Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Tuesday, October 21, 2014

Specific Worlds vs. Semi-Generic Games

There's always been a conflict in pen-and-paper gaming between specific worlds and "semi-" generic games.

Lord of the Rings vs. D&D
Star Wars vs. Traveller
[cool movie they borrow from] vs. Shadowrun

That last one is a bit humorous, but it's true, Shadowrun typically borrowed cool idea after cool idea from various fictional and cinematic sources and stitched them together in a narrative. Think about that. It's essentially the D&D model as well. "It's the best of everything!" tends to be the rallying cry of generic fantasy gaming systems, Pathfinder among them, and D&D was born out of this belief.

Purists, of course, like to play in specific worlds. How many times have you tried to play generic sci-fi with a group  and heard "It's not Star Wars" or Star Wars did not come up at least once during the gaming session. You cannot get away from the big pop-culture franchises no matter how you try with some groups, and that is all some groups will play.

Same thing with Lord of the Rings and gamers who prefer the original source material to D&D's odd menagerie of things pulled in from everywhere, plus what Lord of the Rings has. D&D's odd mix is a genre to itself nowadays, so repeated and used repeatedly it has became a specific game world in itself, a copy of the copies of the copies - that people copy.

Copying isn't bad, but it does create strange bedfellows, and often requires a lot of hand-waving to explain. The more you add to D&D or any game for that fact, the less believable it gets, and the less playable it gets. It's the "Universal Rule of Game Gluttony" - generic games expand until the point that they die of over-expansion.

The more books you buy, the worse it typically gets.

Contrast this with specific worlds, and no, Expanded Universe Star Wars does not count (and even Disney got rid of it likely because of the Universal Game Gluttony rule). With specific worlds, the cannon is already set in stone, and that's what you have to play with. With some, you can even choose to play with a subset of content (everything in Star Wars and Empire for this game, the rest is out).
Side-note, I like games that are smaller and more specific, expand-ability usually isn't a big selling point for me or my groups. It's always nice to have new stuff, but we are at the point today where desktop and web-publishing models can easily super-size a game to a degree where no one can collect or play it all. More is not better.
Some games try to create their own universes and have you play in those. These are often difficult to find an audience for, either you have a big commercial property that everyone knows, or you have a generic game that can ape along with the times. Finding a group excited about a niche world developed by a role-playing game company is always a tough thing and a hard sell to new players.

It is tough to sell a new world in today's climate, because the licensed players are bigger, make more noise, and have legions of fans with instant communication 24/7. Even if you did make noise, it is still a challenge being heard unless you are a known designer or have something really, really unique.

In a way, it's why we have the semi-generic games we do. They get around the licensed property hurdles by leaving up what people want to borrow from pop-culture to the individual group, and the fact these games are built to do so gives people that avenue.

Friday, October 10, 2014

TSR Box Games: RPG's iPad Apps

These are the games I miss. The classic TSR box games of the 1980's when you could make a roleplaying game about anything, toss a quick percentage system on it, and get playing right when you got home. Yes, often the first thing you did was have a shootout with space aliens, gangsters, mutants, secret agents, or cowboys - but that was the fun! It was the roleplaying equivalent of being able to run around the playground, point your fingers at each other and pretend they were space blasters, and go pew-pew-pew! They wersn't meant to be much more than quick character and combat simulators, and they were flavorful and fun in their own self-contained worlds.

We evolved out of these games, and into more generic systems like GURPS or Champions, after all, what good is a game that simulated just one world when you can have them all? The one game to rule them all syndrome hit, and we left these games behind. To me, it makes as much sense as forcing every game you play to use Monopoly rules, but the argument continues on today as a part of the "system mastery" marketing concept that says a roleplaying game has to be complicated so it takes up all your time and mental effort, and you don't have the time or energy to play anything else. We still have the "one game" thing with us today with d20 and its spin-offs.

We've given up simplicity to fill our shelves with roleplaying games that feel like their primary audience are book collectors. Why can't I buy a self-contained game, enjoy it for everything it is, and not have the thing expanded and super-sized until the point where only a new edition can save us by hitting the 'reset' button - only to have the same thing happen again? To me, these original box-set games are like classic editions of Risk or Parcheesi - self-contained worlds of fun in a single box with no need for a stack of "Monopoly expansion" boxes to pull out of the closet to have a complete game. These were worlds of adventure wrapped up in a single box full of promise and wonder.

They were also excellent examples of focused and tight game design to fit everything in a 64 to 128 page book. Compared with today's games, these were incredible, tight, and focused designs that did a lot in a very tiny space. Think about this the next time you play a game that goes on for 64 pages or more of character design rules.

Sure you had to learn a new set of rules - but that was a part of the fun! They were not that complicated anyways, and you could roll some dice and be playing in 15 minutes if you were familiar with how one of them worked. The generic games that supposedly did "all this and more" were about a hundred times more complicated with all of their options and settings, so there was a beauty to a game designed to do one thing and that one thing well. With a generic game, you had to sift through skills, equipment, powers, optional magic systems, and equipment lists meant to cover every era in history. Generic games did not feel like these focused and specific settings anyways, so you were often using the generic game and these games to get the full experience - which defeated the point in the first place.

They were, in a way, the first "casual RPGs" like iPad apps and games are today. Small, tight, focused designs meant to provide a singular experience and tiny world for you to lose yourself in. They weren't a political statement about what generic game you put your beliefs in, nor were they one game to rule them all that covered everything. They were designed to be fun, simple, focused experiences meant to get you lost in a specific place for an evening, and let you play a cowboy, gangster, space adventurer, mutant survivor, or secret agent. Being an involved, complicated game with a lot of options ran against their nature, and in fact would have made them less fun - these were roleplaying's first "casual games" and they still stand out today as high-water marks for tight and focused game design. They weren't perfect, of course, but nothing has came close to these masterpieces since they went out of print.

Wednesday, December 26, 2012

Players Pit: Star Wars Edge of the Empire Beginner Game

Part I: Un-Boxing and First Impressions

Who Am I?

This is my first official post here for the SBRPG blog! I am a dedicated player and have been for over 25 years, also I am a co-designer of our current project and also SBRPG. I decided to call this series the Players Pit, because I want to give a review of this neat new game from my perspective as a player of the game. This is a bit different from a more referee-centric point of view because what interests me more as a player is different from Hak's (the referee's) point of view. I tend to care more about simplicity/cleanliness of the core rules, support for creating and developing interesting characters, and the playing smoothness.

Star War's Golden Era!

Star Wars: Edge of the Empire Beginner Game is very intriguing to me because this is one of the few that has custom dice that incorporate the storytelling interpretations right in the die roll. Plus I am a fan of the Star Wars era the game takes place, about six weeks after the destruction of the first Death Star. I feel this period of the Star Wars universe is greatest time to be a player. It was pre-Jedi-centric time where playing a normal "Uncle Owen" or "Han Solo" character was a viable choice and the Rebellion provided clear good guys and bad guys.

I think this is pre/non-expanded universe as well so you can start playing with a fresh storyline leading into the greater war. The plus of this era is if you like military, mission-based gameplay you could have that or if you prefer more role-playing style spy missions, you could do that too all against the backdrop of a galaxy-wide political power play. Add to this Fantasy Flight Games has been putting out some very well-polished games recently, so in short, this game has me hooked.

I eventually plan, when we graduate onto the full game, to play a bad guy (I have an idea of a Sith or imperial officer type character) and a good guy (I am going to run with Pash and company for this one) campaign. I am hoping the game meshes with the X-Wing Miniatures game as well, but we'll see.

Baby Steps...

Our first gaming session was just an un-boxing of the game and reading through the rules. I managed to absorb the sample characters and read their intro stories. the dice were confusing at first but one you reread the dicing help section you could pick it up in short time. I found it interesting that characters gad "talent tree" style progression as well, which reminded me of the the last Star Wars games d20 based feat stacking. This one however sees much more organized and simpler.

The artwork and presentation is outstanding and the character samples are very nicely organized and pretty. Much in the way the Pazio Pathfinder Beginner Set. The sheets have the sample sheet down the middle with side bar descriptions for everything on them. This I liked immensely and I hope they publish more preset iconic characters and game maps of ships, terrain and such in the future.

Overall the game gets me excited to play. I like the more RP-centric storytelling approach, and simple game play so I cant wait to dive into the included starter adventure. I am playing two characters, the smuggler Pash and the Twi'lek bounty hunter.

Overall Grade So Far: A+ (Great first impressions and exciting universe!)

The game rules are the way I like it, very rules light and fast playing. The basic mechanic is roll a base set of dice plus some difficulty dice added in and interpret the results. They have some symbols on the dice to shift the outcome slightly good or bad depending on the roll.This allows the referee to interpret the results in a more soft-RP way and adds to the fun of the play.

When were were done we were set up to dive into the included sample adventure for next time.

Stay tuned!
~G