Thursday, January 28, 2016

Vornheim2016

Abraham Erskine never completed the super soldier formula. 
A patriot named Steve Rogers never became Captain America. 
Allied resistance was annihilated in weeks.
What was once called The United States has been occupied for 70 years.







 The resistance begins Tuesday, February 2nd on Google + at 8pm Pacific and/or 10pm Pacific depending who's in.

If you would like to play, submit a Marvel Superheroes RPG character concept (no stats yet) below or on
Google +. Players for the first game will be chosen by lottery from the
characters I like best.
Pictures are a plus, but only if they're really good.
Characters related to the world concept preferred.

Superhero games tend to turn super-silly so I want you to start with a
low-or-mid-powered character you want to be a special little snowflake.

I'm thinking like:
Earth X
Legion of Super Heroes Vol 4
Aja/Fraction Hawkeye
Watchmen
Dark Knight Returns
Early 80s Spider-Man (with like Cloak & Dagger & Punisher)
Fantastic Four 1234
Days of Future Past
Remender/Pena X-Force
Suicide Squad
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Wednesday, January 27, 2016

Why Hasn't Anyone Improved On FASERIP?

Ok, I do love the Marvel Superheroes RPG but, seriously: It's 2016. Marvel Superheroes RPG came out some time before the Roman Conquest. Why isn't there a better superhero RPG yet? W. T. eff?

To establish context, let's start with the game's massive flaws:

-Character Generation Is Basically A Big Shrug
The only way to make a character is just make them up and ask the GM "is this ok?" or else roll powers totally randomly. This is fun d10 times and then you start going "Ok, can my fish man have fish powers instead of Blimp Control?" The little bibs and bobs around the edges--Aliens have a 5% chance of being able to lift 75 tons, Robots have a 2% chance, Mutants never can--seem to be aiming at genre conventions only Jeff Grubb could see. In a niche where it's already very hard to get the players to keep a straight face, Marvel's character gen system does not help.

-Low-Powered Heroes Feel Alike:
Well ok Shang Chi, Master of Kung Fu, he'd have....Martial Arts A, B, C, D, and E, surely? I mean, he's not the fucking Bachelor of Kung Fu. And Captain America has...the same. There's no real way to have Cap be unbelievably hardcore and Shang Chi to be also unbelievably hardcore but in a different style.

-Magic is Half-Assed:
Just like in the comics, really. In the basic set it's just like regular powers except called 'magic', with the special magic book it's suddenly immensely complicated to the point of almost being a whole new game. Plus lots of Michael Golden pictures of Dr Strange.

-Without the Ultimate Powers Book You're Screwed. With It, You're Also Screwed:
In the basic set Energy Absorption just allows you to avoid damage from energy but not to like do anything with it. Which is how energy-absorbing powers work in exactly no comic books ever. But then so you get the Ultimate Powers Book and you can have it work like you expect but then like there are tons of wonkily-written accidental hyperpowers like Temperature Control that basically let you kill anyone instantly.

-Leveling Up Isn't Interesting:
Your stats incrementally go up with experience. Today you're Spider-Man, but tomorrow you'll be...stronger Spider-Man.

-It's from 213 AD:
Elektra's dead, Ice Man's in the closet, Iron Man is red and white with triangles holding his arms on. Also Ronald Reagan is president. This is worse than the Wildstorm universe.


Why Is It The Best Anyway?

-Character Gen Will Not Sap Your Will To Be
Character gen in Marvel may be a mess, but unlike in Champions and its descendants Mutants & Masterminds and Wild Talents, it's not trench warfare. These systems want to help you make new superpowers. which is nice because lots of gamers like to invent new superpowers--but unfortunately only a relative wee few want to sit alone and learn what amounts to a proprietary analog programming language just to make a character. Like I said before: a system that makes a new player choose between Enhanced Disarm and Disarming Finesse is not for anyone I know.

-Combat Is Unpredictable And Kinetic
Damage is standardized in FASERIP--a She-Hulk punch pretty much always does 75 health. But this simplification is made to allow space in the standard combat round for a greater complexity--namely, a degrees-of-success system which means the game tells you whether that punch just hurts, stuns the opponent, or knocks them through a wall. Same goes for every other kind of damage. This is FASERIP's main and indispensible feature: the 4-color chart ably and easily makes every category of comic-book attack from kicking to slicing to setting a mother on fire feel and work a different way--especially once you get the hang of the dodge and evasion mechanics for the weaker, quicker characters. You can have a session that's nothing but one long fight and like it--just like a comic. Compared to FASERIP, everything else is just D&D with shinier clothes on. Except Wild Talents which is just roll roll FUCK WHAT HAPPENED THIS TIME I DON'T KNOW HOLD ME I'M SCARED.  And Marvel Heroic which is just playing Artisanal Yahtzee and then claiming those dice represented something Deadpool did.

-Karma means Hippies and Metalheads can play together:
The FASERIP karma system--basically spendable xp--is neat in itself because it warps combat and risk based on how much a PC has managed to spotlight themself. The nice thing about this is you can get karma for defeating foes or role-playing or just acting heroic and responsible--so the guy who spent all morning properly working out Hawkeye's struggle to get his DVD player plugged in and the player who is worried about whether the Widow's Bite can be used to feed-back through the electrical system and short-circuit the mandroid can easily have fun during the same fight because the former's community theatre aspirations add as many karma points to their attack roll as the latter's tactical chops. Shoepixie loves this game. Proving Ron Edwards was wrong for like the 90th time.

-Actual Good Adventures:
Marvel Superheroes holds the record for RPG with the most official published adventures that do not suck: 2. Nightmares of Future Past and Secret Wars.  And not just because they're inoffensive and based on fondly-remembered storylines: they're genuinely avant-garde even today--with Nightmares being designed around a nifty paranoia mechanic overlaid on your hometown and Secret Wars presenting a hex-war with random events slotted in. These were really good ideas for adventures in that neither-full-railroad-nor-fully-location-based netherzone of module formats nobody ever bothers to follow up on, so far as I know. Plus on top of that, the other adventures aren't terrible, owing perhaps to every RPG writer secretly having a slowly-nursed Marvel pitch in their back pocket for years--Cosmos Cubed has Galactus being split into weird entities named Gal, Ac and Tus.

-It's All Free:

-Nobody Else Is Trying
The major game companies seem to be perfectly happy with slide-rule crunchmonsters that keep all but the most dedicated nerds away and the smaller ones are going for light-and-airy approaches where the players and GM make up all the surprises themselves and the game just tells you who wins. Which is weird, because you'd think in this era where there are live DC and Marvel shows all over tv, the Avengers movies are selling faster than flak jackets in Damascus and even a fucking Suicide Squad movie can afford Will Smith and Jared Leto somebody would see the angle in a fast-paced, newbie-friendly superhero RPG with a rich library of powers to play with and a system that keeps throwing monkeywrenches into any attempt to play boring. And the shame of it is all they'd really have to do is set their targets on the few places where FASERIP falls down and build on what Grubb and company already did.

Tuesday, January 26, 2016

Children's Pythons

Among the clans of the Black Ocean, the zoological affinities of the Northernkind are reversed, such that the mammal is considered a threat and the reptile an ally.

At birth, each child is assigned a python, for companionship, protection from the depredations of monkeys and to aid in gathering fruit. The child will frolic, sleep and share food with the python and the sight of a child without one triggers the equivalent of an Amber alert.

When the python dies, its skin is read--all snakes are books and all python species of the Black Ocean Isles are biographies. The tale told determines the future caste of the child or--if it belongs to one of the Old Genders--the child's future spouse.

Oh also, check it I'm on TSR's Game School podcast along with Satine.
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Monday, January 25, 2016

To Tim Kask And TotalCon,

(Note: I contacted Kask privately before posting this, just saying I wanted to talk. He didn't answer.) 

Dear Tim,

I'm Zak. I've read a lot of your Dragonsfoot threads over the years about the early hobby and, like everybody else, read a lot of Dragon back in the day.

Since one of the biggest genuine problems in RPGs is men speaking for women I want to limit what I say here as much as possible, and simply use this blog (just because it's one a relatively large number of people in RPGs read) to deliver a message to you and to my readers and then step aside, in the hopes that we have dialogue instead of dueling monologues.

There's been a lot of controversy that all started with this blurb for your For Ladies Only game at TotalCon:

This adventure is written specifically for the wives, girlfriends and daughters of gamers, as well as those females wishing to delve into the field without a lifelong commitment. It has been boiled down to the basics of role-playing as it used to be: A sheet of paper, some dice, a pencil and some numbers on that paper accompanied by an open mind and a sense of adventure. Ladies, come see what all the fuss is about

Let me summarize what I'm pretty sure about--

-There are women who are smart and have done cool things for the RPG scene who found this  language condescending.

-There are women who are smart and have done cool things for the RPG scene who have not found this language condescending.

-You didn't mean to be condescending. (Intent isn't everything.)

-Some of the folks on your Facebook page were incredibly douchey to one of the women who raised the issue even after she had wished you well about your event.

-You wrote a post responding to this controversy which ended with the words: "By the way,  I hold a Master's in Education; I am reasonably certain that I know what I am doing."

-Everyone I've talked to about this finds that sentence deeply condescending.

-I find that sentence condescending. I think it was meant to be condescending by any reasonable use of the word. I know because I'm condescending all the time.

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My bit:

Making people angry online (even accidentally) is something we all do. Who you choose to patch things up with and talk to and who you tell to fuck off reveals which of those people you value.

Everyone in my corner of the DIY RPG community values women who were upset by your handling of this, including, for example, Stacy Dellorfano--the woman who built the best online con in gaming.

They have been through a lot, with a lot of genuinely condescending, genuinely sexist RPG guys telling them what to do.

Whether or not they have judged you for what you wrote in your blurb, or how you handled it, we are now going to judge you on whether you value Stacy and other young women who have been trying to improve life for women in the RPG scene over the years enough to listen and talk this out with them--without pulling rank, without blocking anyone, and without your friends and fans jumping in on the conversation to defend you or plus each other.

If you don't, it will ratify our worst suspicions about what you think of the women who are trying to keep up and spread enthusiasm for the hobby you contributed so much to over the years. You can extend a hand to the next generation of female gamers, or you can slap it aside.

I don't care where you have that conversation, but I think you need to do it. You aren't obliged to care what I think, of course, but that is the point: you are being judged on what part of the RPG community you care about. I do not think you want to or should choose these women as your enemies and if you don't indicate a willingness to continue a dialogue with them, you are doing just that.

Sincerely,
Zak
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Sunday, January 24, 2016

smh sunday


Cam Banks needs to read more Cam Banks.
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Anyway, on to better things:

These maps are neat (though I put Voivodja in a totally different place)

Alex Schroeder on innovation in the OSR--with a ton of links to cool stuff.

The collective folklore of Miami street kids.

There's a new Death & Doom metal thread on G+ and there's some great stuff (LORD MANTIS!!!!), if you're not in my RPG circles, send me a link to your page and ask to be in.
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Wednesday, January 13, 2016

An Art Lesson From the Late Goblin King


2000something. Miami Beach. Late and everyone's drinking.

The girls are talking about their first crushes, they're all inhuman and inexplicable--cartoon characters, Boba Fett, bears, tigers, aliens.

When it comes around to Sasha Grey's turn she says "David Bowie in Labyrinth," because Sasha has to be stylish all the time.

Then immediately the girls were like Yeah, definitely, David fucking Bowie in Labyrinth.

Last night a young grown-up in the middle-stages of Bowie-grief told me, quite seriously "Jareth formed the basis of my entire sexuality." This is common enough that magazines have whole articles about it...

Labyrinth has sexuality in it the way a Pathfinder book with a boob pirate on the cover does--only by implication. Though there's no actual sex at all in that movie (that story), it would be completely different if you kept the text the same but changed the images so the utterly sexualized Jareth was some gnarly unfuckable goblin dude (Dark Crystal) or an older woman (Wizard of Oz) or something else. It would mean and feel and be something different--the theme of temptation, the whole metaphor about growing up, that twilight alone-in-the-big-house-teenager-feeling, all that would've landed with a different impact. And it was a massive impact--when Bowie died, Labyrinth was trending on Twitter right next to Heroes and Ziggy and Moonage Daydream. 

This all illustrates something often overlooked and difficult to convincingly articulate in the heat of the mercifully-less-common-but-still-depressingly-possible conversations about barbarian biceps and chainmail bikinis in D&D and its cognates: namely, that sexuality in these stories isn't just a detour from the story dropped in to please (or upset) some segment of the audience. It's not the thing the word "fanservice" tries to suggest it is: it's a functional part of what makes worlds we know are fake resonate in the minds of people who only live in the real world. It is part of the fabric of the story--inevitably and every time. It needs to be inasmuch as any other part of the story needs to be if it wants to be that story. 

The fantastic has resonance because it reminds you of something, but transformed, and everyone (everyone) has a time and a place they can go to in their lives when sex was a scary, dark, poorly understood thing.

A great deal of what's in fantastic stories works by accessing the dream- and child- consciousness, by ricocheting around the mind's defenses, and pulling on the mind's strings by coming through a side-door. Sex is not just a thing that's there to bring in the teenagers--it's part of human consciousness and fictions are about fucking with human consciousness, and when any common part of the human experience is too strenuously avoided in a fiction it becomes conspicuous by its absence and the whole thing feels janky and artificial and fails to leave a mark in the mind. How many High Courts full of characters as plausible as Ken dolls do we owe to TSR's mid-80s sexphobia?

It's really easy to point to examples of artists who use sexuality as part of the palette--besides Bowie, there's nearly every other pop musician on the planet, in art there are the Beardsleys and Schieles, in fiction, even the Bible has the Song of Songs--but for some reason people let the geniuses who talk about tabletop games pretend that even in games for adults sexuality is some removable crowd-pleasing genre convention, like katanas or some shit. Can we get over our embarrassment and just point out how frankly fucking immature that is?

Maybe us porn stars are the only people who can say this, since when anyone else does it they're immediately attacked as being some desperate slob whose only glimpse of a boob is the Monster Manual succubus. The succubus is there for the same reason Jareth was: it tries to tell that particular story.  Let he or she who doesn't ever want to look at a stranger's ass cast the first stone. And then pick it up and go away because you're boring.

Sex, like any other thing in a story, can be handled without finesse--it can be done clumsily (Apocalypse World), it can be done tastelessly (Death Love Doom), it can be done naively (Blue Rose), it can be done tediously (Monsterhearts), it can be done hamfistedly (Isle of the Purple-Haunted Putrescence), and it can be and will be done not to your own special snowflake taste and orientation over and over and over and over and over again in a million ways because not everyone is you, but it can't ever be done gratuitously--because these stories are about people and their imaginations and sexuality is not a gratuitous or peripheral part of the human imagination.

If you want more Bowie-sexy and less cleavage-sexy in your game art, ask for it and blame art directors if they don't give it to you--but don't pretend there's something wrong with an artist painting what they want to look at. If the people at your table start getting creepy when sex comes up: kick them out like a goddamn grown-up, put that right there in the rules if you have to. But if you're going to pretend it's only there for horny fourteen-year olds, please fuck right off and leave the world to those who actually live in it.
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Monday, December 21, 2015

How To Write 10,000 Pages of Gibberish

For someone running an ongoing campaign, free game stuff should feel like free candy. Oh I have to run an adventure next week--oh look, what's this in the mail? I'll just take this vanilla and add some sprinkles and...

But no. Too often game stuff is literally worse than useless--the time you spend reading it is more time than it could take to make something up that was equally good.

Although I've harped on this for years, it still amazes me that you can get like a 60-page RPG supplement called something totally up your alley and juicy like "Spider Queens of the Devil Maze" and flip through it for ten seconds and then not only turn away in disgust, but be 100% sure you were justified in doing that. And that this is normal.

Going through all this WOTC and TSR stuff I'm definitely amazed and almost impressed how few genuinely gameable ideas manage to get communicated in these texts.

How do they do it? I went through and tried to figure out the most important bits:

1. Pretend a standard monster in a standard room is an encounter worth paying for.

This is the biggest one by far: Yes, it is fun to fight an ogre in a room, but it is not fun to pay to be told that there's an ogre in a room, especially not for 8 paragraphs. The idea that an ogre can be in a room is logically implied by the ogre being in the Monster Manual, which you probably already own.

If I am actually paying for it--the environment should be complex, the creature should be complex or both.

Of course, many fine products include encounters which are a standard creature in an environment, but they do this without sucking because they avoid making mistake #2...

2. Write out mundane or obvious details, so it takes forever to tell you there's a standard monster in a standard room.

The length of an encounter's description should be-, and rarely is-, proportional to its depth. For example.

Another example, from Waterdeep: High-HD skeletons that can cause darkness, riding on skeletal horses attack in a darkened wood. They try to capture someone you're chilling with and bring them to the bad guy.

That is literally everything you need to know about that encounter. It's a spooky encounter, totally legit--it takes a whole fucking page for the author to get across what I wrote in two sentences.


3. Pretend reskinning a monster is worth paying for


This is more an issue with independently produced content than with WOTC and TSR: making the orc throwing axes into a cyborg clown throwing pies with exactly the same stats and vulnerabilities isn't actually doing a hell of a lot. The creature still is dealt with, tactically, the same, and still requires the same kind of thinking to defeat. New things should be new.


4. Don't let the art do any of the heavy lifting

Lots of RPGs have bad art and that's not news, but the more heartbreaking issue here is how the art so rarely provides the module writer any help. Things that could be explained with art are instead explained with words. Or worse--both, wasting time and space.

"It looks like this" beats boxed text. A diagram of what's in a room when it's searched is better than 3 pages describing it.

Kelvin Green's Forgive Us is a great and rare example of a module where the visuals actually help the writer get across details that would've taken paragraphs to explain otherwise.


5. Be squeamish about adding special rules and tables

Unique situations are rarely set apart with special rules, tables or procedures, generally out of some misguided attempt to present the system as capable of anything as-is.

If you're using a module and you, by definition, have the book right there in front of you then you're not creating any new inconvenience by introducing a one-time-alteration in how things work. The GM's already looking at it.

There's also a related problem where unique effects are described as stacked (but unalterable) piles of standard spells. So instead of just going "magic won't work here" they go "There is an anti-magic spell whose radius has been altered with an alter-radius spell to encompass only the room and which has a permanency spell on it and...".


6. Use boxed text.

Some people defend boxed text on the grounds that that it teaches newbies how to describe things. The problem is:

-That only explains why there should be one instance of boxed text at the beginning of the book, not why there should be dozens all over it.

-It teaches GMs to read stuff out of a book, which lesson is 1000 times more bad than the lesson of how to describe things is good. I'd rather have a GM go "It's a fucking room" spontaneously than give a 300-word description from a book.

-It ruins a perfectly good opportunity to have a picture of something rather than a generic image of a palace guard looking mustachey.


7. Include lots of standard magic items.

Magic items should be weird and have disadvantages, every second spent describing one that isn't like that is pages we don't need. Even if they weren't utter shit, they're already in the DMG.

Here's a good idea someone had: Huge Ruined Scott had a kingdom where the crown was (unknown to anyone) a Helm of Opposite Alignment. So it explained why all the General Ulysses S Grants turned into President Ulysses S Grants and the murder-hungry coup-leaders turned into even-keeled moderates. That's worth paying for. A +3 spear super isn't.


8. Makes sure the game-specific cosmology is always lazily written.

As soon as anything interacts with a god in a D&D module, everyone falls asleep. Pages and pages of description just basically amount to "Here are the parts of pop Protestantism that are in this adventure". The God of Murder is not going to go easier on you because you murdered 8 orcs the day before, the Goddess of Light is just nice, she doesn't actually care more about the PC carrying a torch than the one casting Darkness, the goblins do not wear masks in church for fear of their terrible goblin god knowing their faces.

Love or hate Vancian magic, its paraphernalia--the scrolls, books, wizard schools--are lovingly and (relatively) creatively described in D&D. Clerics and anyone interacting with them just get these interchangeable cultures. Priests are good or bad, churches are vaguer versions of real history, rituals take only time and mcguffins.


9. Make monsters that are just hit point bags

...so a lot of surface complexity is generated by things which have no real effect. Like this party is three hobgoblins and three goblins but this one's four goblins. It doesn't fucking matter because there are no playable cultural or biological differences encoded into these creatures.

WOTC tried to give different hit-point-bag monsters different tactics and die mechanics, but they never had anything to do with a different essential conception of the creature, so in the end the connection between a hobgoblin and their way of hitting you was just arbitrary. The orcs mob you the hobgoblins hit and run. Sure, whatever.


10. ...and make sure they all have statblocks

Statblocks take up way too much space in everything. There are whole games that wouldn't amount to more than a handful of pages if it wasn't for the fact "A horse is faster than a person and has more hit points" is technically expressed in a different way in their game than it is in D&D. A statblock is a tool of convenience, it is not a new idea.

Unless an enemy has nonstandard powers, its playable stats can fit in two lines, in any game, maximum.

11. Structure it as either railroad or 100% location-based, include no other options described in any detail

Ideally, modules should be the perfect place for experienced writer/GMs to give examples of how to simultaneously prep complex and structurally sophisticated content while also allowing players freedom and flexibility about how to proceed. There should be flowcharts or diagrams or if/thens. And...there isn't.

Location-based adventures (nonlinear dungeons with branching paths, hexcrawls) are great because they provide structure for you. Cool. But what if you have, say, one intelligent NPC who escapes the party and starts making plans? Then you have to move beyond the pure location-based adventure. But then the only other kind of adventure typically presented is the event-based railroad--which amputates any discussion of how to structure an adventure. You just follow the breadcrumbs.

So if you are reading anything other than a location-based adventure you have to ignore half the text as it's just advice on how to railroad the players back to the event chain.

So one of the few things a module might actually be good for, they hardly ever do. It's crazy that after 30 years of horror and investigative game modules I had to write out how Hunter/Hunted works on a goddamn blog.

12. Make sure your information and graphic design sucks.

Duh.


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So what's left in a standard module when you scrape out all the pork cracklins? Here's the first 6 pages of TSR's Wonders of Lankhmar:

Adventure one: Each of the five-fingers of a five-fingered magic item is hidden in a different place. The NPC who initially brings a single piece to you is secretly commissioned by those who owned the piece to kill you once all 5 pieces are discovered.


Adventure two: The target you are supposed to arrest then offers you double to arrest your patron.

Neither of those is revolutionary genius but those are both ideas worth paying for--produce 20 more of them and you've got yourself a whole page worth of content a decent human being would be able to sleep with themselves at night after pawning off on someone. Better yet, take one of those ideas and flesh out the details with other ideas that themselves are interesting (make the NPC who commissions the party interesting, make the target interesting, make the locations they live in interesting, stop using fucking "guard dogs 2hd"), so that instead of just a page full of adventure seeds, you get something worth like $11.95 or whatever.
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