lategaming

Staying up late. Doing the gaming thing.

A hatred of self and the games that do it.

Commentary, Game Design, Industry 12 Comments »

How many games put you in the role of playing Ordinary Joe?

Not many.

A recent thread on TheRPGSite talks about:

Originally Posted by The RPG Cliche List
Nephilim Law. In modern-day occult games, mortal humans are considered to have the same intrinsic worth as cattle. (So named for Nephilim, a game that is particularly blatant about this.)

Now, Exalted isn’t a modern-day occult game, but you can definitely view it as an anti-humanistic game: in the setting, the various Exalted are the important people in society, and mundane human beings are nigh-irrelevant.

Apart from Nephilim (which Lesley refused to play because she valued the lives of the humans in the game), there are heaps of games which treat the rank and file of the world as nothing but cattle.

The thread at TheRPGSite derails nastily into accusations of racism and a lot of debate about whether the issue is with player characters given their powers or player characters who earn their powers. Those aren’t the issue at all.

The issue is more how the game empowers the players and how thy are encouraged to treat humanity in game.

Nephilim treats humans as disposable underwear. Their incarnations destroy the lives of those they inhabit. And they’ve been doing it for centuries. This provided an issue for many people. The alternative was to inhabit a Thermos and not interact meaningfully in the game (or become a Dr Theopolis-style advisor)

Vampire dehumanises the brutality and violation of feeding in allowing a player character to have a “Herd” score where they can treat humanity like a fast-food restaurant. The designers are at fault as they lost the “tragedy” of the Embrace and the Hunt and chased the gothic-punk “everyone wears leather trenchcoats and hide Katanas up their sweaters” market.

In Exalted, the players are encouraged to become a super-elite. This is based on my interpretation of the Exalted rulebook. You exalt and the game changes into something like Godzilla versus Mothra. Sometimes you catch a glimpse of humanity.

SLA Industries creates inhuman combat monsters who fight contract killers - serial killers with advertising - both of whom take very little notice of the rank and file of humanity. They’re bullet-catchers. They’re incidental damage in the firefight. They’re categorically tragically killed by passing Fire Engines. It’s crap being Joe Ordinary.

I must say, I’m not keen on the idea of humanity hate. I think there is a lot of it owing to the idea that gamers are mostly maladjusted teenagers who want to play out power trip fantasies. It’s sadly true.

Back in my teens I was really uncomfortable playing games set in Northern Ireland. It was just a little close to home. You’re a being of power - do you take a side in the Troubles? And the one game we did play had one player work out his revenge fantasies on people who bullied him in school. Healthy therapy? I doubt it. It felt unclean and voyeuristic. Brr.

Are there many games where you play normal humans? Zombi would be one. In The 23rd Letter it probably pays to be a normal human.

Art:

Art, Commentary, Game Design, Industry No Comments »

northerain is the blog of the artist behind Bloodsong Media. I like his stuff which he describes as:

My style is more or less based on existing photographs. I use those to paint over them in photoshop. Since they’re not sketches, it’s impossible to do it in black and white.

Sounds perfect for both The 23rd Letter and what I also envisaged for Qabal. And I am interested in finding out what this image is about.

Diddlysquat is dead

Commentary, Conventions, CrucibleDesign, Industry 3 Comments »

Mark notes that Diddlysquat is dead.

I didn’t know much about it, to be honest but reading the testimony of specky I’m reminded of lots of the silliness that went on within Crucible Design.

In the end, projects like this are fuelled by a small core of people (usefully termed schemers and collaborators.). Everyone else is pretty much surplus to requirements but as these types of projects tend to be started by friends, people can be a little over-cautious about being honest here. Allowing a project to slide (or worse fail) because you didn’t want to hurt the feelings of someone who isn’t contributing seems silly on the face of it. But we all do it (at least those of us who are human have).

The most annoying thing, when a project is failing or when someone is being asked to leave a project, is the tendency for some to be passively obstructive (or even actively destructive). I’ve seen this in the RPG industry as well as in The Real World. Failing to fulfill promises again and again, blame-shifting, becoming upset when duties are removed and yet, when the deadline comes, their inactivity causes the deadline to slide. Problems like this plagued our fanzine WildTalents and seriously delayed the production of every single book we ever published. And when I stopped propping people up, when I stopped doing the extra work to make things happen and when I refused to give credit where it was not due, then Crucible Design stopped producing books.

Q-CON, another project I invested hugely in (I did the preliminary research, coving everything I could from WARPS, got the budget for Q-CON 1, got the people together, ran Q-CON 2 and 3) was always beset at the start of the year by people who had ideas but no intention of implementing anything or completing anything. It meant that with 2 weeks of preparation (after 6 months of failed investigation by two people), I was left alone to run the convention and pull together the Star Trek Megagame. I had to rely on real people with real commitment to fun to get it done (and a wave goes out to Colin and Lesley on this one). Sure, we pulled successful profitable conventions out of nowhere but it wasn’t without a committee that was so supportive that they had a vote of no-confidence in my ability to run the convention which failed:- probably more to do with the individuals not wanting to have to take over…

When relations break down within a project, it’s best for everyone and best for the project if you take the steps to cut out the chaff. I wish I’d done it with Crucible wayback when but even now I find it hard to do probably because I’m not the git everyone thinks I am.

Really.

Now, identifying the difference between chaff and rot is difficult and I dont think anyone gets it right. Chaff are just people who serve no useful purpose. They probably slow things up because in a democratic committee you have to ask everyone’s opinion. Chaff won’t kill you but they may bore you.

Rot are much worse - these guys are scheming against you and against the success of the project. These are the guys who will plot with junior members of the team and do their best to make sure their name is at the top of the list of every success and nowhere to be seen in the event of a failure. When you’re presenting your work, at a convention or whatever, they’re usually the first out with the pen when someone asks for a book signing.

In my experience, the speed at which someone gets a pen to sign a book at request is inversely proportional to their contribution to the book and you can be pretty sure that if someone has their pen out before you ask then they likely were responsible for delays in the product rather than actually being productive.

Thing is: if you’re a team leader then you already know who the chaff and the rot are. Be honest with yourself.

Riffing off The 23rd Letter.

CrucibleDesign, Game Design No Comments »

Ghost Whistler on RPG.net came up with a23rd Planet idea. He was riffing off the name of the game but it made me think tonight about:

The 23rd Century

Fast forward events in The 23rd Letter by two hundred years and you might have an idea of a micro-setting.

Making psychics essential for space travel just seems really tired these days, probably due to Warhammer 40K more than anything. If it were up to me I’d probably promote the importance of biofeedback in maintaining cold sleep. Telekinesis for construction or, probably more usefully, handling of hazardous materials or handling of goods in Zero-G and microgravity. Or the use of Regent for rehabilitation of criminals.

And if everyone had the opportunity to be psychic? If it became a natural part of humanity? Would you see a Gattaca-type society where there was a psychic overclass? How would you FAKE psychic powers in order to advance? Would they have found ways to reduce the Stress involved in psychic abilities?

What about alien contact? Do the aliens have psychics? Perhaps they do and thoughts are in their own language and therefore psychics are important as translators. Or are alien minds so different that they cause immediate madness in a psychic who tried to read one?

Top 5 reasons why D&D sucks

Commentary, Industry 33 Comments »

5. Roll-playing Game

While not as bad as some systems (*cough* World of Darkness) in terms of the amount of dice you roll at one time, there are a lot of rolls for resolving single tasks. There are so many extra rules for things (most of which require rolls) that the emphasis is on the rules and dice rather than the roleplaying. You also need multiples of every type of dice - while most roleplayers have these it’s still a bit of a pain. One roll per action - surely that’s enough for any system? Oh, and don’t forget your synergy bonus!

4. Alignment

While I realise that alignment is just supposed to be a guideline, the rulebooks seem to contradict that. You can’t play a Paladin unless you’re Lawful Good at all times. How do you make a Paladin interesting then, while still remaining a Paladin? They’re all going to be shining paragons of justice and virtue. Playing clerics requires adherence to certain alignments, and the same for some other classes. While it might not be constricting for some, to me it’s like someone pigeonholing me simply because of my ethnic background or my accent.

3. Levels

Now that I’m a 3rd Level Rogue, I’m more likely to survive being stabbed that I was last week, when I was a 2nd Level Rogue. Having arbitrary levels which state what abilities you have or can have is so … 1980s. Please, I thought we left that all behind when we left high school. OK, you can use the optional rules (more rules!) around training, to make this a bit more realistic, but still. It bugs me that I can’t be (for example) a Wizard who only knows a Magic Missile spell but can cast 5 of them instead of the 3 dictated by his level. It feels like exactly what it is - a completely arbitrary way of rating characters so you can pit them against random monster enounters (hmmm .. I should have put random encounters on the list too).

2. Two Book Minimum

You want to play Dungeons and Dragons? Then you have to buy at least two books - the Players Handbook and the Dungeon Master’s Guide. Oh, you wanted a background? One more book (e.g. Player’s Guide to Faerun). Oh, you needed monsters for the background. That’s another (e.g. Monster Manual). Brand new at MSRP that’s $122.80. Even getting them second hand it’s over $50. One list of “essential” D&D books on Amazon has 40 entries totalling $834.75 (that includes Amazon’s discounts).

“But Wizards spawned the whole d20 movement, when they ‘open sourced’ the system!” Oh, really? Great - lots more games based around the same shit system.

1. Rabid Players

So, after spending vast quantities of money on all these expensive and extensive rule books, it seems that the average D&D player doesn’t want to be told that the game is pile of poo. Instead, they defend any slight vociferously, even when blatantly in the wrong (or when they miss the point entirely). And this symptom seems to spread into the other popular D20 games (ever notice how often Mutants and Masterminds players say “System X is no good, you can do all that and more in M&M”?).

r-Maps (and being ahead of the curve)

Commentary, CrucibleDesign, Game Design, Qabal 5 Comments »

There’s a lot of talk of relationship maps.

I’ve been playing with the idea of an r-map for gaming for use as a player aid for a while. It really started to surface when playing superhero games in order to try and keep up with the number of NPCs and subplots that were going on. Later, in Ars Magica, it helped when we had troupe play in effect and every player had at least two characters. Otherwise I’d have gone insane. The thing about r-maps is that they depict the society around the character such as this r-map for NPCs in Amber. That said, I think an r-map showing only the public moods and behaviours would be entertaining.

Now…where was I. Yes.

In Qabal, an r-map was necessary for every player, because Qabal was all about troupe play. The first draft I did of this was circa 1996. I liked the imagery of it because the Tree of Life looked very much like a relationship map and I was quite pumped by that idea. Add to it a card-based mechanic inspired by Blackjack :) using Tarot cards and you had what I thought would be a lot of fun. Likewise in the game currently known as “Illusion”, a relationship map is necessary for the PLAYER to keep track of his multiple characters and his relationships to them. How he perceived them. Same mechanic, standard playing cards but less connection to the Tree. But still a beezer idea.

The difference being that a character sheet then appears more like a series of circles with interconnecting lines and the content of each “circle” is the entire character sheet for that individual. For NPCs, they would be much less detailed obviously and tend to be around the edges until adopted by a player (see, another cool mechanic).

Systems

Commentary, CrucibleDesign, Game Design, Qabal, Viride 15 Comments »

A posting on RPGnet asks us to describe our homebrew systems. I ended up describing mine thusly.

  • Maths-easy 2d6 comedy with either a manga/anime/mecha or zombie holocaust backdrop
  • Qualitative success using 0-3d10 to create a crunchy yet narrative system which can be considered both rules-lite and “a gun game” with a backdrop of psychic powers and government conspiracies dating back to the start of the 20th Century.
  • Card-based Blackjack-inspired mechanics with backdrop of both Stage Magic and Real Magic. Yes, that game. The one I’m infamous for not finishing…
  • [EDIT: Rules light, coarse skilled d6 mechanic - happy now?]

It’s a fun thread, some inspiring stuff in there.

Zombie Links

Commentary, CrucibleDesign, Zombi No Comments »

This isn’t a link blog, but these are very fun.

Zombie World News

“ZombieWorldNews.com is , as far as we can tell, a departure from other Zombie sites. Instead of the reader being a spectator, we hope to draw you in through a dynamic, ever changing scenario, that you can just read and enjoy, or jump right in and contribute to yourself. The main focus is on the world wide impact and reaction to a credible Zombie virus. How countries deal with it. Become insular, close borders, increase security, quell panic, fear and paranoia, even make arrangements for undead disposal. We also want to touch on some often overlooked aspects of a Zombie rising. Such as, how do you cope with shooting someone? For most people it would not be like a shooting gallery. It would be horrific. Is there remorse? These were people, friends, neighbors. What is the personal toll? The psychological effect.”

The Zombie Squad

“Q: What is Zombie Squad?
A: Zombie Squad is disaster preparation community.
We focus our efforts towards promoting the importance of emergency preparation awareness and working with local communities around the globe to teach them what is needed to survive whatever crisis may come along like natural disasters or man made disasters. Our mission is to make sure you are prepared for any crisis situation that might come along in your daily life which may include your home being invaded by the undead menace. Zombie Squad also supports other local and international disaster relief organizations/charities. Check out our events page for the latest charity event we have coming up.

Do women look for more depth?

Commentary, Industry No Comments »

Inanna Jones writes a bit about this sexism thing here on the IrishGaming livejournal:

So generalising remark: women look for more depth.

I disagree with Inannajones. I think both men and women look for depth. The depth is just in different seas.

There is a group of guys who look for cheesecake art. They like the hawt Drow femmes and they think that Larry Elmore is a god. They are in the minority and seldom are over 18.

So, what’s with “women look for more depth”?

I don’t know what InannaJones looks for precisely, she says:

I play RPGs fundamentally for the sake of a damn good story and being able to be personally, intimately part of that story. I love being a hero, love solving mysteries, love being part of a living, breathing, 3+ -dimensional fantasy world. In my experience, both sexes are allowed to do that equally well.

Okayyyy…..that’s what I like about gaming. I love the story, I love characterisation, I love putting on an accent, I like making twists and turns in a plot and I love it when my players react as their character rather than as a player. As a GM I have to play believeable male roles as well as believable female roles. I have to play hearty heroes as well as vile villains, of both sexes and of variable sexual preference.

She continues:
I have never found RPGs or the RPG culture to be particularly sexist.

On the same post, deannawol writes:

If anything, the cute, fluffy, romantic “for women” games would piss me off. But that’s just me.

It would piss me off too. And I’m not even a woman.

What pisses me off more is being called a jerk and an asshole by an ignorant bigot who knows nothing about the hobby and assumes that just because we’re debating whether there is sexism in the hobby, it must mean that there is sexism in the hobby and anyone who says otherwise is the white, heterosexual, male oppressor.

This is a conversation for the pub, or a convention panel. And if any women want to look at the games I have in development here and on the LateGaming private wiki and talk about whether I am making a game with inherent sexist bias then I’m interested to talk.

It seems I agree with InannaJones.

Shakespeare at least had Viola.

Commentary, Industry 12 Comments »

Apparently, I’m exercising the power and privilege of my gender by criticising the idea that we should actually de-cliché a cliché in order to make everyone feel secure about themselves. (Question: if a cliché is de-fanged, doesn’t it become meaningless?)

The author goes on to criticise my statistics because the sample size is not representative and I wasn’t scientific in my evidence gathering. Is the author actually going to refute the statistics or just the method of gathering? Is the author going to provide information that tabletop gaming is NOT dominated by the male gender? Because this post is to discredit mine and yet proves nothing of the sort. My statistics may be off, but not by an order of magnitude. Come on Andrea, rather than attacking the method, attack the result. I don’t need to count people at my local club in order to obtain the result that tabletop roleplaying is dominated by male gamers. If you want to prove me wrong, get some proof.

The author admits they “can’t speak for tabletop gaming” but then goes on to compare the situation to that of videogames.

Not the same thing. I’m not interested in the video game community so I’m not going to bother going to the links provided which will tell me how women are starting to become a larger percentage of the video game industry (which, by the way, is a way of admitting they don’t dominate it without actually saying that). It’s irrelevant anyway.

In a video game, a designer might fill the game with cheesecake art and then expect you to play through it. The gratuitous boob and crotch shots are something that are in your face all the time. You want to play the game, you vew the graphics. Part and parcel. This isn’t the case with a tabletop roleplaying game. In many games, you read the book once, then put it down and reply on your imagination to pull you through. Does the reading of the book pollute your imagination with cheesecake art so that you’re so pre-occupied with it that you cannot roll a dice, act your way through a scene or enjoy a social activity with some friends?

See, it’s not the same situation as a video game, this is tabletop roleplaying; an area the author admits they “can’t speak for”. She criticises that I compare this game to literary works. The game we’re talking about is a direct homage, a game set in the world of these literary works. That fact that the game is filled with clichés that are representative of the literary genre is relevant. If you change them, they stop being clichés.

Our author, Andrea Rubenstein goes on to say that I’m being non-inclusive. That I’m being a callous asshole. She furthers her ignorance of the subject by claiming that I’m a jerk telling a woman to basically shut up and realize that gaming is for the boys. She probably doesn’t know that I’ve created gender-inclusive games (at least by the standards of the piece). she doesn’t even know what being “inclusive” means in terms of tabletop roleplaying so quick is she to compare it to a competely different medium.

So why get involved in an argument when you don’t know anything about the industry?

To grab a headline. Duh.

Andrea doesn’t realise that tabletop roleplaying games are literary works. She doesn’t realise that reading through many games is the same as reading a short novel. They tell a story and provide a framework designed to inspire the imagination. This is completely different to her straw man about video games which are a passive form of entertainment (yes, videogames are interactive but only in the sense that certain actions allow the story to be told. You’re limited to what’s presented to you on the screen. You’re not required, or in many cases able to use your imagination. But ignorance of the medium of tabletop roleplaying is central to Andrea’s assertion that I’m a jerk and an asshole. Central to her argument is the assertion that tabletop roleplaying must be the same as video gaming.

Andrea Rubenstein is not stupid, nor is she a jerk, nor an asshole. She’s just ignorant.

If she and Mary are going to criticise roleplaying games for their content then they really should start criticising other literary works for their content. Let’s start with the works of Shakespeare, Sir Arthur Conan Doyle, Ian Fleming and J. K. Rowling. Each of them has almost a monopoly on male protagonists with women having secondary, weaker or evil roles.

Shakespeare at least had Viola.