Friday, June 23, 2023

This Is All Jeff's Fault

An Interview/Conversation with the first(?) OSR blogger:
Jeff Rients, of Jeff's Gameblog


 Q: So, you might be the very first OSR blogger, so one of the founders of the OSR? Am I wrong?


I might be the first OSR blogger. Maybe. I can’t recall anyone blogging about the sorts of things I wanted to talk about before me. But I could be wrong. The internet is a big place.


But I don’t really think of myself as a founder of anything. For one thing, there’s the very nature of the OSR movement as a look back, meanwhile there were plenty of people at places like the Knights & Knaves forums who never stopped playing the older versions of D&D. Who am I to those guys? Just some schmuck who finally wised up to what he had left behind.


Then there’s the people who really stuck their necks out by releasing the first OGL-compatible old school products. People like Chris Gonner with Basic Fantasy and Stuart and Matt with OSRIC. I think we’ve forgotten how brave that was. From WotC’s perspective, the point of the OGL was to support 3rd edition D&D, not create new competition. Even without a leg to stand on, the Wizards could’ve tried to sue those guys into oblivion.



Q: Why did you start Jeff's Gameblog? What was the public conversation about games like before that?


I had been pretty active at RPG.net for many years and the quality of the discourse seemed to be slipping. The modding got quite bad and heavy handed, which is not uncommon on long-lasting fora, I suspect. But I couldn’t stand it anymore. At some point I decided I would rather shout into an empty blog-o-sphere than participate in that circus.



Q: You've run a LOT of games, con games, home games, store games, can you tell us about your experience?


I think I got the Moldvay Basic boxed set for my ninth birthday. I ran my first game a few weeks later. Jesus, that means I’ve been DMing for 4 decades now. 


My first con game as the DM was AD&D 1st edition at a small con in Central Illinois. I was so young my mom had to drive me to the con. Every player who signed up was older than me, some actual adults with grey hair and everything! One player, who I’m pretty sure was a college student, tried to run roughshod over me for the first half hour of the session. He wasn’t expecting a punk kid to be able to look him in the eye and say “no” definitely, but I had studied the gospel according to Gygax: the DM is the boss of the game.


As a teenager I did a little circuit of the tiny cons in central Illinois, sometimes as many as five cons in a year. I’d usually run AD&D and/or Call of Cthulhu. In college I ended up helping staff the con at the University of Illinois, called Winter War. I did that for quite a while after I graduated. In addition to staffing the con, I would run some D&D or any of a number of roleplaying games: Call of Cthulhu, Toon, Encounter Critical, many different versions of D&D, some HERO system stuff and probably lots of others I am forgetting. One time I even ran Philippe Tromeur’s Wuthering Heights Role-Play, which at the time was as indie as you could get. For many years Winter War had a multi-round AD&D tournament and I was in charge of writing it one year. That was my first experience trying to write an adventure so that other DMs could understand it.


My experience running store games mostly dates to the OSR period. A friend from the Winter War scene pulled off one of the all-time game nerd fantasies and opened his own game store. So I started with Labyrinth Lord there, but also ran straight-up D&D, Mutant Future, Boot Hill, Traveller, and an Encounter Critical mini-campaign set on Tatooine.


Q: What's your take on the Wuthering Heights game and how did it go when you ran it at the Con?


I thought it went pretty well. We spent the first 30 minutes or so building a relationship map (do indie games still use those?) so we knew who was related to whom and who was romantically entangled. We then played out a sequence of overwrought scenes where two or three people were put into conflict as a result of their relationships. One PC was murdered in a pique of jealous rage. That character got to come back in the climactic final scene as a vengeful apparition in a mirror who spooked his murderer, causing him to tumble down a grand staircase, snapping his neck in the process. 


Not a bad session for a game with no wizards or laser beams. However, it's an example of an early indie game that's almost all GM advice and mood setting rather than a tight set of rules. At least that's how I remember it. You could do most of what Wuthering Heights does with any old resolution system. Not that much would have changed had everyone been a 0-level character in a D&D type game or normal humans using FASERIP or a generic indie system like the Pool.



Q: So you got a Wuthering Heights game because everybody at the table wanted to play a Wuthering Heights game. After over a decade of accidental and largely unwilling research into the subject, I've determined that most of the folks in the indie scene think their favorite indie game is a genius game design because they only play them with other people who think their favorite indie game is a genius game design. Same goes for D&D, of course—its self-selection, we find our people.

It's weird to me that thousands of people who all know the same online friends, all play games written by these online friends, all write the same jokes, all hate the same politician-of-the-week and all write the same tweets about the shows that they all just watched the latest episode of still haven't figured out that the secret sauce of creative games is a shared sensibility.
You can always install a better sound system but a party is never better than its guest list.

It was advertised as Wuthering Heights in the con program, so I only got people who wanted to play Wuthering Heights, or at least wanted to play some indie hippie game, or were super open minded or curious.  That's actually a pretty broad range of possible players. Does that require a shared sensibility? An overlapping set of priorities, definitely, but if my play agenda is A and yours is B and, say, Jimbo's is C, then we just need to find the overlaps of those three circles to have a fun time. We don't have to all be on the exact same page. The only thing we really have to share is a willingness to play through the pieces that don't fit.

If we do a bit of B gaming or C gaming or B+C gaming, I'm perfectly okay with that as long as we circle round to A again at some point. Of course, it takes a fair amount of play to figure out what you actually want out of the hobby, so there needs to be a little wiggle room to test D as well, in case any of us like it.



Q: Well that part seems to go back to having social skills. People who have them not only can more easily move the game between A (which they like) and B (which is less their jam) but are also energized by the fact that other people at the table are enjoying B and so they have fun with it even if it's not their own specialty.

So maybe its not just shared sensibility plus—ok--its also knowing how to throw a party.

Yeah, that makes sense.



Q: I have this theory that a lot of the cliches of OSR GMing and taste preferences come from the fact that we're all just trying to get from "Hey who can play this week?" to "Yay we're actually rolling!" as quickly as possible—including relying on familiar rules and hacking mid-session rather than designing new games from the ground up. Do you think that's true?


You’re making sense to me, but I think the many distractions available to us in the internet era is another factor. When I was a kid, if we wanted to spend 6 hours making RoleMaster PCs, my friends and I didn’t have anything better to do, so that’s what we did. Nowadays if we go more than 10 or 15 minutes into a session without something interesting happening in play, I catch myself checking tumblr.


However, one of the hallmarks of the OSR was the willingness to go back and explore routes now disavowed or never taken by corporate ownership of D&D. We need to remain open to other possibilities, even if you and I seem to have settled on what we want out of role-playing. Or at least that's how it feels to me at the moment, that we've finally found the groove.



Q: There's a kind of advice you see outside RPGs which I think of as "Champagne advice" where you are trying to figure out how to do something and there's some Slate article that's like "How To Find A Home" and it's like "Step 1, Imagine your dream house" "Step 2, Travel the world looking at houses" "Step 3, Spend 3 months educating yourself on school districts" and it's like, yes, this is all good advice in theory, but it assumes the person has a lot of time and money that most of us don't.


I feel like, pre-OSR, there was a lot of early-internet advice about games that was not bad per se but it assumed we all had an infinite amount of time to make our games perfect.


So, like "How to make an NPC with depth? First, read all of Shakespeare..." etc. And the OSR was like "Just do a funny voice and the rest follows"--I feel like a lot of the resistance we got was along those lines. Like: Why don't you believe in 3-act structure? Why don't you see the importance of generating characters as a group in a separate session?  Like, this was the Champagne Advice. Am I talking crazy?


No, I don't think you're crazy. But I think it is a matter of priorities. Some people want to craft a character precisely. I'm happy with just some guy who can go on adventures. Some people want to hone a campaign world to precision, to get the kind of place you can plausibly set some fantasy novels in. You saw what happened when you made me answer my own 20 questions on the fly and I am quite satisfied with the results. We now have a backdrop for the party's shenanigans. That's all we really need.


If you go to a music store, you can buy a book on how to get started playing the guitar. It will walk you through the basics of getting started in an orderly, rational way. You can also take some lessons with an instructor. And if you stick to it, you're going to get technically better at playing the guitar. That's great.


I'd prefer to follow the advice from an old punk zine I have pasted into a journal. I'll scan it in and send it along to you, but the simple message is: here are how to do 3 chords, now go form a band. The obvious implication is that you can figure out the rest on the fly.


I don't think either path is better. Rather, what are you trying to accomplish? If you want to learn guitar for the joy of learning to play the guitar, the first path is right for you. If you want to do a show this Saturday where you and your friends shout nonsense into microphones, the second path is where you should be. Right now I am enjoying the heck out of the nonsense and the microphones. (Incidentally, I think this is connected to why I lean so much on crappy old adventures. Modern adventures tend to be too damn verbose and to presume too damn much. I'd much rather riff off a room that just says "3 orcs, 10gp" than deal with a page explaining who those orcs are and why they are there.)


And I don't assign this tendency to laziness, which I think it could be mistaken for. I am the guy who, knowing he was taking intro to Shakespeare in the fall of sophomore year, read all the plays and sonnets over the summer before.  I have turned in 35 page papers when the assignment was for 15-20 pages. I don't mind putting in the work. But the place I want to focus my limited attention and energy is the actual session, not prep.


Oh, and I forgot about some sci-fi I read a year or two back. Apropos of nothing, one day I decided I wanted to read every sequel that had been written to Edwin Abbott's Flatland.  The only ones I can really recommend to a general reader is A. K. Dewdney's The Planiverse and maybe Ian Stewarts Flatterland.


Also, Session Zero is of the devil. I didn't play a lot of different games in the 90's and 00's because of Session Zero. I'm pretty sure I almost played every single World of Darkness game from that era, but no session 1 came out of any of them. Ditto Amber and Everway. GURPS something a couple of times. And even an edition of Traveller where the ref insisted we do a joint chargen session zero. I've had campaigns of my own flame out after one get together, but at least something happened in that session!


Q: You obviously are capable of coming up with really creative content—your blog is full of it, but you mostly seem to take any crappy old dungeon and try to have fun making it sing. Can you talk about the difference between those kinds of creativity?


I seem to be capable of writing stuff other folks can use, but that’s what I might call preparatory fun. Though sometimes it isn’t even fun. There was a point during the writing of Broodmother Skyfortress where it felt about as fun as doing my taxes. The in-the-moment, painted-into-a-corner frisson of trying to make a crappy old dungeon work for me never seems to get old. If anything, I’m pushing myself further and further down that rabbit hole. For example: I didn’t even read the current dungeon you’re playing in before I decided that I was going to use it. I still haven't read several levels of it. I’m finding out some of what is in this dungeon mere moments before you are! And I am loving being up on that high wire, figuring out how to bend in the wind to keep the game going.



Q:  I don't notice you stumbling over the module too much. I tend to think an underappreciated aspect of being a great GM is just being able to keep the game moving fast, so nobody feels awkward—unless, of course, you're trying to create tension by looking up one of those "Oh wait did that fumble really kill you?" charts. I tend to tell new GMs speed is more important than almost anything, even more important than accuracy. Do you agree with that?


I don’t normally phrase it as an issue of speed, but I agree. I tend to think about in terms of the insidious desire to be a perfect DM. Better to make a wrong ruling than look up the rule. You can look up the rule and make an adjustment (or not) after the session. Players do this, too, of course. They can psyche themselves out trying win D&D, of all things. I’d rather do something stupid and get my PC killed than waste anyone’s time.



Q: Given how much fun you’re having just improvising off crappy module, do you see a role for elaborately thought-out traps or schemes or puzzles in what you do these days?


Sure, I just see them as ancillary to what I am trying to do as a DM. I have placed puzzles and plots and deathtraps in my adventures, I just never make them central to the adventure. If you don't go down the corridor with the thing I stole out of Grimtooth's Traps, I'm not going to relocate it. I try to never take the nonsense I have behind the screen as seriously as the players' actions in the game.




Q: You've got a masters in English Lit and everything. To me, that comes through in your writing and thinking about the game, but—and give yourself permission to be pretentious if you have to—how do you think that influences how you deal with RPG stuff?


How’s this for pretentious: 


Actually, I have a PhD now.


And frankly, that can make me a little bit jaded. I have no more patience for what passes for good writing in fantasy fiction. I can count on one hand the number of post-Tolkien fantasy authors I can stomach. I’m sure there are good modern voices I am missing, but I’m not going to sail a sea of dreck to find them. And RPG writing? How’s this for more pretension: there are no good RPG writers. At least not in terms of literary merit. Effective writers, yes. I respect the hell out of people who can effectively explain rules. And there are some snappy writers. S. John Ross writes both snappy and effective stuff. He’s my favorite RPG writer and I suspect he would laugh in your face if you suggested anything he wrote has literary merit.


Maybe this is one of the reasons I don’t care if I’m running a terrible old module from Judges Guild Journal: the field looks a lot flatter to me than to some people.  And some days I wonder if I read Lamentations of the Flame Princess adventures for the same reason that one guy from Hellraiser jams pins into his head.


These are not opinions I normally talk about because the last thing I want to do is bring someone down with my bullshit. But you asked, so I answered.



Q: S John Ross just reads like any old RPG blogger to me, plus he dogpiled onto the whole online hatemob thing, so I don’t really get it. I can’t think of any memorable sentences he’s written, and Encounter Critical just reads like pastiche—which isn’t easy, but if we’re talking PhD literary merit, Gygax wrote “Seldom is the name of Vecna spoken except in hushed voice, and never within hearing of strangers”. which is a lil awkward (“within hearing” scans suspiciously), but memorable.


Idolizing someone on this side of the veil is always risky business, I suppose. But I think you are wrong about Encounter Critical. It is full of memorable phrases and ridiculous ideas. I regularly reread EC for the sheer exuberance of the prose. Your point about Gygax is well taken. A little awkward but memorable describes a lot of his flavor text, I think.



Q: Your thesis was about how, in the 19th century, authors became aware of larger audiences for their work than the previously-presumed audience for literature, and this resulted in an expansion of  the role of “paratext”—that is, the explanatory stuff around the main text. I feel like there’s a lot here that relates to the RPG scene as well but—do you see that?


The growth of referee's advice, designer's notes and similar non-rules text can be seen as a similar response by game designers worried that people in the wild would play wrong. A major expression of this is AD&D first edition, which can be read as Gygax's attempt to reign in what he perceived as an "out of control" OD&D scene. 


And in some ways, he was right. The miniatures scene that OD&D grew out of used relatively light rules set and relied on referee fiat to resolve disputes. It was to some extent an oral culture where you learned how to referee from other players. The proliferation of OD&D introduced the game to a lot of people outside of that oral transmission loop. All the non-rule stuff in the DMG is for those people. AD&D1 isn't technically a paratext of OD&D, but the function is similar to how the use of paratext proliferated in the 19th century.


From this perspective, some indie designs start to look like more paratext than text, in that the mechanics are often shadowed by the part of the game trying to shape what users do with those mechanics.



Q: Ok: Tolkien. What’s your literature PhD take on him?


Part of me says not to take a swing at this question, since it is a bad idea to answer questions outside your expertise, especially when speaking outside an academic context. But here's my hot take: Tolkien is the one honest modernist, at least if you consider the rehabilitation of Western civilization as the great modernist project.



Q: I am now even more confused.  "In what way is Tolkien honest in a way (fellow modernists like) TS Eliot, Virginia Woolf, Le Corbusier and Jackson Pollock not?"


It is quite possible I am making no sense here. I must admit that I was wondering if "honest" was the right word for it. "Ambitious" might be better. I will try addressing the four people you name and see if I am more explicable to either of us.


Eliot - Prufrock comes to mind here, which I tend to read as the desire to go back and make everything right on a second try, to avoid all the normal human detritus that can accumulate over a lifetime. This looks to me like an atrophied attempt to return to the golden age, only the golden age is saying the right thing at parties. Maybe?


Woolf - I know almost nothing about Woolf. Did I read Ms. Dalloway in undergrad? Maybe. I've read A Room of One's Own, of course, where I'm pretty sure I first heard of Aphra Behn. (Incidentally, Behn's work Oroonoko would be good fodder for a LotFP adventure.) What is A Room's overall project? I'd argue it was women's liberation. But it is liberation still boxed in by rooms in big houses and piles of cash. Am I being unfair to Woolf for not being radical enough? Almost certainly. That's always easy to do I retrospect.


Le Corbusier - His plans for Paris? An attempt to recreate the Garden of Eden in concrete and parkways that fails to fully account for the fact that Eden was a space for two people, not twenty thousand. (Moshe Safdie's Habitat 67 seems to me like a step in the right direction in that regard.) Incidentally, once I took a diagram out of Le Corbusier's book The Modulor and turned it into a series of digital art pieces. The results were crude, but I expanded my photoshop skills in the process. So that's nice.


Pollock - Do I know jack shit about Pollack? I don't think so. I wrote a paper about one of his works once, but it was for a prof who was absolutely convinced that you could read Pollock representationally, i.e. that if a blob of paint on Pollock's canvas looked vaguely like Abraham Lincoln on the penny, then you could build a whole interpretation for the whole piece out of Lincoln, Civil War, slavery, etc. And that's what Pollock intended, according to this fellow. Pollock's works always looked more to me like an attempt to communicate a signifier without a sign. But I don't know that much about painting.


What I mean is Jolkien Rolkien Rolkien Tolkien's willingness to remake the whole world from scratch. I've not read any other modernist with the stones to burn the village in order to save it. Dude tried to rebrand God, right in front of the reader!


So what makes Tolkien more honest, or at least more ambitious?  He saw the flaws in the system just like everyone else, but he was the only one who was willing to wipe the slate clean and build it all over from scratch with new languages, a new heaven full of new powers, a holy kingship that is actually holy, etc., etc. It's the clearest, most humane statement of What If Everything Just Worked As Advertised, Please? that I have ever seen.


But it may be that I am in a cul-de-sac here. I've been slowly reading this absolute slobberknocker of a book on the origins of the Pentateuch, so I've been thinking about primeval stories and golden ages more than usual.


(Not to compare myself to a luminary, but I find myself recalling the Playboy interview of Kurt Vonnegut where he says something like, "You must remember that everything I say is horseshit." and the interview responds "Of course.")



Q: So who's a good writer to you, in fiction—fantasy or otherwise? (FYI I think M John Harrison is better than Tolkien.)


M John Harrison wrote a novel called Light, I think. It was mentioned in the designer's notes of a sci-fi spaceship wargame I was reading a few weeks back. I may have to check him out. Modern snooty 'literary' fiction I dig: Italo Calvino's If On a Winter's Night a Traveler..., Salman Rushdie's Satanic Verses and Midnight's Children (though it has been a long time since I read the latter), Ali Smith's Artful, Naguib Mahfouz's Midaq Alley, Kurt Vonnegut's Cat's Cradle and Julio Cortazar's Cronopios and Famas, which I read because you mentioned it on your blog. And of course the short stories of Borges. I suspect that Finnegans Wake is the best thing ever written in English(?) but I never could finish Ulysses. That says something about me, but I don't know what. I started House of Leaves but I had to put it down because I got the horrors. The only sci-fi novel I've read in recent memory is an old one from Norman Spinrad called Agent of Chaos, which I quite liked.  Have I read any fantasy lately? I re-read The Dying Earth a few years ago I guess.


If you want me to talk about pre-20th century fiction, I find Tristram Shandy and Thomas Carlyle's Sartor Resartus to be the funniest novels I've ever read (though Byron's poem Don Juan is at least as good if you can stomach long form poetry). I believe you are no fan of Bram Stoker's Dracula, but I love it. Mary Shelley's Frankenstein is probably the novel I've re-read the most times. I have trouble finishing the fantasy novels of William Morris because I get so emotional reading them that I start to cry. Until House of Leaves I would have picked James Hogg's The Private Memoirs and Confessions of a Justified Sinner to be the scariest novel I've ever read. I think LotFP referees would do well to read that last one.


But most of the time, I read non-fiction.



Q: (I now take a deep drag on the post-graduate salon's hookah pipe.) So (gesturing with two hands, dreamily) if I take seriously the notion that Tolkien's modernist radicalism was (roughly) the will to worldbuild this throughly, then could it be said that the postmodernist radicalism of RPGs is proposing anyone can remake the world, and make it work, too?


Oh, man. That's good. By my own ridiculous logic our need to imagine counterfactual realities ad nauseum is a postmodern aesthetic and political gesture. It's also maybe why some days I feel like I've fallen off the left end of the political spectrum. Not enough mainstream lefties I encounter are trying to imagine a weird new future. More importantly, it might explain why I was getting so annoyed at the boardgame Federation & Empire the other day. Are you at all familiar with the Star Fleet Battles corpus?


(BTW I used to smoke a hookah with an Egyptian linguist from time to time. She is cool as heck. Back home she had run a computer lab for women seeking education and employment until some local religious dipshits burned the place to the ground.)



Q: The only thing I know about Star Fleet Battles is what's on your blog. There's little ships and they move on hexes and each one has its own stats, etc.


Why were you so mad at Federation and Empire?


F&E is the strategic board game where you move whole Star Trek fleets around. The map annoys me because it uses fixed borders. The Federation is always in the center of the map, the Klingons are on the left and the Romulans on the right, etc. It takes the open-ended exploratory essence of Star Trek and nails it down as if it was an historical wargame. It's especially aggravating to me because a functional method for random placement of space empires with hidden movement was in print at least 4 years before it. Obviously, complaining that a game isn't the game you wanted is one of the lowest forms of criticism, but we could have had a Star Fleet strategic game where you start not knowing where the Gorn are. You dig what I am saying here? Or am I just being a grumpy nerd?



Q: Well it's not just that it leaves out the discovery element, it also makes it less tactically/strategically interesting because you're facing a known battlespace every time. So, yes, I know what you're saying.


Problem-solving against a problem that keeps changing seems like a thing RPGs and hobby games can be better at than most kinds of games.


So, we talked a bit about what you brought to the OSR, but I wanted to talk a little about what the OSR brought to you. You seem to read broadly in the OSR-o-sphere, what do you find yourself getting out of it? Has it changed over the years?


I don't read nearly as much OSR stuff as I used, but at one point I tried to follow the whole scene. At some point this became impossible. The rise of discord and similar venues is part of the problem here. I used to post in several RPG forums but lurk in many more. Now so much discussion is walled off from public scrutiny or even just a casual lurker. Two other critical shifts in the OSR are more about the infrastructure than the hobby itself: the rise of crowdsourcing and the golden period of Google Plus. 


Personally, things like Kickstarter have always looked too much like gambling to me, but I seem to be in the minority on that point, or else people have extra money they'd otherwise be throwing away at the casino. Either way, I can't deny that Kickstarter and Indiegogo got a lot of projects off the ground. Your Demon City and my Broodmother Skyfortress, just to name two minor cases. Whether I like the "give me a pile of money and maybe later a gamebook will appear in the mail" model or not, it has helped more people in the hobby get their ideas into other people's games.


G+, as a social media that organized gamers and games that was directly wired into a video teleconferencing tool, was a special era for the OSR. The distance between knowing a gamer and playing with them got a lot, lot smaller. My G+ campaign had 57 different players from all over the world. That was amazing! And I think it is worth noting that, since it was a Google product, it existed outside the scene in a way that things like Roll20 and DnDBeyond are not.


The biggest change to the scene in recent years is the appearance of the critical mass of 2nd generation OSR players. Many of these young people have little or no RPG experience outside the OSR scene. Can you imagine it? Being able to jump right into the good stuff without the D&D edition wars or the back-and-forth with the indie scene or talking about GNS theory? What a time to be a young gamer. BTW, I suspect that a lot of the cool RPG things I see published on itch.io are from this population.



Q: I was wondering, concretely, what have you picked up? House rules? Bits of grist to chew on? If you had to summarize what you were getting out of reading all this stuff (besides new players) what was or is it?


The biggest thing I have taken away is only to use complicated rules where the players like it. Spell descriptions, magic items, class abilities, that sort of thing. The rest of the time, the fewer rules, the better. That's why I use some of Raggi's simplifications. In particular, his flattening of AC and to-hits. FLAILSNAILS informs what kinds of PCs I allow in my campaign (no illusionists, otherwise I don't give a shit). And what rules I do refer to are much more mish-mosh than earlier. From '81 or whatever through 2000-something, if I was running a game, I worried about running that game correctly. Nowadays the basic infrastructure is '81 Basic/Expert D&D run very loosely, but I use Arduin crits, and the original OD&D 100xp/hit die rule, and 2e's wrestling chart, and the dropped lantern chart from RuneQuest, etc., etc. You remember the "magic" feather that helped Dumbo the Elephant fly? With regard to the rulebook, I feel like I've finally stopped holding onto the damn feather.



Q: Ok, there’s something to unpack here for veterans of game forum arguments. The best argument for care around rules is basically that it allows the player to know what tools they have to solve a problem.


Here’s a thing I notice you do: One of us wants to do some wacky thing. You go “Ok some chance on a d6” then the player goes “Ok, but wait, shouldn’t the fact I have a high strength (or extra arms, or I’m made of pies) make it easier?” and then you go “Ok, sure…” and propose a more detailed mechanic.


This works fine mostly because you’re experienced at improvising and because your players trust your sense of fairness—but do you think there’s some trick to cultivating that?


A lot of GMs seem to have a problem with less-detailed rules because they have trouble getting buy-in around that kind of casual resolution.


I think the whole issue here is a tendency to misunderstand the concept that the DM is the final arbiter at the table. That doesn't make you the sole arbiter of the good vis a vis the game. Old school play, at least how I envision it, works by consensus, by good faith exploration of a shared imaginative space. That space is malleable and negotiable right up until a resolution die is cast, so player input matters. I might be in charge of the game, but there are few "my way or the highway" moments under this model. I don't want the player to roll that die until it seems like they have a fair deal (though sometimes a "fair deal" is a 1% chance to avoid instadeath), which is why I tend to give a lot of time to opt out of a course of action before the roll.


And by the way, I want to hear the player say "But wait, my PC owns the Mighty Dishrag of Koza-Khan! That should give me a benefit on this roll!" It adds texture to the story and just seeing their eyes light up when they reveal an additional advantage is a delight. Nothing makes me happier as a DM than to see the players marshal their every resource to try to cheat death yet again.



Q: Totally! In Demon City I actually emphasize that when I can—combat's based on situational advantages in that game and so I say explicitly "This means players and GMs will be discussing whether a given thing gives an advantage—this is a good thing, because discussion supports the reality of the fiction in the game". 


Remember St Serpentor became a thing in your game?


Oh, shit. I am struggling to remember the details. That was in the Wessex campaign and you were playing Blixa the Thief. A giant tick scored some sort of terrible Arduinian critical on a PC named Gilgamesh (who I like to imagine as the real Gilgamesh doing some pandimensional slumming). And somehow there was a side conversation about Serpentor going on. The rest is murky. Gilgamesh survived a killing crit and somehow Serpentor got the credit. Please tell me you remember more than that.



Q: Well I remembered this detail from the attached (The classic GI JOE #50--the Battle of Springfield) —where Serpentor heated up a knife and pressed it to his wound, cauterizing it. So I was like "Hey can we try that?" and you said ok. And you gave us some dice chance to do it and we rolled and it worked and then we were like "All hail Saint Serpentor". And now you're stuck with Serpentor AND Gilgamesh in your setting.


Stuck with them? I'm not stuck with them. They're stuck with me!

Monday, May 15, 2023

Idiots With Benefits

Before I go into real news, legal update/rumor control: In 2021 a judge tried to dismiss my defamation case against Gen Con—this was much celebrated by right wing douchenozzles on twitter. I appealed to a higher court, won, & the case was back on. Oddly, the douchenozzles didn’t spread the word about that. Well the same judge just tried it again. The right wing douchenozzles are celebrating again, like they forgot this already happened. Obviously I’ll just appeal again to the same higher court.

So, anyway something else that happened last week was interesting.

  • A couple of Gen Con's fellow right-wing hatemob members named (on Twitter anyway) panny_lines and aledlawlor have a little company called Leyline Press.
  • They hired someone to edit one of their RPGs.
  • They then fired them when they found out that they'd once worked for Lamentations of the Flame Princess, the company that published most of my game stuff. They also erased his name from the credits.
  • They then made a very vague announcement about their very vague right-wing problems they had with LotFP. They made the word "problematic" do a lot of work.
  • Now here's the strange thing, something that hasn't happened during the last 4 years of hatemobbing: people noticed--and did something about it.
  • Lamentations then announced a big sale.
  • Lamentations then sold a phenomenal amount of product:


And keeps selling a phenomenal amount:

Now this was just a pdf sale, that ends tomorrow.

A sale on printed stuff starts today.

Action is good.

Fix things.

Wednesday, April 19, 2023

The Most OSR Session

Before I go on to this actual play report, a legal update:

Details here. 

And here.

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Anyway, let's get back to games. This is Slorm:

Slorm is a goblin and a cleric who appears weekly in OSR founder* Jeff Rients' weekly game alongside a guy named Graham played by Lamentations of the Flame Princess founder James Edward Raggi IVs guy, Graham, a fighter who goes around dressed as the dungon-boss necromancer we killed in our first adventure.

Anyway Slorm worships a god that fell out of the God Maker, the Sister of Infinite Punishments.

Last time Slorm played, he was in a giant slime and got stung by an LotFP-style trap where he looked through a telescope and gained a view of the infinite universe like the Aleph in that Borges story and was incapacitated and then the session ended.

Then I spent several weeks not playing because life, then I came back and we're in a dungeon but Slorm now has Expanded Life Universe Perspective and talks like a SoCal acid guru who sees....who like seeeees, man, he sees youuuu, he sees what you're about, man, like....enTIREly.

So this game is Jeff Gameblog DMing, Zak S fresh off suing someone, James Raggi on fighter, two trans people and a Ukrainian sniper--you don't get more OSR than that.

So, this report straight from the from the seeeecret LotFP weekly game! (ssssh) :

Slorm wakes up to find the party's bard is dead. "Good!" he says. He is replaced by a blind dwarf.

We are in a Library. James' henchman El Grec has identified a sigil! its the sigil of the king! 

I , theee goblinn has posted henchindividuals outside the library, theres .MAGnificent fresco of the king leading troops. Slorm, filled with a wholly fraudulent sense of the inherent spirituality of a blind dwarf, says we have to follow the blind dwarf's lead through the library.

The blind dwarf has got a book off the shelf. As has Dr Merchandise thee henchman. 

(Not a real doctor just needed a name that began with D to go with previous henchfolk Astrid (R.I.P.), Boulder, and Christopher (R.I.P.).)

One d8 roll later  @Jeff Rients  "Does your character  actually read dwarf braille is the question?". More rolls, no. 

The henchmen notice one of the walls outside are bleeding. Slorm the goblin casts cure light wounds" on it, it scabs over. 
Blarnibus the Ogre licks the wall. The blood tastes significantly more acidic than expected.

Slorm then casts Cure Light on the ogre's tongue.  

The dwarves roll architecture. Nothing happens. Goblin cleric insists we just let the wall bleed because its dungeon dressing mannn. 

Slorm can see through the veil of maya ok? 

We go on. El Grec has picked up some Old Haldrani and can see a book called Lords of Gold!  It says where all the local gold mines are.

I am glad I am doing this write-up because I forgot that we found this.

Slorm can read a book called the Grimoire of Par Kaare which has some spells.

I also forgot that--Jeff what spells are in there?

but WHATEVER...down to level NEXT. We're in a huge corridor. With some...passages? idk James Edward Raggi IV is mapping so I trust him. 
Did I mention my goblin looked through a telescope into the infinite, got incapacitated for 3 sessions and now talks like a cult leader on mushrooms? Ok anyway. So he gets the blind dwarf to listen and he hears Sinister Laughter!  To the north. We go north. 
120 feet and then. Ok this dungeon is REALLLY big like it was drawn in the 70s by someone who didn't do rational architecture but its a Jeff Rients game so that is probably what it is.

(Turns out it's from Judges' Guild Journal. 2 decades of  game blogging for nothing, we are still running around in some eccentric notebook dungeon written by people who know people who give out the 3 Castles Award. ) 



We are in a martini-glass shaped room. Slorm the goblin casts Augury and does not have the spell Augury and so randomly decides to go right and not left. Both left and right doors lead to the same room.

Score! 

Goblin casts Insect Plague and sends the insects go down the corridor, they eventually find a secret door. Graham opens it. 
A TEMPLE! Scarabs on the walls. The floor is made of blue marble with white veins--all veins leading toward a laughing buddha/dwarf like statue. Blarnibus the ogre approaches it. The Statue is entirely blued silver and its eyes are gems. Slorm urges any party member but himself to approach the statue. Quoth Blarnibus "i'm gonna shake it like its a piggybank".

 

The only image that comes up when you google "Ogre with piggybank"

When he picks it up a hidden gong sounds! There's a delay on the guards showing up (Jeff just tells us the mechanic) Blarnibus rolls...4! A bunch of weirdoes in red and black start pouring out. 

I highly suspect Indiana Jones and the Temple of Doom is a reference here. 

Weirdoes? Shaved heads and forky beards! James takes the rearguard and the goblin sends an Insect Plague to protect them.

Slorm is insane but has the Rod of something for Clerics so that's why he's casting all this bullshit. 

The lowest level cultists show up first, and the plague takes them!! We get away scott free! 2500gp statue!

So far, so dungeon. But here's that real sauce:

Then--OF COURSE!--we dress the two dwarves up like the statue of the god by paying 500gp to the best cosplayer in the village. Jeff rules that by coincidence our blind dwarf has EXACTLY the same build as the god. Because: Jeff. 
But the god mostly wears a loin cloth."I'm gonna fast-forward to the stupid corridor with the 2 sets of double doors". Slorm rolls a 2. Slorm casts Continual Light on the dwarf god's loincloths.

So they'll glow, naturally. 

So the nonblind god-cosplaying dwarf leads the blind one to the plinth. The plinth is really tall though. One dwarf tosses the other. "Does he get up there before he sets off the alarm or not?". 1-3 or 4-6? 6. 
So fuck ok the dwarves are messing around on the floor as the alarm rings. Slorm casts Insect Plague! Scarabs to the front! Protect your gods! Guards in chainmail with spears roll up.


They are not intelligent. The statue of their scarab-friendly god that's been missing has no been replaced by two gods? And a bunch of live scarab beetles.

They immediately declare--ITS A MIRACLE. The guards bow "We're not worthy!" The blind dwarf says "No you are not". 
They fetch the high priest. One of the guards is confused to see two gods. Slorm casts Command. The one word command? PHILOSOPHIZE! For a round (6 seconds) the guard rhapsodizes about how there are TWO where once there were ONE!!! A holy mystery! 
4 junior clerics roll up. Jeff rolls to see if they are swept up by the religious hysteria. They fail their save and begin praying. 
James Edward Raggi IV asks "Um no reason, just asking....whats the dwarf gestation period?" Jeff rules 12 months. 
Blind dwarf goes "I don't feel safe". 
James goes..."i'm just saying, that we have the ability, at the rate of one per year, new gods!" "WE ARE JACK KIRBY!" 
 
Jeff: "You know i don't do this very often but I'm awarding everybody 50 extra xp for shenanigans!" 
550xp each. 
No fights.


*?
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Tuesday, April 18, 2023

Universal Ultimate Theory of OSR Play

GO! PLAy! GO! NOW! HURRY!


After two decades of RPG theory, I have boiled down the principles of the Old School Renaissance RPG down to a single maxim.

--

(Oh wait before that, important announcement on the legal front:


That's the third case down if anyone's keeping track. Details here, anyway...)

--

This principle explains why we keep playing D&D despite the creator and copyright holders' tremendous flaws.

It explains why we keep playing old versions, with less detail in the characters.

It explains why we tend to disdain too much backstory or involved character creation.

It explains why we so often hack an existing game instead of playing custom-built games from scratch.

It explains why we favor compact, easily-portable and modular blog-sized bits of content that can fit lots of versions of D&D.

It explains why we don't do Session Zeroes much.

It explains why safety tools, while not incompatible with OSR play, aren't really a big thing in OSR.

It explains why "on-boarding" of all kinds--where the DM carefully explains to the players what the premise and expectations of the campaign will be, are--is disdained.

It explains why the GM is given as much power as the group will let them have.

It explains why we the OSR is so improv-friendly and the modules often ask for improv.

It explains why rulings (on the spot) are privileged over rules (new books, to be read).

It explains why 3d6-in-order, character-dies-roll-again is so common.

It explains why dungeons are so common.

It also explains why certain post-80s improvements to games have been picked up by the OSR--including expressing to-hit as a bonus instead of a chart value and improvements in layout and adventure packaging, and various rule-of-cool hacks.

It's this:

I wanna play.

That's it: I wanna play now. I want to play an RPG right away!

I am busy I am an adult. I do not have time for anything!

ROLL ALL THE DICE AT ONCE! HURRY! GO!!!


OSR PRINCIPLE NUMBER ONE

Any innovation to the RPG experience which extends the time between all the players figuring out when they can all meet to play and when they will actually start playing is unlikely to become standard across Old School play, no matter how great the other advantages of said improvement.


OSR is born of desperate, time-poor circumstances. We play 2 hour sessions before everyone goes to work or school, we play in hotel lobbies, drunk, because 3 people were all like....Hey! We should Play!!!, we play in a box, we play with a fox, we play with dice made from our own blood, we play. We need to play asap!!!!!!

----

An example

Several months ago I talked about the possibility of my suicide on this blog. This was occasion for great consternation on the part of the good-hearted people in the RPG-o-sphere.

I had a long zoom conversation with Jeff Gameblog and James Edward Raggi about the various problems in my life created by people who had been inspired to make game stuff by myself, Jeff Gameblog and James Edward Raggi. They had initiated contact because they were concerned, but they had no idea what to do.

Jeff finally said "Well...we should play a game."

I almost said "Go fuck yourself."

Like: given fake felony accusations destroying my life your plan is we play a game? Jeff my dude.

But I decided to play.


What did we play?

We played D&D. Not even LotFP.

What characters did we use? Whichever ones we could dig up fastest from games we already played.

What edition were we using? We still don't know.

What spell list are we using? Couldn't say.

Are we using LotFP or Holmes or AD&D or Moldvay versions of spells? Figure that shit out as we go!!

Why? Why not any of the other games or variants on games we have all had so much fun discussing over the decade-plus? Because we wanted to play NOW. Jeff runs his game in a tight 2-hour slot between waking up and getting his kids to work. There is not time for fripperies like playing a game we don't already know already.

No reading no figuring no planning. Get a character, get a dungeon, get a guy, get a girl, get a they, get a whatever, get in there and playyyy.

As the game expanded, we got new players.Who did out first recruit play? A henchman that was already there. Who did they play when that character died? An ogre that was already in the dungeon. What were their stats? We figured it out as we went.

Does this mean each rule we use is possibly not the most optimal one? Yes!

Does this mean the lore is an utter patched-together trainwreck devoid of subtlety? YES!

Is this reliance on the One Game totally fair to other games--including ones we ourselves wrote? NO!

Does this means over a dozen years of pondering all of us have done about clever hacks of the building blocks of D&D got ignored? Yes!

But we played! And so we had fun, more of it, faster! We logged more fun-hours! We are playyyyying. 

Efficiency is beautiful, efficiency is art.

Monday, April 17, 2023

Ask Them Why.

I sued again. It worked. Again.

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In 2019, by taking advantage of my estranged and mentally-ill ex, basically the entire tabletop RPG industry decided to start harassing me.

It worked. They destroyed my entire life. I had a career inside RPGs, I had a (much larger) career outside RPGs selling paintings. I had a social life. All that was annihilated.

This is my eviction notice--because I couldn't pay the rent because of this:

This is my food stamp card--because I can't afford food because of this::


This is where my 5 missing teeth used to be--because I couldn't afford to get them fixed because of this:



This is what happened when I sued Ettin / Paul Matijevic, a Something Awful troll and RPGnet moderator in Australia, where he lives, for claiming I abused and harassed people:


This is what happened when I sued the game streamer Vivka Grey, in Los Angeles, where she lives, for claiming I abused and harassed people:

This is what happened when Vivka Grey sued me back, claiming I was lying when I defended myself:




And, now, if you were on the internet yesterday, you might've seen this:


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I haven't lost a case yet.

For years everyone has been telling me how hard it is to win a defamation case in the US.

Fewer than 5% of civil cases go to trial.

Viv, for one, admits to having spent over half a million dollars on her cases, yet I won while evicted, on food stamps, and missing five teeth.

You may have heard about my case against GenCon being dismissed. It was. Then I appealed. Only about 20% of appeals are successful. I appealed, it worked.

And then everybody was telling me how hard it was to sue overseas--how would you collect? You collect the same way people overseas pay for anything else, with the internet. It's 2023.

Everyone who was screaming at you about me was wrong. Again.

How long can hundreds of nerds be wrong before just admitting it?

-

Both in court and on the internet, when anyone anywhere is asked to produce any proof I did anything bad they come up empty. 

This is especially significant considering how many people are claiming I did bad online things--things that should be able to be proved with a fucking screenshot. Nobody has been able to come up with thing one.

Basically, every single thing a person could possibly do to prove they're innocent, I did. In person, on video, via tweet, in court, out of court, you name it--I have been subjected to every kind of scrutiny from every direction for longer than it'd take to earn a Bachelor's.

If you still think I did something wrong, I'm not asking "provide proof" (there isn't any), I'm just asking, for the millionth time: Why? What makes you personally believe any of this shit? 

-When at least a dozen of the people who spread this bullshit have been, themselves, cancelled?

-When the original beef that all the Something Awful goons (like Ettin) had was fake allegations of transphobia against someone whose main online defenders are trans, who repeatedly got trans people hired, and gave up a 5-figure contract to protest transphobia?

-When the original beef that all the story game designers had was a bunch of shit nobody now believes about the supposed objective inferiority of Old School games or people who played them?

-When there's video evidence that the people who started this particular round of harassment turned out to be lying out their asses?

-When the excuse that I have a trust fund turns out to be bullshit because I don't?

-When the excuse that "well the laws are different there" turns out to be bullshit because I won in the US, too?

-When the excuse that I was "obnoxious" has to be put side by side with but you lied about rape?

What the fuck reason do they have left?

Ask them. Ask for the receipts that justify their hate.

Ask WOTC and Hasbro what's left of their reasons for doing this..

Ask GenCon what's left.

Ask Matt Mercer what's left.

Ask the folks at Green Ronin Games what's left.

Ask the guys at Mothership what's left.

Ask Patrick Stuart and Gus L and Arnold K and Noisms over at Monsters and Manuals and all the other OSR people what's left.

Ask Chris McDowall and the OSR discord what's left.

Ask Sandy Pug Games and Tin Star Games what's left.

Ask the Troika folks what's left.

Ask all the sacred crackpots what's left.

Ask Ramanan and Grey Wizard working on BREAK! what's left.

Ask Crystal Frasier and Jessica Price --formerly of Paizo--what's left.

Ask Andy Kitkowski--the founder of Story-Games.com--and Ron Edwards--leading light of the Forge--what's left.

Ask RPGnet and reddit/RPG and reddit/OSR what's left.

Ask OneBookShelf what's left.

When every single reason for hurting someone has been proven by time and by inquiry and by the law to be bullshit, what claim are they hanging on to?

Ask for the receipts. Ask why they ever believed any of it. Ask if they think their reasons were good. Ask if they're even capable of changing their minds.

Please ask them for me.

Ask because I can't do it because I'm busy moving because I can't live in my apartment any more, and my friends here can't because they're busy helping me. 

And when you ask these people, remind them: I will never give up. So if they've got reasons, they'd better be real sure what they are.

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