Author Archives: Andy

Requiem for a guild

I experienced my first guild breakup last week. I logged into World of Warcraft after having been offline for several days, and what I found was quite a surprise: guild membership had been slashed by half; guild chatter was abuzz with stories of backstabbings, betrayals, and emotional outbursts; and there was talk of new “splinter guilds” being created from the remains of the old guild.

I can’t say it affected me or my Warcraft gaming much; I enjoyed interacting with the other members of my guild but have always considered such interaction a side-benefit of the game rather than a core feature. It was interesting to see how seriously the guild breakup was taken by some people, however; particularly those who spent a lot of time online and who clearly saw the guild as a major real-life social outlet.

All in all, an interesting experience–and I must confess, a mildly amusing one; I wish I had been on the guild’s teamspeak voice-chat server when the Big Blowup went down. I felt a little bad that the guild breakup affected me so little, but I just can’t really bring myself to take the game seriously enough to feel bad or hurt about it. I’ve joined a new guild created by refugees from the old one and am plugging away happily doing quests, exploring dungeons, and killing monsters… and wondering how long before this guild, too, goes the way of all guilds.

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Surveying the hobby

Ohio State University, GAMA, and The Wargamer are asking gamers to take part in a hefty survey about your gaming preferences and habits. It took me about twenty minutes to go through the whole thing–a bit lengthy, but you wouldn’t want to miss a chance to rant and rave about this little hobby of ours, would you? Check it out, if you’re so inclined.

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If you meet the Buddha, kill the Buddha

Ever wondered how many hit points Buddha has? I came across this gem while reading Michael Dziesinski’s excellent Secrets of Japan sourcebook for Call of Cthulhu:

Granted, Buddha’s combat statistics are not entirely out of place in a Call of Cthulhu supplement, but I’m nevertheless amused to find a modern roleplaying game listing out stats for deities that people still actually, well, worship. Of course, Dungeons and Dragons started off the “stat blocks for your favorite deity” craze with Deities and Demigods way back when, but even that glorious book generally shied away from stat-blocking deities with much of a real-world following. (And no Judeo-Christian deity was ever reduced to a stat block; one can only imagine what Jack Chick would’ve said about that.)

In fact, with the exception of Secrets of Japan (which stats out a number of Buddhist and Shinto divine entities for inclusion in your next game), I’ve not seen much evidence that the classic “stat blocks of gods so your characters can kill them” tradition was still alive. (Recent iterations of Deities and Demigods have downplayed the “stat block” aspect and marketed themselves more as guides for incorporating religion into your D&D game–more practical perhaps, but less fun.)

It says something about the exuberance of the roleplaying community that TSR could at one time publish an entire “monster manual” full of deities from real human mythology for gamers to fight and kill. In fact, there is a long tradition in gaming of publishing “monster manuals” filled with creatures so ridiculously powerful that it’s almost impossible to imagine them being legitimately incorporated into any serious roleplaying game. Sure, it’s fun to find out how many hit points Quetzalcoatl and Osiris have, but can you look at their listed powers and tell me that any party of D&D adventurers would have a snowball’s chance in hell against them?

There’s just a sick pleasure in reading the stats of a being so powerful you’ll never, ever be able to actually use it in a roleplaying game. Iron Crown’s Lords of Middle-Earth probably marks the highwater mark of this trend; in it, we find the stats for such literary figures as Sauron and Morgoth laid out for us, as if our PCs will ever face them down in physical combat. In that tome, Morgoth the Dark Lord is statted out as–I kid you not–a 500th-level sorceror who knows every spell in the game and can warp Creation itself at will out to a range of 500 miles. This, in a roleplaying game where your character is quite likely to die of massive internal bleeding before reaching level 4!

And so I salute Secrets of Japan and its ilk for daring to go where few games tread in this age of political correctness and elitist roleplaying theory. Books like this are bravely statting out uber-powerful beings for your PCs to fight–and not just any uber-powerful beings, but ones that players in your game might actually worship in real life.

So happy hunting, my god-slaying friends. And once you’ve brought down the deities that stand in your path… just don’t forget to loot the bodies and take their stuff.

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> go north, get sword, update to Inform 7

A friend informs me (ha!) that the long-awaited version 7 of the Inform game-writing language has been released, and that it’s quite a big deal for the interactive fiction community.

I’ve only glanced at it so far, but I’m inclined to agree: it seems to represent a complete overhaul of the text-adventure-writing process. The most immediately noticeable change is that you can now write your text adventure as a single file using something very closely akin to “plain English,” rather than creating and compiling a vast library of separate files written in scary-looking coding language.

It’s a bit difficult to explain, actually; I recommend just downloading it and giving it a try. In the few minutes I’ve spent playing with it, I can almost say that the process of writing a text adventure in Inform 7 is almost a text-adventure game in and of itself–and I think that’s a good thing. Go give it a try!

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Deathless prose

I am informed by certain meddling Escondidan bloggers that today is Blog Poetry Day. Not wanting to miss out on a chance to share my favorite verses with you, my faithful readers, allow me to present the most sublime rhyming couplet in the history of poetry:

The end had come, and this was it;
He dropped her in the flaming pit.

That’s from Edward Gorey’s “The Disrespectful Summons.” I actually first encountered it in the InvisiClues hint book for Zork III, and it’s just stuck with me ever since.
If I were pressed to come up with a second-favorite bit of poetry, I might submit the lyrics to “I Hate My Generation” by the band Cracker:

I hate my generation
I offer no apologies
I hate my generation, yeah
I hate my generation
I pick it up and I threw it away
I hate my generation now (repeat a bunch of times)

Profound. Not that I really feel that way about my fellow Gen-Xers (am I a Gen-Xer? I never did figure that out)–and if I did, present company would of course be excluded.

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Requiem for a packrat; or, The day I lost 85 pounds on my lunch break

“Excuse me–could you help me, please?” I gasped. I clung desperately with quivering arms to the stack of books I was relocating from my car to the post office. I had managed to wedge my foot behind the glass front door, but dared not reassign a limb from the task of holding the books upright to the challenge of pulling the door open. The business-suited man on the other side of the glass must have heard the desperate edge in my voice; eyeing the monstrous stack of books warily, he pushed the door open for me.

I pushed through the door into the crowded post office interior; the stack of books caught the edge of the door as I entered and threatened to topple. A surprisingly agile torso twist kept a shelfworn copy of Promised Sands from sliding off the top of the stack and dragging Mage: the Ascension (the Revised version, of course) with it. A curious combination of fatigue and adrenaline rushed through my pasty-white and spindly arms; this was the probably the most strenuous activity to which they had been put all year.

I shambled towards the post office desk. Almost there… there. I let the stack of books fall onto the counter with a loud bang. The post office worker peered at me from around the stack as if she had never before seen such a sight.

“I need to mail these,” I managed, proudly indicating the stack of books.

The post office lady nodded. I watched as she divided the giant stack into four smaller piles, put them individually on the scale, and tallied up the weight.

“How much?” I asked. “How much do they weigh?”

“Let’s see… that would be eighty-five pounds.”

Eighty-five pounds! Somehow, I was getting rid of 85 pounds of game books. And they represented just one portion of my sprawling collection of books. How on Earth had I come to possess such a mass of game material? And why was I trimming it down now?

And these were just the ones I had set aside in the “I’m probably never going to play this” pile.

It felt strange–strange that I’d managed to accumulate so many books, strange that so many of them were passing to and then from my possession without ever having been played. Strange that my packrat, collector’s personality was actually excited at the prospect of a slimmed-down, trimmer game collection.

I loved some of those game books. I’d read through them all, adding the ideas within to the pool of roleplaying ideas in the back of my mind. I’d been proud of those games–perversely proud to have them taking up an entire shelf or two in the hallway. Proud that I’d tracked them down on the internet, in used bookstores, in foul-smelling, sanity-shattering comic-book stores.

But over time, that love had soured, and turned to something like hate. By the time I finally decided to expunge them from my collection, they’d become little more than a standing reminder that I wasn’t playing nearly as much as I used to play, nearly as much as I’d always hoped and assumed I’d be playing at this point in my life. The near-pristine books spines stared down at me from the bookshelf, accusing: How can you keep us all here when you’re not even going to play us?

It was time. I knew it. My collection was too big, and there was something just wrong about hording a giant stack of game books and never using them in an actual game. Somewhere out there, somebody was scouring Ebay and his local bookstore for copies of game books that I have and am not even using. They had to go. I had to set them free.

And so I found myself sweating beside my stack of game books, waiting quietly while the post office lady filled out the shipping form. (When she reached the “Contains dangerous materials?” question, she checked the “Yes” option. I decided not to ask.) Beside me sat dozens of books–eighty-five pounds of books, to be exact–filled with ideas that I hoped would find their way to somebody who’d really appreciate them. Books about wizards, elves, vampires, aliens, adventurers, and the myriad worlds they all inhabited. Books into which countless game writers had invested countless hours of their lives.

“Sign here, please.” I scribbled my name on the corner of the shipping form indicated by the post office lady’s pointing finger. I paid the shipping fee, started to leave, but hesitated for a moment.

“You’ll pack them up carefully? I’d like them to get there in good shape.”

“Yep, we’ll pack ’em up good.” The somewhat bored look in the post office lady’s eyes left me unconvinced, but I’d gone too far down this road to turn back now.

“If you need to split them into several smaller packages to keep them safe, go ahead,” I suggested. “That might keep them from sliding around and getting their corners banged up.”

“Hmmmm,” said the post office lady, and I knew my time was up. Besides, I had to get back to work–this little expedition had consumed most of my lunch hour.

“Thanks,” I said, feeling something like sadness, fighting a last-minute urge to leap over the counter, grab the books, and race them back to their spots on the hallway bookshelf. As I pushed my way out the glass door, I glanced back again and saw a small squad of post office workers descending on the strangely forlorn stack of books, bubble-wrap and cardboard freight boxes in hand. I stepped outside.

That was a few weeks ago. There’s still a gap in the bookshelf, an empty stretch of real estate where once Spycraft and Legend of the Five Rings stood proud. Proud, but unused. I thought I might regret my decision to trim down my collection, but I don’t. It feels good to ship my unloved children off to someplace where I think they’ll find a better life at somebody’s game table.

I don’t miss them, not all that much.

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Your Nemesis has arrived

Nemesis, a free horror RPG written by several industry veterans, is now available for free download in PDF format. I’ve been eagerly awaiting this one, ever since Dennis Detwiller first proposed it using the “ransom” (or “patronage”) publishing model. I’m pleased that enough funds came in to make it a reality, and I hope that this means we’ll be seeing more games released in this manner.

Aside from the economics behind its release, Nemesis is exciting because it makes use of two of the most interesting game mechanics in the game hobby. The basic rules use the fast-and-deadly One Roll Engine that first appeared in Godlike, combined with the sanity rules from Unknown Armies. The sanity system in UA quite impressed me when I first read it; it steps beyond Call of Cthulhu‘s rather basic “hit points for the mind” sanity system and offers a method for observing how different types of stress and trauma affect a character. I think it’s a perfect fit for a horror game like this.

And it’s always good to see a solid “generic” game freely available–here’s hoping that the authors (or others) will take Nemesis in some interesting directions this year.

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