New Downloads

Some people were looking for them so I’ve put some downloads on the books page:

Wildtalents fanzine 1 60K PDF
Wildtalents 3 fanzine 1.5MB PDF
Wildtalents 5 fanzine 373K PDF
23rd letter character sheet 22K PDF
zombi character sheet 86K PDF

If there’s anything else in particular that people are looking for, please mention it and I’ll see what I can dig up. Please note that this wildtalents fanzine was something I was doing nearly a decade before Wild Talents (the superhero RPG) was released.

Man vs…

The topic of conversation this morning in the car was the substance of plots. Traditionally, we have plots which are Man versus Man (and yes, I intend to keep the male pronoun because anyone who would be sensitive to it likely has stopped reading a long time ago).

Man versus Man
This describes the quintessential struggle, the stuff of legend. Good versus evil, human versus alien, hero versus monster, rebel versus tyrant, civilised man versus the savage; the most accurate description might be the struggle between two directed intelligences. These games are easy to play because the adversary is present and real. They have motivations and malevolence. They are Hans Gruber to your John McLain, Lector to your Starling, the Stay-Puft Marshmallow man to your Venkman.

We fight them because they represent the things that are wrong in this world, and they are flashy, obvious wrongs – whether they’re stealing millions of dollars with a funny accent, killing Gary Oldman or trashing Manhattan (although we’re unsure that killing Gary Oldman is a crime). We feel a sense of satisfaction seeing them put down (even if we know they may return).

Man versus Nature
Some of the best adventure stories are those told from the point of view of a single protagonist where his conflict lies not with the righting of wrongs or the marching of armies, but in the struggle against nature itself. Whether you’re weathering a Perfect Storm, trying to survive the Day After Tomorrow or even just making your way through a post-Zombie epidemic Dawn of the Dead, the environment you are in is challenging enough to make a compelling story.

One of the memes of Zombi, was that the walking dead were not your enemy, other people were your enemy. This was borne from every movie:- you can hide away in your fortress and the mindless zombie hordes can beat upon your door but it requires intelligence to breach your defenses. This isn’t to say that nature cannot be a harsh enemy. It is mindless but merciless. It can be witnessed when you travel from place to place, be it the cold of the snow-bound mountains, the drought of the desert or the cold emptiness of the vacuum.

Man versus Self
If religion is to be believed, we struggle with this every day. When we consider physical attraction, we encounter the most base ‘animal’ parts of ourselves. The acknowledgment that another human is attractive goes back to our pre-sentient days and when we continue on our way, we have successfully mastered the animal. This extends obviously to the personal wars against addiction, fetish, desire, greed, sloth and rage. We control ourselves and, as a result, these ideas are possible to play out in a game.

These were most recently examined in the World of Darkness games by White Wolf: I interpreted them as Lust (Vampire), Rage (Werewolf), Pride (Mage), Sloth (Changeling), Envy (Wraith). Though these games it was possible to spend a lot of time engaging in ‘versus self’ gaming as the player articulated the internal struggles of their personal demons. They are the Louis in LeStat, Hulk’s Banner, Star Wars’ Han Solo.

The State of the RPG Industry

An article on MSNBC writes about the woes in the RPG market:

“Wizards does not reveal sales figures, but Pramas estimates the overall market for traditional role-playing games at $30 million annually.”

When I first read this, my immediate thought was ‘piffle!’ and that it was a vast underestimate of the market.
Okay. Let’s take this apart.

  1. Wizards doesn’t release sales figures but we have to assume that Wizards is being honest when it says it’s got 300 people on staff. 300 people multiplied by a minimum wage salary of $20 000 is 6 million dollars. But if we assume that people are earning more than that but only a third of them are working on traditional role-playing games (as opposed to board games and card games) and we add in the cost of printing and shipping books, we kinda should keep that figure constant. That’s a huge section of the market gobbled up by Wizards if Chris Pramas is right.
  2. Chris Pramas works for a competitor to the traditional role-playing games department at Wizards. Green Ronin has a photo of 9 chunky people (one of which is a woman, the rest seem to be very hairy) and I think we must assume that they’re earning $60K each? You’d hope. That, plus the costs of printing etc, must drive the revenue of this company to a million dollars or so?
  3. A few lot of years ago, James Wallis told me over a very nice vegan meal in Cork that the industry had a problem. The market was not very large and you had several large-ish companies fighting for scraps and really, no-one was making any money. Which is why, I think, he decided to go elsewhere. What does this mean – people with talent shouldn’t waste their time trying to write RPGs if they can do anything else well.
  4. If the $30 million dollar estimate is right, you can see why Wizards made the land grab a few years ago with d20 and OGL. It was an overt, aggressive move on their part and it created a monster and, due to the economies of small grabby companies and the lowered bar to entry, it really damaged the industry as the market was flooded with Wizard’s d20-branded crap. Small companies, including Green Ronin, saw it as an opportunity to land grab as well. Boom, thousands of shit products hit the market and the consumers did what they do best. They bought them, they read them and they felt burned.
  5. This all serves really to further label the market as the ‘D&D market’ which is a misnomer. I definitely see a lull in the market. Our local club seems to have all the same people, they’re just older and fatter. I don’t have any visibility of QUB Dragonslayers any more and don’t know what they’re doing from day to day. Does Pramas have any real knowledge of the PDF games market. I’ve spent more on RPGs in the last year (PDF and dead tree) than I had in the five years previous.
  6. As a comparison, World of Warcraft is estimated to pull in $1 billion a year by itself. Yes, it’s the largest of the MMOs but it’s not the only MMO out there.

So what’s with the future of gaming then? MMOs are going to be more accessible even though they are more expensive because they offer some social elements with the instant gratification of ‘pretty things to look at’. I admit I’ve been tempted to try WoW and City of Heroes but I always stop myself. I don’t want to sit, sequestered in a room and try and schedule hours of gameplay with my significant other. I like to get out with the guys, sit in a room with other people and have it as my night out. The social side of things is much more important than the quick hit of a game.

From a business point of view, the gaming market is always going to be hard to estimate. There’s no easy way to estimate the number of gamers out there as some of them never interact with anyone outside their own gaming group. And the people who run homebrew games? From an industry economy point of view, they may as well not exist.

Comparisons with other hobbies must be made. We’re not really in a sporting hobby. There’s a thriving market for people who play football, who go scuba diving, who surf or sail, climb or whack balls with sticks. We’re the trainspotters, chess players and stamp collectors. We have to establish and embrace that we’re not cool, we’re not the masters of the world and it doesn’t really matter. We’re not affected by the doom and gloom headlines of the mainstream press. Even card games have some respectability, wargames even more so. It doesn’t matter what you look like – from lardass nerd to malnourished goth – you play role-playing games, you’re a dork.

And would it matter if the RPG companies folded?

I think not.

222 years ago

“Blood running in the streets. Mobs of rioters and demonstrators threatening banks and legislatures. Looting of shop and home. Strikes and unemployment. Trade and distribution paralyzed. Shortages of food. Bankruptcies everywhere. Court dockets overloaded. Kidnappings for heavy ransom. Sexual perversion, drunkenness, lawlessness rampant. The wheels of government are clogged, and we are descending into the vale of confusion and darkness. No day was ever more clouded than the present. We are fast verging on anarchy and confusion.”

– George Washington, 1786

I get it. Be more concise. Fine.

“Six(1) words(2) can(3) tell(4) a(5) story(6) (while five is too small). Constraints (write without the letter “e”; use only one-syllable words; make every sentence exactly N words ) can force me (and you!) out of windbaggery and make certain things possible.”

– ABriefMessage

It was only recently that I covered Only Six Words To Say Everything, Six Word Stories Redux, One Sentence Settings and One sentence True Stories

It’s probably fair to say that I get it.

The usual fare

I don’t remember where I got this but it always made me think about the perfect stag do. It’s originally from the first edition Dungeon Master’s Guide and really proves that, to a degree, roleplayers of the day were ugly virgins.

random_harlot_table.jpg

I listened to an early episode of feartheboot on the way into work this morning (Episode 7 if anyone is interested) and they criticised the use of tables in some circumstances (roll for mental derangements, roll for plot points in a new town, roll for orgasm) while defending them in others (roll for Battlemech enemies, roll for random treasure/loot). I find that dichotomy to be really odd and illustrates a real liking for Monty Haul style campaigns. It doesn’t matter who the baddies are, they’re just random encounters and after we kill them we’ll take their #35 on the random treasure table. I know I’m taking that a little out of context and it was an early episode from about 2 years ago but I’m working through them and sometimes I really want to say “Hey, no, I don’t think that’s right” but, jeez, it’s two years ago so who would care.

Look at the assumptions in the table (getting back to the point). Didn’t this table tell you some things? Firstly, the players were likely to be all male, as were their characters. Secondly, all harlots were female (arguably a pimp or panderer can be either). That’s kind of shocking in of itself with modern sensibilities though unsurprising considering my gaming group consists of 4 blokes and this game was aimed at teenage dorks who weren’t great at sports.

If only I hadn’t watched Fear of Girls on Google Video (and the Wikipedia link) recently.

Makes me cringe.

That said, we may have been adolescents at one point and perhaps some of us fantasised about characters such as “Bathsheba Fullbubs” or “Calime Halfelven” but then that’s why this kind of material was in the books in the first place. We weren’t sexists when we were 12 years old, we were just confused and horny. RPG books catered to what we wanted to see and we didn’t see anything different between tough looking girls in chainmail thongs and the feeble representation of wet-blanket men in Barbie commercials.

I’m glad we can laugh about this.

‘Culture Games’

Back last year we wrote a ‘popular’ post about the top 10 roleplaying games of all time. In the post, I did explain my preference for culture games but also lacked to really talk about the concept. In thinking about it on the way to work this morning (driving is relative downtime), I figured it would be good to examine it due to some things that were said last night over iChat. Some of this discussion may end up contradicting myself even within the relative safety of this post.

By a ‘culture game’, I mean a game where there’s a component of learning about the culture as well as the opportunity to play non-combatant characters. It’s a game where people might talk about the richness of the setting or the feelings it evokes when they play. Part of this will be the game materials itself, part of it will be the player imaginations and part of it will be the style of the GM.

Just to muddy the waters, I’m going to discuss this in terms of the amount of culture I perceive the game to have. It doesn’t matter if the game is mainstream or indie, that’s not invquestion here and indeed, many indie games which are popular I would not describe as culture games specifically.

It’s also important not to fall into the trap of thinking that Low-Culture = Bad and High-Culture = Good. That’s not the case at all. Most of the difference is that I can probably get a Low-Culture game running very easily and find players for it without much issue. In comparison, finding players for a High-Culture game can often be impossible.

Low-Culture
The first gut reaction here is any game where Combat is the main thing. I’d hazard Cyberpunk, SLA Industries, Marvel Super Heroes (in any incarnation), Mutants and Masterminds and pretty much any incarnation of games from White Wolf or any of the D&D settings (yes, there are exceptions but they’re outliers to the rule). Most of the d20 line in fact has ‘genericised’ the settings so much that it’s hard not to feel like a fighter or magic user that’s rolled off a production line. Some of the games have such strong archetypes that it’s somewhat fruitless to soften them up because you end up playing an archetype or something that feels deliberately unlike an archetype (which is a cliche). I include Marvel Super Heroes here because, unless you’ve been reading comics for the last 50 years or so, you’re not going to get a real feel for Marvel (and to a degree this counts for most settings based on licensed material).

My worst experience with this was with D&D. To a degree this feeling of being a ‘generic adventurer’ is the fault of the GM who introduced us to the campaign world by giving us a blank character sheet and the Players Handbook. No real notes on the world, the culture, the towns and cities, how society feels about wandering mobs of ruffians armed with weapons and magic (the player characters). In short, the stuff we should know from living in a world for a score years or more.

I consider Call of Cthulhu to be low culture but find that the players who play it tend to refer high culture. I am lucky to be in a gaming group with Cthulhu experts – they spend a lot time on Yog-Sothoth forums, they have played pretty much every module and read pretty much every scenario and background. They order the monograms. In this way the players and GMs bring culture to the game and you’ll find there are games which may be, on the face of it, low culture but which have broken free of that definition due to a particular setting, a particularly good GM or a set of players who want a certain type of play. The conclusion there is that it’s possible for players and GM to bring culture to a game.

High Culture
I’d be rightfully accused as a Culture-Snob in truth. These are games where the game is designed with a copious amount of information and great depth within. There’s a difference, of course, in these games. Some, like Tekumel and Glorantha, have vast amounts of content provided for them. Some, like Skyrealms of Jorune, have relatively little. But the feel of the game is to embody a rich and diverse background where just wandering down the street provides inspiration and adventure. Where you can have as much fun roleplaying buying your new uniform as you can hunting down a rogue Ahoggya.

In fact, in these games it’s my experience that it’s hard to have a ‘bad game’ because the opportunities for the players to direct the story are so much greater. This isn’t an ‘indie’ thing where we have to outline our confrontations and desired outcomes and bend the story, through shared participation of multiple GM-like figures to a crescendo of story and personality. No. This is just that the background is so interesting that there’s absolutely no need to think of a plot because the players tell you what they want to do. Ars Magica is perhaps one of the best examples of this as it gets to a point where running a game is just fielding questions and playing roles rather than providing plot. The players run with the plot themselves. The Magi want Vis so they get their grogs and companions to find it. They drive the plot forwards. Likewise in Tekumel, there’s so much to do and see (including trying not to get impaled), that you want to experience it all. I find this with Glorantha (though the source materials are harder to get) that there’s a hundred rich cultures and very few of them are Western European Mediaeval (which Ars Magica covers very well, thanks).

So if I prefer High-Culture, why have I been playing Delta Green, Cthulhu by Gaslight and why am I intend to run Godlike for them?

Firstly because there’s a large component of ‘fun’ made up of having the right players and the right GM. If everyone wants to play the game then it’s fun, right? It doesn’t matter if it’s a D&D dungeon crawl with inexplicably large monsters behind small doors, if you’re having fun then it’s all good. And that’s why we’re doing this.

Secondly, many culture games are not particularly accessible. They’ve not done well in the market and therefore tend to go out of print. It’s no wrong things that the vast majority of gamers want to play something with a little less depth. Being handed a large folder of source material for your culture alone and seeing another player getting a similar folder for a different culture can be daunting.

Lastly, it can be very hard to match the expectations of players. Some Low-Culture games have copious amounts of source material (Witness the amount I’m massing for running this Godlike game) and some of the players you have might have read a lot around the subject. Ask them about the pitch of the game. Do they want it to be authentic or ‘four colour’. Ask them if they have recommendations on source materials. Being loaned books from your players to help you get a feel for the type of game they are interested in is a big help.

For example, with this Godlike game. Do they want to play a “Saving Private Ryan” game? A “Band of Brothers” game? “A Bridge Too Far”? “Where Eagles Dare”? Using these ‘popular culture’ references we can meet their expectations and provide a lot of background and setting material to what would otherwise be possibly a very dry game.

My group are also fond of copious handouts. That’s a new challenge.

E. Gary Gygax is dead.

I just heard and checked it out on the recently edited wikipedia page (kinda morbid no?)

He died aged 69. He said he had an inoperable abdominal aortic aneurysm.

A lot of people are very shocked. I never met the guy but I read a few of his books and despite him being the butt of many jokes, he seemed ernest enough and took it all in good humour.

RIP

James Wallis adds an Obit

John C Welch adds an obit. I didn’t even know he was a gamer. Cool.

And one from Reason Magazine

Prepping for a game

I’m a little intimidated by running a new game. I’d like to run (and by all accounts the guys would like me to run) Godlike. Something about giving it to the Boche really motivates them and it’s be nice to play a game where we have an easily defined baddie.

Among other things this will mean not running a game in my ‘Watchtower’ universe which Gavin and Aidan have played in the past. Watchtower is the amalgam of superhero gaming from a long time ago. In this world, the Horror has been defeated under the sea in the Eagles base three times, the Holy Grail has been quested for twice, a giant robot has been stopped from trashing downtown Miami by the Zombie Squad who also led a nameless horror from a million light years away, a million years ago to Earth, a UK government team called Zenith was massacred by an assassin about two years before the strip in 2000AD started, a team based in Colorado nearly lost half their team fighting a weather-controlling teenager and in San Francisco and New York, members of the Watchtower fought valiantly against their own hubris and some vampires as well as the formation of the first superhuman incarceration directive.

So, this goes before all of that.

We’re planning to play Godlike.

I don’t know much about World War 2 so this week I’ve been tracking down movies and books which will hopefully fill me in before the guys I game with (all arts grads with a lot more time to read books during their formative years and a lot more interest in non-fiction) lambast me for being relatively ignorant. I do feel a little intimidated because especially in recent years I have become progressively less well-read as I just don’t have the time. That must change.

I’m going to survive on a diet of WW2 films for a while to whet my appetite and then grab some Osprey books on the period and place for the setting. It will, of course, horrify me how much I don’t know in comparison to my peers.

But we have to start somewhere.