RPG’s of 2009 – the year of mega-complexity – part 1

I was pondering my own desire for a Great Simplification in my RPG playing and GM’ing over the last few years and it lead down a path of wondering what year was the height of RPG complexity across the board? Now, sitting in 2015, the OSR is going strong, Numenera’s cypher system is still rolling forward (and the Strange) and has some very simple mechanics, 13th Age has stripped away the grid of 4th Edition and created an extremely playable D20, people are swinging off the nuts of the extremely simplified, deconstructionist spoof of D&D: Dungeon World. What’s more, Hasbro’s D&D v5 released last year, and while still fairly complex compared to the latter three versions, it has also undergone a great simplification compared especially to the two previous iterations. The pendulum has swung to the simple, but when was it at it’s apex of complexity that gave the current trend momentum?

The year I feel people were playing (and had an appetite for) the most complicated RPG’s in the history of the hobby is 2009. Since that year, I gut-feel (I ain’t going to track down sources) like the RPG community, as well as myself has been yearning for a simpler style of play, one that invokes more imagination and less about mechanics and OPTIONS. Yet, in the early 2000’s, I firmly believe that myself and many other people wanted nearly infinite complexity in our RPG games, and anything less was ‘just fucking shit we played as kids.’

Where did this desire for complexity come from in the first place? Why did we need so many character/monster/spell options and all this minutiae? People designed and produced these complex games hoping they would sell, and there was obviously a market for each being as complex as possible. But why?

I’d like to divide RPG players into two (overly) broad groups. First, the 70’s set– people that were born in the 70’s and played OD&D when it was actually published. These are the Holmes, Moldvay, Metzner kids. The second group (again this is broad) are the Lord of the Rings kids that played or started playing D&D 3.0 when the LoTR movies came out. The boost of those films to D&D and RPG’s as a whole was simply huge and there is an entire generation of people that jumped into the hobby, starting again with fantasy, during this time. What were these two groups both influenced by to make them want exceedingly complex games in 2009?  How did D&D 3.0, designed by the same guy that did Everway and 13th Age, end up being so complicated and by extension– all these other complex games!

Magic the Gathering. MTG had a huge effect on all gaming everywhere from 1993 on. I would say MTG had as big an effect as the creation and propagation of Dungeons and Dragons itself. What MTG did for gamers and game designers is to create a desire and acceptance of a vast array of asymmetric powers. A MTG deck is essentially a collection of powers that players need to know, memorize and combo. Not only do they need to know their own deck, they need to know as much about all the other cards in the game that may be played against them as well. Roleplaying games hence started having massive amounts of variable powers– especially Exalted and Warhammer Fantasy Roleplay (who even had all the player skills on cards).  MTG primed gamers minds for mass asymmetry and a desire for the same in their RPG’s.

CONFORT
CONFORT–with 71 credits…

Anime, and fighting games. Especially Ninja Scroll for starters and EVERYTHING else since and by extension ALL Japanese fighting games. I spent food money in college playing Virtua Fighter and Samurai Shodown 2 and the adoration of those games culminating in Guilty Gear and Virtua Fighter 4/5 created an appetite for a system where your character fighting opponents gave the players tons of options, tons of character styles and special powers, conditions, everything. I believe fully that Anime and Fighting games were extremely responsible for the rise in complexity over the course of the 90’s and 2000’s. People eschewed the muddy murderhobos crawling around in dungeons for scraps with just a few stats and a single damage rating– they wanted heroes that could SHIN SHORYUKEN!!!  Combat, never a strong point or focus of old D&D (despite how we played as kids) became absolutely critical to RPG system design.  Once you understood what was going on in the fighting engine of King of Fighters or Samurai Shodown, it was hard to look at your PNP RPG combats the same way.  Reinforcing the trend from D&D 2nd edition– anime propagated that characters should be ‘heroes’ and not just some git with a sword and some rope stealing stuff from a tomb or abandoned dwelling.

Vampire and the D10 system. This is called the storyteller system but compared to story games these days (Hillfolk, Fate, et al.) this was really a ‘universal mechanic’ RPG more than anything. The really awesome thing about Vampire, which no one had done before well, were the variable player powers based on caste/clan.  Suddenly players were able to take a fairly straight forward (and broken until the Trinity version of the game fixed it) difficulty/successes system and layer in THEIR characters variable powers, and see how the whole mess worked together. As much as I am not a fan of the vaguely gay (remember it was still only the early 90’s–it couldn’t be blatantly gay which would have been much better!) vampire soap opera stuff myself, I, like many other, viewed the system with some sort of awe, but just wanted it to be turned loose on a genre that wasn’t so…. goth and metaphor for being a closeted gay dude. (this ended up being Trinity/Aberrant and Exalted). Because the system was easy to add options to–they did– so much…

Warhammer 40k/Fantasy: Especially the 70’s gamers started spending MASS cash on 40K and Warhammer stuff in general in the late 90’s and early 2000’s.  The game was extremely pervasive in game stores, being the bread and butter of many stores along with MTG.  Warhammer is all about army/unit asymmetry and tons of variable powers for everything, with customizable characters to the nth degree (we rip on “herohammer,” but that shit is fun both on and off the table as long as it’s balanced).  Since D&D was derived from miniatures games, 40K has a similar root.  Warhammer is the natural hardcore extension of Swords and Spells and Chaimail, both of which are awful in comparison.

Now, there have been many complicated RPG’s before 2009, especially in the realm of ‘universal’ systems such as GURPS and the HERO system (starting with Champions) as well as, arguably, TMNT (actually a really good game for it’s time!) and Rifts which really wasn’t that complicated except for all the character options and SDC/MDC bullshit (and mass addons). Phoenix Command, Twilight 2000, Rolemaster from back in the day were all COMICALLY complicated simulationist style RPG’s. These last three are games that, if you accidentally buy at a gaming flea market for a couple bucks, end up not on a shelf or drawer for later ‘research’ fodder or toilet reading, but get fired directly into the recycle bin. Yet, these games came out of an era where I think no one knew jack shit about how to design an RPG in general, the medium being all so new after all, so you have to give them a bit of a break unplayable as they were compared to (most) games of today.

Next post, three RPG’s that define 2009’s complexity to a C!

Runequest 6 – First big play session

Somehow, I convinced a pack of my knuckleheads (and my brother, who has little choice) to try out Runequest 6 last week with good results.  To be self-critical from the outset, I fucked up a lot of the rules, but my only real fudging of the dice to favor a player (I play with a GM screen still…) was probably one out of 20 or so where I accidentally let the player’s off the hook when they should have been chopped meats.  Making life hard on myself with RPG experiments as I tend to do, I converted a Lamentations of the Flame Princess adventure (Thulian Echoes) to Runequest 6 — not the easiest thing.  In this adventure, the characters find a book that details some people going to an Island about 1000 years before, but instead of reading the book or giving them the information, the players actually play through the ‘diary’ as the original peoples.  They are absolutely encouraged to cheese it up as much as possible to help the future visitors (which maybe them… maybe not) to the island if they can.  Needless to say, the Island is a fucking meatgrinder for the poor peoples of 1000 years ago.

I set the original party in 1605 England (summer, before the 5th of November…), where they were non-liveried members of the Mercers guild (read: street thugs) and just happened upon the diary while doing some shopcrastin and the like. My plan was to start off easy to get the players some familiarity with the combat system, the skills system is so intuitive these days that it really does not need much explaining.  The first combat against a near set of mooks (though anyone can kill you in Runequest really) went well and things that are quite different from most RPG’s like weapon size, action points, differential rolls, special effects were pretty easily understood– I think.  The selfish thing is, as the GM, I have had a lot of fun running Runequest combat so far because every dice roll matters– much like Marvel Heroic Roleplaying.  There’s no D20/WFRP:  “CLATTER -oh, I missed again” going on.  The players picked some fairly varied character builds, one was a 2 Action point beefsteak and the others were mostly rat-faced snipes who were more likely to toss a brickbat and then run then fight face to face.

Yet the second combat, once they had their new characters 1000 years previous, was a doozy, which ended up unfortunately being the remainder of the session, and absolute beast to run.  Four player characters + friendly NPC’s vs twelve Animated Statues is not a combat a new GM or group to Runequest should try to run.  While the players may not have noticed, a lot was forgotten and missed by this hapless GM.  I forgot when people had been wounded, I forgot when enemies had been over-pressed, forgot that some of the statues had spears, some had swords, some had shields as well, and I forgot to take into account weapon reach.  Someone with a spear can hold off an opponent until they can close range.  Again being self-critical first and foremost , I don’t think the players noticed much and had a good time because the MEAT of Runequest 6 is the combat and damn if it wasn’t fun despite the fuck ups (I did get the nearly obligatory “Chris is trying to cheat math” note that is often given to any of our group’s GM’s though).  Both of the main fighters went down (one out, one down with a leg wound), the sorcerer ran out of magic points after 5-6 castings of wrack and ran off, and the Pict was nearly killed multiple times before they were able to drop the last statue–and nearly all had to spend all of their luck points to do it. Whew.  I was imagining while playing what the combat would have been like in LotFP– these were 3HD monsters– so at least 12hp each, likely 15+ and weapons do half damage.  12 of these is a LONG fight.

Why I like the RQ combat
In the D20’s, characters just roll a die and do hit points of damage.  It’s effective when hit points are low across the board, and is fundamentally a timing mechanism for how long something can stay in the fight, but it’s so abstracted the characters in combat don’t make many choices, everything is a medium attack to no specific location. This works when shit is getting cleaved to the ground quickly, but vs high HD monsters, players often want to try something other than a medium attack to no specific location.

Contrast to D20’s, in Exalted, Fate, Feng Shui, and games that focus on the narrative stunting, the players have to create an idea in their head for what they are trying to do before any dice hit the table.  It’s fine to say “I flip [there is always some sort of flip in stunting descriptions] over the table and straddle the first guard’s neck between my thighs and then slice off the top of the second guard’s head with my cestus before I fire out my poison vaginal dart onto the first guard’s neck,” but what if it fails? What if the subsequently rolled dice say that that stunt absolutely does not happen— what happens then?  Runequest solves both the ‘a medium attack to no specific location’ problem that many RPG’s (and all D20’s) have and the pre-‘Stunting before dice hit the table’ by making the player roll the dice first, then there is an opponent reaction (if possible) and the results are applied– from this the narrative can be derived.  How does the system do this?  First, hit locations.  Your character knows what part of the enemy they have hit, and what degree of damage.  This adds a ton to the visceral aspect of combat.  Second, special effects.  Combat special effects happen extremely often– rarely was there an attack/successful parry for no damage (though this did happen), usually either the attacker or the parry-er failed or rolled a critical and one of the various combat special effects were applied.  This not only drives the narrative, but has specific system effects.   Unlike the free-form ‘consequences’ in FATE and Marvel Heroic, these are codefied completely– so players that lack in the imagination department (whether through fatigue or drink) can let the dice do their work for them, pick a mechanical effect that best suits their needs and let the narrative be derived. As a GM, I think this is quite awesome.

I could go on and on about the game (and I will eventually) but suffice to say that Runequest 6 is really badass and after making about 9 characters for the session and converting a variety of NPC’s and beasties, I can make characters in a VERY short time– my biggest gripe about the system really is that you have to have your players spend 300 points(!?) on skills (just like Call of Cthulhu) before they can get to buying equipment.  I’d rather it be like WFRP where you choose a class (say, fighter) then roll what career you were before becoming that class, and take the skills from that career.  The magic system requires a lot of GM pre-work which I was not a fan of for this session, but a small quibble since RQ6 is a toolkit system after all.  Would I convert another LotFP module? Maybe one of the big campaigns yes, but for the 2-5 session ones, likely not except for one I will not mention since one of the players sees this blog– I think there’s definitely a place for both Runequest and LotFP (and 13th Age as well) and I don’t want to try to change any of them to be more like the other– such as setting 13th Age (gonzo D20) in pre-modern Europe or adding hit locations to LotFP.  I will probably write more posts about RQ, but likely I won’t get a chance to run a game for a long time.

Dead men walking
scuttling blood-bags

New Years Day Cosmic Encounter

For the second time in slightly more than two years, we’ve hosted a New Years Day Cosmic Encounter party– this involves recovering from hangovers by drinking and playing Cosmic Encounter as many times as possible.  In both cases, this year was no exception.

We had 11 people this year so split into two tables of 5 and 6.  One group played with a base set and one expansion (the one with the Hazards) and the second group played with nearly everything except tech and space ports.    We had some cracking games, but my first game was the very first time I’d seen the Entropy Beast in action– it devours planets based on number of ships and a draw of a special card from the destiny deck.  Once one player is down to 2 planets, the game is over and everyone loses.   In most games that are player vs player, the fact that the board would suddenly ‘win’ the game would normally be a bit shite, but in Cosmic Encounter it’s really just par for the course.

Cosmic, again, shows it’s mettle as the best multiplayer board game in existence.  We had at least three people that had never played before and they were able to jump right in among the mimosas.

Party like it's 20015!
Party like it’s 20015!

The new Hobbit was…

…a giant battle nearly from start to finish.   I’d like to coin this as the John Woo Hobbit film. I’m not sure if I liked the movie, but it did not suck goblin schwang like the second film did.   Stretching a small book into three films (though including a bunch of stuff from the Silmarillion) was a tough job but in this one the writers had no choice but to grease up and get fucking.

blackarrow

Stuff I liked:

  • Huge battle with lots of crap going on everywhere.  There were scenes where dwarves, men, elves and orcs were all fighting like crazy.  For a fan of Warhammer Fantasy Battle and all that stuff since I was a little kid, it was sort of a fantasy battle orgasm, and it should have been.  Despite the original author’s rather denuded account of the battle in the book, it was a big show down in Middle Earth, one that had far reaching consequences for the LOTR wars.  This was much better than the cartoon movie…
  • While the tiny parts with Dol Guldor and the Necromancer were really well done, this should have been a MUCH larger part of the second film and had a massive battle going on to finish up– THEN deal with the dragon.  Really since it was three films, the Necromancer parts could have been the justification for the vast length– and really it didn’t amount to all that much in the third film.  Seeing Saurman and the two elder elf characters destroying the ring wraiths was pretty awesome though, but did they just come alone? Pretty odd that.
  • I liked the 1 on 1 battles that evolved during the fighting.  Since EVERY character had the power and skill of Legolas, it was neat to see the superheroic battles between the main characters. By this film, I knew going in that every goddamn thing was going to be way over the top wuxia so what the hell…

black_orcs_front

Stuff I didn’t like:

  • Not enough about Beorn and the bear– that guy should have had more screen time kicking ass. Just one tiny scene? That’s it??
  • Everyone was Legolas– this was pretty ridiculous throughout the three films that all the dwarves were as spritely and had the combat prowess of legolas… but they decided to go with the superheroic version of the Hobbit, and there we have it. If they hadn’t would we have been bored? I don’t know. This is all part of the ‘if everything is fantastic, nothing is’ issue with many fantasy films.
  • The armored orks.  gone are the rabble-like hordes of orcs from LOTR that looked great, in the hobbit you basically had a generic but FULLY armored ork “bred for war” going on. They had little to no character compared to the LOTR versions, and it was unbelievable that human RABBLE and completely unarmored Dwarves should be able to cut a swath through them.
  • The dwarf/elf love story.  This is was preposterous to me.  Despite the fact that Evangeline Lilly is pretty and could just hog all the screen time between fight scenes for all I care, this was stretching the source material too far.  A human? Yes, or another elf that dies in the battle (like NOT have Legolas there, but another male elf).
  • No cool Gandalf spells.  He did few spells in the movies overall, I would have liked to see something other than him whipping his sword and staff around.  It’s not like the film of the Hobbit fits into the low-magic Sword and Sorcery genre with all the running up falling bricks and Aerial lycanthrope transformations…
  • No thrush–where was the bird?
  • This is really on the second film– the meeting of Bilbo and the Dragon was BETTER in the old cartoon movie than the new one!  How did that happen?

What this has inspired me to do is eventually have a marathon and watch the LOTR films back to back.  However I may skip over the last 40 minutes of the last film– if there is any point where people look to where the seed of these Hobbit films inevitably going to shit it was the last 40 minutes of LOTR.

Steam sale – Dominions 4

I survived the steam Xmas sale  until this morning when I saw Dominions 4 on sale for 9$.  This is well worth the scratch if you like strategery.  I have not delved in to 4, but I have spend oodles and oodles of hours on 2 and 3.  It’s a super deep game, but what’s awesome is that the multiplayer ACTUALLY WORKS since it’s tick based rather than everyone sitting around on one machine like Matt and Steve and John on HOMM 3.

Don’t let the graphics fool you, this is an awesome game.

ENLARGE
BIGGER!

 

Xmas Vacation (sort of) begins today!

xmas2014
Xmas 2014

I have to work this coming Monday, but it’s just a sprint review and planning and then it’s Xmas vacation!  I had a bunch of time to burn this year, so I will carry over about 4 days of vacation,  but things got so busy the last few weeks I couldn’t fit any vacation in.

That said, the plan for this vacation is to play some games of BOLT ACTION for sure, an obligatory game of Talisman (my woodlands expansion is still in the shrink!!!!!!) and to get a 6-8 hour session of RUNEQUEST wherein I am converting a Lamentations of the Flame Princess adventure.   We’ll see how that goes. I must say my handle on the Runequest rules are spotty at best, but Basic Roleplaying is not terribly difficult generally– but some of the specifics will be tough to remember.

Other shit I wouldn’t mind trying is some more 13th Age, POSSIBLY Numenera to try it out and likely lots and lots of the new Ascension expansion which will  hold us over until SCROLLS is released on iOS.

Mojang’s Scrolls is pretty cool

 

Scrollslogo

Mojang was sold to Microsoft for a lot of money recently and while that should be actually GOOD for Minecraft, what about this other game SCROLLS?  The one that caused such a dust up with Bethesda Software a year or so back (with the awesome challenge to settle LEGAL differences with Quake 3 Arena!!!). The game has been in beta for awhile (open like your sister’s legs) and last week it actually came out for everyone at FIVE BUCKS.

So this is a goddamn online CCG. You get a basic deck of cards and can ‘buy’ more with in-game gold that you earn by playing. It’s a typical model that everyone is using these days with all these fucking iOS FREE games and Blizzard’s Hearthstone. While the economic model for getting cards is sort of lame, really this isn’t different from any type of regular CCG like Netrunner, EXCEPT for the fact that you can get more cards by just playing the game. This means if you spend FIVE BUCKS and play, potentially you can get a ton of cards without spending any more. This is my plan.

The key thing here is if the game sucks balls and is just a semi-magic clone with +1 /-1 effects that are super boring. Since Magic itself has this same model of buying in game cards, if you really are going to play one of these games, you better play the best one. Since there isn’t one of these games out for NETRUNNER, I would say SCROLLS is probably one of the better games. I have not wasted money or time on Blizzard’s IP cash-in trash Hearthstone game but per Lord Lobo after 10 minutes in SCROLLS he mentioned it was “Way better” than Blizzard’s feeble offering.

scrolls1

Anyway, after about 7 games, this is what I think in BULLET LIST form.

  • I like the MAP a lot. It’s got this Heroes of Might and Magic vibe plus DREAMBLADE (which I’m waiting for my kids to get old enough to play). It puts context around playing cards instead of just this amorphous mass of cards on the table. Protecting a location is also very SHADOWFISTY, and that’s good.
  • The interface is quality. Mojang ain’t fucking around here. There were a couple things a bit wonky (like starting in windowed mode) but during the game it’s very nice.
  • Cards do interesting stuff. I really think the drive for GAME BALANCE has fucked up modern CCG’s a bit so the mechanics boil down to +1/-1 like Hearthstone. It’s sort of like how Diablo 3 didn’t take ANY chances with any powers PROC’ing because that would rely on some luck and not raw DPS. This made diablo 3 a really shitty and boring game (except for the sound effects).
  • The factions are generic, but the little miniatures on the board look cool. Each faction is named for a single word– GROWTH, etc. and the cards in each have pretty generic feel to them. When you’re used to JOHN FUCKING BLANCHE and ERIC SABEE art all over the place, it’s hard to get a woody about a faction that has some wolves and stuff in it. The ‘miniatures’ though are sweet.
  • I’m interested in the tactical depth possibilities. The main thing about a 2 player CCG is if it’s fun to play even if you are getting fucking schooled repeatedly (since this is how you learn). Netrunner is WONDERFUL in this way because it’s always a bit of a nailbiter at the end. Shadowfist is just nearly always fun to play regardless of who wins.

So that’s enough points for now. if you want to dip your toes in, there is a demo of the game, but at 5$– what the fuck. For the next two weeks or so (some of you know how my attention span is for games) I’ll be playing quite a bit. My username is: ajdghlkajhclkA. Not joking.  I had to try 3 times to find a name that wasn’t taken (littlemute? seriously??) and it became a random string of letters.