Monday, August 10, 2009

Simple Comparison

Sometimes I think the simplest comparison can say volumes more than a lengthy essay. There are certainly a number of differences between "old-school" D&D and "new-school" D&D, and I think many of those differences in mechanics and play style can be summed up by the following:

Old-school D&D characters are adventurers

New-school D&D characters are "heroes"

Friday, August 7, 2009

Drizzt Do'Urden: When novels and games collide

In 1989 TSR released the Forgotten Realms supplement, Hall of Heroes. Back then I was a huge fan of the FR novels, so I was very excited to get this book because it had the game stats for the major FR novel characters. I was especially eager to see Drizzt's stats, because I thought he was awesome (I know, burn me at the stake). I bought the book, cracked it open and thought, "Wow, that's pretty stupid!"

The thing about novels compared to games is that an author can have his characters do all sorts of things and not have to worry about fitting the actions into a framework of game rules. A powerful character can be stabbed in the heart with a dagger and die if the story requires it. That sort of thing.

So when I looked at the Drizzt stats I expected to see a ranger, albeit a drow ranger. For the most part that's what we got, and his basic stats were nothing special. Then as I read further I got to this part that really gave me the shits:

"So accurate are his wicked cuts, that if Drizzt's 'to hit' roll exceeds the minimum required for a hit by more than 5, he scores double weapon damage and has a base 10%, plus or minus 3% per level difference between him and his opponent, chance of killing the foe instantly."

AGGGGHHH!! Why did they do this? They invented a special critical hit system exclusive to Drizzt!!! My nerd rage knows no bounds!

Yeah. See, for those of you who never read the novels Drizzt appears in, he kicks so much ass it almost becomes comical, especially in the Dark Elf Trilogy. Drizzt wields two scimitars simultaneously, and dances around sticking one scimitar here, another scimitar there, artfully slicing here dicing there dancing over there flashing the blade to one side then to the other side then upside down in a circle up the ribcage to the brain while standing on his head picking his nose...

...all while balancing his checkbook at the same time.

He's the Ultimate Master of the Blade, have no doubt about that. His sword prowess is described in such detail over and over again in the books that I guess I can't blame the writers for needing to somehow justify it when presenting Drizzt in actual game terms. The problem though is that I wanted to play out little arena battles between my favorite character and Drizzt, but he had that damn special critical hit ability. Without that my character would stomp him like the sissy elf he is.

Sometimes I think the best policy is what happens in the novel, stays in the novel.

Zee game is zee zame!

I just love this video, as some of you may know since I've linked to it before. This is probably one of the better examples of a blatant attempt to influence the customer, to convince the audience that older editions of D&D are not just out of date, but silly. Not a hard thing to do either when that audience is already conditioned to believe new edition = better design. If I where teaching a class on rhetoric I'd use this video as an example.

What I want to talk about in this post, though, isn't whether zee game is zee zame. We all know it isn't, so I'll leave that dead horse covered with a throw blanket for the time being (just don't mind the flies and smell, because I'll probably expose it again sometime later!). Instead I want to talk about new editions of games in general. There still seems to be people who get flustered when anyone claims a new edition of D&D comes out in order to make more money from the brand. It's the obvious truth, but what I'm curious about is whether D&D as a brand is very different in this regard compared to other classic brands that have been around for a long time. Let's take a look at a few.

Basic Roleplaying: Chaosium has been publishing this since the very early 80s. This system has been used for a number of genres and licensed properties. The interesting thing about this system is that even though new editions came out, such as for Call of Cthulhu or Elric/Stormbringer, the core rules were largely identical. The main differences could be found in the way some of the subsystems worked, such as demon summoning in the various versions of Elric/Stormbringer. The long and the short of it is you can pick up any adventure from any period of time and run it with BRP, no matter what version, will little tweaking.

So, Basic Roleplaying is not a good example of milking the brand. It has remained nearly unchanged for almost 30 years.

Palladium System: I think readers know what I'll say about this one before reading past this sentence. The sheer stubbornness of Palladium in refusing to revise their games is legendary. Sure, they have tweaked things over the years, but largely the system has remained zee zame through the various versions for the genres they publish. That's not to say they don't publish certain slightly updated or revised books to make more money, it's just that one could basically use older versions in about as seamless a fashion as is possible for the Palladium System.

So, this isn't a good example of the edition turnover business plan either. Think of all the new rehashed supplements they could sell if they did do this!

Tunnels & Trolls: This is another good example of a system staying mostly how it was created. There are different editions of this game, mostly with a few tweaks or add-ons but no big revisions.

Again, not a good example of re-releasing a brand as a new game.

GURPS: This is a rare case where I think the fans wanted a new edition before the game company wanted to release one! This system, at the core, remained unchanged since it came out in the mid 80s. It had considerable material tacked onto it for many years, until it was sort of a mess to straighten out, until a new edition came out just a few years ago. The new edition does have some compatibility hiccups with 3rd edition revised, but largely zee game is zee zame.

I think these are good examples because they are properties that have remained with the same publisher for all these years. Some of the other brands out there have gone between a number of publishers, and are not a good comparison because often a brand may be sold or licensed, and a new system tacked on. They belong to a different discussion.

So if we take a look around at other games, what should we conclude? Well, even if you look at some of the modern games you'll see that many of them don't go through radical edition revisions. Some do. I think White Wolf has done this, though I haven't kept up on what their system looks like now. I know they had a habit that really pissed me off at the beginning, where they would release a paperback 1st edition then turn around and release a revised one in harback after just a few months. It got so consistent that I stopped buying the first book and waited for the second. That practice was probably even worse than revising after a few years, because it made customers buy two core books in a very short time. Regardless, the different editions they released were very much the same game, just with tweaks here and there.

I think if we look at the various RPGs out there we can draw the conclusion that the way D&D is handled is unlike the way most other RPGs are handled, at least since WotC has taken stewardship of the brand. One of the inherent differences we're dealing with here is the attitude towards the customers. I think that a very real concern with GURPS and Palladium, for instance, is that any major changes to the core rules would alienate many customers. This is a very different approach than the way D&D is treated, because for some reason people don't view D&D the same way as they view other RPGs. With D&D people seem to see the shift to 3e and then to 4e as a process of inevitable evolution toward a "perfect" or "better evolved" D&D. I think the fact that this mentality is so deeply rooted in the fans who joyfully go from edition to edition when told to do so is a testament to effective marketing and rhetoric. As a strategy, WotC relies on this as a core group of people who will follow them through editions, and is not worried about the portion they will alienate because they hope to pick up fresh people, often younger people, by appealing to the current cultural tastes of that group.

All that is fine and good, and although it sounds like it I'm really not complaining about the way a corporation tries to make as much as possible from a brand. What I really am whining about is the consequence of this conditioning and how it has affected the gaming world. The problem that has emerged is that people view RPGs as things that should constantly be "updated" in the same way you would update your computer hardware. People are looking for "innovations" in game design, and view those of us who stick with older games as evolutionarily stagnant. Now, I'm not saying that some rules aren't clunky or poorly designed, but I do reject the notion of innovation for the sake of innovation. I reject the idea that we must keep tinkering with a game so that it stays "up to date," whatever that means.

It is telling that if hard pressed no one can really explain what being "up to date" really is when it comes to p-n-p RPGs, and part of the reason is that it is an empty concept that is thrown around because it sounds like it has substance. Additionally, (and this is probably controversial) much of this idea of "innovation" is an illusion, because most of what is possible with pencils and paper has been done, and most things now that come out is just a variation or brought in from other mediums like video games. The real innovation happened when the concept of RPGs emerged. Some of the supposed innovations coming from the Forge, for instance, are only different takes on what the proportion of story to rules should be, and how much either gamer party should be able to influence those. There really isn't anything truly "innovative" anymore. How much can you really upgrade a piece of paper?

Monday, August 3, 2009

Mutant Future and the Indie RPG Awards

It's that time of year again for the Indie RPG awards! Last year, Labyrinth Lord placed as a runner up for Best Free Game of the Year 2007. This year Mutant Future is in the running, so we'll see how things go.

Friday, July 31, 2009

Another one bites the dust

Not too long ago the OSR community was mourning the death of the term "old-school." Well gentle readers, on this fateful Friday it's with great sorrow that I report the death of another beloved term. Yes, "retro-clone" has finally passed on. It fought a long battle of self identity, but in the end it became associated with too many ideas and has passed gently into meaninglessness.

I started using the term not long after I released Labyrinth Lord, and according to the all-knowing source of modern information (Wikipedia of course) I am responsible for coining the term (was going to post a link but it won't load). So, you can send the nasty letters to me for getting the madness started in the first place.

As the term "retro-clone" started catching on, it wasn't long before people started calling Castles & Crusades a retro-clone. For people new to this discussion, I've tried to talk about what I think a "true" retro-clone is here and here. At first it didn't bother me too much, because at that time, in 2007, there was still a decent amount of "CLONES aRe teh IlLEEgAL!!z!" so I thought if people started to place them in the wider context of other OGL games like C&C it might help usher in their acceptance.

Also, at that time there just weren't very many clones anyway, so it was easier to classify them. There was only OSRIC and Labyrinth Lord for the "true" clones, then BFRPG as a sort of near-clone. Today, only two years later, the entire landscape has changed and it looks like the future will only bring on more change. Interestingly though, in 2009 just as in 2007 there still are only two games that I would call "true" clones. When I set up my threefold model of neo-retro classification it was before I'd had a chance to look some of the other games over more carefully, so here is the model as it would look today (there are now other OGL spinoffs of these, but I am not familiar with them).

Now what we are seeing are games released based on the OGC content of the retro-clones and near-clones. Many of these games hybridize to one degree or another the older style of games with 3e, or take them in different directions altogether. I predict there will be dozens and dozens of these games released over the next 5 years or so. All of these games are being called "retro-clones" out in the wild (that is, forums) even though according to MY model that the world should be paying attention to most of them would be near-clones (I hope you sense my sarcasm, I'm not actually that self-important!). Compound that with the fact that some of these games will claim to be cloning 0e, or Original Edition D&D, or delivering the feel of one version, or another version, etc. and the whole concept of what constitutes a clone has changed. By my usage a "true" retro-clone is a game that attempts to emulate as closely as legally possible the rules of a particular game.

I think in retrospect we can now say that the term retro-clone was doomed from the start. It saddens me to announce its demise at only the age of 2, but that's life.

RETRO-CLONE
May fast wings take you to everlasting peace
RIP
2007-2009

Wednesday, July 29, 2009

All Old-School Games Promote Tinkering

I came across this post by Matt Finch here, and wanted to offer a small comment on it. The specific quote is reproduced here:

"The tack I've taken with Swords & Wizardry is more along the lines I would have taken with OSRIC if I'd had all the benefits of hindsight. And Swords & Wizardry, unlike the other clones, has an outside agenda of promoting the idea that hobbyist gaming is about taking a basic, open-ended rules framework and then building the custom van at the gaming table itself."

I don't think it is accurate to create this dichotomy of pro-tinkering vs. anti-tinkering. I always assumed by default that all games, and especially old-school games like the retro-clones, promote hobbyist customizing. It's always been in the nature of gamers to do this. I would suggest that there is no way to specifically "promote" this in a game other than to support open gaming by making the material open game content. We shouldn't confuse a product that is more polished as not promoting tinkering. BFRPG, then Labyrinth Lord, and then Swords & Wizardry made their text open game content, in that way supporting open gaming and open development. I think the only clone one might perceive as discouraging tinkering is OSRIC. Part of the reason the whole thing was not made open game content is because some of the contributors to the project are afraid people will change 1e and publish 1e variants.

Friday, July 24, 2009

Placing in the Lulu sales contest for July

Matt Finch over at the Dragon's Foot boards alerted me to the fact that I'm currently 4th place in the Lulu July sales contest. It was a big shock because I haven't told anyone I entered; I just entered so people could use the discount code! I don't have anymore new releases coming this month, so I don't anticipate reaching the top three. Still, it's neat to see that one of the OSR publishers can place even without a big sales drive.

As always, thanks for all the support everyone!