There’s a fun thread over at RPG.net about weird Americana–strange and creepy places to visit in the U.S. Great material for a horror RPG, and some pretty interesting reading if you follow some of the links.
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There’s a fun thread over at RPG.net about weird Americana–strange and creepy places to visit in the U.S. Great material for a horror RPG, and some pretty interesting reading if you follow some of the links.
This weekend I had a chance to do some old-school, first-edition, dungeon-crawling, goblin-hacking RPGing. The stuff of which the first RPGs were made back in the 70s, before games got angsty and introspective and narrative and all that.
I was actually a bit nervous about running an old-fashioned site-based dungeon crawl. The game we were playing (Castles and Crusades) is a great little system for doing old-school gaming, so I wasn’t too worried about that. But “dungeons” have never really been my forte as a GM. I appreciate the idea behind them, and I like the just-have-fun-and-don’t-ask-questions aspect of most dungeons. But as hard as I try, I have never really been able to silence the voice in the back of my mind that asks those nagging questions like “Why does this random dungeon exist out here in the countryside? What do the goblins eat and do during the 99% of the time when there aren’t adventurers hacking their way through the dungeon? How does it make sense that there’s a beholder in this room, and there’s a green slime in the next room over, and a room full of giant ants across the hall?”
But I did my best to ignore those pesky questions of “realism” and just ran the adventure as written (the module we played was “Dark Chateau” by Troll Lord Games). And it was a blast! Driving home after the game, I was so excited that our dungeon crawl had gone well that I started reminiscing about other dungeons that I’ve enjoyed over the course of my gaming career. I came up with four dungeons that stand out in my memory as being particularly fun and entertaining:
Ah, nostalgia. I can’t say that these four dungeons were the best-designed or most brilliantly written ones available, but they stand out as some of the most fun old-school dungeon exploring I’ve ever run in an RPG. If you should happen upon one of them, pick it up, give it a run through and let me know if you had as much fun as I did. And watch out for the giant centipedes lurking in the room just down the hall–if you pass the gelatinous cube, you’ve gone too far.
I’ve put a few photos from the Origins convention online. Nothing too exciting–they’re mostly photos from the “war room” and the ASL area–but have a look if you’re interested.
Well, I’m safely back from my road trip out to the Origins convention in Columbus. Much fun was had, much gaming was done, and much money was spent. I’ll post a few photos in a bit.
I had a great time. One of my main objectives (born of a trip to Gencon a few years back) was to spend less time wandering around gawking at stuff and more time playing games, and I feel that I succeeded. The vast majority of my time at Origins was spent in the “war room” playing Advanced Squad Leader. A few random thoughts on the Origins experience:
There’s more to be said, but I suspect I’ve bored you enough for one afternoon. To sum things up, Origins was a lot of fun, and worth attending if you’re in the area. Certainly not as big an event as Gencon, but if you’re having fun playing games, that shouldn’t really matter much. And next year, if you should spot me at Origins huddled in a corner surrounded by boxes of newly-purchased miniatures, go ahead and put me out of my misery.
Brace yourself for MerpCon! That’s right, a convention devoted to roleplaying in Tolkien’s Middle-Earth (largely, but not exclusively, through Iron Crown’s vintage Middle Earth Role Playing game). This will be the second such convention, and this year it looks like Michael Martinez (a familiar name if you follow any Tolkien newsgroups or discussion forums) will be the guest of honor.
I won’t be going this year, but it’s nice to see that the convention is apparently enjoying some success. Things are pretty bleak these days as far as roleplaying in Middle-Earth goes–Decipher’s Lord of the Rings is on life support, Iron Crown has long since lost the Tolkien license, and most of the fan-created Tolkien games out there currently seem to be either outright abandoned or are lingering in perpetual half-finished limbo. Nevertheless there are some good fan-driven Tolkien gaming sites out there at which the faithful still gather.
Iron Crown’s MERP game holds a special place in my heart, for it was one of the first RPGs I played regularly; I got many years of enjoyable gaming out of that thin red rulebook. Critics today tend to scorn it for its complexity and the rather non-Tolkien-ish elements that crept into it from its roots in the Rolemaster game system, but I can say that no such critique ever even occured to me when I was playing and running regular games using it.
Well, I take that back. I probably did realize on some level that the humorous and extremely gruesome critical hit tables in MERP (and there were many, many such tables) did not exactly line up with Tolkien’s grand vision for Middle-Earth, but I was having too much fun to worry about it. So what if, in the novels, Aragorn never had to worry about getting his jawbone driven into his brain by a lucky orc flail to the face, or about the risk of permanent paralysis from a crushing blow to his spine? Let me tell you, it sure made for some mighty fine gaming…
I suppose it was inevitable. I checked my character’s mail in World of Warcraft this evening to find a few of these messages awaiting me:
Wow! What a great deal. When an offer is this fantastic, it’s certainly understandable that one’s desire to share it with others would overwhelm one’s concern for their privacy.
(More seriously, I hope Blizzard puts a stop to these in-game spammers as quickly as possible.)
Good thoughts over at Erratica on why some superheroes have found lasting fame, while others (Ant-man, I’m looking at you) have languished unnoticed despite the best efforts of their creators to make them all equally compelling.
Well, it’s official: I’m going to the Origins convention later this month. I’m not yet quite sure what I’ll be doing there, but I figure with four days, a bag full of dice, and a 400-page Star Fleet Battles rulebook, I can probably find something with which to occupy myself.
The only other game convention I’ve attended was Gencon in 2003; it was much fun, although I decided afterwards that I’d spent too much time wandering the dealer hall and not enough time actually playing games. I hope to remedy that at Origins this year. Wish me luck!
Gamasutra has an interview with game-design legend Chris Crawford. Lots of interesting ideas in there, but the gist of it can be boiled down to a theme I’ve heard more than once over the last few years: innovation in games is dead, and the industry is living on borrowed time.
I don’t know much about the economics of the game industry, so I can’t comment on the latter point. But I have done a lot of reading and thinking about the first point–that there is no more innovation in game design. Is the age of game innovation–an era of quirky, bizarre and sometimes brilliant gameplay ideas that weren’t pigeonholed into narrowly defined genres–long past us? Has the experimentation of the 1980s been quashed by endless sequels? Have we been reduced to simply re-playing fancier-looking but completely derivative iterations of the same two or three games?
Looking at the game shelf of your local Best Buy, it’s awfully hard to deny this. Lots and lots of sequels; lots and lots of unimaginative games that simply splash a fresh coat of paint over gameplay that’s ten or fifteen years old.
But I’d like to disagree a bit with the doomsayers–partly out of a stubborn desire to play the devil’s advocate, and partly because the gamer in me (who has played many excellent games in the last decade) rebels a bit against the implication that what I’ve been playing lately is utterly lacking in creativity.
One problem I have with these “innovation is dead” arguments is that they tend to be unclear on what innovation actually is. Words like “storytelling” and “narrative” get tossed around, but these terms are maddeningly vague. Nor is it clear that this sort of innovation will make for games that are more fun. I’d like to suggest that innovation does exist today, but rather than taking the form of avant-garde gameplay styles, it consists of taking tried-and-true styles of basic gameplay (of which there are only a finite number, after all) and stretching them in new directions. Consider the following, none of which boast truly unique gameplay styles but which have earned a place in many a gamer’s heart:
All of these games came out in the “dark ages”–the last decade, in which innovation has supposedly been dead. Yet each left a profound mark on the gaming landscape because they took existing gameplay frameworks and spun them in new directions. That might not be the textbook definition of “innovation,” but if it produces games like these, I’ll take it.
The “innovation is dead” crowd laments the decrease in the variety of gameplay styles available. But I think this is just the natural result of years spent refining gameplay styles that were once new and original: over time, the truly fun gameplay remains, and the not-fun gameplay is dropped. It is unlikely that we’ll see more than a handful of entirely new gameplay styles in the next few years; what falls to game designers now is to stretch the existing library of ideas into unexplored territory. There is art and, yes, innovation in borrowing proven game elements and refining them into something even more fun.
My last game purchase was Galactic Civilizations II, an explore-and-conquer space empire game that consists almost entirely of elements borrowed from games that came before it. I just hit level 37 in World of Warcraft, a game that’s mostly built on all the good ideas from other massively-multiplayer games. And you know what? Both games are really, really fun. I’ll be there to cheer on the new and bizarre when it appears (Spore, I have high hopes for you). And I’ll roll my eyes along with everybody else at the release of the 80th game in the Madden series. But in the meantime, I”ve got some fun, if not strictly innovative, games that need playing.
The Minibosses perform a Castlevania medley. Really takes you back, eh? The Castlevania series had some truly excellent music. It crops up regularly in my MP3 playlist, at least…