I've been busy again. But I have started a once a week game at school again. It's sort of an unofficial trial for the club, pending my workload primarily. I can't really say the club is up and running full force. But it is club members. No one bit at my C&C ad at the hobby shop, so I'm going to be putting out an ad at the local library and community activity boards, see what takes. If that doesn't draw anyone, I'm going to call up a few guys I know want to game, maybe 4e, maybe 3.5/Pathfinder and get a once or twice a month game going at the hobby shop.
Work has been so crazy lately that it's hard to plan anything. Lots going on. But that will give me about 4 to 6 sessions a month and that's pretty good, eh? I've also got several trail runs I want to try soon. ADD Grognard's Deep Delve deserves a few sessions just for feedback for him if nothing else. And I want to run a short campaign of Dungeon Crawl Classics. I may also give Crypts and Things a go just to see how it feels. I've always been pretty much a one game man--system of choice and all that. But lately I've had to make some changes. Gaming is gaming (pretty much anyway), and until I get a group of hard core gaming friends I'm gonna be bouncing around alot system-wise.
That was the idea behind the last post. I've kind of have been pulled into running Pathfinder, and may be running some 4e soon. But I'm not too proud to go that way if it gets me at the gaming table. I just like to bring in lots of unconventional old school weirdness and danger to whatever game I'm playing. So for me the "sweet spot" is a combination of the right gaming elements and actually gaming. Given my druthers and all that I'd rather be playing something lots more like 1e--but hey, it's all good.
So what I though was to try things out with whatever group I play with. Get 'em to play some DCC RPG, C&T, Deep Delve, Munchkin, Gamma World, etc. See if we can find some things we all like as an alternative to what we might be choosing to play on a regular basis. But whatever the case I'm good with what everyone else wants to play, within reason.
Saturday, October 22, 2011
Friday, October 21, 2011
Hackmasterizing Pathfinder
Take a Pathfinder Base
With all the resplendent goodness that entails ...
Add All of 3.0/3.5 D&D
and I do mean AAAAAALLLLLLL of it
Now Season Liberally With Hackmaster 4.0
Amid the screams and jeers of all of those namby pamby wuss players
Now Trick Out Your Game World With Some Really Cool But Scary Stuff
And A Few Handy Resources for Problematic Players
Add It all Together And You Hit My Gaming ...
Saturday, October 15, 2011
The New Old School ... Meh ...
New school, old school, rules lite, crunchy ... meh ... Whatever, right? Well, I consider myself an old school gamer, but I'm not even sure what that means anymore. Some, I'm sure, will think that the New Old School is the old school renaissance movement and self publishing. That's cool. Whatever. Others might think it's about rules lite roleplaying. Awesome. Lots of good stuff can be done in rules lite. Whatever. Meh
What I do is my thing. It may be old school to some, new school to others, just plain screwed up to others yet. It's all really just relative isn't it? And let me tell you I've been all over this argument. Had it, won it, lost it, been utterly confused by it. There are a few wise people out there who'll try and tell you what you really need to hear: "If you aint having fun you aint doin it right." And that's all you need to know. It's a game after all.
The other day I had some kids come to my classroom after school and wanted to run an OSRIC game. The guy they had lassoed was actually a HS kid that had played some OSRIC with a couple other guys and said he would DM the younger guys. They were all stoked beyond belief. Since we had to cancel the game club at that time, they have all been hungering for any kind of game. So I listened in as I worked at my desk as he ran them through creating their PCs and starting the game. Let's just say it wasn't at all what you might expect from an OSRIC game. The DM was telling them all sorts of stuff I knew was not in the rules, and that had nothing to do with OSRIC, let alone D&D. I thought about correcting him, but that would undermine his confidence and maybe lead to a loss of their game if they lost confidence in him. So I stayed quiet and just smiled once in awhile. Because you know what. Noone cared. They were all excited and into it.
Because any game and I mean any game is in the eyes of those that play it. It can be whatever you make it. Take for example what Paizo has done with their most recent release:
What I do is my thing. It may be old school to some, new school to others, just plain screwed up to others yet. It's all really just relative isn't it? And let me tell you I've been all over this argument. Had it, won it, lost it, been utterly confused by it. There are a few wise people out there who'll try and tell you what you really need to hear: "If you aint having fun you aint doin it right." And that's all you need to know. It's a game after all.
The other day I had some kids come to my classroom after school and wanted to run an OSRIC game. The guy they had lassoed was actually a HS kid that had played some OSRIC with a couple other guys and said he would DM the younger guys. They were all stoked beyond belief. Since we had to cancel the game club at that time, they have all been hungering for any kind of game. So I listened in as I worked at my desk as he ran them through creating their PCs and starting the game. Let's just say it wasn't at all what you might expect from an OSRIC game. The DM was telling them all sorts of stuff I knew was not in the rules, and that had nothing to do with OSRIC, let alone D&D. I thought about correcting him, but that would undermine his confidence and maybe lead to a loss of their game if they lost confidence in him. So I stayed quiet and just smiled once in awhile. Because you know what. Noone cared. They were all excited and into it.
Someone might think he was just making it up as he went along, and maybe he was. Who cares? They were gonna go have an adventure and all they needed was common consent. They were all having fun, and that's all that mattered. Now, as time goes on for them, they'll start reading the rules and start rules lawyering and maybe even move onto other games. Who cares. That's cool too. As long as they are having fun.
Because any game and I mean any game is in the eyes of those that play it. It can be whatever you make it. Take for example what Paizo has done with their most recent release:
Now, maybe you might claim they are riding the wave. But honestly the beginner's box is a good example of what a game can be when you are willing to look outside of the box. Even thought the game is billed as an intro to the full core game, I see here a way to play Pathfinder rules lite if that is your thing. I'm not sure if Paizo will put out a separate line to support the boxed set, but it doesn't really matter. A GM and players can choose to play just boxed set rules and keep it much simpler as high as they want to take it. And this is an "official" change of perspective on their bread and butter game. Frankly I love it. Even though I would prefer to play the crunchier full PF rules.
For example, since a little time has opened up, I have started a once a week game for the kids in the school club again. It's a little bit of a logistical nightmare, especially with 12 players wanting to play right now in my game. But I decided to play the game they chose -- Pathfinder, and run with it. But we are playing full rules. We are even allowing lots of 3.5 stuff in if it's approved. But what I'm doing with the game is tricking it out to my liking. There are actually lots of optional rules out there for PF and more coming all the time. I'm ramping up combat and implementing an advanced critical hit matrix, and expanding the information on grievous wounding. I tend to be a GM that requires teamwork by constructing challenges that cannot be overcome alone. Going it alone in my dungeons is never a good idea. Challenges either have multiple layers, or require more than one person to navigate. I also strongly encourage intelligent roleplay. You have to be very careful and considered when confronting beasties in my dungeons. They are not plastic cutouts to simply be knocked over. They think, they strategize and they are evil. I also tend to make them tough. Currently I'm modifying B1 In Search of the Unknown, Hackmaster version. This adventure is excellent for all these purposes.
Some might not consider such an approach Pathfinder-like enough. But what I see is a game that has maximized the munchkin factor, and it's just gonna get worse. 3.5 and now PF is a player's wet dream if they like an endless power curve. There's balance, yeah, to a point. But I'm not hung up on balance anyway. The fact is I'm a DM in a system that gives the players maximal min-max power. Alright, kewl. But have you read the Gamemastery Guide? There are lots of prose in there about tweaking things to your liking and adding in little bits that aren't presented as such in the core rules. PF is telling you in so many words, that the GM has some power too. And all those annoying Dragon Disciples and Shadow Blades and War Mages all tricked out and riding through your dungeon like sweetened up low riders through the east side of LA--well, you can meet them on their own level.
Yes it does ...
Well, okay maybe not just kill him. But you have to meet him on his level. The power curve problem that has supposedly plagued D&D from the start has never posed a problem for me. That's because I believe the game was designed not to play RAW and only RAW, but to offer a continually challenging environment for the PCs no matter how far along they got. There are tons of ways to do that, some much simpler than others. But it isn't really hard. Any game worth it's salt allows that and builds it into the system, even if it is an open invitation to make it up as you go along.
Cause let's face it, the one thing that can kill creativity faster than anything is someone claiming authority over your creativity. Someone saying you can't do this or that. This or that isn't allowed. That's why so many artists are avante garde, out at the edge, pushing the limits. Not that it's always good to do so, there is a right and a wrong time. It has to be done artfully, not just for the sake of being rebellious. But artfully. An artists doesn't throw out the rules. She works with them in ways noone has ever thought of before. And in a way, authority is an integral part of this process. so I suppose that in a way authority is as much a part of the creative process as the rejection of it.
Work with your players to challenge them, not against them. Noone can really tell you how to do it. I mean they can teach you the basics of the game, but ultimately you will have to find your own way in RPGs. Along the way you will find people that like the way you do things, or learn to like it. That's cool, and in that way RPGs stay alive for us and the next generation. And remember that if you're not having fun you're not doin it right.
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