Monday, September 23, 2024

Poets & Writers of Adventure take heed

Nexus Gates in Arduin
It has been too long since I last visited the world of Arduin, certainly one of the most magikal places in the adventure gaming multiverse. 
Arduin is everywhere. (It says so in the book!)
Arduin is full of ideas, inspiration and enthusiasm for the hobby.
The possibilities are limited only by what you can imagine.


I've kept it no secret that my enthusiasm for the hobby has been flagging o' these recent months. "Disappointment" is my preferred way to describe my feelings toward the current state of affairs. The OSR, once a bright spot for me has gone dark, having succumbed to the usual "differences of opinion". This prevalence seems to plague every aspect of our current culture - online and otherwise. 
As for the corporate side of the hobby, well the less said these days, the better. (and I don't desire to add to the "differences of opinion" by restating mine)
And then there is my disagreement with friends over "stuff" - everything from "what system to play" to who is, or is not, to blame for whatever ills we personally put front and center in our general "talking points" (anger is not a fun emotion to experience or to witness). Ho-Hum, and a sad sigh of despair...


Hence, I find myself casting about, searching for something to bring me cheer.
Enter Arduin...the off-the-rails imaginings of a free-spirited gamemaster, first published 40 years ago the words expressed in the pages of the Arduin Grimoire always seem fresh and full of excitement. For its multitude of possibilities, upbeat mood and fresh ideas that are brought into our hobby through its magikal "gates". A quick perusal of even one grimoire will reveal many ideas that first appeared in the pages of Arduin's "Grimoires" and have later reappeared in the wider hobby. Innovation!


Arduin began life as the personal game world of David Hargrave during the early days of the hobby, before there was an attempt to codify and control how people played the game. It is an artifact of its time, yet it remains relevant today. The publications have evolved and content has been added to by others who were inspired by the creativity of Mr. Hargrave. I consider myself fortunate - I have entered the nexus gates through the pages of Arduin many times. 


I have yet to find the outer limits of the creative imaginings contained within Arduin. Each journey to Arduin reveals new territory and is a fantastic discovery. Casting about online, I know mine is not a unique experience and others have encountered similar feelings. If you would journey forth through the gates to Arduin, you will find it is only a mouse click or two away. Many of the grimoires remain available, kept alive by a devoted following.


Each time I delve into Arduin I find it to be renewing, and energizing, and captivating. The genius of David Hargrave flows forth across the multiverse and seems timeless. What a gift!

Friday, July 5, 2024

Failing Nation

Drawing Inspiration from History.
On several occasions I have heard those who design fictional worlds, either for their novels or as a setting for games, remark that they look to history for inspiration. I have frequently shared my opinion about preaching with the Bible in one hand and a newspaper in the other. I have also remarked that I find old westerns to often have simple story plots that are easily adapted for use at the gaming table. Today I offer for gaming consideration my latest observation taken from current events, the failed nation scenario.
Conflict makes for good story-telling. The protagonist(s) in a story need something to do. A society under stress from the failure of its institutions and the subsequent chaos and struggles, perhaps to even survive, can make for a good gaming scenario. Any time there is an uncertain outcome, one which may be affected by the actions of our player character protagonists, there exists the protentional for rewarding game-play.
The universality of the scenario lends itself to use across many genres. Grab a year near the fall of Rome for a quasi-historical campaign, or set the space-age action on a faraway planet that is now abandoned and forgotten by the Empire in Decline. Give some thought to the many ways decline and fall may affect the citizens and pause to consider the opportunities a vacuum in power might offer.
By changing the names, adding fictional details drawn from our own imagination and creating an interesting cast of characters we may develop a setting ripe with possibilities for game-play. 
For example, the Legend of King Arthur is set in a time when the military might of Rome withdrew from Britain leaving its citizens to govern themselves, and to protect themselves from migratory invaders. Under Roman rule, the Britons had enjoyed a degree of prosperity that perhaps made their country attractive to their less well-off neighbors. In-fighting among the Britons who disagreed over who and how the power void should be filled, further weakens their resistance to raids and invasion. Re-skin the scenario as a space-age planetary adventure setting and we have alien invaders threatening an isolated outpost in turmoil and technological decline. Who will arise to lead the resistance? Will the PCs take up the mantel of legendary hero, or perhaps see the situation as an opportunity to go treasure seeking among the ruins left in the wake of war?

Monday, June 24, 2024

Taking Your Game Beyond RAW

Looking Back to the Future of our Hobby
In this the 50th anniversary year of the publishing of the world's first fantasy role-playing game I suppose it is only natural to look back on our personal history with the game at the center of our shared hobby. Each of us has a unique journey and every story has some merit, if only to those who personally lived it. A message board, a blog or video channel or podcast can be an outlet for those memories and hopefully share some insight.
I came to the hobby during a time when everyone added some personal customization to the game. The year 1977 saw the publication of the first "Basic" version of D&D in response to a perceived need for a version of the rules that would be more user friendly than the collection of little brown volumes that had been published up to that date. The original game had grown by leaps and bounds, both in terms of popularity and in terms of available support material. The original three volumes had grown to include five volumes, not to mention Chainmail on which the game mechanics were originally based. Various supplemental ideas were floated in the official TSR publications Strategic Review and Dragon Magazine often penned by co-creator Gygax himself, but even more frequently by one of a host of amateur hobby enthusiasts. In this way we in the hobby received new character classes, new monsters and new ways to implement rulings at our table. Some might describe this situation as a hodge-podge or miscellany. 
I found it much to my liking. As an enthusiast of games in all their varied forms, I found the idea that the rules to a game could be added to, modified or even rewritten by the players to be immensely empowering. Anything was possible - and wasn't that the point of fantasy? 
The essence of the hobby for me is imagining. To Imagine new worlds, new challenges, fictional characters, mysteries and yes, new ways to roll dice and to share stories is a delightful pastime. 
In the 1977 version of "Basic" there is reference to the "Advanced" game which was being developed alongside the introductory version product. The idea around which "Advanced" was being written was that the game rules needed a standardized version to facilitate tournament play involving players from all over who obviously could benefit from knowing how the rules were going to be applied at any given table. An obvious answer to a recognized challenge was for the "creator" of the game to give/sell the hobby an "official" version of the rules. This was an undertaking of some proportion and it understandably took time for this one person, who had other responsibilities running a company, and having a family. The volumes comprising the "Advanced" game were released over a number of years and ultimately all were necessary to complete the game. In the meanwhile, we gamers would continue to play the game we loved with whatever mix of officially published rules we had available or could improvise using other sources and our imaginations.
And of course the game's development didn't stop with publication of the "Advanced" rules.
For members of the tabletop role-playing hobby there are so many ways to play today. We are a hobby that is blessed (and cursed) to have games that reflect a variety of preferences, approaches, themes and sensibilities which we can choose from and sometimes argue about. 
If I think about it, this has always been the case. Arguments were frequent in the days before we were given the "Advanced" rules that were meant to standardize play. The publication of "Advanced" didn't settle all of the disputes and Sage Advice often gave conflicting interpretations on various rules questions. Of course the publication of "Advanced" didn't meet everyone's desires and various "homebrew heartbreaker" versions of the game were also published (should we also include "Basic/Expert"). Choices can lead to disagreement. 
 So what are some lessons of a half century of tabletop role-playing as a hobby?
The publishers of the game want to sell you a new book.
There is no "one game" that will appeal to everyone in this hobby.
Homebrewed rules and rulings can feel arbitrary and unfair to players.
Rules lawyering and attempts to game the system can be a frustration to the referee/GM.
Playing a game is about cooperation.
At the end of the day, it's just a game - one that we can hopefully play for fun and shared enjoyment.

Friday, June 21, 2024

1974 & Beyond

Fifty Years Ago...
A couple of middle-aged gamers and lifetime friends (named Kaye and Gygax) pooled their resources and self published the world's first fantasy role-playing game. The kernel of ideas which inspired Mr. Gygax to write said rules came from other gamers who traveled from Minnesota and shared their innovative style of game play with the Wisconsin group including Mr. Gygax.  About three years later I stumbled upon the game designed by Misters Gygax and Arneson and have played one version or another of said game right up to the present. Along the way, I rather fancy that I may have learned a few things about life, friendship and shared gaming. Some of those lessons find their way into this blog.

Creativity and imagination are the only absolutely necessary components of play. Mr. Gygax and Mr. Arneson gave us gamers a new way to play a game. We imagine fantastical worlds, can populate our shared fantasy with heroes, villains and various imaginary beings, and tell each other stories about what happens in this shared imaginary space, all while playing a game. It's all make-believe, but with some guidelines and mutual buy-in, it's also a game. The actual mechanics of our particular game are often less important than the game publisher would like us to believe.
What we bring to the game table in terms of experience, especially the books we have read including the stories that will inspire and focus our imagination, is  more important in many ways than the specific game we choose to play. Our individual imagination is what shapes the character of the setting we imagine, the action that takes place and the wonder of it all as we experience it. Without a point of reference, without examples we are limited in what we can imagine. Imagination is like so many other human capacities in that our ability to make use of it improves with practice. The more imaginings we take in, the more we have at our disposal when we start to create (borrow, steal from or be inspired by) and the more varied and interesting our creations are likely to be. The best advice I have heard (and I have sought lots of advice over the years) for improving our game is to read everything you can asking yourself all the while, "How can I use this in my game?"

As an exercise, let's imagine we are creating a story together. Let's agree that our story involves something we'll call "a goblin". What does our goblin look like? You tell me.
Most of you reading this blog have some concept of what a goblin is that is based on various sources you have encountered over your lifetime. Obviously, there is no real "goblin" to compare our version to or that can definitively establish what a goblin looks like. The only thing that really matters regarding our goblin's appearance is that we share certain assumptions regarding the nature of our goblin in order for us to develop our story. 
Let's agree that our goblin is a short, bestial and mischievous creature that otherwise resembles a human. Let's say, the goblin is threatening and waving a rusty sword at us. Slobber and spit runs down its sloping chin as it grins evilly and advances upon us. What do we do?
Imagine!

The game will likely involve us rolling some dice, it's a game after all. The outcome will contain some degree of doubt until the conflict is resolved and not knowing what may happen before is part of the fun. The result is our shared "story" we have just imagined together.
It's really that simple. Regardless of the particular rule mechanic we are using, the concept comes down to one person describing the situation, then perhaps another person deciding what action to attempt, then we insert some game mechanics and describe the outcome. 

So one may ask, does the game system really matter at all?
I would say, yes it does. We all have our unique preferences in game mechanics (etc.) and since it is a "game" we are playing, each of us will find certain mechanical aspects more or less appealing and this will certainly affect our enjoyment while playing our game. (In my opinion, some mechanics fit certain styles of play better than others and are more likely to deliver a specific experience while playing.) Some systems are specifically geared to work well with certain genres and feel more or less "real" when playing under those assumptions. This and other preferences likely accounts for why there are so many game systems available today.   
Ultimately, the rules of a game come down to what is mutually acceptable among the players.
In 1974 there was only one game and it wasn't even called "role-playing" because nobody at that time would know what a role-playing game was. Today, fifty years later, we have thousands of games marketed as "role-playing". If you have read this far it should be obvious that I tend to view them all as "variations on a common marvelous theme".

Thursday, May 30, 2024

Yet more advice on How to Referee

Ideas Borrowed
If we have read J.R.R. Tolkien's The Hobbit we have an idea of how an adventure to defeat a dragon and take its treasure may begin, progress and even end. In the novel we are introduced to the concept of an adventuring party or "company" is comprised of individual characters possessing unique skills including warriors, a wizard and a burglar. We have some idea of how to describe a journey across the wilder lands, encounters with monsters and with helpful folk met along the way, and with the big "showdown" at the finale. In effect, we have the pattern for developing our own adventure story through game play.
Many a game of the world's most popular fantasy role-playing game has followed this model.
If we have read Fritz Leiber's Ill Met in Lankhmar we have before us the blueprint for an urban adventure. The novella Ill Met in Lankhmar features two companions , a fighting barbarian and thieving ex-wizard apprentice who dabble with romance, crime and intrigue with a thieves' guild, murder and arson, carousing, and other flavorful aspects to be found in a fantasy urban setting. Again, reading about Lankhmar prepares us to think through our own tabletop adventures in an urban fantasy setting.
The best referee advice I have come across to date is to run as many games as one can and play in as many games run by another as possible. 
Next to that, the next best referee advice I can think of is to read lots, and always with the thought in mind - Can I use this in my game?

Monday, May 20, 2024

The Hero's Journey

...From One Fool's Perspective.
The tabletop-roleplaying experience has at times been compared to the mythic "hero's journey" (see the works of Joseph Campbell and others if this topic intrigues you). My fool's understanding of the epic hero myth is that our hero starts small, learns from failure, then grows in stature so as to be able to achieve a great task. It is a story of metamorphosis, "from zero to hero" as it is often described in classical tabletop gaming circles.
A slight variation on the Journey theme is known as the "Fool's Journey", which is the journey from ignorance to enlightenment. Again our protagonist or "hero" starts as something small, a foolish person in this version, and through various adventures learns wisdom so as to eventually be redeemed and usually accomplish some good in the world often in spite of a poor understanding of the situation. In my eyes the two journeys are closely related.
So how is this discourse connected to tabletop gaming you may be asking? Our paper heroes are essentially on an epic journey to better themselves, to right wrongs and perhaps to save others from a dastardly fate that is being plotted by an evil villain. There are successes and failures along the way, but our paper hero, should they survive danger, will grow in stature and power so as to eventually be prepared to take on the "big bad evil" and through heroics, save the world. It is essentially an exercise in turning the "Journey" into a game.
With its roots (arguably) in literature, tabletop role-playing games have drawn inspiration from many versions of this classic myth cycle. Tales of King Arthur, the works of Professor Tolkien and the pulp adventure stories of authors such as Fritz Leiber and Robert E. Howard are all recognizable in the classic editions of the game (and specifically named in the Appendix). CRPGs often draw heavily from the TTRPG traditions and have frequently repeated this rags-to-riches character progression. The Hero's Journey is a concept that plays well with an audience who can imagine that a humble beginning is no barrier to a life of high adventure and heroic questing.
So my question today is what happens to the game when the journey ends before it begins? What is there to accomplish when our hero starts life as a nearly invincible protagonist, can easily defeat all challenges and when our "story" becomes a laundry list of various messes that we have cleaned up. The spectacular (and heroic) become the mundane?
Sometimes it feels just so.

Friday, May 3, 2024

Gateway to Another World

Fighting Fantasy and other adventure books offer the reader a chance to have a gaming experience much like role playing while reading a book (and rolling some dice), no friends required. The first in a series of the Fighting Fantasy logo books, The Warlock of Firetop Mountain, was written and published by Ian Livingston and Steve Jackson back in 1982 (it's still in print). The Fighting Fantasy books are a fun introduction to the concept of fantasy adventure gaming, or a nice diversion from gaming with a group and they have once again become an entertaining solo gaming experience for an old adventurer such as myself.
I recently re-visited The Warlock... and found this book still offers a fun challenge. The book is not an adventure that one is likely to complete on our first try/read and the author of the book warns us to expect to lose a few characters before we learn all the secrets of success. Yes, some might call this "metagaming" but the idea is to use what we learn from the last delve to help make wiser choices in the next attempt, even though it is with a fresh character.
Warlock is a classic fantasy setting complete with underground corridors inhabited by orcs and an evil warlock/mastermind to defeat. The game system is mechanically fairly simple, but it still offers all that is necessary to get the imagination going. The reader starts by "rolling up a character/adventurer" who is your imaginary self as you make choices and suffer the consequences of failure through damage to the character's stats. This should sound familiar to anyone who has played any tabletop roleplaying game. The Fighting Fantasy books use three stat scores, Skill, Stamina and Luck. Magic in the book is found in the form of potions and items and in the fantastic elements of the setting.
Skill is a generic ability score that represents combat prowess, sneaking about, tinkering with locks and traps and opening doors (and anything else that "skill" might cover). You test Skill by rolling two six sided dice and adding your Skill number for a total which is often compared to a monster's total (generated in the same manner) in combat or to a target number for a non-combat task.
Stamina is health or hit points and an adventurer loses Stamina when they take damage. Lost Stamina can be restored by taking time-out and eating a ration or by quaffing a "magic" potion.
Luck is tested in a manner similar to saving throws found in some other games and success can get you out of a bad situation or outcome. Luck diminishes as it is used/tested however and the Luck score is lowered by one each time it is rolled against. The player can also choose to test luck in an effort to inflict more damage on a on a monster as part of a successful attack or to reduce the amount of damage your character takes when the monster has won a round of combat. Luck is replenished by drinking a fortune potion or as a reward for accomplishing some task as instructed to do so in the text.
The adventure presented in The Warlock... book recently entertained me for most of a day as I worked my way through the tunnels, lost a few adventurers along the way and defeated the boss warlock. Revisiting the Fighting Fantasy system also inspired some ideas regarding modifying it for further solo or group play using some adventures of my own design involving some random dice roll tables. 
The idea of moving the FF game out of the book and onto the table is an obvious outgrowth of the system. The authors would publish their own Fighting Fantasy tabletop role-playing game doing just that in 1984. 
This book is no longer in print and therefore is a little harder to come by these days. Fortunately, the mechanics of the FF game system lend itself easily to adding homebrew innovations - and who doesn't enjoy making things up!


Tuesday, April 16, 2024

Columbia Games Print Option

HarnWorld - with an umlaut 
My initial purchases of  Columbia Games Harn line of role-playing game products, which as I recall was sometime in the late 1980s, were several saddle stitch (stapled) softcover books detailing regions of the island of Harn and a boxed product which includes maps (beautiful, color fold-out maps!) and paper covered and staple-bound booklets that describe in detail the world of Harn. These are traditional TTRPG fare in terms of the physical product and production format, but are quite unique in their content. I was (and remain) captivated by the world of Harn. At once the fictional world created by N. Robin Crossby is engaging. It contains elements borrowed from Tolkien, including that "vaguely familiar" feeling which any fiction based on dark-age European (or other) history provides, Harn wraps these elements in a novel interpretation that produces something delightfully fresh packed with wonderful details that make me want to explore this imaginary world.
My interest in the Harn setting has persisted and I have continued to add to my collection of materials based on the world Mr. Crossby created and others have continued to expand. The Harn products published by Columbia Games have often been marketed as loose leaf and three hole punched color pages to insert into a binder. It's an interesting choice that is both flexible and modular allowing the individual collector to assemble a binder that could include both published and home-brew contents. This is how Harn has been marketed, until recently. Starting a couple of years ago, Columbia Games began offering certain of their Harn products in bound hard-cover book format. I assume, based on the examples that I have purchased that this involves a technology very similar to print-on-demand. The material in the books is the same as what I see available in digital and loose-leave format, but the physical hard-cover book is nice to have and may be preferred by some. 
As I continue to ponder the possible futures of our hobby, I am also enjoying the diversity of product formats that are currently available. Digital has it's advantages - and disadvantages when compared to other formats. Physical books can be produced using traditional technologies of bookbinding or may involve newer technologies that have their own advantages and disadvantages depending on preference and comparison with other formats. All of this publishing thought interacts with how we use the products both in preparation and in play. (It's pretty easy to pull a map from a digital file and put it on-screen for remote players.)   
Honestly, I have no idea how to authentically pronounce many of the names I find in the Harn setting, but I suppose pronunciation is one of the ways each referee makes the setting their own. As you like it!


Monday, April 15, 2024

An End to the In-Print TTRPG

The Future is not certain, but...
One of my favorite tabletop role-playing game systems is GURPS - the Generic Universal Role-Playing System written by Steve Jackson and published by Steve Jackson Games. It was first released as a boxed set including cardboard stand-up "heroes", a tactical display map, game charts, character sheets and two soft-cover rulebooks providing me with everything needed to play (there may have been dice too, but I don't honestly recall this). The boxed first edition GURPS is a nice product that I still cherish as part of my collection. 
The game has received enormous support from Steve Jackson Games across several decades and is in its 4th edition with numerous physical and digital supplements available. The GURPS 4th edition Basic Set comprises two attractive hard-cover volumes subtitled Characters and Campaigns. 
Until recently, I could purchase them from the Steve Jackson Games online Warehouse 23 store as full-color books or as digital files. Since the beginning of the year, the color hardback physical copies have been labeled "Sold Out". The books are available as digital downloads and as print-on-demand black and white books either in hard-cover or soft-cover. The current options are nice enough and offer affordable ways to acquire the desired game materials, but I wonder what this change in print situation may portend for the future of our hobby?
Some years ago Steve Jackson Games started offering print-on-demand of their older edition GURPS material (which is a large catalog), some of this is through a popular online corporation that you can easily find for yourself (visit Steve Jackson Games and you will have no trouble) so I won't "advertise" the online market here by name. 
In the time that they have been available, I have ordered and received several volumes in this print-on-demand format thus rounding out my collection of older GURPS supplements (which still contains gaps since Steve Jackson Games publishes so much). I have no quibbles with the format or the quality of the print-on-demand products. I find the print-on-demand books are perfectly serviceable and the fact that this process enables us as the consumer a wider choice of what's available is definitely an advantage. Demand will always drive supply in a market economy. 
I enjoy reading on a tablet, but I like to have a physical book in my hands as well. It is not unlikely that I will have both if it's something I value and enjoy. Options and choice are generally a good thing as I see it. As things change as they constantly do, some changes seem to offer more and some changes seem to result in less. Not everyone sees a change from the same viewpoint (of course). I do wonder what print-on-demand spells for the future of brick & mortar game stores?
Steve Jackson Games is an innovator and not a small player in the tabletop game world. Is the switch to print-on-demand a temporary solution to an availability challenge in a changing logistical scenario or does it mark a transition in the way we will consume virtually all printed media going forward? My crystal ball isn't clear on this matter. If Steve Jackson is at the forefront of a new trend, it will not be the first time.



Tuesday, March 12, 2024

Be Good to Yourself

Play the game you want!
I am increasingly convinced that what we play, how we play, and who we play with matters.
We play games for the enjoyment it brings. Enjoyment naturally involves a number of factors and is individualistic. What is enjoyable to one person, may not be to another.
Throughout the decades, games have been a social thing for me and group play constituted my preferred way to participate in this hobby. This is one of the reasons why I have only dabbled infrequently into the video and computer RPGs, but I never really devoted myself to that aspect of the gaming pastime. It's also a contributing factor to my hesitation around playing online. I honestly prefer the comradery and interpersonal interaction associated with in-person play around a physical table.
However...
There comes a time when not everyone can agree on the system to play, on the schedule of game-day or time, or on one or more of any of the myriad of other factors upon which modern humans find reasons to disagree. 
I currently find myself faced with a choice of playing at a game that I don't enjoy, one that centers on a style of play I find less than appealing, and is published by a corporation that seems intent on alienating a segment of the FRP gaming hobby as they brand their way to success, or of my going my separate way from friends who are uninterested in the style of play or the systems I prefer, so as to continue to enjoy the hobby. 
I also find that as a result I have nearly lost my interest in this hobby. 
Nearly, mind you. (I have pulled back from it for a time as I re-examine what it all means to me.)
I am somewhat comforted by the knowledge that I am not completely alone in experiencing this alienation. I know there are others who also enjoy the style of play I prefer. There are gamers who play the systems that I find interesting and appealing. I know all this because I read their blogs and watch their videos. I also see that some of them play games solo, either occasionally to complement their group play or exclusively solo as a preference.
I have played solo TTRPGs as part of my hobby enjoyment for many years. I don't recall now whether my first foray into solo play was via a Tunnels & Trolls solo adventure such as Buffalo Castle or perhaps playing the Death Test MicroQuest using Melee and Wizard (all published by Metagaming Concepts). I have fond memories of both game systems and have frequently revisited them over the subsequent years. Finding enjoyment in these early solo adventures, I have been encouraged to sample various solo friendly products from a variety of publishers. At this point, my collection of solo and solo-friendly materials allows me quite a variety in gaming choices without the need for gathering a group.
Feeling comfortable is a good thing. So is compromise. Adaptability is often a necessity, as is patience.
And when I find myself alone, there are still many ways to enjoy the hobby.

Monday, March 11, 2024

The Black Hack

 
An OSR First Edition Hack
If The Black Hack (1e or 2e) has escaped your attention and if you are a fan of do-it-yourself tabletop role-playing, then The Black Hack written by David Black (hence the title) is something I highly recommend taking a look at. I am a fan of the World's First Role-Playing Game and a devotee of making any game my own by adding rulings, customization and my own setting materials, and The Black Hack is among my favorite published products. 
This slim black booklet has been around long enough to generate a second (larger) edition and as a quick web search will reveal, loads of independent "hacks" that use The Black Hack as their basis while adding more specialized and genre specific materials to create variant games. 
The first edition is presented (straight from the creative imagination of David Black, I suppose), as a game that is streamlined, rules lite and a FRP system featuring player facing dice-rolls implicitly in a classic fantasy milieu as players take the role of Warrior, Thief, Cleric or Conjurer exploring and fighting their way through whatever setting the DM comes up with (which may or may not resemble something similar to Middle-earth). 
The Black Hack seems to be an introduction to many popular modern concepts such as the "usage dice" chain (at least it's the first time I recall seeing this mechanic used). In The Black Hack (and in some more recent systems) Expendable Resources are rolled for using a usage die rather than being strictly tracked in the inventory. The Resource, such as rations, torches or arrows, is initially assigned a starting usage die which can be any of the popular polyhedrons. As the resource is used the die is rolled. A rolled value of of a 1 or 2 drops the resource to the next lower die in the descending chain, thus a d6 becomes a d4. Once a 1 or 2 is rolled on the smallest die, (d4), the resource is exhausted. 
The Black Hack has the player make most of the die rolls in The Black Hack including when the PC is attacking and defending. The DM may roll a die for damage inflicted if the player misses the defense roll for their character. Otherwise, the dice are in the player's control.
As I look about my collection with an eye to making the most of the best games I have available, The Black Hack has come to the top of my list. Mechanically The Black Hack differs significantly from the original little brown books, but when I consider the principles upon which the original game was conceived, The Black Hack seems a very suitable successor to Volume 1, Men & Magic.

Friday, March 8, 2024

Dragonslayer

It's Here!

This print-on-demand traditional tabletop role-playing adventure game just arrived at my desk. 
Cover art by Jeff Easley

and the name seems to describe the author's intent.

here's an Excerpt: 
The League of Ordinary Gentlemen: Player characters are not superheroes born with extraordinary powers. Rather they are ordinary people thrust into extraordinary
circumstances. What does this mean? It means that you must bring your intellect, ingenuity, guile, and craftiness to each character you play. The secrets do not rest on your character sheet, they rest in your ability to problemsolve unique situations and role-play at the table.

and finally I will offer a Warning: This Tome contains Old School Attitude.

Thursday, January 11, 2024

Be Inspired!

The Power of Imagination
This is a blog about tabletop games, especially role-playing games. I frequently ponder what role my games play in the wider scope of real life. The following thought stream may be of interest, or not, but writing often helps me clarify my many thoughts. 

We are all special, unique human beings AND we are all normal, regular people who are capable of doing amazing things. 

Stories shape our reality. We imagine what can happen which can give us insight into how to accomplish or how to avoid certain outcomes. 

The so-called modern fantasy game seems to focus on telling stories about super-powered characters who exercise abilities well beyond the normal. A side effect of this is that the stories, the characters in the stories, are significantly detached from our selves and from reality.  
The game I prefer involves characters who seem more normal, more relatable to ourselves, but who can accomplish fantastic feats of heroism often while aided by magic in the form of spells and items, but ultimately it is force of will, determination and a good bit of luck (in the form of the dice) that also play a significant role in the outcome. The stories that develop from such play can inspire and motivate our real life actions because we can see ourselves in our more normal and believable characters. Drive, determination, willpower, clever tactics and knowledge are all things that we ourselves can achieve and use to shape our real world, solving problems and accomplishing great deeds. We can perhaps see ourselves in some aspect of our game characters and becomes inspired. This is the power of role-play and the power of story, and why I favor a more realistic level of character in my games.