Showing posts with label GURPS. Show all posts
Showing posts with label GURPS. Show all posts

Monday, January 1, 2024

Deathbat's Goals and Predictions for 2024

 Well the new year is here and along with it comes a slew of blogs and vlogs talking about new year predictions, goals and rampant, wild speculation. For my part of this, I am going to lump my post into a list of predictions and goals for myself:

Goal: run Mothership - easily achieved! I am starting the new campaign next Saturday (sesh zero was last Saturday, obstructed by work).

Prediction: D&D One will release but D&D Beyond will be in poor shape for an "early access" portal of online graphics-focused gaming - I actually think that we won't be anywhere close to seeing a properly ready product on D&D Beyond in the way most gamers imagine it will need to be. We're going to see a product that only hints at that demo WotC showed us, instead.

Goal: run Dragonbane - also easily achieved! I will plan to run this, probably on Saturday, after the Mothership campaign.

Prediction: Tales of the Valiant will arrive and be a big hit, may eat in to Pathfinder's market share but won't steal casuals from D&D. Much as I'd like to imagine it could, I don't see it happening. But I do believe that Kobold Press is well known for putting out good products, and that will garner attention within the more "core" RPGer crowd that may be seeking a D&D alternate. It's target of 5E compatibility will make it an easier sell.

Goal: run Traveller! Now that the newer release books are all in my hands I have a keen interest in building out a new Traveller campaign, and I might consider using The Great Rift set to do it. Probably a goal for later this year due to my interrupting the flow with Mothership in January.

Prediction: We will get D&D-like (what we used to call heartbreaker) fatigue in 2024 as numerous other D&D-inspired games finally release in response to the revamped D&D plus the post OGL kerfuffle. Examples include Tales of the Valiant, of course, and the second set of Pathfinder 2E revised book, but Shadowdark is a thing, as is a 2nd edition of 13th Age allegedly supposed to release some day, and there are a fair number of other D&D-based post-OGL products named last year which I recall as being scheduled for release this year.

Goal: Try to get at least 2 posts out every week this year on the blog. I'll try! It is a good writing exercise, this as always has been less about writing for an audience (yeah, may explain some posts lol) and more about writing for myself to keep my own interest engaged.

Prediction: We will not see a lot of new IP or gaming properties this year as the market is too knotted around D&D at the moment. Once the new D&D books and whatever happens with D&D Beyond finally drop, we will see a sag in the market for a bit, and possibly some waning interest over time, followed by maybe some more creative endeavours in 2025. This will be my "bold" prediction. Will see if it comes to pass next year.

Goal: pace myself. I am honestly getting older, so I keep reminding myself, and it can be hard to run two games a week these days while managing a business and family. I need to keep that in mind and not be shy about letting my gamer cohorts know that sometimes Wednesday or Saturday nights are just not good for gaming. Also, whenever possible, I need to foster more local IRL gaming because the VTT experience is just never really going to cut it for me. 

Okay, that's it for my gaming predictions and goals of 2024! I wish I had more of a non-D&D sort for predictions, but it's hard to come up with anything noteworthy. To that end:

--I could say "Chaosium will give up on Rivers of London" for example, but that's hardly a prediction and more just an observation that they backed a really esoteric IP (for the states, at least) and didn't do enough promotion. 

--Or I could speculate that we'll reach January 1 2025 and still be waiting for the third Esper Genesis book to arrive (I am going to call that one now), but that's mostly just a recognition that something on the business/publishing end of the publisher for that book series has gone very south and that I suspect the real reason that they haven't produced the book is lack of funds. 

--Likewise I could predict that Steve Jackson Games may announce a new edition of GURPS this year but I doubt it; I think the core developers/writers at SJ Games are too old and tired to take up the mantle of a new edition, and GURPS has languished in its own special corner of the cottage industry for so long that no new blood exists to come take up the task. 

--I could also predict 13th Age 2nd Edition won't see release this year, because they probably want to wait until well after D&D's next edition has saturated its way through the audience and generated a new group of expats for a different variant edition, but who really knows, Pelgrane Press publishes to the toot of its own horn. 

--I could also predict that Pathfinder, despite now having better, more organized and comprehensive books out, will flounder in the market due to the perceived buy-in being too high for most gamers, but it will still appeal to the subset of D&Ders who crave a bit more dynamic mechanical flair in their games. We'll see!

Anyway, Happy New Year!  

Monday, January 9, 2023

Five Game Systems I Plan to Visit in Lieu of The Big Two (D&D and Pathfinder 2E)

 Okay, there's nothing wrong with either Pathfinder 2E or Dungeons & Dragons as rule systems....well, there may be issues,* obviously, but this is the year that I really want to do something different, other than play these two systems. Last year I enjoyed Call of Cthulhu (always a good staple), and Mothership reared its head. OSE was fun for a couple mini campaigns, and there are no doubt other games I ran in 2022 that I can't remember at the moment.

For 2023, I may wish to enjoy some fantasy gaming that's not the two top dogs. Here's the list I've compiled (akin to my SF list I posted a week or so back):

Forbidden Lands - first up, the Free League Year Zero Engine powered fantasy boxed set was once really hard to track down. I now have the core and all the supplements, as well as a couple sets of the lovely dice (you don't need special dice to run this, but I like having them anyway). I feel very comfortable with the system mechanically; it's got a nice reductionist approach to skills and talents with an elegant and distinct method of dice resolution. It's focus makes characters both pragmatic and effective but also fragile and always at risk. You are practically expected to engage with the world; building fortresses and settlements and finding mentors makes improvement through experience much easier, so there's an active mechanic for players to want to forge their own path in the world. The default setting is interesting enough for me to consider using it as-is, something that is honestly very hard for me to do with all of my own game worlds I like advancing in storyline.....but the good news is its written in a manner that lets me use it as I wish, with my own setting if I so desire. And it has a lot of fan support on Free League's page on Drivethrurpg.com. 

 Savage Worlds Using the Pathfinder Expansions or Fantasy Companion - The as yet soon-to-be-printed Fantasy Companion is a revision that takes a queue from the Pathfinder for Savage Worlds books. Its also compatible with those books, which means that you can run a lot of fantasy now with Savage Worlds, and itr finally can be said to have a lot of easy to use support for fantasy gaming. Savage Worlds' SWADE edition is a great mechanical update and restatement of an already fine game system, and I know my group is interesting in trying this all out....so I should probably prioritize this one.

Dragonbane (Drakar och Demoner) - This lovely kickstarter is a reimagining/revision to a classic era Swedish RPG that spawned out of a translated edition of the 1982 Magic World from Chaosium. Free League is in charge, and you can tell fom the design, but given I love their stuff so much its a small wonder I am keen on this. The print edition is not coming out until late in the year, but the working draft/playtest copy is quite functional and I definitely want to run this for a short test game soon. Plus, playable mallards that aren't from Glorantha!!!! I secretly hope this spawns more content and turns in to the spiritual Magic World successor we all deserve.

Those are the big three. I have contemplated to varying degrees the possibility of Mythras, but for various reasons I am stymied by the possibility, chiefly with the weird character sheet on Roll20. I then look to BRP's Magic World, but while I know we could have some fun with MW, it is am imperfect tome with a lot of errata (which did get in to the PDF, I think, but still). 

There is  a strong fourth contender, although I know the initial learning curve (mostly in PC generation) is steep: Dungeon Fantasy RPG (powered by GURPS)! I might indeed propose this last option, I have a deep and abiding love for GURPS and have gone far too long without running it. It is possible I might instead propose some GURPS historical gaming finally....I was working a lot on some GURPS Egypt campaign ideas last year, and those are still lurking in my files, waiting to be unleashd. 


*Okay yeah I am playing in a Pathfinder 2E game right now that reminded me in a hard way of why I don't want to run it anymore again.

Wednesday, July 27, 2022

Gaming in July - A Weird and Unexpected Resurgence of D&D 5E and Lots of Time as a Player

 I haven't posted in quite a while, failing my (very mild) commitment to blog more often! I suspect the days of blogs are certainly dimmed, if not over, as vlogs become all the rage, but I just can't bring myself to even entertain the idea, I feel hideously unphotogenic, let alone "video material." 

For July, it looks like my post-vacation fugue turned from "what game will grab my interest?" into "Dungeons & Dragon 5E kind of does all I want for this particular genre of gaming." Part of this is no doubt due to the fact that I am only running one actual live game right now....and when  only have to focus as a GM on a single campaign, I find myself more creatively energized, less spent, and genuinely interested. As a result the campaign has been chugging along with lots of weirdness as I try to see what my players decide to do with their wayward characters.

I haven't abandoned other game prospects, though. I have a campaign for Call of Cthulhu in the works that takes the PCs back to a weird northwest set in 1812, to follow up on a strange campaign twist that happened in another modern day CoC campaign I ran back in 2018. We've been waiting for follow up on this one for years now, so good to get to it again.

I have also been slowly (very slowly) prepping campaign ideas for Mutant Year Zero and Savage Worlds Pathfinder. The latter languishes a bit due to my persistent desire to keep doing D&D 5E but maybe we'll jump in to it soon, I dunno. My Saturday game was postponed while my cohort in GMing for that night stepped up to plate and has been running the Extinction Curse (I think that's it) Adventure path for Pathfinder 2nd Edition. It's been fun to play, but I have been amused by the fact that I now think Pathfinder 2E is actually easier to GM than it is to play....and also more rewarding. As a player I am having fun, but the game's needless layers of complexity in character design are palpable when compared to D&D 5E, Savage Worlds, or even GURPS if I am being honest.

As a player I am also in a live game of Dungeon Crawl Classics a buddy of mine is running (the randomness of it all is a lot of fun, very core and basic but makes for fast-paced and entertaining gaming), Friday night Gaslight Cthulhu which will soon be rotated with a family-focused Dungeon Crawl Classics game my wife is trying to put together (I am interested to see how this goes, her interpretation of therewith!) and sooner or later we will get another Mothership game going, I imagine. Maybe.....I have some SF ideas I am experimenting with....which leads in to:

I'm still working on campaign ideas and stuff for GURPS, too. I don't know when or where I will spring these ideas, or on what hapless group, but I have a strong vision for the historical Egyptian campaign now, along with a fair amount of detail on a prospective exploration-based GURPS Space campaign. 

Monday, June 20, 2022

Getting to Observe Gaming from the Other Side of the Table

 Playing a lot more recently has afforded me a chance to think about what it is that I have been enjoying (and not enjoying) out of RPGs recently, with the added advantage of feeling less pressure to prep material for games ongoing. As of right now, I am many sessions in to a Gaslight era Call of Cthulhu 7E campaign, three sessions in to a Pathfinder 2E campaign, and I have just wrapped a D&D 5E campaign (which will eventually return), with tentative plans to start a Pathfinder for Savage Worlds campaign to try it out when I return from summer vacation. Meanwhile Mothership is there, and we play it when all parties can find themselves in the right moment to set the time aside....but that's really tough, it turns out, to do more than once a month.

So here's what I've noticed so far:

First and most important, as a player I can be picky, or at least I used to be, but these days I am just enjoying not having to drive the game forward so am happy to play the role, regardless of the game subject. So while I might have some notions of what I'd like to play (and I will be straight up on this, my player interests are still trapped in the early nineties in terms of what sort of game experience would make me happy) I am at this point just happy to be playing so the scenarios in action are good enough. Likewise, I applaud my cohorts who are currently GMing, as I feel their pain, acutely.

Now, I love Call of Cthulhu as both player and Keeper, so I have no issues there. We did experiment with Pulp Cthulhu for a time (not my fave), but its since been largely redacted as I think the Keeper realized it didn't really mesh so well as one might like. Pulp Cthulhu exists, and there are no doubt strong advocates for it, but I felt like playing with the Pulp rules was putting the game on "cheat" mode a bit and am happy to see it dialed back to more normal Cthulhu rules these days.

Lesson learned: I do like it when the game is tougher and expects you to know that being careful is important.

Now, in three sessions of Pathfinder 2E I have simultaneously come to appreciate that PF2E was most definitely written by game designers who wanted to both make the GM's life easier and put uppity players in their place. They also were obsessed with balance, to some weird degrees. And the action point system...it feels like its a malevolent social experiment designed to tempt players to poke fate and learn the hard way that second and third iterative attacks, at least in PF2E, are borderline traps, quick pathways to failure. 

It's all kind of interesting to see this not from the angle of the GM, for whom I will argue the mechanical aspects of PF2E are actually simpler than the player facing mechanics, but to really feel it hammered home that the game weighs odds against the players every step of the way. We're even using a published Pathfinder adventure path, and the GM is very by the book, so I know he's running the scenarios exactly as presented. It's brutal, and part of my likes it, but another part of me realizes that Pathfinder 2E, from both sides of the screen, has some profound flaws in design. 

I have already decided that while I will continue to play PF2E, no problem, I am done with it as a GM (well, in theory)....I just think there are so many other, better game systems out there that fit my own style and tastes better. I thought PF2E would cut it, but over time my love of it has soured badly, I guess.

With no immediate games that I need to plan for in the future (except for Savage Pathfinder which is in the can and waiting for when I am ready to run it), I have had ample time to think about what I really want to do with the many game books I have purely for my own amusement. So far, there has been one clear, out-of-the-park winner: GURPS. I've been designing stuff for a hypothetical GURPS Space campaign, filling out NPCs and pregens for my planned GURPS Egypt campaign, finally taking a serious look at what I could do with Dungeon Fantasy RPG, and reading through the many, many PDFs of GURPS I have acquired over the years. 

I'm also still intrigued to do more with D&D 3.5 down the road, but when and where I have no idea. Both D&D 3.5 and GURPS appear to be calling back to a sweet spot in gaming for me, a period from roughly 1992-2006* during which I ran mostly one of these two systems, only occasionally breaking out into other territories. My middle agedness is showing, I guess. 

Ultimately, to run GURPS again I need to get buy-in from my players. Some of them I can count on, others I think might see the perceived complexity of GURPS as a nightmare from which they can never escape. GURPS comes from an older era of design that assumed a level of focus and attention which I think is hard for a lot of gamers (anyone, really) to sustain today. If I run it, I am going to need to do all the heavy lifting at first, including providing lots of pregens, or restrict them to GURPS Lite for a while. We'll see.

Still, we may be able to play some games on our lengthy vacation that is about to start, and I am debating dragging GURPS along for personal fun, and Savage Worlds along because it will be easy to teach to the family members (mostly kids along with my son). Savage Worlds has a wonderful simplicity to it, and its inherent physicality with the card decks, bennie chips, dice as stats and so forth make it a fun game to teach kids. But who knows....usually there's never any actual time on these summer vacations to game (its just me deluding myself) so I should really just pack a handful of things I think I might actually find time to read. We shall see.



*For a lot of that time it was still AD&D 2E, but it was the AD&D 2E with tons of bloated splatbooks and the "2.5" rulebooks, all of which desperately made us crave a cleaned up, newer ruleset, which of course WotC eventually graced us with. And for 2000-2003ish it was the 3.0 version of those rules, which I loved dearly even if I can't go back to them after the 3.5 fixed so much.

SECOND NOTE: If you look at my post prior to this, outlining five campaign ideas, notice how while those are all fine ideas for any old campaign, they would be really cool in a GURPS campaign. Just saying.....I'm not kidding when I say I have that GURPS thing on the brain.

Wednesday, March 30, 2022

Egyptian Campaign Plans Part II

 First off, I need to check out Akhamet because it sounds interesting and is for 5E; I had no idea it existed. I will be honest, I only tend to focus on books with POD options at Drivethruprg.com and filter PDF-only products entirely. I suspect that Onebookshelf's clientele fall into two categories, one being the group I am in (likes a print copy) and the other being very adjusted to using PDFs. I use PDFs, but I find them better for utility and look-up, but terrible for reading enjoyment.

Anyway, I have narrowed down the plan a bit: first, I investigated the Cypher System Historical Genre section, all four pages of it, and realized that it might not be bad for a one-off or something that could be fun for a short period, but as my instincts suggested, a long term campaign would be better suited with a system that had more granularity to make ordinary heroes interesting. 

After ruling out Open Quest 3 only because of a lack of Roll20 support, I did notice that BRP itself has options in Roll20. But....knowing my group, the best option here would be to turn on the historical options for Call of Cthulhu 7th edition and go with that. This may still be the best option, but my initial idea of doing GURPS but with an intro campaign using pregens has likely won out. 

The motivation for GURPS Egypt with pregens is pretty basic: it lets me as GM work out a range of likely and interesting characters for the players to choose from, and I could still let them customize within that framework/template if desired. It may help the players if they are unsure of what to make, or how to make it. 

I used to play GURPS near constantly in the 90's. It was, by 3rd edition, the go-to system for all of my non D&D and non Cyberpunk gaming. I ran Call of Cthulhu mostly through 3rd edition, but only ran a few short games of CoC 4th edition....but I ran a ton of Cthulhu Mythos campaigns using GURPS. My time with GURPS was unshaken, even when GURPS 4th Edition came out, which had a more procedural and organized feel to it despite being perhaps less organic and measured in its opening doses. For example, in 3rd edition core it was still feasible to use a random roller option to get a quick character going, but not so with GURPS 4E. Luckily, when the baseline is "realistic historical" I can still hand a new player GURPS Lite and advise them to stick to that until they are ready to graduate to the Characters book. Whether or not GURPS Characters will entice or intimidate depends entirely upon how efficiently the player assimilates the book's organizational structure and how afraid they are of some point buy math. Most players, once they realize how insanely flexible GURPS is by design, and how much it supports design options which have weight that are not all about combat (and also how much it can support combat stuff if you so desire) really dig in to it....it's just that first shocking moment of realizing you need to really think about char gen for a bit first that is tough, followed by the risk of decision paralysis. GURPS Lite is a really efficient tool for overcoming those initial issues.

Once we have had an initial exploratory campaign with pregens (tentatively I have some ideas for a generational campaign that picks up a plot that stretches over multiple dynasties and eras), then we can proceed with more freedom in character design and see how it goes. Or, worst case, the opening test scenario and pregens are as far as we get and then we move on. Who knows!

My plan right now is to start with the 1st Dynasty of an upper and lower Nile united under Narmer, an ancient Khemit in which Khanaan is a client state, and there are the groundwork of tales that will in later centuries be mythologized as the adventures of a man named Menes, who might historically be either Narmer or his son, but who in the fictionalized Egypt could very well be a cipher for the deeds of the PCs themselves. More details to come! 

Wednesday, October 14, 2020

How to Run Historical Games

Last week I talked about criteria for the best type of RPG for historical gaming. For the "best of the best" I identified GURPS, followed to lesser degrees by Mythras, BRP and Call of Cthulhu. The latter of these four works best when you are going to "historical, but with mythos" of course, but the key takeaway was that for good historical gaming you want a system which sticks to a "realistic" baseline, emphasizes interesting ordinary traits in characters, does not require redacting significant content that impacts the game experience (e.g. removing a magic system core to the game's themes) and has support material. GURPS is hands-down the winner here, but Mythras comes in a close second along with BRP and CoC.

Remember it's a Group Venture

This time around I thought I'd talk about some of my experiences running actual historical games. A key problem with historical gaming is that it can mean different things to different people, so the first and foremost bit of advice I can offer up is: talk to your players about your ideas, and make sure that they are both on board with the concept and excited about it. There is nothing that kills a game faster than a GM who's grand vision for an esoteric deep-dive into historical tales around Roman General Riothamus are thwarted by a group of players who were expecting T.H. White's King Arthur. Likewise, a group of players who feel like they are being forced to experience a historical re-enactment of either actual events or the GM's personal fan fiction on a historical moment will lead to inevitable disappointment and campaign collapse. 

Put another way: the motto of any GM, regardless of intent, should always be to remember that it's a group venture and the group should as a whole be having fun. This doesn't mean that if your regular group is not in to what you plan to do that you should ditch it, but it does mean if you are married to an idea for a campaign you should seek out the time, place and players who will find it worth their time to explore the idea in question.

Establishing Familiarity and the Economy of Information

Taking to the players about their expectations for an historical campaign is a good idea. Looking in to your own heart about what speaks to you about the particular historical setting is also a good idea. I once played in a campaign set in an era of feudal Japan, but the GM, despite having a great internal vision of the campaign, wasn't that good at conveying details or explaining the "why" of things to the players. As a result, we had a really shallow experience with the game, unclear as to why some things were happening or what we were expected to do. We persevered because we enjoyed gaming together, but it was a short lived game as the vision was neither conveyed nor understood.

If you decide to go for a historical period in which you are very familiar, figure out how familiar your players are with that time and work out some plans around their familiarity or lack thereof. Take one of these strategies based on your players, which is already assuming that regardless of their understanding of the historical period they have already expressed interest in your pitch:

Players Not Familiar: this means you will need to think about your setting's relevant details and focus on the things which will be interesting or important (preferably both). If you know your players are keen on learning about the historical period as part of the experience great, but otherwise try to avoid narrating it like you're a National Geographic Special or in an academic reading; the same rules with actual fictional worlds apply: details that don't matter really do not matter, and details which the characters would never know the players also would not need to know. If you have some great bit you want to talk about on the historical backdrop that isn't relevant, save it for the after-game talk, but keep it out of the actual play experience.

Players Familiar: everything above counts, twice as much, but with two caveats: the reason you don't wax philosophical on the historical details that don't matter to the plot is because they could derail the game if you get into a discussion of irrelevant minutiae with another scholar of the period. The second caveat is: that player at the table who is familiar is now a valuable resource, so use him or her. If they have some information that might help clarify the moment, take advantage of that so long as it doesn't violate the need for an economy of information (use only that which is relevant). 

On rare occasion you might run something set in a time period for which a player is far more familiar with and vocal than you might want them to be. In these cases try to establish proactively that extraneous details are best kept for the after-game chat. That said, still take advantage of their familiarity with details that lend to the moment, but (to take a totally random example that happened to me in college) ask them to refrain from elaborate lessons on how Vikings saddled their horses (unless your group is like really in to that).

Narrating Detail as a Story Aspect for Entertainment First, Enlightenment Optional

Part of good historical gaming is setting the theme and mood for something exotic and also established in the real world, or it's recollection of such. Much of what I previously mentioned is aimed at the idea of extraneous, irrelevant or unnecessary information; it is not helpful to the story of the moment, or it is packaged in a manner which brings the narrative or gameplay to a standstill. That said, lots of such content when relevant or important to the moment should be presented. Just make sure you do it in a manner consistent with the goals of "presenting useful information" and "establishing the flavor of the scene."

For example: if I set a game that takes place in an early dynastic Egyptian court,  I will want to include information and descriptions which establish for the players useful images and data on the situation. If they are playing Egyptian characters then they will need some basic groundwork on what the court etiquette is, if it's relevant. Establishing customs and practices in this context might be useful, but it works best if you incorporate it into the description of events as part of the story rather than a break out lecture. You might be tempted to send this information to the players beforehand, but I don't advise it unless they request such; too much info sent from a GM without request is not fun, it's homework. I strongly believe in the axiom of "show, don't tell" though since RPGs require a narration you are in fact narrating the "show" part. 

You can use skills to gatekeep info, of course. Players who have no etiquette training or courtly graces experience can be told information from the perspective of those who find what they see as unfamiliar and intimidating; nobility engaging in practices which they find awe inspiring or terrifying to simple commoners. But if the group consists of nobility then the information should be imparted in a manner which helps them set the scene and also understand that what is happening is familiar to their characters, if not them.

In my experience, asking players to tell you what they do in situations like this is often counter-productive. The players who did their homework or have the interest will likely volunteer such data. Others may welcome a GM who doesn't force them to explain in precise detail how to saddle a horse. I experienced that as a player once...it was an ironic moment, as I grew up on a ranch in real life and could saddle and ride a horse, but could not satisfactorily explain it to the GM, so my character (who should have such knowledge regardless of the player) failed at the task. Giant Lose on that scenario.

Using Actual Historical Events as Underpinnings vs. Springboards

There are two thoughts on how to handle documented history: it's written in stone, or it's not. Your players can either find a way to kill Hitler, or Hitler and Eva are destined to be found dead in a bunker. How you choose to do this is important to your initial story pitch. I, for example, lose a metric ton of interest in a historical game that is about to dump the actual historical underpinnings; if I wanted to play an alternative history game then I'd look to something like GURPS Infinite Worlds; if I want historical, I want it with all the gorgeous depth and details of actual history. For this purpose, we will assume that for actual historical gaming we stick to actual historical events.

This poses a problem though: what if your players try to kill Hitler? Well, there are a few ways to handle this: first and simplest is, if they can figure out how to do it, let them. The game stops being historical after that point, but it's still a fun experience. The one thing I feel you don't want to do is impede them. If you've created a scenario where they have the will and the way to accomplish something, it is ultimately better to recognize that you made a scenario which allowed it and proceed accordingly; literally anything else you do that stops the action will feel like GM intervention or rail-roading.

The better solution is to think carefully about scenarios that would prove interesting that don't deal directly with historical lynchpins and allow the players as much agency as possible within that context. For example, rather than design a scenario where the players feel they have the will, means and need to find and murder Hitler in 1938 instead look at other scenarios that deviate from such trains of thought. There are no shortage of lesser historical characters and plenty of "closely similar" personalities you can populate a setting with that will allow for an interesting story while letting the established historical backdrop play out in the background.

Another approach is to look for hotspots in history it is not as clear exactly who did what and how it all specifically went down. I actually think World War II is a terrible genre for actual gaming because you have to slice it very thin to find moments in which PCs can do things not already well established. You can still find moments, though: a campaign centered around D-Day and Operation Overlord can lead to some great fun, all while using the historical record as a backdrop. 

Other historical periods can explode with wide open opportunities for an historical experience that explores the gaps in our understanding. The case of the real King Arthur is a fine example: you could set an entire campaign around the sparse but insightful details of Riomanthus and run a campaign which strive for historical authenticity while also diving into a "what if" of that time period with little effort; the GM who finds creative ways to reference later legends of Arthur by weaving the campaign around the origins of such references gets bonus points. If Riomanthus was the inspiration for Arthur, then who was the inspiration for Merlin, Nimue, Lancelot, Morgan le Fay and the rest? Historical analogs for all of these characters could exist in such a telling, and would manage to walk a fine line between historical setting and creative extrapolation without going over any particular line. 

The key thing to remember is that the further back you go the more your historical context will rely on interpretations of the material available, extrapolations from the pieces of the picture, and the less it will be structured around well established facts. The campaign I am working on now, for example, will be focused on a narrow time period during the reign of King Akhenaten, chiefly because it is both a really interesting period in Egyptian history, but also because thanks to the discovery of the Amarna Letters, which were missives to and from neighboring polities over a few decades, we have a remarkable (but rough) picture of the political goings-ons during a hotbed of activity during the rise and fall of an extremely contentious Pharaoh who attempted to replace an entire belief system with a new, highly abstract form of monotheism. 

This gets to the last key point:

History as Backdrop

Alluded to above, this distinction is important: when you design an historical adventure or campaign, think carefully about whether the subject of the campaign will interweave with historical elements, or whether the historical context will be a backdrop for adventures driven entirely by the players and "local, possibly unrelated" events. 

A friend of mine ran a fantastic historical campaign set roughly around 1,000 AD during the Crusades. It's driver was a macguffin: a piece of wood allegedly believed to be a piece of Christ's cross, a holy relic of incredible worth if it is truly what it is claimed to be. The characters we played were mostly survivors in one form or another, the sorts of characters that would find cause to take interest in the relic, either out of belief or profit. It was a great game, and it provided an elaborate setting backdrop grounded in historical verisimilitude without either overwhelming us with detail or derailing with any actual historical details from the time. It felt like a thing that could have happened but no one wrote it down so it was lost to time, in essence.

When you design games like this, you do so with an eye often toward the more common people of a given period. Not all ideas for historical scenarios will work like this, but if you want your players to have the greatest agency this is the best way to do it.

Guidance to Players: Pregens and Player Guides

One thing you can do, particularly if this is a short campaign or single session event, is provide pregenerated characters. This has a few benefits: it saves time for the players, gives them a range of choices that the GM has pre-vetted as relevant to the intended campaign, and ideally you as GM should have twice as many pregens rolled up as there are players so they still have some agency in picking and choosing from the various backgrounds and personality types to suit to taste. 

If your campaign is geared to be longer (more than 5 sessions) and your players are of sufficient creative mindsets then you will probably want to provide a campaign precis instead. This is not quite the same as sending them a bunch of character homework; more like a quick summary of advised guidelines on character generation, including some basic guidance on character types you allow/recommend and where to look up more information if they want it. GURPS is great in this regard, because you can usually point them to the relevant sourcebook and tell them to follow the guidelines there. Failing that, something which provides some design focus is helpful, and be ready to elaborate on request. For example, in my planned "Fall of Aten" campaign sett around 1338-1333 BC, I might offer up that they can collectively choose to be with one of these factions, but that the players as a whole must belong to the same faction once decided on: 

Syrians (belonging to the powerful northern cluster of Syrian states which stand in opposition to Egypt)

Habiru (rebels and raiders in the southern client states, sponsored by the Syrians to undermine Egyptian rule)

Men of Amurru (servants of king Aziru, who find themselves embroiled in betrayal as AZiru journeys to meet with Pharaoh Akhenaten in the new capitol of Akhetaten, only to be held as a political prisoner; later released and betrayed by his own kin)

Egyptians (either aligned with or against the divisive Pharaoh Akhenaten, either working with him to secure long unattained power in a new administration and form of governance, or quietly aligned against him and seeking ways to bring back the old forms of power)

...and if I'm feeling like something different, they could be optionally part of the Shardana, one of the sea people groups who were early coastal raiders in the region, plaguing Syrian and Egyptian ports alike. That's not a good fit for the direction I want to go so I'd exclude it, but any of the first four options above make an excellent basis for campaigns.

They key here is to find out what the players find most interesting....and go with that. But if you as GM only find certain ways to be interesting or work for your vision, make sure you restrict it to what you know and can do; if I for example felt I did not have enough context to run a campaign that might not make it out of Syria then I shouldn't put that option on the table; or alternatively, if my vision really involved exploring the delicate balance of Egyptian court in a social and religious upheaval, then my player guide should narrow down to more specific details, focusing on social station and factions within that kingdom alone.

Secondarily, some guidance on what systems are in place for the game you are using is also relevant. If I use GURPS but allow a low level of magic and will let players choose from Ritual and Path magic only, they need to know that. The more divergent your ruleset is from the baseline discussed in the prior article, the more work you have cut out for you. For example, if you were to use D&D for historical gaming you'd need to provide a long list of exclusions and maybe design some new thematic archetypes and backgrounds appropriate to the setting. Doable, sure....but in this day and age, there's a game for every flavor and that's easier for me to work with.

Ultimately, running an historical campaign or scenario is going to take more work than using fictional settings, as you can't just start inventing stuff without context. A good historical setting requires some effort and research, but it's payoff when executed well is amazingly fun. The last thing can advise is: do not get too caught up in the details if it is not relevant to the fun of the moment! The ultimate objective is still to have a good time, and you can do so without necessarily getting every little fact straight. If something does end up being anachronistic or historically out of context, but your players don't notice it, that's a perfect "after the game" topic for conversation. Keeping track of every tiny historical detail can be hell at times, and it's inevitable you might screw up....but roll with it, and figure out a way to retcon later if needed.

If you're going to do some historical gaming, I also recommend that you secure a copy of GURPS Low-Tech, and use it (regardless of what system you use), it's a great game-focused resource.

Okay, that's all for now! Maybe a Part II if I think of more things to write about.


(edit: fixed a date issue, apparently had a 2 where I needed a 1 and did not notice!) 

Tuesday, October 6, 2020

Historical Gaming - Best Traits in a Game System

In this 46th year of role-playing games as a formal hobby we've got all sorts of fine tuned, precision level gaming engines out there for all sorts of things. Recently though I've been really getting back in to a deep dive on historical readings and the thought of running historical games has become all consuming. I've got campaign ideas ranging from revisiting my Mesopotamian campaign set around 2330 BC to a deep dive into England around 650 AD on up to my particularly strong obsession: the rise and fall of the rule of Akhenaten in Egypt from 1351 to 1334 BC. This is an especially interesting time period since a vast trove of diplomatic missives called the Amarna Letters exist, and these include a great deal of interesting insight into what was going on in this particular period of time. Never mind the revolutionary...some might say heretical....upheaval in religious tradition that Akhenaten implemented; there are all kinds of interesting stuff going on in this period in history.

Anyway, when I want to play something that involves exploring dark holes in the ground while fighting monsters both D&D 5E and Pathfinder 2nd Edition work really well for that. When I want even more cinematic excitement in that same vein 13th Age is a good choice. When I want science fiction Traveller is a basic default. So what is the best default for historical gaming?

A key element of a good ruleset for a specific genre must be that it supports what you want out of it. If the rulesystem provides only nominal coverage toward the genre then you may find yourself missing elements you crave. For my purposes, I define the historical genre like this:

Verisimilitude is Critical

Historical settings and themes work best out of necessity when the game system's underlying mechanics support the ideas of the real world. There are many systems which support cinematic or literary storytelling, but a suitable historical experience must at least feel like it is grounded in reality. Some systems let you take historical themes but are not really providing an historical experience in this manner (Cypher System and Savage Worlds are both examples of this). The obvious game systems for this sort of experience are: Mythras, BRP, Call of Cthulhu and GURPS. Each provide a mechanical framework for an experience steeped in "realistic" interpretations of things such as injuries, pragmatic human limits and physics.

Emphasis on the Mundane over the Fantastical

The "realism" must be supported well and in larger proportion to fantastical elements. If the system or setting of necessity feels like you're missing out if you exclude magic from the setting then it may not be an ideal system for historical gaming. The ability to define characters in terms of the mundane and make them feel relevant is critical; it does mean, for example, that the ability of a character to be interesting because the system provides rules for more in-depth skills is preferable to one where skills are less relevant. Combat abilities may focus in greater depth on what actually happens in real combat, and eschews fantastical or cinematic maneuvers; being good at blocking and parrying (and those being part of the process) will help with the historical realism; whirlwind attacks and fantasy parkour not so much.

Magic is of necessity either optional or irrelevant in these systems. The ability to provide for a form of magic that feels more like the way magic was perceived to work in the real world is helpful; the ability of the system to feel robust with no magic at all is even better. Whether you include magic or not, though, it's got to be with a system that does not overshadow the historical underpinnings such that it negates the intended value of the experience as you want it. 

Of systems previously mentioned it  is safe to say the Mythras, BRP/CoC and GURPS all cater to this. However, of these GURPS provides the most robust means by which you can provide for elaborate characters and avoid magic entirely if desired. Alternatively when armed with GURPS Thaumaturgy you can pick and choose from a range of magical traditions designed to feel like the sorts of magic which our ancestors believed in (as well as others of more literary tradition). Mythras provides four types of magic, which often dovetail well with our modern interpretation of how magic might have been perceived to work, but also tends toward a more mythic and literary reimagining of such. Likewise, BRP is simply the original system from which Mythras evolved, and Call of Cthulhu is very much steeped in providing a historical experience tinged with the mythos, a literary construct. 

Resources!

Researching a game on your own dime and time can and is fun for those who want to do it, and historical gamers tend to fit that bill just fine. That said, the more ready-made content a system can offer you to help the process the better. It is almost redundant to point out that GURPS is the be-all and end-all for this sort of thing, thanks to a spate of almost two hundred historically themed books in the 80's and 90's. They moved away from such resources in print with GURPS 4th Edition, but still occasionally offer some useful content (Crusades, Silk Road) while keeping all the classic 3rd edition books in print....and the conversion work required is essentially non-existent, thankfully. Heck, many people use GURPS resources for other game systems as well.

Mythras also provides some historical resources, and you can find other systems out there that make varying efforts to do so, including some that engage in elaborate, fantastical depictions of historical periods such as Aquellare, a tome which must be truly experienced to be appreciated (or reviled, you pick).

Historical Gaming =/= Wargaming

Lastly, it is worth mentioning that a good RPG for this is not the same as a wargame by any stretch, nor should it be construed as such. For many, the most interesting elements of historical gaming are in the details of ordinary everyday living, experiencing a slice of time in an interesting historical period, and figuring out the many strange mysteries left for us in our own historical and archaeological records. Combat and military actions are just one piece of the pie, and a system which handles all desired elements may well suit those with such tastes the most.

For me, GURPS stands out as the system I can count on to provide the kind of historical gaming experience I want, especially if I want to keep it as far away from too much of the fantastical or literary/cinematic as possible. BRP is a close second along with Mythras, and Call of Cthulhu of course is excellent so long as you want to look at history through a sickly green Cthulhu lens (nothing at all wrong with that of course). Meanwhile certain very specific games out there provide some compelling historical experiences on their own...Aquellare is my most recent discovery, but there are others. What games might I have missed that fit this bill?



Tuesday, May 28, 2019

The Universal World Profile Sourcebook for Cepheus and Traveller


For many of us, particularly the grognards and the gamers who approached SF gaming from the venue of fiction rather than film, there's a consistent expectation that any good SF game will provide you with some useful world building tools, as well as a means by which you can map out your corner of the galaxy for exploration and discovery. Traveller set the bar for this expectation high very early on with a decent system for generating an infinite number of star systems and subsectors to create as large and detailed a galaxy to explore as you could want.

When Mongoose published Traveller in its "1st edition" of their new version of the game they thankfully made it OGL, and then later made the mistake of not keeping MGT2 OGL, thus splitting their market of third party support. Most third party support for Traveller continues, but under the older OGL which has been retooled into a new edition of the game called the Cepheus Engine. This iteration of Traveller is the MGT1 version from the OGL, with some additional content to flesh the game out. It's also spawned lots of new product, aimed primarily as support for Cepheus or for other SF games that could benefits from specific rules such as ship design or world building.

Enter the Universal World Profile. This book is an expansion on the basic world design rules in Cepheus and MGT1, providing more depth of discussion on what each statistic and fact means when creating a world's UWP. For those of you unfamiliar with Traveller's mechanics in world design, each planet gets a "stat block" in Traveller hexadecimal format that lets you quickly determine a planet's composition, size, atmosphere, population, government, star ports and other useful details right no down to trade codes. It was an ingenious way of codifying and making an entire galaxy a prospective explorable option....you could get in a ship, journeying across the parsecs to theoretically endless explorable planets. A creative Traveller referee could take those stat blocks and make them really interesting, or you could play it straight and run Traveller like some sort of trade or merc-driven procedural; the core conceit was brilliant and simple, but it is the reason Traveller remains a persistent and popular RPG to this day and (almost) no one remembers games like Space Opera or Universe (except maybe for how baroque and painful they were).

Anyway, The Universal World Profile sourcebook for Cepheus (and Traveller) is a fully stand-alone resource which will give you more information on the UWP process for its core games, but also serves as a stand-alone resource for GMs who want design worlds for their own preferred SF rpg but maybe don't happen to have a very good resource for that particular game to do so. For example, while the Advent Horizon RPG actually has a nice little world designer in the rules, it's nowhere near as robust as what the UWP can offer. Starfinder has a very Pathfinder-styled section on building locations and encounters for games, but offers zero support for designing a universe to explore in a more organic fashion; it's trending (unfortunately) toward Paizo's desire to sell Adventure Paths rather than material that lets GMs do their own thing, so with a bit of additional effort (such as encounter tables for the Alien Archives) you could use the UWP to actually create some structure to your setting for players to explore.

There are other SF RPGs out there (besides the two I have been messing with a lot recently) that could benefit from a UWP system as well, although it is worth noting some games take the inspiration of the UWP and manage to do their own thing extremely well. GURPS Space has a robust (some might say "too robust") world creator. Stars Without Number, for another example, has a great world generation system that includes building plot hooks and themes in to the design. Unlike SWN however you can design your own brand of SF with the UWP and tailor it to your preferred genre requirements (SWN is great but leans heavily on its implied specific universe). The UWP only really makes the assumption that starships travel discreet distances (parsecs) and that the universe can be captured on a 2-D hex map (hand waive the third dimension). It doesn't presume aliens, but that doesn't stop you from populating every world with them. It doesn't presume technomancy or "the scream" or the idea of an Imperium but all of that can be included or assumed if you so desire.

Anyway, if you need a stand-alone resource for science fiction world building that is accessible and broad in application, check it out. Print version at Lulu, too.


Friday, June 22, 2018

Hall of Judgement Kickstarter for Dungeon Fantasy

SJGames may not have been too happy with the end result and lack of profitability on GURPS Dungeon Fantasy boxed set, but they are kind enough to license out publication of a module for it to Douglas Cole:



The concept of "viking flavored dungeon fantasy" sounds appealing to me. Douglas appears to have done other successful Kickstarters which actually got completed, including one I have (Dungeon Grappling) that is a uniquely exhaustive look on the one subject which we can all agree was a pain in the ass in D&D 3.0.

Monday, April 9, 2018

Surrealism in Gaming


I'm only really aware of one specific RPG* which tackled the idea of surrealism as a core concept: Over the Edge. For it's time, Over the Edge was a masterpiece on how to represent the sort of trippy, not-quite-real experiences that were cultivated from the likes of William S. Burroughs, David Lynch and the Cohen Brothers (with a hefty dose of Burroughs influencing the setting). It was an effort to capture a unique sort of subgenre of film and fiction that was ramping up for a short time in the nineties, and in all honesty it didn't do too badly.

I was really in to the concept of surrealism in the 90's, particularly after a trifecta of exposure to the concept in the form of David Lynch's movies (Twin Peaks, Wild at Heart, Eraserhead), The Cohen Brothers' Barton Fink, and the film adaptation of William S. Burroughs' Naked Lunch (I had previously read Burroughs, but the idea of adapting his work to film....let alone gaming!...was not so obvious to me until I saw Cronenberg attempt it). I had a fair number of games, usually powered by GURPS (but at the time I was also heavily in to Cyberpunk 2020 and Dark Conspiracies) which were tainted by, or even completely immersed in the core conceits of the surreal, at least as best I could convey it in the medium of gaming.

Recently I wrapped a lengthy year-long campaign in Call of Cthulhu 7th Edition that was best described as "Weird Oregon," or "Something's Wrong in Coos Bay." It originally started out as a short game with a goal of starting a zombie apocalypse, Mythos style. Then it rapidly revamped in to a more conventional CoC investigation with shades of Twin Peaks: The Return influence, as I decided that it would be really interesting if this one region on the Oregon Coast had like, a dozen different intertwined CoC scenarios all going on and weaving in and out together, with a grad climax over a two month (in game) run being the 2017 solar eclipse. The game started about the time of the solar eclipse, and ended last week, so not a bad run for a CoC game! Only one character who was original to this game made it all the way to the end (with both life and sanity intact) so despite the fact that there is still more to do in the region, it will have to wait for a new, future group to explore.

This last weekend, in the wake of the CoC game reaching it's conclusion, I realized that I was A: not done with running modern scenarios focusing on the weird and horrific; and B: was still itching to do a more proper, direct homage to Twin Peaks: The Return. But...a bit more preamble.

If you're even remotely a fan of David Lynch and/or the classic Twin Peaks, and you somehow haven't seen Twin Peaks: The Return on Showtime (also out on DVD/Blu Ray) then you owe it to yourself to take the 18 episode dive into the "limited event" that serves as a third season with a precise 25 year gap between the 2nd season of the original show and this one. I won't belabor the plot points of this, but let's just say that the original show ended on a remarkably disturbing "evil wins big time" sort of cliffhanger and the entirety of The Return is spent wrapping that dangling plot in an 18 hour movie that is conveniently broken up into watchable chunks.

There are also two Twin Peaks novels, written like FBI case files, designed to fill you in on all the extraneous plot points a series this complicated can never properly address. If you're a fan, these are a must read. If you just like procedurals and High Weirdness then these are for you.


So, the thing about Twin Peaks (particularly The Return) that I want to pay homage to in the new campaign are along these lines:

Magic Exists in Modern Times: but it is elusive, hard to grasp, rarely exposed for what it is in a measurable way, and is otherwise impossible to quantify or measure in a scientific or rational manner.

The Spirit World Exists, but it is Weird: in the worlds of Twin Peaks the spirits, if you want to use that term, are very real but they appear to have a strange and interesting relationship with humanity, one which often brings people to interact with them in profoundly changing ways. There seem to be spirits who want to "ride along" and live through their hosts. There are spirits which need to replace you, like changelings or doppelgangers. There are spirits who want to help.....and there are also spirits who embody dire and stark elements of humanity, such as pure good and evil. And like magic, it is essentially impossible to understand, and as soon as you ascribe motives and direction to it as I did, something will cast doubt on that assessment.

Surrealism is the Medium By Which The Tale Unfolds: the core concept of surrealism is the notion of the "irrational juxtaposition of images," but to a greater extent, to honor the Lynchian elements of surrealism is to not merely juxtapose imagery but concepts, people, places and emotions. Surrealism can have moments of stark horror contrasted against almost simplistically irrational normalcy. Twin Peaks, for example, was an idyllic northwestern town of nice, simple people, and yet it was a center of the drug trade, and a spiritual centerpoint in what could best be described as a gateway to the Other (the Black Lodge) by which spirits benign and malevolent seek to interact with the local people, or even to escape. And it is clear from The Return that there are other "points of interaction" with the Other throughout the world.

The idea, though, is that this juxtaposition of sharp contrasts is important to convey the story. In Twin Peaks this is the simple but dramatic lives of the town residents, played against the background while key figures (Dale Cooper) find themselves faced with existential threats from The Other. To do this in the new game (I am returning once more to GURPS as my engine) the player characters will need to be the key figures, but they will be investigating something that is extremely Abnormal, the Other, which rests quietly among an otherwise mundane and idyllic town.

Surrealism AND High Weirdness are the Formula: it's not fair to throw all the weight on surrealism itself, which is a framing tool. Rather, it is also necessary to engage in the weird, the strange and the unusual. In GURPS terms, everyone is a Weirdness Magnet.

Each Player Will Have a Different Interpretation of Events: if the goal is to work, I feel that one of the best ways to pull it off will be to have each player enjoy the experience of the campaign, but ultimately arrive at a different conclusion about what they experienced meant, and what the events played out to be. This will be tough.....by nature gamer groups tend to work to consensus and try to resolve these plots. I had a certain degree of this mystery in the CoC campaign, but in the end they did find mechanisms and lore that allowed for a degree of consensus on what happened. If I pull the plot off for the High Weirdness game, then they will each experience the same story, but arrive at interestingly different conclusions.

As this experiment progresses I'll relay more. It will be interesting....my group has persevered and made it's way through a lengthy CoC campaign, and they did well, so I feel like this new GURPS Surreal High Weirdness campaign may well work as intended. Back when I used to run these in the nineties I had a diehard core of players who had all read and watched the same books and shows that I had, so we were "all on board." Now, thanks to the CoC game, I may have a group that is at least ready to accept what I throw at them.....




*I think Unknown Armies is a close 2nd, but it still provides a coherent narrative structure. You can accomplish surrealism in UA (as you can with CoC), but it's not the core conceit of the game.

Friday, March 30, 2018

The State of Generic RPGs

One consistency over the decades of gaming that I've enjoyed has been the presence of "generic" RPGs.....those game systems designed to let GMs who want to do their own thing have the tools and means to do so. It seems like many of these games have survived, at least in terms of their overall historical impact on the hobby, over the long decades....even if the systems themselves may languish in strange states of indeterminacy.

Take GURPS, for example: it's still technically in print and available in PDF over at www.sjgames.com and they even have an Amazon print-on-demand option for an ever-increasing variety of books. Sounds good, right? The only real issue is that new books appear to be a thing of the past now that GURPS Dungeon Fantasy has released and it turns out SJGames essentially lost money on it, and cut back inventory due to the fact that the demand for the game outside of the immediate Kickstarter was just not enough to warrant it.

So if you are a fan of GURPS, it looks like you'll have to rely on the existing tomes and a smattering of periodic PDF released. The good news is, being a GURPS fan means enjoying a system on its merits, not it's visibility to the hobby at large. With GURPS, you either "get it" and support the game as it is presented; or, you don't realize it still exists (or have never heard of it to begin with)....there's little in the space between for this game's presence in the hobby.

Chaosium has a similar scenario with BRP. Basic Roleplaying's Big Gold Book (BGB) was a welcome tome for fans of the D100 system, providing a compendium of rules all in one place with lots of customization within the design scope of the BRP system. After Chaosium's return to it's older masters, however, BRP essentially went the way of the dodo. It still has print copies available on Chaosium's website and exists in PDF, but no new BRP projects are in the works, and suggested future plans depend on a variety of slow moving factors: the release date of the new Runequest, which returns the game to the pre-1983 era of Runequest as an exclusive vehicle for the Glorantha setting, with some vague promises of a small booklet with BRP rules that ties in to future non-Glorantha works in the future. Ironically this is all happening in the wake of Call of Cthulhu 7th edition, which handily revamped the rules in a different direction that many people (myself included) really liked. So the future of BRP is very much a mystery....and its utility as a resource for a genric system to design your universe for remains firmly with the evergreen book that has essentially been put out to pasture.

Then there's Hero System. I've never been as enchanted with Hero System so I don't keep up with it's status as much, so what I know on this one depends more on its external visibility to a non-follower o of the game. It appears to have made 6th edition its evergeen product, which is now available in PODF at www.rpgnow.com and other OneBookShelf sites. The website at www.herogames.com appears to show a lively community for the game is out there, with some active projects and kickstarters going. I'm kind of envious....I wish I liked the system better, it seems to have a core base keeping it nice and alive.

Finally there's Savage Worlds. Savage Worlds is alive and well, with lots of IP adaptations of indie comics and genres, and a current project Kickstarter going for Flash Gordon. It even looks like the new Flash Gordon game will upgrade the system mechanically (I think this has already transpired but I cant quite bring myself to get the PDF; I just don't care that much about Flash Gordon!)

Savage Worlds is distinct from the prior mentioned systems in that it operates on a simpler mechanical scale, with an emphasis on quick combat, easy record keeping, and a lower overall resolution of detail (such as 17 skills vs. --say-- GURPS' 700 skills). This can be a huge overall advantage because it is one of the only generic systems where pick up and play games are completely feasible. It is a disadvantage is you want harder granularity and more nuanced mechanical effects in play.

There are a few other "generic" systems out there, but I'm mainly looking at all-in-one books that do the job. FATE Core could count, but it's just a bit too off in its own special universe of design for me to absorb. Powered by the Apocalypse games all have a similarity, but it varies from game to game, and neither of these systems are designed for the prolonged use, delicate prodding and poking and meticulous verisimilitude that the aforementioned systems all offer.

So the question is.....are generic systems on the out? The most recent examples (FATE and PbtA) are aimed at shorter, controlled experiences with little mechanical nuance. Savage Worlds thrives by being mechanically robust, but just enough to provide for a structured environment, but not so much that the rules get in the way of preparation time. By the time you are looking at BRP, Hero and GURPS you are also looking at games that expect you to sit down and work on the planned scenario or world for a bit before proceeding. Sure, each has their "quick entry point," but those are just a quick way of stripping the system down to allow for an easier teaching experience to new players. This has probably not helped make these systems easily adapted by newer generations of gamers, even as their overall reputation and continued support by the older, dedicated fanbase continues.

I feel like there's probably room in today's market for a really good "mid range" difficulty game system to pop up and take the market by storm. Imagine a GURPS which didn't require the sensibility of an engineer to fully appreciate, or a Savage Worlds which allowed for more nuanced skills and mechanics but without ramped-up complexity. Imagine a "generic" version of the core design conceits of D&D 5th edition, but designed with a generic, multi-genre system in mind.

(EDIT: There's Genesys, by the way, a brand new entry into Generic Systems. It's main issue right now is that the core rules don't appear to provide enough toolkit support "out of the box" to make it very useful just yet. I'm not sure I agree with that sentiment, because the game mechanics in Genesys are a special breed....it's not how it runs, but how you reskin it, essentially.....but the Realms of Terrinoth sourcebook is out soon, and will probably settle for many just what Genesys's potential is when it's not the stripped down engine for Star Wars).


Tuesday, February 20, 2018

Steve Jackson Games Stakeholder Report looks back on 2017

Steve Jackson Games (via Phil Reed) puts this report out every year, and it's well worth reading. It's also the time when GURPS fans recoil from the screen like a vampire in an Olive Garden, but there just isn't much we can do about that....

So aside from the vaguely interesting news that the Munchkin brand isn't continuing to generate the money they expect, the stuff that is interesting to RPGers is on how Dungeon Fantasy fared, and what that means for GURPS in the future. Also, if they talk more about what it means for SJG to have The Fantasy Trip back.

Well, the sad news is that GURPS Dungeon Fantasy is essentially a failure, and the description of how things went down (including over cost and cutting printed editions by 30%) suggest to me that the hope for more sets of similar nature just isn't going to happen. Literally the best thing to happen to GURPS, it turns out, is their addition of PDFs to OneBookshelf sites and the addition of POD to Amazon's service. This is good news in the sense that the availability of those products is more or less assured, and it doesn't impact SJG's ability to keep things in print and in stock. It's bad news because it means that in many ways we might as well think of GURPS as at the evergreen stage of its product life....this, along with occasional new PDF support, is probably all we're going to see, I suspect.

On the plus side, it looks like they definitely plan to revive The Fantasy Trip and will announce something at Origins this year, and probably a Kickstarter. It probably doesn't need to be said that in terms of product excitement, it also doesn't help poor Dungeon Fantasy that The Fantasy Trip is now back, something that old grognards will recall Steve Jackson was very unhappy he did not manage to gain the rights to back when Metagaming folded. Indeed, it's not a far cry to argue that GURPS owes its existence to the fact that he failed to secure ownership of TFT!

Anyway, it's interesting and appreciated that SJG provides this report. Often, we gamers may have some expectations and opinions about how the hobby works, but the reality is far different from the business end of how things look. I found it especially interesting when Phil talked about the problem with the market right now...it's flooded with releases and this is creating a different dynamic on the market about how products get released and how they get supported/reprinted. I know I see a lot of board game/card game releases and those seem to dominate game store shelves, but since I only really focus on RPGs it often feels like slim pickins' to me....and even then, let's be real here....in some ways the volume of content for RPGs is higher than ever before, it's just coming to us in a format and at a cost that is far different from how things used to be even just ten years ago.


Saturday, December 30, 2017

Death Bat's Top 5 RPGs of 2017

2017 was a flood year for new RPGs, as well as the year in which many big Kickstarters finally saw fruition. Here's my list, as best as I can manage it....too many games this year to ever play!!!


5. Best New Fantasy RPG of 2017: Conan: Adventures in an Age Undreamed Of

This game is gorgeous, the character generation mechanics are impressive and provide an elaborate character for you to play, it has loads of support on the way, and the entire game is a very smartly designed tribute to Robert E. Howard's character and world. Even if I never get to play the game I am very much enjoying reading it. Modiphius is doing very good work here.

Runner Up: Zweihander RPG, the OSR retroclone of classic Warhammer Fantasy Roleplay. It's a beast of a tome and the most comprehensive new RPG I bought in 2017.


4. Best Universal RPG System of 2017: Genesys Core RPG

The funny-dice system by Fantasy Flight Games which previously powered the Star Wars RPGs is an amazing design and despite a toolkit approach is really accessible and easy to work with. I definitely look forward to trying this game out in  depth in 2018.

Runner Up: FATE Core Adversary Toolkit is a great resource for FATE GMs who would like more tools for building opponents.


3. Best Comeback: GURPS Dungeon Fantasy Boxed Set

The GURPS Kickstarter for Dungeon Fantasy bore delightful fruit, in the form of a meaty boxed set, Companion book, GM Screen and pretty much everything you need to stealthfully teach your players GURPS without them realizing it. DF demonstrated beyond a doubt that GURPS has a bright future, especially in the form of focused "all in one" titles.

Runner Up: Astonishing Swordsmen & Sorcerers of Hyperborea 2nd edition released in 2017 and this monstrous tome is a fantastic package and easy way to introduce your players to a dark, alternate-reality swords & sorcery themed version of AD&D 1E.


2. Best Sourcebook: Xanathar's Guide to Everything for Dungeons & Dragons

This was a much needed sourcebook for the D&D 5th edition system, with content split between useful new class options for players and tons of delightful DM content. And not a moment too soon! Everything in this book has already proven invaluable to my gaming table. More like this WotC, please!

Runner Up: World War Cthulhu: Cold War is already one of my favorite tomes of this year even though I've only had a few days to read it. Check it out for a great in-depth take on Cold War spying, Mythos style.


1. Best New Science Fiction RPG of 2017: Cold & Dark RPG

This deep delve in to the dark and horrific blend of science fiction and horror provides a fantastic experience, one which I have many plans for in 2018. Excellent art, a robust setting with plenty of details to customize and make it your own, and an excellent all-in-one book design makes this one of my favorite RPGs of 2018. Thanks again to Modiphius for bringing this amazing game to print.

Runner Up: this was a tough choice, as a lot of SF RPGs were released in 2017. In the end, I had to go with Starfinder, even though it's arguably "science fantasy" and not straight SF. That said, it's streamlined Pathfinder rules, excellent focus and design and beautiful art make it a very distinguished game and one I suspect a lot of people (including myself) will be playing more of in 2018.



0. Game of the Year Award: Conan: Adventures in an Age Undreamed Of

I was very tempted to give this to Dungeon Fantasy, which gets runner-up, but the Conan RPG is really a masterpiece, and easily one of the nicest designs and most carefully developed books I've seen. Even if you never play it, this book remains worth owning for any fan of Howard or sword & sorcery in general.

Runner Up: Dungeon Fantasy Boxed Set is an amazing all-in-one purchase and an excellent gateway drug to GURPS proper. Even if you never touch another GURPS product, Dungeon Fantasy will serve you all on its own just fine, though.

Honorable Mention: Star Trek Adventures RPG is, like all other games produced by Modiphius, pure gold. Alas, I have found myself having a hard time "returning" to the Star Trek universe once more after all these years and so it has been neglected.


Thursday, December 28, 2017

Reviewing the 2017 Gaming Predictions

Back in December 29 of last year I made some gaming predictions/analysis about where things ought to go for 2017....so how did it stack up?

1. A Companion Book for Fantasy AGE

--NOPE!!!

As it turns out, Green Ronin got Blue Rose out this year, announced a Modern AGE (though that will probably not come out until sometime in 2018) and that was about it.

2. WotC Releases a Player's Tome for D&D 5E

--YEP!!!!

Sure enough, the did it: Xanathar's Tome is also for DMs, but contains plenty of new archetypes for players, new background details, and loads of little bits that D&D 5E needed. I wish they'd do this every year, but understand that the game's focus is on less splat...so maybe 2018 will give us a new monster book, instead.

3. Starfinder support for straight SF

--NOPE!!!!

Starfinder is fun, but it's pure fantasy space opera of the Nth order. I still contend it needed to be a broader toolkit, but for what it does set out to do, it does very well. So I suppose this is a wash. Given how saturated the market has become with SF game options, though, I would suggest that Starfinder probably is doing fine by distinguishing itself with its fantasy-based Pact Worlds universe and this was probably a smarter move on their part than directly competing with Star Wars, Star Trek, FrontierSpace, a re-release of Star Frontiers in POD, Traveller, Coriolis, and probably two dozen others I haven't mentioned, never mind all the generic systems with SF support. So yeah.

4. Swords & Wizardry goes mainstream

--NOPE!!!

The new edition came out but it doesn't appear to have changed S&W's saturation in the market. If anything the OSR seems to be dominated by the more innovative titles which are better described as "inspired by" as well as a slew of weird "we are going to repurpose the fuck out of B/X D&D" releases on rpgnow that are all over the place. So no mainstream OSR title.

5. GURPS Returns

--YEP!!!

Hell yeah it did. Dungeon Fantasy has re-energized GURPS, and then Steve Jackson Games got GURPS on to rpgnow which was a bold decision on their part, but brings it back in to the "view" of most gamers who don't frequent e23. They are looking to a future of new stand-alone, Kickstarter-funder releases similar to Dungeon Fantasy, and lastly Steve Jackson also regained control of his content for The Fantasy Trip, which was GURPS's predecessor, which based on his comments on the GURPS forums he plans to re-release as-is, meaning a very "lite" version of the system which inspired GURPS will be available again soon.

SJG could move too slowly on future plans, but for 2017 at least GURPS got some much needed love and attention.

6. Pathfinder 2.0 

--NOPE!!!

They could be quietly working on this, but they didn't announce it. There are lots of streamlined design decisions in Starfinder, but I feel many of those are designed to suit the space fantasy laser gun elements of the setting and may not be so ideal for straight fantasy gaming. There's a planned release schedule that suggests no 2.0 announcement for 2018, either....and judging from the diehard dislike of the Wilderness Adventures book's shifter class, the Pathfinder core will not be happy with anything that isn't fully public in playtest, so I suspect no 2.0 is in the works right now, or the foreseeable future.

So...2 out of 6! About par for the course with any good fortune teller, in other words....

Thursday, July 27, 2017

GURPS Dungeon Fantasy: The Scurvy Rogue

I've rolled up quite a few GURPS Dungeon Fantasy characters over time, though I have never gotten around to running GURPS DF. I'm hoping that will change with the imminent arrival of the GURPS DF boxed set from the Kickstarter later this year (fingers crossed). Here's the first of three I worked up, a sample if you will of what a typical DF character looks like....

Seralon Galadastin   (250 pt build)                                                                                      
Human rogue from Hyrendan
Thief, Human, male age 27 5’11” tall and 145 lbs.                    
ST  11 DX  15 IQ 13 HT 11         
Dmg th/sw 1d-1/1d+1          
BL  24 lbs.          
HPs   11     Will   13    Per.   15     FP   11        Speed 6.0  Move   7

Base: Dodge  9 Block --    Parry 10    
Readied Defense:   shortsword (parry)
Active Dodge 10   Block --    Parry 11    Armor DR 1*

Modifiers: +1 to active defenses, +2 vs. Fright, +6 to recover from stun, +1 or +2 init mod vs. surprise
Archetype Advantages: Flexibility, High Manual Dexterity 1, Perfect Balance, Combat Reflexes
Archetype Disadvantages: Trickster (12), Callous (-5), Sense of Duty (adventuring companions) (-5), Lecherousness

Skills:  Forced Entry 15, Climbing 18*,  Filch 15, Stealth    18, Escape 16*, Pickpocket 15*, Lockpicking 14, Traps 14, Acrobatics 14, Sleight of Hand 14*, Gesture 13, Holdout 13, Shadowing 13, Smuggling 13, Streetwise 13, Search 15, Urban Survival 15,Shortsword 14, Main-Gauche 14, Thrown (knife) 15, Bow 14, Brawling 15, Gambling 12, Carousing 11, Fast-Draw-shortsword 15, Fast-Draw-Knife 15,  First Aid 13, Seamanship 13, Disguise12, Fast-Talk 12, Scrounging 14

Gear: leather vest jacket (chest and groin), and leather pants (DR 1*)
1 Large Throwing Knife (1D-1 impale; Acc 0; Range X0.8/X1.5; RoF 1; bulk -2)
Shortsword (1D+1 swing or 1D-1 impale; reach 1; Parry 0)
1 minor healing potion (1d), lockpick set, 20 yards heavy rope, grappling hook 

0 gold pieces 
*=modified by advantages/disadvantages

Seralon Galadastin is a rough and tumble sort of rogue who grew up on the post-war streets of Hyrendan, after surviving as a youth in a city ruled by the seditionist forces of the Betrayer King Makhorven. He's learned to survive during war time when the cruel soldiers of the southern seditionists would beat wayward urchins silly for fun, and later to thrive when the northern Emperor's forces occupied fallen Hyrendan, and the betrayer king was dragged to the bottom of his endless dungeons. He is simultaneously driven by endless amusement at irritating and provoking others even as his hard-bitten attitude drives him to assume the worst in life and others around him.

Recently Seralon stumbled across a duo, an infernal human with demonic blood named Volistaire Dartane and his comely traveling companion, the ebon dark elf sorceress Syraline Neredestyr. They spoke of forging a mercenary company, one which would seek out profit wherever it lay....be it in the heights of one of the betrayer king's abandoned castles or in the depths of the deepest dungeons. It sounded just crazy enough for Seralon to give it a go.... 


GURPS DF NOTES: I have an extended version of this sheet with all the skill stuff tracked (cost, formula, such) but that sheet does not like to play nice with blogspot's editing page, so I provided the condensed edition above.

GURPS as usual is skill heavy. The same character in D&D 5E would have Sleight of Hand, Stealth, Perception, and maybe Deception. This does contrast --sharply-- about just how much nuance is lost when you use a simple skill system. The downside is that the GM has to recall many, many more skill options when running a skill heavy game like GURPS....but I have a secret trick to this, in which (when a task is presented to the player) I ask them to tell me what skill they think works best for their situation, and then I'll see if I agree with their choice. It's not perfect (sometimes you gotta know the right skill and only that skill) but this is a good way of encouraging players to think about what they can do, within their wide array of skill options.

GURPS DF relies heavily on templates to help facilitate character generation. GURPS lets you build anything, but DF is all about channeling that do-anything design into familiar concepts, all of them essentially a riff on D&D style fantasy gaming. The templates are an important part of the process, and this character (and the ones I'll post next week) all use templates for their design. This is as close as GURPS gets to "class based design."

In the current form available at www.sjgames.com the DF rules suggest that it was originally designed to allow for dungeon delves in GURPS but that it was inherently representing an unsustainable, some would even suggest frivolous take on fantasy, as D&D style games are often characterized as such by those who prefer games such as GURPS, anyway.  My hope is that the new boxed set moves away from that characterization, or at least acknowledges that virtually all fantasy....from the gritty and bloody Song of Ice and Fire to the wildly out there Discworld are all equally improbable, and a setting about a world with an economy driven by dungeon delvers is no less or more improbable. By definition if it weren't then it would no longer be fantasy, but instead some weird alternative reality historical game or tale, anyway.