Author Archives: Andy

Gencon, here I come

Well, it looks like I’m definitely going to Gencon this year. I’m excited! My one previous visit to Gencon was back in (I think) 2003, and I had a great time. It was, among other things, my first exposure to convention RPG games, in all their beauty and (in at least one case) horror. (The horror occurred during a game of All Flesh Must Be Eaten—and I’m not talking about the sort of horror you’re supposed to experience during a zombie RPG. But that’s a tale for another day.)

I hope to play in more events this time around than I did in 2003, when I spent too much of my time wandering the dealer hall spending money…. So I’ll be there again, armed with my D&D 4th edition books, my copy of World in Flames, and (if I get them painted in time) my Battletech miniatures!

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Ultima (6) Online

My recent installation of Ultima 7 put me in a serious Ultima mood, so I decided to poke around a bit to see whatever happened to Ultima Online. (Turns out it’s still around and doing fine.) And in the process of doing that, I came across this gem:

Ultima 6: the MMORPG.

That’s right—somebody took Ultima 6 (circa 1990) and has reworked it to function as an online RPG. The website shows that only one person is online at the time of this post, so I don’t think it’s going to bite too deeply into Ultima Online profits. But still.

That’s… crazy and awesome at the same time. Documentation on the site is scarce, so I’m not sure exactly what it all entails. Is this the full U6 game, but with the added ability to play through it with others? I think I’m just going to have to try this for myself.

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Two more Gygaxian links

The Gygax story is starting to fade from the headlines by now, but if you can stand to read just a bit more about the Man and his Legacy, here are two items worth checking out:

First up is D&D 0: a fun look at the very earliest incarnations of what would become Dungeons and Dragons. This observation about the rules of proto-D&D struck me as interesting:

The rules themselves were barely there. You had to make it all up. This put so much responsibility on the GM. He had to be entertaining, imaginative, fair, rational. In many ways the steady march away from original D&D has been a sustained effort to remove the effects of a bad GM on the game. The more game elements are objectively determined, written down in books, the less you have to rely on the GM. The less you need a really good GM to run the game. And yes, the more of a science it becomes, and less of an art. Running this game was an art form and only a few people could do it really well. There’s something magical about that. Newer versions become more systematized and therefore more people can play. Mediocre GMs can run good games. But, if I’m being honest with myself, something of the magic is lost. That feeling that most of this game lived in your mind. Because of that, I think, it was more real. As more and more of the game lived in the rules and on character sheets, it became a game instead of a world in your head.

I think that’s definitely something to that. I like the more systematized, rules-complete modern versions of D&D myself. But I’ll also admit that by refining and revising the game over the years, we’ve lost some of the “I can do anything I can imagine!” magic that was present in the very earliest editions. And looking at the vast array of nostalgic early-D&D recreations popping up these days, a lot of people agree.

(That said, I for one am happy we now have games where Elf is not a character class, the GM has a bit of help from the rules, and thieves are not the only type of character that can attempt to be sneaky.)

The second item is The Seven Stages of Gygax over at Chris Pramas’ blog. I’ve definitely been through most of those. Funny stuff.

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Ultima VII, sixteen years late

Well, I’ve finally gone and done it. After years of being pestered nagged lovingly encouraged by a friend to play through the Greatest Computer RPG of All Time, I finally broke down. Using Exult to get it working properly on my non-DOS operating system, I finally installed and started playing Ultima 7: The Black Gate.

U7 is widely regarded as one of the high points in computer RPG history. (My personal pick for best computer RPG is Planescape: Torment—we’ll see if that opinion changes after getting through U7.) I can’t speak yet about U7‘s quality as a game, but I will testify that I have long considered it to have the coolest game box cover of all time:

ultima7

According to rumor, Ultimas 8 and 9 were originally intended to have matching covers in red and blue. Would that they had. Clean, simple, classy: this box art told the sophisticated gamer of 1992 that he was dealing with an RPG considerably classier than the luridly-illustrated competition:

krynn

I might also note that U7‘s cover was significantly classier than at least one previous Ultima cover, which was sufficiently demonic-looking to cause my parents to refuse to purchase it for me (and the mention of “astrological influences” on the back cover of the game box didn’t help):

ultima3

But I digress. What of U7? I’ve only put a few hours into it, but thus far it’s quite good. The graphics and interface are extremely clunky, but it’s amazing how quickly you get used to that when the game itself is really good—try playing the original Doom sometime and you’ll see what I mean. For the first ten minutes you’ll be marveling at the crude graphics; by the fifteen-minute mark you’re as hooked as you were back in 1993 when you first played it.

If there was a point to this post beyond aimless jabbering, I’ve lost sight of it. Excuse me; I’ve got Ultima 7 to fire up.

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Random thoughts on Christians, culture, and Dungeons & Dragons

This is a response to an excellent post over at the ThinkChristian blog (where I post as well) about D&D and the Christian response to it in the 1980s. As a Christian who struggled, back in the day, with whether or not my favorite hobby was satanic, this topic is one that really interests me. Here are a few semi-random thoughts in response to the post.

Great post, Chris. Hsu’s post has a lot of good insights.

This is a subject that’s near and dear to me, since I played D&D and similar games a lot when I was younger (I still play them, actually, as Peter and KDC note) and heard/read a lot from well-intentioned Christians who thought it was satanic.

Looking back at the Christian response to D&D, it strikes me as a good example of how not to respond to a questionable piece of culture. A few random observations about how Christians mishandled the D&D thing:

  • If you were a D&D player reading a typical Christian critique of the game in the 80s, it was clear to you that most of the Christians condemning the game had only a marginal understanding of it, and had apparently done no research beyond skimming a rulebook looking for occult-sounding terms. Many of the more extreme concerns (that D&D caused suicide, that it was an occult recruitment tool) would have been put to rest by spending 3 hours sitting in on an actual D&D game, but you rarely got the sense that the Christian critics had even done that minimal level of research. Obviously you don’t have to know every nuance of something to critique it, but it didn’t seem like Christians were trying very hard to understand the game before condemning it. Also, despite the fact that there were (and are) Christians working in the game hobby, nobody thought to seek them out and ask for their perspective.
  • As Hsu points out very eloquently in his post, this was a classic case of Christians condemning something without offering any better alternative. Nor did Christians spend much time asking why the game appealed so much to kids. Here was a whole new social/relational activity that was meeting a genuine need in the lives of kids like myself, and the only thing Christians had to say about it was to tell people they shouldn’t do it. Instead of helping people to pursue the roleplaying hobby (which was certainly not evil, even if you thought D&D was) in a way consistent with their faith, Christians just indulged in a knee-jerk rejection of it all, baby and bathwater alike.
  • As PCG points out, those few Christians who tried to offer up alternatives mostly just ended up aping D&D in the same way that some types of CCM just ape mainstream music. I don’t mean to trash all Christian attempts at making Christian RPGs, because some of them were interesting; but a lot of them could be summed up as “Like D&D, but less fun.” And even these attempts were condemned by some Christians.

The result of all this was essentially to drive away people who might otherwise have listened to a Christian perspective. Christians sabotaged any chance of participating meaningfully in this particular discussion by failing to approach D&D, D&D players, and the whole issue of roleplaying in a respectful and intelligent manner. Ridiculous stories about D&D being an occult recruitment tool may have scared a few nervous Christian teenagers into giving up the game, but most gamers I know (Christian and otherwise) just decided that Christians had absolutely nothing useful to say about gaming, and ignored them. The “it’s satanic!” reaction just made D&D more popular by turning it into a Forbidden Fruit, and it’s now quite entrenched in popular culture, even if you don’t hear about it as much these days. So even if you believe Christians were right to condemn the game, the way they went about doing so must be seen as a complete failure, because it had the opposite of its intended effect.

This failure was particularly unfortunate because there really were spiritual issues surrounding some popular RPGs (some of the games that followed D&D went much farther in depicting violence, occultism, and other unpleasant stuff than D&D ever did), but by that time, nobody was paying any attention to what Christians were saying about it.

Wow, this whole topic—D&D and the Satanic Panic—seems so silly in retrospect. But at the time, I (and other Christians) took it very seriously. That’s what 20 years of hindsight perspective will get you, I suppose.

Just my $.02, as a Christian who played D&D back in the day.

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GaryCon 2008: Mr. Gygax, we salute you

gygaxMany, many people have in the last few days written eloquent tributes to Gary Gygax, so I won’t try and compete with them—I’ll just say that if Gary Gygax had not created a little game called Dungeons & Dragons, my life would be radically different than it is.

How many hours did I spent in my youth poring over game rulebooks, plotting out adventures in my mind, rolling up dozens and dozens of characters just for the sheer imaginative thrill of it? My first roleplaying experience was Tomb of the Lizard King—not one of Gary’s modules, but it wasn’t long before I was soaking up every piece of Gygax writing I could find. My cousins and I had so much fun with Tomb of the Lizard King that we proceeded to hole up for three straight days doing nothing but playing D&D (much to the consternation of our parents, who didn’t know what the heck to make of our excited babbling about clerics and hit points and gelatinous cubes). None of us had even the slightest idea what we were doing (my cousins made me GM even though I had never before laid eyes on a rulebook), but we knew we had stumbled upon something incredible. I have vivid memories of hours spent intensely reading through my cousin’s copy of the 1st edition Dungeon Masters Guide. After that it was Top Secret, Middle Earth Role Playing, Mechwarrior and many others… games written by others but which owed their existence to Gygax’s pioneering. Thank you, Gary Gygax, for sharing your creation with the rest of us, and for giving this awkward teenager an outlet for his imagination.

garyconTonight we participated in what some are calling “GaryCon”—a game of dungeon-crawling, kobold-killing, treasure-looting D&D in memory of Gary. I ran the players through a mostly improvised dungeon populated by skeletons, giant rats, and an owlbear, and remembering Gary’s DMG advice not to coddle players, I even managed to kill one of them with said owlbear. It was not the best game I’ve ever run, nor was it the worst: it was just a good game, and that seemed perfectly appropriate.

At the end of the game we each rolled a d20 in honor of Gary. I rolled a 19.

Rest in peace, Mr. Gygax.

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Once you start down the Crazy path, forever will it dominate your destiny

Came across an interesting essay tracing the rise and fall of Samuel Francis. Francis was a conservative thinker and writer whose early writing was marked by a certain abrasive insight. But as time went on, he drifted out toward the fringe and sailed right over the border into Crazytown. The article describes a highly intelligent but… odd man who had a tendency to take good political points and taint them with bizarre, sometimes racist ideas.

When the conservative establishment started distancing itself from him, he just took his alienation as confirmation that his theories (and his sense of victimhood) were correct. By the time he died, the weirdness and racism of his waning years understandably clouded out any positive contributions his writings might have made:

Sam Francis came to Washington as one of the bright young minds of the New Right in the late 1970s….

But Francis was not a good soldier in the conservative movement. His personality and evolving ideological interests led him into direct conflict with the very movement that had nurtured his early career. He became the house intellectual of the Buchanan breakaway campaigns and the theoretician of the anti-Bob Dole, anti-George Bush paleoconservative movement. And, as he became estranged from mainstream conservatism, he veered into the “racial creepiness” racialism of journals like The Occidental Quarterly.

This was my first exposure to Francis’ story; perhaps some of you are more familiar with him. Francis’ life story is a reminder that even smart people can get obsessed with crazy ideas—and furthermore, a smart person’s belief in crazy ideas doesn’t make him or her less smart; it just means that his or her good ideas are now hopelessly bound up with the crazy ones. And it illustrates some of the weird appeal of the fringe right, which for all its creepiness seems to attract some genuinely smart people.

I stumbled across this via a Ross Douthat post about the Ron Paul racist newsletter controversy. Douthat observes that once you’ve waded out into the political fringe and taken up common cause—willingly or not—with the crazies you find out there, it’s awfully hard to ever return to the mainstream again.

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The greatest trick the devil ever pulled

Geez. Talk about raining on the parade:

We have examined the science behind three of the most popular pseudoscientific beliefs encountered in Hollywood movies. For two of them — the idea of ghosts and vampires — we have shown that they are inconsistent and contradictory to simple facts. For one of them — the idea of zombies — we have made no attempt to deny that it relies on real cases. However, we have reviewed evidence showing that the concept is a misrepresentation of simple criminal acts.

Among other things, the authors of this study use their “science” to show that vampires and other undead menaces cannot exist. More commentary here.

A fun read, but one gets the impression that the authors are probably the sort of people who turn to everybody else during the Star Wars trench run scene and loudly remark (with an irritating smirk on their faces) that there’s no way you’d be able to hear the explosions in the vacuum of space. You know, the sort of people who are pretty smart but who need to be slapped every now and then.

On the other hand: if I were a vampire interested in throwing potential Van Helsings off of my trail, this is exactly the sort of report I would stealthily author and then publicize. I don’t see an “Al U. Card” listed as one of the authors, which hurts that theory a bit, but one can always hope.

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All these worlds are yours except Europa

Wow, is mankind ever playing with fire. First there was the Skynet thing. Now we’re messing around with Europa despite explicit instructions from omnipotent aliens to the contrary. At this point the natural next step is to create a race of slave robots (that are stronger and smarter than us) to serve humanity; or possibly start designing really creepy-looking warp drives for the space shuttles.

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Always be careful when destroying the Enterprise

The Enterprise blows up.You’ll forgive me, I hope, if I yammer about a board game for a few minutes. It’s been a while since I’ve subjected you to such trivia.

As I have no doubt mentioned, I am a fan of the Star Fleet Battles board/wargame. Now, this is a game with a lot of rules. The “master rulebook” runs over 400 pages, and a second master rulebook covering a different quadrant of the galaxy recently came out at an additional 340 pages. While it’s a very fun game, those rules do not make for a riveting read-through (not that that’s stopped me, of course). But every now and then you hit something quirky in the midst of all the rules legalese that makes you grin.

For example, here’s one of my favorite little rules in the entire game. It’s something that will probably never happen in a typical game. It describes what happens when a starship captained by a “legendary captain” (think Kirk or Picard) is destroyed:

[G22.223] If his ship is destroyed, he has a 1% chance of doing something that results in his being aboard and in control of the nearest enemy ship of the same or smaller size class…. All legendary officers and remaining crew arrive with him. (Don’t ask how he did it; that’s what legends are made of!)

I assume that rule is inspired by Star Trek III, which features Kirk self-destructing the Enterprise yet shortly thereafter taking control of the Klingon Bird-of-prey through various bits of trickery. Who could forget this classic scene (thank you imdb):

Torg: [the Klingons have boarded the Enterprise only to find it is deserted] My Lord, the ship appears to be deserted.
Kruge: How can that be? They’re hiding.
Torg: Yes, sir. The ship appears to be run by computer. It is the only thing that is speaking.
Kruge: Speaking? Let me hear it.
Enterprise computer: [Torg walks over to a console, placing his communicator towards it] 9-8-7-6-5…
Kruge: [shouts] Get out! Get out of there! Get out!
Enterprise computer: 2-1…
[the Enterprise bridge explodes]

Other fun rules cover similarly rare but cool game events, like crew mutiny on Klingon ships whose security officers have been killed (in the game universe, Klingon ships are crewed largely by slaves) and what happens when you tractor an enemy ship and then drag it at high speed into a planet. They’re situations that rarely if ever come up in your average game—but you know that when they do, they fuel Gamer Stories for years to come.

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