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May 15th, 2009


04:44 pm - Race in RPG and the Alternatives
My theory post, "Who's on Top? -- Social Class in Tabletop RPGs" brought me back to some continuing thoughts on representations of race in RPGs, following up on my other posts under the racism tag.

In particular, I'd like to link to the Race in D&D blog, started by Chris Van Dyke last November after he gave a presentation on that topic for nerd nite in New York City. In addition, there are some excellent pointers and links in the IRIS network thread on race in games, "Where to next?"

The Meaning of Fantasy Races

As with social class, I think that portrayals of race in fantasy generally make statements about race. Scientifically speaking, fantasy races may be other species or sub-species depending on whether they can interbreed -- but in terms of themes they are metaphors for different kinds of people. In past debates on race in RPGs, there have been many people who have claimed that unless a work is about a specific real-world race, then that work has no racial themes. For example, unless dwarves are exactly intended to represent a specific real-world group such as Jews, then there is no significance to dwarven race themes.

I do not think that is true. By parallel, most people would agree that a science fiction or fantasy (SF/F) story can have an anti-war message even if it isn't narrowly about a specific war from real-world history. That is, you can write a story that closely maps to WWI in space, but a work can also comment on war in general without using that device. Similarly, I think that a fictional work (role-playing game or otherwise) can have comment on race and racial essentialism without using real-world races.

The different martian races of Edgar Rice Burrough's Barsoom are a good example (i.e. Red Martians, Green Martians, White Martians and Black Martians). They are clearly meant to illustrate lessons about race -- in much the same manner as fantasy races within his later works, such as the fictional races the Ho-don and the Waz-don in his Tarzan the Terrible (full text). There is disagreement over exactly how to read Burrough's themes, but one thing that is at least agreed on is that racial themes are central to many of his books.

I don't want to delve into exactly the meaning of any particular work. However, as with social class, I think there are implications of the choice. One of the telling bits from Van Dyke's "Race and D&D" presentation was his extended quote near the end from the white supremacy forum, Stormfront, entitled "Learn all you need to know about race from Dungeons and Dragons" -- where a white supremacist poster claimed that D&D gave him valuable insights into racial essentialism as a child.

Alternatives to Race

On a fantasy RPG character sheet, you will often see a lot of space to fill out things like age, height, weight along with details like hair color, eye color, home country, birthday, sibling rank. More often than not, these are cosmetic details that has no influence on character creation -- and on the rare cases they do, it is a minor adjustment. Even gender typically has little to no effect on character creation. However, race is enormously important. Even among games that try to distance themselves from Tolkienesque fantasy, the result is that you have a new set of races like cat-people or inventions like Gnorl -- but race is still the key trait of your character.

Given that this is fantasy with magic in the world, I think that there are many more possibilities for the important divisions among characters other than race and profession.

1) The birth date of a character could have an overt supernatural effect. There have been a few RPGs that have modifiers for this, such as the sun sign in HârnMaster or the moon phase in Werewolf. Take this more centrally, though, and the difference between a Taurus and a Pisces could be as great as the difference between an elf and a dwarf in Tolkienesque fantasy.

2) The place of birth of a character could have an overt supernatural effect, in a fantasy world where the lands themselves were alive and magical. Rather than a race of pixies, it could be that everyone born in the forested highlands can see in the dark and speak to birds.

3) The religion of a character could create an overt difference in everyone rather than being only a small modifier for priests. Worshiping the thunder god might make anyone stronger and grant protection from weather. Worshipping the earth god might increase constitution and improve other senses, but penalize sight.

4) Sibling rank could be central, exaggerating the stereotypes of such influence. For example, I played in a homebrew campaign campaign created by Robert Ellis based on fairy tales where sibling rank was vital. An eldest child was always a born leader, while the second was thoughtful and skilled, and so forth.

The point is that there are a host of possibilities for fantasy beyond race. For those designing fantasy games, don't just ask "what should the races be in my fantasy world?" Consider further possibilities beyond races, bloodlines, or tribes.

Racial Mechanics in RPGs

Even if we do assume that fantastical races are important, though, there are options in how they are handled. Following the lead of D&D, race in RPGs is often mechanically defined as a step in character creation where the player chooses one of a limited set of races, getting a package of modifiers. The choice may have a point cost (as in GURPS or Hero) or equivalently, effective character level cost -- but usually most races are equal. This assumes several things:
  1. Racial Unity
    Races are strongly grouped as distinct and uniform. This is particularly interesting given that in D&D, half-elfs and half-orcs are defined as races.
  2. Racial Monoculturalism
    There is usually a default culture for non-human races, but not for humans. This is sometimes mechanically explicit, such as in 3rd edition D&D. It is extremely common otherwise, however.
  3. Humano-centrism
    There are a number of RPGs that have a default of non-human characters -- such as most of White Wolf's World of Darkness series, or various anthromorphic animal games from Other Suns to Jadeclaw. However, among games where there is an option to pick between humans and other races, then human is the default and usually dominant species in the background.
There are good games that have been created using these, but I think it is useful to consider alternatives to these assumptions.

Variable Race Features

Within RPGs, the point systems of the eighties (notably the Hero System and GURPS) threw aside the idea of sharply-defined classes. Instead, the players decides for themselves what skills and advantages are appropriate for, say, a character who grew up as a bandit but then repented as an adult and joined the church. However, even in these systems, race is usually sharply defined. A character is an elf, a half-elf, or a human -- and each of the three has a fixed list of traits and modifiers.

However, such sharp divisions are not true in much of the source material. For example, in Tolkien, there many subtle variations in bloodline. An individual could be distinct by the bit of elven or Númenorean blood in their line. Given interbreeding, which is explicitly possible given half-elves and half-orcs, the races should have various blends just like real-world races.

For an RPG, this just means tossing out strict packages, and instead letting the player choose their own racial features -- just like how point systems allowed players to choose class features. This allows the player to decide the racial mix of their character. It thus puts a responsibility on them to choose a plausible combination of traits, just as they are responsible for a plausible combination of skills.

Varied Cultures

RPG fantasy worlds often have a dozen or more cultures. However, typically the majority of those are distinctly human cultures, while the non-human races each have essentially a single culture. That is, if I play an dwarf, I have a clear idea about what dwarves are like -- i.e. tropes like mining, battleaxes, beards, and so forth. However, if I play a human, there isn't the same.

I think there is a major conceptual shift to giving races even just two distinct cultures. As an example from science fiction, Romulans and Vulcans are racially the same but culturally distinct. With a monoculture, there is a tendency to think of traits as inborn -- i.e. "Klingons are inherently warlike; it's in their blood." Having contrasting cultures makes it explicit that such social tendencies are not inborn.

Within a game-world, one can take stock of the various cultures that are in it, and mix up what the dominant race of the culture is. So perhaps there is a dwarvish viking-like culture, but another set of dwarves is inspired by the Middle East and secrets of Damascus steel.

Non-humanocentric Races

It is relatively easy for an RPG to have a default of non-human characters, following the example of games like the Worlf of Darkness games or anthropomorphic animal games.

To be the default, then the central race should have no modifiers to their stats. Their abilities would be classified as "everyman abilities" -- similar to default abilities in other games, such as the abilities of vampires in the vampire games. In a game where elves were dominant, their abililities would be the standard, and humans might have the special weakness of "night blindness," along with a penalty to their Dexterity.

Some might argue that the stats will be more difficult to understand if they are not centered on human average. However, there are many games that do not have a uniform average for human stats. For example, in games derived from RuneQuest and Basic Roleplaying, the characteristics for Size, Intelligence, and Education have a different average than the others like Strength and Dexterity. A game can make clear what the human average is for each stat, thus giving a real-world picture, without making human the default.

Final Thoughts

I suppose a good question is why change things. i.e. Why have options other than race/species, or different ways of approaching race in the game?

However, I think that misplaces the burden. The question I ask is, "Why default to this standard handling of race?" Why not try something different, rather than just putting in new ideas for races into the same framework?
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May 10th, 2009


01:19 pm - Birthday Larp Report
So as I had previewed in a recent post -- "LARP Help!" -- I just finished running that larp.
  • bandits and heroines and kidnapping
  • renaissance sort of costumes
  • almost all 7th graders but possibly some range on the ages (downwards)
  • lots of combat
  • in the woods somewhere
  • E. and her friend have made swords already for everyone (foam ones)
In addition, from later logistics, I knew we had to get done with dinner, the game, and cake in about two and a half hours. The short form is that it was great fun, and you can see pictures from it here:

Flickr Set

EDIT: cf. also Liz's report for details on the preparations and the puzzles.

The results were very chaotic, with lots of swordplay, lots of role-playing, and lots of fun. For a solid hour and a half, the woods rang with a lot of calls of "milady!" along with clashing arms.

Long report under the cut )

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May 3rd, 2009


12:50 am - Knutepunkt 2009 Convention Report up
So I finally have my (long!!) convention report posted to my RPG site,

Knutepunkt 2009 Report

Comment here with any corrections, thoughts, etc.

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April 30th, 2009


10:31 pm - LARP Help!!
Help!

So I've been asked to help organize an outdoor fantasy larp for some kids I know, about a dozen of them around age 11 13. I'd like to do it, but (1) I've never played or organized an outdoor fantasy larp, and (2) I've never done any larps for kids before. My larping has all been theater-style with adults.

So if anyone has experience with doing this, I'd love to have some advice. The requested elements that I know of are:
  • bandits and heroines and kidnapping
  • renaissance sort of costumes
  • almost all 7th graders but possibly some range on the ages (downwards)
  • lots of combat
  • in the woods somewhere
  • E. and her friend have made swords already for everyone (foam ones)

Right now, my principles are:

(1) Mechanics should be extremely simple. For combat, I'll probably do one hit disables a limb, two hits to head or body to incapacitate (as I'd heard of as a Swedish standard). Also, "cut" and "break" should be important rules. Any other mechanics will be one-off powers specified on the character sheet.

(2) I'm concerned about divisions among the PCs. Ellie who's asked for this wants lots of combat, but I'd be concerned about ill feeling if the kids were split into sides and one side was badly beaten. So I'm tending that there should be easy healing, and that initial divisions and conflicts should pave the way to joining up as a team for the climactic conflict.

(3) I'd like to recruit at least another adult or two as NPCs with decent villainous and/or monster costumes for the more climactic conflict.

How does that sound? I'm considering other options for how to have it wrap up in a satisfying way for the kids other than a climactic battle against magically-powered (i.e. mechanics-favored) NPCs. One alternative would be to just have a strict time limit that the kids know about, with steps announced, that lets them structure their own activity. That is, they know it is four hours, and knowing that will guide what they do.

I'm pondering a bunch of characters in my head based on this, but nothing has solidified yet. There should be strong motivations and factions, just that there should be some way to pull the factions together rather than having one side beat another.

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April 4th, 2009


11:22 pm - Registration for the Indie RPG Awards
Though behind on many of my commitments, I have finally opened registration for the Indie RPG Awards. Since I stopped going to GenCon, I have lost some of my personal connection with these awards, but several people have written to me in support, asking me to keep these going.

So, from now until the end of May, go and register your favorite indie RPGs published during 2008. Also, if you are an indie RPG creator and haven't been contacted in prior years, write to me (via the awards site contact page) and let me know if you want to be in on the peer voting process.

Also, please re-post announcement this in whatever RPG forums you frequent. Thanks!
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April 3rd, 2009


12:21 pm - Immersive Story Methods essay online
My article from PUSH, Volume 1 is now online by the publisher Jonathan Walton as announced on the new site, "Bleeding Play."

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March 18th, 2009


03:03 pm - LARPs at Potlatch 18
A few weeks ago, I was at Potlatch 18, a local science fiction convention -- that's primarily for written SF rather than other media. I had never been there before, but I knew some people who were organizing, and there is a lot of attendee overlap with WisCon that I've been going to for a few years.

Regarding RPGs, I ran two science fiction parlor LARPs at the con. Also, there was some RPG discussion in the panels since one of the two books of honor was Growing Up Weightless by the late John M. Ford -- who was also a role-player and role-playing author, and the book's protagonists were involved in a virtual reality role-playing game. I am tempted to revisit his Paranoia adventure, Yellow Clearance Black Box Blues, in some way with his literary themes in mind.

LARP #1: "Stagecoach"

This was a Firefly/Serenity LARP that I had written, and run at GenCon 2007. It was set on a ship operated by the Companion's Guild, a setting I had originally created for a tabletop one-shot game using Spirit of the Century. The scenario, though, took notes from the 1939 film starring John Wayne.

One of the fun parts of this was running for people who had never done larps or even role-played before. The cast was [info]dancingsinging as Captain Granger (a Guild master and ship's commander), Jon as Major Sanchez (an Alliance officer), Francesca as Yong Lau (the Major's prisoner), [info]vito_excalibur as Journeyman Shepis (second-in-command), Alan as Jamie Holloway (friend of Capt. Granger), Olga as C.J. McLaury (a Guild student), Amber as Corporal Hatfield (the ship's pilot), and Debbie as Dr. Collins (the ship's doctor).

It came off well, and [info]dancingsinging even posted about it as "LARP for joy!" For my own writing, I have some design thoughts for how to improve it, but in general it works fine.

LARP #2: Garden Station 4

The first LARP went so well that most of the people who played got together for dinner the next day and we decided to play another LARP scenario. I pulled out one of the pre-written parlor LARP scenarios from Shifting Forest Storyworks, "Garden Station 4." I first played this with my friends back in 2005. It is about crews of two science ships whose nations (the UP and the Cerians) are in a cold war standoff trapped on an alien space station. The unique part of the scenario is the set of five different terminals which are located at different points in the space station, and how action flows between them.

We added a friend at dinner, Ian, who played the neutral party Sandy Applebaum. In addition, we had Alan as N. Mitterson (the UP leader) and Jon as J. Tantorian (the UP Journalist) -- while on the Cerian side we had Amber as Red3 Stanville (the leader), [info]dancingsinging as Green4 Rockton (the computer specialist in drug withdrawal), and Olga as Grey5 Ellisville (the loyal guard).

Perhaps influenced by having a nice dinner together just before, the players in this run were more trusting and peaceful than most of the other runs I had seen. Still, it ended with a satisfying bang -- literally -- as everyone was killed by a grenade (sort of). Again, everyone had a good time.

Conclusions

This basically confirms my faith in the parlor larp format as an excellent introduction to larps and role-playing. I'd like to do some fine-tuning both of my Stagecoach scenario and how the mechanics are introduced, but I wouldn't want to deviate too much from a fun and successful instance.

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February 26th, 2009


05:40 pm - Indie Gaming of 2008
I haven't reported much on my indie gaming group. Starting up around August last year, we did a short campaign of Full Light, Full Steam followed by a short campaign of Sorcerer. This year we did a one-shot of 1001 Nights, and then started up on Mouse Guard.

I have not been documenting our games as well as I have some others, so I'll just give brief overviews of them.

Russians on Mars

Full Light, Full Steam is a steampunk space opera roleplaying game. It has two notable mechanics: thematic batteries and scrips. Thematic batteries are basically a way of taking penalties earlier in the session in order to gain bonuses later. Scrips are a way of structuring scenes, such that each player must reference one of the other players' thematic batteries for a scene to end (with certain exceptions).

Our campaign was set on a Russian warship, in various action around Mars. The Russians are not much detailed in the core book, and we were somewhat unfamiliar with Czarist Russia. Still, it made a nice change of pace from Victorian English stereotypes. I played a young noble-born officer who was in principle sympathetic to the people, but lacked any real knowledge of their issues. He was inspired by Tolstoy and Dostoyevsky, but lacked any life experiences to give him perspective. The others played a mix of types: a marine officer / spy, a hotshot mechanic, and two more I forgot.

The action turned out rather over-the-top, involving things like ancient alien devices blowing up a whole French warship.

Sorcerers in Dubai

Our next campaign was Sorcerer, a 2001 RPG that centers on demon-summoning sorcerers, written by Ron Edwards. Our setting was the modern world, specifically modern-day Dubai. We figured it was an interesting way to focus on modernism, and we frequently featured the amazing new real construction projects there.

I played Vijay Sethi, a muslim immigrant from India working as a director of software security in Halliburton, which has a second headquarters in Dubai. I had a demonic set of keys that could open any lock, and be a universal remote. Albert played Paul Robicheaux, an ex-CIA agent and a member of the same coven as Vijay. Paul had an internal demon that lived in his blood that could dissolve things, among others. Peter played Farouz Al-Rashad, a handsome Iranian immigrant policeman, with a subtle fire demon that would manifest by him -- often at the end of the cigarette he was smoking. My stats were:

Vijay Sethi
Stamina 3 ; Willpower 5 ; Lore 2 ; Cover 5
Price: Arrogant
Demon: Kurthos, a set of keys


The nature of the game set us on fairly independent storylines. The extended adventure consisted of each of us resolving a player-defined Kicker defined independently for each PC, where a Kicker is a situation that demanded immediate action on the part of PC.

My Kicker was that I had just found out that there was a crucial flaw in my project, which made a difficult-to-close security hole for Halliburton and would end my career if exposed. Albert's Kicker was that Paul was being forcibly retired by the CIA. Peter's Kicker as Farouz was that his brother had become involved with the daughter of a dangerous gangster engaged to another man.

The NPCs included: Rafiq Al-Rashad (Farouz's brother, Nasha's lover); Jaffar Bin Yaz (Fiancee of Nasha who wants out of the engagement); Kalil Pervej Sajjad (crime boss); Nasha Sajjad (crime boss' daughter, in affair with Rafiq); Mohammed (an underling of Kalil, forced partner of Paul); Larry Winters (Paul's CIA contact); and Quentin Sinclair (local coven leader).

Our storylines ended up intersecting somewhat. After slipping away from the CIA temporarily, Paul was blackmailed into working for Kalil, father of the woman Nasha whom Farouz's brother was involved with. To get out of my situation, Vijay decided to accept that his career was going down the tubes, and attempted to sell the secret of Halliburton's security hole to Kalil with Paul's help. Still, much of our action was independent which contrasted a bunch from the usually-joint action of FL/FS.

And on...

That was basically it for 2008. I'll talk more about our 2009 games of A Thousand and One Nights and Mouse Guard later.

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11:06 am - Who's on Top? -- Social Class in Tabletop RPGs
Something I'd like to bring up is how tabletop RPGs portray social class in their settings. Within fiction, it can be very important how disparities in social class are portrayed. On a simplistic level, stories with upper-class villains tend to be revolutionary and/or socialist; while stories with lower-class villains tend to be conservative or reactionary. Some stories are about the low-class underdog that triumphs over those born to privilege, while others are about a great respected master who takes a young pupil in hand and passes on great lessons.

It is impossible to generalize across RPGs, but I'd like to bring up a few interesting points. I discussed the latter point in an theRPGsite thread called "Incompetents in Charge: an issue with some point systems" -- which was spun off from discussion Randomized vs. point-buy RPGs.

D&D and Imitators: Ass-kicking Popes

In D&D, social class is to a large degree tied to advancement. At the start of the game in any edition, PCs are effectively defined as being homeless and jobless, with just a handful of items to their name. While the players might make up colorful backgrounds for themselves, their wealth is strictly defined by the rules -- so it would be a clear violation for a character to own significant property. If someone owned land, they might sell parts of it for coinage.

As they advance, characters gain not only gold cash, but also perks such as title and leadership. This was explicit in the first and second editions, but still implied in the 3rd and 4th by feats such as leadership.

The story this encodes is of homeless, jobless nobodies who through a life of adventure gain wealth and rank. Conversely, even NPCs of high rank such as a warlord or the head of a church are implicitly high-level characters in D&D worlds. Abilities such as skills and spellcasting are tied to level along with hit points and attack bonus -- along with certain abilities or feats such as leadership. Thus, if a character is highly rated at a social or intellectual rating, they will be high level and thus also more broadly skilled and physically capable. A bishop of the region doesn't just have a social position, he is generally a high level cleric and by virtue of his level has high enough stats to beat up a dozen commoners even without his god's aid.

Other games with level-based advancement often have a similar effect.

Point-based Games: Incompetents in Charge

Here I mainly mean systems like GURPS or the Hero System, where there is a single pool of points that you spend from to buy all your character's abilities. However, the trend is similar for other games where you buy social advantages from a supply of points. i.e. You pay points for advantages like wealth, military rank, fame, and/or social status -- so if you have more social advantages, you will have less points to buy other advantages and skills.

This has a good rationale within the game. Being wealthy is itself an advantage that can be used to buy many useful things, and rank hath its privileges. To be fair to all players, a character who has such social advantages must for game balance and fairness have a corresponding weakness.

Social advantages here are quite different from other types, because both in the real world and in fiction, we do not expect that people are all equal. For example, suppose you have a professional team of some sort -- i.e. a pro basketball team, a mercenary team, or a research team. If two members are equally paid and ranked, then you might expect that they have similar ability. If one has an advantage (i.e. an unusually tall basketball player, or a crack shot), then you might guess that his equally-ranked peer compensating strengths. However, if one is more famous and better paid than the other, our explanations depend on how we view the system. We might think the higher-ranked one is more capable if we think the ranking system is fair and based on merit. Conversely, if we think the system is corrupt, then we might assume that the higher-ranking person is no more capable or perhaps even less capable.

In stories, there is a moral about society told from how status corresponds to merit. In some stories, the higher-status hero is more capable. An older hero may pass on the torch to a younger one, but they are not outshone. This is a conservative sort of story, showing that the status was deserved. For example, Aragorn in Lord of the Ring truly represents his high birth. In other stories, the higher-status character has mainly their status to offer compared to lower-status peers. i.e. The privates know what they are doing more than their lieutenant, as in in the movie Aliens. A rich and famous bounty hunter may be outdone by a poor farmer, as in 3:10 to Yuma. These are more socialist or populist stories, that question the social order.

The effect of many point systems, while perhaps unintended, is to effectively enforce the more populist view -- where the poor and the lower-status player characters have greater practical ability. Unlike in D&D, this effect is not true for the rest of the world beyond the player characters. Among NPCs, a high-class character may or may not be more skilled than a nobody -- it is purely up to the GM. Still, particularly over the course of several campaigns, the trend among PCs can become quite noticeable.

What to do about this?

Neither of these are a problem, really. They work as elements of the game. If you wants a different dynamic, you can always play a different game. The two above I commented on because I found them notable, but there are many other possibilities.
  1. High-status PCs are given more points, and this is balanced by rotating who gets to play a high-status PC. This is like the approach of Ars Magica, where the magi are overall more powerful than companions, and companions are more powerful than grogs.
  2. High-status PCs are given more points, and this is balanced by giving out-of-character perks to the players. This is similar to the approach of the Buffy RPG, where the Slayer or other Heroes get more power but fewer Drama Points than the White Hats.
  3. The GM can give extra points to the high-status PCs, without requiring anything in balance. This may cause issues with consideration of fairness, though. In particular, the group must decide whose PC gets to be high status.
  4. Status traits like wealth, rank, and fame can be random or otherwise assigned independently of other traits. High status can then give additional bonuses to ability if feedback is desired. This is done in random-roll systems such as HârnMaster, where a high roll on social class gives advantages in other parts of the system for superior nutrition and training than peasants.

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November 23rd, 2008


11:22 am - MERP Downloads and Copyright
Because of my Middle Earth game, I have downloaded a fair number of the old Iron Crown MERP (Middle Earth Role Playing) modules for maps, background, and adventure ideas. Now, this is a bit of a controversial point - that has also generated some recent controversy on Story Games.

A lot of RPGs go out of print. And these days, many games that were out of print are reappearing on PDF. You can get many formerly out-of-print games -- as far as I know legally -- from vendors like RPGnow or SJG's Warehouse 23, including Amber Diceless, Shatterzone, and Twilight 2000 as plain PDF scans of the original. There are also a host of games available illegally in various forms. Most prominent are licensed games where the external license is no longer available, like the Marvel Superheroes RPG or Middle Earth Role-playing -- which have exact PDF versions as well as genericized versions released.

Personally, I have no moral qualms about downloading an out-of-print RPG for personal use if (1) I am unable to buy it in stores, or (2) I already have bought it in stores and would like to do things like search the text. I realize that this is illegal, though, and that it can be controversial.

The most recent controversy involving this was Matt Snyder's thread on Story Games "Chimera Creative ceasing publication" -- where he announced that he was deliberately taking his games out of print. This generated two public followup threads "Regarding IP" and "The Intellectual Property Availablity Pledge".

I don't have anything against people letting games go out of print. I don't expect publishers to go through any extra effort like the IP availability pledge. However, if a game does go out of print, then I may well download it as suggested above.

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November 13th, 2008


12:58 pm - Autumn Cons: End Game and AmberCon NorthWest
I just posted con reports on two recent conventions on my Convention Reports page, for the October End Game Minicon and AmberCon NorthWest.

End Game October 2008 Minicon Report

AmberCon NorthWest 2008 Report


I was originally going to GM two games at the October EndGame Minicon, but I had to cancel and instead only played in one game -- a run of Grey Ranks organized by Alvin Frewer. I had originally planned on running a straight Dogs in the Vineyard game and A Thousand and One Nights game with pregenerated characters inspired by Catherynne Valente's "Orphan's Tales" books.

AmberCon NorthWest was excellent as usual. Nicely organized by Simone Cooper, and with a host of excellent volunteers (including myself as a volunteer GM). I think attendance was about the same as previous years, and I saw a number of new faces -- but there is also space for expansion, I think.

Update: Check out Simone's photo album of ACNW08.

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October 20th, 2008


02:10 pm - The First Session of "All Shall Love Me and Despair"
I also played the first session of "All Shall Love Me and Despair" -- my tabletop RPG campaign set in an alternate storyline of the Lord of the Rings. We had done a character creation session two weeks ago, and this time started into the action. We were missing one players, so the game was cut a bit short.

The situation is that the PCs were in two groups that were both arriving at Lothlórien at the same time. Daniel and David are playing two dwarves from Erebor -- Rombur son of Bombur and Nurri son of Nuin, respectively. Rombur has been learning lost secrets of dwarven lore from hidden chambers beneath the Lonely Mountain, aided by the illiterate scount Nurri. The two are leading a force of troops that Erebor has sent to aid the fight against Mordor, at Gimli's request.

Dennis and Mark are playing a Dunedain Man and an Elf from Gondor -- Duilin of House Hurin and Nestrameldir of Edhellond, respectively. Duilin is a Ranger also descended of Isildur, while Nestrameldir is a Sindarin Elf famed for his healing skills. They have been sent north along with Prince Imrahil to consult with Galadriel concerning the progress of the war. They have conquered the standing army, but have been unable to crack the fortress city of Minas Morgul.

In this first session, the two groups met up, and then dealt with an attack of Mordor upon the dwarven troops as they crossed the Anduin. They then went together to meet with the elves, and were taken into the forest city of Caras Galadhon to meet Galadriel. Their souls were tested with a psychic temptation, and then Galadriel took Nestrameldir aside to help cure someone. The man was unconscious within the pure white sheets of the Elven bed, and his flesh was translucent. She introduced him by the proper name Tindomul, but explained later that he was also known as the Lord of the Nazgûl.

The characters were shocked at this, and we ended the session there.

EDIT: Oops! Forgot the web link. Here's some preliminary campaign material.

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02:06 pm - Midsummer Mischief Report
The Wodehouse LARP went off this weekend, which as I predicted was a blast. We had cast all but 2 of the 18 parts (with several people signing up at the last minute), but there were 3 cancellations so we ended up missing 5 of the 18. It worked quite well, though, with a last-minute shuffling of parts -- thanks to Bill for taking on a more central role at the last minute. The one part that we really missed was the butler Beach.

It definitely needed two game-masters, because there were a lot of consultations with the GM. We had an open space of three rooms representing the public space of Blandings Castle, plus the porch outside where we had the in-game garden and lake area. Players would go into the kitchen to consult with the GM to go into private areas: people's rooms, the pig sties, the museum and the library. These were represented by a set of envelopes containing slips of paper for various items.

I think we did a fair job as GMs. The one big slip-up turned out to be rather amusing. Robert, playing Lord Emsworth, went to check on his pig early on, but accidentally put the pig card into his pocket. For the next two hours, he and everyone else (including us GMs) thought that the pig had been stolen and were trying to find out who had done it. I think there were plenty of events to go on. The one point I think was disappointing to some players was that their romance plots were never activated -- possibly due to not being seeded by missing characters.

I didn't follow the romance plots too closely, but it was a very amusing mechanic that fit P.G. Wodehouse rather well. Unmarried female characters had instructions that their romance plot would be activated by a certain key word or topic. Compatible men were marked by a symbol on their name tag (a bell, asterisk, etc.). If a compatible man mentioned a certain topic in conversation, the woman would open a sealed slip of paper and hand the matching slip of paper to the man in question. So a drone could suddenly find himself in love with and/or engaged to a woman seemingly randomly -- which is quite in keeping with the Wodehouse tradition.

I think a nice thing about the plots in general was that everything was of similar importance. All the plots were of personal importance to the characters, but none were objectively central. People's reputations were endangered, but there was never any life-or-death issues at stake. No one was biffed through a few people were frisked.

Karen has some pictures of the event on her Flickr account, flickr.com/photos/kindle.

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September 30th, 2008


02:19 pm - P.G. Wodehouse LARP announcement
So I'll be helping Karen Twelves run a LARP based on P.G. Wodehouse on Saturday, October 18, at [info]zdashamber's place in Oakland -- which looks like it will be a load of fun. Comment here or email me for an invitation. [info]zdashamber has set up a welcome page with information. I've made up a hypertext form of the amusing questionnaire to send in your preferences. The intro goes as follows:
Midsummer Mischief is set in PG Wodehouse's absurd world of England's leisured upper class in the early part of the century. This is a place where people shout "Wot ho!" and "You bounder!" and even "That's just not cricket!" A word of warning: this is not the real world. Here follows some useful (and not-so-useful) starting points:
  1. It is always hay-harvest weather in England: 54 holes of golf a day, or a swim before breakfast in the lake, morning in the hammocks under the cedars, tea on the lawn, and coffee on the terrace after dinner.
  2. Money is something you should inherit, get monthly as an allowance from your uncle, or win at the races.
  3. Small dogs bite your ankles.
  4. Babies are hideously ugly.
  5. Young boys are fiends.
  6. Aunts are harridans.
  7. Butlers have port in their pantries.
  8. All decent-sized country houses have cellars, coal-sheds and potting sheds for locking people in.
  9. Most handsome men have feet of clay.
  10. No decent man may cancel, or even refuse, an engagement to a girl.
  11. Blandings Castle is traditionally infested with impostors.
  12. Men and girls in love think only of marriage.
  13. Rose gardens turn a girl's thoughts to romance.
  14. A bedroom scene is either when you discover that someone has made you an apple-pie bed, or when one or more people come and search your room for policemen's helmets or miscreants hiding under your bed.
  15. All married couples have separate bedrooms.
  16. It is every young man's duty to steal policemen's helmets.

So, again, running on Saturday October 18th in Oakland. Save the date! Fill out the questionnaire! Tut, tut! Pip, pip! and all that!

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September 25th, 2008


12:28 am - A New Middle Earth Campaign
So I'm starting up a new campaign set in Middle Earth, now that my group has finished with its Hârn campaign using Burning Wheel. We discussed what we'd like to do next, and Middle Earth came out on top of general consensus. (Though there was also a fair interest in classic Traveller.)

I had not read most of Tolkien's writings outside of The Hobbit and The Lord of the Rings, but I know that others had. Thus, I wanted to set my campaign in roughly the same period and regions of the books -- perhaps a decade or two before The Hobbit or after Lord of the Rings -- and perhaps ranging into neighboring countries than those covered, but not by much.

The Pitches

I pitched four campaign ideas:

The Traitor Unmasked - This is an alternate storyline set in Rohan shortly after The Hobbit and prior to Lord of the Rings. Some in Rohan are lead to suspect treachery of Saruman. They have no proof, however, and undertake to root out his evil.

All Shall Love Me And Despair - An alternate storyline where Galadriel accepts the One Ring when Frodo offers it to her. She avoids using it, and plans to help Gondor and Rohan fight to make a safe passage to Mount Doom so that it can be destroyed. However, this is fraught with peril on both sides. The campaign begins as the forces are close to taking the fight into Mordor itself.

To the Necromancer's Lair - Prior to Lord of the Rings, a company in Bree are recruited to help root out the remnants of the Necromancer's rule in Mirkwood -- leading to various adventures along the way.

The Festering Evil - A hobbit-centric alternate storyline where Frodo is forced to hide the Ring when the black riders come on him in the Shire, and he disappears. In the months that follow, dark forces swirl around the Shire as forces are drawn there.

I sent roughly these pitches out to the players without specifying the rest to see the response.

The Pick

We eventually picked the "All shall love me and despair" campaign idea. Several players loved the idea. One player initially said wasn't comfortable with it because it seemed too far from Tolkien canon, but he later said he'd try it.

I'm now putting together a bigger picture of what has happened. I wrote up a bit on the exact point of divergence. Since then, Galadriel has kept the One Ring safe in Lothlórien, and has avoided using it with one marked exception while sending all those she can gather to the aid of Rohan and Gondor. Rohan has defeated Saruman's army, but Orthanc remains a festering danger. (The Ents have not yet made an appearance.) With help from Rohan and Lothlórien and Aragorn's army of the dead, Gondor decisively defeated the attacking army.

Galadriel's one use of the Ring was to free the Lord of the Nazgûl from his bond, and she healed him using her own arts. He now fights on the side of Gondor against Sauron.

Under King Boromir and Queen Eowyn, the allied armies have crossed the Anduin and besieged Minas Ithil. They have been unable to take it, but remain hopeful that they may shortly take both it and the pass of Cirith Ungol. However, they are worried that reinforcements from Mordor may disrupt the siege. Other forces within their side worry that even if they secure the pass to Mount Doom, the Ring and the war may not end.

The Rules System

I was unsure about what to use for system. We had tried the Decipher Lord of the Rings RPG a few years ago and hated it. I am also ambivalent about MERP based on my RoleMaster experiences. On my own, I would have gone with Fantasy HERO, using the 4th edition rules. However, none of the players seemed too keen on it and one was actively against it. I toyed with the idea of The Shadow of Yesterday, or continuing with Burning Wheel. However, we've been using BW for a while and we'd had some conflict over it. Thus, I wanted to go with a change of pace for us.

So as an alternative, I'm going with Gold Rush Games' Action! System. It's derivative of HERO, but with a much simpler core rulebook and everything opened under the OGL, with at least a few supplements. I've also checked out ComStar Games' MagicQuest game, which is the only medieval fantasy genre Action! System game thus far.

I'm writing up modifications to it now -- a consolidated skill list, new advantages and disadvantages, and the races.

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September 24th, 2008


11:16 pm - Nerdly Beach Party Summer 2008 Report posted
I just posted my Nerdly Beach Party Summer 2008 Report to my Convention Reports page.

I had a blast playing Polaris again, and was moved by Seth Ben-Ezra's new jeepform game "A Flower for Mara". I also tried out Gregor Hutton's 3:16 and played more of Monster Island by Bruce Harlick and Patrick Sweeney -- which has become my son Milo's favorite game. (He is now requesting the supplements for it, bless his heart.) I was disappointed over not getting players for my planned Steal Away Jordan game. However, it was more than made up for by the positives.

Thanks to everyone there for a great time, especially to those who played Monster Island with Milo - which really made his weekend.

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September 12th, 2008


05:16 pm - Pacificon/ConQuest SF 2008 Report posted
I just posted my Pacificon/ConQuest SF 2008 Report to my Convention Reports page.

Short form, my games were: a World of Darkness mortal mystery; kids games (D&D and Monster Stomp); an excellent Labyrinth prequel larp; Monsters and Other Childish Things; My Life with Joker (i.e. straight MLWM set in Gotham); and a big Arthurian-like fantasy larp.

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September 8th, 2008


10:30 pm - The End of The City of Red Domes
The City of Red Domes campaign came to an end last month -- a 23-session campaign set on Hârn using the Burning Wheel system. We wrapped up on Sunday in a final session before our GM Jim moved off to Portland. Last May, I had posted "Initial Thoughts on Burning Wheel". Our Hârn group started playing Burning Wheel in Hârn as an extended campaign a few weeks after that. We've been playing roughly bi-weekly with some breaks for schedule clashes and vacations.

The premise for the campaign was that we were missionaries of the strange Earth god Ilvir, and we had just come to a foreign city to establish a temple there. The city was Coranan, the capital of the Roman-style republic of Tharda and one of the larger cities on the island of Hârn. Over the course of the game, our characters became rather more fanatical and came to promote a lot of violence in the service of our cause.

Overall, I think it went well. We did have had a lot of issues with the system over time -- but then, we also had a lot of issues in prior campaigns using HârnMaster and especially with the Lord of the Rings RPG. Late in the campaign, one of the players dropped out after feeling frustrated with how conflicts went.

The Setting and Premise

I think Hârn continues to stand up as an excellent setting. Regarding this particular subsetting and premise:
  • Tharda is out of place as a republican Rome compared to Hârn's background, but it didn't grate much here.
  • The premise overall spawned a lot of different challenges, including physical threats, mysteries, rivalries, quests, and intrigue. There was something of a divide between the non-fighty characters (the women Judyn and Maban), the craftsman Bowdyn who was in-between, and the fighty characters (the other men Kalrun and Jaroud).
  • Play could get bogged down with all the PCs pursuing different goals.


Plotlines

Some of our main plotlines:
  1. Dealt with a secret rival cult, where threats escalated to violence, eventually warding off an assassin and then secretly assassinating their leader.
  2. Founded our temple, opposed by the contentious tenant on the prophesized ground for it -- whom we ruined via lawsuit and buying his leased property behind his back.
  3. Quested for an Ivashu ally to help us, but instead found it evil, killed it, and used its body to promote the church.
  4. Clashed with the city's underworld, slaying one boss who pressed us and then allied with another to take his territory.
  5. Contacted and eventually took over the small church of a neighboring city, Shiran.
  6. Plotted to free monstrous Ivashu from being used in arena games, freeing one and eventually freeing it again to slaughter the workers and priests of the arena.
  7. Allied with an Agrikan priestess and .
  8. Backed a populist senator and ambitious general in moving the republic towards an empire.


These including both player-initiated and GM-initiated plots.

On reflection, the success of player-initiated plots was a bit hit-and-miss. Thinking back on the plots that the players' hatched. Judyn's "knives & fire" plot to manipulate the others into joining forces essentially backfired. Maban's love potion plan didn't go anywhere as conceived -- but it was eventually redirected to a working plan. The plan to buy the temple grounds worked, along with the plan to assassinate Punat (leader of a rival sect). The plan for an impressive parade went off spectacularly. Judyn's planned alliance with the crime boss Tower succeeded nicely. Kalrun's plan of marrying Analia was redirected to a different marriage, and the plan of backing General Kronas as emperor was left unresolved but still hopeful.

The GM-initiated plots included dealing with a lawsuit from the tenant of our temple site, fighting an assassin sent against us from the rival sect, clashing with the local mafia (eventually outright violence), facing down and slaying a monstrous elder brood, assassinating the uncle of a friendly priestess, and returning the Orb of Souls to our god.

Burning Wheel Mechanics

Our prior experience as had mainly been with HârnMaster, though we had also played James Bond 007, the Lord of the Rings RPG, and Call of Cthulhu previously. Burning Wheel was controversial in our group, as we did have a number of issues with it, but we also liked many aspects of it.
  • Artha: This was by far the biggest difference that we noticed compared to our earlier HârnMaster games. For me, it came across similarly to most other hero point systems -- we had a limited budget to go through. Acquiring them was from matching beliefs, similar to but distinct from awards for good roleplaying of other RPGs.
  • Skills Checks: Aside from Artha use, resolving skill rolls was similar in BW to other systems we have played. However, there was a big difference in experience -- i.e. hunting for skill checks. We very frequently will talk as players about what skills we need what checks on.
  • Duel of Wits: This was a sticky point for some of us. On the positive side, it did make for some very clear victories and tense scenes. However, several of us weren't very comfortable with the arguing over stakes and compromises. It could get uncomfortably confrontational on a metagame level. For myself, I had built a character who was a lean, mean Duel-Of-Wits machine. I had the somewhat converse problem that I felt I succeeded too well by getting in people's faces and arguing with them -- which was rather contrary to how I pictured my character as a social being.
  • Beliefs and Instincts: While the awards from these were similar to other games, I think dynamically creating and changing these helped everyone focus their characters. I'd be tempted to adapt instincts to other games as a useful and flavorful advantage to encourage.
  • Circles: This came up quite frequently. It bordered at times on helping players to take control, but in general it functioned like many social skill rolls or contacting rules. It worked fine, but wasn't an outstanding part.
  • Fight!: These were quite confusing at times, in part because there were typically several sessions between our using the rules during which we would forget them again. After a while, they worked adequately but no one was really excited over them.
  • Resources: These also worked adequately, but for me were plagued by counter-intuitiveness. That is, you need to buy things to get richer (i.e. raise your Resources score), you don't lose anything if you buy things, but rather if you fail to buy something. Also, it felt very arbitrary over when the GM offers the "Gift of Kindness" rule option. They were clear, though, and worked well enough as a balanced game mechanic.

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August 20th, 2008


11:36 am - D&D in Politics
In a post on JohnMcCain.com Monday, staffer Michael Goldfarb posted a blog entry entitled "Smears the Left Can Fight For". (Via theRPGsite, Ben Smith, and boingboing)

The post claims,
It may be typical of the pro-Obama Dungeons & Dragons crowd to disparage a fellow countryman's memory of war from the comfort of mom's basement, but most Americans have the humility and gratitude to respect and learn from the memories of men who suffered on behalf of others.


In an earlier McCain.com post titled "NYTimes Editors: Leave Obama Alone!", it described the NYTimes editors by saying "But in their new role as bloggers, the paper's editors seem to have all the intelligence and reason of the average Daily Kos diarist sitting at home in his mother's basement and ranting into the ether between games of dungeons and dragons." (Conservative blogger Ace of Spades claimed that Goldfarg privately apologized to him for that, quoting a tongue-in-cheek response.)

Setting aside the political side for a minute, it is notable that this perception of RPGs is still around -- at least on one side. I don't perceive that D&D players are particularly liberal. In demographics, they do tend towards higher education that correlates with Democratic party leanings -- but they are also strong in the Midwest regionally and to suburban rather than urban areas, which correlates with Republican party leanings.

I think the reference, though, isn't really an impression of D&D players -- but rather an attempt to label the opposing game as geeky losers. I had thought that with much of the mainstream eulogizing of Gary Gygax's passing that such cracks were behind us, but it seems the D&D (and by extension RPGs in general) still have that perception in fairly important circles.

ADDED: Also mentioned on Wired, with amusing comments.
Tags:

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August 17th, 2008


11:39 am - Indie RPG Award Winners Posted
On Friday evening at GenCon Indy, Paul Tevis announced the winners of the 2007 Indie RPG Awards (for independent RPGs published in 2007). Many thanks to him for filling in at the last minute as MC for Jonathan Walton, who unfortunately could not make it. The winners and full comments are posted on the Indie RPG Awards site 2007 winners.

The quick summary is as follows:

Indie Game of the Year

Winner: Grey Ranks - 52 points
First runner-up: REIGN - 29 points
Second runner-up: Steal Away Jordan - 28 points
Beast Hunters - 17 points
Bliss Stage, Ignition Stage - 17 points
Forward... To Adventure! - 16 points
Classroom Deathmatch - 14 points
Dirty Secrets - 10 points
The Princess Game - 10 points
The Committee for the Exploration of Mysteries - 9 points
Fae Noir - 8 points
Idyll: Romantic Fantasy - 6 points

Indie Supplement of the Year

Winner: The Blossoms are Falling - 77 points
First runner-up: Cold City Companion - 44 points
Second runner-up: Engines of War - 14 points
Ave Molech - 13 points
Elemental Gemstones - 6 points

Best Free Game

Winner: Classroom Deathmatch - 66 points
First runner-up: Second runner-up: Microcosm - 29 points
Labyrinth Lord - 24 points
the Dead - 22 points

Best Support

Winner: The Blossoms are Falling - 41 points
First runner-up: Second runner-up: REIGN - 26 points
Cold City Companion - 19 points
Grey Ranks - 18 points
Fae Noir - 12 points
Labyrinth Lord - 11 points
Steal Away Jordan - 8 points
Forward... To Adventure! - 6 points

Best Production

Winner: REIGN - 55 points
First runner-up: The Blossoms are Falling - 33 points
Second runner-up: Alpha Omega Core Rulebook - 29 points
Cold City Companion - 21 points
Grey Ranks - 14 points
Beast Hunters - 10 points
Forward... To Adventure! - 10 points
Steal Away Jordan - 8 points
Fae Noir - 6 points
Classroom Deathmatch - 6 points

Most Innovative Game

Winner: Grey Ranks - 38 points
First runner-up: Steal Away Jordan - 33 points
Second runner-up: Dirty Secrets - 32 points
Bliss Stage, Ignition Stage - 25 points
The Princess Game - 16 points
Beast Hunters - 8 points
The Committee for the Exploration of Mysteries - 8 points
UCHRONIA: MECHA EXODUS - 7 points
REIGN - 6 points
Forward... To Adventure! - 6 points

So this time there was a clear first winner, Jason Morningstar's Grey Ranks -- with Greg Stolze's REIGN and Julia Ellingboe's Steal Away Jordan essentially tied for second. I only know about Grey Ranks by reputation -- it's not a genre that appeals to me

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