Bruno’s Earth: I Just Had to Do It @Wizards #copyright #DnD #RPG

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I bought something that arrived on Thursday. It’s stupid, and it appears to be the most brazen example of copyright infringement since Napster (though with far fewer consequences). For that reason, I didn’t want to support it. But I had to. It cost less than $15 with shipping.

I discovered via Facebook a game system known as Bruno’s Earth. I’m not going to post photos because of the nature of the infringement. Instead, I point you to the Amazon listings.

Bruno’s Earth Game Book
Bruno’s Earth Creature Manual

This book shamelessly copies the artwork from the AD&D Players’ Handbook and Monster Manual (and perhaps others), including the covers of the books. There’s no way you know about these books and not know that it’s infringement, yet Wizards of the Coast, who enforces and threatens a hell of a lot more than they have any right to, has apparently taken no action. It’s bizarre. I’d be surprised to hear that Wizards licensed it, but it’s certainly possible. Until I hear otherwise, I’m assuming that. Besides, as Kermit the frog might say, “But that’s none of my business.”

Oh, by the way, I haven’t had much of a chance to review the material beyond the artwork, but I can tell you that it’s riddled with language errors/typos. I’ve been told the game system itself rather sucks. I’ll let you know what I think of that when I’ve had the chance to really look it over.

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Dungeons & Dragons is a trademark of Wizards of the Coast, LLC, who neither contributed to nor endorsed the contents of this post. (Okay, jackasses?)

How I Prefer to Play Dungeons and Dragons, and Why I No Longer Do @Raddu76 @Luddite_Vic @SlyFlourish #DnD #RPG

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A couple of weeks ago, one of my posts raised some questions from my social media contacts both on Facebook and Twitter. Specifically, they were wondering what I meant when I said I played Dungeons & Dragons differently from most others. It’s tough to express what I mean by that, but there’s been some back and forth, so I’ve given some thought on how to express it. I’m going to do my best here in an uncharacteristically long post. I’d like to make four quick points for context before I explain.

1. For RPGs, I limit myself to D&D out of necessity. I could play other games (and have), but nothing is more accessible than whatever the current edition of D&D is, especially in light of the living campaign being run for that edition.

2. There’s no right way to play D&D. Nothing I’m saying is a criticism of how other people play except to the extent that I’m saying I don’t prefer to play that way myself. Moreover, I was in Sly Flourish’s home game for years, and people like me can absolutely coexist on the same table as people . . .  not like me. That was probably the best gaming group I’ve ever been in because no matter who was in the group, everyone let everyone else do their own thing. I credit the DM for creating that atmosphere. He certainly guides the game but always places fun ahead of his own ego. Not many DMs do. Unfortunately, my gaming experience has conditioned me to go along with what other people expect, so even in that game I’d often sabotage myself by becoming what I didn’t want to be. But if that’s the way you want to play, then go for it. Some people reading this will know I’m talking about them and their play style. They shouldn’t be offended. None of this is meant as an insult.

3. Combat is part of the game, and I’m capable of enjoying a good combat.

4. Luddite_Vic and I have been designing our own RPG for a few years now. It’ll probably never see the commercial light of day because we’re too busy to meet regularly, but to some extent game design can absolutely accommodate my play style. It can even encourage it, though the best game system is going to be one that allows anyone to play it the way they want to play it.

So, what am I talking about?

I’m an Actor

No, you shouldn’t be asking me for my autograph. I didn’t say that I’m a good actor.

There are several player types. Some players change their type over time, and some fall into several categories at once. I’m certainly what I call an actor. I create a character with at least one notable, obvious personality quirk, and I play that up for maximum effect. Sometimes it’s funny, sometimes it isn’t, but it always defines my character, so much so that years later people reference the quirk by shouting, “Honor duel!”, “Bongos!”, or something referencing a character, when they see me. Whether I’m in combat or not, if I’m not playing up that quirk (or quirks), I’m not having fun.

Sometimes character concepts fail, so in theory I could impose an annoying play style on others, but I don’t. If I make a mistake with a character concept, or if it just doesn’t work within the game system, I move on from it before it becomes a burden. I’m self-aware of the impact I have on others, so if I’m annoying you, it’s intentional 😊, but I avoid doing that with characters.

True Immersion

The key to me having a good time is true immersion in the game world. I don’t think many players do that, and I think the best way for me to explain this is through a few examples.

The simplest and most talked about example of that is alignment. If you’re playing a lawful good character, then your character should act as such. I see far too many players choosing an alignment because of some mechanical bonus it gives, or because it serves a class build well, but then they act according to tactical needs rather than character philosophy, and their alignment goes right out the window. Again, if it makes you happy, fine, but I think you’re losing something valuable by doing that. After all, rolling a critical hit isn’t really an accomplishment. It’s random unless you’re cheating. As the great philosopher, Neil Peart, once wrote, “The point of the journey is not to arrive.” Misplaced modifier aside, by that he meant that how you get somewhere can often be more rewarding than where you wind up.

Assuming your character has roughly the same alignment as you, is that how you’d behave in the real world? If you’re playing a character with vastly different morals than you, is that how such a character would behave in the real world? If not, you’re not immersing yourself in the game world.

Here’s a better example. I openly wanted to test a story line but covertly wanted to test whether others would be interested in my play style, so I took over a 4e campaign when our characters hit paragon level (11th level). This is 4th edition, so even the bard had at least 70 hit points. The first encounter in the paragon campaign was clearly underpowered. It was designed to be a “James Bond” moment, where everything started off with a bang, but the point was to deliver the story hook. Any experienced player could recognize that, and in fact they all did.

The characters were visiting “the Lawns,” which was an area of the city best described as a much smaller version of Central Park. Commoners were everywhere, and I had the PCs place themselves randomly on the board. There were three magical cages containing a bear, a destrachen, and a manticore, all of heroic tier. Collectively, they were no match for the PCs. A blast of energy wipes out the vegetation in the immediate area and causes the cages to burst open. The bard wins initiative. He’s standing near the bear, an elf, the elf’s two small children, and a human. He elects to run over to the manticore to gang up on it with two other PCs. I say, “Just in case neither the minis nor I have described the scene properly, you have the jump on the bear, and the bear has the jump on the commoners. If you run away, those commoners, including two children, are as good as dead.” He said he understood but was going for the better tactical move, and the other players agreed, saying, “Get over here!” (or words to that effect).

I know these players well, so I knew this would happen — this encounter was also designed by me to be an ethical set up — but I couldn’t believe they fell for it. What exactly is the “better tactical move”? In my mind it was to limit as much damage to the citizens as possible. That’s what heroes do. (If I recall correctly, only one character was neutral on the good-evil axis, and I know it wasn’t the bard.) The party instead defined “better tactical move” as personally taking the least amount of damage possible. (Later, I’ll provide more evidence that this is their thinking.) This was the case even though the bard would be looking at taking, at most, one healing surge worth of damage in a one-on-one combat against any one of them.

When the bear got its turn, I described the event in gruesome detail. The elf shouts out, “Run to your mother, children!” right before he’s disemboweled with one claw. Then the human has his face ripped off by the other claw. I don’t expect the players to lose any sleep over make-believe characters getting killed, but not one of the characters expressed the slightest bit of sadness or regret. And don’t think for a second that I missed it. I was watching them carefully and prodding them in character (through NPCs) to let me know what they thought about these events. From a meta perspective, that was the entire point of me taking over the game as DM.

Isn’t a role-playing game supposed to be about writing a story? What kind of a story are these “heroes” writing?

As I said, I knew this would happen because I knew these guys, and part of what I was testing was this principal of immersion. I was trying to see if the right story would change the players’ approach to the game. So, I had some more tricks up my sleeve. I bit my lip for three months waiting for the story to progress to a specific encounter. The players needed to research some very obscure information, so they visited the “Black Library.” This place held all the knowledge of the universe in special crystals, including dreams and memories.

The Black Library was at a very important place in the multiverse. It was near the “Grand Stairwell,” which (as far as mortal minds could perceive) is a stairwell that leads up and down to each of your potential final resting places after death (e.g., the Nine Hells, Archeron, Nirvana). There was always a long line of souls of the recently departed waiting their turns for final instructions. Go up four levels, go down two levels; whatever.

I asked the players to make a Perception check. It didn’t matter what they rolled. I said, “You seem to recognize one of the people in line,” and they took the bait. It was the elf they let die. He confronted them, and once again all of the player characters showed no remorse other than an insincere, “Sorry, but . . . .” I gave them one more shot though. The elf said, “Okay, I don’t agree, but I at least understand the tactical approach. So did you at least make sure my children were okay? Did they find my wife? My wife and three children, one of them a newborn, depended on my farming to earn a living. My wife doesn’t know how to farm, and now she must feed three young children on her own. How are they doing?”

This sounds really sad, and it was somewhat predictable considering the scene in which the elf (and human) were brutally killed. Nevertheless, I received no showing of true sympathy despite closely looking for it. Instead, the characters (players, really) stood their ground and responded (essentially), “It wasn’t our problem.” They were so intent on being right that they couldn’t muster any sympathy for such a tragic circumstance their choices created. And of course, even after this conversation, not one of the characters even suggested checking in on the elf’s family. These were 15th-level characters at this point with more wealth than entire towns, but they just didn’t care. If that’s how they wanted to play, so be it, but that’s not immersion.

As I said, when bad things happen to innocent but make-believe people, I don’t expect players to be sad, but I do expect their characters to be, especially where the bad things were the result of the characters’ own choices.

If you were in an analogous situation in the real world, would you have behaved this way? Would you have any remorse for these circumstances even though there was no financial reward or information to be gained?

Another Example: The Puzzle Encounter

I created a puzzle encounter, which I’ll describe here. There’s a magically charged, metal plate with an array of 100 lighted buttons (10 rows of 10) in front of it. Each button is numbered from 0 to 99 in order (left to right). You must figure out which buttons to push and in what order. If you fail, the plate will light up and zap you (but not your allies) for an amount of damage equal to the number of the button you should have pushed. For example, if you should have guessed 4 but pushed 87, you’d take 4 points of damage (not 87!). You then should push the 4 and continue with the sequence. Remember, at this level, the relatively fragile bard (now at 13th level) has at least 80 hit points, so even a 4 would result in 5% of his total. If you couldn’t figure out the answer before running out of buttons to push, you couldn’t try again in your lifetime, so another player would have to try this level. If you push two correct buttons in a row (something you could pull off by guessing in some cases), the plate acts as an elevator and moves you and your allies up to the next level, where you face the identical situation but with a different code. There are four levels you must pass to get reach your goal.

All this information was deduced care of an easy Arcana check. My intent wasn’t to hold back the nature of the puzzle at all, so if someone was confused, I freely shared any information they needed. What they never got was a hint as to what the code was applicable to each level. The only way to discern the codes were through trial and error, and that was the actual puzzle. Hit some buttons, get zapped for a tiny amount of damage, but figure out how to avoid it and move forward.

Answer: FYI, the codes were based on various sequences. The first sequence was a series of squares (i.e., 1, 4, 9, 16, 25, etc.), the second was a series of cubes (i.e., 1, 8, 27, 64), the third was the Fibonacci series (i.e., 0,1,1,2,3,5,8,13), and the fourth was the digit product series (i.e., 1, 2, 4, 8, 16, 22, 26, 38, etc.). Again, the only way to discern the codes were through trial and error, and the players were angered by that. More on that later.

The point is this: If you truly immersed yourself in the game world, you wouldn’t have a problem with this puzzle. In fact, you’d expect this because of course this is how a puzzle would be designed. These are meant to keep out would-be intruders. They aren’t supposed to give you an out in which you take no damage, and logically you wouldn’t expect there to be any way to deduce a code unless you personally knew the puzzle’s creator and the way he or she thought. If anything, puzzles should be a lot harder (e.g., a simple 6-digit pin impossible to guess), but that makes the game inaccessible, which we don’t want. However, it’s reasonable that 1) you’re not going to be able to reason out the code except through trial and error; and 2) you’ll be punished when you get things wrong; however, 3) the initial punishment is easy in case the puzzle-maker himself makes a mistake or forgets which code goes in which order.

Remember when I said above that I’d provide more evidence that the players define success by how much damage they take? When we were finished with the third level, the players had had enough of my nonsense. They accosted me because the puzzle was unfair. The straw that broke the camel’s back? The third sequence was the Fibonacci sequence, which means when they got the first number in that series wrong, the plate lit up, and one player took a whopping . . . zero (0) points of damage. That’s right. A couple of them actually raised their voices and complained because one of them took 0 hit points of damage. After they were finished complaining, we continued. They pressed the one (per the instructions), then a two (which zapped them for one point of damage), and that’s all the damage one player took. Another player immediately deduced that 0, 1, and 1 were the start of the Fibonacci sequence, so for this sequence, a single 13th-level player with close to 100 hit points took exactly 2 points of damage, and that was unacceptable to all of them. I was so annoyed at this point that I didn’t tell the about the fourth level. I just said that they had reached their goal after the third puzzle (essentially, “Congratulations! You won D&D!”). The digit product series would have been a bit tough anyway, so frustrations aside, that was probably a good call.

Explain that any way you want. To me, it’s as simple as this: Some people just want to win D&D flawlessly, but that won’t always be possible if you immerse yourself in the game world. You always lose at least a little. I don’t get this at all, but I at least respect the fact that some of these players admit that immersion isn’t what they want from the game. Others claim they like immersion, but it seems like nothing but talk to me.

So Why Is This Important?

Why is this important to me? Why do I think this sort of thing would matter to far more players than it does if they ever gave it a try? Simply put because all mechanical bonuses and victories in the game are illusory. The only true successes or failures are story-based.

Let’s first look at the mechanics. Game designers, take note. As a DM, you may want to balance your encounter or campaign to be easy, even, or hard. I don’t care which; that’s not the point. The point is that you want a certain “balance,” which I’m using as a general term that doesn’t necessarily mean having a 50% chance of success. If a game is designed such that a 3rd-level PC is expected to have a +1 sword, then that disturbs your balance. It doesn’t do something cool like 4th edition frost brand weapon does. It simply increases your chances to hit by 5%. To keep the game balanced as you want it, the NPCs must have built within their mechanics a boost to defenses at 3rd-level (more or less). That means that the +1 bonus isn’t a bonus at all; it’s just keeping things consistent. Maybe you’re falling for that, but I’m not. I see it for the poorly-disguised illusion that it is. A frost brand weapon, on the other hand, allows (for example) a fighter to become a wizard for just a moment or two by giving the fighter a limited-use blast attack. It’s not enough to steal the wizard’s thunder, but enough to mix things up a bit. It’s a far more legitimate reward, though even that is still a bit illusory (just not as noticeably). It also allows the fighter to get a nice boost of damage against cold-vulnerable NPCs (if the game designers would ever create such creatures!), which mechanically is balanced by the fighter’s reduced damage against cold-resistant creatures. Thus, the reward is that the fighter has yet another avenue to get their moment to shine within the story. That’s much closer to a real reward.

The same can be said of encounters. If you’re trying to sneak by a campsite but get caught, you have an extra fight on your hands. Worse, if they’re able to sound the alarm to their allies, you have a single fight on your hands against, let’s say, 25 opponents. Levels don’t matter at that point. Even 25 kobolds 5 levels below you will likely be unstoppable. So, what does the DM do? He fudges it. He has the kobolds choose poor tactics by not all rushing the PCs, or he eliminates an encounter or two so that this extra encounter doesn’t upset the balance. Sure, the math allows some wiggle room here, but not a lot. Too many encounters, and you’re facing an inevitable TPK simply because you stepped on a dry twig. Because DMs don’t allow for a single twig to result in a TPK, the punishment is also illusory.

Something Real

So, what’s a real reward or punishment? A story-based one. Let’s say you’re approaching that same campfire, but the kobolds have prisoners. The prisoners are commoners who have no money, no information, and aren’t even important enough to have names. If you immediately charge, one of commoners gets their throat slit before you get there. If you’re sneaking but step on that dry twig, a few get their throats slit. Before you know it, you’ve got a lot of dead kobolds, but also a lot of dead commoners. That shouldn’t be seen as a victory despite the dead kobolds. Instead, the dead commoners should be your punishment for your failure. The more that die, the greater your failure. After all, aren’t you adventuring to save the world (assuming it’s not an evil campaign)? Unfortunately, commoners aren’t a concern to anyone unless they find enjoyment in immersing themselves in the game world. I haven’t met many of you that truly do, or perhaps most of you (like me) have resigned yourself to how things are done, so you don’t play that way despite it being your preference. I don’t know what’s in your heads; I can only guess based on your words and actions, and I’ve never heard anyone voice these specific concerns. Many adventure and game system writers don’t write that way either. Ergo, gaming has grated on me, and I no longer enjoy playing. The one time a year I do is at Winter Fantasy, but if I play too much, I get into a bad mood.

End Rant

That’s it. Rant over. I hope that explains my position. Please keep in mind that if all of this is falling on deaf ears, that’s fine. You don’t have to agree. None of you owe me a game played the way I want it played. If I’m not enjoying the game, I’ll find something else to do. We can still catch a movie together when the pandemic passes. That’d be fun. I rarely drink, so I can be the designated driver if necessary. 🙂

Side Note: 4th Edition D&D

In response to something someone said to me on Facebook, I’ll add that I love 4th edition. It’s my favorite edition of D&D. Despite the way I want to play, and even though it’s largely a combat simulator, I really enjoyed it. The math and logic were largely normalized, meaning you could focus on story above the math, which was easily dealt with as you went along. I wish more people took advantage of that. Instead, I think people prefer the convoluted, illusory math because they want that to be their focus. If true, that’s rather ironic considering the primary criticism of 4th edition is that it’s too rules heavy. But now I’m just picking fights. 🙂

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Ice Cream is for Suckers #dnd #rpg #gaming

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Sundays are now lazy days for me. Going forward, I’m just going to re-post other people’s work or just do something silly. Today, it’s something I saw on Facebook.

ToHIceCream.jpg

Sometimes, you just want to hack and slash, but fair warning: So does the DM.

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D&D Beyond and the Operatic Bard Class for #5e #DnD #RPG

An opera singer has created the Operatic Bard subclass for 5th Edition D&D, which she’s selling on the DM’s Guild for $1.99. This is interesting, but not necessarily in the way you think.

Journey To Ragnarok AvatarWhy would I pay one cent for this if I didn’t know whether or not it was useful to me?

On the other hand, if she published it without a paywall, then asked for money, she’d get next to nothing regardless of how good it is.

Unlike adventures, content like this will always be cursed by this paradox unless the content retains a value after being published as a PDF. Ergo, I believe the solution here is for WotC to facilitate incorporation of this material into their digital system, D&D Beyond. Beyond doesn’t allow us to create custom classes or builds because it requires more complicated coding behind the scenes. Therefore, the only way for it to be incorporated into Beyond is for WotC to do it themselves, which opens up the market for this kind of community-created content. She could sell the Operatic Bard for $1.99 and get the same cut that she currently gets for the PDF. Or more. Or less. The details don’t currently concern me.

The timing of this article is of particular interest to me because I just received the magnificent Journey to Ragnarok and have no way of incorporating the new class (Rune Master) into D&D Beyond, nor can I add the new builds for the barbarian, bard, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, warlock, or wizard (yeah, pretty much all of them). My gaming has dropped off dramatically as of late. Long story short, it’s not worth the time investment to play. Being able to run Journey to Ragnarok with access to D&D Beyond would be quite an incentive to get me back into the fold. If not, then my interest will continue to wane. I don’t know if I’m in any way representative of a large group of people, but there’s some anecdotal evidence as to why this is a good idea.

Again, I don’t think this applies to NPC stat blocks because they’re easily added to Beyond by the end user. I also don’t think this applies to adventures because players are willing to take chances on adventures based on the synopsis and based on the fact that even a “bad” adventure can still be fun. This applies only to classes, builds, or anything else that end users can’t add to D&D Beyond themselves.

What do you think? Is WotC dropping the ball to some extent by not incorporating community-created classes and builds into D&D Beyond? Would you be more inclined to create classes and builds if you knew they could sell.

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New Living Campaign for #4e #Dungeons & #Dragons #DnD #RPG #GenCon CC: @Erik_Nowak @Luddite_Vic

Information has slowly been swirling through or local Washington, DC gaming community, and to a lesser extent, beyond that. The Gamers’ Syndicate has put synDCon on hold and is focusing its efforts instead on something that you can enjoy all year round: A living campaign for 4th Edition Dungeons & Dragons. Many 4e players feel that there’s still more to do with 4e, just as 3rd Edition players felt there was more to do with 3e, and we’re seeking to give 4e players that same opportunity that Paizo gave the 3e players with Pathfinder and, more to the point, Pathfinder Society.

Living Campaign

For those of you that don’t know what a “living campaign” is, I point you to the Wikipedia entry, because Wikipedia never lies. Actually, “living campaign” is often defined differently by different people. To me, the most important aspect of a living campaign is allowing all of us to meet each other. In other words, it grows the role-playing game community; however, there are other important aspects to it. It allows the players to shape the campaign world even though their playing pre-written adventures. That is, if the majority of players accomplished a task in one adventure, that fact will be tracked by the authors and shape how future adventures are written. What the players do matters, even though they’re sharing the experience with thousands of players worldwide.

The Campaign Setting

Every campaign needs a campaign setting: a world that needs protecting and sometimes saving. Some famous examples of Dungeons & Dragons campaign settings include Ed Greenwood’s Forgotten Realms, Keith Baker’s Eberron, and Gary Gygax’s (everyone bow, right now!) Greyhawk. Our campaign setting hasn’t yet been named, but it’s one of our own design, spearheaded by the devious mind of Erik Nowak (who, if you recall, brought us Rotting Toes). Erik premiered the first two adventures (co-written by Dave Phillips) for this campaign setting at synDCon I and synDCon II. The setting is high fantasy, but not quite that high. Characters will use inherent bonuses so that acquiring magic items won’t be critical, and when they are acquired, they’ll be special.

We’re also introducing a mechanic for tracking a character’s reputation in the kingdom, and have a fairly ambitious plan in the works, but those are topics for later posts.

GenCon 2013

As I’ve mentioned before, I’ll be running the two introductory adventures at GenCon this year, which serves as a sneak preview of the campaign. However, we’re working on the first four adventures, so we’re on track for an official start not too far in the future. Stay tuned.

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#GenCon Indy, 2013! #gaming #games #RPG #TDA CC: @Luddite_Vic

For the first time, I’m going to GenCon and not working for Baldman Games. (You should work for them if you like Dungeons & Dragons. They give great rewards for running games.) I’m just going to play (though I’m running four slots). I’m honestly not sure how much gaming I’ll want to do. I might get bored and do something else. In any case, like all the other con-goers, I sat there at my computer just waiting for the countdown clock to strike zero at noon. I was lucky enough to be assigned #738 in the queue. Anything under 1,000 is lucky as all hell, and as a result, I got everything I wanted. This includes two puzzle-oriented True Dungeon adventures and a few role-playing games, none of which I’ve ever before played. Isn’t that what GenCon is supposed to be about: Trying new games? That’s my philosophy. I bought an extra ticket for each of the True Dungeon adventures, so I can help out a friend get into the game.

My current GenCon schedule is below. I have absolutely no complaints.

Wednesday: Fate Core (RPG1345241) at 8pm

Thursday: Dungeon World (RPG1341359) at 1pm, then the One Ring (RPG1343873) at 8pm.

Friday: True Dungeon (Lycan’s Afoot, TDA1348116) at 9:37am, then running the Gamers’ Syndicate new living campaign adventures at 1pm (RPG1343708) and 7pm (RPG1343710).

Saturday: True Dungeon (Golembane, TDA1348648) at 9:39am, then running the Gamers’ Syndicate new living campaign adventures at 1pm (RPG1343709) and 7pm (RPG1343711).

Sunday: A seminar on game design (SEM1346700) at 10am, then Far Trek RPG (RPG1342003) at noon.

This schedule lets me sleep in for the most part, and gives me plenty of time to roam the halls and keep myself fed. Let me know if you’re in any of my games.

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Margaret Weis Drops #MarvelRPG #RPG #gaming cc:@GamingMeerkat

I’ll miss you, old friend … until I play you again a week from Saturday.

Despite my many hours playing Dungeons & Dragons since 2005 (after a 24-year absence from the game), I’m really not much of an RPG gamer. I love FASA Star Trek RPG, but what do you expect? I loved Enterprise! I’ve played Gamma World 4e, Legend of the Five Rings (3rd edition) three times, Dragon Age RPG (Green Ronin Publishing) a few times (mostly as Game Master), and Star Wars Saga Edition once (again, as Game Master). I enjoyed all of those games but played Call of Cthulhu d100 twice and hated it. If I’ve played any other RPGs with dice, I don’t remember it off the top of my head, so apparently they didn’t make much of an impact.  (I’ve also played the diceless RPG, Fiasco, which was great.)

I’d like to broaden my horizons as far as RPGs are concerned, so when my friend, Rishi, offered me the chance to join his new Marvel RPG game, I jumped at the chance. I’ve heard good things about it, so I was intrigued even though I never read comic books. (Come to think of it, I’m not a good geek in general. I don’t play video games, and I find Dr. Who to be retardis.) I wanted to play the mechanics everyone was talking about, so I agreed to play for a couple of sessions before gracefully bowing out.

I don’t think I’ll be bowing out. Our first session was a lot of fun for me. My approach to RPGs has always been to focus on a character concept, where the character has some interesting, overriding character trait, usually but not always a flaw. I then play that trait to the extreme. With my group, that wasn’t only tolerated but welcomed with open arms. As comic book fans, the other players liked the fact that I played my character’s traits so faithfully, even to the detriment of the team, because these are the characters the players love.

Clearly, I’m the baddest ass of the bunch!

Incidentally, I played a guy by the name of Hank Pym, a.k.a., Yellow Jacket. I’d never heard of him but am sure that means something to a lot of you. It also meant something to my cousin, Tom, who still collects comics. When Rishi gave me a list of characters from which to choose, I passed the ones in favor of the Super Human Registration Act to Tom, who told me to pick Yellow Jacket. It’s worked out so far. An insecure, nerdy guy who 1) supports government registration of people, and 2) gains experience points by blaming his own major failing on a loved one? Yeah, I can do this.

Mechanics

And that (finally) brings me to my first point. The mechanics of the game have their flaws, but overall it’s an fun system, especially for someone like me.

The Bad: The dice rolling is unnecessarily convoluted, requiring you to figure out which types of dice to roll (d4, d6, d8, d10, or d12) and in what number every single time you roll. Once I’m used to it, it’ll probably become second nature, but it creates a barrier for entry. If I were the rule rather than the exception, the group probably would have moved on and never played it again. Instead, I was the odd man out. I was the only one that didn’t have experience with the game and wasn’t a comic book reader. Keeping this game going will be easy despite the unnecessary complexity, but I don’t think that will be the case for all groups.

The Good: Rewarding me for domestic violence? Brilliant! I know that sounds bad, but stay with me. No one’s perfect, not even superheroes. We all have flaws, and a role-playing game that doesn’t hide from that fact, even among the heroes, is exactly what I need to make me happy. (Also, I don’t actually have to beat my wife in the game. It’s not necessarily that specific.) Needless to say, this doesn’t always go over well in other systems. In 4e D&D, I have a stereotypical, senile old man, Luigi, who’s great for comic relief, but when I play him in character during combat or role-play, he usually makes bad decisions. It’s never once actually hurt the group when all was said and done  — he was responsible for winning a “social skill challenge” in one adventure despite his eccentricity — but while it’s occurring, it’s tough to convince the other players of that. Some people get very annoyed by his erratic behavior. With Marvel RPG, no one is complaining, and I doubt this is a characteristic of my group itself. The mechanics of the game actually encourage me and them to act the fool at times. And it works.

The Good but with a Caveat: The initiative system is fantastic, but it wouldn’t work in a game like D&D where building a character to go first has so many advantages. Other game systems would have to be tweaked dramatically to allow for the Marvel RPG initiative system. Still, it’s something every game publisher should at least consider.

It’s All About IP

My second point is, as always, that the world lives and dies based on intellectual property law, and this is the more important of the two points. IP law governs everything, and there’s a lesson to be learned here. RPG publishing is a low-profit exercise. It’s tough to do well in it, and whether most publishers will admit it or not, it’s ability to succeed as well as it has depends a great deal on the continued success of Wizards of the Coast. WotC produces Dungeons and Dragons (among others), and does so with the mighty weight of Hasbro behind it. They’re able to do things no other RPG publishers can do, and the entire industry benefits as a result. However, even WotC could hold on to the Star Wars license for only so long. With such a low profit-margin in the first place, having to give up a non-negligible chunk of that in the licensing fee reduces the profit margin even more. Also, unless you’re willing to give up and even bigger chunk of the profits, you have to settle with a non-exclusive license (if it’s even offered), meaning you won’t even be the only game of your kind available. It’s a no-win situation over the long haul.

With that in mind, be disappointed but not angry. I’ve never met or spoke with Margaret Weis, so I have no inside information here, but I’d put good money on the bet that she had a very good reason for letting the license go. This isn’t the fault of Ms. Weis, or of Marvel. It’s just the nature of the industry. The game was selling well, but the numbers just don’t add up in the long run. Everyone needs the core rulebook, but sales of add-ons will always be at least a little less, and often will be much less.

Fortunately, there’s a lot of material out there with even more to come, and many gamers will put together supplemental materials in the form of PDFs freely downloadable from their private sites. This game won’t die anytime soon, and that’s a good thing.

The End

Despite my optimism in the two sentences immediately preceding this one, it feels like there’s been a death in the family (not that bad, though; on the level of a step-cousin). 🙂 I just wanted to offer a eulogy of sorts, if for no other reason than to make myself feel good about it. It’s a good game, we’ll all continue to play it, but like all good things, eventually it must come to an end, and no one is to blame for that. Gaming will go on.

As always, happy gaming!

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#ADnD Mod B1: In Search of the Unknown Free PDF Download #WotC #DnD #RPG #Loremaster

In case you didn’t hear: You can now download PDFs of prior edition Dungeons & Dragons materials over at http://www.dndclassics.com/. My first mod, B1: In Search of the Unknown, is free to download … 100% legal. With that, I point you appropriately to my article from Loremaster.org, The Rise and Fall of Norrin the Barbarian (Loremaster.com is no longer available).

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