Monday, November 28, 2011

My reading project continues, pt.2

As my gaming exile continues, my effort to read all the sci-fi classics that I have missed proceeds according to schedule. This month, I have finished two '50s-era novels which couldn't be more different, A Canticle for Leibowitz by Walter Miller and I, Robot by Isaac Asimov.


Certainly the more literary of the two offerings, A Canticle for Leibowitz chronicles a thousand years of history as it relates to a monastery in the American southwest centuries after a global nuclear war. Divided in three parts, corresponding approximately to the Dark Ages, the Renaissance and the Modern era, the book explores the cyclical nature of history and the conflict between faith and reason. While not exactly a page-turner, Canticle is clearly an important work in science-fiction. Many of the tropes we've come to expect in the post-apocalyptic genre were clearly articulated first in this book. Interestingly, A Canticle for Leibowitz was the only novel Miller published in his lifetime. A follow-up, Saint Leibowitz and the Wild Horse Woman was released posthumously, nearly four decades later.


Asimov's I, Robot is more appropriately described as a short story anthology, although each story is presented in a linear chronology as a complete narrative through the reminiscences of a "robopsychologist" who participated in most of the events described. The narrative basically describes the history of robotics from the humble beginnings in the late 20th-century to a time in which robots basically run everything in the latter half of the 21st-century. Like Canticle, I, Robot is somewhat dated and, at times, a bit of a dry read. One amusing "Austin Powers" moment arose when the main character, fearing a rogue robot which had somehow broke out of its programming was hiding among a shipment of some 60 identical robots, recommended that the entire shipment be destroyed. Others in the company argued against it as it would cost the company TWO MILLION DOLLARS! So, in about 20 years the unit cost of a sentient robot will be roughly on par with a base model minivan. Still, I, Robot is, without question, an influential book, and if you can get past the fact that Wil Smith is prominently displayed on the cover these days (mercifully, it bears little resemblance the film), it's worth a read.

-Rognar-

Tuesday, November 22, 2011

A Pathfinder MMO....bold move or suicidal overreach?

As the gaming world breathlessly awaits what is grinding away behind closed doors at WotC, Paizo is taking advantage of the deafening silence to make some big moves. There was the release of the well-received Pathfinder Roleplaying Game: Beginner Box and now this! Now I know precisely squat about the business of online gaming, so others may correct me if I'm wrong, but I assume launching a new MMO would be the type of project that requires insane amounts of money. Paizo is a pretty big fish in a small pond, but they don't have Hasbro to bankroll their adventures. I wish them luck.

-Rognar-

Wednesday, November 09, 2011

Adventure Paths

Someone at the gaming table said something last weekend which echoed in my head. "I have this great idea for a character..." I have this problem all of the time. Pathfinder has so many options, many of them sound cool and there are tons that I'd like to try out. The problem is that we tend to play Adventure Paths. They take 6 months to a year to finish and we usually play one character for the duration. Kingmaker was close to a year and near the middle many of us introduced a second character to act as the "B" team when our original PCs were busy running the kingdom. Mainly this developed because we wanted to try other classes.

As we are currently just starting Book 2 of Carrion Crown, I expect us to be playing this campaign for at least another 2-3 months even though I intend to end things at Book 3. I've noticed the last couple adventure paths, the PCs have either been largely unaware of the meta plot or just haven't cared. If this is the case, why not just run Modules or the more self contained AP parts? We could play more characters, and let our ADD shine through. Derobane can play even more crazy characters.

Just tossing that out there.

Tuesday, November 01, 2011

My reading project continues



I have finally completed the Hyperion Cantos by Dan Simmons, all 2300 pages of it. I won't go into details of the story, as there is a thorough synopsis on Wikipedia for anyone who is interested. However, I will say that I enjoyed the first two books, Hyperion and The Fall of Hyperion more than the last two, Endymion and The Rise of Endymion. Although comprising four books, the Hyperion Cantos is really two novels, each released in two parts. The two novels are separated in narrative time by almost three centuries. I would say that the first pair is pretty near perfect. The characters are deep and compelling and the story is impossible to set aside once you have immersed yourself in it. I simply couldn't put it down.

I can't say the second novel was quite as good. It was almost 300 pages longer than the first and it really felt like it. I confess that I didn't read the second book completely in the order in which it was written. About a third of the way through the second book (which would be the fourth book overall), I was beginning to feel so bogged down by what seemed a rather repetitive and overwritten plot about the messiah-like figure Aenea spreading her message and fleeing her pursuers that I skipped ahead and read the ending first. I did eventually return to where I'd left off and read the entire book, but upon completion, I never felt those initially skipped pages added much more to the narrative. I would suggest the author could have probably dispensed with a couple of hundred pages and not harmed the novel in any way. Having said all that, the entire series was extremely well-written and well-worth reading.

So, next on the agenda, I have the following titles queued up and ready to go:

A Canticle for Leibowitz - Walter M. Miller, Jr.
I, Robot - Isaac Asimov (yes, surprisingly, I've never read it)
The Book of the New Sun - Gene Wolf
A Fire Upon the Deep - Vernor Vinge

I'll definitely need to take a break after that.

-Rognar-

Thursday, October 27, 2011

Rappan Athuk for Pathfinder

I never played the classic original megadungeon for D&D 3.5, even though I did buy the pdfs for a song a while back. That may change next year as Frog God Games has announced that Rappan Athuk will be released for Pathfinder in 2012. The release is described thusly:

Weighing in with over 50 dungeon levels and dozens of wilderness areas, Rappan Athuk will be released next summer as a hardbound, library-stitched book in both Pathfinder and Swords and Wizardry formats. The book contains 18 more levels even than Rappan Athuk Reloaded, as well as the outdoor adventures supporting them. I am also working on a leather cover (or faux leather) for thebinding.

This thing is truly the granddaddy of all dungeons. It represents years of play testing, years of adventure, and hundreds of player character deaths. Many parts of my campaign that have transpired over the years are included in its pagesfrom the dead remains of fallen heroes, to marks left on walls, to cryptic scribblings left by lost or dying adventurers.

Just like the dungeons of the early 1970s played by Gary Gygax and Dave Arneson, Rappan Athuk is like a living being, big enough to be used for thousands of hours of play. From the Goblin city of Greznek to the Hall of the Titan Cyclops, from the Well of Zelkor to the Mithril gates, and from the Well of Agamemnon to the Abyssal pocket-plain and to the throne of Orcus himself—this terrifying place will create memorable experiences for all players and Game Masters.

This Tome represents the completed manuscript, including the wilderness surrounding the dungeon, three villages nearby, and the dreaded Temple of Tsathogga, where the sinister, evil priests of the frog-demon seek dark secrets and dark powers lost when the army of light destroyed the temple of Orcus at the site.

This book will be available for pre-order in March or April 2012. Retail price and page count are still to be determined (though it will probably be about $125 and 1000 pages or so). The pre-ordered copies will contain bonus material as a pdf enhancement that were cut from the final manuscript and will not be available after the pre-order period ends.


The estimated price point of $125 for 1000 pgs. compares favourably to a typical Pathfinder adventure path and given the relative scarcity of interesting product coming out over the last year, I see this an investment I can easily justify.

Maybe I'll go now have have a look at those pdfs and see what kind of misery I can inflict on my players.

-Rognar-

Monday, October 24, 2011

Rippin' on...scary monsters!

Just in time for Halloween, Zack and Steve reveal D&D's scariest monsters.

Scary Monsters

-Rognar-

Saturday, October 15, 2011

The Campaign Continues

After a bit of a break we finally got to play session 2 last night. Strange happenings continue in Ravengro and more and more clues point to the old haunted prison Harrowstone just outside of town. Second Level brought another chance to retry a bunch of skill checks that went poorly the first time and were met with much more success this time. The PCs began to piece things together and after learning a bit more about what they'd be facing, made a second attempt on the prison. Avoiding the areas they explored the first time (and were forced to retreat from), the PC discovered an entrance into the prison's dungeon. Fighting off numerous spirits and undead, they eventually uncovered a secret tunnel leading from one of the prisons wings to a wing that they'd been unable to access. However the tunnel contained a grey ooze which nearly killed the party's paladin and alchemist. Resources exhausted, the party has once again retreated back to town. One of the prison's main haunts has been defeated but 4 remain.

This has been a great adventure so far. It has a good mix of role-playing and combat with some very unconventional enemies. Its always a tough time with mysteries - you don't want to just hand out clues and at the same time the PCs can't get too frustrated. So far everyone seems to be having a good time. I think I will designate a map cleaner next time as I received some feedback after the session that I should map out more of the rooms. That's find, I don't mind mapping the rooms out - its cleaning the board off afterwards that bugs me. I find it interrupts my flow so let's delegate the task out! Any takers?

Tuesday, October 11, 2011

Wizard vs Sorcerer - the solution!

Maybe it's a legacy of 3.5 but I've always preferred the wizard over the sorcerer. Wizards get a new spells level one level earlier, know more spells, and if they leave slots empty can fill the gaps with utility spells mid day. Wizards also have better school powers then sorcerer's bloodlines. Sorcerers get only 2-3 skills so they even have trouble acting as the party face since after you've covered Perception and Spellcraft, and are tempted by the ever awesome Use Magic Device, there aren't any skill points left. Bards are, hands down, the best choice as party face.

Wizards aren't all sunshine and rainbows either. While they get spells earlier, in order to be even slightly competitive with a sorcerer's spells per level, a wizard must specialize. This greatly restricts what spells you can cast. Sure you can still memorize them but it requires 2 slots/forbidden spell, defeating the point of specializing in the first place. There is the issue of having a spell book - best hope your DM isn't a dick and likes to mess with it, and that you have to prepare your spells ahead of time. This isn't the end of the world because most people pick out the best spells from each level and prepare those over and over, and carry the rest as scrolls or leave spell slots empty.

I have finally found a solution to this quandary. In Ultimate Magic, the Wildblooded archetype was introduced which allowed for mutated versions of the standard Bloodlines. The Sage is a mutated form of the Arcana bloodlines and solves many of my main issues with sorcerers. All of a Sage's abilities key off Intelligence and not Charisma. They even get a few extra spells known. The only missing piece is that you have to play a Human and choose the Known Spell favored class bonus. With this combo you'll have 6-7 spells known for each level excluding your top 2 spells levels (so roughly what a wizard would have based on my previous wizards) but you get about 2 extra spells/day/spell level. It like getting some of the best perks from each class. About the only thing missing is a wizard's spell access rate. The sorcerer's skill selection rather sucks too I suppose but this can be mitigated slightly by traits, and it won't make a huge difference overall anyway.

Alas, this is another character build that sits in my head along with the Zen Archer, the Debuff Cleric, the Come and Get Me barbarian, and the Dirge Bard. Actually this would be a pretty sweet party.

As an aside the Sohei monk is the first monk archetype I've found that can almost keep pace with the full bab classes in melee combat.

Monday, October 10, 2011

My reading project

For personal reasons, I anticipate being absent from my regular gaming activities for at least the next few months. It's unfortunate, but it does afford me the opportunity to do some recreational reading, something I haven't been able to do for several years (unless one considers reading Dr. Seuss stories to pre-schoolers recreational). At just the right time, out comes the NPR Top 100 Science-fiction and Fantasy Books list. I've read about one-third of the books/series on the list, so I figure it's about time I jumped into the rest, especially the SF books. First on my list, #51 - The Hyperion Cantos. I completed the first book, Hyperion in about a week and I'm now roughly a third of the way through the conclusion, The Fall of Hyperion. Endymion and The Rise of Endymion are in the pipeline and ready to go. At the rate I'm going, I figure to be through the complete series by mid-November. I will have a more complete report of my thoughts at that time. My initial impressions, the books are, not surprisingly, extremely well-written. The main characters are deep and the trials they face elicit genuine emotion in the reader. As a parent, the odyssey of Sol Weintraub and his daughter, Rachel, is particularly poignant (and, at times, gut-wrenching) for me. My only criticism, on the other hand, relates to the "illness" that befalls Rachel. I won't go into details, but suffice to say, I felt it was a bit contrived and strayed far beyond my concept of science-fiction and deeply into the realm of fantasy. Still, as a plot device, it was powerful and I find myself deeply invested in that particular subplot.

What's next after The Hyperion Cantos? Well, I just picked up a copy of A Canticle for Leibowitz, a classic that's older than I am. I always meant to read it, but never got around to it. Now's my chance.

-Rognar-

Thursday, October 06, 2011

Rippin' on...whaaaa?

Zack and Steve at SomethingAwful.com have finally stumped me, bringing out an '80s game I'd never heard of. No doubt, Cyborg Commando must have been a real stinker to be so obscure, but man, what a design team!

Cyborg Commando

-Rognar-

Tuesday, October 04, 2011

Wheel of Time

And so my epic odyssey begins. I am going to read the entire Wheel of Time series from beginning to the very end. All 15,000 or so pages of it. At my standard reading pace I should be finished by the end of April which is perfect since the last book is due out in April sometime.

I know what I'm doing this winter.

Saturday, October 01, 2011

Xanesha


For anyone that plans to play Paizo's AP Rise of the Runelords. Please leave now as the post below is full of spoilers.



There is a boss in RotRL that is crazy powerful. She has several abilities that synergize well, her lair is well defended and the terrain favors her a great deal. Officially she is CR 10 vs a party of level 7 but with her gear and the terrain, she is much much harder. Reading the paizo boards, there are innumerable entries on the TPKs Xanesha has caused. I have always wondered: I game with a bunch of smart guys that min/max pretty well. Could we beat her as written?

We had a slight shortage of players last week end so I had our 4 remaining players show up with characters ready to go. They only had a vague idea what they were up against but everyone was rather combat focused. They made short work of the golem at the base of the clock tower. The paladin smited him down quickly. Climbing the tower proved to be tricky. Everyone thought the bell trap was awesome and although it smacked the sorceror, he was ready with feather fall. The cultists at the top of the tower proved to be rather ineffective but the noise of the battle would alert the next encounter.

The rogue was able to scurry up the scaffolding without being spotted by the now airborne Xanesha but the paladin would not be so fortunate. The image of a demon distracted the PCs for 2 rounds allowing Xanesha to buff further. She then landed on the rooftop to prevent the cleric and sorcerer on the lower floor from targeting her. The paladin and Xanesha traded blows and the rogue sneaked in a blow or two as well. Although the paladin had hot dice, so did the DM and the paladin fell to a massive critical hit. With the only PC who been able to really hurt Xanesha dead, the PCs tried a few different things, but her AC and spell resistance made her really hard to affect.

It was a bit of a stand off, Xanesha slowly healing herself from the massive damage the paladin had done, and the remaining PCs trying to figure out what to do. They finally decided that retreat would be the best tactic. They almost got away but the cleric blew his save vs her Charm and was left behind to his doom.

For the deadliness of the encounter 2 dead PCs out of 4 PCs is pretty good. In a campaign, Xanesha would have known about the PCs and adjusted her tactics accordingly. I forgot that part of the rooftop was covered in a Silence spell. The PCs made a few critical saves and the paladin got two critical hits on her.

There is good reason she'll be redone for the re-release of the AP next year. She is just way too difficult. She has an opportunity to pre-buff making her AC sky high, she has good SR, excellent saving throws, and a crapton of hitpoints.. The only way I can see her being beaten is with an archer, a paladin, a wizard who gets lucky with a couple dispel magics, and a cleric who tries to keep everyone alive. If the tower is properly scouted, that would also make the fight easier. Retreat was a good solution. If everyone had been equipped with flight, the who battle dynamic would have changed.

I like to see the retreat tactic used. I know that we (as players) don't use it very often. In our current campaign Carrion Crown, the (low-level) party was faced with an enemy that they could not hurt. Eventually the party retreated back to town to pick up some more supplies (and follow a different plot thread).

Wednesday, September 21, 2011

Monte Cook returns to the fold

The big bear has come out of hibernation, it seems. In this case, the bear is WotC and it's hungry. Seeing the upstart Paizo eating its lunch for the last year or so, WotC has decided to bring some gaming royalty onboard to reinvigorate the brand. Monte Cook is joining the D&D R&D department. It's on!

-Rognar-

Tuesday, September 20, 2011

What am I reading?

I check the blog daily to see if anything is going on and since its been a while since we've posted anything, it is time.

Two weeks ago we started a new campaign. Everyone is playing their new characters to the hilt and is eager to get back into the swing of things after taking most of August off. We'll be enjoying a small interlude as I attempt a TPK using a rather over-powered boss from an adventure path we have yet to play (we're missing people this weekend).

I continue to zip through novels. In the last couple months I've read about half of Michael Moorcock's Elric books, and the first Chronicles of Amber. I quite enjoyed the first one but I put the second Chronicles down about half way through book 2 (or book 7) and never picked it back up. Not sure why I didn't like the second as much. It just had a very different feel from the first series and I didn't get into it as much.

My grand plan is to read the entire Wheel of time series start to finish. The last time I did it was about 10 years ago which involved reading parts 1-10. With the final book being released in April, I figure it will take about 6-7 months to read the first 13 volumes again. I have yet to read part 13. What to read until I start my Odyssey in October? Poking through my digital book collection, I discovered that I had Brandon Sanderson's Mistborn series. It seemed logical that since he was finishing the Wheel of Time I should check it out.

I am pleasantly surprised. The first book was very enjoyable and I'm constantly trying to find time to work on book 2. The world is logical but mysterious, the "magic" systems make sense, and he writes interesting and realistic characters. The plots are well laid out and make sense, the point of views are easy to follow and he has good pacing. I'm always a bit apprehensive starting a new series because I tend to try to stick it out even when they are almost unreadable (I'm looking at you Steven Erikson). But at the mid point of book 2, I'm still quite happy with my decision to read them and I can honestly say I'm not really sure where he's going to take the series. I highly recommend it.

Friday, September 09, 2011

Narrativism...is that how it works?

I have never given much thought to the GNS Theory or the Threefold Model or any other theory related to rpg design, for two reasons. One, I don't care. My sole criteria for buying a game is how much fun I think it will be. Typically, I go for games with well-developed rules for combat (as I likes me some hackin' an' slashin') and lots of options for character building. A cool game setting helps too. The other reason is that I've never had a clear understanding of the different components of the models. I have a pretty good idea what Gamism is, largely because the classic example of Gamism is D&D in all its iterations. Typically, we talk about rpgs being non-competitive. There are no winners or losers. Compared to boardgames or CCGs, that's true. But clearly, games like D&D are competitive. You don't compete against your fellow players, but you do compete against the world controlled by the DM. Victory is achieved by gaining treasure or levels or in-game objectives, while defeat typically means character death. So, having established that rpgs like D&D are competitive, the gamism comes into play with issues such as game balance and setting victory conditions. Now sit down, you OSR guys. I played old-school D&D and there most certainly was game balance. Monsters were defined by level and typically, the deeper underground you ventured, the deadlier the monsters became. Game balance wasn't as strictly defined as it would become in later editions, but players still knew that they wouldn't face an ancient red dragon in the first level of the dungeon.

Likewise, I sort of understand what Simulationism means, although the definition seems a bit fuzzy when applied to modern games. Basically, simulationist games try to model the reality of the game world as accurately as possible. In older games, this typically meant modelling reality itself. For example, RuneQuest was more simulationist than D&D because it had hit location tables and armour-as-damage-reduction and other aspects which made combat more realistic (and more deadly). However, the broader definition means modelling a reality defined by the setting. If you had a game based on cartoon physics, for example, you would have to include rules that accurately model the fact that you don't fall after running off a cliff until you notice that you have done so.

Where the GNS Theory really breaks down for me is Narrativism. I have read the definition on Wikipedia and the best I could distill from the verbal diarrhea is that narrativism is role-playing, you know, all the stuff we do between fights. Deciding that your elven character doesn't like dwarves, knowing full well your buddy is going to play a dwarf, then playing up the conflict, that's narrativism. By this definition, every damn role-playing game ever written is narrativist, making it a fairly unhelpful term for defining game design characteristics. Now, there are games like Vampire: The Masquerade which are described as narrativist, or, I suppose, more narrativist than every other narrativist game. So, I assumed that meant you spend less time throwing dice and more time talking about your character's alienation. However, I have recently uncovered some information which suggests to me there is something more to narrativism than I thought. Reading up on the HeroQuest rpg from Moon Design (under license from Issaries), I found this little tidbit regarding the narrativist aspect of the game:

The game's mechanics are focused on quick resolution; Contests are resolved by comparing the results of two twenty sided dice, each tied to a character ability chosen by players and/or narrator. After the die roll, the participants work together to interpret the outcome in story terms.

So, apparently narrativism actually impacts game mechanics and conflict resolution and does it in the most pablum-spewing, self-esteem-building, non-confrontational way possible. It's like playtime at pre-school where everyone wins and ribbons are awarded for participation. Maybe I'm interpreting this wrong. Help me out, Storytellers and indie gamers, what does narrativism mean to you?

And please remember, I'm a science guy, so use small words.

-Rognar-

Thursday, September 08, 2011

Balkanization of the rpg industry, pt.2

My previous post on the fragmentation of the tabletop rpg industry was picked up in this post over at one of my favourite gaming blogs, Whitehall ParaIndustries (someday I'll work up the courage to ask what the name means). Gleichman and I are in general agreement about the state of the industry, although I sense he is somewhat more pessimistic than I. However, we disagree about the relative importance of the D&D edition wars to the overall state of things. I actually believe the divergence of D&D 3.5/Pathfinder and D&D 4e is, on the whole, beneficial to the industry. I don't believe the rpg industry lost very many customers as a result of this. D&D fanboys got a whole new line of gamebooks to buy with the emergence of 4th ed. People like me, who were more or less satisfied with D&D 3.5 got Pathfinder. The beauty of Pathfinder is that for many gamers who didn't feel the need to either move to 4e or the Pathfinder Role-Playing Game, they could still purchase the adventure paths and use them with their old D&D 3.5 rules with only a small amount of tweaking. As a result, you have D&D 4e fans, Pathfinder fans and D&D 3.x fans still spending money on game materials.

This brings us to the OSR. I think the big question that needs to be asked is when did these guys drop out? Gleichman believes this exodus resulted from the release of D&D 4e. That doesn't ring true to me. Sure, the OSR movement seemed to coalesce sometime around 2008, judging from the start dates of many of the most high-profile old-school blogs, but these guys seem no more enamoured with 3e than 4e. If the OSR is a response to 4e, why scurry all the way back to '74 or '77? No, it appears more likely that the old school guys were lost to the rpg industry for much longer and there is not much the industry could do to keep them spending. The one big mistake WotC did make with respect to the grognards was to remove the old edition pdfs from circulation. Selling out-of-print games doesn't keep game designers employed, but giving up an easy revenue stream makes no damn business sense whatsoever.

So where do I think we're heading? Well, I think eventually WotC will abandon the traditional tabletop rpg industry altogether, leaving Pathfinder and maybe Warhammer as the flagship games. The Dungeons & Dragons brand still has some value, so I think it will still exist in some form. The real carnage I think will happen among the second teir companies. There are simply too many of them selling too many products to a market that is not growing. Many of the casualties will probably not die completely, but will contract into one- or two-man operations selling pdfs and POD or turn into living dead companies like Palladium Books, selling one popular game over and over again to a small, but fanatical following. The industry won't die, but nobody is going to get rich either.

-Rognar-

Tuesday, September 06, 2011

Balkanization of the rpg industry

When I started playing tabletop rpgs back in 1981, there were only a handful of games that anybody ever played in my little corner of the North American continent. Most everybody played something from TSR as their main game, be it AD&D, Basic D&D, Gamma World, Star Frontiers or something more fringe like Boot Hill. Some people played Traveller, although I never knew any personally. A few adventurous types even dabbled in games from Chaosium or FGU, but you typically had to go to conventions to try them out.

Of course, we all knew about other games like Original D&D or Empire of the Petal Throne, but they were really more myth than reality. Even back then, a set of the OD&D books would have been something akin to a hockey stick used by Rocket Richard, more of an heirloom than something you would take out to the local rink for a game of shinny. Other games like GURPS or MERP which would garner a lot of attention were still a few years away.

I mention this because in gaming circles, the early '80s are often described as the golden age of tabletop role-playing. It seems, the trpg community has been wringing its hands in existential dread ever since. Every new development, from the parting of ways between Gygax and TSR to the rise of CCGs to the demise of TSR and the emergence of online gaming has been greeted with a new round of doomsaying. Now, I agree with those who say the tabletop rpg industry is in decline, but I don't think any of the reasons usually cited are responsible. I think the big problem is fragmentation of the market. I'm not talking about the OSR and the edition wars here. The OSR guys have their own little thing going on and good for them. As for the WotC v. Paizo melee, both are big enough to nourish the industry and a little healthy competition is good for both companies. No, I'm really talking about the second tier of game publishers. The most egregious example is what is currently going on with RuneQuest.

Back in the day, RuneQuest, released in 1978, was a pretty popular game in some quarters. Not D&D popular, but it held its own and allowed Chaosium to become a major player, especially with the 1981 releases of Call of Cthulhu and Stormbringer. The Basic RolePlaying system used by Chaosium today is based on the d100 game mechanic developed for RuneQuest. In the early editions, RuneQuest was intimately tied to the Glorantha setting, but in 1984, a new edition (3rd ed.) published by Avalon Hill, broke that connection and the game went into decline. Eventually, Greg Stafford, the original designer of Glorantha, reacquired the rights to RuneQuest under his own company, Issaries. Issaries later licensed both RuneQuest and Glorantha to Mongoose, which released two editions, the second of which is, in my humble opinion, the single best-designed tabletop role-playing game ruleset ever devised. It should be noted that Issaries also publishes another game, called HeroQuest, which is mechanically very different from RuneQuest, but which also uses the Glorantha setting (confused yet?).

Jump ahead to 2011, Mongoose has just ended its licensing agreement with Issaries (note, by this time, Chaosium is completely out of the picture). However, it is justifiably proud of its MRQII rules and wants to continue to support them. Enter Legend, a rebranded version of Mongoose RuneQuest II. Interestingly, Mongoose owns the rights to the Stormbringer license, having acquired them from Chaosium in 2007, so for a few years, Stormbringer, renamed the Elric of Melniboné Role-Roleplaying Game, and RuneQuest were reunited using the same ruleset. Anyway, we now throw in another monkeywrench. Peter Nash and Lawrence Whitaker, the two game designers most intimately associated with MRQII, have left Mongoose to form their own company called the Design Mechanism and wouldn't you know it, they promptly acquired the rights to RuneQuest and Glorantha with the intention of releasing RuneQuest 6 next year. Meanwhile, Mongoose, has several IPs, Deus Vult, Wraith Recon, Age of Treason and Elric of Melniboné that all use the Legend game engine. With that many properties, chances are none are going to get the support they deserve. Indeed, based on the release schedule Mongoose recently put up on their site, it looks like the newly-published Age of Treason campaign setting may be left to wither on the vine.

So, what is the point I'm trying to make here? I think I represent pretty much an ideal customer when it comes to the gaming industry. Tabletop rpgs are my primary hobby. I don't own an Xbox or a World of Warcraft account. I've played Magic: The Gathering once and even that was with a borrowed deck. I go to maybe five movies a year. But I spend a lot of money on games, many I will probably never play. I am the kind of customer a game publisher wants to keep happy. What the rpg industry doesn't want to do is to confuse the hell out of me! Almost every game I have invested heavily in over the last few years has gone through some kind of similar trauma to that described above. CthulhuTech, Cthonian Stars, Eclipse Phase, d20 Modern, Septimus, an endless litany of failures and lack of support, some terminal, some temporary, but in every case, I stopped buying the game. Only the Star Wars Saga Edition (and, of course, Pathfinder) managed to survive to what I considered an appropriate conclusion and I bought every single book. What I'm saying is, please gaming industry, show me some commitment. I wouldn't buy a car if I thought the automaker was going to hand off the model to another company which would completely redesign it and stop making parts that fit my vehicle. Likewise, I don't want to invest in a game if I think the company is going to abandon it half-finished.

-Rognar-

Ed. note: The real reason for this post, I just bought Age of Treason and it looks there won't be any supplements for it in the next 10 months at least. I am not amused.

Sunday, September 04, 2011

Myth-A-Con Gaming Report, 2011



For 40 bucks, I was able to attend a three day gaming convention in Calgary called Myth-A-Con. I only spent two of the three days because that's about all I can handle in a single weekend. I constantly ate food (awesome hamburgers, sub-par baked goods) and rolled dice for roughly 20 hours of gaming. Here is a report on the new gaming systems that I tried.


Shadowrun: Awesome genre. I loved the mesh between magic and technology. It was awesome to be in the middle of a gang war. The rolling mechanic was a little bit bulky with all the 6 siders, but it was not really a hindrance to the game. Bruce was a really good DM for this one. No minis were used; it was all old-school in your head combat. I played a car thief that had an awesome van with a mounted heavy machine gun. Yeah, we did a totally cool drive-by shooting and threw a captured orc gangbanger out of the speeding van.


Savage Worlds: This version of Savage Worlds was set in the 1930s. It was sort of an Indiana Jones/ Mummy type of setting. The DM (Mike?) was pretty good. He knew the game system and was able to add lots of flare to make the game believable. The game system was all exploding d6s. You only get 4 hits until you die, but you can use little story points as re-rolls to help you survive gun shots and crocodile attacks. I liked the exploding dice but I thought the system was a little bit bulky. We used little miniature paper cutouts and a little photocopied grid to roughly show the position of our guys for combat. Very cool genre, so-so game mechanics. I played Buck, a sexist, over-the-top man's man that led an expedition to the rain forest to snatch a gem from the natives.


Dresdin Files: I wish I could make a better judgment on this system, but the person running the game didn't really know what they were doing. Very disappointing. The genre was really cool, though. Vampires, undead, demons and that sort of thing running around the modern world. I played an emo-kid that wanted to turn into a white vampire that fed off of depression. At least it was fun to play an emo kid. I modeled the kid after the South Park goth kids. The DM used dice and a piece of paper to roughly position our pcs for combat. The system used a cool and very simple system for resolving combat: 1-2= fail, 3-4= nothing, 5-6= success. Successes cancel failures and viceversa. I need to play this game with an experienced GM to really get a better feel for it.


Eclipse Phase: This was the coolest game at the con. I loved the simple percentile dice system. I loved the genre, BIGTIME. I played a computer hacker that was working for a major corporation and got to hack elevators, security doors, cameras, and other high-tech thingys. I think I have found my new favorite role-playing game for space D&D. The DM was fantastic. No minis were used. This was all old-school in-your-mind combat. Cant's say enough good things about this game. Please go to http://eclipsephase.com to check this game out.


Legend of the Five Rings: I am a sucker for Asian themed games so this one was instantly appealing to me. The GM was really good at building intrigue and was really good at promoting role-playing by giving out pre-gens that had certain quirks and mandates. I played a samurai retainer that needed to protect another PC, was jealous of another PC, and despised other PCs. Role-playing in this event was a lot of fun. Combat in Lot5R is all 10 sided dice that explode. The exploding thing is really fun, but the system is really bulky. Hit points are complicated and counting up 9d10 with 7 players in the party made for very slow combat. Combat was all old-school in-your-mind. The DM was quite good, but sort of evil. We failed in our quest, and he put the blame of the failure squarely on the shoulders of on poor PC.

Playing these games over the weekend was really a terrific experience. I got to know a bunch of new people, and learn lots of new games. I also learned that I put way too much emphasis on tactics and miniature combat in my homegames. I love combat with the guys, but doing so much role-playing this weekend reminds me of the pleasures of role-playing, mystery solving and creative, critical thinking. I will surely be adding more of these elements to my home games.

Saturday, September 03, 2011

Rippin' on Changeling: The Dreaming

Zack and Steve are back and ready to revisit the World of Darkness. Aww, Changeling: The Dreaming, how adorable.

Changeling: The Dreaming

-Rognar-

Friday, September 02, 2011

Age of Treason campaign setting for MRQII/Legend


Mongoose recently terminated its license to produce RuneQuest and any related Gloranthan material. However, it is still quite happy with the MRQII rules and intends to continue supporting the game under the new brand Legend. The first product under the new branding (even the core rules aren't released yet) is Age of Treason - The Iron Simulacrum campaign setting. Age of Treason centers around the Taskan Empire, a collection of city-states with a decidedly Roman flavour. Ruled by a God-Emperor, who has been in seclusion for centuries and speaks to his court through a golem-like entity known as the Iron Simulacrum, the Taskan Empire is a potent and enlightened nation at the height of its power. This is in contrast with the frequent fantasy rpg trope of a campaign world living in the shadow of an ancient golden age. The golden age of the Taskan Empire is now. However, as with all great empires, the fall begins long before it becomes apparent to all. Rivals from beyond her borders grow more confident, while would-be rulers from within grow restless and the masses, comfortable in their prosperity, are none the wiser. It is up to the player characters to battle the treasonous forces that seek to undermine the Empire...or perhaps, join them.

Age of Treason introduces a few new rules to distinguish it from the standard MRQII ruleset. Most obviously, Common Magic is no longer available to everyone. This was always controversial anyway, being a feature of the Glorantha campaign setting that elicited strong feelings on both sides. My own feeling is that magic should be rare. When every blacksmith and barmaid knows a few minor spells, it creates a feeling of magic as being mundane and ordinary. So, I'm gladdened by this change. Common Magic doesn't exist as a discrete type of magic in the campaign setting, rather being mixed in with other sources of power and cultural factors. The other major types of magic from MRQII, namely Divine Magic, Spirit Magic and Sorcery are all present, however. Another important change is the addition of a new characteristic, Social Status (SOC), in keeping with a general emphasis on intrigue and social interaction prevalent in the setting.

While it is generally expected that most players will be citizens of the Empire, other races are possible. Interestingly, there are only humans in this world, but some are so different from the mainstream that they might as well be different species'. For example, there is a brutal race of barbarians called the Orcs of Kasperan who practice human sacrifice on a massive scale to appease their vile gods. Although technically human, their physical appearance and brutal behaviour are certainly congruent with D&D-style orcs.

Religion in the setting is complex and integral to every aspect of the campaign. By virtue of being a citizen of the Empire, everyone has a Pact with the Imperial cult. However, there are other gods which characters may also form into Pacts with and, indeed, any character wanting to use Divine Magic will have to do this as the Emperor has not achieved full divinity and cannot grant spells. In keeping with the RuneQuest tradition, there are all manner of mystery cults and funeral clubs to join. All worship is understood to be transactional. A character agrees to worship a particular god, granting power to that divine being, in exchange for some measure of favour in the present and protection in the afterlife.

It's all pretty cool stuff and a bit of a departure from the standard fantasy campaign setting fare. The book itself is 200 pages, hardcover with all black-and-white interior art and fairly striking cover art. It includes a 70 page mini-campaign to get you started and sells for about $40. For fans of MRQII, it's a pretty solid investment.

-Rognar-