Showing posts with label RPGs. Show all posts
Showing posts with label RPGs. Show all posts

Thursday, August 16, 2007

A Roleplaying Interlude

As I've written before in this column, my first love was always roleplaying games. Though I'm sure I played games like Stratego and Twixt before I ever touched an RPG, it's the roleplaying games that I really remember playing throughout my youth.

Dungeons & Dragons was the first, but there are many games beyond that, and even before I moved to Berkeley for college I played a decent share of them including the science-fiction game Traveller; Stormbringer and Hawkmoon, both based on the works of Michael Moorcock; and RuneQuest, a fantasy game that I found odd at the time, and that I've grown much more enamored of since.

In the last couple of years I've grown closer to roleplaying games again. My best friend and long-time gamemaster left the country, and so I stepped up to run a regular game, something I hadn't done in several years, and that rekindled an interest in me. Board and card games are still my largest recreation today, but RPGs are there every week, and they get an increasing amount of my enthusiasm.

So, with all those things said, I'm going to take a bit of time today and talk about RPGs--from the perspective of board gaming.

It's Not Just About Role-Playing

First I'd like to correct a misconception and say that roleplaying games don't entirely have to be about roleplaying(1). There can be as much chance for tactical and strategic depth in an RPG as in a board game. It all depends on what you play and in what style.

Roleplaying games, after all, did grow out of more strategic venues. Dave Arneson and Gary Gygax were both miniature wargamers when they designed Dungeons & Dragons; after playing with ideas of man-to-man battles they chanced upon the concept of each player playing an individual character. Thus their earliest dungeon delves were pure strategy that probably wasn't that different in feel from Fantasy Flight's modern Descent, with players moving their miniatures through dungeon maps.

After the release of D&D it was a while before companies could really define what was a roleplaying game and what wasn't. TSR, the publishers of D&D shortly thereafter released two more games of note: Boot Hill, a game of man-to-man Western combat, and Warriors of Mars, a miniatures war game set on Barsoom with some individual heroes. The first one is usually considered an RPG and the second not, but the difference is tenuous.

Admittedly, the roleplaying industry has changed a lot since the 1970s, and much of that growth centers on individualizing characters further and changing RPG adventures from dungeon delves into stories. In the 1980s these trends amped up even further with the advent of the "storytelling" branch of RPGs which really pushed ideas of collaborative storytelling over individual glory. But there are still strategic elements in many RPGs, while a few play them up notably.

Battletech is one such example. It's another game that I played quite a bit up through college. It was created by FASA, an early publisher in the RPG field, but it was a hybrid game. The core of the play was giant mecha combat on a hex grid, but there was also opportunity for pilots to improve from battle-to-battle and there was even an add-on RPG called Mechwarrior where you could have adventures outside of your mecha cockpit.

The modern edition of Dungeons & Dragons, which was published in 2000 then refined in 2003(2) is perhaps an even better example. I kicked off a new D&D campaign called The Savage Tide a few weekends ago and I'm playing it pretty precisely by the rules. That means all combat is done on a square grid with plenty of different maneuvers possible. It's a pure strategy game in the middle of a roleplaying game and I've been enjoying it quite a bit.

The Modern Market

Another interesting element of RPGs, when viewed from the board game side of things, is how different the market is.

With a board game you buy a game and you play it, and to experience something new you have to buy a new one. With a roleplaying game you can buy a game and play it pretty much forever if you're willing to come up with new ideas for stories or grids for combats (based on what sort of game you're playing). Granted there have been board games sold as "kits" like this, such as Icehouse, but I'm not aware of any that are large financial successes. Board gamers like to have their games handed them complete, which on the one hand makes sense in a more competitive environment, but also suggests a somewhat different clientèle.

Another interesting difference in the RPG market is the existence of virtual publishers. Since the turn of the century an increasing number of roleplaying publishers have put out professional products as PDFs, to the point where there are now a few different high-profile PDF e-stores in competition. Though I'm unconvinced that PDFs really grow the market because of their very small sales footprints, nonetheless it does seem that they've generated some new creative enthusiasm in the market. At the present this sort of thing is all but infeasible in the board game market, but it suggests that a virtual board tabletop, a concept that comes up every year or two, might provide some rapid growth in the industry.

Final Notes

There is, of course, a bridge between board games and RPGs: adventure games, of which I've written before, and which I'm going to touch upon again now that Talisman is back in print. Descent in particular is a pretty fine transition that's not too far removed from the current edition of Dungeons & Dragons. If you like that, don't be afraid to take the next step; ask if your local game store hosts roleplaying games too.

And if you're interested in learning more, check out RPGnet, which is the largest roleplaying site on the Internet other than industry leader Wizards of the Coast. It's full of forums, columns, reviews, and everything else you could want to read about RPGs, with a 10+ year history under its belt.



1. Since I first drafted this entry, this weekend, Ryan Dancy wrote a blog entry about how we should change the name from "roleplaying" games to "storytelling" games, which misses the point even more. There are storytellers in the industry and roleplayers and strategists and tacticians too. It's a big tent.

2. As they say, the times, they are a'changing, and thus another update since I drafted this article. Last night rumors started leaking that Wizards of the Coast was planning on announcing a new, fourth edition of Dungeons & Dragons, for release starting next May. RPGnet's d20 forum is currently full of discussions on the topic.

Wednesday, April 18, 2007

A Eurogame Review

Everything on the Internet seems to come in waves. Even before reading Shannon’s recent post about reawakening his interest in role playing games, I had been preparing this post on a game I have that I have become reacquainted with in the past month or two. While it has a lot of American boardgame tendencies, there are a few strong Euro attributes that contribute to making it a gripping title that has eaten into gaming time I might have spent on other boardgames. What game am I referring to? None other than the new edition of that classic Euro-American hybrid game, Dungeons and Dragons (referred to as D&D for the rest of this article.) For those unfamiliar with the game (and there isn’t an entry for it over on BoardGameGeek), it is like a longer, more complex version of Dungeoneer, Return of the Heroes, or Descent. While different than many Eurogames that it predates, there are still a number of mechanics found in popular Euro titles, making it a game that many gamers just might want to check out. If that piques your interest, read on to find a more thorough review.

The Bits
:
The first thing a boardgamer will see when opening up a new game are all the fun little bits to play with. Unfortunately, this game has none. What, you say? NO BITS? That’s right, no little wooden cubes, no meeples, nothing is included in the basic package, just three thick rulebooks. THREE! And you thought paging through the rules for BattleLore was a bit much – at least in that case it was a rulebook and a scenario booklet. The last game I played with three rulebooks was Avalon Hill’s Horror at House on the Hill. With no bits to play with, one might expect the game to score a nice fat zero for its components. Thankfully, there are options to solve the component problem. There are so many options, that players are typically expected to provide their own components (similar to the pawns and dice in some of the Cheapass Games productions…) For those willing to spend a little bit of money, players can obtain nice plastic figurines, expandable cardboard maps, and even little cubes to roll. I’ve seen photos of players going all out on designing their own game boards, making model terrain to rival the Deluxe Chest Version of Settlers of Catan. So while the lack of components is initially a big strike against the game, players who like to tinker and customize their own gameboard and pieces will find plenty of things to play with. Die hard Eurogamers can even use little colored wooden cubes along with Meeples to represent the various creatures and figures within the game. Some players use hand painted metal figurines – talk about dedicated game component fans! The last game I played with metal playing pieces was an old game of Monopoly. While many Eurogamers eschew dice, this game has plenty of them. Taking a cue from the French Formula De, there are even many nonstandard dice available. However, in this particular game (unlike Formula De) the dice have a different number on each side. This does make the results more random than a typical Formula De game, but it also easier for new players to estimate the expected outcomes since only one series of numbers have to be averaged. In fact, a good portion of the strategy of this game involves making the decisions so that you can modify die rolls in your favor.

Bits Score: 0 out of 10(there aren’t any in the standard game), however, there is a Basic Game available that provides you with several plastic figures, shortened rules, and a set of funny dice like you might find in Formula De. Using these bits (or your own acquired elsewhere) increases the score dramatically.

Gameplay: 7 out of 10 (primarily due to game length)
Even a quick glance through the rules shows how this game is similar to other popular Euro titles. Like many wargames, there are two sides to the game. All but one player create an alternate persona to represent themselves within the game. These alternate personas are called Player Characters (or PCs). There is a lot of flexibility here, but players should take care not to overlap their specialties too much, because the remaining player (referred to as the “Dungeon Master”) gets to control almost everything else within the game. At first glance, this seems very unfair for the PCs. There is very little within the game to make up for the DM’s strong initial starting position. However, after much play testing it seems that the PCs win the game more often than not, so perhaps their superior numbers are enough to win the day. In some respects it is like Shadows over Camelot, where most of the players conspire to defeat the game while one player works against them. However, in D&D, the “traitor” (the DM) is known at the outset, and is given a number of advantages to make up for that fact.

The theme of the game revolves around a fantasy setting (like Lord of the Rings) with the players typically playing the forces of good and the DM playing the bad guys. The DM plays a sort of “defense”, setting up traps and obstacles for the players while the players go on “offense” trying to find and overcome these challenges. Over time, the players get more powerful, providing a nice sense of accomplishment. Unfortunately, so do the obstacles used by the DM player. In fact, in a glaring oversight, not only do the rules fail to provide proper victory conditions, they don’t even provide game-ending conditions! As a result, many games of D&D can drag on and on. Players typically agree to a set time limit and play until it is reached. Often, a group will then meet again a week or two later and pick up where they left off, making sure the game length of D&D easily exceeds even a highly negotiated game of Die Macher. With such a long playing time, the game severely limits other games making it to the table. As a result, it gets a solid couple of strikes against it in the scoring.

To help Eurogamers decide if it might be something they want to try, I thought I’d make a short list of all the pros and cons of the game.

The Bad
The rulebook(s) – when was the last time you had three hardbound rulebooks for a single game? In an interesting twist, only the DM player has to read up on two of them, so gamers who don’t like to read rules should stick to the PC team.
The bits – as mentioned, there are no bits included in the standard game. There isn’t even a game board! The general availability of quality substitutes (even metal bits!) keeps the game from flopping.
No Auctions! – can you even have a boardgame without some form of an auction in it? (There aren’t any trains either, but PCs can simulate them by starting up trading caravans)
Analysis paralysis – typically, each player gets two action points in a turn keeping things very constrained. However, there are a plethora of options to spend your action points on (like moving, fighting, casting spells, etc…), causing some AP prone players to simply shut down.
Unbalanced Teams – Despite the very good record of the PC team, the GM team simply has too many advantages to make a fair game.
The Traitor Factor – In addition to the DM team, sometimes there is a secret traitor within the PC team as well. While that works great in Shadows over Camelot, as there is already an opposing team in D&D, adding in a secret traitor creates a third team in the mix and can quickly complicate the entire situation.

The Good
Expansions – some players love to have options in their games (witness the variety of ways to play Settlers of Catan). There are multiple ways to expand the D&D game including new rulebooks as well as many new game boards. For game tinkerers, it is probably the game best able to handle additional house rules. In fact, most gamers have at least one or two house rules they prefer to play by…
Cooperation – the game screams for good cooperation with the PC team. As the DM team has most of the advantages, the PC team has to work hard together to make sure they survive
Heavy Player InteractionGoa haters take note, there aren’t any auctions and player interaction is high. Despite a high degree of cooperation, players are also competing for limited resources, constantly being forced to find ways to evenly distribute advantages and rewards so that they can improve their teams effectiveness.
Role Selection – As in Cosmic Encounter (or to a lesser extent, Puerto Rico) players each take on a role selection that will tend to dictate their strengths and weaknesses. This makes the game different every time and can often keep players interested as they can all focus on their strengths without getting in each other’s way.
No Player Elimination – While player elimination can occur, the rules have provisions to reverse said elimination, or the player who lost their character can simply take on a new position within the team and keep on playing.
Snowball Effect – as in some of the best Eurogames, D&D has a snowball effect so that players gain more and more power and abilities as the game progresses. Fans of empire building and snowball effect games (like Puerto Rico, Settlers of Catan, Through the Ages, and the like) will find many similarities here.
Multiple Victory Conditions – Actually, there are no set victory conditions, players are free to decide for themselves what victory conditions they want to strive for. Players can try to gain the most influence in the palace (like Succession or El Grande), try to rack up the most money (like Modern Art) or even try their hand at more unique victory conditions like building their own castle (a la Caylus).

Final Analysis:
Overall, I can only recommend the game to fans of more American style boardgames, or at least Euro-American hybrids rather than straight up Eurogamers. With their love of a 90 minute cap on a game, D&D just won’t be brought to the table that often. Sure, there are a lot of popular Euro mechanisms present (money management, role selection, cooperative team play, multiple victory paths, a modified action point system, I’ve even seen goods delivery occur) but those are probably not enough to pull in the Euro-snoot crowd. For those who welcome a little variety in their gaming and are not adverse to trying something a bit more detailed and long-term, the rewards can be great. After all, it is the only kingdom-building game that I’ve seen that starts a player out with a single, unskilled worker.

Thursday, April 12, 2007

My (Secret) Life in Gaming

About 14 months ago I wrote an article called My Life in Gaming. It was a simple piece talking about the many different sorts of gaming that I've been involved in over the last twenty-five years, from D&D to board games to computer games and back to board games again. Much to my surprise the folks over at the British 'zine Flagship liked the piece, and reprinted it in issues #120 and #121.

Since I wrote that article, life has continued changing, as it ever does, and I've been surprised to see the gaming pendulum shift once more. It's ultimately one of the reasons that I'm writing here less than I used to. (I'll get to that shortly, but as you'll see, it's more lack of time than lack of interest).

I should say that I still am playing board games. Almost every Wednesday I go over to EndGame for four hours or so of play, and almost every Thursday I have folks over to my house for my "review nights"--though I've actually been reviewing less too, and as a result we sometimes play something random on Thursday instead.

However, in balance with that, my interest in roleplaying games has increased quite a bit, to almost the levels it enjoyed when it was my prime gaming entertainment back in the 1990s. The reason has ultimately been my job--which is nice, given that working in the industry was part of what burned me out on RPGs about a decade ago.

RPGnet and the Gaming Index

My company owns RPGnet, where you've probably read my reviews, and which is the top independent roleplaying site on the 'net. Last summer I decided to get serious about an RPGnet project that I'd been playing with for a while on my own time: the Gaming Index. In short, it's a BoardGameGeek for roleplaying games, designed my way.

The project itself has been a major undertaking. At this point I've written about 12,500 lines of code, which I'm pretty sure is the biggest coherent set of programming that I've ever done for anything. And, it seems able to suck up any free time I have, with a constant list of new features that I want to add and things I want to modify or fix.

However besides the code, the Gaming Index also required a lot of data entry to get going, which sent me scurrying to my book shelves to input whatever I could. As I paged through my books, entering authors and descriptions, I gradually came to rediscover what interested me in roleplaying in the first place. This came in two parts: the fun stories told in fabulous worlds, and the collectibility aspect of the hobby.

That in turn is precisely what rekindled my interest in the roleplaying hobby.

Writing, Writing, Writing

As you might have guessed from my entries in this blog and my reviews, I'm a writer. I write obsessively and constantly. Before I was blogging here I wrote a few hundred computer game design articles, and before that I carefully chronicled the adventures of my roleplaying group. I suspect you could find millions of words of my writing on the 'net.

I also used to write roleplaying books, with Tribunals of Hermes: Rome (for Ars Magica), The Nephilim Gamemaster Companion (for Nephilim) and Tales of Chivalry and Romance and Tales of Magic and Miracles (for Pendragon) being my largest collections of work in print. However that largely fizzled out about a decade ago when I went to work for Chaosium.

Until now, when my resurgence of interest in roleplaying has led to a resurgence of interest in roleplaying writing too. And that (finally) is one of the reasons that I've been writing less here. Since last September or so I've been working on three different major roleplaying projects.

The first was Elder Races: Aldryami, a 100,000 word sourcebook for the HeroQuest roleplaying game which I hope will see print in 2007, but may not come out until next year. It's a bookthat I've literally been working on for a decade (depending on your definition of working, that is). It's the definitive sourcebook for elfs in the world of Glorantha--unique plant creatures that I think I've given an interesting worldview. I finished this book up last December and sent it to the publisher.

Just when I was finishing up Elder Races: Aldryami I discovered that Mongoose Publishing, who is doing a different Glorantha game called RuneQuest was also planning to release a book about elfs. Terrified that it would contradict my own work which I'd been working on for so long I practically begged them to let me write a book for them. They agreed, and the book, Aldryami: A Guide to the Elfs, is due to them at the end of the month. Fortunately as of last week I've got a complete draft of 62,500 words. I'm going to give it a full edit over the next three weeks.

However my biggest project since last summer has been the "Brief History of Game" project, which is intended to be a history of roleplaying games told one game company at a time. I initially started writing my first history because I was curious about a company that I was then entering into the Gaming Index. Afterward I decided to publish some of these histories at RPGnet as a way of building interest in the Index itself. Except along the way I've learned that people had a lot of interest in the articles in and of themselves. To date I've gotten four queries about publishing a book of these history essays.

I've accepted one, which has forced me to notably speed up my work. The book is going to have a ton more stuff than I've published online to date. (To date I've published 10 histories, have 12 more sitting on my computer in various states of completion, and am writing one a week.) The book should also be a really beautiful artifact, if it comes out the way my publisher envisions it. If all goes well, this book will see print this year too. I'm definitely pushing it.

Conclusion

So that's my secret life in gaming ... all the stuff I'm doing that isn't exactly board game related and thus is outside of the scope of this blog (usually). The first four months of this year have been particularly crazy because I've been simultaneously writing my history book and my second elf book. Last weekend was my craziest weekend of writing ever, with almost 20,000 words of text going down onto electronic paper in first draft form. But I got some good games in too.

I'm looking forward to May, when things will slow down a bit, and perhaps I can take a break to really go gaming.