Showing posts with label random thoughts. Show all posts
Showing posts with label random thoughts. Show all posts

Saturday, 8 September 2012

Scenes from a Merseyside Gaming Emporium

I was moseying around Liverpool city centre today on the way to my office, and decided to head into Forbidden Planet - a chain of shops which sells mostly stuff that I don't think self-respecting adults should be interested in (action figures, Dr. Who DVDs, comics), fantasy and SF books, and - increasingly rarely - RPGs.

Before I went to live in Yokohama, way back in 2002ish, I remember Forbidden Planet's RPG section as being pretty extensive. It had, in large quantities, GURPS, old WoD, Call of Cthulu, MERP, D&D, RuneQuest, Shadowrun, Rifts, and so on, as well as more obscure stuff like Continuum. (Some of the books they had may have been out of print by that stage.) The shelf space was probably about 3 yards wide and a yard and a half high with two or three racks.

Now, there is only about a yard of shelf space on one rack. It contains, to my recollection (I may have missed something):

  • Pathfinder stuff (Christ, that rulebook is thick: do people actually read that?)
  • D&D 4e stuff, including the Red Box rip-off/revamp which I forget the name of
  • Mongoose Traveller (one copy of the core rules, nothing else)
  • the AD&D 1st edition core rulebook reprints for the Gygax memorial fund
  • Mouse Guard 
I find a couple of things quite surprising about this. First - no World of Darkness. I'm surprised that line has tailed off. Since I don't really play those games I can only speculate, but did the new WoD alienate old fans and fail to replace them, a la Dungeons ampersand Dragons?

Second, almost everything is either D&D or a D&D spin-off. The great alternatives of old - Rolemaster, RuneQuest, etc. - might as well not exist, for all you'd guess. This is doubly true of the other heavyweights like Call of Cthulu, GURPS, Shadowrun, and the like. When people say that it wouldn't matter if D&D went away, I have my doubts. Other games may fill the void, but it seems just as likely that the hobby would simply die as a going concern.

Third, Mouse Guard?

And finally: if you assume that shelf space maps perfectly to the number of players (which it probably doesn't) you would have to conclude that the number of RPG players in Merseyside has declined in the last decade or so by what, 90% or something?

Thursday, 6 January 2011

The Exploration Game

One type of adventure that role playing games don't really do well - in my opinion - is straight-up exploration. In my experience players are too goal-oriented (naturally enough); they want to acquire stuff and glory, they want to complete missions/quests (self-set or given by outsiders) and they want to win battles. They don't just want to head out into the great beyond and see what's out there.

Possibly this is because, let's be frank, many campaign settings just aren't that unique, interesting or detailed. For exploration to be fun and rewarding there has to be a complex, enthralling and entertaining world out there to explore. Yet for every DM willing to put the huge amount of hours necessary in, there are twenty dozen who lack the imagination, time or both.

But also, it has to be said that many of the tasks which one must assume most explorers have to deal with the majority of the time (finding food, keeping warm, staving off disease) are pretty boring and almost entirely unrewarding. (There's only so many times you can roll a dice to see if you caught malaria before it gets old.)

The obvious way around this as far as I can see it is: random encounter tables. And not just of the "3d6 orcs" variety. A genuine random encounter table is more a grab-bag of events, happenings, rumours, vignettes and meetings than it is simple crossings-of-paths with monsters. In an exploration game I see the DM's role as primarily the creative force coming up with list after list after list of amusing and dangerous and interesting episodes, only some of which will ever be used and in entirely unexpected order.

Anyway, to get yourself in the mood for an exploration campaign, you can do worse than reading Hendrik Coetzee's blog. It's a beautifully written manifesto for the adventuring lifestyle - given extreme poignancy by the fact that the poor guy died only a few weeks after writing in his final entry that he'd "never lived a better day".

Monday, 3 January 2011

Role Playing in the PBEM Wargames Community and the Roots of the Hobby

Something I have a mild interest in, from an anthropological perspective, is the way in which people tend to naturally role play during any sort of game scenario. (By "people", I mean irrespective of whether they have any experience with role playing games or even know what they are.) You get it a lot with games like Diplomacy and Risk of course - people begin to take on airs and behave in a self-consciously "ruler"-ish sort of a way (usually with their tongues firmly planted in their cheeks), or make threats to one another and talk with funny accents. I'm sure you've all experienced this.

But it also happens with games which are more abstract, like, say, Monopoly and even Snakes and Ladders - any sort of leisure pursuit, I suppose, which requires some level of investment in a character, counter, or other physical representation of some kind. (You can't really imagine it with a genuinely abstract game like Go, Backgammon or Poker...) Immediately the little toy iron or piece of plastic that acts as your avatar takes on a kind of personality of its own, and suddenly you feel as if you really are travelling around an early 20th Century London buying houses on Regent Street or climbing up a ladder to beat your spouse in a race to the prize.

Given the historical connections between role playing and wargaming, we shouldn't be surprised to discover that wargames elicit the urge to role play very readily. This is something I've noticed a lot of during my career as a Steel Panthers: World at War PBEM player. Not content to merely trade insults or commentary on battles as they develop, I've discovered that most opponents very readily engage in fantastical accounts in which they are a battalion commander on the Eastern Front (or wherever), communicating with their troops and often coming up with highly detailed and entertaining fictional After Action Reports of their encounters. In their email exchanges they pretend to be SS or NKVD officers issuing humorous, over-the-top commands to take no prisoners, or British majors twiddling moustaches and swilling port. The roots of our hobby are very clear in these exchanges; the gap between pretending to be a Red Army colonel advocating death for those who retreat, and between pretending to be a Red Army colonel on a secret mission with a close group of comrades is very small. The only thing separating the two is, in the end, scale and rules.

In light of this one begins to suspect that the development of role playing games was inevitable once wargames became popular. I'm reminded of that old saying that, given the achievements of Newton, Einstein and Da Vinci, you would choose the latter as more important, because somebody somewhere would have eventually made the discoveries of the former two whereas the latter's were by definition unique. In a similar way, though Gygax and Arneson et al have to be commended for their creations, somebody else in the wargaming community, given the nature of gaming in general and wargaming in particular, would likely have come up with them sooner or later. Though obviously in a very different form.

Sunday, 24 October 2010

It's like a zen thing, man

If a tree falls in the forest and there is nobody to hear it, does it make a sound? And, Tigerlilly, if a GM relocates NPCs, locations or encounters from one part of a hex map that he has a good idea the PCs will never go to, to one they will, is his sandbox really a sandbox, or is it merely a railroad in disguise?

These are the thoughts occupying my mind this Sunday.

Tuesday, 3 August 2010

The Creativity of Constraint

Regular readers will know that China Mieville is kind of an obsession round these parts. It's not deliberate; the guy just insists on saying provocative things that he knows I'll want to comment on. At the gym just now I was listening to his interview on The City and The City, in which he talks at some length about how genre constraints and rules are not in fact barriers to creativity but, on the contrary, spur it. Working around strict tropes and genre expectations forces, in some respects, ever greater leaps of imagination in the drive for something new. (Of course, being a total pseud, like me, he mostly ended up talking about the Oulipo school.)

This is something I can identify with, as it's true of all the RPGs I really enjoy. Being constrained by either expectation (e.g., it's D&D so there will be a dungeon) or starting point (e.g., it's D&D so you can be a fighter, a wizard, a cleric, a dwarf, or an elf) forces both players and DMs to continually re-invent, rejig, and genuflect their games and characters in ways in which a blank slate somehow could not. (At least in theory. There are of course plenty of players who end up being Bob the Fighter in every game.) If you're playing D&D and you know therefore there are to be dungeons, you put in the extra effort to make those dungeons unique and interesting so they don't come across as old. If you're playing D&D so you know you're going to end up being the cleric, you invent some weird and wonderful new deity, religion and trappings to keep things fresh.

RPGs accomplish creativity through constraint in three different ways:
  • The Warhammer Fantasy Roleplay Model. This uses hardcore randomness in character generation to force players into boxes they weren't expecting to be put inside. They then have to shape their character on unsure and unexpected footing.
  • The BECMI D&D Model. This allows some choice of role, but the roles are highly rigid archetypes that allow for little variation. This forces players to come up with cosmetic and character-based variety; if you have to be an elf you're going to play an elf who is scared of water, whose culture is modelled on Turkish horse nomads.
  • The Pendragon Model. This is the ultimate in constraint: in its purest form Pendragon insists that the players will all without exception take on the role of squires about to be knighted and taken into the service of King Uther (or King Arthur). Players therefore come up with highly creative means of distinguishing themselves from each other in looks, personality, abilities and history.
Generic games like GURPS, the HERO system, Savage Worlds and so forth therefore leave me somewhat cold. The vast blank canvasses they provide often intimidate and confuse. Better to restrict, better to constrain, better to make lack of options the spark.

Wednesday, 19 May 2010

Why Everyone Should Have 3d6 For Stats

Following on from discussions here and here, I've been thinking about stats. Specifically: what is the relationship between stats and social status in a quasi-medieval society? Are all peasants cursed by their poor upbringing to a lifetime of dimwittedness and ill-health? Do all kings make the best use of the opportunities available to them and become highly educated and physically perfect? Does genetic inheritance limit ones horizons and capacity for social advancement?

I've written before about epistemic arrogance, and one of my pet peeves in life is the tendency towards know-it-all-ism on the part of academics, journalists and political commentators. (To hear talking heads rambling on about the future of the global economy - as if something that complicated is within the grasp of one mind to understand.) In fact, human society is grotesquely, exhuberantly, vastly, incomprehensibly complex. So much so that great thinkers from Weber to Marx to Luhmann have devoted their entire lives to attempting to explain how it works, and failed. The more you burrow into it the vaster it appears, and it grows, tardis-like, in complexity with each layer of its onion that you peel. The idea that one could make statements about "serfs" and "labourers" and "artisans" and "merchants" (or whatever social strata you care to name) as single discrete units with defined characteristics, other than those that are very simple and banal (e.g. labourers perform labour, merchants sell things) is hopelessly misguided.

What rolling 3d6 for stats for everybody (arranging to taste) in a given society does, is reflect great complexity in its beautiful simplicity. It denies that we can map social status to ability in any coherent way, and instead allows us to represent the fact that we can never really predict human ability by social class, beyond what we know by common sense (labourers perform labour and will therefore likely be strong, etc.). We can't expect that kings, guildmasters, priests and marshalls will have higher-than-average stats across the board than merchants, fishermen and soldiers.

What 3d6-for-stats also does is allows the DM to riff. The party encounters an innkeeper; the DM rolls 3d6 for all his stats. One of the scores is 16; the DM has to put it somewhere and decides to put it in Intelligence. So the next questions are: Why is this bar-room genius an innkeeper, and is there more to him than meets the eye? What is his role in the village? And why isn't he doing something else? Next they come across a guildmaster who ends up with a host of crap scores, including an Intelligence of 8 and a Charisma of 5. How come this guy came to the position he is in; is he the tool of powers behind the scene, or is it due to nepotism?

There is great creative power in random generation, particularly random number generation, that is not adequately tapped into by players of D&D (and I include myself in this). Embrace randomness, my children, and discover the secret of everlasting life.

Tuesday, 9 March 2010

People at Story Games Get It

I've written before, if only in passing, on how the Old School Renaissance and the whole indie game/forge movement are really two sides of the same coin. This is true both in the nuts-and-bolts sense (both are all about DIY, Print-on-Demand, and Blog-o-centrism) and also philosophically (player agency and narrative control are central in both movements; the only difference being that games like Mountain Witch make narrative control explicit whereas with OD&D it's entirely implicit).

Further evidence of this can be found in this thread at story-games, which shows that people over there "get it" to a much greater degree than the herd at rpg.net. Here's a paragraph that bears quoting:

Also, about wanting to play a fighter and not getting a good Strength score... I know that my thinking's not that useful for most, as I don't exactly run D&D by the book, but why not just play a weak fighter? If I did the thing with ability minimums for class entrance (which I currently sort of do; some classes require a successful ability check, which is similar), I'd ensure that I also have a set of class options that have no minimums, and from which players could develop their characters into whatever they want them to be. So make that low-Strength guy a fighter, experience the suckyness and then fight your way out of it. From zero to hero, I say!

Couldn't have put it better myself. The obsession with optimization so prevalent on web forums is something that never fails to boggle my mind, not because it's couched in whiny and entitled terms (although it sometimes is) but because it's so godawfully boring.

Sunday, 21 February 2010

Law vs. Chaos, versus Good vs. Evil

Law vs. Chaos is an interesting concept - it reflects something about the nature of the universe which the Good vs. Evil dynamic doesn't, in my opinion. Good and Evil may or may not exist, depending on your worldview, but there's nothing particularly profound about the opposition between the two; it's essentially QED. Law vs. Chaos, on the other hand, hits on something deep and true about the lives of human beings.

That is, our lives as we live them are to all intents and purposes governed by Chaos. In the naivest terms, we never know, when we get up in the morning, what is going to happen that day; in the more complex sense, the world is governed by a multitude of random factors and quasi random factors (like the weather, which may not strictly be random because there is some method behind the system even if it is beyond our ken, but which is random in the only sense that matters - we can't really predict it) which make it impossible for us to adequately understand as a whole. This is true for the most banal situations (my train may be late tomorrow but I can never know in advance, and if nobody tells me why, it may as well have been because somebody rolled a dice and decided it should be so); it's also true for the most important ones (the economy, your own physical and mental health, earthquakes; we don't know why earthquakes happen when they do and we don't know why one smoker will develop lung cancer where another doesn't, so the reason may as well be randomness).

But the universe itself is a profoundly Lawful place; indeed it is the very essense of Lawfulness - this is why we talk about The Laws of Physics when we discuss the fundamental nature of things. Again, this is true in both very banal and very important senses. If I drop an apple and there is nothing to stop it, it will fall to the floor. If you add two to two you will get four. If you mix sodium and water you will get an explosion.

This dynamic - the interplay between Law and Chaos, Predictability and Randomness, Known and Unknown - also has more interesting philosophical dimensions than Good vs. Evil, because Law and Chaos are both neutral propositions. It doesn't make sense to say that Chaos is Bad, just because a sudden snowstorm delays your flight and makes you late for a meeting, because next year a sudden snowstorm might delay your flight and lead you to meet the love of your life. Similarly, it wouldn't make sense to curse the laws of physics and call them bad if somebody dropped an anvil from a sixth floor window onto your head - Damn you, Gravity! - because the laws of physics, indirectly, might be what save your life; knowing about them is what allowed human beings to construct the combustion engine and thus the ambulance that takes you to the hospital.

The idea that there might be Gods of Chaos and Gods of Law and that they are locked in conflict therefore doesn't strike me as a preposterous notion - it makes sense in my gut, because it reflects the nature of life as we know it. (To make it clear, I don't actually believe it to be the case; just, if somebody told me that people in Timbuktu did, I wouldn't find it counterintuitive.) There is such a thing as Law and there is such a thing as Chaos and they interact in all manner of ways, and it is a short step from there to the preposition that they are in dynamic conflict.

Good vs. Evil is a different kettle of fish. We know that we like Good better than Evil. More importantly, we also know that Evil is always what the other person is doing. I'm of the opinion that, objectively, some acts are Evil, but the perpetrators of those acts never think in those terms. The Final Solution didn't come about because the Nazis wanted to be Evil. It came about because the Nazis thought that Jewish people were Evil. The act itself was an Evil one, but it didn't arise from any diametric conflict between two fundamentally opposed philosophical schools - it wasn't about the Nazis fighting for the cause of Evil against Good. In their own twisted logic it was the opposite.

The idea of an explicit Good vs. Evil conflict in the world, then - that there are Gods of Good and Gods of Evil and that they battle for the cosmos - seems fundamentally ridiculous and unbelievable in a sense that Law vs. Chaos doesn't. Because what God, and what follower of a God, would explicitly campaign for the cause of "Evil"? It makes no sense; it's artificial; if you think about it for even a second it just doesn't seem like anything approaching a fit for how the world works and what motivates people.

Now, I can sense some of you forming an argument in your mind that goes something like this: "Good and Evil can still exist even if they don't have explicit proponents. Maybe Sauron doesn't believe he's Evil and thinks he's Good; that doesn't preclude the existence of Evil and a conflict between it and Good - Sauron is just mistaken." You're right of course. But I think you'll recognise my fundamental point, which is that followers of Law and Chaos (if they existed) would be able to announce, outright, that they are a Follower of Law or a Follower of Chaos in a way that makes sense, whereas nobody no matter how steeped in sin would ever be able to openly claim themselves a Follower of Evil and be believable as a person. This in my opinion makes Good vs. Evil a weak and artificial conflict of forces for a fantasy cosmology, and Law vs. Chaos a compelling and believable one.

Thursday, 11 February 2010

Four Pillars of a Genuine Big Bad Evil Guy

I'm not a huge fan of uber-powerful supervillains. You don't really need a bellowing voice, a throng of minions, blazing red eyes, an eight-foot tall frame and a spooky black costume to be a truly nasty Big Bad Evil Guy. The key elements are rather:

Sheer Malice

"I am the Elder King: Melkor, first and mightiest of all the Valar, who was before the world, and made it. The shadow of my purpose lies upon Arda, and all that is in it bends slowly and surely to my will.

But upon all whom you love my thought shall weigh as a cloud of Doom, and it shall bring them down into darkness and despair. Wherever they go, evil shall arise. Whenever they speak, their words shall bring ill counsel. Whatsoever they do shall turn against them. They shall die without hope, cursing both life and death."

- Morgoth, to Hurin, from "Narn i Hîn Húrin", Unfinished Tales


Disguise

Upon that ship which was cast highest and stood dry upon a hill there was a man, or one in man's shape, but greater than any even of the race of NĂşmenor in stature.

He stood upon the rock and said: "This is done as a sign of power. For I am Sauron the mighty, servant of the Strong" (wherein he spoke darkly). "I have come. Be glad, men of NĂşmenor, for I will take thy king to be my king, and the world shall be given into his hand."

- From "The Fall of Numenor", The Lost Road


Cunning

"[Sauron's] cunning motive is probably best expressed thus. To wean one of the God-fearing from their allegiance it is best to propound another unseen object of allegiance and another hope of benefits; propound to him a Lord who will sanction what he desires and not forbid it. Sauron, apparently a defeated rival for world-power, now a mere hostage, can hardly propound himself; but as the former servant and disciple of Melkor, the worship of Melkor will raise him from hostage to high priest."

- J. R. R. Tolkien, Morgoth's Ring


Freedom

6 One day the angels came to present themselves before the LORD, and Satan also came with them. 7 The LORD said to Satan, "Where have you come from?"

Satan answered the LORD, "From roaming through the earth and going back and forth in it."

- Job 1:6, 7, NIV

The rest is just razzmatazz.