting, with some work adapting the terrible and exotic magics of Martin's fantasy). There are a few other literary settings that have been adapted by specific roleplaying games: Tolkien's Middle-Earth, Vance's Dying Earth, Moorcock's Melnibone and some other Eternal Champion material, Lovecraft's Cthulhu stories, Niven's Known Space, Fleming's James Bond (though perhaps that was more an adaptation of the movies), Constantine's Wraeththu, Herbert's Dune (twice, though only once officially), Butcher's Dresden Files, Zelazny's Amber, along with a very few others. This doesn't include those settings that were mere supplements for other games, such as Thieves' World, Wild Cards, or Adams's Horseclans. There are even a few, such as Howard's Conan, that have been adapted more than once. In addition to those, there are some movie and television settings that have seen adaptations, like Star Wars (three times so far!), Star Trek (more than three times, depending on how you count it!), Firefly, Babylon 5, and so on.
However, there are some settings of fiction that have not been adapted to roleplaying games, and I am not sure why that is. Eddings's Belgariad, Erikson's Malazan Book of the Fallen, Butcher's Codex Alera, Burroughs's Barsoom (well, it sort of has, but not really), Lee's Flat Earth or Birthgrave, Donaldson's Thomas Covenant, Brooks's Shannara, and so on. Some of them, I can understand if the rights have issues or are otherwise difficult to secure, but the popularity of such as Malazan or Shannara would seem to have caused someone to go through the effort.
What settings do you most want to see turned into freestanding roleplaying games? Which would be better off as a supplement for an existing game like D&D/Pathfinder, GURPS, BRP, or whatever?
Of course, we all know that the series has been adapted as a roleplaying game (though to be sure, I don't know very much about the game and how well it adapts the material; it seems to me that HârnMaster would go a long way toward developing the feel of the setting, with some work adapting the terrible and exotic magics of Martin's fantasy). There are a few other literary settings that have been adapted by specific roleplaying games: Tolkien's Middle-Earth, Vance's Dying Earth, Moorcock's Melnibone and some other Eternal Champion material, Lovecraft's Cthulhu stories, Niven's Known Space, Fleming's James Bond (though perhaps that was more an adaptation of the movies), Constantine's Wraeththu, Herbert's Dune (twice, though only once officially), Butcher's Dresden Files, Zelazny's Amber, along with a very few others. This doesn't include those settings that were mere supplements for other games, such as Thieves' World, Wild Cards, or Adams's Horseclans. There are even a few, such as Howard's Conan, that have been adapted more than once. In addition to those, there are some movie and television settings that have seen adaptations, like Star Wars (three times so far!), Star Trek (more than three times, depending on how you count it!), Firefly, Babylon 5, and so on.
However, there are some settings of fiction that have not been adapted to roleplaying games, and I am not sure why that is. Eddings's Belgariad, Erikson's Malazan Book of the Fallen, Butcher's Codex Alera, Burroughs's Barsoom (well, it sort of has, but not really), Lee's Flat Earth or Birthgrave, Donaldson's Thomas Covenant, Brooks's Shannara, and so on. Some of them, I can understand if the rights have issues or are otherwise difficult to secure, but the popularity of such as Malazan or Shannara would seem to have caused someone to go through the effort.
What settings do you most want to see turned into freestanding roleplaying games? Which would be better off as a supplement for an existing game like D&D/Pathfinder, GURPS, BRP, or whatever?
Labels:
fiction,
inspiration,
movies,
recommendations,
RPG business,
taking a poll
Wednesday, January 16, 2013
Random Notes
I don't have much to say at the moment, but here are some things that have been going through my head in relation to games.
- I guess I'm the only person around who isn't thrilled with Tunnels & Trolls. I'm happy for those of you who have been waiting for this.
- I don't know what to make of the things going on with Dwimmermount. I'm sure that it will work out in the end, but I am sadly reminded of the problems that plagued Space 1889 when it was first published.
- It's amazing how many things can go wrong with a boardgame. Still, Ogre is a great game and everything will be excellent, I am sure.
- It's been so long since I've created an adventure in the old style that I forgot how difficult it can be to design a secret door. Does anyone know of any resources that outline different types of secret doors?
- I'm developing a more precise understanding of what my ideal game should look like. Sadly for me, there is no published game that sits in exactly that sweet spot (I'm pretty sure that it's somewhere in the space between OD&D, Runequest, GURPS, Swordbearer, Flashing Blades, Pendragon, and Hârnmaster). I suppose that as my understanding becomes more complete I will be designing something that works there.
- I want to do another Obscure Games review, but I'm just not sure which game I want to do. Maybe I'll do another poll to find out what other people want to see.
- Pathfinder MMO. But it can't use the Pathfinder rules in any way. O… K? Things have gotten weird in the mainstream gaming companies.
- I played the new X-Wing miniatures game yesterday. It was fun, and feels like flying space fighters in the Star Wars universe should feel. It helps that I won both games (I flew an X-Wing against two TIE fighters, the first time using the quick start rules, the second using the full rules), though the second game was extremely close - I actually lost until my opponent recalled that he wasn't allowed to fire in the situation we were in. I got the opportunity to exclaim, "I can't shake him!" So, that was satisfying.
- I guess I'm the only person around who isn't thrilled with Tunnels & Trolls. I'm happy for those of you who have been waiting for this.
- I don't know what to make of the things going on with Dwimmermount. I'm sure that it will work out in the end, but I am sadly reminded of the problems that plagued Space 1889 when it was first published.
- It's amazing how many things can go wrong with a boardgame. Still, Ogre is a great game and everything will be excellent, I am sure.
- It's been so long since I've created an adventure in the old style that I forgot how difficult it can be to design a secret door. Does anyone know of any resources that outline different types of secret doors?
- I'm developing a more precise understanding of what my ideal game should look like. Sadly for me, there is no published game that sits in exactly that sweet spot (I'm pretty sure that it's somewhere in the space between OD&D, Runequest, GURPS, Swordbearer, Flashing Blades, Pendragon, and Hârnmaster). I suppose that as my understanding becomes more complete I will be designing something that works there.
- I want to do another Obscure Games review, but I'm just not sure which game I want to do. Maybe I'll do another poll to find out what other people want to see.
- Pathfinder MMO. But it can't use the Pathfinder rules in any way. O… K? Things have gotten weird in the mainstream gaming companies.
- I played the new X-Wing miniatures game yesterday. It was fun, and feels like flying space fighters in the Star Wars universe should feel. It helps that I won both games (I flew an X-Wing against two TIE fighters, the first time using the quick start rules, the second using the full rules), though the second game was extremely close - I actually lost until my opponent recalled that he wasn't allowed to fire in the situation we were in. I got the opportunity to exclaim, "I can't shake him!" So, that was satisfying.
Labels:
design,
Dungeons and Dragons,
Flashing Blades,
GURPS,
Kickstarter,
miniatures,
Pendragon,
projects,
RPG business,
RuneQuest,
Swordbearer
Monday, September 24, 2012
Kickstarter - Back To Basics?
There's been a lot of discussion about Kickstarter going on in various places around the internet gaming community. Most of it centers around the seeming failures of various projects to appear "on time" (that is, exactly along the original estimated schedule). Most of the discussion is stupid, with people fundamentally misunderstanding the nature of production schedules and creative endeavors. At times, it gets pretty heated (see the persona "Running With Scissors" in the thread on the matter in the Autarch boards, for instance, who ended up being closely moderated because of his inability to maintain any sort of decorum in his arguments).
Anyway, this discussion hasn't been isolated to the gaming world. There has been discussion about how Amanda Palmer has disbursed the funding she received for her latest album and tour, for instance, and there are other such discussions. Kickstarter has apparently been paying attention, because they have just announced some policy changes that should revert the system to its original intent - that is, rather than being a glorified pre-order system, it should be a method of funding ideas. That will likely change the entire dynamic of the way Kickstarter has been used for gaming projects. Rather than focusing on the big-ticket projects and simply purchasing an object, it will instead focus on the smaller projects that couldn't happen without funding (such as a book being able to pay for art rather than being unadorned).
So, what are your thoughts about Kickstarter? Is it a good thing? Is this a good direction for it to take?
Anyway, this discussion hasn't been isolated to the gaming world. There has been discussion about how Amanda Palmer has disbursed the funding she received for her latest album and tour, for instance, and there are other such discussions. Kickstarter has apparently been paying attention, because they have just announced some policy changes that should revert the system to its original intent - that is, rather than being a glorified pre-order system, it should be a method of funding ideas. That will likely change the entire dynamic of the way Kickstarter has been used for gaming projects. Rather than focusing on the big-ticket projects and simply purchasing an object, it will instead focus on the smaller projects that couldn't happen without funding (such as a book being able to pay for art rather than being unadorned).
So, what are your thoughts about Kickstarter? Is it a good thing? Is this a good direction for it to take?
Thursday, May 10, 2012
I Want To Believe
I really want to believe that the runaway success of the Ogre Kickstarter, various OSR projects such as the Dwimmermount Kickstarter, and such are an indication that gaming, as I came to know it in the period of the end of the '70s and the early 1980s, has returned. I'd like to think that it is more than a temporary nostalgia. But I always remember what John Shirley said in Eclipse, or something like what he said since I don't have the book anymore to examine for the exact quote: "You only get a year out of a retro act". I keep looking nervously for the signs that all of this is going to end.
Yeah, that's short and to the point. Good enough.
Yeah, that's short and to the point. Good enough.
Tuesday, January 10, 2012
The Topic Du Jour
OK, so what I want out of the 5th (or 15th, depending on how you count it*) published version of D&D is pretty much summed up by Jeff Rients. (If you agree with his open letter, link to it on your blog or wherever, to boost the Google ranking.)
And that's pretty much all I have to say about something that I haven't seen yet.
*And here's how I count it:
1: 0E: The White Box with its three LBBs
2: 0.5E: The supplements to 0E
3: Holmes D&D
4: 1E: AD&D
5: B/X D&D
6: BECMI D&D
7: 1.5E: Unearthed Arcana
8: 2E: AD&D 2E
9: Rules Cyclopedia D&D (though changes from BECMI were minimal, they did exist, notably in the handling of Immortal level characters)
10: 2.5E: Player's Options books
11: 3E: WotC 3E
12: 3.5E: WotC 3.5E
13: 4E: WotC 4E
14: 4.5E: WotC D&D Essentials (thanks to Arkhein for pointing this out to my 4E-deficient brain)
15: alleged WotC 5E
And that's pretty much all I have to say about something that I haven't seen yet.
*And here's how I count it:
1: 0E: The White Box with its three LBBs
2: 0.5E: The supplements to 0E
3: Holmes D&D
4: 1E: AD&D
5: B/X D&D
6: BECMI D&D
7: 1.5E: Unearthed Arcana
8: 2E: AD&D 2E
9: Rules Cyclopedia D&D (though changes from BECMI were minimal, they did exist, notably in the handling of Immortal level characters)
10: 2.5E: Player's Options books
11: 3E: WotC 3E
12: 3.5E: WotC 3.5E
13: 4E: WotC 4E
14: 4.5E: WotC D&D Essentials (thanks to Arkhein for pointing this out to my 4E-deficient brain)
15: alleged WotC 5E
Tuesday, September 20, 2011
Price Points
According to this advertising flyer from 1979, the AD&D Monster Manual and Players' Handbook hardbacks, as well as the Holmes boxed set and other boxed sets were priced at about $10, while the supplements for the D&D boxed set and the adventure modules were about $5. According to the CPI Inflation Calculator, those are approximately equal to $30 and $15, respectively, in 2011 dollars. If I recall correctly, the Dungeon Master's Guide cost $12, which would be about $37.50 today.
So, in today's dollars, the original AD&D set of books would have run about $97.50, for about 470 pages of material that we're still mining to this day.
So.
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