Monthly Archives: November 2007

Roleplaying in the final frontier: random thoughts on Star Trek and RPGs

I’ve been in a big-time Star Trek mood lately. I’ve discovered that an episode of Deep Space 9 is the perfect length to watch while feeding The Littlest Gamer at 4am in the morning, and thus have been progressing quickly through the series—I’m partway through season 4, and have recently upgraded my rating of the show from Not Bad to Pretty Awesome.

To complement my DS9 viewing, I’ve also been catching up on The Jefferies Tube podcast, which I neglected (along with all my other blog reading and podcast listening) during the Birth of The Littlest Gamer and the Flood of Family that followed. One of the recent podcast episodes focused on Star Trek RPGs, and I can’t resist adding some of my own thoughts.

I’ve owned each of the three Star Trek RPGs discussed in the podcast. (Well, almost: I owned FASA Trek and Decipher Trek, but the version of Prime Directive I owned was the first edition, not the (much better, going by the podcast’s description) GURPS version.) While I was not overly fond of Prime Directive, I like both the FASA and Decipher games—although I’ve played them a grand total of twice and once, respectively.

I like Star Trek. But despite enjoying the setting and finding the games themselves fairly interesting, I have never felt a strong desire to roleplay in the Star Trek universe. Judging by the fact that almost none of the numerous game publishers to acquire the Star Trek license has managed to keep the game alive for more than a few years, I suspect I’m not the only one who finds Trek a difficult gaming prospect. Why is this?

The podcast points out some of the big reasons that Trek is a tough setting to game in—it’s a setting where your character’s rank in Starfleet (or the equivalent alien organization) leads to the same difficulties that military-based games run into: somebody’s character is going to end up being the captain, and somebody else is going to have to play the ship’s counselor (or another sideline role). One of those is significantly more appealing to most gamers than the other. And the podcast notes that the massive amount of Star Trek canon material makes it hard for even the nerdiest gamemaster to run a game that can’t be sabotaged by a particularly knowledgeable Trekkie.

For me, the big problem is the very strict narrative structure that defines the Star Trek stories we love to watch on TV. In a typical Star Trek episode, the demands of the storyline define everything else about the show—the technology available to the characters, the outcomes of battles, who gets killed and who doesn’t, even the means by which the heroes eventually win in the end—it’s all tightly scripted to make sure the story works out in time (and usually with a nice moral lesson to boot). The high level of technology involved makes this especially important: in a Star Trek game, if Romulan Guard A gets lucky with a phaser shot in battle, a hero dies and the story comes to a screeching halt. In the TV show, by contrast, nobody dies unless it’s integral to the storyline. The heroes in a Star Trek TV episode often have their normal tools and skill rendered useless by narrative fiat (something that would infuriate most RPG players) to prepare the way for a clever technobabble solution at the very end, in just the nick of time. (And how to simulate that staple of Star Trek, the last-minute “I could try rerouting power through the polarized chronoton pulsator, which might give us just enough energy to return us to our own dimension!” solution?) That all makes for fun stories, but it’s hard to model in an RPG game, where players expect more freedom of activity and dislike any hint that the the gamemaster is manipulating everything to force them along a particular narrative channel.

I imagine this problem is not a complete game-killer, as plenty of people enjoy gaming in the Star Trek universe. But it bugs me enough that I’ve never tried to run a full Star Trek RPG campaign. I suspect that this might be the sort of situation that could be handled by certain indie roleplaying games that grant extra narrative power to the players and which are more like mutual storytelling sessions than traditional roleplaying games. But I’m an old-school dungeon-crawl gamer, and on top of that, I don’t think my wife would really want me heading off down yet another money-draining branch of this hobby.

So maybe Star Trek gaming just isn’t for me… although you can be sure that won’t stop me from plunking down my hard-earned cash for the next gorgeously-illustrated Star Trek roleplaying game that comes along. I love this hobby….

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D&D Greatest Hits: the dungeon survival guide I want to see

While browsing the local bookstore the other day, I came across the Dungeon Survival Guide, a fairly new D&D release. (Yes, the wife and I periodically trade baby-care duties long enough to let each other take short sanity breaks at the local bookstore. Sooner or later the bookstore owner will realize that our book-buying money is now going entirely into the Baby Formula fund, and he’ll be less pleased to see us walk through the door.)

Where was I? Oh, yes: the Dungeon Survival Guide. Now this is a perfect idea for a D&D book, in my mind: a coffee-table style retrospective on 30+ years of great D&D dungeons. There are so many classic dungeons and modules in D&D’s history that you could easily fill a full-size book with lovingly nostalgic memories of them.

Unfortunately the actual Dungeon Survival Guide as published doesn’t seem to be quite what I would have hoped for it. But the idea is so fun, I just can’t let it go. Here’s what I would’ve done with this book had I been in charge of writing/editing it:

  • Pick 10-15 classic D&D dungeons, from all three editions of the game, to feature. Some of these would be chosen by the D&D team and others would be selected based on a poll of D&D gamers. I’d make sure that a few little-known gems were featured alongside the predictable classics like the Tomb of Horrors and the Temple of Elemental Evil.
  • Get designer’s notes for each dungeon (assuming the author is still alive and willing). What inspired them to create their dungeon? Was it to showcase a particular monster? Make use of a hitherto-unused environment or setting? Kill off as many adventurers as possible? I’d love to hear reflections and anecdotes about these dungeons straight from the creators themselves.
  • Get actual-play accounts from D&D players who actually played or GM’d each dungeon. What was memorable about playing through the dungeon? What off-the-wall tricks or strategies did their party use to survive? Or did their party get wiped out—and if so, by what?
  • Show us the cool parts of the dungeon! Give us details and stats for the most memorable encounters, scenes, or monsters from the dungeon. If space allows, give us the entire dungeon floor plan with key encounters described! Did the dungeon have a particularly memorable final boss battle? A really clever series of deathtraps? A bizarre environment with strange new monsters to go along with it? I wan to see ’em! I may never run my players through White Plume Mountain, but I’d love to see what encounters, traps, and opponents made it so classic—so I can borrow them or use them as inspiration for my own games. Guidelines for incorporating these encounters into the latest edition of D&D would be useful too.

The last item is the most important—as much fun as it would be to read accounts from the dungeon creators and players, what I’d really want to see is the specific encounters and dungeon elements that separated these classic dungeons from the hundreds of non-classics. I suppose what I’m describing is closer to a “D&D greatest hits compendium,” with a bit of flavor commentary on the side. Surely there are enough noteworthy dungeon elements from D&D’s long and colored history to make one heck of a useful grab-bag book for DMs.

Maybe the Dungeon Survival Guide does some or all of those things. I don’t know because the money I might’ve spent on it went into this week’s supply of Pampers. But if not, maybe somebody else will come along one day and make the D&D Greatest Hits book that I’m looking for.

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The littlest gamer

I hate to do another “Wow, it sure has been a long time since I last posted!” post, but, well, it sure has been a long time since I last posted. What have I been up to over the last few months? The last several months have not been entirely devoid of gaming, but the bulk of my attention has gone into the care and feeding of this little 1HD creature:

Baby

Baby Gamer is shown here receiving the priceless gift of her first D&D rulebook. Unfortunately she responded to this gift by squirming around and sticking out her tongue—perhaps she inherited her father’s Rolemaster genes, or perhaps she’s just holding out for 4th edition. Either way, as soon as I can buy a set of giant-sized dice that she can’t easily ingest, we’ll have her rolling up a character.

That’s the long-term plan, at least. For the time being I’d be happy if she would just sleep for more than a few hours straight. Mommy and daddy are running dangerously low on Endurance points.

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