Wednesday, September 7, 2016

The GURPS Dungeon Fantasy Kickstarter





So there's a Kickstarter for GURPS. I shared my experiences with GURPS in a post a few years back and to be honest I haven't added anything new in the six years since I wrote that. It's just not a game my players are interested in playing. I've actually sold off a lot of my books because they gathered dust for ten years and with the Great Internet Attic of eBay I can always go get them again if there's a sudden outcry for GURPS again.

Part of the lack of interest I think is because there have been a lot of new editions and new game systems that have come out, many for specific genres, while GURPS has been pretty much the same thing since 2004 (4th edition) which is really not dramatically different from 3rd edition (1988). So feel comfortable blaming some of the disinterest on Steve Jackson Games (insert smiley here). The 4th edition version of GURPS Traveller was a prequel setting, a lot of the more interesting books and concepts for books from 3rd never made the jump to 4th (Discworld, Myth, Atomic Horror, Rome, Greece, Autoduel) and while 4th involved the usual re-purchasing of the same books you probably owned in 3rd it never really went beyond that for me. They did branch out some with PDFs (full list here) but that was a few years into the new edition and I just was not interested by the time the PDF machine was really rolling.

The other problem with GURPS in the last decade especially is "what is the flagship GURPS game"? It's a great toolkit game for GM's who want to do their own thing but settings are what get attention and keep the interest levels up even when not actively running or playing a game. Of the universal multigenre games Hero has Champions, BRP has RuneQuest and Call of Cthulu, Savage Worlds has Deadlands, GURPS has ... what? For a while it was the alternative system - there was a GURPS version of Vampire, Werewolf, Deadlands, Castle Falkenstein, Conspiracy X, Prime Directive, and of course Traveller. Those are all licensed settings and while that's a totally solid way to go it seems like after 30 years of GURPS there should be a go-to setting for the game, something it's known for that is not a Plan B version of someone else's game.

  • "Banestorm", formerly GURPS Fantasy, is a cool idea and one I fell in love with a long time ago but I've managed to run all of 3 sessions of it because non-history buffs don't get excited about it and would rather play Greyhawk or the Forgotten Realms or Middle Earth given the chance.  
  • "Ogre" is another one SJG owns completely but is a little bigger in scale to the point that there's not a ton of opportunity there to do RPG things with the flagship entities. Battletech has good-sized war machines but they each require a human pilot, keeping characters right there in the middle of things. The whole point of Ogre is that the giant tanks are autonomous and don't need human control. At one point I thought playing the ogres themselves was the key to making it work but with no free will, no emotions, and no manipulatory limbs there's just not a whole lot to build on there. 
  • "Autoduel" seems absolutely perfect as a setting for an RPG. It's semi-post-apocalyptic so there's room to roam and ruins to explore. It's near future with lots of higher-but-recognizable tech floating around. There are obvious and well-supported options for playing duelist types in the big cities, lesser duelists in the smaller towns, or roaming the wastelands in between as adventurers or truck drivers (all of which have been covered in supplements for the boardgame to some degree). There were adventures in Autoduel Quarterly that were effectively RPG adventures, some of which were pretty interesting. It's just never really taken off and I'm not sure if that's lack of a big push by SJG, the declining interest in post-apoc RPG's in the 90's and 00's, or what exactly but it's a setting with a lot of potential. 

I spent a ton of time playing through this solo and with friends
So GURPS has been around but not really a big part of the RPG scene for the last few years. It's been supported, but not really promoted outside of the existing player base. Now SJG is launching this Kickstarter to re-ignite/gauge interest in the game and I have truly mixed feelings about it.

I'm really glad they're doing a KS for GURPS. It's about time!

I'm disappointed that it's for "Dungeon Fantasy" - the most generic kind of RPG. The kind of RPG I already have at least ten other systems for and so do many other players!  From the site:

Sometimes you want an intricate fantasy setting that encourages roleplaying and characterization – one with lovingly detailed cultures and plots, enabling you to give each hero a past, a family, and a home town. Sometimes you want to use every rule, making the game richer and more realistic . . .

. . . and sometimes you just want to play a combat-monster warrior who stomps monsters and takes their stuff!

Many – perhaps most – gamers started out playing simple dungeon-crawl RPGs or hack n' slash computer games. Some of us still recall that time fondly, but pretend to have "outgrown" it. But if you love the smell of fireballs in the morning, GURPS Dungeon Fantasy is for you.

No - D&D is for you! or Pathfinder! Or Swords and Wizardry! Or Labyrinth Lord! Or Dungeon Crawl Classics! Or any of the other umpteen dozen dungeon crawling RPG's on the market!

GURPS was the game we played when we were tired of dungeon crawling! because D&D was built for that and has always been better for that kind of game! 

GURPS is a great game for so many other genres, why did they choose this specific subgenre of fantasy for the "GURPS litmus test kickstarter"? If it fails or just barely funds I suspect we won't see renewed support for GURPS in a big way and that would be a shame. I know fantasy is the big dog in RPG's but its also the most crowded pool and dungeon crawls are the most crowded part of all. 

Also, from what I am reading, GURPS DF does not have any particular setting associated with it. It's sort of generic D&D type fantasy without any well-defined world. So there's no setting hook here and  the playstyle is certainly not unique - the pitch is pretty much "play D&D using some of the GURPS rules" and that's a shame. I suppose you could adapt one of the D&D settings over for it but if you;re going to play this style fo fantasy game and set it in a D&D setting why not just play D&D?

So I don't know if I'm going to back it. I kind of want to because it's GURPS and I'd like to see more from them, to see what a new generation of designers could do with the full game. 

Sidetrack: Imagine if they had an easy 3rd-party licensing setup like Savage Worlds or Mutants and Masterminds or Pathfinder - we might see a new wave of some pretty cool material come out for the old game. If an announcement of that kind of thing was part of the Kickstarter I'd be at least a little more interested too. 

That aside, it's $65 (with shipping) for yet another dungeon crawling game using a different system. Why not put that money into games we're already playing which include several other dungeon crawling type games? Why not build on what I already have instead of starting a new project? Heck, why not go buy a copy of Descent ($60 at Amazon as I write this) and get plastic mini's and cardboard map tiles?



What are the odds it will have support at the level of Pathfinder? D&D? DCC? Based on the track record I'd say it's pretty slim as it's been awhile since SJG really got behind a particular part of the GURPS line and really pushed it. Looking at what's available DF might be the best-supported GURPS sub-line but if the new set covers a lot of the core material, well, there's not a ton left over. Looks like there's all of one published adventure and no real setting material so it's mostly short books on mechanics. Whee.

The other question, if I did back it, is "when are we going to play it"? When are we going to choose this over D&D, Pathfinder, DCC - the usual suspects. What makes this better than those games for dungeon crawling? "But it's GURPS" - well that makes it different but not better. What hook does it have besides "GURPS"? How do I sell it to my players beyond "it's GURPS" because most of them have very little experience with that system and are pretty happy with the last 3 versions of D&D and Pathfinder. 

So I don't know - I'm still undecided. Leaning towards "skip it" but undecided. The KS runs for 23 more days. If I do jump in it will probably be late in the run and it will mainly be because I want to see GURPS get another chance at growth and not because I expect to play it much. I'll force a session or three on the Apprentices if nothing else if it goes that way but it will be more about future possibilities than the actual game in the box. 

Monday, September 5, 2016

Meme-tastic Monday

Guess what time it is this week?





One of my kids did this last year ...



Yeah, this happened too



To my kids this year


To the entire league this year!


The Great Paradox of Fantasy Football


Oh it's not just jocks anymore








Thursday, September 1, 2016

Where Experience Points Went Wrong - Part 3: Rise of the Machines




People like to characterize D&D in general as a Hack and Slash game. It certainly can be that kind of game but it doesn't have to be. Depending on the group and the time period outsmarting the enemy (and the game in a way) can be just a big a part of play. Sure, I've seen plenty of frontal assaults but I've also seen disguises adopted to sneak into temples. I've seen deals cut with leader type enemies in order to secure aid against a different enemy. I've seen flat-out Stealth aplenty. I've seen rivers re-routed to flood out a problem location. The first time I saw a truly well-played illusionist in AD&D was a revelation - he was like Green Lantern in a pointy hat! Creative players thrive in a game where magic is a part of the toolbox.

I've talked about killing monsters for XP, and fixed numbers of encounters and the problems they can cause. But if in the early days XP was awarded mainly for gold, how did we get XP for monster kills all the time and the hack and slash rep of the game?

For one, there were plenty of people focused on killing monsters even in the early days. I mean, having a way that "you" can fight a minotaur or a hydra is a pretty cool thing. This was even more true before video games were a real thing.


By the late 70's though you have another factor than how people played the game: computers. Apples and TRS-80's were coming out alongside the college mainframes that generated a lot of the early games. Games like Wizardry where the focus was on what? Going into a dungeon and killing monsters. There was no real interaction, no thinking outside the box - there was rolling up a party of characters, buying gear, and smashing your way through each level, drawing a map along the way, triggering traps, and hoping you came out with most of the party alive.

Sure, it looks primitive now but I can't tell you how awesome it was when it was new.

For the 80's this is pretty much how computer RPG's worked: create character/party, gear up, go into dungeon and fight, rest, level up, continue. All of the wizardry games and their clones, the early Ultimas, the Bard's Tale games, the early Might & Magic's, the Gold Box games all pretty much worked this way. The later Ultima's are worth noting as they started exploring morality by including some choices that had an impact on the game. For most there still wasn't much of a story other than "fight your way through a series of levels to fight the big boss enemy".

That's pretty much the problem in a nutshell

The 90's were mostly more of the same with better graphics but we started to get games like Betrayal at Krondor, Ultima 7, and later Baldur's Gate and Planescape Torment where there was a real story beyond just "kill things and loot".  There was still character progression and a lot of combat  to make that progression, but there was more going on too.

Krondor!

Then the online RPG's swept in and we saw the return of "advancement by combat" in a big way. Everquest was huge and that's pretty much how it worked.


Sure, it looks primitive now but I can't tell you how awesome it was when it was new.

So to me, at least part of the "must kill monsters to advance" mentality was driven by computer games through the 80's and 90's and was then canonized into the game with D&D 3rd edition where that was the standard, stated method of awarding experience in the DMG:


Now there is a roughly half-page section at the end that talks about story awards, bonuses for good roleplaying, and noncombat encounters. That is after 3 pages talking about monster XP and a big chart showing the numbers for monsters by level.A few pages later there's another 3+ pages on building encounters. It's not hard to see where the emphasis was and it's not a surprise that became the standard. In contrast the 2E DMG only spends 6 pages on the whole topic of experience and the first 3 topics discussed are fun, character survival, and improvement, and story awards are discussed through the entire section. It's a difference of emphasis in many ways. I think the increasing popularity of computer games through the 90's, along with the back-to-the-dungeon mentality of 3E, made this an easily assumed new standard for the game. Pathfinder and 4E both branched off from this and carried it forward to today. People say 4E was the MMO/computer game edition and while I can disagree for multiple reasons here's one you don;t see a whole lot: The computer game influence was already there years before 4th Edition was conceived.



Why is this a negative? Why is a heavy influence from computer game a bad thing? I'll go with one example: consider the Dig spell. In AD&D this was not a spell the new player cared about at all because it wasn't flashy. Experienced players though knew it was an awesome tool to have in your bag of tricks. Setting an ambush? Instant pit! Getting ambushed? Cut off part of the attackers with a moat! Need to direct enemies into a particular area? Dig out part of the road or path you expect them to follow! Fortifying a camp? Dig! Need to re-route a creek? Dig a new channel! Want to capture a big animal? Dig! Need to hide in a desert? Dig + an illusion of more desert! Fantasy blender? Dig + Blade Barrier = pain you can't escape from easily. There are a ton of uses for the creative player!

Yet it rarely shows up in a computer game because they can't account for all of the interesting uses for it. If it does show up it's usually only in the "does damage to earth creatures" aspect - the least interesting part of the spell.


And that's a fairly mundane bit of magic. Think of what an illusionist can do with an arsenal of deceptive spells. In a computer game though they tend to be limited to invisibility and "make an illusion of one of the monsters in the game". Those things can be fun but are only scratching the surface of what a good illusionist can do.

This is the effect that the killing-monsters-is-the-way-to-gain-XP mentality can have. Things are only important if they do damage or stop damage. Creative thinking is "how can I do more damage" and not much else. If it doesn't have a number on it then it's useless. Combat utility is the only measuring stick and DPS rules all.  I'm looking to do it better now in my games. I'll let you know what I come up with.


Wednesday, August 31, 2016

Where Experience Points Went Wrong - Part 2: Encounters




Yesterday was all about how and why XP is awarded. Today is a separate but related problem: TOO MANY ENCOUNTERS!

In D&D 3-4-5 and in Pathfinder there is an assumption that to level up we need a certain amount of XP. No problem there. Then we make another assumption that the XP should come from a set number of encounters - let's call it ten for argument's sake. So each "encounter" for a given level awards a set number of XP. I'm probably OK with that as a general concept. Then we have to decide what makes an encounter. That might be 4 monsters of that same level. Bringing in some higher or lower level monsters would award more or less XP proportionally. This is also usually tied to some assumptions and math regarding character offensive and defensive capabilities at each level.

In the rulebook, what you get is usually a fair number of pages devoted to balancing encounters.

Online what you get are a ton of forum posts about problems and experiences with the system.

In published adventures what you get are a bunch of fights included not because they make a ton of sense or because they fit a plot but because the party needs a certain number of encounters to progress! To me this is the worst possible reason to include anything yet designers keep on doing it. It's the kind of thing that makes me wonder if they really run longer campaigns.

In plot-heavy adventures it drags things out as unneeded combat encounters are added in to fill out character advancement before the adventure can move on the the next chapter.

In sandbox type adventures it's not as direct a problem unless you're trying to "zone" the area like an MMORPG. In that case it means you need a minimum of X encounter areas to ensure your players get enough XP to safely move to the next zone. Players rarely follow the GM's plan so they probably won't be as worried about this kind of thing as you are. It keeps the game interesting at least.



The focus with written adventures tends to turn into getting through fights or looking for the next fight rather than just doing interesting things. Combat can be a blast but it's hardly the only thing you can do in the game. At least 4E D&D brought in the skill challenge which codified a set of skill rolls into an alternate form of encounter that did not require combat and awarded level-appropriate XP. People look down on that edition as a miniatures combat game -and it was good at that - but it is the only D&D type game that has a built-in detailed system for non-combat XP awards.

It's human nature to want to put a system around these things, I get it. But the outcome has been mixed. These games tend to equate "encounter" to "fight" and so combat becomes the primary goal. These games also tend to have fairly detailed combat systems so the fights take a fair amount of time to work through. Getting to the next level can rather easily become a slog through a bunch of fights that don't mean anything other than getting the XP you need to level up.

Story awards make up for some of this but they are really not a system - they're more of a suggestion. Still it's a useful concept when in a plot adventure I am looking at adding in 3 more encounters to "make budget". Instead I can just say that uncovering the identity of the traitor is worth 3000 xp or whatever number will let the party level up at that point.




You might think from reading the above that I am against wandering encounters - I am not. Wandering encounters are a way to add life to a setting. Everything shouldn't be sitting in a lair waiting to be attacked. In the early editions of D&D you didn't get much XP from killing monsters - most of the XP came from treasure, and treasure was mostly in lairs. So they were a risk without much reward. This meant we sometimes avoided things because it wasn't worth a fight. That pretty much never happens now.

When I converted Pool of Radiance to 4E I stuck pretty closely to the system XP and Encounter guidelines but I didn't always want to sketch out 10 or 12 combat encounters per level. I made sure to include at least 2 or 3 places where skill challenges applied. Part of it was because there should be other options and part of it because we could resolve it in about a third of the time as a fight.

I don't mind having a system for advancement, particularly in a level-based game. I dislike it when it becomes a straitjacket that defines the pace of an adventure as a set number of combats that must be resolved before advancing. In a standalone adventure this doesn't come up as much. With the pre-plotted Adventure Path campaign approach becoming more popular - it's the Pathfinder standard and now 5E is doing it too -   I expect this will continue to be a problem.

How to make it better? I'd really like to see a skill challenge type system come back as a standard part of these types of games. It's not a perfect solution but it does point out that XP can be awarded for something besides combat and if it's formalized into the mechanics then there's a better chance that it actually gets used.  Plus, there's no reason a tense negotiation with the elf king or a strenuous desert crossing shouldn't award XP just like a fight with some frost giants would.


Tuesday, August 30, 2016

Where Experience Points Went Wrong - Part 1: "They're Not Worth XP Alive!"




I've been reading a lot of games these last few months, particularly older games. Reading RQ2, some old AD&D adventures, d6 Star Wars stuff, alongside Pathfinder stuff, D&D 5E, and Rifts for Savage Worlds gives some interesting perspectives on things. For today I want to talk about advancement and how games award experience points.

There is a ton of effort put into balancing encounters in a lot of modern games. D&D 3-4-5 & Pathfinder in particular. Why? Well, for one thing the mechanics of the game are built around the assumption of an escalating series of target numbers to resolve challenges in play. The other reason is that the leveling system is built around an assumed number of encounters per level. Say the assumption is that the party will have ten encounters each level before leveling up and moving to the next level. The game should give guidance on what those ten encounters should be. It's good to take a systematic approach to this kind of thing and put some math behind it right?

I'm no longer as sure as I once was.

With "encounters" most commonly defined as "combat episodes" the core of the game, the default assumption, becomes focused on fighting opponents, intentionally or not. GM's will skew towards it because that's what all of the numbers are about. Players will skew to it because that's how you level up and they want to level up!



Now there is some concession to "Story Awards" as  a means of rewarding players for accomplishing certain goals beyond killing more monsters. Pathfinder, 4E, and 5E all talk about this. One problem is that it is presented as an exception to the norm. So it's monstersmonstersmosnters with an occasional bonus from something else. The bigger problem is that it assumes there is a pre-existing story to follow, which is a pretty big assumption to make.

An offshoot of that, one I dislike intensely, is to just have the characters level up at certain points "within the story". It's a cop-out! We're going to build this class/level/XP system that takes up chunks of the rulebook to describe those rules and the inevitable "building balanced encounters" section but we aren't going to use it? Plus, again, it assumes even more than the story award that there is a plot that must be followed. It just screams railroad to me and I will never run a game that uses that approach.

Other games take a different approach. One example  from Savage Worlds to d6 Star Wars to GURPS to Hero - is to give experience points per session. Not per fight. Not a story award. You basically get some kind of progression points for showing up and participating in the game. I can totally work with that - simply being a part of the campaign world gives you experience. I could see layering on a bonus for defeating certain enemies or discovering some new area or thing to encourage action in certain directions.

This leads into my main point: Experience points are an incentive for players. They encourage players to take certain actions. If there is a system of character advancement players will want to advance their characters, so they will do whatever expedites that advancement.

For some games the incentive is mainly "show up" and that works just fine. It's sort of a meta-approach, one that exists outside the game world, but it can certainly work. It's just very broad and doesn't really drive any particular character behavior.

A more in-game approach, such as the D&D/Pathfinder approach, encourages players to act through their characters in certain ways by encouraging specific behavior. If there are chapters of the rules specifying monster defeats as the only enumerated source of experience, then you're going to get a hack and slash game pretty much automatically. Because the rules of the game drive your players in that direction. If all you have is a hammer, etc.

Here's a bit of a secret though: It wasn't always this way!


In the old days, sure, there were some combat heavy games, but it wasn't the focus of every game. Why? Because XP came from gold! The much-laughed at system of OD&D/AD&D/BECMI. Mostly laughed at by people who never played it! There's a reason a standard part of the OSR house rule discussion is 10x monster xp or whatever - because 90% of the experience in older games came from gold pieces recovered and only 10% came from beating monsters and a lot of players just can't see the sense in it. So they change it without even trying the original.

So why should they try it? Because it shifts the incentive from "kill monsters" to "acquire more gold". Sure, a lot of the gold available for the taking is held by monsters, but if the XP is in the gold and not the monster then it is possible to gain XP without doing a single point of damage to a monster. It's way too subtle a shift for some people but once a player or three pick up on it you start to see some major changes. Every character doesn't have to be built and geared for maximum combat effectiveness! Stealth and deception become far more valued. "Talky" skills are suddenly useful for actually gaining XP some of the time. In fact, that whole skills list starts to get a second look as people start thinking in terms other than DPS. A Pathfinder type Ranger with the ability to sneak, find things, and talk to animals has a pretty strong set of options right there. Consider the potential of the shapeshifting Druid in bypassing guards - or leading them away! Magic takes a different turn as well as everything from charm person to invisibility are even more useful than before. Heck illusionists start to appear once again as a powerful character type.

One example: In Pathfinder as written a party of all rogues is not particularly viable because their combat effectiveness overlaps too much and is not that great to begin with, so killing monsters is a tough assignment for them. If two of them sneak in and loot the chieftain's hoard while the third is trying to sell him Amway at the front door  ... well yeah they might be able to pull that off and they get a decent amount of XP for it too! Add in an illusionist keeping things lively out front too and you can have all kinds of fun - and no one is terribly concerned with damage modifiers while you're doing it!



Sure, you could just have the party kick in the door and slaughter everything to level up but not every game has to be an action movie. Why can't some of them be a heist film? The members of the Fellowship of the Ring were not all combat monsters. Nor was the A-team. If you want to encourage something beyond all-combat-all-the-time then it helps to incentivize those other things.

Putting the XP into something monsters have, rather than something monsters are, lets your players decide on how to recover it. Pulling the xp into the monsters themselves removes that choice and assumes combat is the primary, if not only, solution.

Now this isn't going to work for every game, but it does work for the default style of play for a lot of D&D type games. It worked years ago and there's no reason it can't work now. I don't expect a sudden rush back to this exact approach but it does highlight that awarding XP differently does encourage different behavior. Even as subtle a change as shifting from monster kills to gold recovery makes a notable difference. I'm hoping we will see as much thought put into "what" earns XP as we see put into the numbers associated with XP, encounters, and levels.

Thursday, August 25, 2016

Campaign Status and the What's Next Conundrum




If you're a GM who's running an ongoing campaign you know there is some pressure to have some idea of what's happening "next" - next session, next month, next year, etc. In a heavily plotted campaign it's somewhat easier to manage as there's a plot to follow. With a sandbox campaign you might have the local region sketched out and some idea of what's going on there. You have to be careful though because players have a tendency to wreck detailed plans as fast as you can come up with them. My approach is not to waste time on a lot of detail for more than the next session or two and just have an outline, a sketch, of what's going on where and how the players might stumble into it. For me, the sweet spot is "I know where we are and I have some idea of where we might go next".

Right now the existing campaigns are in a pretty good place:

  • With Pathfinder we are working our way through an adventure path - no worries there. We'll be playing it for another year most likely.
  • With d6 Star Wars I know where they are going at the end of the current hyperspace jump and I have an idea of what is there. No worries here either. This will be a largely player-driven space sandbox with no particular destination in mind on my part. 
  • With Deadlands the Apprentices are in the middle of an adventure - a short one, but still - so the next session or two is pretty straightforward. Long term we will probably investigate some of the published adventures.
  • With ICONS I have an adventure I want to run so when we get time and interest that's what we will do.  It should be a single session so it will continue our nicely episodic approach to that game. Down the road I have several adventures I like plus some homebrew ideas to explore. 
  • With M&M I also have an adventure I want to run. It is not a single-session type and will probably take 5 or 6 to complete. The trick is finding a window where all of the players who start it could continue to meet every week or two in order to finish it. I really want to run it and I don't want it to fall apart or have a 3-month break in the middle so I'm being picky about starting it. It may be an "intermission" between the Pathfinder AP books 3 & 4. 
  • Marvel Heroic is one we only play every once in a while but we always have a really good time when we do. The good thing is that I have a definite (though pretty flexible) campaign in mind for it and we are ready to start the second chapter of that the next time we play. Plenty of material ready to go!
  • The best thing about Savage Worlds apart from the system itself is the plot point campaigns - typically it's a setting, a campaign outline, and supporting adventures all in one book. It means I always have "one in the chamber", ready to go, for at least six different campaigns.  
Before anyone gets too jealous let me say a lot of these games are not on any regular schedule. We played Star Wars d6 twice in July, and if we're lucky we will work in another session labor day weekend, and I'm not sure when the next one will be between then and Thanksgiving. The boys are still excited about it, I just don't have all 3 of them here very often. We had our second or third Deadlands session of the year then too, and the last Marvel game was in February. I tend to have one or two games running on any kind of regular schedule and the rest drop in when we can manage it.  


Other games on the horizon are a little less set:
  • For FFG Star Wars I have a pretty good idea of where and how I want to start and where I want to go after that but a lot of it will depend on actually getting a game started and seeing what the players want to do. I could probably summarize it as a 12-episode outline with some notes but that might be getting a little carried away at this point. 
  • The DCC RPG has a lot of published adventures but no particular, expressly stated setting. I have chosen one to use as a starting point (probably one good session) and then one more as a follow-up (probably 1-2 more good sessions). I figure 3 sessions of material is plenty for a new game. After that we will have to see how much everyone likes it and how we want to continue. If I need a world to play in I have a homebrew I have used for Basic/Labyrinth Lord in the past and I would likely just adapt it as it has some similar flavorings. I might also set it in Greyhawk. Not sure, have to see how it goes. 
  • Runequest: I have a nice retro-rulebook and an idea of what I would like to do with it for a session or two. That's enough to get a game going.
  • For Trek I have a fairly solid idea on where to start for a Next Gen campaign and I'm working on a TOS idea too.  
The odds that I will run multiple sessions of all 4 of these before the end of 2016 is slim. I'd like to at least have a try-out session of all of them but even that is tricky. 



The real conundrums:
  • Savage Rifts: The rules look great and I have a bunch of material ... and that's the problem! I wrote up my previous experiences with starting a Rifts campaign here but I still haven't decided what I want to do with the next one. There are plenty of options, I just don't know where I want to start things up.
  • 5th Edition: I had mixed feelings about my first experience as a player but I want to give it another chance. I don't really like what I've read of the big published campaigns so I'l be homebrewing or converting some stuff that I do like. Part of it is going to be influenced by setting:
    • Back to the Realms? Maybe a Return to the Ruins of Adventure again? Give Haunted Halls a try? Finally try that Waterdeep game I think about every few years? Also - when should it take place?
    • Greyhawk? I haven't touched it in years but I've had a lot of fun there. Plus most of the classic adventures have a home there. Maybe run the Temple/Giants/Drow in the original setting?
    • Scarred Lands? This was my favorite 3E setting and there's a 5E version of it due out soon from a Kickstarter. Because Pathfinder exists I can't see us going back to 3E any time soon and I like running PF in it's own setting so Scarn is not likely to get attention that way either. 
    • Homebrew? I have more than a few worlds of my own, some of which were written for D&D games a long time ago. I could dust one of them off and see where it goes. 
    • Wild cards: Eberron? Probably not. Dark Sun? Nah. Primeval Thule? That one does look interesting. 

Beyond all this I still have other stuff I want to try. I'd like to introduce the boys to Traveller and Gamma World. I'd like to run through an old Marvel Super Heroes adventure. I'd like to play some old DC Heroes with the crew. FASA Trek sits there staring at me on the shelf. Champions awaits a rebirth for at least a one-shot. Then by next year we're going to have the Mutant Crawl Classics stuff from that Kickstarter, Freedom City for M&M 3E, a new Star Trek game, and I'm sure there will be a Savage Worlds Kickstarter of some kind because they seem to have at least one every year now. 

Then there are the mini's and the boardgames.

Man, I need more time.

Anyway, there's the present and the future and at least as many questions as answers. The good thing is that in between all of the grown-up stuff, work. relationships, and all of the kid stuff we still manage to find time to have fun with this stuff too. 

Wednesday, August 24, 2016

The Trilogy is Complete




I finally picked up the core book for Force and Destiny, completing the FFG trilogy.  Some thoughts:

They are very nice books. I really like the approach to the art this time. Using hand-drawn art, but in a fairly realistic style, keeps the look consistent throughout the game line but gives them a lot more freedom than limiting it to shots from the movies. The style is more consistent than I saw in the WOTC lines and much more true to the Star Wars look and feel than the black and white work from the West End Games line.  In both of those older games, the difference in style between the screen shots from the movies, the various composited still pictures presumably done by Lucasfilm, and the styles of the different artists could be jarring at times. The FFG art team is going in a different direction and I really like it. In fact, the Star Trek RPG's have had a similar problem with using screen captures alongside hand drawn art in the past and I hope the new one takes a direction more like this.

Nice-looking books aside I still am not completely thrilled with the approach. Dividing them up by character type still seems like the wrong tack to me. I know they position it as campaign type but I've never seen a campaign that was pure smuggler/scum types, pure rebel military types, and pure Jedi. In the campaigns I either participated in, heard about, or even read about online, there's always a mix of types. So despite their theory, this is not how people run Star Wars games. It's also not how the movies work either, which may be more or less important depending on how you look at it.  If you want to have a smuggler, a wannabe Jedi, a lost Alderaanian noble, and a bounty hunter you need 3 core rulebooks! WEG did it in one, WOTC did it in one, and I've had a good time playing in all of those systems so clearly it can be done!

I would have preferred to see a Star Wars core book with era-specific support books. A Rebellion era book to start, then a Clone Wars book, then an Old Republic Book and then for 2016/17 they could have done a post-Rebellion book with info on the new movies. The obligatory character type books and the adventures could be done just as they are being done now. That's how previous Star Wars games handled it and maybe that's the problem - I think it's likely FFG wanted to do something different after 25 years of other Star Wars games and so they did. It will work, it just makes the buy-in quite a bit higher if you want all of the options.

It's not like we haven't seen something similar before. Last Unicorn cranked out 3 full-color hardback core books for Star Trek back in the late 90's (and were working on a fourth when they shut down). The Next Generation, Original Series, and Deep Space Nine books all duplicated the rules content and all had their separate (thought somewhat muddled) lines of supporting products. While the TOS book kind of followed my preference for breaking the game up by era rather than campaign/character type the TNG and DS9 books were way too contemporary to justify separate core books - but that's what they did.

Regardless of my thoughts on the approach the games is out there as it is. Also, I do like the game - I mean, I already like the setting, and the new mechanics look like they have a lot of potential with my group. I have some ideas for a campaign - and yes it will likely be a "mixed" campaign. Between the starter sets, the GM kits, and a few of the published adventures there are some cool ideas and plenty of things to recombine for my own purposes. With our d6 campaign up and running it's not quite as urgent a need as it was but I still want to try out the new system in play for an extended period of time. I may try it as a limited campaign where we make up characters and play through one complete adventure with no further commitment but I have to see where we can fit it in.

Anyway, that's what I know about it at the moment. More when we do something with them.

Tuesday, August 23, 2016

Heroes and Rogues for West End Games Star Wars



The one sentence review: This is a lot like "Citizens of the Imperium" for d6 Star Wars.

(I thought I was fairly clever coming up with that. then I realized that most gamers under 30 probably have no idea what that refers to. So...)

Bonus mini-review!



When Traveller, the original hardish sci-fi RPG came out in 1977 there were 6 career choices: Army, Navy, Marines, Scouts, Merchants, and Other. "Other" was the shady criminal type career while the others were all military or big time corporate. So there was a heavy military/criminal bent to early groups to the point that some people referred to it as "Merchants and Mercenaries".   A few years later this book came out and added things like Doctor, Scientist, Pirate, Diplomat, and Barbarian (among others). It really expanded the types of characters you could play and helped bring the universe to life that much more. I still think it's a great example of expansion without power creep. It was a great book for most Traveller campaigns.

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Getting back to WEG Star Wars the core concept of the entire line was Rebel-affiliated characters working against the Empire. Despite including templates like the "kid", the bounty hunter, and the alien force student, the assumption was that players would be involved with the rebellion in some way even if they were not a formal part of the military organization - kind of like "Rebels". As time went on there was some loosening of this approach and more neutral smuggler type campaigns were given some support. This book opens things up quite a bit more.

I admit I was surprised - I would have thought this book would have been held in higher regard amongst the d6 community but it doesn't really seem to have that. it did come out late in the game's run - 1995 - but I was impressed with what it held.


  • There's a roughly 25 page section on character backgrounds. This poses a series of questions players can answer about their characters from family and friends and major events of one's past to a fairly long section on choosing a homeworld. Now it does not have a nifty set of tables to roll this up randomly like some systems do but it does have a decent discussion of the kinds of things that go into each point of interest in building up a character's history. 
  • "Roleplaying Imperials" - say what? I've had players ask about doing this as a campaign (and largely declined it) but I had no idea there was WEG support for it of any kind. There's 12 pages of discussion about different kinds of campaigns from things like TIE Squadron pilots to an Imperial intelligence campaign. The TIE Fighter computer game is noted in this section as driving interest in this type of game and that's completely true - a lot of people liked that enough to consider doing it in a tabletop game. The discussion is followed by about 18 pages of Imperial character templates which are more varied than I expected. It's a solid start if you're interested in running that kind of game. Even in another system.
  • The third major section is Independent Templates - this is exactly what it sounds like. 30 odd pages of character types that are not particularly tied to either side: Scientists of various types, reporters, entertainers, corporate types, and a wookie bounty hunter as well.
  • The fourth section has roughly 15 pages of Rebel type templates, particularly New Republic types because that was a bigger deal at the time in the Expanded Universe material. It's alright if a lot less of an expansion than the prior sections.
  • Finally there are about 20 pages of NPC writeups. This was the least interesting section of the book to me but it does cover a variety of types and could be useful if you need an emergency drop-in NPC with some background information. 
Now to clarify - this is in no way essential in the sense that the main rulebook is essential or some of the other books are for Jedi-heavy or Smuggler-heavy campaigns are. If you would like to show your players some options beyond the core book I would say this is the single largest collection of templates in any other single volume. If you're contemplating an Imperial campaign then i would definitely recommend it, as well as if you're thinking of a d6 version of an Edge of the Empire style campaign.