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Friday, March 27, 2009

Can we bring AD&D back to press? And do we want to?


So I've embarked on a preliminary endeavor to see if I can't approach the commercial world to pick up AD&D as an active line again. Sheer folly you cry? Tomfoolery or fool's errand? Well, I'm not so sure myself.

The natural thing to do would be to approach WoTC and find out their reasons for transforming the game in the first place. Was it really just due to waning sales of 2e? Or the oft-cited need to convert the system to WoTC's d20 system? And if the former is the culprit, then it goes a long way to explain why 4e came out. It's nothing but the big business model of creating obseletion in order to keep sales high. We see it in the video game industry all the time. It goes something like this:

1. Create a new system that everyone has to have because it's so cool.
2. Start development on the replacement product.
3. Release new system and charge a lot to cover initial startup and make back your money.
4. Continue to charge a lot for awhile to pile up the coffers and pay for those pricey programmers
5. Come out with a whole slew of new games that cost $50.00 a pop
6. Drop prices as sales wane to bring in the secondary market
7. Finish development on your new toy that is not backwards compatible
8. Advertise the new, better and improved model
9. Release new product, drop support for old product
10. The cycle starts all over again.

Gimme a frackin break. The thing is we are stupid enough to buy into it. Now, the main difference between vid-game systems and RPG's is that the technology actually improves. That is most decidedly NOT the case with RPG's. The mechanics are changed in RPG's but it's usually for the worse.

Now, I'll grant that I could be wrong here. There are probably subtleties I'm missing. But why not continue to support old systems if those systems continue to have a fan-base. Is it the overhead? Or something else entirely?

Well, allow me to put forward a possible suggestions. Run the AD&D division of the company like a small press. Maintain one full time editor, and a few adjuncts as a submission board, and take submissions from part-time writers and designers all over the world. That way you pay a one time writers fee for the submission and viola'! No more overhead. Printing runs could be either kept small, or based on e-book distribution or even print on demand. Focus on world-books and their associated modules and support. Publish novels set in said worlds. As well as more generic world-free books that extend the panoply of magic, spells, etc. etc.

The point is the abandonment of a selling product just doesn't make sense. I do hear quite frequently from gamers sympathetic to the problems of business that we should be thankful there are still game publishing companies still around. The market is so small, they say, that their profit margins are minuscule. We should support whatever they come out with or the entire commercial game industry is likely to die.

Hogwash. We are the market. We dictate what is required. And the fact is we either continue buying or stop buying based on whims more often than calculated rationale--by and large anyway. If we want something the market will provide it.

Okay, now why should we NOT lobby for a resurrection of the commercial AD&D entity? One word: Dragonsfoot. Is that two words? Seriously though, they are doing an excellent job at producing 1st and 2nd ed stuff for free on their site. I'm not sure how they are avoiding violating copyright, but I love it. Maybe the future is a Linux-like grass roots AD&D support system such has Dragonsfoot. They offer an open forum for publishing quality material to any and all who are interested. There has been talk that the future of art may lie in this direction. Which makes on wonder about alot of ethical issues--but noone questions its nobility.

What do you think?

Wednesday, March 25, 2009

Lejendary Adventures, Hackmaster and Castles & Crusades, Oh My!

Are they classic? Well, they certainly have an old school feel. So much so that hordes of AD&D gamers are transitioning (okay maybe hordes is too expansive a word) to these new-old games.

I must admit I've been giving them a look myself. Doing a lot of preliminary feeling around for their tone, what people's opinions are and what the fans and critics are saying. I will say most who are reviewing them aren't giving much in the way of negatives. So one can't help but wonder what's behind this new generation of throwback--or revivals if you like?

Well. Hackmaster is probably one of the oldest, and the one with the most direct AD&D lineage. We all know it came about as a longing for a real game to fit the parody mentioned in Knights of the Kitchen Table. It's been my experience that gamers, more than most, love to laugh at themselves and their culture. Sure there's always a few closet gamers that are afraid of being too closely associated with anything nerdy or geeky, but to the core, we love laughing at ourselves. So it was only natural that given the smash hit of KOTKT that we would soon be begging to actually play Hackmaster.

Since Hackmaster was a direct allusion to AD&D it was also natural that AD&D would provide the rule-set. Now, mind you I've never played HM and probably never will given the precious nature of my gaming time. But the feel I get is that it can be indeed a serious game that simply contains ripe material for parody ala Robert Asprin et al. And let's be honest given the above average intellect of most gamers we all love throwing in the abstract jokes, esoteric anachronisms, occult Monty Python allusions and liberal puns whenever possible. So I'm sure we get enough parody without a game specifically designed for it. Of course there's no accounting for the smashing popularity of Steve Jackson's Munchkins.

So why even lump it in with AD&D? Because given the void left in the aftermath of 3.0 there was simply no one doing AD&D anymore and HM is one of those games that filled the void. And for that reason there are many gamers who use it instead of AD&D now. I suppose this has to do with new material coming out as opposed to the system itself as the systems are evidently very close.

And what about Castles and Crusades? Well, this I believe was a valiant attempt to offer frustrated AD&D gamers somewhere to go to actually play a game somewhat like what they used to play. I don't know how successful it's been, but it certainly has its proponents. The game itself is not a core AD&D mechanic. That has fallen to the d20 OGL which I must admit boggles my mind somewhat. I think the general dissatisfaction with the quirks of the AD&D system (i.e. AC goes down instead of up, separate combat tables, saves and attacks go down while checks go up, etc. etc.) led the charge for a single mechanic that could be applied across domains.

On the surface this is appealing, but it worries me some. Changes have the potential to change more than the structure of roll mechanics. Change the rules and you risk changing the spirit of the game. Now, I'm not saying C&C did that--again, I've never played it, and I'm thinking about giving it a shot. Maybe I'm just so nauseated by 3.0+ trying to be D&D that I'm afraid I'll need Pepto if I get to close to it : ) But then again they say Gary approves.
So lastly--Lejendary Adventures. This one I will buy--if for no other reason than Gary wrote it. And more for the fact that from what I hear it sounds like a good system. I am interested to try Gary's newest creation. His revisioning of what a game could or perhaps should be. Now, having said that I get the feeling from various of Gary's posts, particularly on Dragonsfoot that he is still saddened by what happened to TSR and the game he so lovingly crafted. I think he would have picked up the AD&D torch again in a heartbeat had someone given him the chance. But score one for big world corporations and greed, score ten for Gary. Because they lost a lot when Gary left and what they ended up with was something fundamentally different. I'm not going to say a lot of people didn't play 3.5 or are now playing 4e but they aren't playing AD&D. I suppose they had to create something more proprietary. So the first thing to be changed was the entire system to the d20 mechanic.
*Ouch.*
That's a lot of water you just chucked out, you are there wasn't a baby or two in there?
More like a hundred babies. Such is life. We move on and when given lemons we make lemonade. That's just what Gary did. LA (Lejendary Adventures) is a completely new start. Same spirit? I couldn't tell you. My thoughts are no, because there is so much change to the rules. Bu then again maybe that's not what he was aiming for. Maybe he was going for something different but just as good. I'll have to wait and see--because I haven't even begun purchasing yet--but I will.
I'm keeping an eye on Gygax Games and waiting for the new publisher to come on line--hopefully they won't do a re-write. ... Argh.
peace,
chris

Interpersonal Problems in RPG's -or- "I can't stand him, or the way he plays!!!"

Most Interpersonal Problems in games can be solved by following a few simple rules of RPG ethics:


  1. Don't disrupt the game: The DM is in control, he should be doing most of the talking; don't hold side conversations; don't throw dice across the room; keep your attention on the DM until it is your turn.

  2. Don't cheat: It should go without saying that you should be honest at all times; make your rolls where everyone can see them; don't pick up dice right after a roll; don't fudge your stats; don't fudge your xp; etc. etc.

  3. Respect everyone: In character and out; don't denigrate others; don't put anyone down; don't make fun of others in their attempts to role play; don't intentionally harm another player's pc without their express permission--and don't threaten to do so.

  4. Watch what you say: joking is fine, but don't be stupid; don't say your character is going to do something just to get a laugh and then say--oh I was just kidding--it's annoying.

  5. Roleplay: get into your character and the spirit of the game; be as serious as the game requires; contribute to the game through actively playing your character.

  6. Communicate: with the DM and the other players; don't make role-play disagreements personal; let others know what you're doing unless there is some reason for secrecy; let others now when you have to miss, especially the DM.

Roleplaying is a social activity. That means we have to get along. If you are having problems talk about them and make an effort to smooth things over. Apologize even if you weren't wrong and move on. Be nice. Compliment others. Work together. How are your characters going to succeed through cooperation if the players can't?


To assist the DM in handling such problems he can try any the following suggestions. Mind you these are not foolproof and they don't always work, they are just suggestions.



  1. Use a talking stick--only he who holds the stick gets to talk

  2. Keep records of each pc so you are aware of the changes in pc stats

  3. Require all rolls be in the open and viewable by everyone--even most of yours

  4. Make the rule: What you say your character does

  5. Extra xp for roleplaying

  6. Have frequent dm-player conferences to talk about their character the game's progress etc.

  7. Make everyone "roll" for treasure--highest wins. Once you've won once, you can;t roll again until everyone has gotten something then it starts over.

  8. You take over treasure division


Now, these won't solve everything. Sometimes people just can't seem to get along no matter what. Sometimes its the annoying whine in someone's voice. Or their inherent bossiness or self importance. Or they way they kiss the dice before every roll. At other times we just have a personality clash. The point is interpersonal relationships are never easy. They take work and they take sacrifice. Worse case scenario is to either go play in another group or *shudder* ask someone to leave.


Now, I would say to be VERY careful with asking players to bow out. Some real hurt feelings can result over that. And not only that if a player is voluntarily staying then he or she is probably willing to try and change. And it is a much more human thing to do to try and help a person improve or lead them to change than to just exclude and ostracize them. Most of us have been there and that is no fun, moreover it's just wrong.


Yes, there are certainly cases which require us to ask someone to leave. But I would say that warnings and conferences are due long before you reach that stage. Let the person know what they are doping and how it affects others and the play of the game. 9 times out of 10 they aren't even aware. If they fail to change, let them know this is sort of the last straw and if they can't at least try and change they may not be invited to the next game. But also keep a careful watch on everyone else's mood. The problem player may be driving out others left and right. Before your gaming group dwindles to nothing you better make an effort at either requiring a change in behavior or asking the recalcitrant player to be excused--permanently.


Lastly, it is always worth considering just what exactly is the problem. It is an annoying trait? Those are usually quickly dispatched with a few reminders. Or is it personality? we can always learn to appreciate others and make an effort to get along. Or is it that the player is inexperienced, doesn't understand the game , its spirit or its rules? Make allowances for that and teach by modelling and directly that fledgling gamer the better and more correct way to play. We were all there once, and some of us learn more slowly than others.


If you've been reading any of my recent posts, you know I've been struggling a bit with this lately. I'm not sure it's resolved either, but I'm working at it. Have I wanted to hang up my dice bag with this group? Yes. Have I wanted to kick some people out? Yes. Have I wanted to quit altogether? Yes. But I haven't. It only takes a few moments for these thoughts to run their course through my mind and then I start thinking about how to deal with it. Every situation is different and requires a thoughtful and sincere approach. I have found that that is usually the key to successful resolution of interpersonal differences. Oh, and prayer helps alot too.


peace,


Chris