|
|
|
August 20th, 2008
11:36 am - D&D in Politics In a post on JohnMcCain.com Monday, staffer Michael Goldfarb posted a blog entry entitled "Smears the Left Can Fight For". (Via theRPGsite, Ben Smith, and boingboing)
The post claims, It may be typical of the pro-Obama Dungeons & Dragons crowd to disparage a fellow countryman's memory of war from the comfort of mom's basement, but most Americans have the humility and gratitude to respect and learn from the memories of men who suffered on behalf of others.
In an earlier McCain.com post titled "NYTimes Editors: Leave Obama Alone!", it described the NYTimes editors by saying "But in their new role as bloggers, the paper's editors seem to have all the intelligence and reason of the average Daily Kos diarist sitting at home in his mother's basement and ranting into the ether between games of dungeons and dragons." (Conservative blogger Ace of Spades claimed that Goldfarg privately apologized to him for that, quoting a tongue-in-cheek response.)
Setting aside the political side for a minute, it is notable that this perception of RPGs is still around -- at least on one side. I don't perceive that D&D players are particularly liberal. In demographics, they do tend towards higher education that correlates with Democratic party leanings -- but they are also strong in the Midwest regionally and to suburban rather than urban areas, which correlates with Republican party leanings.
I think the reference, though, isn't really an impression of D&D players -- but rather an attempt to label the opposing game as geeky losers. I had thought that with much of the mainstream eulogizing of Gary Gygax's passing that such cracks were behind us, but it seems the D&D (and by extension RPGs in general) still have that perception in fairly important circles.
ADDED: Also mentioned on Wired, with amusing comments.
|
August 17th, 2008
11:39 am - Indie RPG Award Winners Posted On Friday evening at GenCon Indy, Paul Tevis announced the winners of the 2007 Indie RPG Awards (for independent RPGs published in 2007). Many thanks to him for filling in at the last minute as MC for Jonathan Walton, who unfortunately could not make it. The winners and full comments are posted on the Indie RPG Awards site 2007 winners.
The quick summary is as follows:
Indie Game of the Year
Winner: Grey Ranks - 52 points First runner-up: REIGN - 29 points Second runner-up: Steal Away Jordan - 28 points Beast Hunters - 17 points Bliss Stage, Ignition Stage - 17 points Forward... To Adventure! - 16 points Classroom Deathmatch - 14 points Dirty Secrets - 10 points The Princess Game - 10 points The Committee for the Exploration of Mysteries - 9 points Fae Noir - 8 points Idyll: Romantic Fantasy - 6 points
Indie Supplement of the Year
Winner: The Blossoms are Falling - 77 points First runner-up: Cold City Companion - 44 points Second runner-up: Engines of War - 14 points Ave Molech - 13 points Elemental Gemstones - 6 points
Best Free Game
Winner: Classroom Deathmatch - 66 points First runner-up: Second runner-up: Microcosm - 29 points Labyrinth Lord - 24 points the Dead - 22 points
Best Support
Winner: The Blossoms are Falling - 41 points First runner-up: Second runner-up: REIGN - 26 points Cold City Companion - 19 points Grey Ranks - 18 points Fae Noir - 12 points Labyrinth Lord - 11 points Steal Away Jordan - 8 points Forward... To Adventure! - 6 points
Best Production
Winner: REIGN - 55 points First runner-up: The Blossoms are Falling - 33 points Second runner-up: Alpha Omega Core Rulebook - 29 points Cold City Companion - 21 points Grey Ranks - 14 points Beast Hunters - 10 points Forward... To Adventure! - 10 points Steal Away Jordan - 8 points Fae Noir - 6 points Classroom Deathmatch - 6 points
Most Innovative Game
Winner: Grey Ranks - 38 points First runner-up: Steal Away Jordan - 33 points Second runner-up: Dirty Secrets - 32 points Bliss Stage, Ignition Stage - 25 points The Princess Game - 16 points Beast Hunters - 8 points The Committee for the Exploration of Mysteries - 8 points UCHRONIA: MECHA EXODUS - 7 points REIGN - 6 points Forward... To Adventure! - 6 points
So this time there was a clear first winner, Jason Morningstar's Grey Ranks -- with Greg Stolze's REIGN and Julia Ellingboe's Steal Away Jordan essentially tied for second. I only know about Grey Ranks by reputation -- it's not a genre that appeals to me
|
July 23rd, 2008
12:41 pm - Thoughts on Hârn, at N. Robin Crossby's passing This morning, N. Robin Crossby, the creator of Hârn and HârnMaster, died.
As I posted in the Story Games thread "Can anyone tell me about Harn?", I've been playing Hârn for a number of years now -- both using HârnMaster, and our current campaign where we're using the Burning Wheel rules.
I would classify Hârn as one of the highlights of role-playing games in general, that can stand on its own as a beautiful creative work. Some people have criticized working within an already-detailed universe -- such as fan fiction in a well-tread franchise like Star Trek, or role-playing in a detailed setting like Hârn. The implication is that it is less creative to work within a detailed setting. Obviously, as a Hârn player, I don't agree.
This was an interesting difference that came up recently when I was at Borderlands Books yesterday. There were readings and Q&A by authors Naomi Novik and Eldon Thompson. Thompson was more critical of the limitations of fan fiction -- but Novik, a fan fiction writer herself, compared fan fiction to playing pre-written music. Many musicians have respected careers always playing music written by others.
Working within Hârn limits one, but it also focuses one's creativity. Playing in Hârn has let us skip over questions like what the city we are in is like, since those are known and understood. I can see it being frustrating if you really want to engage in world-building -- i.e. you really wanted to be able to detail landscapes, demographics and so forth. However, I'm more interested in personal aspects of play. I'd prefer to engage in what my character Judyn's house is like, rather than what the city is like, for example.
Bruce Baugh recently posted about RPG settings in his column, The Gaming Beat, on the official Tor books blog, Tor.com. In "RPGs: Presenting Settings", he classified how game rules treat their setting into the thematic toolkit, the detailed world, the neutral toolkit, and the story toolkit. He cited in particular M.A.R. Barker's Tekumel as a detailed world -- but Crossby's Hârn has been presented more consistently and played more over the years.
Baugh suggests that detailed worlds have a limited life -- needing to be reinvented, reworked, and/or rebooted. He noted the shifts of World of Darkness, Shadowrun, and other games. He has a point -- but I think in many ways games are much like books or movies. New releases get a spike of new sales, and at any given time the new releases are the dominant sales. However, some works stand the test of time, and players keep playing them because they are fun games regardless of marketing or buzz. Among RPGs, I think that Hârn (1983) is one of these -- with others including Call of Cthulhu (1981) and Amber (1991).
|
12:15 am - Early Thoughts on AmberCon NorthWest 2008 So I belatedly registered for AmberCon NorthWest 2008. Anyone who hasn't done so already should, since it is the best role-playing convention in the world.
I'm pondering about the games that I want to run. Last year I ran "Big Trouble in Little Amber" using Spirit of the Century and the "Hamlet" Parlor Larp. Both went over well, but neither are conducive to a continuing story. I would consider running a game along similar lines, though.
For a Spirit of the Century / Amber game, I ponder some possibilities for other off-beat pulp movie take-offs. In "The Big Corwinski", slacker Carl Corwinski is happily living in his apartment in the city of Amber when thugs break in, rough him up, and pee on his carpet. Soon he and his friends will become embroiled in complex web of magical intrigue. In "Forbidden Shadow", a troop of Amber's army march to a distant shadow where a keep stands between worlds, in which a mysterious sorcerer and his daughter live. After they arrive, though, a mysterious monster appears to threaten them.
On the larp side, I can easily picture some good Amber larp scenarios. I could pick the same setup as my "Princesses in Rebma" scenarios -- set in Rebma around the time of Random's elopement with Morganthe. I also think that I could set it as an alternate branch from Nine Princes in Amber -- set when Corwin has been captured and blinded, and has been brought up from the dungeons to a party with Eric. As a departure from the books, Dworkin appears at the party instead of in the dungeon, and sets things off there at the party.
Some other random scenario ideas:
I've considered doing a run of A Thousand and One Nights with pregenerated characters and scenario. For ACNW, of course, the pregenerated characters would be various persons in the court of Oberon sometime at its height. The characters would probably include a doomed and/or jealous wife, a young prince, and a few others.
I also had a blast playing Best Friends last time at ACNW. I'd consider about playing it among a set of young Amberite princes instead of teenage girls.
|
July 11th, 2008
03:42 pm - Kalamar and Others under 4E So some developments on the GSL front. I mentioned in my last GSL post about the option of publishing material that is compatible with 4E or other game systems without reproducing copyrighted material.
Kenzerco released their Kingdoms of Kalamar setting yesterday without the GSL, as announced in a forum thread, "4E Kingdoms of Kalamar PDF released". The 501 page PDF is available now in color, with a 16 page PDF preview for free. Cover below: ( Cover and extended discussion below... )
|
July 9th, 2008
11:23 pm - 2008 Indie RPG Award Registrations The Indie RPG Awards for games released in 2007 are now complete, with the final lists of registered games and supplements available at the 2007 Awards page. I have sent out an email to all the authors on my list of voters. However, it has been noted that many of the emails that I have are stale. Anyone who is an independent RPG author and did not receive an invitation should give me a ring -- via comments here or on the Indie RPG Awards website. To qualify, they should be primary author and owner of a commercial RPG, or commercial-quality free RPG.
There is a narrower field of registrations than last year, with 18 games and 5 supplements registered. All the games that I myself would want included are on there, but I wonder about this. One trend was that there were a number of "ashcan" editions of games released last year -- a deliberate attempt to put off full release of indie games and have more playtesting. These were generally not registered by the authors, presumably so that they could be judged instead on their later release form.
A question on my mind is what is happening to the field of indie RPGs in general? It seems to me that the short list this year is at least in part because there were fewer indie RPGs released in 2007, though there are other factors as well.
On the bright side, there are some things better about having 18 rather than 40 games released in a year -- both as far as the awards process and for indie RPG players. By splitting the field less, there is more potential for critical mass behind games, and each can get more attention. On the other hand, it probably correlates with less participation and drive from the peer community of authors.
|
June 18th, 2008
01:06 pm - First thoughts on the WotC GSL Wizards of the Coast (WotC) came out with its "Game System License" yesterday, allowing third parties to produce works compatible with the new 4th edition Dungeons & Dragons. As expected, it is far more restrictive than the OGL and D20 trademark license of the previous edition. There is no open game content. They have released something called the "System Reference Document", but it has no rules or stat blocks. It may not be reproduced in any form. Rather, it is essentially a list of the names that may be referenced. You cannot reprint or redefine any D&D4 rules or stat blocks in GSL products.
So what can you do with the GSL? You can print new rules, new spells, and new character or monster stat blocks. These can reference by name existing rules, and say "see the Player's Handbook", but they cannot describe what the rules do. i.e. You can list that an NPC has the power "Covering Attack" but you cannot describe what that does.
There have been numerous threads about it, such as lots on the WotC GSL Forum, plus "4E - GSL is up" on ENWorld, Justin Jacobsen's "I am a Lawyer, and I am answering questions about the GSL" on Story Games, "4E - GSL Posted" on theRPGsite, and rob_donoghue's "Fistfight in my Brain".
Compared to the previous D20 trademark license (D20STL), the GSL has several notable restrictions based on my reading:
No "Cure Period"
In case WotC withdrew or changed the licensing terms, the D20STL allowed a 30 day span (the "cure period") during which licensees could change their product(s) to adapt to the new terms and sell off existing stock. The GSL, however, requires that licensees immediately destroy any stock as soon as they change the terms of the license, which they can do at any time and for any reason. They only have to update the license on the website, and the licensee's are responsible for immediately complying.
This seems like a killer for any commercial enterprise wanting to invest in the line. One can hope that WotC will be a good partner and not screw licensees over in changes. Still, it seems like a major risk.
No Website Support
Licensed GSL products cannot have website support. The license allows for products as "single-download electronic book format" -- though it does not define that term. However, Section 5.5 makes clear that there cannot be website support for a product.
For the avoidance of doubt, and by way of example only, no Licensed Product will (a) include web sites, interactive products, miniatures, or character creators; (b) describe a process for creating a character or applying the effects of experience to a character; (c) use the terms "Core Rules" or "Core Rulebook" or variations thereof on its cover or title, in self-reference or in advertising or marketing thereof; (d) refer to any artwork, imagery or other depiction contained in a Core Rulebook; (e) reprint any material contained in a Core Rulebook except as explicitly provided in Section 4; or (f) be incorporated into another product that is itself not a Licensed Product (such as, by way of example only, a magazine or book compilation). This, too, seems like a major issue. Small press RPGs rely critically on the web to promote and support their products. There may be changes or clarifications to this policy in the future, but at present the restrictions appear quite negative.
OGL Exclusion
A company cannot publish the same material simultaneously under the 4th edition GSL and under the 3rd-edition-era OGL. If they create a GSL version of a prior OGL product, they may continue to distribute existing stock, they cannot re-publish the OGL version or the GSL will be terminated. Similarly, if they create a GSL product, they cannot release an OGL version of the same material or the GSL will be terminated.
Interestingly, there seems to be no restriction against simultaneously releasing the same material under any other system (i.e. non-OGL). A company could, for example, still release a product line under their house system and under the GSL -- similar to how several companies published D20 versions of their proprietary games in the 3rd-edition era.
Scenarios
So there are considerable risks involved in the license because of the rights signed away, but are any of them likely to happen? It's a good question.
Under the previous publishing pattern of the WotC OGL and the D20STL, a publisher could make a product marked as compatible with 3rd edition D&D. If one of WotC's license changes made their product no longer possible, they would have 30 days to sell off their existing stock. They could then reprint exactly the same product without the D20 logo and compatibility claim, and indeed many publishers did publish using the OGL but not the D20 trademark.
With the new GSL, the most obvious problem situation I foresee is this: A third party company decides to publish under the GSL, and creates a supplement line centered on some new monsters, races, and/or classes based on basic concepts or public domain -- like "Shadowmen" or a "Duellist" class. WotC, perhaps quite innocently, has the same idea and publishes their own versions of those and adds them to the SRD. Because the GSL forbids redefining terms, the third party is now in violation and must destroy all violating products immediately.
Alternatives
Three alternatives come to mind regarding those who want to publish D&D material: - Continue to publish under the original WotC OGL, making products compatible the 3.5 edition D&D rules, or perhaps a major branch such as Paizo's Pathfinder RPG. This is ironclad and tested. WotC might withdraw the D20 trademark license, but one would have 30 days to change and the market has shown that one can successfully publish without using the D20 logo.
- Release compatible works without a license, avoiding use of trademarked logos. This was done in the eighties and nineties by third parties without the permission of TSR. Mayfair Games published their "Role Aids" line, and even Wizards of the Coast published compatible works under their "Primal Order" line. However, this is risky since it is quite possible to overstep and violate copyright even though the legal principle is well-founded.
- Create a new OGL game based on the previous SRD that is similar enough that supplements for it would also be compatible with 4th edition. The rules don't have to match exactly, just enough so a stat block for one can be used for the other. This is similarly risky, but gives you legal grounds for using most of the D&D terms.
|
June 5th, 2008
12:20 am - Go Play NorthWest 2008 I just had a fun time at Go Play NorthWest 2008, an indie gaming mini-convention in Seattle. You can Go Play NW 2007 convention report for last year. This year it was at a new venue, the Watertown Hotel. I'll be posting a version of this on my Convention Reports page later.
Signup was clearer this time then last year, though it was still "first come first serve". There were clearly laid out sign-up sheets for each game. Some slots were claimed by sign-up on the wiki, or more often players would simply write their names on the slots at any time. This can be difficult for newcomers who are new to the process or aren't sure what they want to sign up for. However, the organizers were conscientious about making sure that everyone got into some game by organizing pick-up games after planned events were full.
( Actual play reports on six events )
|
May 6th, 2008
11:44 am - Solmukohta 2008 Report Somewhat belatedly, I'm including here my report on Solmukohta 2008 -- an international larp convention with a focus on analysis and discussion, held this year in Finland that I flew out to. (I had a separate post about my personal experience of it.)
I'll post this material soon on my Convention Reports page.
( Long enumerating of larps and program items )
|
April 15th, 2008
03:57 pm - On Gender Disparity in RPGs There has been some recent controversy over gender and gaming, bringing up the spectre of evolutionary psychology again that I last talked about in 2006 commentary on an article by Chris Crawford.
Edit: I wrote more on my issues with evolutionary psychology in general in a post on my personal LJ.
( Details of posts behind the cut )
First of all, I'd like to explain why I am annoyed by this and what difference I think it makes. The evolutionary explanation is that the D&D gender disparity is "natural" for how RPGs are constructed. If that is accepted among the set of people that care about the gender disparity in RPGs, it has a couple effects.
1) In practical terms, it encourages focusing on ways to construe role-playing completely differently -- i.e. RPGs about completely different subjects, or very different storytelling-focused systems like Everway -- as opposed to addressing issues like having a woman with a straining bodice on the cover. I feel that presenting . For example, Werewolf: The Apocalypse is very much explicitly about taking risks and adventure for glory -- explicitly so. However, my experience is that it has been popular with women.
2) Presenting the difference as essential suggests that to make games appealing to women, they must be less appealing to men. I don't believe this is true. It is interesting that Tweet cites Finland as achieving gender parity, because it seems to me that in Finland -- not only is there more gender parity, but gaming in general is relatively more popular than in the U.S. I suspect that bringing more women into the hobby could make the hobby more popular with men.
3) It suggests that women tend to not be interested in competitive games such as trading card games, requiring more "story and personality". While I don't have any hard numbers on this, my experience is that more abstract boardgames and card games have more female participation than tabletop role-playing games and wargames.
I also take issue with the evolutionary logic used, similar to my issues with Chris Crawford's article. I think they're a bit of a side-track from the gaming issues, though, so I'm not going to detail them here. (cf. my evolutionary psychology post on my personal LJ.)
|
April 10th, 2008
05:19 pm - A Master's Thesis in French Via Kyle Aaron in a thread on theRPGsite, I came across Coralie David's Master's thesis in comparative literature for University of Toulouse, entitled "Le Jeu de Rôle, mode d'expression littéraire?" . I think that is roughly "the RPG, a mode of literary expression?". The thesis is being hosted on the French RPG site Roliste Galactique, along with an interview with the author.
It cites a lot of different material, and it focuses on three RPGs as detailed examples: In Nomine Satanis / Magna Veritas, Shadowrun, and Vampire: The Requiem. It also cites a number of theories and analyses, including both American and Scandanavian takes on theory.
Some bits of it that stood out to me were from page 26: Mais le théâtre suppose un public et, comme nous l'avons déjà dit, les joueurs ont un double statut: le créateur du message est également son référent. Lisa Padol1 fonde en grande partie sa définition sur ce point: un jeu de rôle permet aux gens de devenir simultanément à la fois les artistes qui créent une histoire et le public qui la voit se dérouler.2 Une histoire qui se déroule suppose donc tout une création narrative, point que privilégie Liz Henry: Les participants des jeux de rôle (...)sont engagés dans un processus complexe de narrativité de groupe; ils sont les auteurs, les narrateurs, les personnages, les acteurs, les lecteurs, et le public d'un texte qui est à la fois une expérience et une orientation vers le produit.3
On peut donc dire que le rôliste occupe beaucoup de fonctions littéraires au sein du texte, ce qui constitue une particularité qui lui est propre. C'est en effet une "expérience" car la narration se vit par le biais des personnages, qui doivent en général, "produire" quelque chose, c'est-à-dire atteindre des objectifs ou remplir une mission. Bien que le cadre soit virtuel, les interrogations, les décisions des personnages et les conséquences qu'ils doivent assumer sont une réalité du jeu, et donc les émotions qui en résultent sont censées être ressenties, à différents degrés, par le joueur pour donner à son personnage une réaction cohérente. And from page 34: En effet, son succès fait que certains la reprennent en la modifiant quelque peu, comme John H. Kim sur le site anglo-saxon Darkshire2 qui, un peu comme The Forge, analyse et critique le jeu de rôle. Kim, qui choisit de nommer cette théorie "Le Modèle Triple "(The Threefold Model)" change le terme narrativisme pour dramatisme3, mais le sens reste le même. Au niveau du simulationnisme, il met également l'accent sur le fait que "la résolution des évènements dans le jeu se base seulement sur des considérations en rapport avec le monde du jeu, sans prendre en compte d'éventuels éléments méta-jeu pour affecter la décision"4.
Elliot Wilen translated the first part of this as "In fact, [GNS]'s success has led others to take it up and modify it somewhat, such as John H. Kim, on the English-language site Darkshire, which, like the The Forge, analyzes and critiques RPGs. Kim, who chose to name this theory "The Threefold Model", replaces the term narrativism with dramatism, but the meaning remains the same." So it seems to reverse the derivation, since Edwards' GNS was derived and renamed parts of the prior Threefold Model. A bit annoying, but it is at least nice to be mentioned.
|
March 28th, 2008
11:56 am - Off to Solmukohta 2008 So tonight I'm leaving for Finland to attend Solmukohta 2008, an international larp convention that rotates between the four mainland Nordic countries. (I've sometimes called it the Scandanavian larp scene, but I should correctly call it Nordic now if I'm going to Finland.) So there's a week of sightseeing, larping, and drinking beforehand (called "A Week in Finland" by tradition); then the convention itself which is more about analysis and theory than play.
I'm especially interested in what they have for the book this year. I have an article in it about parlor larps, which I hope is a good introduction and issue raiser, but nothing ground-breaking. I am eager to see what others wrote, though.
See my Knutepunkt 2005 Report and Knutpunkt 2006 Report for more details on what it's like in general, along with my larp LJ tag.
|
March 17th, 2008
10:43 am - What makes me a gamer? So some thoughts on the RPG community and subculture. This was inspired by some other discussions -- this time I'm putting links on the bottom, since I want to emphasize my positive message first.
What makes a subculture?
Gary Alan Fine, in his book Shared Fantasy: Role Playing Games as Social Worlds , analyzed the gaming community in 1979 as a subculture. He defined a subsociety as a collection of individuals who have importance as a distinctive segment of society -- and a "subculture" as a subsociety where there is (1) a network of communication, (2) self-identification as a group, and (3) identification by those outside the group.
Why am I a part?
So for role-players, the key activities would be the games themselves, and communicating in a network of people who play. That would obviously include being a regular in online forums, but one can connect to the network in other ways, just so long as the chain eventually connects to the central sphere of gamers. So a group who just talk among themselves aren't part of the larger subculture. However, if a few of the group connect to large forums, then they are part of it. Those more central to the subculture may spend more time gaming, participate in online discussions, write gaming articles, and/or self-publish their own games.
For myself, I obviously communicate with other RPG players -- through my LJ, various forums, my webpage, and a few conventions. I also identify myself as a gamer. (My license plate says "RPGNERD", for example.) I would say that the main reason I consider myself a gamer is that I play games with others and also talk about games with a community of those who play. I remember being distinctly surprised when Lee in my group said in conversation that she wasn't a gamer -- I felt that by regularly playing games with others, one was a gamer. (She clarified that by "gamer" she meant someone who played video/computer games, which is the more common understanding of the term.)
I could compare this to other subcultures. For example, I am more marginally a part of the Korean-American subculture. I connect to a network through my Korean relatives and subscribing to KoreAm magazine. I identify myself as Korean-American, and others identify me as such. I have some other hobbies, though not as involved as gaming. These days, I don't identify myself as a singer, even though I sing fairly well, because I don't sing in groups often enough to feel it significant. I have in the past been involved in theater as well, though the theater groups I was in were somewhat isolated from any broader scene.
I know a little bit about a few other subcultures by proxy, like the poetry scene and the queer scene (at least in the Bay Area).
What is distinctive about the gamer subculture?
Demographically, gamers tend towards white, suburban, middle-class. They are often college-educated. Within the U.S., they are notably strong in the Midwest, but are pretty widely spread. Religiously, they are mixed with many being agnostic, but with a over-represented minority of pagans. As seen in "Psychological Studies on Role-Playing Games", the general trend is that tabletop role-players tend slightly towards introversion but strongly towards openness to experience (cf. Big Five Personality Traits). There is a trend of estrangement from mainstream culture, which basically means they watch less of the most popular television programs and magazines.
Beyond this, there are a host of traits that most readers are probably aware of. Gamers tend to dress informally in t-shirts and such, similar to sports fans though with different icons. They are not very physically fit, not surprising for a sedentary hobby, and no more pronounced than what I've seen of other sedentary hobbies. They strongly enjoy and prefer science fiction and fantasy, overlapping heavily with SF/F and comic book fandom.
Personally, I'm at least as comfortable in the general gamer scene as I am in other social groups -- including subcultures like a Korean-American crowd or theater geeks, or mainstream culture like going out to a local sports bar or club. I do have things that I am not happy about, but most of them are specific to my tastes rather than universal improvements.
The one dissatisfaction that comes to mind for me is lack of women. Broadly speaking, I'm fine with having gender biased space. For example, I'm fine with predominantly female gatherings like WisCon or BlogHer. I'm also fine with male-dominant spaces like men's movement gatherings or guys' nights out, as long as there aren't real-world perks hinged on them (i.e. like male-only golf games that make business connections). However, I find that within gaming, I enjoy a more gender split like AmberCon NorthWest.
Of course, there are lots of other things I would wish for. At conventions, I'd like better organization, more social activities, and better kids programs or child care -- but that's just sort of a general wish for better stuff. Similarly, there are a lot of hypothetical RPGs that I would like to see published. I would also prefer less division of camps in online discussion. I would describe those more as wishes than dissatisfaction, though.
Dissatisfaction with the Gamer Subculture/Community
This post was inspired by some recent comments about gamer subculture. Matt Snyder posted in "Dice Quixote" that he wanted to play role-playing games, but not participate in the surrounding subculture apart from the games. I discussed some interesting points in the comments to that with Lisa Fleishman. Keith Senkowsky followed up in "Amused..." saying, "Snyder has been accused of saying the subculture is beneath him (which he did not say). Well I am saying it. The subculture is beneath me. How you like them apples?" In response, Stuart Robertson started a thread on "The Myth of Gamer Subculture" on Story Games, and a parallel thread on theRPGsite.
There have, of course, been other negative comments on the gamer subculture in the past. However, they are often not consistent. For example, quite the opposite of Synder's point, Ron Edwards has criticized the tendency of gamers to not socialize outside of games -- notably in his often self-referenced 2002 Forge thread on "Social Context", where he suggested that participating in more out-of-game activities with other gamers was healthier than just playing. Others, more like Snyder, have claimed that gamers socialize together too much -- to the extreme of "doing everything together".
These clash both with my own impressions and the psychological studies of gamers that I've seen. I have seen nothing to indicate that gamers on average have any greater problems than the general population. They have a slight introversion tendency, but it is not pronounced, nor is introversion a flaw. I have seen both gamers who treat their games as a casual night out without socializing otherwise, and gamers who are a closely-knit social group with the people they play with. I don't think see a problem with either behavior. This is not to say that gamers don't have their problems, but then so does everyone.
|
March 12th, 2008
10:44 am - Gygax's Passing A little more about D&D and Gary Gygax is in order, I think.
There has been a surprising outpouring of mainstream media attention to Gygax's death -- far more coverage of tabletop RPGs than I've seen in a while. In the New York Times article "Herald of a Global Imagination Revolution", Seth Schiesel wrote: "Without Mr. Gygax, there would have been no Ultima, no Wizardry, no Bard's Tale, no Zelda, no Final Fantasy, no Baldur's Gate, no EverQuest, no Lineage and certainly no World of Warcraft. But most important, without Mr. Gygax (pronounced GUY-gax) millions of people - mostly young men, but also some women - would never have discovered the liberating strength of their own imagination." On Wired, David Kushner wrote an extended article, "Dungeon Master: The Life and Legacy of Gary Gygax". NPR had a number of mentions of the event, most amusingly getting U.S. Secretary of Education Margaret Spelling to answer D&D trivia questions as part of "Wait Wait...Don't Tell Me!". There were a few critical pieces -- such as Slate Magazine's article, "With Dungeons & Dragons, Gary Gygax created a monster", by Erik Sofge -- in which he attacked D&D for its experience rewards for killing. But that was a rare exception.
Unsurprisingly, there have been many reactions within the RPG blog community -- almost all positive. For a while, Story Games had the title line "Thanks, Gary, For Our Hobby. You Will Be Missed." There wasn't a whole lot of substance to most of the threads, though, so I'm not including a lot of links.
I do find it sad -- Gygax pioneered the field, and added a fun, whimsical spin on fantasy. I didn't generally enjoy his writing, and his mechanics were clunky, but the larger structure of dungeon design was inspired and remains so. Other designers have created much superior rules, in my opinion, but the D&D style of dungeon design remains a key concept in structuring adventures.
As a rare exception, Matt Snyder posted "A guy who made a game. The end." -- saying "Clinging to Gary so you, the self-conscious gamer, can avoid feeling alone and awkward in your nerd shame is giving Gary a lot more credit than he deserves. You and your friends earned that by what you did." I don't see how credit can't be shared. If a writer credits an earlier author as their inspiration, eulogizing them on their death, it isn't generally taken as self-deprecating shame. Instead, it is considered respectful and appropriate.
However, it seems to me that game designers and gamers are often considered lesser than writers. A writer who mourns an influential predecessor is given more credit than a gamer who mourns a designer. In the media coverage, there is often good-humored mocking mixed with nostalgia. Though, to be fair, Gygax's D&D is not the most serious of works -- and should be compared perhaps to a popular pulp writer, who would also likely get some jokes.
Even though I've rarely played D&D since grade school, the game has still been a huge influence on me. I think Gygax has had more influence on me than any of my favorite novel authors, whose passings I would also mourn.
|
March 4th, 2008
11:11 am - D&D 4th Edition Previews NOTE: Especially in a D&D post, I should note that it seems that the Gary Gygax, one of the founders of D&D, has just passed away -- as posted on Troll Lord Games, via zigguratbuilder and RPGnet. It was reported as a front-page link on CNN.com.
I had just been writing an update on 4th edition D&D. The past weekend was the Dungeons & Dragons Experience -- an RPGA event in Arlington, Virginia. There special preview demos of the new 4th edition were given. Mike Shea created a D&D Experience Liveblog to cover it. He posted lots of pictures and commentary as well as a Demo Adventure PDF. There are also a set of zipped PDF character sheets available from WotC. (I have a page of conversions for easy browsing of the character sheets.)
Really, the mechanics and background details are being discussed to death in many other forums more focused on it. I don't have a whole lot to add. Personally, I'll wait to see some reviews of the full game once it is published in June and maybe play some demos. I will at least post the new proposed cover of the flagship, the new Player's Handbook.
( large pictures behind cut )
|
February 5th, 2008
10:26 pm - Revising "Gender Roles in RPG Texts" There has been a fair amount of discussion about gender in RPGs regarding D&D 4th edition -- some on the WotC Gleemax board Astrid's Parlor, but also elsewhere.
On the amusing side, there was the controversy over whether female dragonborn (i.e. bipedal dragon-like creatures) should have human-like boobs. Badgerbag had an amusing post on that, "Boobs, butts, and platypi" and Metafilter post "But what about the platypi?".
On the slightly more serious side, there was some discussion of my study from several years ago Gender Roles in RPG Texts. In discussion of D&D 4th edition, I brought up the question of the characters used in rules examples -- in a thread first started back in November, "Do Female Example Characters Matter?"
There were some fair criticisms brought up. I had meant for a while to revise and/or extend that essay, but naturally other things came up. Since this was on a D&D forum, naturally my analysis of the 3.0 edition Player's Handbook and Dungeon Master's Guide. My conclusion about that was that it made a notable effort to be inclusive of women, with two women among the four recurring example characters. However, I did cite that the women seemed markedly less effective. In the thread, I shortened it to the following summary. Totalling up all their actions within example combats within the Players Handbook and Dungeon Master's Guide, here is how the four example characters fared:Jozan (M): Casts three spells in combat, and hits twice (out of two attacks) for around 17 total damage Tordek (M): Hits twice (out of two attacks) for 26 total damage Mialee (F): Casts no spells and does no damage in combat Lidda (F): Hits once (out of three attacks) for 3 total damage Now, I consider this a pretty subtle effect -- many people might not consciously notice it. However, I think it does come across in the characters come across. Intriguingly, one poster complained that I should be paying attention to whether women were portrayed as "weaker, cattier, and less capable" -- yet considered whether they actually succeeded at anything irrelevant to how capable they were portrayed.
Another poster suggested that my choice of products to review was biased. He gave as a list of products that would lead to the opposite conclusion -- Space: 1889 (GDW), HarnManor (Columbia Games), The Way of the Unicorn (AEG), Delta Force (Task Force Games), Star Trek: the Next Generation (Last Unicorn) and Street Fighter (White Wolf). Interested in this, I went through the only one of those that I have at hand in my collection, Space:1889. My findings were: There are 19 rules examples using named characters, and none of them include women. There are also thirty-something examples without any names, where they use "he" for the generic pronoun throughout the book. There are five unnamed sample NPCs on page 39 of which one is female -- a maid.
There are also a great many characters mentioned as part of the background -- some real and some fictional. In particular, there is detailed background in Victorian Age section on pages 22-33, and the fictional Mars and Venus background sections (pages 148-200). There are also some characters and background scattered through the rest of the book. There are roughly 45 named characters by my count. With the exception of a special section on page 32, there are three women mentioned: Queen Victoria, Queen Elizabeth I (mentioned once), and Miss Jennie Jerome (mentioned once as the American wife of Lord Randolph Churchill). There is, however, a special section on page 32 entitled "Remarkable Woman" which describes seven women of the period. Now, this is certainly more inclusive than some other games. It has a special section where it pointedly mentions women of the period. However, there is something off about the approach where women are mentioned in a special women's section rather than anywhere else in the book.
Now, I am sure that there are RPG books out there where women are portrayed more favorably. I will see about including some studies of these. However, I wouldn't want to deliberately seek out such works for the study. One poster did have the fair suggestion that I should study many of the key popular works (like GURPS, the HERO System, etc.). However, I only have so much time. Perhaps I will see about regularly adding a game or two to the set.
|
January 28th, 2008
04:37 pm - The Ethics of Open Content So there was a recent thread on RPGnet, I found out about some accusations about me that I was disturbed by. The accusations have to do with System Reference Documents Page on my site.
As explanation of the page... In 2000, with the release of Wizards of the Coast's SRD, I started up a separate page of open content that did not use trademarks like "D20 System" or "Dungeons & Dragons". At first it was just the fantasy SRD from WotC, which I converted to HTML for easy browsing, as well as spell and monster data as XML or MySQL. I later added the Modern SRD and fantasy 3.5 SRD (from Wizards of the Coast) as well as other open-content sources from a number of publishers -- including the Anime SRD (derived from Mark C. MacKinnon's BESM d20 system), the "action-oriented SRD" (derived from Mark Arsenault's Action! System), the "runic SRD" (derived from Matthew Sprange's RuneQuest - based on original material by Greg Stafford), the Fudge SRD (derived from Steffan O'Sullivan's Fudge system), and the FATE SRD (derived from Fred Hicks and Robert Donoghue's Fudge variant FATE). All of these were converted the content into HTML for easy browsing.
My intent with this was as a resource for people developing open-content games, that this would be a like a library of open content to draw on. By having a bunch of open-content mechanics in one place in an easy-to-browse (and human-readable) format, it makes it easier to compare and contrast, and avoid re-inventing the wheel.
The Specific Controversy
A fellow RPGnetter informed me by PM that Chris Helton was making some claims on RPGnet about my SRD collection, specifically about my collection of OGC from Green Ronin that I labelled the "True SRD". In a recent RPGnet thread, he commented about "Except that violates some of Green Ronin's IP from Blue Rose, and the compiler won't take it down despite requests." ("True20 Licensing Fees To Go Away" - Jan '08) Also, I found that a few months earlier he had cited a source for this, saying: "In fact Nicole Lindroos has said that the 'True' SRD has a number of Green Ronin's Product Identity in it." ("Thoughts on & Questions about the True SRD" - Jun '07). I have not received any official notice from Green Ronin about any such OGL violation. However, they have stated that they are opposed to free sharing of their open content (see below).
Also, in the discussion several other posters suggested that I was an asshole or an unbelieveable jerk for posting open content from Green Ronin.
What I've Done
I've been maintaining my SRDs page since 2000 when I posted various parsings of the original fantasy SRD from Wizards of the Coast. I also had been a fan of the Blue Rose RPG when it came out in early 2005, and created my Blue Rose fan pages with various content and utilities. In June of 2005, I first asked on the Green Ronin True20 boards about the idea of creating an archive of some of the open material. The discussion thread is archived as "True System Reference Document" (GR forums, June 2005).
In that thread, I asked if there was moderate position where some of the open-content material might be released. The response from Chris Pramas was no -- they did not want any of their open material ever being shared. I stated that I disliked this position, but that for the time I would do what they wanted.
At that point, I had an archive of the open-content system material for Blue Rose, that I used for my own interest. However, in keeping with what they wanted, I kept it in a password-protected directory. I would occasionally give out the password, telling people "This is open game content, but don't repost it because the creators don't want their open content freely shared." After a while, though, that explanation felt pretty hollow to me -- particularly after the original source line (Blue Rose) was closed.
So towards the end of 2006, I removed the password protection from that directory. I didn't announce this anywhere, but I did list it mixed in with the other SRDs on my SRD page.
The Ethics
There are some general ethical questions here.
Is it legal?
Yes, all the SRDs are legal following the terms of the OGL. Regarding the True SRD, Green Ronin openly disapproves of it, so presumably if they felt there was a legal violation they would inform me of it. (By the terms of the OGL, I would have 30 days to cure such breach.) There were two claims in the RPGnet threads of violations. (1) was that my calling it the "True SRD" violates the trademark clause, because "True" is too close to Green Ronin's trademark "True20". Of course, Green Ronin sells the True20 System knowing that it relates it to WotC's D20 System. (2) was that the use of nationality adjectives like "Aldins" in the favored skills/feats table of Chapter 1 constitutes a violation of Product Identity (PI) of Blue Rose. Blue Rose declared "character and place names, histories, and description" to be PI, but this doesn't strictly include race names or nationalities.
Isn't it wrong because it hurts the companies?
I can't really tell if or how much it may hurt companies involved. Making the open content easier to browse and access could hurt sales of books containing that material. For example, a group might only buy one book, and simply browse open content for additional reference. On the other hand, having the open content there could raise interest in the books, and help sales.
But supposing the former is true, should I take down open content to encourage buying books that have it? I do feel some desire to help companies, but on the other hand I think gamers and designers benefit from being able to browse open content. As a parallel, I do post negative reviews, which hurts companies, but I think it is good for the field as a whole.
Is it wrong if the company objects?
While I'm concerned about harm to companies, I'm less concerned about their demands. In particular, I don't want to punish generosity on the part of companies. That is, if one company is helpful with making its open content accessible while another complains about any sharing of its open content, I wouldn't want to punish the former. So if I'm going to take down open content, it should be on the basis of harm rather than how possessive the company acts about its open content.
The Questions for Me
The question for me is whether I should change or remove my SRD collection. My previous behavior has basically been to keep open content material offline for some time (1 to 2 years), which allows for a fairly large window of profit. Offhand, that seems like a reasonable compromise to me. Still, I'm open to opinions.
|
December 14th, 2007
08:57 pm - RPG Model Diagrams Lately, there has been a bunch of GNS / "Big Model" talk on the Knife Fight forum of late. In addition, the_tall_man has posted a series of posts called "The Big Muddle" as a variant of these. The most recent version of the explanation is the RPGnet Revision. (For historical development of this, he first posted a series of LJ posts in five parts (1 , 2 , 3 , 4 , and 5). He then had discussion threads about these on Knife Fight as on Knife Fight (registration required) and on theRPGsite.
I'm drawn to do a compare-and-contrast of some different models of role-playing, particularly in how they create a hierarchical diagram of play. I'll try out several views, ordered chronologically by when they were created. For this, I'm picking out Daniel Mackay, Ron Edwards, Eetu Mäkelä et al, and Levi Kornelsen.
( Mackay, Edwards, Mkel et al, and Kornelsen )
|
December 11th, 2007
10:44 am - First Thoughts on D&D Fourth Edition This being a blog about RPGs, I've sort of avoided the elephant in the room at this point, which is the upcoming 4th edition of Dungeons & Dragons. This was announced back in GenCon Indy in August, and will be debuting in June 2008 (with some preview material leading up to this). The ENWorld site has a fairly nice Unofficial D&D 4th edition info page that collects significant descriptions by topic.
As a side note, by my count there have alredy been nine major releases of D&D -- the original booklets, three versions of the Basic Set, two versions of AD&D, the "Rules Cyclopedia", "3rd edition" and "3.5".
Mechanically, there are to be a host of changes under 4th edition, unlike the "3.5" update. My impression is that the biggest change is trying to undo what Mike Mearls called the "five minute workday." This means a bunch of resources (mainly spells) that recharge once per day, which means that the party runs out of resources and has to hunker down and sleep after just a short period of adventuring. Second biggest is a push for less of the "Christmas tree" effect, meaning how higher level characters have to be loaded down with more and more magic items to be considered balanced. Mostly, though, there seems to be a lot of tweaking of small bits of balance. James Wyatt described: The reason there's a "sweet spot" in the current game is that it's the approximate range of levels where, purely by coincidence, the math of the system actually works. In those levels, PCs don't drop after one hit, and they don't take a dozen hits to wear down. In those levels, characters miss monsters occasionally, but less than half the time, and monsters miss characters only slightly more often. It's pure chance, really, but it means the game is fun. Outside of those levels, the math doesn't work that way, and the game stops being fun.
In Fourth Edition, we've totally revamped the math behind the system, and that's a big part of the way that we've extended the sweet spot across the whole level range.
What's Its Target Market?
I think a big part of the aim of making D&D4 easier is to try to draw in new players. To a large degree, I think that D&D3's success was in recapturing former players who lapsed during the nineties or even those who were only part of the eighties D&D fad. However, that base is aging. It seems to me that 4th edition is trying for younger players who are interested in fantasy games. In particular, I suspect that there is some fraction of World of Warcraft and other MMORPG players who might be amenable to tabletop RPG play. D&D only needs to get a few percent of the millions of WoW players to make a huge difference.
With only vague rumors about the new rules and background, I can't say about whether they're doing a good job of distinguishing the tabletop game from online games.
Broader Significance
So what will D&D4 mean for role-playing as a whole? D&D is about half the RPG market, so it will by definition have a huge effect. The more interesting question, though, is what other people will do in response.
Even compared to 3rd edition D&D, this seems like much more of a huge, corporately-organized development project that leverages WotC's size as a company -- whereas D&D3, while big and well-playtested, was more the brainchild of three designers. I think the intent behind this is make a unique niche for D&D4, discouraging publishers from going head-to-head with it via close OGL products like EverQuest and Conan were for D&D3. If successful, there would be the fraction who make supplements and adventures for it, and those who make distinctly different games. I'm not sure if this will work, but I think at least there will be less cleaving to the system of D&D4 than there was of D&D3.
Storytelling Games?
Ryan Dancey has been making a number of industry predictions on his blog. Of particular note is his call to "Redefine The Hobby" to be "storytelling games" rather than roleplaying games. I would take all this with a big grain of salt, since he is trying to sell "Ryan Dancey's Storyteller's Guide to D20 Games". Still, it is interesting.
He posted on theRPGsite post on industry scale, as part of a general thread called "Regarding Ryan Dancey's Claims About Story and RPGs". He guessed the indie RPG market is equivalent to ten publishers selling 2000 units per year. That's seems potentially optimistic, but not outrageous. For comparison, here's Fred Hick's latest sales to date (2231 for SotC and 1053 for DRYH) and Chad Underkoffler's "Back of Envelope Numbers" for sales, and Vincent Baker's lumpley games in 2006 (700 copies of DitV).
I think that indie storytelling games will continue to grow incrementally, possibly joined by a few non-indie games of similar style. However, I don't think they're going to be a major force in the market -- and I don't think that D&D4 is particularly going to change the state of things either way. Still, there is interesting reading on his blog about related topics.
|
December 6th, 2007
01:42 am - D&D for Kids at Thanksgiving So on my Thanksgiving trip to home, I ran an AD&D game for my three nephews and son. My nephew Nat (age 8) had written an email to me earlier to pointedly ask me to run a D&D game for them. Later, his father explained that a friend of Nat and his brother had gotten them interested in D&D. The dad had played it in high school back in the early 80s, and still had his first-edition AD&D books that he lent to the kids. For myself, I packed up my 2004 D&D Basic Game and my pile of D&D miniatures for the trip. I also brought along my 1983 Talisman boardgame as something similar but easier for the kids.
The kids are Nat (8) and his brother Zack (6), their cousin Truman (7), and their other cousin and my son Milo (7). Also, Truman's little sister Lillian would peek in on games a bit.
Over vacation time in their grandparents house, we played a bit of Talisman at first, and then a full Talisman game (in two sessions) later. It has a number of role-playing-like elements like the character sheet, gold, and experience. It's very easy to get started with, and has clear rules that the younger players understood easily.
Which D&D?
Nat had originally waffled on whether he wanted to play with the rules from the original AD&D1 books that he had seen, or the rules in my fancy new 3.5-era Basic Set. During the break, he said he wanted the original AD&D, so I borrowed his dad's first-edition PH, DMG, and MM along with DM's Screen. However, I still used the current-edition dungeon tiles and prepainted minis.
The Action
We played in three sessions. A morning session of character generation, a fight with kobolds in the evening, and then exploring and taking on the evil necromancer and his very young black dragon the next morning.
Most of the action was all mechanics and fighting. I found that any sort of description that didn't have something down on the table for it lost their interest extremely quickly. That's partly personality and group dynamic rather than strictly age. For example, I know that Milo can hold attention longer, but it is a struggle.
Players and Characters
We did regular AD&D character generation -- best 3 of 4d6, arranged to the stats you like. House rules were you had max hit points for first level, and started with average gold. It took nearly two hours to explain everything and walk through all the character creation, especially equipment. However, I had basically planned on this.
The players and their characters were: - Nat, age 8, played "Sir Aralon (Lord of Fear)" -- a lawful good human fighter
- Zack, age 6, played "Sir Hittr" -- a lawful good human magic user
- Truman, age 7, played "Sir Dragonair" -- a neutral good dwarf fighter
- Milo, age 7, played "Eodred" -- a neutral good elven magic user
- Keary (Nat and Zack's dad) played "Ralf" -- a lawful good human cleric
Names were a troublesome point for many, including Milo who demanded I suggest a good elven name for him.
How Did It Go?
The kids loved it and were extremely eager. My parents called me "heroic" for keeping the kids all focused and entertained for that long. For the kids, the highlight was certainly their feeling of hard-won victory defeating the necromancer and her very young black dragon. It was an edge of the seat victory, and I made all my rolls out in the open declaring what number I needed. Everything was by the book, though I was prepared to fudge with the dragon's attacks by not saying which rolls were its 1d4 claws and which was its 3d6 bite.
There wasn't any depth to the game -- much less so than my Kids Games at ConQuest SF 2006. The kids were younger and had more trouble focusing. The real struggle was keeping them from arguing with each other too much, and focused on the game. The miniatures and illustrated dungeon tiles were invaluable for this. The one token role-playing interaction was that there was a captured bugbear whom I convinced Nat to not kill immediately because he agreed to help them, though he did run away when things got tough. The rest was all pretty much tactical.
Overall, it went pretty much the way I expected, except that their attention disappeared even more quickly than I thought for verbal, non-combat action.
P.S. For reference, I've added a new LJ tag for my posts covering role-playing with younger children, "kids".
|
|
|