Hey all,
I'm looking for module submissions for both Labyrinth Lord and Mutant Future. There is some great talent out there, so send in your submissions! I'm very happy to work with new authors, as long as you're patient and don't mind working with me (I may or may not have advice for revisions as we go through the process), so lets get some great stuff out there together!
Visit my submissions page for some basic info, and then drop me a line! I like to look at proposals from new authors but if you are experienced or already have a manuscript ready send it on over for me to look at.
About 9 years ago I got my start by writing fan material for Eden Studios (and then a couple of publications through them). Chances are, if you are a good writer and love doing this kind of thing, you can write a good adventure. So lets do it.
http://goblinoidgames.com/submissions.html
Note that I'm looking for site-based modules at the moment (keyed rooms sort of stuff), not so much looser wilderness stuff. I may look at things like that later. I'm especially looking for lower level adventures, with preference for equal to or lower than 5th level.
Friday, March 19, 2010
Tuesday, March 16, 2010
Gaming myth? Was the Mentzer boxed set really easier to learn?
One piece of accepted "truth" in the world of old-school gaming is that the D&D boxed set edited and revised by Frank Mentzer was "easier" for kids to learn. In discussions on the internet about this set this idea seems to be repeated over and over as if it is a mantra. But I wonder, is it actually true? If you cracked open the first set by Mentzer would it be easier to learn than the set by Moldvay? I have my doubts.
The first set I encountered was the Mentzer set. In all fairness I have to state that at the time I was about 9 years old or so. We played this set every day the summer we discovered it, and a lot thereafter, but the way we played hardly even resembled the "true" way it is supposed to be played. So were we able to learn the game despite how well written the introduction was? No, not at all.
A few years back I read the first Mentzer set and the Moldvay set as a comparison, and even now I had a heck of a time getting through the Mentzer set. There's no doubt it was intended for young people, but even as an adult I don't know if it would be easy to decipher the game (doable, but not intuitive). The realization I've come to is that even though the Mentzer set was designed to hold your hand and lead you through the process of learning what the game was about, it was just too damn wordy. Even now reading through it I find myself thinking "ok get to the point already!" So I wonder if the game really succeeded at its goal of being more instructive or if people just keep saying it was because everyone believes it was. When I think about it, I have never heard anyone say they actually played any version of the game the "real way" it should be played when they discovered the game as a kid.
What I do know is that what Moldvay's set had going for it was that it was much more concise. It goes in, tells you what's what and gets out. It takes pages upon pages of explanation in the Mentzer set for what should be a simple concept. It's too much reading for one thing to cover a few basic points, and if the audience is younger kids for the Mentzer set I think its failure is in requiring not just reading comprehension but the ability to follow an "argument" so to speak over the course of many pages. In other words, I wonder if an instructional bent to the rules would benefit more from being brief and to the point. In all honesty I think that when revisiting the set by Moldvay they hit the nail on the head right away. It was designed for young people and adults, and is easy to jump in to. With the Mentzer set I think they were probably identifying a problem that was real but they chose the wrong approach to correct it. The problem was of how to make the game more understandable to kids. As it turns out, making a lengthy instructional book was not a solution that worked.
To approach the topic from a slightly different angle, we can think of it this way. How many 8 year olds can pick up a game of Monopoly, read the rules, and start playing it exactly as intended? I have a feeling that not too many can. It's not because kids aren't smart enough to learn the rules, but it is the way they are delivered that matters. We usually learn these games from other people, which is a very different delivery method than reading the rules on paper. Now consider that D&D, even before AD&D, is far more complex not just in rules but in overall concept compared to Monopoly, and I think what becomes clear is that probably no matter how you try to word it a written introduction to the full game is only going to lead to failure if the goal is for your young audience to read the rules and play the game as intended without the guidance of people who are already familiar with it.
So what's the solution? I'm not sure. I think people forget that the complexity of the rules as represented even in original D&D to Moldvay's set were never really written for kids anyway. Keep in mind that the rules in Moldvay and OD&D are nearly identical (and by extension, Mentzer's set). Today people tend to think of "basic" D&D as the kids version, but that's only because of the marketing attempts of the 80s. In retrospect I'm not so sure how "good" for kids it really was since I've never met anyone who was introduced to any version as a kid who was able to figure the rules out on their own. We might want to take a step back and ask whether any version to date is actually a very good version for young kids at all. Sure, if it is being taught and run by older kids or adults there is no question that young kids can figure out how to play. But if the goal is for the game to be picked up and played by younger kids without the outside influence of older people, should the game be made simpler in the first place? I wonder.
The first set I encountered was the Mentzer set. In all fairness I have to state that at the time I was about 9 years old or so. We played this set every day the summer we discovered it, and a lot thereafter, but the way we played hardly even resembled the "true" way it is supposed to be played. So were we able to learn the game despite how well written the introduction was? No, not at all.
A few years back I read the first Mentzer set and the Moldvay set as a comparison, and even now I had a heck of a time getting through the Mentzer set. There's no doubt it was intended for young people, but even as an adult I don't know if it would be easy to decipher the game (doable, but not intuitive). The realization I've come to is that even though the Mentzer set was designed to hold your hand and lead you through the process of learning what the game was about, it was just too damn wordy. Even now reading through it I find myself thinking "ok get to the point already!" So I wonder if the game really succeeded at its goal of being more instructive or if people just keep saying it was because everyone believes it was. When I think about it, I have never heard anyone say they actually played any version of the game the "real way" it should be played when they discovered the game as a kid.
What I do know is that what Moldvay's set had going for it was that it was much more concise. It goes in, tells you what's what and gets out. It takes pages upon pages of explanation in the Mentzer set for what should be a simple concept. It's too much reading for one thing to cover a few basic points, and if the audience is younger kids for the Mentzer set I think its failure is in requiring not just reading comprehension but the ability to follow an "argument" so to speak over the course of many pages. In other words, I wonder if an instructional bent to the rules would benefit more from being brief and to the point. In all honesty I think that when revisiting the set by Moldvay they hit the nail on the head right away. It was designed for young people and adults, and is easy to jump in to. With the Mentzer set I think they were probably identifying a problem that was real but they chose the wrong approach to correct it. The problem was of how to make the game more understandable to kids. As it turns out, making a lengthy instructional book was not a solution that worked.
To approach the topic from a slightly different angle, we can think of it this way. How many 8 year olds can pick up a game of Monopoly, read the rules, and start playing it exactly as intended? I have a feeling that not too many can. It's not because kids aren't smart enough to learn the rules, but it is the way they are delivered that matters. We usually learn these games from other people, which is a very different delivery method than reading the rules on paper. Now consider that D&D, even before AD&D, is far more complex not just in rules but in overall concept compared to Monopoly, and I think what becomes clear is that probably no matter how you try to word it a written introduction to the full game is only going to lead to failure if the goal is for your young audience to read the rules and play the game as intended without the guidance of people who are already familiar with it.
So what's the solution? I'm not sure. I think people forget that the complexity of the rules as represented even in original D&D to Moldvay's set were never really written for kids anyway. Keep in mind that the rules in Moldvay and OD&D are nearly identical (and by extension, Mentzer's set). Today people tend to think of "basic" D&D as the kids version, but that's only because of the marketing attempts of the 80s. In retrospect I'm not so sure how "good" for kids it really was since I've never met anyone who was introduced to any version as a kid who was able to figure the rules out on their own. We might want to take a step back and ask whether any version to date is actually a very good version for young kids at all. Sure, if it is being taught and run by older kids or adults there is no question that young kids can figure out how to play. But if the goal is for the game to be picked up and played by younger kids without the outside influence of older people, should the game be made simpler in the first place? I wonder.
Sunday, March 7, 2010
Goblinoid Games and Otherworld Miniatures team up!
This Summer, Otherworld Miniatures and Goblinoid Games will launch a partnership project. Starting in August 2010, a range of boxed sets of ‘Official Labyrinth Lord Miniatures’ will be available, featuring 28mm figures made by Otherworld Miniatures. Most of these models will come from Otherworld’s existing ranges, but some will be designed and sculpted specifically for the new Labyrinth Lord sets.
These boxed sets will be level specific, with the first sets featuring the weaker monsters found in the upper labyrinth levels. Later sets will contain progressively stronger monsters which dwell in the deeper levels. Some wilderness-themed sets will also feature woodland inhabitants and creatures found in a marshland habitat.
This range of boxed sets will be tied together by a set of mini-adventures which are included in the boxes. Individually, they’ll make an entertaining evening’s adventuring, but together they make up an exciting mini-campaign. Adventures will be written by some of the best writers of the old-school gaming scene, including Jeff Talanian, James Maliszewski, Rob Conley and Michael Curtis, and many others.
“I have been a role-player and miniatures enthusiast for over 30 years. Otherworld Miniatures now produce the figures that I wish I had been able to buy when I first started gaming. They are inspired by old-school imagery, but we use modern sculpting techniques and production standards to make miniatures that would never have been possible in the early years of our hobby. Goblinoid Games follow similar principles with their Labyrinth Lord game, and I think that we’re ideally suited to work as partners.”
Richard Scott
Otherworld Miniatures
“Richard started Otherworld Miniatures right about the same time I started Goblinoid Games. Over the last 3+ years I’ve been totally blown away by the figures they have produced. Not just because of their quality, but also because they truly do produce figures that capture that period of time in gaming history when everything seemed new and dungeons were filled with gritty danger. I’m very excited at this partnership. Our companies have both come a long way since 2006, and it seems only natural for us to team up now to promote our mutual goals of keeping the old-school torch burning.”
Daniel Proctor
Goblinoid Games
These boxed sets will be level specific, with the first sets featuring the weaker monsters found in the upper labyrinth levels. Later sets will contain progressively stronger monsters which dwell in the deeper levels. Some wilderness-themed sets will also feature woodland inhabitants and creatures found in a marshland habitat.
This range of boxed sets will be tied together by a set of mini-adventures which are included in the boxes. Individually, they’ll make an entertaining evening’s adventuring, but together they make up an exciting mini-campaign. Adventures will be written by some of the best writers of the old-school gaming scene, including Jeff Talanian, James Maliszewski, Rob Conley and Michael Curtis, and many others.
“I have been a role-player and miniatures enthusiast for over 30 years. Otherworld Miniatures now produce the figures that I wish I had been able to buy when I first started gaming. They are inspired by old-school imagery, but we use modern sculpting techniques and production standards to make miniatures that would never have been possible in the early years of our hobby. Goblinoid Games follow similar principles with their Labyrinth Lord game, and I think that we’re ideally suited to work as partners.”
Richard Scott
Otherworld Miniatures
“Richard started Otherworld Miniatures right about the same time I started Goblinoid Games. Over the last 3+ years I’ve been totally blown away by the figures they have produced. Not just because of their quality, but also because they truly do produce figures that capture that period of time in gaming history when everything seemed new and dungeons were filled with gritty danger. I’m very excited at this partnership. Our companies have both come a long way since 2006, and it seems only natural for us to team up now to promote our mutual goals of keeping the old-school torch burning.”
Daniel Proctor
Goblinoid Games
Thursday, March 4, 2010
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