The Futures of RPGs

Lately over on anyway. Vincent Baker has been musing about RPGs and how to make them more accessible. It’s one of those perennial bugbears of gaming, and way too many people are way too ready to just throw their hands up and conclude that as a commercial venture RPGs are just doomed. I don’t know whether we can ever change the direction things are going, but on the other hand I think a lot of the kinds of things that come up in these discussions are things that can benefit existing gamers, so long as they’re open-minded enough to take advantage of them.

One thing Vincent’s been talking about a lot is the social footprint of gaming, and there’s no denying that it’s the place where RPGs unequivocally lose out to basically every other form of entertainment ever. To play a game of D&D as it’s been for the past decade or more to its fullest you need to get 4-6 people to spend an hour or more making characters, and get together for 4-6 hours at a time, preferably once a week for several months to a few years to get the full effect. This isn’t an invalid way to play for those that can manage it–a long-term campaign has distinct payoffs–but even people who dearly love the game often find themselves forced have to admit that it doesn’t fit well into an adult lifestyle.

That’s where board games tend to have a tremendous edge over RPGs. There are some super-hardcore board games that require an elaborate setup and whose full appeal comes out in campaign play, but by and large those are the exception to the rule. An average board game gives you a discrete unit of play with minimal setup and no need to maintain a set group of people. There are some games like Fiasco that deliver that kind of formatting to an RPG, but the D&D model is still very much the norm. If you’re pitching the RPG experience to someone who doesn’t already play, it seems like it should be easier to sell if you can get them into the meat of play faster (like without having lengthy character creation) and the basic unit of play is something they can reasonably expect to fit into their lives. And really, that’s something that can benefit gamers too. Even if you have a regular D&D game going, less involved RPGs can be a nice fallback when someone can’t make it at the last minute, or someone new stops by and you don’t want to limit them to spectating.

The question of what RPGs can learn video games is tougher, because the medium has certain different capabilities and expectations. Although there is such a thing as a “solo RPG” experience (in Fighting Fantasy and its ilk), a video game’s capacity for solo play on your own terms isn’t really something a tabletop RPG can hope to reproduce. On the other hand, video games can be very good at putting players into the action and teaching them as they go. That’s what some in the RPG world have started to call “fluency play.” Rather than dumping the whole game onto players’ heads at once, you ease them into it in digestible chunks, with very little distinction between teaching and playing. Very few tabletop games have even tried this, so I’m very curious to see how well it will work when more designers try it.

There’s also the concept of the “party” to contend with, the idea that the players’ characters will generally be a group that sticks together constantly. It’s largely an artifact of D&D’s influence, and doesn’t really line up well with any other kind of fiction apart from those D&D itself has affected. These days the U.S. is in the middle of something of a golden age of TV drama, while fantasy is more of a niche genre. TV dramas typically have a strong central cast, but it’s entirely natural when an episode focuses on some and lets others fade into the background. Thus the ensemble cast type approach is both more pragmatic for gamers who have lives and more in line with the stories that more people enjoy. Even My Little Pony seldom involves more than 2 or 3 of its six main characters in any given episode. Apocalypse World doesn’t explicitly call for this approach, but I think it potentially supports it. AW characters are more likely to have their own distinct agendas, and thus a group of AW characters is less likely to be unable to function coherently if one or two are missing.

Where discussions of these kinds of things tend to crash and burn is when you get to the question of how to reach people. Cel*Style members’ experiences selling RPGs to anime fans have been encouraging overall, but rather mixed. Vincent’s attempt at selling games at a horror con pretty much bombed, and his commentary makes it clear that there are some very tough issues to face, among the biggest being how to communicate the experience and appeal of role-playing. If getting to a few dozen people who are already at a convention is a challenge, what hope is there for reaching millions, even if you do have the perfect game? The other day Robert Bohl pointed out something on Google+ that in hindsight is pretty blindingly obvious: you don’t have to aspire to change the whole world and get millions of people playing. His approach is simply to make games that he can play with lots of people, and that in turn means games that non-gamers can get into. That’s the kind of goal that an independent designer/publisher can get into and realistically achieve. It would be nice to get thousands and thousands of new people into the hobby, but having fun with lots of friends, including ones who don’t normally game, is I think a worthwhile goal too.

On a business level, the indie/Forge thing was about setting and achieving realistic goals. Don’t take out a second mortgage to print 20,000 copies of your game when you can print and definitely sell 200. In that respect I feel like there’s a definite parallel between RPGs and comics. In comics you have people doing webcomics and mini-comics and independent graphic novels and Kickstarters and everything, while Marvel and DC are seemingly not even trying to reach outside of hardcore superhero comics fans. (“DC Comics: Bad At Math“) In the tabletop RPG world the two biggest properties are D&D and a clone of D&D, whose introductory not-ginormous-hardcover-books boxed sets came out in 2010 and 2011, in each case 2 years after the original version. They’re both media where there’s these really amazing things going on at a grassroots level while in the mainstream the serpent is eating its own tail. The thing that superhero comics have on their side is getting made into quality cartoons and movies, like Young Justice and the recent Marvel movies. D&D’s forays into other media have been kind of lackluster. I’ve heard good things about the comics and board games, but those aren’t really reaching out to new audiences.

My own projects are all over the place when it comes to this kind of stuff. Slime Quest is going to deliberately be unambitious in terms of reaching out to non-gamers, because it’s an attempt to refine an existing style of play. On the other hand Raspberry Heaven (for which I really need to get more work done) is a super-casual RPG that aims to push the limits of the medium and be at its best for a decidedly atypical RPG audience. Marketing it is going to be a pretty interesting task to be sure. My first playtest of the Raspberry Heaven Practice Test went pretty well, and gave us a satisfying little RP experience in about an hour. I can’t help but think that something like that would be pretty alien to a lot of traditional RPGs, but then next week we’ll most likely get back to our Spirit of the Century game.

Slime Quest: The Big Idea

The other day some of my friends (Suichi and Mike B., with some help from Tim) went crazy brainstorming possible stuff for Slime Quest while I wasn’t around, and then laid out everything for me as best they could. They came up with some really intriguing ideas, though I’m kind of at a loss for what to do with them.

The core Big Idea is to speed up combat by getting rid of attack rolls (and defense rolls). Characters would have attacks and defenses of varying potency, and when an attack comes the onus is on the target to provide a sufficient defense and not take damage. Classes would thus be differentiated by the kinds of attacks and defenses they have, and how often they can use them. A tanking fighter could have defenses that let him defend against several enemies at once, a mage could be adept at making barriers to protect from magic, a leader could give allies boosts to attacks or defenses, a rogue might be able to lower or ignore a target’s defenses, and so on. The actual damage would be random, and more like in a typical RPG, with the difference that higher-level attacks get damage bonuses when they prevail against lower-level defenses. Teamwork also can become very important, since multiple characters working together can jump up in attack ranks to affect enemies that would be basically impossible to harm otherwise.

This cuts out several steps from typical D&D-style combat, but it also means adopting a new brain-bending paradigm of combat, and figuring out how to actually balance it so that characters have the right level of competence and challenge. Balancing resource-based stuff is that much harder, especially when you use the resources for typical RPG things. I like resource-based mechanics in RPGs, but I do feel that when you put them into places where they can determine success or failure they can create perverse incentives that are hard to properly manage.
Continue reading Slime Quest: The Big Idea

Slime Quest Thoughts

Lately I’ve been poking at Slime Quest a bit, and it has me really wanting to get into working on it in earnest. Of course, I have a bunch of stuff I need to get sorted out for Star Line Publishing, the Golden Sky Stories Kickstarter, and Raspberry Heaven. Still, I want to do a blog post to blather a bit about Slime Quest, which will probably include some stuff I’ve posted about before.

Slime Story is an idea I came up with around 2006, a world like ours except with the addition of magical portals spitting out MMO style monsters that people have taken to hunting for fun and profit. In some parts of the world corporations or warlords control the portals for the marvelously useful bits of monsters, but in suburban America monster hunting is mostly something teenagers do for fun. The system, which I think of as the “Slime Engine,”[1] owes a lot to Japanese tabletop RPGs like Arianrhod and Meikyuu Kingdom, plus a bit of Dungeons & Dragons and a drop of Apocalypse World. Making an anime fantasy game with the same rules was a pretty natural thing to do (and if I ever develop both enough you can be that the mystery of the portals in Slime Story will have something to do with the Slime Quest setting), but because it forces me to make the math a bit more rigorous I may end up finishing it first.
Continue reading Slime Quest Thoughts

An Oral History of D&D Discussion Online

There are plenty of things that annoy me about how RPGs in general and D&D particular are discussed online, from edition warring nonsense to the notion that D&D is THE RPG because I can’t find anyone to play other games because D&D is THE RPG. Lately I keep feeling like I’m the only one who remembers anything about how things went over the past 15 or so years of online discussions. A lot of new concepts have entered the discussion, including the stuff the OSR has championed, that have vastly altered the discourse.

T$R
In the mid to late 90s I saw some discussions on BBSes, usenet, and finally the web, though in my family we were lagging a bit behind in computer technology. Lots of people played and liked D&D (and made fan material and netbooks and such for it), but the overall consensus seemed to be that it was a game for mindless hack and slash. It was the arrogant, brainless, undeserving 800-pound gorilla, and thank god the likes of White Wolf, Steve Jackson Games, Chaosium, Palladium, etc. were giving us games with some room for actual role-playing or something. While people would sometimes cite D&D sessions without any die rolling, from what I saw the standard rebuttal from D&D fans was simply, “But we like dungeon crawls!” This was actually my first exposure to what would become the “badwrongfun” meme, and it really changed how I looked at RPGs, for the better. This was also the time when TSR was the great villain of the industry, even in the eyes of many people who liked D&D, with constant complaints about the company’s money-grubbing business practices and penchant for shutting down unauthorized fan activities. Some people accuse Wizards of the Coast of putting profit motive first today, but that minority is nothing compared to how just about everyone could type “T$R” with the dollar sign with a straight face and no fear of even being criticized for it. (“Micro$oft” has gone out of style too, come to think of it.)
Continue reading An Oral History of D&D Discussion Online

Raspberry Heaven Practice Test

I made some interesting contacts and it looks like the RPG app project is definitely going to go forward in some form. As I mentioned before, I decided to have my first RPG app also finally realize the Raspberry Heaven project I started some time ago, a game for slice of life stories about high school girls in the vein of Azumanga Daioh and Hidamari Sketch. The prior versions never quite worked out, and the RPG app is going to follow my prior intention to restructure the game with some vital inspiration from Fiasco.

Raspberry Heaven Practice Test” is my analog proof of concept for the eventual app version of the game. Because the actual app will take advantage of the ability to automate stuff that would be awkward for people to do, this is necessarily simplified in some places, but shows the basic chassis of the game and how I envision its gameplay working. If you’re interested in this project, please take a look and let me know what you think. To play you’ll want to print up the included reference sheets and have a pack of regular playing cards.

Download Raspberry Heaven Practice Test PDF

Dragon Ball Oracle

Looking through my documents folder for something to mess with, I came across a nearly-finished Dragon Ball inspired oracle for In a Wicked Age, and decided to finish it up. IAWA is a really fun little game that captures the spirit of old-school sword and sorcery fiction, and before the letter Z got added Dragon Ball was a charming manga about the weird little adventures of a kid with a monkey tail.

Most of the stuff in the oracle is from the first 16 volumes of the manga (before the bit that became Dragon Ball Z in the anime), but 52 elements are a lot to come up with, so I dipped into Z and the movies a bit for ideas towards the end.

Dragon Ball Oracle (PDF)

Reverb Gamers 2012

I decided to try doing the Reverb Gamers thing, but all at once because I’d rather do one big post than 31 tiny ones.

#1: What was your first roleplaying experience? Who introduced you to it? How did that introduction shape the gamer you’ve become?
In middle school my friend Alan got us into Palladium’s Robotech RPG. From then through much of high school various Palladium games dominated my gaming, and I think the fact that every other RPG I looked at had better rules made me appreciate good game design where some people seem inclined to gloss over it on the basis that the GM can fudge a bad game into submission.

#2: What is it about gaming that you enjoy the most? Why do you game? Is it the adrenaline rush, the social aspect, or something else?
It would be hard to narrow down to just one time. I guess I like the in-the-moment creativity of it.
Continue reading Reverb Gamers 2012

Fifth Edition

I’m really not sure what to think of the announcement of a new edition of Dungeons & Dragons being in the pipeline. That’s partly because there’s relatively little information to go on in the first place, so it’s a bit early to do much in the way of prognostication. This blog posts is thus mostly going to be about my reaction and other people’s reactions, and my reactions to other people’s reactions.
Continue reading Fifth Edition

Dragon World Hack (v0.1)

Dragon World is my Apocalypse World hack for stuff inspired by 90s comedy fantasy anime, and to a lesser extent the silly parts of a typical D&D campaign. I was most directly inspired by Dragon Half and Slayers, but quite a bit of other stuff crept in. This is a very silly game, and the MC (or rather the “Dragon Master”) section is in part a distillation of what I learned from running Toon and Maid RPG.

I decided to put a rough version of it up on the site for people to enjoy and hopefully play a bit. This is the “hack” version, which lacks explanations of some of the basic rules, such that you’ll need a copy of Apocalypse World (or at least to be well-versed in the basics of AW) in order to play. It’s had a little bit of playtesting, such that I refined the basic moves and the Pure Sacrifice, Dumb Fighter, and Conniving Thief character types a bit, but there’s also a lot of stuff I finished up in one big rush over the weekend.

Download Dragon World Hack v0.1 (PDF)
Dragon World Hack Playbooks and Basic Move Reference Sheet

Other Ideas
I’m pretty happy with the selection of character types here, but I literally have about 30 ideas for others, plus I’ve found that the game very frequently inspires people to suggest new ones as well. If I publish a proper book, there’s a very good chance I’ll end up doing some kind of compendium of character types as a supplement. I’m also going to be working more on a few other possible things for the rules, and a section with setting and NPC ideas.

“Story moves” are kind of a neat little thing I came up with the other day but haven’t implemented yet. I’ve been reading through the Discworld novels from the beginning (which is why stuff like Failed Wizard, Oblivious Tourist, and Octogenarian Barbarian crept into my list of possible character types), and in the first two books there’s the thing about how Rincewind has one of the eight great spells from the Octavo stuck in his head and all the trouble it causes. A story move is a thing like that, represented as a special move that at turns helps and hinders the character, and also has an end condition of some kind, after which you lose the move and get a free advance.

Steven Savage suggested adding a wealth system, which would basically be a special stat shared by the group that would fluctuate depending on when they bought major stuff or found treasure, and there would be treasure with associated custom moves to make their lives more interesting. It could fit in nicely with Temptations and make room for some kind of merchant character type, but I’m still thinking about it.