Category Archives: Roleplaying

How I learned to live with the Wrath of the Dragon God

This week I had the distinct privilege of watching Dungeons and Dragons: Wrath of the Dragon God on DVD. Dragon God is the second recent movie to be based on the rules and setting of everybody’s favorite dice-rolling, kobold-slaughtering pastime. The culturally-oblivious among you may have missed the box-office sensation that was the first D&D movie, the cinematic wretchedness of which did not prevent me from finding it rather entertaining. Let’s just say I had no illusions about what I was getting into with Wrath of the Dragon God, and that I was curiously excited to find out what was in store.

So then, Wrath of the Dragon God. What can I say? I liked it, I’ll just go ahead and admit it. It’s a good, old-fashioned, low-budget, made-for-TV, brimming-with-enthusiasm fantasy adventure flick–the sort of film that’s trying so earnestly and cheerfully that you can’t really find it in your heart to get too worked up about its flaws. If, with its spotty CGI, one-dimensional characters, and mediocre storytelling, it never really gets within range of, say, Lord of the Rings, at least it manages to stay several notches ahead of, say, this.

But what really makes the film fun viewing for D&D players is the faithfulness with which it sticks to D&D canon, and the number of D&D Easter eggs scattered throughout. Unlike the first D&D film, which didn’t have very much to do with the actual D&D game, Dragon God goes out of its way to use characters, spells, locations, and magic items straight from the Player’s Handbook. References to classic D&D modules (Expedition to the Barrier Peaks, Shrine of the Kuo-toa, the Sunless Citadel, Nightfang Spire–to name just a few) abound; the main characters hew strictly to their class stereotypes (fighters, mage, barbarian, etc.); monsters, spells, and magic items are easily recognizable and faithfully portrayed (at one point, we even get a lecture about the difference between Divine and Arcane magic). Even the melodramatic plot and set-piece scenes look like they’ve been copied straight from a typical pass-the-Cheetos-and-Mountain-Dew dungeon-crawl. Faithfully basing your script on a game of dungeon exploration does not make for a great film, but it does make for a fun one.

The extra features on the DVD are in some cases more entertaining than the movie itself. There’s an interview with D&D creator Gary Gygax, and a “making of” video that shows the lengths to which the screenwriter (who seems to be an even bigger D&D geek than I am) went to faithfully reflect the game. (The DVD even comes with a PDF dungeon-crawl adventure based on one of the sequences in the movie. How geeky is that?) I had to grin at the enthusiasm with which the actors–mostly unknowns, as far as I can tell–got into the details of the game. The video shows many shots of film actors poring over copies of the Player’s Handbook and Dungeon Masters Guide, reading up on the game rules behind the spells and items their in-film characters are using. The film commentary–by three Wizards of the Coast staff members, playing the roles of iconic D&D characters–is not quite the Mystery Science Theater it wants to be, but is highly entertaining; if you’re interested in the film but don’t have the stomach for 1.5 hours of cheesy dialogue about dragon orbs, try watching the film with the commentary switched on.

But there’s one more important thing I realized while watching the D&D movie. To those of you who were in my high school gaming group, know that I love you dearly and cherish your friendship. But if the gaming scene in my high school had looked a bit more like this:

…and a little less like this:

…well, high school would’ve been a lot less awkward. (Or maybe it would’ve been even more awkward… but we’ll never know now, will we?)

So then, the D&D movie. You should watch it–you probably won’t enjoy it as much as I did, but you might find it entertaining.

[Extra credit: match those yearbook pictures with the corresponding links in my blogroll!]

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The most dangerous game

I think I’ve found the greatest Top Secret RPG campaign ever. (It beats my own experience with that game quite handily.) If this quote doesn’t sum up Top Secret, I don’t know what does:

Finally, a wino picked off the agents one by one. Not because he was after them, but because they kept going down into his corner of the sewers alone and messing with him…. the final confrontation with the wino was a really cool fight. By this point, the wino had given up on trying to be peaceful and instead ambushed the guy with the gun he’d gotten from killing the professional assassin.

Ah, the good old days of roleplaying.

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State of the PDF industry

2005 was a pretty eventful year for the RPG PDF industry–it saw quite a few traditional RPG publishers wading into the PDF waters, and also witnessed a big debate over the sale of rights-protected PDFs. If that sort of thing interests you, you’ll find this State of the PDF Industry 2005 report worth reading. Nothing too earth-shattering, but there’s some good info in there about the PDF market–including some input from the people behind RPGNow and DriveThruRPG, the two heavy-hitters in this particular corner of the RPG industry.

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For every genre, a game

Was there a massive public outcry for a roleplaying game based on the exploits of Mexican wrestlers, and I just missed it? From the HERO games 2007 release schedule:

Lucha Libre Hero: Hero roustabouts Darren Watts and Jason Walters put on their magical wrestling masks, get cranked on tequila, and create for you the ultimate gaming guide to monster-hunting, gangster-fighting Mexican wrestlers in Lucha Libre Hero! Dive right into the weird, fight-filled world of Mexican wrestling adventure movies as you and your masked cohorts save the villagers from werewolves, help the police round up vicious gangsters, and then head out for a night on the town with beautiful women!

I was initially tempted to say that sounds like the strangest RPG I’ve ever seen… but I quickly caught myself. This is, after all, a hobby with games that revolve around the zany adventures of bloodsucking undead monsters, dysfunctional postmodern urban wizards, and even stranger protagonists. I can’t say Luche Libre Hero is high on my list of must-have games–I didn’t even realize there was a Mexican Wrestlers genre, assuming that Three Amigos doesn’t count–but it does have “labor of love” written all over it, and sometimes those are the most entertaining games of all.

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The ultimate GM screen?

Now this is a real GM screen!

I spotted it while browsing a thread on the Call of Cthulhu forums at Yog-Sothoth.com. I’d love to get ahold of an evocative screen like that for use in CoC games–I don’t currently have a CoC-specific GM screen, and this would be perfect. Unfortunately, the designer’s website seems to be down and the hopeful email I sent to them bounced back.

Seeing a beautiful screen like this does make me wish that RPG publishers would put just a bit more effort into their GM screens. Most GM screens published today are functional, but not much else–and more than a few suffer from being too flimsy (or lacking important tables and information). That said, I am quite fond of the GM screens published for White Wolf’s latest World of Darkness games; I wish all screens were as sturdy.

Maybe the next CoC GM screen will be as sturdy and evocative as the one linked above. A GM can hope, right?

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Lots and lots of feats

Need a feat for your d20 game? Try the Netbook of Feats, a collection of feats from a wide variety of published OGL games. (Hat tip: RPG Blog.)

I love seeing people using the internet to collect and organize the truly vast amount of OGL gaming material out there. Mike Mearls’ proposed Open RPG Content Wiki generated a lot of controversy when it came up, particularly from PDF game publishers who worried that their business model would suffer. I can sympathize with those concerns, and don’t know the best way to address them… but I still think that the internet and the OGL make much too good a combination to not embrace.

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How will the next D&D compete with Warcraft?

Interesting musings at OgreCave about the future of D&D. As games like World of Warcraft begin to compete successfully for the attention of tabletop gamers, what can D&D do better than an online roleplaying game?

A few years ago, nobody would’ve been taking this question seriously, as computer RPGs were still relatively crude and offered little of the social experience that’s so integral to a tabletop RPG. But that’s changing rapidly, and it may fall to the next edition of D&D to demonstrate what a traditional tabletop RPG can do better than a beautiful-looking, highly interactive online RPG can. Then and now, most people would cite face-to-face interaction as tabletop RPG’s trump card. From the OgreCave post:

So here’s the question: if having other real live in-the-flesh people at the table with you is a competitive advantage over WoW – and I think it is – how can the next version of the D&D rules take advantage of it instead of just falling back on it as granted? How can tabletop RPG rules actually make the fact of tabletop-ness part of the game itself?

That’s a great question with which to begin!

(As an aside: I’m glad somebody else is talking about it, because I too have been getting the exciting-yet-ominous sense that a new edition of D&D is out on the horizon… distant, to be sure, but getting closer.)

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Nemesis held for ransom

I note with great joy that Nemesis, an all-purpose horror RPG by Dennis Detwiller and Greg Stolze, is up for ransom at Fundable.org. The way it works is simple: if enough people pledge money to the project by the deadline at the end of February, the game gets released in lavish PDF format. (Read more about this new-fangled “ransom model” of publishing.)

Who could possibly resist a horror game drawing on the mechanics of Godlike and the fevered genius behind Delta Green? Do the Right Thing and help make Nemesis a reality.

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TSR, we hardly knew ye

Whatever happened to TSR? The company that was almost synonymous with Dungeons and Dragons, the company that sat atop the RPG industry for decades?

I’ve read lots of different online explanations over the years trying to pinpoint what exactly went wrong. Most of the rumors sound a bit too melodramatic to be entirely true, even if they have some basis in fact–there are reports that the company’s CEO actually hated gamers; that draconian copyright enforcement alienated its core customers; that nepotism and corruption were rampant.

Today I stumbled across an essay by Ryan Dancey (himself a bit of a controversial character) which gives as good an explanation for TSR’s failure as any. The bottom line: TSR had almost no understanding of their audience and put very little effort into maintaining a workable business model:

I walked again the long threads of decisions made by managers long gone; there are few roadmarks to tell us what was done and why in the years TSR did things like buy a needlepoint distributorship, or establish a west coast office at King Vedor’s mansion. Why had a moderate success in collectable dice triggered a million unit order? Why did I still have stacks and stacks of 1st edition rulebooks in the warehouse? Why did TSR create not once, not twice, but nearly a dozen times a variation on the same, Tolkien inspired, eurocentric fantasy theme? Why had it constantly tried to create different games, poured money into marketing those games, only to realize that nobody was buying those games?

And what was at the heart of that failed business plan? The real kiss of death for TSR was an absence of any real understanding of what their customers even wanted:

In all my research into TSR’s business, across all the ledgers, notebooks, computer files, and other sources of data, there was one thing I never found – one gaping hole in the mass of data we had available.

No customer profiling information. No feedback. No surveys. No “voice of the customer”. TSR, it seems, knew nothing about the people who kept it alive. The management of the company made decisions based on instinct and gut feelings; not data. They didn’t know how to listen – as an institution, listening to customers was considered something that other companies had to do – TSR lead, everyone else followed.

In other words, TSR was full of people who loved their work and were passionate about the games they created–but who had little or no sense of running a serious business. I suspect this weakness isn’t limited to RPG publishers alone; several game and hobby stores in my area have gone out of business in recent years, and I’ve often wondered if the owners’ enthusiasm for gaming blinded them to the need to learn the basics of business and marketing.

TSR is gone, but the current top-tier RPG publishers seem to have learned the lesson of its failure–Wizards of the Coast, White Wolf, and others are steaming along with no signs of faltering. Let’s hope that TSR’s demise will at least remind would-be RPG publishers today that business savvy and customer awareness are no less important than creative passion when it comes to success.

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