Showing posts with label OSR. Show all posts
Showing posts with label OSR. Show all posts
Saturday, May 21, 2016
The curious anger against The Forge
I read a post earlier this week that was one of those that makes you wonder what world the poster lives in. The thrust of the argument was that The Forge has ruined indie publishing, and that the theory discussions there were pretentious, and that Ron Edwards hates old school.
The last point is fairly simple, as Ron have posted a lot publicly about games he has played and what he has liked or not. That he wrote a essay about D&D and used the words "brain damage" doesn't prove much. I have myself used those words when talking about alignment, many times. I have played with Ron, read his actual play posts about e.g. T&T, and know how ridiculous that claim is. But, even if it's true, what does it matter? How does Ron and The Forge threaten you?
I wonder, why do some people who feel affiliated with OSR sensibilities feel so threatened by The Forge and its inheritance? I can understand how an approach to gaming that focuses on actual play to see how it works, can feel theoretical underpinnings and that kind of talk to be pointless. Let's disregard for the moment to what extent a theoretical conversation means you do not play. I know I found some of the jargon sometimes obscured the experience of play, so I see some point with that criticism.
But, apart from that, what is so threatening? Is it the thrust towards cooperative storytelling, where the DM no longer reigns supreme, the big threat? I know some people don't care for player narrative powers and just want to explore the world and roll dice. I can sympathize with that approach as well, even if I don't see it as a threat.
This leaves me wondering.
The last point is fairly simple, as Ron have posted a lot publicly about games he has played and what he has liked or not. That he wrote a essay about D&D and used the words "brain damage" doesn't prove much. I have myself used those words when talking about alignment, many times. I have played with Ron, read his actual play posts about e.g. T&T, and know how ridiculous that claim is. But, even if it's true, what does it matter? How does Ron and The Forge threaten you?
I wonder, why do some people who feel affiliated with OSR sensibilities feel so threatened by The Forge and its inheritance? I can understand how an approach to gaming that focuses on actual play to see how it works, can feel theoretical underpinnings and that kind of talk to be pointless. Let's disregard for the moment to what extent a theoretical conversation means you do not play. I know I found some of the jargon sometimes obscured the experience of play, so I see some point with that criticism.
But, apart from that, what is so threatening? Is it the thrust towards cooperative storytelling, where the DM no longer reigns supreme, the big threat? I know some people don't care for player narrative powers and just want to explore the world and roll dice. I can sympathize with that approach as well, even if I don't see it as a threat.
This leaves me wondering.
Wednesday, December 3, 2014
Bethorm - first impressions of the rules
Today I had a day off from work, and unusual for me, I managed to plow through a lot of the rules, and made my first character. Here are some impressions.
After my first positive post about the weird creatures finally being illustrated, it's natural to start off with the visuals. The book is set in two columns, a constant flow of text and the font is sans serif. I'm really not friends with that choice. But, what is worse is the fact that the sections flow into each other. Section 3 is Character Generation, but after all the 3.1 and 3.1.1 and 3.1.2 sections which sometimes feel very cluttered and chopped up, you will find yourself in 4 and 4.1 and 4.1.1 etc without noticing! Add to this the fact that some things are referenced out of order and I find the organization to be less friendly that it should be. Some page breaks would have been nice.
Here it's worth diving into a few facts about how the book is organized. Before you get as far as character generation, you will have read sections on how to set up a typical campaign and a time line of the world. Then you come to making your character, which starts with clan and lineage before you get to anything else. Here you not only get the to the point step by step procedure, you also get an explanation of what a clan is, how the work and interact. This is interesting.
It's clear that Jeff has focused on making the setting become clear and understandable by integrating it into the teaching of the rules. I think this is a very good idea for a setting like Tekumel. It really works. Reading through it, you get a good idea of lot of Tekumel concepts and how they relate to a thing you can grasp, the character. It might make the book be a bit wordy when referencing, but as a starter game for Tekumel this is the way to go. Good thinking! I really like that.
So, the rules and procedures then. Here I found Bethorm to be a bit puzzling. Actually, it made me think a bit of Palladium. Now, I know Palladium Books has got a reputation, but I do not make the comparison with the intention of doing that connection. It's just that the wall of text, interspersed with line art, feels very much like a book from Palladium. Also, there are abilities, calculated abilities which generate points, long list of skills which seems to be a bit odd in its focus and lots of modifiers and fiddly bits. Basically, it feels very old school, and not in the rules lite variety that has become the flavour of choice in OSR circles.
You will do some calculations, and thumbing back and forth in the rules while doing your character, and running a grapple or a called shot will make you break out the rules and do some thinking before you move on. That's how these rules come across. In theory it looks easy, just roll low on 2d10 and doubles are good/bad crits. Simple, if it weren't for all the details. The proof of the pudding will be trying it at the table, I guess.
Next I'll post my thoughts on the character generation, how it works and what it emphasize.
After my first positive post about the weird creatures finally being illustrated, it's natural to start off with the visuals. The book is set in two columns, a constant flow of text and the font is sans serif. I'm really not friends with that choice. But, what is worse is the fact that the sections flow into each other. Section 3 is Character Generation, but after all the 3.1 and 3.1.1 and 3.1.2 sections which sometimes feel very cluttered and chopped up, you will find yourself in 4 and 4.1 and 4.1.1 etc without noticing! Add to this the fact that some things are referenced out of order and I find the organization to be less friendly that it should be. Some page breaks would have been nice.
Here it's worth diving into a few facts about how the book is organized. Before you get as far as character generation, you will have read sections on how to set up a typical campaign and a time line of the world. Then you come to making your character, which starts with clan and lineage before you get to anything else. Here you not only get the to the point step by step procedure, you also get an explanation of what a clan is, how the work and interact. This is interesting.
It's clear that Jeff has focused on making the setting become clear and understandable by integrating it into the teaching of the rules. I think this is a very good idea for a setting like Tekumel. It really works. Reading through it, you get a good idea of lot of Tekumel concepts and how they relate to a thing you can grasp, the character. It might make the book be a bit wordy when referencing, but as a starter game for Tekumel this is the way to go. Good thinking! I really like that.
So, the rules and procedures then. Here I found Bethorm to be a bit puzzling. Actually, it made me think a bit of Palladium. Now, I know Palladium Books has got a reputation, but I do not make the comparison with the intention of doing that connection. It's just that the wall of text, interspersed with line art, feels very much like a book from Palladium. Also, there are abilities, calculated abilities which generate points, long list of skills which seems to be a bit odd in its focus and lots of modifiers and fiddly bits. Basically, it feels very old school, and not in the rules lite variety that has become the flavour of choice in OSR circles.
You will do some calculations, and thumbing back and forth in the rules while doing your character, and running a grapple or a called shot will make you break out the rules and do some thinking before you move on. That's how these rules come across. In theory it looks easy, just roll low on 2d10 and doubles are good/bad crits. Simple, if it weren't for all the details. The proof of the pudding will be trying it at the table, I guess.
Next I'll post my thoughts on the character generation, how it works and what it emphasize.
Monday, October 11, 2010
An outsider looking in - British OSR
Are you from the US? Are you interested in gaming history? Read this very entertaining post about how the British gaming experience felt like in the 1980-ies.
Was really Maiden unknown in the US in the early nineties? Mind boggling.
Was really Maiden unknown in the US in the early nineties? Mind boggling.
Saturday, September 18, 2010
The Convention experience so far
So, my first gaming con in Sweden for ages, how is it? Well, it's in a small suburb os Stockholm at the end of a road, without any signs showing the way. It's well hidden, and it takes forever to get there.
Game wise it seems like the board game crowed are here in force. There are piles of "German" games for pick up play, and some miniatures games. Strangely enough, Magic is almost totally absent. It used to be everywhere.
I met James Raggi, and had a nice little char with him. Apparently the goods was not flying off his table, but I can see why. This was not a place where people buy stuff. He will probably post of his experiences later. We did chat about the wonders of travelling and how showers seem to be different all over Sweden. I guess you didn't knew that, did you? It was fun to finally see someone in this OSR crowd in the flesh.
Then I managed to talk old school design with the Swedish rpg designer and illustrator Tomas Arfert (page in Swedish). Very illuminating to talk about OSR stuff with someone who have done design in this new country of mine. He felt some ideas hadn't really found root here yet. It seems like some peole don't read the net, or something...
I did play some game as well. A miniatures game about WWII skirmishing was there, and I was drafted as one of three German commanders. It was great fun, but we procrastinated like crazy so it took forever to conquer Calais.
I hav eyet to decide if I will go back tomorrow. Nobody looked interested in playing T&T, but I did have someone ask me about my nice T&T shirt. Good work, Jeff!
Now I feel very tired. I hope this post isn't to incomprehensible.
Game wise it seems like the board game crowed are here in force. There are piles of "German" games for pick up play, and some miniatures games. Strangely enough, Magic is almost totally absent. It used to be everywhere.
I met James Raggi, and had a nice little char with him. Apparently the goods was not flying off his table, but I can see why. This was not a place where people buy stuff. He will probably post of his experiences later. We did chat about the wonders of travelling and how showers seem to be different all over Sweden. I guess you didn't knew that, did you? It was fun to finally see someone in this OSR crowd in the flesh.
Then I managed to talk old school design with the Swedish rpg designer and illustrator Tomas Arfert (page in Swedish). Very illuminating to talk about OSR stuff with someone who have done design in this new country of mine. He felt some ideas hadn't really found root here yet. It seems like some peole don't read the net, or something...
I did play some game as well. A miniatures game about WWII skirmishing was there, and I was drafted as one of three German commanders. It was great fun, but we procrastinated like crazy so it took forever to conquer Calais.
I hav eyet to decide if I will go back tomorrow. Nobody looked interested in playing T&T, but I did have someone ask me about my nice T&T shirt. Good work, Jeff!
Now I feel very tired. I hope this post isn't to incomprehensible.
Thursday, July 1, 2010
An insight into "rules lite" systems
Yesterday we met for the first real session of 7th Sea, the new game in my "indie Wednesday" group. We had met once before but had not finished making characters. This time I had decided to set a time when everything had to be done, so we could play at least one scene. Having accomplished that goal I was struck by a sudden insight about "rules lite" systems.
I know some of my readers are familiar with The Bat in the Attic blog, and might have noticed the posts about GURPS there a while back. If you would have asked me two weeks ago if I wanted to ever pick up my GURPS books again, I would horrified have said "Never!". After last night, I think I might have changed my mind, slightly.
Just like GURPS, 7th Sea is a game where you build a character from points. Just like GURPS, there are dozens of things to spend those points on and choosing can take a while. A long while. That was really my main beef with GURPS.
Looking closer at the rules in GURPS, both from The Bat posts and my own copies, I realize it can be a fairly smooth game. On the other hand, if you spend all that time making characters, you not only feel an urge to cushion those Player Characters from danger (as a GM) but also risk loosing all interest in the game if it takes two sessions until you get to roll dice.
I don't know if I'd call GURPS a "rules lite" system, but it sure looks like a lot of the clunkyness can be found in the character generation system with point builds. This brings me to my newfound insight and hypothesis that the "rules lite" aspects that are so fondly spoken of in the OSR, is mostly the fact that the games most talked about are games where you get to dive into the action, right from the start. The reason "rules lite" is so popular is that "rules lite" = no point buy systems.
There, now go find a game popular in the OSR which have a quick character generation system with complex rules once play starts. I think that combo could be a seller.
I know some of my readers are familiar with The Bat in the Attic blog, and might have noticed the posts about GURPS there a while back. If you would have asked me two weeks ago if I wanted to ever pick up my GURPS books again, I would horrified have said "Never!". After last night, I think I might have changed my mind, slightly.
Just like GURPS, 7th Sea is a game where you build a character from points. Just like GURPS, there are dozens of things to spend those points on and choosing can take a while. A long while. That was really my main beef with GURPS.
Looking closer at the rules in GURPS, both from The Bat posts and my own copies, I realize it can be a fairly smooth game. On the other hand, if you spend all that time making characters, you not only feel an urge to cushion those Player Characters from danger (as a GM) but also risk loosing all interest in the game if it takes two sessions until you get to roll dice.
I don't know if I'd call GURPS a "rules lite" system, but it sure looks like a lot of the clunkyness can be found in the character generation system with point builds. This brings me to my newfound insight and hypothesis that the "rules lite" aspects that are so fondly spoken of in the OSR, is mostly the fact that the games most talked about are games where you get to dive into the action, right from the start. The reason "rules lite" is so popular is that "rules lite" = no point buy systems.
There, now go find a game popular in the OSR which have a quick character generation system with complex rules once play starts. I think that combo could be a seller.
Thursday, December 31, 2009
Best and worst of 2009
At the end of 2009, I have taken a few moments out of the family holidays to summarize the year. Tomorrow I will post my vision for the new one. Here we go.
Worst all categories – Outlaw Press
Thinking back on 2009, nothing stand out as clear as the scandal of Outlaw Press. While D&D have seen some support for multiple editions all through the years, T&T have fallen to the wayside since the late eighties. One fan publisher have, using POD technology, been fanning the flame and been publishing a steady stream of adventures and rules. You can see that for us T&T fans, that fan publisher was our pride and a focus of interest and fan writing. Then it turns out that James Shipman, the publisher in question, had stolen materials he published, and reprinted without permission. Also, nobody knows where that art he used came from, and it sure have been stolen, by Shipman or his source. Shipman do have some bad habits so who knows?
Hopefully it will end up in court finally and some sort of restitution made. It's not exactly strange that all that pride and focus of interest have soured, and while the feelings are still strong they have changed flavour. I could strangle that guy! But this is for the lawyers to take care of, and I only hope lack of funds wont stop justice from being served.
Hopefully it will end up in court finally and some sort of restitution made. It's not exactly strange that all that pride and focus of interest have soured, and while the feelings are still strong they have changed flavour. I could strangle that guy! But this is for the lawyers to take care of, and I only hope lack of funds wont stop justice from being served.
Worst game experience – Primetime Adventures
Now, this is an odd one. PTA is not a bad game per se, but it is my worst game experience this last year. The mechanics are well crafted to emulate the way a story evolves in a tv series. But, if you had strong Traits that tied your character into conflicts and relations with the other characters, by necessity all Traits would be used in every scene and conflict. It made the Traits mechanically useless and all conflicts always had the same chance of success. Was this really the intention?
But, what make PTA my worst game is that I played it for social reasons and not because I liked the game. I hated it, but wanted to hang out with my friends, and I really wanted to have a game group to play with. If you wonder why one of your players is kind of vacant and don't seem to really engage with the group, check to see if he might be hanging around for social reasons and would prefer to play another game. I got to play another game later on.
Saddest news – Dave Arneson (and way to many more)
Since our hobby is fairly young, we still have our founding fathers among us. Or at least a few of them. A sad effect is that the hobby have left the toddler stage, and some of the Great Old Ones are getting old. While the death of Dave Arneson inspired me to share my love, hopefully other more joyful happenings can inspire us to share as well.
Best Game – T&T
For me this was the year when Tunnels & Trolls became my gaming focus. Having read about old school gaming, about Megadungeons and how it was the hobby was shaped in those elder days of yore I managed to get some people together to actually play. That, and the fact that the game works so well for what it is intended to do, won it a place in my heart as a favourite.
Best Adventure – The Fane of St Toad
While the death of Dave Arneson was a blow to us all, the memorial session of Mike Curtis' froggy adventure The Fane of St Toad was very emotional for me, but in a good way. It was a victory for T&T as a simple a quick system for on the fly conversion of adventurers written for other games, and a victory of mood and glorious combat against insurmountable odds. Exploding frogs, who can resist that? Thanks Mike! Thanks Dave!
Best news – the OSR publishing effort
Once the hobby was all about making shit up. Then the idea got lodged in the brains of people, as witnessed by Tim Kask, that the company they bought the game from had better ideas than they. Nothing exactly helped people get out of that mindset when Gary Gygax wrote his rants about the true way to play D&D. When I first laid eyes on Pegasus Magazine, and other publications from Judges Guild, I loved them all. That cheap newsprint and the oozing feeling of hobbyists pouring out their love for the game reached that soft spot. Seeing that going on once again, this time as a pdf freebie online, a cheap booklet available from Lulu or somebody's webpage or blog is heartwarming. The publishing efforts in the OSR is one of my best memories of 2009.
Best Game supplement – Fight On! Magazine
Having said that, Fight On! Magazine must be mentioned as a inheritor of Pegasus or Dungeoneer. That rag have the same kind of wild and crazy mix of just about anything. I love it.
Wednesday, July 15, 2009
Show the love of traps and puzzles! Green Devil Face needs your submissions!
I read James Raggi's post Monday post and was sad to hear that he felt he had too few submissions to put out another issue.
Come on people! All of you OSR guys and gals who run a game, have you never thought of a piece of trouble for your players?! Submit it.
I sent Jim Raggi three pieces of my own, and you don't want him to be force to publish all of my junk just because you guys didn't give him better stuff to choose from, do you? James Maliszewski have posted a few times about what he thinks the hobby needs. I think it needs to get more people involved.
Submit to GDF. It's a fanzine, it's about puzzles and traps and the editor has long hair. Simple enough.
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