Showing posts with label Basic Fantasy. Show all posts
Showing posts with label Basic Fantasy. Show all posts

Saturday, April 26, 2025

Do Power Fantasies Ever End Well?

Most of today's role-playing hobbyists are consumed with characters who aim to gather personal power. This reflects an age where everyone feels powerless and helpless, and popular entertainment feeds the beast of insecurity.

The internet and social media have destroyed traditional consciousness.

It used to be back in the day, you could grow up, find someone you liked, and have a family. You could buy a house. You could have a career that lasts most of your life. Your power was more local, within a small place and time, but the fact that "you made it" means you "won at life" and your name carried on to the next generation.

The false god of the corporation pushes the lie that we can be young forever.

They keep selling kids' things to adults.

D&D 5E is a prime example. Classes only exist as "intravenous power delivery" paths. At times, the different character classes are slightly different photocopies of each other. There is no real difference between a warlock and a cleric besides marketing. I don't care about your eldritch blast or your pacts; you are still a cleric, and only one set of rules makes you feel more special than the other.

Pandering is a symptom of games that market false power to their players.

I have my 5E books out for my game with others, and they contain piles of buffs, snowflake class options, power builds, and more of the same thing, just reworded and resold to us as the same thing, only different.

Could a bard just be a rogue with a musical background skill? Do we need all this silly, magical music? Would a bard feel more powerful without all these "song of X" and "ballad of Y" false powers driven only by marketing that this class is somehow now needing to be different, and complicating our games with another version of something similar, again?

If a referee said, "Because you are a high-level hero and have this special background skill, just play a song and tell me what you want it to do."

That same thing works all the time for blacksmith skill, or bowyer. A level 20 character with smithing should be able to forge an epic weapon. If Bard was a background skill for roleplaying-based powers, would that not work just as well?

Why do we need yet another class and set of subclass options?

I could give every one of the four base classes in Basic Fantasy a "background skill pick" that mirrors a D&D class, and just let people make up powers with that, and I would get the same feeling and in-game effects without a few thousand more pages of rules. Warlock? Pick that as a magic user or cleric, and have the player tell me what it does, make up powers, and change their spells. Druid? Bard? Barbarian? Ranger?

Let's make any special abilities for those work like an ability score check. Have the player tell you what they want to do, and what in-game effect they want it to have.

Does the fighter with the ranger skill want to make a shelter?

Does the thief with the bard skill wish to sway a hostile crowd?

Does the cleric with the druid skill wish to calm the grizzly bear?

Does the thief, using acrobatic skill, want to tightrope walk?

Does the cleric with the warlock skill want to summon a demon to ask a lore question?

I don't need spells or chapters full of rules for those things. I will make it an ability score check, apply a modifier, and make a ruling. I will consider the character level to determine how much power they have. We are done, put down your phones, and we don't need all those books to waste our time and money.

Most of these powers don't even need die rolls either, and that is another secret today's overdesigned consumer service games don't want to tell you. The level 8 thief walks the tightrope. The level 11 cleric summons the demon and gets the answer.

Don't let the dice control your game or ruin the story.

There, now I don't need to carry around a few thousand pages of rules, nobody needs to use D&D Beyond, and we avoid hours of rules reference on our phones every game session. Plus, people get distracted by notifications and do something else at the table when they should be participating.

With one small change, Basic Fantasy is doing more than D&D 5E does, with far fewer rules.

And the power levels are still under control.

Four classes with a simple skill choice for each can do far more than one or two thousand pages of overwrought rules that were written using a pay-by-the-word payment contract. And in my modded Basic Fantasy, I can have a cleric with the bard skill, or a fighter-acrobat.

Want even more power? Give characters a second skill at 10th level.

What?

Is game design hard?

Can only people in Seattle do this?

Filling a book with words is entirely different than creating a game.

In games where I have less power, such as classic D&D and others where you play a mostly normal "skilled person," I end up feeling more powerful because I need to effect change outside of my character, make relationships, achieve achievements, and change the world outside my character. Even in a classic AD&D style game, I must clear land and build a stronghold. Those gold pieces are my XP. Those demon-worshipping orcs in the next valley? They must be destroyed or they will cause pain for everyone around them. No "getting along" or modern sensibilities and diplomacy exists in a fantasy world.

Defeating them feels like actual power. I have changed the world for the better.

In modern D&D, playing a game is about "me and what I get out of it."

I have never seen a comic book survive the "more power" period, a late-stage affliction of most fiction and media. This is the final run of most stories, where the writers give the characters all the power they could ever want and blow out what they took so long to build.

When a game or story goes "power first," it is late-stage media.

Tuesday, October 15, 2024

Off the Shelf: Basic Fantasy

The Basic Fantasy RPG, a standout open-source RPG project, offers free PDFs and books printed at cost, making it accessible to players worldwide. Its simplicity, far from being underwhelming, is a comforting feature that makes it a hacker's game, the Linux of pen-and-paper gaming. This democratization of roleplaying, with no profit motive and a spirit of sharing, sets it apart.

For a mere eight dollars, you can access the core rulebook of the Basic Fantasy RPG on Amazon, a stark contrast to the typical eighty-dollar price tag of other games' core rulebooks.

But don't be misled by the low cost; the Basic Fantasy RPG is anything but ordinary. The community's unwavering dedication is palpable in the 4th Edition, a testament to their unity and the power of a shared passion for roleplaying.

Basic Fantasy RPG offers a wealth of adventures published, surpassing many other games. With rules, class, race, equipment, and other expansions available, the game is a canvas for your imagination. Want special conditions, rules, abilities, or anything else to apply to a PC? Just say it happens and make a ruling. This level of customization is what makes this game truly unique.

Did a PC touch a magic statue and gain a 2-in-6 chance to speak to animals? Just say it happened, add it to the character sheet, and keep playing. It is a one-off, a magic effect that will never happen again, unique to your game, and only affects balance in your game (but so what?). I can hear 5E players screaming; make it use a feat slot! Replace a subclass ability! This must be balanced, or it will break all of 5E for the community! One of the huge problems in 5E is people feel like the game needs to be constantly balanced, like developing a computer program.

In the old days, we didn't care. If a unique character had a special ability, they had it.

What I love about this game is the community, that spirit of sharing for the love of the game, and keeping the game accessible for everybody. You can play this by the rules or hack it to do anything.

The adventures keep me coming back. Other campaign settings and adventure series feel too big, ambitious, and unusable due to the size and amount of information presented, while these keep things simple. They are that ideal "town plus dungeon" in many cases, the perfect starting point for any campaign, and they let you take things in any direction you can dream of. I love these "micro settings" very much, and you often don't need a campaign world to start in.

In fact, starting with a campaign world book can be very intimidating and cause you to never begin playing since every choice on where to start is wrong. Each one of these adventures is a perfect start to an entire world.

Why not Old School Essentials? OSE has a lot in it, many more options and choices, but the game is more expensive and more challenging to get your hands on. BFRPG works on the lowest level; it is the most accessible, has the least cost to entry, and has free PDFs for everyone. OSE is still on OGL (last I checked), while the BFRPG community pulled together and eliminated that license dependency.

BFRPG has more, all PDFs are free, there are low-cost physical copies, and everyone can play and create to their heart's delight.

Tuesday, January 10, 2023

Basic Fantasy: Fans Rebuilding the Game

https://basicfantasy.org/forums/viewtopic.php?f=19&t=776&start=910

The community around the Basic Fantasy RPG is going line-by-line through their game and getting rid of anything remotely resembling the SRD. This is a massive effort out of love and the spirit of open-source gaming. The work will then be shared under a new Creative Commons License and will likely serve as "DNA" for many other games as the SRD replacement.

What was that line from Star Wars again? The more you tighten your grip...?

Maybe Wizards doesn't want these players as "customers" anymore. This may be a customer divorce.

But many of the players in these affected communities are also DMs, and with a critical shortage of people to run the game, um, there isn't a "game" for many people. Do the people running the show understand the game and community, or are they outsiders who see this as "digital products and services?"

Because it isn't.

People have to show up and play together.

Perhaps Wizards just wants D&D to be streaming service shows and movies. A "franchise" that shows up every few years with a big budget passively watched "thing."

Either way, the communities hurt by this change are pulling together and making things better, and they will likely become stronger and more unified as a result. Hats off to the Basic Fantasy community.

Saturday, January 7, 2023

Basic Fantasy: Removing the OGL

https://www.basicfantasy.org/forums/viewtopic.php?f=2&t=4596&sid=1e467bdef0cc9018dcc2f5ee02f47c98

It is survival time here in the OSR community. Here is another one, Basic Fantasy is removing the OGL and rewriting the game to create a clean-room version.

This is getting nauseating that Wall Street would do this to an entire gaming genre and creative community.

But the community will be better off for throwing the OGL in the garbage. The bridge is burned. Even if the company later says, "we didn't mean this!" - the damage is done, and the trust is gone.

Rethink supporting those who would do this sort of seismic damage to people and their dreams.

Sunday, May 15, 2022

Video: GURPS solo play through BFRPG module


I found a really cool video the other day by "EasyGURPS na" doing a solo run through of a Basic Fantasy RPG module with low-power GURPS characters, this is really worth checking out because it gives you an overview of a "fast and loose" playstyle, and also some great conversion notes between BFRPG and GURPS in video #1 in the comments, to summarize:

  • HP = HD x 10
  • Attack Skill, Parry = 10 + Attack Bonus
  • Dodge = 6 to 10, estimate
  • Damage = As listed, plus special effects as needed
  • DR = estimate based on armor

The videos go on for quite a number of them and are entertaining, check them out! It is fun to see a group of almost 0-level characters out of Dungeon Crawl Classics funnels using GURPS rules and the system just working incredibly smoothly and easily for a party of eight of them.

The HP calculation does seem a little high, but this is for a party of characters and likely needs things like damage multipliers applied. I could see 5 + (HD x 5) working as well if you want lower total hit points, but the creator of the video says his system feels right so I may go with his recommendations. With higher DR values, you may want to adjust hit points down to compensate.

What is really cool here is being able to take any BFRPG monster and convert it on the fly to GURPS or Dungeon Fantasy - that is hugely helpful.

Monday, December 21, 2020

Basic Fantasy: Monopoly Style Rules


Flipping through my wonderful spiral-bound copy of Basic Fantasy (a format I honestly wish more publishers would use) it struck me how universal this set of rules has become. One could say that about all of B/X, or at least the B/X core rules, as many games have went off in a million different directions as of now. But this set of rules sticks to the most basic of basic 4+4 setups: cleric, fighter, mage, thief and human, elf, dwarf, halfling. Nothing else, no race-as-class options, no paladins or rangers, no 9th level spells, and no AD&D options thrown in there just because - the rules set feels to me like the best of what you need to have fun, and nothing extra.

Now, I like my extras, but there is a point where you put so much on a hamburger it becomes a salad on a bun with an inconsequential piece of protein lost in there. More is not better, and as B/X matures I feel we are entering this "more is more" phase where retro content is mined for an ever-expanding product line for each game. Pathfinder 1st Edition became that for us, two shelves full of books that I feel these days are honestly only good for mining for OGR content. The game got too big, with too many options, and it felt like it collapsed under its own weight (along with one of our shelves holding it).

Basic Fantasy sticks to the basics, and it throws out everything that isn't needed. All of the options around "this or that" such as ascending vs descending AC are tossed out. It feels like the original set of Monopoly board game rules to me. It isn't 100% B/X, but it is B/X enough with modern mechanics that all the confusion has been removed and just the best parts retained.

Also, I feel no pressure to include classes and spells from expansions outside the basic book. These days I buy a game from a big publisher and I know a year or two from now the game will change entirely, players with the new book will want to play that, and as a referee I will feel bad about not supporting "official" content. And other players will want the book too, and the entire experience as a referee will suffer.

The business model for games written by big companies are 100% dependent on the number of referees in the community, and it gets harder and harder to manage the larger the game becomes. It is like shipping a video game console and having a controller shortage that gets worse over time. Somehow I feel the timing of a release for a new edition of the game is an entry point likely determined by a graph somewhere tracking the number of referees left in the game. I assume a longer-term graph instead of one at launch, as all games tend to follow a decrease in interest curve.

The Advanced Content

Old School Advanced Fantasy feels like that to me, a set of rules in a different universe where the D&D and AD&D split never happened. We have B/X Bards and Paladins. We have most everything from the Monster Manual. More is more, and while I love all the new options and content, the core experience feels slightly lost in the bun. I look at the Old School Essentials Basic Fantasy book and see a simpler game. I have both, so it is a choice now, but the difference exists.

I would still play the Basic version of OSE, just to keep the experience focused and having that classic feel.

I suppose when it comes down to it, Old School Essentials feels more like a traditional role-playing game, where Basic Fantasy feels like a set of rules for a board game. I could break out the original Dungeon! board game and play that with Basic Fantasy. If I want to tell a story, give a group a plethora of options within B/X, develop a colorful world and setting, and have lots of different factions and pieces to play with I will definitely go with Old School Essentials. Labyrinth Lord always sits there in the darkness calling though, and it is a solid option too if you really love that "D&D is evil" heavy metal vibe going on with that game.

Thinking back, I seem to recall that AD&D was created by TSR to create a new game from the original rules and there was something about royalties and creators - so it was messy. A lot was added and changed, there were rules tweaks everywhere, and the systems were made different to a point where the two games were not compatible. If there was no pressure from the business side, I wonder how many of the AD&D changes would have made it into D&D if the two had stayed one game.

Historical note, Wizards did buy the rights from both sides and D&D 3.0 unified the game back into one system, and brought us the OGL - which is a historical and brave moment that helped build the world we see today.

As creators build new games from the shadow of the additional content introduced by later products, I feel there is a valid question here about crafting a product that is unified and does something well versus a more kitchen sink approach.

Some B/X games are more boxes of Lego bricks that can be crafted into anything, while others do a specific setting well. Some building block sets come with a few blocks, while others come with many. One game can't be everything to everybody (but some do come close). I really am a fan of many B/X games, and there are times I am in the mood for one and not the other.

And since they are all B/X, I only have to keep a few differences in the way they work in my head. Or not. It all just works well and is similar enough if you cross-pollinate rules and concepts nothing will be broken.

The Board Game

One thing I love about Basic Fantasy is it is printed (from what I know) at-cost, so there is no commercial need to keep new books coming out. They are there if you want hard copies, and this is done as a convenience. No salaries or advertising budgets need to be payed, next year's books don't have to be planned, and the rules just stay what they are. No expansions are planned - other than the ones you make yourself or download from other people.

That is a simple, user-focused community that I love, like a group of Unix users all contributing programs, scripts, and utilities to help each other out for free. While I love my art-filled, stitch-bound, beautiful professional quality books that other games bring to the table - there is a side of me that craves the simple, user-focused, open-source style community of Basic Fantasy and the no-extras and no-nonsense base set that everyone begins with. It is like the Raspberry Pi in a way, you build a community around a common piece of "hardware" that works well and is well-supported, and all of a sudden a lot of cool things start happening.

No, it doesn't have all the cool things my other games have, but what it does have is a strong and vibrant community without the motive to produce more and better content. The game is free from commercial pressure, and that, along with this beautiful spiral bound edition, are key features the game ships with.

Even in these days of the incredible offerings out there (and on my shelf), I feel there is still a place for a simple set of rules like this in my gaming world. These are my Monopoly-style rules, perfect for hacking or just messing around with.

Friday, December 11, 2020

Hacking Games


Yesterday's discussion of "hacking games" put the thought in my mind. Simple games? They invite hacking and experimentation. Back in the day, we had the basic Car Wars for the longest time, and sheet after sheet of typed additions to the game that we invented. Star Frontiers, Top Secret, and many other classic games were so simple we built entire expansions for them using our homebrewed content - and it was fun. The games were almost designed for expansion and experimentation, and while you could play them as they were - coming up with all sorts of new things yourself was a part of the hobby.

Now by hacking, I am thinking of larger changes and systems - more that just a new monster or magic item. You can do small changes in most any game, and one of the fun parts about D&D 4 was its generic monster creation system that let you come up with anything, mutant mushrooms, flying monkeys, robots, or any other creature imaginable and put it in the game. Our base three book experience with D&D 4 was an incredible run, and the more we bought for that game the worse it got because our imaginations were slowly crowded out.

Complete Games

With newer games, especially ones we invested heavily into (Pathfinder and D&D 3 and 4, FFG Star Wars), we never really hacked those games. We had some non-publisher material for some of them, but we never really took those games and made them our own like we did the older games. Perhaps we had that consumerist expectation where we expected everything was going to be done for us, and that the publishers would keep their new books balanced and equal options to everything which came before.

I feel there is a point where a game gets so big and complex you give up hacking it. Any hacks you make end up breaking the game, ruining some class balance somewhere, or affecting a part of the rule you either don't know about yet or never use that will come up later when you play with others. This is also true of games where the dicing system feels "tight" - if you touch too much, add modifiers, or come up with combat options or maneuvers outside of the game the system will start breaking.



Basic Fantasy hits a sweet spot for me because the base game's options are so limited hacking is almost required to customize the game to your liking. I can drop in crit charts, skill systems, hit locations, new magic or power systems, modern weapons, sci-fi elements, ability scores, class tweaks, and just about anything into this game and modify it to my liking quickly.

For the most part, all of B/X is like this, and the basic framework of the rules is very hackable and extendable. Certain B/X games come "pre-hacked" to capture a certain flavor, such as Labyrinth Lord's hack of the AD&D material into the system and Dungeon Crawl Classic's retro-gonzo emulation. All of them are cool, and demonstrate how well B/X works as a base for any game you can imagine - from fantasy to sci-fi it just works with a couple tweaks here and there to capture falvor, genre, and the danger level desired.

Old School Essentials is modular and designed to be very hackable, so it deserves special mention here too. You can just buy the Core Rules booklet and get none of the others - no spells, no classes, no genre rules, no treasures, and just the core rules module and hack an entire system off of that core. If you want to put in the work, this is your ultimate hacking option. An SRD is out for this too, along with many other B/X games, so you can hack for free.

Basic Fantasy focuses on fantasy basics and gets the "system plus standard parts" down to the metal, which is where I like to start. The game has the standard four-plus-four race-class combos (Elf, Dwarf, Halfling, Human) and (Fighter, Mage, Thief, Cleric) so there is a lot of room for my own interpretations of variant classes and new races. There are also no race-as-class options - just the basic formula which is easy to build upon. It is not as modular as OSE, but the resources and format of this game work for me well when I am experimenting.

And this is B/X porting is super simple, so where you choose to start is honestly preference.

Room to Breathe

I feel a game needs to leave parts for you to play with. I feel some designers get this very completist feeling, so the rules just keep going on and on covering every possibility. The game feels complete. I put it down. I rarely return to it. There isn't a part inviting me to tinker or experiment. There is no room for my creativity. All of the page has been colored by crayons. There is no room left for me.

I have done that with games, and I don't know if it is just me, a bad habit, or if anyone else feels this way. Games that are complete are less interesting than games that invite me to take part in their design. I guess I love the modding community of games like Skyrim, and love to see what players come up with - and even myself. The game has lots of open places. The rules are up to interpretation. There is plenty of room conceptually to add new systems and new ideas.

Same thing with pen-and-paper games these days. I am moving away from the "complete experiences" and gravitating towards the simple games I grew up with, and finding myself spending more time with the ones I can modify and experiment in with new rules and subsystems.


Wednesday, December 9, 2020

Basic Fantasy: Hacking Subclasses

Is more better?

I found myself doing a rules development test with Basic Fantasy the other day, and I created a couple character for the test - based off of character we had run in several campaigns in other games. Well, Basic Fantasy only has the base four classes: fighter, mage, cleric, and thief.

The characters were from systems with dozens of character classes. So I found myself asking the question, is this character more a mage or a rogue? A bard? This bard? Well, this one is more a mage and that one more a rogue. How about this ranger? Well, a fighter with a bow would work. This paladin? Hmm, more like a cleric. They played more or less how I wanted them to, and all was well. I didn't need all of the expansion character classes to get the job done.

We have had that "more is better" thing going on since D&D was first written, and a part of me likes a world where things are simple and four classes cover it all. I know you can download some pretty nice expansion classes for Basic Fantasy and I would use them too, but in doing this I see how over the years games started creating all sorts of variant-flavor classes that really exist because a synonym existed for the base class. Is a knight...a fighter? Do we need a cavalier class? A squire class?

Or they invent abilities to make things fit, like giving the ranger class spells. I don't remember Robin Hood knowing magic, nor many magic-using rangers in sort of the pre-D&D fiction. They had good wilderness skills, but were still essentially - fighters. And then when you are combining skills and classes, you get creations like, well, we need a bard with wilderness skills and druid spells, so let's invent a forest-singer class. And the cleric spell version would be the nature-lyricist.

The splat-book buying side of me says, great, more options, take my money!

The side of me that avoids rules bloat sits there and says, you are pulling random crayons out of a box of abilities and inventing a class for them. What are you doing? I don't need any more options!


I get the feeling most subclasses can be done in Basic Fantasy base classes with a few house rules, a handful (like three) of special abilities added to a class, and increasing the XP to level by 10%. A bard is a thief (or a mage) with some songs or music powers. A ranger is a fighter with some special wilderness skills, and maybe a +1 to-hit with ranged weapons. A druid is a cleric who doesn't wear metal armor or weapons, and has a couple cool nature powers.

Maybe give each subclass a special limitation, rangers wear lighter armor, bards must use a musical instrument, druids do not wear metal armor, paladins must abide by a strict code, and other limits that make playing the class difficult but interesting. This way, yes, you can say the 10% XP increase could be easy to overcome, but you need to play by special rules to be special.

You could even make the "ranger subclass" an add-on class for any class, make it a package deal of powers and skills, and open it up to any class so you would have fighter-rangers, mage-rangers, cleric-rangers, and thief-rangers. Same with assassin, bard, druid, or any other class that flavors another class but is close enough to it to not really feel like a standalone.

If I were playing Basic Fantasy and a player came in wanting to be a special class, and we didn't have the Basic Fantasy website to reference, and we needed to house-rule a custom class - this is what I would do. Three cool abilities, a limitation, and +10% XP on top of the four base classes.

Done. Let's see how it works. If we like it, we keep it. If we want to tweak it, we can do that. If we hate it, well, stick with it, and we will say your character was the only one.

Time to play.

Sunday, December 6, 2020

Basic Fantasy: Format is a Feature


So I needed a quick game to test some ideas in B/X last night, and what did I reach for? 

Basic Fantasy.

It is an interesting choice, given that I have the incredible Old School Essentials (Classic and Advanced) right here at hand. Given that OSE is a more modular system, why did I go with the equally great Basic Fantasy?

One, my OSE books are the all-in-ones, as the broken-apart modular books were sold out when I bought - so if I use OSE as a base reference system, I am pulling in the whole book and having to keep that open as I flip through and make tweaks to things in my game development. I know, just print out the OSE basic rules sections and go, unencumbered by the rest. I didn't have time to print and staple, plus I had one thing at hand that made using Basic Fantasy really quick and easy.

The spiral-bound book of Basic Fantasy from Lulu.

Oh yes, lay flat, open, and stay right there where I put you. The game doesn't need to support both ascending AC and descending, so the monster stat blocks are dirt simple. Add to that, the D&D 3.5 style ascending target number roll over is the norm and the entire system is unified and going in one direction. OSE is a reorganization of B/X rules and must retain some cruft to maintain compatibility, while Basic Fantasy is more of a stripped-down game built-from the ground up to emulate the old-school experience using modern mechanics.

There are also some incredible rules summaries for BFRPG you can download and print, and have 90% of the core game in a tight, 20-page booklet. This helps hacking greatly, and I am not flipping through books to find what I need.

I was also looking around and spotted this over on the BFRPG blog:
In the 2E era of the “world’s most popular role-playing game,” one of the things that began to appear in great numbers were so-called splatbooks: rulebooks containing supplementary classes, races, items, spells, and so on, put out by the same publisher who created the original rules.  The 3E and later eras of that game continued this tradition.  Players would buy these splatbooks because they appealed to them, naturally, and then they would show up at a game session and tell the GM “I want to play THIS.”  If the race or class didn’t fit well with the GM’s world, he or she was naturally permitted by the application of Rule Zero to say “No, sorry, I’m not allowing that in my world.”  But just because the GM could do so did not mean that he or she would… the player might say, “But, but, this is official!” and the GM would feel pressured into allowing it.  3E and later books had, if anything, even more power over the GM, since that game sharply curtailed Rule Zero.
Now, to be fair OSE Classic and Advanced are "finite rules sets" like Basic Fantasy, but with Basic Fantasy the concept of limiting choice is built-in as a game feature. None of the expanded material on the website will be added to an advanced version or published as an official add-on book. The base book "is the game."

The entire game-design episode highlighted some interesting points behind why I like and play each game. Old School Essentials? That is my SNES/NES, a complete retro game system that plays all my favorite games, and it has all the classic feel, looks, art, and the essential experience of the classic games built in. Everything is here, the controllers, the cartridges, the cords connecting the controllers to the console that we trip over, the reset button, the push buttons, levers, and doors on the consoles, and lots of cool stuff that isn't really important to playing the game but it is important that it be there because it is a part of the core experience of the NES/SNES and yes, even B/X emulation.

Basic Fantasy? My Unix shell script, command line, bust out Emacs and Vi to hack together a nightly running process core stripped-down experience that gets me a roleplaying game without anything else in the way. Some operating systems have all sorts of cool usability features built-in, file previews, message centers, and lots of cool extras designed to create an ideal experience of using a computer - as envisioned by teams of usability experience engineers.

Basic Fantasy has the look and feel of the classic B/X experience, but many parts that do not need to be there, or would complicate the core idea, have been tossed out. Compatibility options, like ascending and descending AC both supported? Gone. The feeling we have to support everything added in AD&D? Gone. Extra spells, races, and classes? Gone. Again, Old School Essentials Classic Fantasy is a lot like this experience, and tightly presented - but it is still emulation rather than a stripped down "on the metal" game.

Oh and I still love my NES and SNES mind you, just like I love Old School Essentials. This is never about "what game is best?" Everyone should make up their mind for themselves and never be pressured. This is an examination of using games as tools for hacking and development, and just one choice that one person made and the factors that played into that decision. Having downloadable rules summaries, and oddly enough, a spiral-bound book were key factors in me choosing what game to pick up and begin developing with.

It is not really about nice stitch-bound books with bookmarks - and I love those dearly. Here, it is more "can I have the rules in a format that is the easiest for me to use?" Also, can I download and print resources that reformat the rules into very usable summaries?

This is, in essence, a format requirement driving ease of development.

Which makes me sorely regret missing out on the split volume books for Old School Essentials.

So if I am hacking and testing new game systems, I will reach for my spiral bound copy of Basic Fantasy and start building systems and scribbling notes all over my print outs. If I want to take these scripts and make them compatible with other systems, I can port them in and add all the options these games expect us to have, along with supporting the unique mechanics and quirks of each game.

And oh yeah, my game design blew up horribly, because great design is really hard. Just because you can roll dice to see what happens next, doesn't mean you always should. More on this later, but be wary of letting the dice rule your narrative. For the atomic tests, such as, "do I hit?" Yes, use the dice. But for more story-like concepts? Be careful trying to make a set of polyhedral dice your masters, and trying to "program" an experience off random dice rolls.

Imagination always comes first.

Monday, August 6, 2018

"Where Do I Start...?"

I was talking to a friend about playing a traditional pen-and-paper RPG with her over Tabletop Simulator, Basic Fantasy in fact. I like Basic Fantasy for new players mainly because of the modern-style AC system, the AC of a monster is the target number, and that is what you have to roll higher than to-hit. No attack charts needed, and what you see is what you have to roll.

Now she has been out of pen-and-paper gaming for a while, and we talked about her feelings about playing. Her response was she was interested, but she had no idea where to start. I actually gave her a copy of the rules last time we met, and even a game I feel is easy to pick up as BF was still a bit much to digest for someone coming into the hobby. Yes, I asked her if I could share this, by the way, and I hope to teach her how things work very soon. A new player, I know, very exciting...

Another "hard to start" issue with pen-and-paper games is inherently their open-endedness. With a game like Monopoly, there is a set board, set pieces, and a set world in a box that a player can figure out. This makes me miss the old Dungeon board game from TSR that was sort of the same way, a set board, a set world, and an ever increasing cave of danger with keyed room colors and stacks of cards for each "level" of the dungeon.

I sit here as an experienced DM with over 40 years of experience and there is a part of me saying, "Of course it is open ended with no map! That is where the fun is!"

And then there is the new player part of me saying, "I can understand why the hesitance. I can see why someone would ask, what am I getting into?"

What Am I Getting Into?

There is no map. The rules leave a lot up to interpretation. The DM can kill my character for any reason, even a stupid mistake. The world is unforgiving, as I could wander into a dangerous part of the dungeon and it is game over. I could run out of supplies down there, or worse yet, get lost. I could roll bad and it is game over. How do I trust the DM is being fair? How do I know when the dungeon is over? What if I don't want to be a part of a story, and I just want to play combat? What if I hate combat and just want to play a story?

Halfway through that list of fears that I came up with...I started to want to play the game, because I realized no other game was like this. It is a strange thought that the bad parts that a "traditional family board gamer" can come up with are actually strong selling points of a pen-and-paper game.

But I need to work harder at this I feel, harder at "selling" that fairness part of being a DM. A lot of the hesitance I feel at getting new players excited is the inherent mistrust of the dungeon master. That a DM won't be fair. That a DM will make it up as the game goes on. That a DM will look for every chance to TPK the party. That the DM will change things secretly in the background to either make things harder or easier. That a DM has secrets and can't be trusted. That a DM will use the player's misfortune as a source of enjoyment.

Again, as a DM with over 40 years of experience I laugh at those statements, but with my friend I can see how those same fears can just make someone say, "I can't put that must trust in someone so I am going to walk away."

The Game is The DM

With traditional board games, the game board is the DM. They are inanimate objects and the interaction between the pawns on the board and the rules define the "world" and the interactions between them are physical and can be understood in a 1-to-1 relationship. Like the Dungeon board game, you have these passages and rooms, you roll dice to move, and to pull cards to see what monster is in a room and your character card gives you the information you need to succeed in that battle. If you win, you pull a treasure card.

The trust is there built into the game, except the trust is contained within the world the game's designer drew on the map and built into the interactions with the pawns and game board. I see all the game's pieces, therefore my trust is built by the interactions between them.

D&D 4 was like this for us. It was "battle chess" for our group. The game was played on dungeon tiles. You didn't really need a DM, as you could setup the scenario and go. You could round-robin the monster's turn among players and have the monsters act to the best of their abilities.

The Module is the DM

I have this feeling how I am going to solve this is hold up one of my modules and say, "we are playing this, my job is to tell you what happens depending on where you go." It sounds so simple and obvious that I wonder why I am even writing this article, because that is what you are supposed to do. It is simple, right?

But for my friend, it isn't. She has no concept of any of this. For us in the hobby, this is easy. For outsiders, it is not so easy. That is why I am writing this.

That published module becomes "the game board" in her eyes, the "story book" she will adventure through. I feel this would all be harder if I were to wing it and make things up, because, "what are we doing?" I love narrative games where the action goes wherever the players drive the story to through their actions, but another part of me loves the, "buy it and solve it" style of play with prepackaged adventures. Later on, if we ever meet people who played these adventures as well we can share stories.

This becomes an experience she can talk about to others, and they can have that same experience - and they know the game's name, the adventure, and that becomes something she can share more than, "That person played this game with me and was a really good DM and he made things up and I had fun. I don't know the name what we played but we had fun."

Winging it can come later, and more story-oriented play can come later. She may just have fun doing this and that is all we do. For now, I think I solved the problem, even if this solution was the way I was supposed to do it in the first place.

But thinking through this in a different way gives me the perspective from her viewpoint, and I find that very helpful for introducing the game to her and all it has to offer.

Saturday, April 21, 2018

Character Design and Balance

Going back to Labyrinth Lord and it's simpler characters made me think about the supposed advancements in character design from D&D 3.0 and forward. This also includes  non D&D systems with detailed character design systems where the variance in character power (the min-max factor) varies widely based on design choices. Let's do some charts!
The above reflects B/X systems, Basic Fantasy, Labyrinth Lord, and most other pre D&D 3.0 designs. As your character goes up in levels, their power goes up on a predictable, fixed rate. A 5th level fighter is pretty similar in powers and fighting ability as most every other 5th level fighter in a B/X style system, given average hit point rolls (that and gear determine character power). As a result, the balance curve is tighter.

Note that this chart only compares characters of the same class, the differences in balance between classes, such as mage and fighter, is still wildly different and follows D&D's asymmetrical system of balancing the glass cannon spellcasters versus the front-line meat shield martial classes. So we are comparing fighters to fighters, and mages to mages here. Let's turn the clock forward to newer games and look at systems with a wider variety of character design choices:

The next chart is character design as we expect systems with a lot of character customization. You can pick feats to enhance your combat power, you can make all sorts of other tweaks and design decisions to favor a weapon or power, and there is a wide latitude in choices of character design. This chart also reflects games with a wide difference in choices where a great character design can blow out the game's difficulty curve. This is also what we by default expect as well - since we want our choices to matter, and we expect good choices to be rewarded well.

The yellow area reflects abilities, feats, class powers, and other abilities outside of the normal hit points, to-hit, and spells from B/X. Pathfinder and the D&D games 3.0 and up have this "extra added" group of abilities normally found in character creation and  bonus class abilities (like a Pathfinder mage's force missiles or D&D 5's infinite-use cantrips). In short, the yellow area covers all the possible customization and extra powers that differ from B/X characters.

Above the red line are optimal designs, while below it are less-optimal - and this definition can vary depending on the referee and how the group plays. If you play all combat, then good designs will focus on combat. If you play mostly social, then good designs will be social-focused. Balanced social/combat games will see balanced social/combat character designs push above the line.

There is also a baseline difficulty adjustment that should be mentioned as well, since a B/X level one character is the weakest, a D&D 3.5 level one is a little stronger, and so on up to Pathfinder - at least among the fantasy game versions I am used to. D&D 4 and D&D 5 are a little more difficult to compare since hit-points and damages are scaled up.

But this covers these games well and a high-level view of character design expectations. I say expect here because this is often how a game looks when you first play it. You see hundreds of options and your first assumption is they are all good. As you play, you naturally discover the good from the bad, the feats and characters design choices that make your character excel, and the chart shifts a little to the actual chart below:

Character designs have a tendency to min-max towards the greatest effectiveness. As a result, the game's balance trends towards that area in green, because everyone wants the game to be exciting and fun, with encounters that challenge well-designed characters. As a designer, you want to narrow the range for balancing content, because there will be less variance in monster strength and encounter design.

Balancing All This

If I am a game designer, I want that green area to be as tight as possible (while still feeling good). You don't want too much difference between an average character and an optimized one, because you don't want min-max'ed "best" character designs blowing out average encounters. You want them doing well and feeling good about their choices, but you don't want them pushing everything over with ease.

Less than optimized characters? I don't really care about them and they can fall off the balance curve if they are terribly designed. You want some of this "lots of terrible designs" thing going on so you can create that 'system mastery' feeling in your game where you try repeated designs and discover what works best and what gets you towards that red line of average expected competence and character power. I remember somewhere where the designers of D&D 3.0 said they included less-than optimal choices in character design just to fill out a range of good choices and bad choices, just like deck building in Magic the Gathering. The silly non-historical double-ended greatswords and warhammers come to mind...

Now, if every character design choice is equal? You are back to the B/X chart and none of this matters. I am sort of reminded of D&D 5's system, where if you want to be a certain type of fighter you pick the ability you are expected to take, such as the Fighting Styles and Class Archetypes in that system. The entire character design system in D&D 5 is a lot tighter than games like Pathfinder, with less choices but more focused in both balance and the abilities you are expected to take given how you want your character to perform. The envelope is tighter in D&D 5, but there are still bad choices given what you want to do (taking an archery fighting style as a fighter and never using a bow, for example).

Why This Matters

As a player? I want to design and min-max, and that is a big part of the fun for me. I also want the game to be balanced and have the fights not be too easy or too hard.

As a referee? I want to be able to predict player power to balance encounters and not have the game either be too easy or result in a total party wipe. I also do not want "design as distraction" where players experience choice paralysis or the entire design system takes over the game.

Both players and referees want balance and to avoid the extremes of too easy or too hard. I like the encounter balancing systems of the newer rules, but for me as a referee, I never really had a problem balancing a B/X experience either - although I know that opinion is outside the current view of things.

To me, in a B/X experience, balance was more of a player-focused concern - they knew what they could fight (based on experience), and they were the ones who had to judge if they should open that next door. My secret "good DM" promise to players was not to put any monsters on the current level that would wipe them all out in the blink of an eye (something again, I learned through experience and the simple and mostly predictable nature of B/X combats plus limited monster lists). No ancient red dragons above dungeon level 7, please. Keep hit dice equal to dungeon level and player level, and use quantity and encounter composition to match party strength. Got it.

If I screwed up encounter balance and things started to go very badly? GM fiat time. Make some monsters weaker, have some run away, give the players an out, or make the monsters hold back a little out of caution. Fudging rolls was usually a last resort for me, and if I did, it was usually on monster to-hits while the players made a hasty retreat to lick their wounds and regroup.


Player Skill versus Design Skill

There are times when I want to take character design skill out of a game and just have a system that rewards creative play and player ingenuity. If your level 5 fighter is just like every other, then how you play them will make a big difference in your success or failure. Of course, there is the factor of random chance, but part of playing an old-school B/X game also involves a bit of risk mitigation and understanding random chances and trying to control odds.

I have had games where the character designs felt like they took over the game, and the players were focused on getting a numerical advantage through character design. I have seen games where a character's design and numerical advantage acted as a disincentive to attempting actions outside of their area of expertise. It is like am archery-focused fighter way above the range-combat power curve hesitating to get into melee combat because their character is only average at melee fighting.

A good referee will force characters outside of their comfort zones, but I found game systems with heavily min-max'ed character design systems make doing that a lot harder. I have had players disengage rather than be forced to fight outside of their numerical comfort zones. I don't blame the players though, I blame the game for putting them in that mindset. Some games tend to punish you hard for that risk-taking and out-of-the-box play, such as D&D 4 and the amount of optimizing needed to keep up with the content's ever-increasing challenge level (at least when we played, it changed several times as new monster manuals and revisions came out).

System Forgiveness and Flexibility

D&D 5 for us tends to be a very forgiving system. There is a lot of healing, character death is more difficult, there are many options and infinite-use spells for casters, and the game feels more like D&D 4's sort of MMO-inspired experience that is more player-friendly and focused. Characters are also mechanically complex with a lot of design options given the type of character you want to play. The game is also more story-focused like a modern narrative game, and as a result tends to reward "story based play" rather than the old-school "slay and loot" style.

B/X systems, for us, are a lot simpler, the characters are fast to design and die often, and the entire system is a lot less forgiving of bad luck or mistakes. They can approach the difficulty level of today's "rage games" in some insta-death adventures, and I find my players are a lot more crafty when they have less options and character advantages to fall back on. With less mechanical abilities, my great players are always trying to come up with creative ways to manipulate the situation to their advantage despite not having the "rules tools" to do so.

I have also seen less experienced players in old-school games "freeze up" because they don't think they can do much outside of "cast the spell" or "roll an attack." This is one of the hardest skills to pick up in systems that ;eave a lot up to interpretation, knowing that you as a player are free to come up with anything you can imagine you could do, and also that you are the referee should encourage and support those crazy plans and actions through fair judgments using the dice and/or ability scores to determine the chances to succeed or fail.

D&D 5 moved back from the "cover everything" sort of rules design where there are detailed rules for every action and leaves a lot up to players and referees. B/X systems are already there and I feel as a whole that moving back to more interpretive systems where less is more is a good thing. I don't need rules for everything, just guidelines on general things and me and my group  can take it from there.

My Current Feelings

I like what they did in D&D 5 to tighten up that character design curve. I don't like the double-scale hit-points and complexity of characters, though I can see why they did that in regards to player-friendliness. As a player, I like the character design choices because they let me specialize (at the cost of complexity though).

I like B/X a lot, because the numerical and design model is simple and the choices stark and unforgiving. It is like a pure form of chess to me, where the danger level is high and the rules unforgiving and completely straightforward without a high degree of complexity. I like the glass-cannon and simple nature of B/X casters, and even their power level compared to martial characters. That asymmetrical balance, especially if you severely limit 15-minute adventuring days through good refereeing, and this really appeals to me.

I like B/X resource management a lot, with casters worrying about an ever-dwindling supply of magic, the party's resources being drained, and that whole elevation of risk as the dungeon crawl goes on. B/X does this for me, as a player I love the discussions among the players about "should we tackle the next room?" There is a very strong risk and reward cycle going on here for me, and there are no distractions with factoring in numerical superiority through character designs into that calculus of character life and death.

It is a strange sort of realization. When I play a game with less character design options, and less story options, what I find interests me comes out better. There are times when I crave a good story and a great mathematical min-max'ed character, but I don't need them all the time and actually enjoy the lower-level risk-based play B/X excels at - at least for me and my group. I enjoy all of these games for different reasons, and no one is better than the other, and some do things better than others.

My Ideal Dungeon Game

I really like B/X games like Labyrinth Lord though. There is something to that 7 hp level one fighter and his longsword in some spooky abandoned keep fighting spiders and rats that appeals to me - even without all of the character design options of newer games. I can almost play that game in my head. I could play a game like this solo with just a character sheet and an encounter table.

It is that simple yet focused feeling, almost like a dungeon-game version of solitaire. I can't wait for my fighter to get to level two, get a slightly better to-hit, some treasure in his backpack, and maybe he now has 13 hp now. With every level he can go deeper and deeper, and my character really doesn't get all that more complex as he levels up. When he is hurt, he drinks a healing potion (if he has one), or heads back to town. The dungeon may restock when he comes back, and random encounters are always present in the halls, so getting back to where he was will be tricky.

He is still that guy, with a sword, using the wits as me (the player) to keep him alive down there. I don't have any other character design choices to fall back on. That character's story is completely determined by my choices in that dungeon, not by the rules, not by character design, but by my risk-management skills and dealing with runs of good and bad luck.

With simple characters I could run a whole 4 character party myself one one sheet of  paper for record-keeping - no computer programs needed to design characters and level them up. My fighter has chainmail and a sword, my rogue a dagger and leather armor, my mage a magic missile spell and a staff, my cleric chainmail, a shield, a mace, and cure light wounds. Some ability scores and hit points, some saves and to-hit numbers - and we are done. I don't have to reference the class areas of a player's handbook to know what special powers and feats each one can use - it is all here on the sheet.

This is B/X - I know this.

As I have less time for reading through 1,000 of pages of rules and options spanning a library of books and character options, that B/X style simplicity of both play and design is a feature of pen-and-paper games that I feel has real value. Playing old-school simpler games means the difference between playing and not playing, at least to me.

Saturday, February 25, 2017

Forward Looking versus Retro Arcanum

In my post one-of-four shelf collapse Armageddon culling of pen-and-paper RPG books, I carved out a shelf for retro-clone old-school games, and now proudly display Basic Fantasy, Mutant Future, Labyrinth Lord, Starships and Spacemen, Stars Without Number, and a number of other new-school old-school classics. I am omitting other classics such as Castles and Crusades and Swords and Wizardry because I have not had the time to invest in them as I would have liked, and I want to focus on fewer games rather than spreading myself too thin.
And then I began reading about Basic Fantasy and the community ever since I last checked in with them, and I am impressed. They are like a large-community open-source project and way different than a role-playing game made for profit. They are trying to be the Linux of pen-and-paper gaming, and while the rules are more simple and retro-focused, the entire creation is surprisingly modern and forward-looking. Support and the community over there has grown, and it looks like a great, accepting, and creative place to participate - and that is a huge strength.
Compare this with Labyrinth Lord, which aims for backwards compatibility (with one style of mixed system play) and purposefully adopts some of the more difficult aspects of old-school games (descending AC and to-hit charts). In this respect, Labyrinth Lord is backwards looking, like an operating system that focuses on maintaining compatibility with DOS, older CRTs, tape drives, floppy disks, and dot-matrix printers because that is the experience fans are looking for in this game. When you go all-in with Labyrinth Lord, you want to experience the strange and arcane pain points of the older games because those are a part of the package.

It is like those kids sitting around the table in Netflix's Stranger Things playing and wanting to have to decipher the concepts of descending AC and some of those fiddly bits in order to be a part of the 'cool kids club.' The strange and backwards parts of the game are a part of the game's arcane and strange way the world works - and they are a part of the initiation process of knowing how this world works. Of course you roll to-hit off a chart! If it were too easy anyone could play this.

Basic Fantasy adopts the 3.5-style roll-high ascending AC system, and then goes towards a backwards feel from there. it is like an OS that recognizes modern developments, like USB drives and high resolution monitors, and then presents those advancements with a retro-feeling and style. It discards parts that don't make sense and goes for the simple, intuitive way things should work. Discard the strange arcane hand-gestures and let's just play something that is easy to grasp for everyone.

It is an interesting thought and comparison and I feel there are good reasons for each. Sometimes you want that complete retro-feeling and experience, complete with the strange jumps in logic and "latch key" portals of understanding that you must get through in order to enter this strange world. There are other times when you want to be more forward-looking, and you care more for simplicity of experience and the unification of methodology to appeal to players used to the more modern concepts.

In the case of Basic Fantasy, the system is not compatible with older modules, nor is it important. New adventures inspired by the old materials are out there and ready to be played. To be fair, there is a lot of new content out there for Labyrinth Lord as well, but all the old content works as well. Both are great games, but I find understanding the "why" of each helps me play them better and discuss them with others.

Myself? Leaning towards the simplicity and unified base of Basic Fantasy while still appreciating the strange and flavorful mix and arcane craftsmanship of Labyrinth Lord. If I were refereeing? Basic Fantasy wins, just because I have to explain less and the concepts are more straightforward. The game I would love to explore all the dark nooks and crannies of? Labyrinth Lord, of course, given the right group that appreciates the somewhat arcane nature of the rules and appreciates the backwards elements as a part of the retro-themed experience.
And then there there is this amazing pile of Basic Fantasy goodness (sans dice) I picked up for less than $30 on Amazon that is just waiting to be explored, and this collection is now sitting on that coveted spot on one of my three remaining book shelves.

Either way you go, there is a lot of adventure to be found, and both are great choices.

Thursday, February 16, 2017

The Politics of Boxing Up Games

Well, with our broken shelf, we are down to just three shelves to store gaming books instead of four. Instead of buying a new shelf, we took the easy route and got a set of cardboard 'bankers' boxes to store games we rarely use, and those are going into storage. We are cutting down on the number of gaming books we have out at one time and just sticking to what we like to play.

It is a strange exercise, because in gaming culture your 'display' feels like your 'street cred' - and who doesn't want a large collection on display at one time? Now, each book is being judged on it's 'fun value' and 'usefulness' and either staying out or going in the closet (or sold if it really is of no use).

You have a pile of books on the floor and you are asking yourself that question about each one of them. It really does get your gaming priorities straight, and I am finding it to be a refreshing exercise in dealing with my tendency to hoard and collect books.

D&D 4? We still use some of this material from time to time, but not all of it - so I will probably keep the basic three books plus some of the planar guides out just for reference. The rest of the pointless, already errata'ed and now useless power card collection books are going in the closet. It is funny, after the game's online systems and errata downloads go away someday, all we will be left with are the books, so what was printed will outlast the errata.

D&D 5? We sadly don't play it enough to justify keeping it out. There is nothing really different about for us, these are the same monsters and the same worlds we have in D&D 3.5 and other versions of the game, just MMO-ized (in my feeling with those infinite-use cantrips) and with the rules streamlined. Now note I said "for us" and this doesn't mean others are having a lot of fun with the game, and they should. We kind of missed the boat on this game, and we had long-standing campaigns based on the D&D 3.5, Pathfinder, and D&D 4 material still going strong, so there was no need to switch mid-stream (and it would have been disruptive, a lot of change just for the set of rules, and we went through that in the D&D 2 to D&D 3 shift).

Pathfinder? Here is where it gets interesting. Do I keep out just the basic three books? The world guide is staying out, just for reference. I am not seeing a great value to some of the class add-on books, and I have this sneaking suspicion we may have more fun with the game the less we have out for it. I can still pull an oddball book out if I need it, like a monster book, but if the world were just 'the basic three' would we play it more? There is an argument that the books past the first three are what makes the world unique and special, but it will be interesting to see if the first three books can sustain the game (for us) or will those just sit there like orphans wanting the rest of their shelf-mates.

This will be the test, I suppose, for Pathfinder for our group. If not, I am feeling the basic three books will go in the box and we will just keep the world guide out. At that point, we will be looking for a new set of rules to play in that world. There mechanically is some fun to the rules, the question is for us, are we that interested in all that fiddly mechanical character build stuff to sustain interest? With less books, there are less build and less reasons, so there may be a benefit to identifying the core supporting books and keeping those out. We shall see.

The retro-clones such as Labyrinth Lord and Basic Fantasy? Of course those are staying out, even if we don't use them all the time. There is very little cost to keeping a single 'all in one' book out on the shelf, and these books are actually inspiring and fun packages of gaming goodness. For us, 'big system games' are a tough sell, even if it is just the 'traditional three' books of the player's guide, monster book, and referee's guide. For us, something that is just a hundred or so pages and contains everything needed to play will beat out three-volume sets that clock in at around a thousand total pages.

There is a value with less is more, and would I play a D&D 5 type game that was more of a one-book solution of around 100-200 pages? Yes. I doubt they could do that since the game really feels like it evolved into a big box affair where more is more, more spells, more monsters, more magic items, and more of everything is more - even referee's advice and art. More is more is fun and gives value, but there is a point when my shelf collapses and the game becomes too big to play. Even at three books with near a thousand pages, I am feeling a smaller one-book game still has more play value.

But then again Labyrinth Lord and Basic Fantasy fill that niche of the single-book, compact and fun game - but I would like to see the big publishers try. They would probably have to fundamentally change the structure of the game and not do a 'cut down levels 1-5 only with 20% content' sort of thing, but make a complete game within that limitation. They tried with D&D 4's Essentials line, but I feel that fell short since those were not self-contained books - and you still needed the original books for a lot of stuff.

It is the "tablet versus PC" thing I feel, and the big-box games (at least for us) feel bloated and heavy - especially when you start adding books. Something small, single-book, less than 200 pages, and all-in-one feels more playable than a three volume collection of 800-1000 pages where everything is handled and everything is given in maximum detail. At least for us - and for some groups that love the complexity do better with the big-box games (since there is more to enjoy). Again "tablet versus PC" comes up, for hardcore gamers - PC all the way with upgrades and swappable parts. For casual users, less is more, and a tablet will do the job for most computing tasks. Right now I am feeling less is more for our group, and we would actually play more if we focused on lighter-weight games.

Thursday, February 9, 2017

Retro Clones: They Keep Coming Back (For Me)


Something keeps me coming back to the simple retro-clones like Labyrinth Lord or Basic Fantasy. They have an incredibly low barrier to entry, cover what you need for old-school, and have that Monopoly-like appeal of being a gamer's game rather than a large computer operating system-like set of rules with rules and options for everything. I can get a group started with them for free or little cost.

What kills me about Pathfinder is I have this feeling I bought the system into un-playability. Too many books. My gaming bookcase just collapsed, literally, under the weight of the system. One night we were playing a game of 7 Days to Die and we heard in the other room, bang, bang, bang.

The shelf holding Pathfinder had collapsed. The books are completely fine and no one got hurt, but now my books are on the floor and I am sitting here wondering why I need so many rules and books to have fun. I wonder if I haven't falling into the trap of hoarding and collecting books, and buying something because more is better. Then I end up loving it to death and smothering the system with so many options and books it becomes un-fun.

I am seriously considering boxing up everything I have except for the base gazetteer for Golarion, just for reading and inspiration, and calling my open shelf in my gaming room for the game done. I don't have the play time for something this complex, and the books just sit there on the shelf like some sort of gamer-cred display case. I end up looking at them and feeling bad I don't have the time, so why have them out?

Kudos to the D&D 5 people for keeping their system to the base three books, but I don't play enough D&D 5 to warrant buying the add-on modules for that either, and I fear the end result would be the same if I were into the game as much as I would have liked.

But again, the simple calls to me. The retro-clones feel like what I started with so long ago. They don't require learning curves or hundreds of pages of spells or character options. You are not chasing the next book or rules addition. I know I love the art and direction of both Paizo and Wizards, and yes I know sales of new stuff keep great and creative people employed at both companies, but I feel a system can only get so big before, well, my shelf collapses.

I know this sounds like, "Well, not everybody's shelves are so cheap, dude. Buy a better shelf." I would agree with that if it were someone else saying this and I loved the game and played it all the time. This is not a system wars thing, just a reflection that I have a shelf full of books for a game I infrequently play.

The bigger question is, what do I need? You know, it is like going out and buying a pickup truck and all you use a car for is going to the store and work and back. You literally never put anything in the back bed of the truck, and it just collects dust and leaves. And now that you have a truck, the payments and upkeep cost prevents you from having the car that you may want and need. You may be a hybrid person in a city and find one of those fits your life perfectly. You may love the thrill of a sportscar. You may be better suited with an off-road 4x4.

I have this suspicion owning two or three dozen Pathfinder hardcovers is actually keeping me from playing the game. You know the feeling? And I also get the feeling this mass of books is keeping me from playing fantasy medieval RPGs at all because using all that material seems intimidating. What is your hang up, right? Dive in and play! Well, maybe I am not a fan of all those options and what I want is something simple. And having a shelf full of books out means it is better than a single-book game, right?

So the retro-clones get ignored. You have Pathfinder and D&D 5, play those. Yes, I can drive the pickup and it takes me where I need to go. But there is that always hard to express question, "Is this what I want?" You have a massive 17" gaming laptop, what use would you have with a ultra-thin 13" lightweight notebook? The gaming laptop can do it all! But I can't take it anywhere. I need a backpack to take it out. It doesn't go to the coffee shop or library, and I feel tied to the behemoth. That sort of feeling.

You can love a game for what it is not, and because it fits into your gaming lifestyle better. There is something to be said for games that do a lot with a little.

Monday, October 10, 2016

Planned Systems vs. DIY Systems

Some pen-and-paper games lay out everything for you and make your choices for your character as you level. You get a level, and the system says you get X and Y powers, ability scores, and hits. These are planned systems, and some good examples of them are:
  • d20, Pathfinder, and D&D
  • Basic Fantasy and Labyrinth Lord
  • Fantasy Age and Dragon Age
  • Most class-based systems
  • Most MMOs
Some pen-and-paper games are DIY (do it yourself) games, and often these give you a number of "character development points" to use anyway you would like to improve your character. Some examples of this type of game include:
  • Savage Worlds
  • Legend and Runequest
  • GURPS and Champions
  • Mongoose's Traveller
  • Star Frontiers and many of the TSR Boxed Games
  • Most classless systems
And some fall in the middle:
  • Fantasy Flight's Star Wars System
Planned systems are great for newcomers, because it is a lot easier to say "you get this and that" when you level instead of spending time sorting through the rules and the book asking the question "is this a good choice" over and over again. Believe us, we have been there, and you practically have to teach every new player the complete set of rules when they first level up with a DIY system. Otherwise, how would they know what is good?

Planned games protect new players from making bad choices, and balance the game based on prebuilt and predictable "endgame" builds.

We prefer DIY systems, because we like making our own choices when we progress characters, and we are more experienced players who know what we want when we build characters. Some planned systems have elements of choice (skill points and multiclassing), but a true DIY system foregoes classes and balances the game around skills and task resolution. Personally, when I level a character, I don't like feeling limited to the choices the game makes for me, especially if that wasn't the direction my character was going in during the last adventure.

If my warlock spent most of the last session socializing and roleplaying, why should he advance in "warlock power" at the end of the night? Shouldn't something reflect his learned ability in socializing and people skills due to this experience?

With a planned system, it is difficult to reflect those experiences and often you end up a better warlock and just as bad as a talker as you started. Warlocks aren't talkers, are they? That's a bard! So do I have to take a bard level now? Great, hand me a lute and paint it black.

With a DIY system, I put some skill points in a social skill reflecting what I did that night, and I am done. How did I get those XPs? Shouldn't those reflect my experiences? My warlock powers don't increase because I didn't use them, but who cares? If this campaign is all about talking, I am all setup for the next game with a little better oratory skills under my belt for next time, and I am happy. If next time we have a swashbuckling adventure I may pick up a sword skill or two.

Does it matter I am not progressing along a game designer's pre-planned class advancement track? Something the company spends countless hours balancing and tweaking to get "one" advancement experience perfect? No, it doesn't. My "advancement track" is the adventures I go on, and if I end up more of a glib, sword swinging practitioner of dark magic than a pure 100% power-level don-nothing-else factory-stamped-out warlock I don't care. My guy is my guy, and the adventures he went on made up the skills and powers he collected along the way.

DIY systems focus on organic advancement and balance the game on skill rolls and task difficulty.

DIY systems don't really have predicable "endgame" character builds, you just become very good at doing the things you do the most. You may end up the world's best talker, but if that is what you enjoy having your character do at the table, that is a good thing since your character advancement reflects what you are doing when you play.

Planned systems also tend to have these "pre-balanced" endgames, where the fighter will always have X attacks at Y to-hit, and be able to do Z damage a turn. Since the game designer "planned" this out, relative character power between classes is easy to calculate, and the "end game" monsters are easier to balance, Well, they should be, but a lot of planned systems typically don't take a lot of factors and exploits into consideration at the higher end (conditions, initiative, and turn denial powers) and things fall out of balance easily.

This is why a lot of competitive multiplayer online games are (or end up being) planned systems. You saw this in World of Warcraft's evolution, a lot of DIY systems were dropped to put characters in predictable, damage-and-healing-output-known envelopes. PVP and PVE balance in these games equals challenge and fun - at the cost of letting you level up your character how you choose to play.

D&D 4 was like this for us, at the high end the game fell apart for us because of the amount of stuns and other powers that rendered foes unable to act during a turn, and also our characters felt like they were getting competitively weaker versus the monsters they faced. The end-game tactics broke down into: go first, deny the enemy his turn, load it up with conditions, and beat on it with "whatever power you have" until it succumbs. The game wanted to be battle chess (which it was for us at low levels), but the high-end game did not work - at least for us.

With a DIY system, the endgame can be calculated if you do a little math, but the end-result is typically a flatter power level. The numbers usually don't get way out of balance, as the system is usually balanced around task resolution. Better skills can lead to a higher DPS and damage output in a DIY system, since you are hitting more and you may have access to special combat moves and abilities you purchased with your points. The Star Wars RPG by Fantasy Flight does a good job with talents and making those unlock higher levels of combat power, so there can be a calculated "end game build" with a DIY system - it just takes a little more design and forethought.

What character advancement system you like is of course, up to you. There are times when "I don't want to think" and I appreciate the simplicity of a planned system. I still like Fantasy AGE a lot, and I feel it is a great, stepped and balanced design that does a better job at planned advancement than most d20 based games. It is a more modern design with a hybrid "choice plus planned advancement" that I like, and it is a fun and simple model and great for new players. One problem with this model is that if the game designer doesn't think of a role, it is not viable - such as Dragon Age vs. Fantasy Age and the rogue archer issue.

We still like DIY advancement systems for our games, since it fits our play style better. We run wide and diverse games, and they don't always fit into the box of a planned class box that easily. For us, what happens at the table that night is how the characters advance, and if the players want to go sword swinging and combat one night, they can reward themselves with those skills at the end of the night and get a little better. If all we do is roleplay and socialize with NPCs, that is what is rewarded at the end of the night. It fits how we play and gives us a better sense of satisfaction when players figure out rewards, and it also reflects how we play and what happens around our table a little better than a planned system could ever account for.

Monday, October 3, 2016

Easy to Design, Hard to Balance

I am reminded of some of the games that came out around the original AD&D game's creation, most notably Squad Leader and its successor, Advanced Squad Leader. Games back then existed in the age before personal computers, where the game's rules were written out almost like computer code:
  • Run the game turn in phases
  • Every rule is laid out in detail
  • Structure of the rules was paramount to understanding them
They played like pen-and-paper versions of computer games, because, that is what they were. From Car Wars to Battletech, we had a whole generation of games which required players to run through turn phases, long lists of rules, and players acted more like human computers than players.

We haven't gotten away from this design philosophy much with today's games, especially with the d20-based games like D&D 3.5, Pathfinder, D&D 4, and D&D 5. To be fair, there are plenty of older games that fall into this mentality, such as Aftermath, Rolemaster, Runequest, Space Opera and many others. These are games which draw heavily on the "pen and paper computer game" design mentality, where players are more "computer code interpreters" than "game players."

Combat Conditions

Games need rules, but I feel I am getting to a point where enough is enough. Take, for instance, conditions in d20-based games:
  • D&D 5 has about 15 conditions
  • D&D 4 has about 16 conditions
  • D&D 3.5 has about 24 conditions
  • Pathfinder has about 36 conditions
  • Basic Fantasy and Labyrinth Lord have 0 conditions
These are all "specially defined rules conditions" which can potentially apply during combat, have special durations, effects, removal conditions, and special rules - in addition to special conditions applied by spells (charm, hold person, etc) or things like death. This is just one area of the game, as there are vast numbers of feats, powers, combat rules, movement rules, and other fiddly and complicated interlocking rules that control how players act and what they can do during a turn.

The more rules a game gives you, the slower it will run. In general, the thicker the book, the slower the game will play. These "big book" games are easy to design since you just keep adding rules and options, but in practice very difficult to balance, and very easy to break.

Old School Games

It is interesting to note there are no "special conditions" in the old-school games, beyond what spells did to you. They are, in general, simpler games where you do not have to worry about special effects being applied to you during a turn. There was a point in d20's history where the Magic the Gathering design philosophy took hold and numerous special conditions were added to the game.

It's like the AC and hit point system felt too abstract and realism needed to be added though the use of conditions to flavor combat, when the old-school games embraced the abstract nature of d20 combat and left things how they were. In an old-school game, if a goblin bonked you on the head, the referee could rule you were "stunned" and lost a turn - if that was important. Otherwise, AC, to-hit, damage, and hit-points were all that were needed to simulate everything that went on during combat - including the millions of possible conditions that could happen during a turn of battle.
Roll a "1" on damage during a turn in an old-school game? Maybe you were stunned, staggered, or weakened during that blow, who cares? Miss the to-hit entirely? Maybe you got knocked down that turn and got back up, who knows, make it up and go with the flow. It doesn't matter what happened during the turn, just the outcome of the roll.
AC and hit-points are intentionally abstract systems, like "money" or "property" in Monopoly. There is a simplicity and beauty in leaving them the way they are, and not over-designing "reality" systems on top of them. Really, once you add "realism layers" on top of abstract systems, all you do is show the weakness of the original underlying systems instead of making them work better.

"Play How You Want?"

Note that this discussion only applies if you want to play the game by the rules as written, any one of these games can be played "fast and loose" by omitting rules, but then again, you are not really playing the game at that point and taking advantage of rules that were written to give you the full experience of the game. A complicated game will always have the line "play however you want" in there because this is the only way the designers of these games have to control complexity, they need to tell players it is okay to omit rules to speed play.

Writing complicated games is easy, since all you have to do is keep piling rules, feats, conditions, special rules, new class structures, new powers, and more options onto the book. Writing a simple game is very hard, because you need to write rules that can handle a lot with a little.

Modern and Old-School Designs

Contrast these games with more modern designs, such as FATE or Savage Worlds. These two alone are very impressive designs, and make the d20-based games feel like flip-phones to play versus a smartphone - at least for our group. To be fair, D&D 5 did try to follow the more modern design philosophy and simplify, but for our group, we felt too much baggage (with specific and single-purpose feats and powers) was held over from the older rules to really place the game into the more modern design style.

Modern designs do a lot with a little. Old school games also did the same, but intentionally abstract away parts of the game which could slow things down. Balance exists in the simplicity of the design, and in universal rules. Special cases are handled through the referee. Are you tied up? You can't act but could struggle out of your bonds, maybe...referee's call. We don't need a restrained condition and a page of rules for escaping bonds, plus feats to support "escape artists," and spells that free people from ropes.

Big book games over-design everything and add every feature and whistle, like Homer Simpson designing a car. Modern designs simplify, and handle many things with a single mechanic, leaving the referee to handle special circumstances. A "gunfighter" in a big-book game needs a special class, powers for that class, feats for that class, and special rules for that class. A "gunfighter" in a modern design or old-school game is likely a skill at using guns and that's it, it is handled the same way as any other attack.

Modern games tend to be more streamlined and handle everything with unified mechanics. Old-school games typically handle one type of action under an abstracted mechanic. It is not uncommon for an old-school design to use parallel but different diced mechanics for different actions (d20 to-hits and d100 thief skills). A modern design would put those all in the same dicing mechanic and unify action resolution.