Thursday, June 9, 2011

DCC RPG: Observations and Comments

When I downloaded the DCC RPG beta rules I have to admit that when I moved past the cover image I was greeted with something that caught me completely by surprise. I guess I was expecting either a full color interior with art more in the style of the cover, or at least fancy layout with b/w interior. What greeted me was a very definite and probably exaggerated presentation of old-school styled art and layout. As I looked through the beta release I realized that the design and presentation is very strongly influenced by the internet phenomena we commonly call the OSR, which surprised me even more. Some readers will think, “well duh” to that, but the reason it surprised me is because a little over two years ago Joseph Goodman contacted myself and some other old-school publishers about getting Labyrinth Lord and other materials into distribution (which was just a few months before I relaunched LL back into distro myself). I had a few conversations with Joe that left me with the impression that he felt the online scene was too small to market to alone, and that more of an effort needs to be directed at stores and gamers at conventions. So to come full circle, this is why it surprised me that the DCC RPG would be so influenced by opinions from blogs and forums. I think in some ways Joe was right in that it’s always good to try to widen an audience, but for him to inform much of system design and presentation based on the internet surprised me.

This is very interesting for a few reasons. One reason is that it looks like the “OSR”, whatever it is or isn’t, has reached a level of influence that many people would have never anticipated. This isn’t to say the influence is huge, because I still think the majority of people who don’t frequent forums etc. know nothing of it. Nonetheless, WotC has clearly noticed it and reacted to it, and others continue to as time goes on. Another thing that is interesting about this is that I’ve learned that the majority of publishers these days receive most of their income through internet sales/orders, with that being direct sales, POD, or with electronic books, or in many cases a combination of these. Sales through traditional distribution, for most, are smaller in number and profits are less per unit because of the distribution structure.

What all of this comes around to is that my impression of the DCC RPC is that it has been designed and presented specifically to attract people from the OSR and to touch some of the “nerves” of the OSR that are frequently talked about. The game probably is not aimed at people who are really die hard about playing only the original games books, but there are many people in the OSR who are more flexible, and might be willing to play something like the DCC RPG even with its 3rd edition heritage.

I’m not going to do a complete review of the DCC RPG, partly because it is probably not appropriate for me to do so. I write this as a person interested in old-school D&D and the “revival” of that, however you decide to label it. I’ll talk about four of the “OSR nerves” that I think Goodman is trying to hit and my thoughts about it.

Appendix N: This is one of the areas that immediately tells me Goodman is aiming for the online OSR movement. If you could gather all of the OSR bloggers and a bunch of regular posters to old-school D&D forums into one room, I bet the majority of them would know what you are referring to if you ask “what is Appendix N?” Now go into your local game store and grab a random gamer and tell him you heard about a cool new fantasy RPG based on Appendix N. “Appendix huh?”

But I think this approach has been successful in terms of getting online attention. What perplexes me about it though, aside from the lack of “real world” recognizability, is that I always thought the wave of Appendix N blog and forum posts that pop up now and again was a far more casual discussion, not a doctrine, and wouldn’t warrant not just a marketing angle but also inform a lot of system design. I’m not going to go into whether I think the system design lives up to this “ideal” if you can call it that. I leave that to others. My main point is that by hyperfocusing on Appendix N it feels like there is an attempt to fetishize or create an idol of something that isn’t as big of a deal as Goodman seems to think it is. Maybe I’m wrong? Old-school D&D is already designed with Appendix N in mind, after all.

“You’re not a hero.”: One of the dichotomies (maybe the most important) between “new school” vs. “old-school” D&D is the attitude toward characters. The new school approach that really became emphasized in D&D 3.x and even more so in 4th edition is the idea that characters are (super) heroes. They don’t die often and they start out with powers/abilities way outside of the reach of old-school characters and normal men. The term “hero” really just means way above the human norm. Old-school gamers of D&D have often criticized this approach, preferring that a PC crawl up from being a weak 1st level character toward something that might seem more heroic. This kind of translates into the idea that one should “earn” that additional power, often through many character losses along the way. I think this is one area where Goodman took that sentiment and exaggerated it too far in the DCC RPG. The tagline “You’re not a hero” is most definitely a reference to this old-school philosophy, but to me it seemed to miss some of the point. The DCC RPG sort of goes for a soft Hackmaster angle, but in the end I think it takes the idea of character mortality further than it needs to. By default in classic D&D character survival is precarious. Something not often talked about as a reality of this is that many people houserule various ways to increase survivability—max hit points at 1st level, healing potions for the starting group, survival below 0 hit points with one method or another, etc. But in the end upping character mortality (to me) in the DCC RPG doesn’t make it “more” old-school than existing games, and maybe even creates an imbalance. It felt like an attempt to ratchet up this concept to a higher level, when it is already higher than a lot of old-school players deal with by the book anyway.

Old-school art/layout:
Personally I think this is one of the areas that the DCC RPG both succeeds and fails at simultaneously. It succeeds in that it includes a lot of very old-school art by some great artists. It fails to me in that it doesn’t seem to strike a great balance between homage and aping. As others have pointed out, a few of the art pieces are very clearly copies of some pieces from the Moldvay/Cook B/X set, a move that is very perplexing to me due to the obvious copyright issues on one hand (they also did not fill out the copyright section of the OGL correctly, they left out the SRDs). But on the other hand, because that combined with the number of other homage pieces gives the impression that the DCC RPG is either floundering for its own image (which had a great start in the cover), or it is trying to blast its readers with an overload of old-school art homage and art/page density in order to influence perceptions of the game beyond (or in spite of) the actual gaming content. Is that a fair assessment? I’m not sure. There is a definite message being conveyed(“this is old-school”), but maybe it is being said to forcefully.

Tables: One of the things old-school gamers love is a good table for determining random outcomes. In fact I’d say that after the issue of heroes vs. adventurers, one of the other big differences between the new and old schools of D&D is the degree to which the characters’ fates and the game in general is left to random die rolls. Accordingly, the DCC RPG includes a lot of tables. But I wonder if they are the wrong kind of tables? Or at least, too many of what might be the right kind in some circumstances? Again this is an area where it felt to me like the DCC RPG was designed with a laundry list of old-school elements. The randomness of the spells, for me, is off-putting. I understand and like the core concept, but for every spell to be like that changes spell casting in a way that removes it from the heritage the DCC RPG is trying to embrace. It really becomes a sort of “wild magic” game. There are other ways unpredictable magic could have been introduced, perhaps even in a modular way so people can use it or leave it. For example, instead of constant uncertainty in spell casting what if the uncertainty is only introduced when magics from more than one caster, or maybe a caster in proximity to some other magical effect, are operating with a certain range. You can get a kind of pulp fiction vibe from magic in various ways.

There are some positive elements to the DCC RPG, too, lest readers think I’m being too negative. I like the flavor of the “Gods of the Eternal Struggle,” even if I’m a bit hesitant on the system execution of turning unholy. I like the concept of the spell tables and their effects, even if it makes magic a bit too random for my tastes. In the end I can’t (and won’t) say whether I think the DCC RPG is a “good” or “bad” game. What I am left with is a lot of confusion about who this game is written for. Clearly from the above discussion, much of it is geared toward the OSR, with varying levels of success. But the inclusion of things like 3rd edition saving throws and AC, or old-school thief skill percentages and separate class experience charts, seem to make the game too old-school for some and not old-school enough for others. I suppose the real question is whether there has been enough of a balance achieved, like in Castles & Crusades, to attract a similar fan base. We’ll see how it all shakes out. Since much of the response to the DCC RPG has seemed to be luke warm right now it’s hard to say, but it is a beta release after all, so the jury is still out. In any case I wish Goodman Games much success with it.

Tuesday, June 7, 2011

Vigilance Press Releases "Nuclear Sunset", a world setting for Mutant Future!

Vigilance Press has been a publisher of old-school RPG products for several years. Today they've thrown their hats in the ring of support for Mutant Future with the release of Nuclear Sunset, the first in a series of books describing an all new post-apocalyptic world setting.

I'm delighted to see additional support for Mutant Future. This is the first setting to be released for the game. Here is a description of the product:

Nuclear Sunset: The Southwest is the first installment in a post-apocalyptic campaign setting.

Though written with Mutant Future in mind, this campaign is almost 100% mechanics-free and could easily be adapted to any post-apocalyptic rules set.

Nuclear Sunset: The Southwest
contains a map of the region, description of settlements and ruins and a full slate of post-apocalyptic organizations, including:

Hell's Heart: This enormous biker gang strikes terror into the entire southwest as they move from town to town, raping and pillaging with impunity.

The 88th:
This pre-war military unit was considered a great experiment in fielding an all-synthetic battlefield command. They have bided their time since the apocalypse and know the time is ripe for them to take control of this shattered world.

The Cartel:
This crime family has maintained the family business since before the Earth was destroyed in the great war. In fact, for these ruthless criminals, business has never been better.

The Marshalls: In the dark days immediately following the great war, a group of self-appointed vigilantes rose from the darkness to maintain justice.

In a land where law is often a comforting dream, the Marshalls settle for justice, even revenge, striking fear in the hearts of the wicked and cruel.

Monday, May 30, 2011

Free Labyrinth Lord Online Utilities

People who are not regulars to the Goblinoid Games forums may be missing out on some of the great utilities being posted online to make your Labyrinth Lord games easier. So I thought I'd post a link to a few of them. These may not be totally inclusive (there is so much material these days it's hard to keep up), so if anyone wants to direct people to additional resources in the comments please feel free.

Djeryv's Graveyard: Click on the Labyrinth Lord link on the left. There are a number of useful resources there, but I particularly want to draw your attention to a few of the items. The dungeon map creator assembles a random set of geomorphs contributed from a number of sources, to create a new map each time you reload the page. Number areas and then use the Random Dungeon Area generator to come up with a list of randomly designed areas, following the system in the Labyrinth Lord rules. There is also a Monsters & Treasure Assortment generator, to create a booklet in the style of the old resource of the same name. The other thing I will point out before you explore all of the great utilities is the Monster Listing. You can download the PDF of a complete listing of all creatures from the LL core rules and the Advanced Edition Companion, with the appropriate abbreviated game statistics.

Mithril & Mages: This is a relatively new site offering a growing number of free labyrinth Lord utilities. Explore some of the other items posted there, but I particularly want to mention the Labyrinth Lord Treasure on Demand section. You can use this to generate random lists of treasure computed for any LL hoard class. Or if you are in a hurry download any of several complete treasure books, akin to the old Monster & Treasure Assortments. The you get an entire book of 100 randomly generated treasures for each of the hoard classes--that's a book of over 40 pages! Very useful for just going down a list to hand out treasure, or roll on it randomly with a d%.

Wednesday, April 27, 2011

Goblinoid Games Travels Back in Time!



Goblinoid Games has always taken inspiration from the spirit of the 70s and 80s, publishing retro games such as Starships & Spacemen, Labyrinth Lord, and Mutant Future. Now we are pleased to announce that Goblinoid Games has been recruited into the Time Corps and is traveling back in time to bring a new classic title into the family.

Goblinoid Games has purchased the rights to TIMEMASTER: Adventures in the 4th Dimension! Originally published by Pacesetter in 1984, TIMEMASTER was an innovative RPG for its time (pun intended), presenting one of the earliest percentile “chart-based” game systems and a heavily supported and playable game of time travel; a feat few have been able to repeat. TIMEMASTER never suffered from the commonly perceived problems of time travel games, as it set out a very playable premise based on a number of “laws” of time travel, and infinite universes. A referee can run highly accurate historical games if desired, or fudge the details since it is in the distant past of the setting or even in an alternate timeline.

Lurching into action, your battered chronoscooter crosses the void of time and space. Another lurch, and the vertigo fades. The countryside comes into view. Knights in armor battle, clanging sword against shield, and then someone blasts at your neck with a laser beam. Once again, all of Time is a mess, and as an agent of the Time Corps, you must set this world straight or die trying! Adventure to any place, any time, in this universe and beyond! The TimeMaster Roleplaying Game makes you master of the "Fourth Dimension", guiding you to the ultimate adventure in history, legend, and science fiction. fight cunning aliens and savage renegades who twist Time to their own purposes. Only skill and wit stand between the world you know and absolute chaos!

The current time in the game is in the 72nd Century, leaving a wide swath of time between (our) today and the future for the referee to design. History in your campaign could have taken various paths over such a vast time period. For example, characters could go back to the beginnings of interstellar travel, or the post-apocalyptic period following the blights and radioactive fallout of the third world war, if you envision your milieu following that timeline. The possibilities are quite literally endless.

Join the ranks of the Time Corps, and you can be the Master of Time!

The TIMEMASTER product line is currently available in electronic format, and in the coming months the line will be released via print on demand. Note: the electronic files currently available are identical to what has been offered previously. As the books become ready for POD the electronic files will be updated as well, and will be much higher quality. Anyone who purchases the current version will be able to download the upgrades later free of charge!

For people unfamiliar with this game or who just need to fill gaps in the product line, the entire electronic product line is being offered at 60% off the regular electronic price for a limited time! The product line currently includes the original rule set that included a rule book, sample adventure, and campaign guide in addition to 12 modules and an indispensable expansion book.

Over the next year we plan to support the TIMEMASTER product line in several ways, so watch for future announcements!

Sunday, April 10, 2011

Mutant Future sold out in distribution

The first print run for MF that went to distribution has sold out of the warehouse...more on the way soon!

Tuesday, April 5, 2011

STAR EXPLORER update and play surface preview

Things are moving along toward a release of STAR EXPLORER, probably late this month. I've decided to make the game available both as a PDF that can be assembled at home and as a print on demand game at The Game Crafter (all retail prices are yet to be determined). Because of the components available, the game surface of the POD version will be sized a little differently than the PDF version. The PDF version is slightly larger. The game board for the POD version will be printed on two 10" x 16" boards that will be placed side by side for play. As I understand it the boards are not folded, they ship in a box to fit their size, so this should make it easier to set them side by side and extend the life of the components.

Here is a preview of the play surface.

Friday, April 1, 2011

Labyrinth Lord Second Edition on the way! Re-envisioned from Appendix J!

Many people may have noticed over the last few years that the "retro-clone backlash" has been building. Increasing accusations of a lack of innovation, contempt for not "getting on with the times" and other variations of these arguments have suggested that retro-clones should not exist or have no place in the gaming world of today. Some publishers wanting to break into the market created by the growing interest in retro games try to distinguish themselves by "innovating" 3e lite in different ways for new RPGs.

I've always prided Goblinoid Games on being responsive to customer demand, so after much soul-searching I've decided to discontinue Labyrinth Lord in it's current form, and revise and re-envision it with a stronger 3e lens. It's time to adopt the superior rules that have been developed by better-informed game designers! But wait, this won't be yet another retro-clone!

There are a number of similar games out there already, and others in development. There are already 3e lite versions that try to present a pseudo-1e or classic feel with the innovative and updated 3e mechanics, and still more in development that use some aspect of the original game as a spring-board, such as reinterpreting the entire game based on Appendix N of the 1e DMG. I'd like to take advantage of a spin like that before someone else beats me to it, so the new Labyrinth Lord will be totally redesigned taking inspiration from Appendix J: Herbs, Spices, and Medicinal Vegetables.

What if Gygax and Arneson had not been quite so interested in medieval battles and weaponry, but had degrees in botany instead? What if they were less inclined to war games but instead spent their Saturdays creating tinctures and tending their herb gardens? Think about it. No really, think about it! Not only that, but what if they didn't have to design all the rules themselves starting from proverbial sticks and stones, but could instead base their game on "more advanced technology," if you will, that already exists in the 3e SRD?

If you can wrap your mind around all of those alternative histories, you start to get a feel for what Labyrinth Lord: Herbalists and Vegetable Adventurers is all about!

You're not a hero. You're a vegetable in a world of vegetarians. You battle for your perennial lives in dank light-less worlds inhospitable to photosynthesizers, against creatures with an insatiable hunger for plant-based nutrients!

Traditional Vancian magic, classic races, and standard classes will be removed. All races will be built as race-classes on the concept of sentient vegetables. Labyrinth Lord: Herbalists and Vegetable Adventurers will feature the following classes:

Carrot Assassins,
Parsnip Priests,
Broccoli Barbarians,
Zuchini Vegemancers,
Beet Herbalists, and last but not least,
Wasabi Warriors!

In the coming weeks expect to find previews of some of these classes, and a sneak peek at some of the new monsters that will strike fear into the plant vascular systems of characters! Here are just a few of monsters you will see:

Hydroponic Elemental
Blight Swarm
Zinc Deficient Zombies
Alluring Algae Amazons
Turnip Trolls

...and many more!

This is an exciting time for retro gaming! Appendix J!