UncleBear Media

The Godfather of RPG Blogs

Browsing Posts published in April, 2008

Yesterday I prattled on about losing the sense of wonder of a given roleplaying game as its elements become familiar. Today I’m wondering if that’s what fuels the industry. As escapists we have a sort of microcosm of Existentialism. We become bored with perfectly functional systems and settings and go wandering in search of the next shiny thing that will theoretically make us happier and alleviate the boredom and carry us out of our workaday lives. The need for splats and new editions is driven as much by publishers’ needs to churn new product as it is by our own angst and the desire to temporarily avoid said angst.

Yes, I am on a lot of medication.

Heidegger wept.

  • Delicious
  • Facebook
  • Digg
  • Reddit
  • StumbleUpon
  • Twitter
  • MySpace
  • Share/Bookmark

Today it struck me that LOST has a lot of the elements I was always looking for in a D&D game. I’m not talking about smoke monsters, time travel and bug-eyed masterminds, although those things do keep me tuning in every week and watching past seasons on DVD. I’m talking about lost ruins and strange cultures. Allow me to explain.

One of the coolest things about the Bagginses in Tolkien’s works is the sense of wonder one gets seeing the world unfold through their eyes. They’ve heard stories about elves, dwarves, orcs and wizards, but to meet one is a big deal. It’s everything and nothing like you expected, and more.  Most of us back in the day lot tht after the first two sessions playing D&D. Because we all took turns being Dungeon Master, we’d all memorized The Three Books and we knew what all of the races and monsters were. Granted, some of that was style of play (“You see an elf, what do you do? “Shoot him with my crossbow. How much gold does he have on him?”) and some of that was a lack of storytelling technique (even if your character had never seen an elf, it was never “You see a tall lithe figure with slightly pointed ears”). But we, as players, always knew even if our characters didn’t.

LOST has introduced us to an alien culture by inches. The Others, the Hostiles, Ben’s people, whatever you want to call the island cult, are different from the “adventure party” comprised mainly of 815 survivors. We meet them and assume they’re like us, but they’re not. We think we can fathom their motives and their culture from their actions, but we can’t. We assume they’re our enemies, but they might not be. Just as we think we’ve got a handle on who they are, then we meet their enemies, and the context changes.  It’s Bilbo meets the elves, without Gandalf there to provide pat exposition.  That is what I want relations between non-human races in a D&D setting to be. Scary, frustrating, fascinating, and worth the investment in time.

This brings us to ruins, or in the case of Lost, the DHARMA stations. Too often in D&D we know what the dungeons are, who built them and what purpose they served. Or, the exact opposite is true: don’t know, don’t care. We drew maps back in the day, and just tossed in monsters and treasures. I love that we’ve got some vague idea of what the stations were for, but because we can only base our judgments on what we’ve seen we can’t be sure. And because we assume a particular ruin is one thing, we overlook other things that might reveal it’s true purpose.

The last time I ran D&D I tried to do something like this. Understand, this was before LOST aired, so these were already things I wanted. I set the game in a “new world” that the standard races had colonized, so people could still play the stock character types. I had the continent peppered with remnants of a vanished culture that no one knew anything about, so their ruins and surviving structures were full of mystery.
I even had the lost race’s magic items work slightly differently. The two primary races on the continent were bugbears and gnolls, but they didn’t behave the way the players expected bugbears and gnolls to act.

If I ever run a D&D-type fantasy game again, I’m going to keep all of things in mind. The only thing I wouldn’t steal from LOST is the pacing.

  • Delicious
  • Facebook
  • Digg
  • Reddit
  • StumbleUpon
  • Twitter
  • MySpace
  • Share/Bookmark

I was going to drop this into a Random News Table, but this is too large and deserves its own topic.

Wizards has stated that any company hoping to publish products for their new edition must agree to discontinue any currently open licensed products and produce no further open products at all — Dungeons & Dragons related or not. Link

So to produce any 4e material, Paizo would have to drop Pathfinder and all other 3e support, Mongoose would have to dump their Traveller and Runquest lines, Green Ronin would have to dump True20, and most existing PDF publishers would have to completely discontinue their existing 3e lines and start from scratch.

I’m not seeing this happening.

  • Delicious
  • Facebook
  • Digg
  • Reddit
  • StumbleUpon
  • Twitter
  • MySpace
  • Share/Bookmark

Fantasy Flight Games has released the official errata for Dark Heresy, which fills my heart with glee. They didn’t just fix what was wrong with the Black Industries version; the errata tweaks things based on their vision of where they want to take the game. It really shows that they plan to support this game long-term.

The only scary thing is that they spelled “rulebook” wrong at the top of the first page.

While I still want to come up with a demo adventure for the game to run at Ides of Gaming and conventions, the Cold Comfort for Change idea (see the 40k Grizzlywiki page) ain’t it. While I love that idea, I think it’s too sweetly sentimental for a pickup group and more suited to that long-term regular group I dream of but will probably never have. I think players showing up for a demo will be looking for something more straightforward action-oriented with lots of combat, so I’ll whip up something else. I might try to run Cold Comfort using a story game system (maybe Primetime Adventures) better suited to roleplaying-oriented play.

  • Delicious
  • Facebook
  • Digg
  • Reddit
  • StumbleUpon
  • Twitter
  • MySpace
  • Share/Bookmark

It’s been a while since I’ve worked on Brimstone and Gall, my Pirates of the Spanish Main RPG campaign, on a regular basis. This has largely been due to the demands of other projects and the lack of opportunities to play it. That doesn’t mean it’s dead, though. I still have many plans.

Next Steps
* Priority: work on the demo adventure, so I can run it at an upcoming Ides, as well as at RinCon in the fall.
* Update the Grizzlywiki page, with links to all articles to date
* Compile all articles to date into a single rough PDF, for ease of reference.
* Pour through all the old D&D adventures I want to convert (Slavelords, Isle of Dread, Isle of the Ape, Hidden Shrine of Tamoachan, etc) and make notes on using them with Pirates. Distill these into blog posts.
* Read through Skull & Bones, the D20 pirate game, and see what material can be converted (feats to edges, etc).

  • Delicious
  • Facebook
  • Digg
  • Reddit
  • StumbleUpon
  • Twitter
  • MySpace
  • Share/Bookmark
Get Adobe Flash playerPlugin by wpburn.com wordpress themes
Powered by WordPress Web Design by SRS Solutions © 2010 UncleBear Media Credit Counseling - Credit Consolidation - Credit Card Consolidation - United Specialties