Check out blog of holdings take on the 'classic' rpg that had tongues a waggin' back in the 80's.
Good stuff!
http://blogofholding.com/?page_id=370
Friday, September 24, 2010
Thursday, September 23, 2010
The Heroscape RPG
Heroscape RPG is a modification to Heroscape that describes the rules to play a rather old-fashioned RPG with Heroscape models in Heroscape landscape. Each player acts with a single hero; monsters are being played by the gamemaster.
As the heroes explore the Heroscape world they gain experience, skills and items, while new terrain is being added during gameplay according to the Terrain Generator rules.
http://www.boardgamegeek.com/filepage/38265/heroscape-rpg
Thought this might interest folks. I always knew those Master sets I have in the closet would be useful again someday :)
As the heroes explore the Heroscape world they gain experience, skills and items, while new terrain is being added during gameplay according to the Terrain Generator rules.
http://www.boardgamegeek.com/filepage/38265/heroscape-rpg
Thought this might interest folks. I always knew those Master sets I have in the closet would be useful again someday :)
Wednesday, September 22, 2010
THE USE OF MINIATURES
It seems today that tiles and minis are all the rage.
I find myself designing the way I have always designed. And that is without a thought to the use of miniatures. During the ‘80’s when I first played the longest sessions of my life it came down to buying miniatures and devoting the time to at least ‘antique’ the pewter figures (involving a watered down black paint that gave a nice depth to the detail of the figure and didn’t take as long as a full color job) or spend the time and money on resource items.
Needless to say that chess pieces and pennies saw a lot of use as Player Character and Orc stand-ins.
We only ever seemed to truly need them when throwing down in some major combat with a near army size opponent.
I will however be directing those who like that aspect of the game to the resources I have located online (mostly free for download and printing in the case of the paper minis) whenever possible.
Hope you find them usable...now where did those links go?...:)
I find myself designing the way I have always designed. And that is without a thought to the use of miniatures. During the ‘80’s when I first played the longest sessions of my life it came down to buying miniatures and devoting the time to at least ‘antique’ the pewter figures (involving a watered down black paint that gave a nice depth to the detail of the figure and didn’t take as long as a full color job) or spend the time and money on resource items.
Needless to say that chess pieces and pennies saw a lot of use as Player Character and Orc stand-ins.
We only ever seemed to truly need them when throwing down in some major combat with a near army size opponent.
I will however be directing those who like that aspect of the game to the resources I have located online (mostly free for download and printing in the case of the paper minis) whenever possible.
Hope you find them usable...now where did those links go?...:)
Sunday, September 12, 2010
Eternal Keep-News of the old :)
Yes, I've done it again :)
http://eternalkeep.blogspot.com/
will bring you old school goodness from the blogsophere updated as it arrives. For those familiar with this gadget it will place the latest news at the top from the listed sites.
Hope you have a good read!
http://eternalkeep.blogspot.com/
will bring you old school goodness from the blogsophere updated as it arrives. For those familiar with this gadget it will place the latest news at the top from the listed sites.
Hope you have a good read!
Saturday, September 11, 2010
Ken St. Andre responds to James Shipman and news of Ken's retirement
Mike Monaco at Swords & Dorkery has posted a very good summation piece on Ken's retirement and a link over to the latest on the Shipman/Outlaw Press fiasco at Tim Brannan's The Other Side and I wanted to spread this message from Ken as far as possible.
An open letter to James Shipman from Ken St. Andre:
James,
I received your package yesterday with some surprise. Received six copies of the revised Gristlegrim Dungeon. This dismays me, as I told you to quit publishing it back in January of this year when I broke with you. If this parcel was an attempt at a reconciliation between us, then I appreciate the effort you took, but I reject it. Our friendship and partnership is broken and done forever. I do not wish to collaborate on Gristlegrim or any other project with you. Not now! Not ever again! You had no right to add your material to my work. You have no right to continue publishing and selling it. Please stop!
James, you no longer have any right to publish or sell my works. We have no written contracts. We have no formal accounting of royalties. Your habit of sending money and or copies of the items is no longer good enough. Any informal agreements we may have made in 2009 and earlier are terminated on my side of the deal. I no longer wish to associate with you, either professionally or informally.
Find some other outlet for your creativity. Leave me, and leave Tunnels and Trolls, alone. I am rejecting any further association with you.
I hope this is clearly understood. Do not publish anything with my name on it as author. Do not presume to collaborate with me on my projects. Do not keep attempting to infiltrate trollhalla.com under false names--you are banned and unwelcome on that site. Do not attempt to rewrite the history of Tunnels and Trolls on Wikipedia or any other online sources. Do not send me money. Do not send me product. I do not want it from you. However, I am under no legal obligation to send back things that arrive unsolicited in the mail. I won't waste the money or the effort to send them back. I am not interested in theatrical gestures. I simply wish to terminate our association and to move on with other things in life.
I hereby reclaim my rights to anything I ever gave you to publish. In particular, I assert my right to the novel Griffin Feathers which consists entirely of my own work with some input in the short sections of the book from the members of Trollhalla.
I am forwarding the "royalties" that you sent me to Jeff Freels, the artist whose work you have re-used to illustrate this version of Gristlegrim. He deserves compensation for his work.
James, I am not angry at you, and I do not hate you. I simply will not associate with you ever again. For several years we were, I thought, very good friends. Outlaw Press did a lot for Tunnels and Trolls. You know why that time has ended. Let it go. Move on.
James, I will be publishing this letter in open forums on the internet, so that all the world can see how I feel, and how I react to what I can only believe are attempts to manipulate me and to gain control of Tunnels and Trolls. If you have no ulterior intentions, then forgive me for being suspicious, but I no longer feel that I can trust you.
James, you have your own unique style of creativity. Please go and do your own thing, and stop messing with me and with Tunnels and Trolls.
Sincerely,
Ken St. Andre
He also posted it over on the Big Purple.
I will be posting guidelines on how to avoid bogus product and and keeping T&T true to its roots asap.
Stand By....
An open letter to James Shipman from Ken St. Andre:
James,
I received your package yesterday with some surprise. Received six copies of the revised Gristlegrim Dungeon. This dismays me, as I told you to quit publishing it back in January of this year when I broke with you. If this parcel was an attempt at a reconciliation between us, then I appreciate the effort you took, but I reject it. Our friendship and partnership is broken and done forever. I do not wish to collaborate on Gristlegrim or any other project with you. Not now! Not ever again! You had no right to add your material to my work. You have no right to continue publishing and selling it. Please stop!
James, you no longer have any right to publish or sell my works. We have no written contracts. We have no formal accounting of royalties. Your habit of sending money and or copies of the items is no longer good enough. Any informal agreements we may have made in 2009 and earlier are terminated on my side of the deal. I no longer wish to associate with you, either professionally or informally.
Find some other outlet for your creativity. Leave me, and leave Tunnels and Trolls, alone. I am rejecting any further association with you.
I hope this is clearly understood. Do not publish anything with my name on it as author. Do not presume to collaborate with me on my projects. Do not keep attempting to infiltrate trollhalla.com under false names--you are banned and unwelcome on that site. Do not attempt to rewrite the history of Tunnels and Trolls on Wikipedia or any other online sources. Do not send me money. Do not send me product. I do not want it from you. However, I am under no legal obligation to send back things that arrive unsolicited in the mail. I won't waste the money or the effort to send them back. I am not interested in theatrical gestures. I simply wish to terminate our association and to move on with other things in life.
I hereby reclaim my rights to anything I ever gave you to publish. In particular, I assert my right to the novel Griffin Feathers which consists entirely of my own work with some input in the short sections of the book from the members of Trollhalla.
I am forwarding the "royalties" that you sent me to Jeff Freels, the artist whose work you have re-used to illustrate this version of Gristlegrim. He deserves compensation for his work.
James, I am not angry at you, and I do not hate you. I simply will not associate with you ever again. For several years we were, I thought, very good friends. Outlaw Press did a lot for Tunnels and Trolls. You know why that time has ended. Let it go. Move on.
James, I will be publishing this letter in open forums on the internet, so that all the world can see how I feel, and how I react to what I can only believe are attempts to manipulate me and to gain control of Tunnels and Trolls. If you have no ulterior intentions, then forgive me for being suspicious, but I no longer feel that I can trust you.
James, you have your own unique style of creativity. Please go and do your own thing, and stop messing with me and with Tunnels and Trolls.
Sincerely,
Ken St. Andre
He also posted it over on the Big Purple.
I will be posting guidelines on how to avoid bogus product and and keeping T&T true to its roots asap.
Stand By....
Friday, September 3, 2010
The Once and Future Game. Old Guard Gaming isn't going anywhere.-(Old Guard Gaming Accoutrements)
Just thought this hit the spot today. Click for the whole shebang :)
The Once and Future Game. Old Guard Gaming isn't going anywhere.
I know a lot of old gamers worry about the future of The Game, but I’m confident it’s not going to die off anytime soon.
When we’re discussing the future of Old Guard gaming, I think we’re discussing three different, but closely related things. The future of Dungeons & Dragons, (OD&D, AD&D, and the Retro-clones), the future of Old School gaming style and philosophy, and also the future of table top Role Playing Games themselves.
Each of these is seen as under threat from the same sources. You’ve got computer role playing games and shooters, the merchandising mentality that tries to insert the need for continual purchases of add-ons like cards, minis, splatbooks and new editions, which fractures the hobby and creates factions, and the disinterest of the kids who are creating their own diceless and freeform types of role playing over the internet. I think each of these things will have its day, but I don’t think any of them are a lasting threat to Old Guard D&D, or table top role playing in general.
This is why.
(MORE)
The Once and Future Game. Old Guard Gaming isn't going anywhere.
I know a lot of old gamers worry about the future of The Game, but I’m confident it’s not going to die off anytime soon.
When we’re discussing the future of Old Guard gaming, I think we’re discussing three different, but closely related things. The future of Dungeons & Dragons, (OD&D, AD&D, and the Retro-clones), the future of Old School gaming style and philosophy, and also the future of table top Role Playing Games themselves.
Each of these is seen as under threat from the same sources. You’ve got computer role playing games and shooters, the merchandising mentality that tries to insert the need for continual purchases of add-ons like cards, minis, splatbooks and new editions, which fractures the hobby and creates factions, and the disinterest of the kids who are creating their own diceless and freeform types of role playing over the internet. I think each of these things will have its day, but I don’t think any of them are a lasting threat to Old Guard D&D, or table top role playing in general.
This is why.
(MORE)
Wednesday, September 1, 2010
Words To Live By
While engaged in my daily studies I ran across this bit of simple wisdom and under fair use wish to share:
ROLE PLAYING GAME MANIFESTO
THESE RULES ARE WRITTEN ON PAPER, NOT ETCHED ON STONE TABLETS.
RULES ARE SUGGESTED GUIDELINES, NOT REQUIRED EDICTS.
IF THE RULES DON'T SAY YOU CAN'T DO SOMETHING, YOU CAN.
THERE ARE NO OFFICIAL ANSWERS, ONLY OFFICIAL OPINIONS.
WHEN DICE CONFLICT WITH THE STORY, THE STORY ALWAYS WINS.
MIN/MAXING AND MUNCHKINISM AREN'T PROBLEMS WITH THE GAME; THEY'RE PROBLEMS WITH THE PLAYER.
THE GAME MASTER HAS FULL DISCRETIONARY POWER OVER THE GAME.
THE GAME MASTER ALWAYS WORKS WITH, NOT AGAINST, THE PLAYERS.
A GAME THAT IS NOT FUN IS NO LONGER A GAME-IT'S A CHORE.
THIS BOOK CONTAINS THE ANSWERS TO ALL THINGS.
WHEN THE ABOVE DOES NOT APPLY, MAKE IT UP.
-GUARDIANS OF ORDER
Amen
ROLE PLAYING GAME MANIFESTO
THESE RULES ARE WRITTEN ON PAPER, NOT ETCHED ON STONE TABLETS.
RULES ARE SUGGESTED GUIDELINES, NOT REQUIRED EDICTS.
IF THE RULES DON'T SAY YOU CAN'T DO SOMETHING, YOU CAN.
THERE ARE NO OFFICIAL ANSWERS, ONLY OFFICIAL OPINIONS.
WHEN DICE CONFLICT WITH THE STORY, THE STORY ALWAYS WINS.
MIN/MAXING AND MUNCHKINISM AREN'T PROBLEMS WITH THE GAME; THEY'RE PROBLEMS WITH THE PLAYER.
THE GAME MASTER HAS FULL DISCRETIONARY POWER OVER THE GAME.
THE GAME MASTER ALWAYS WORKS WITH, NOT AGAINST, THE PLAYERS.
A GAME THAT IS NOT FUN IS NO LONGER A GAME-IT'S A CHORE.
THIS BOOK CONTAINS THE ANSWERS TO ALL THINGS.
WHEN THE ABOVE DOES NOT APPLY, MAKE IT UP.
-GUARDIANS OF ORDER
Amen
Tuesday, August 31, 2010
The Original LoreMasters
This article is not meant to infringe upon an IP that may currently exist using the phrase.
That out of the way, a seldom seen but welcome to any game session in the early '80's was the role of Lore Master. Now more often referred to as an assistant GM, the Lore Master was a walking organic library. There were those who had a deep love of the game but who had no desire to GM and with their knowledge proved a fast way to unbalance a game as a PC. You couldn't really blame a person for this when you usually knew in advance that the person is more than versed in the subject. They were more like a Mentat from Frank Herbert's Dune. A walking human computer and library. From the history of the Dark Ages to being fluent in Elvish from Tolkien (and I mean they could write and speak in it fluently and at will) every monster stat and what they didn't have memorized they had well marked in the books they carried with them.
Almost freakish in nature, rules lawyers melted like a candle in the desert at high noon in their presence. They understood above all that the GM was the final word on all outcomes. They remained impartial and simply imparted information to the GM and in some cases to the PCs themselves.
Today it would almost be unimaginable to think of someone existing like that. With so much material in the hobby now they would truly be a super genius.
Do you know some like this? Or maybe in the past? Relate their story if you like. I've always wondered how widespread this concept was.
That out of the way, a seldom seen but welcome to any game session in the early '80's was the role of Lore Master. Now more often referred to as an assistant GM, the Lore Master was a walking organic library. There were those who had a deep love of the game but who had no desire to GM and with their knowledge proved a fast way to unbalance a game as a PC. You couldn't really blame a person for this when you usually knew in advance that the person is more than versed in the subject. They were more like a Mentat from Frank Herbert's Dune. A walking human computer and library. From the history of the Dark Ages to being fluent in Elvish from Tolkien (and I mean they could write and speak in it fluently and at will) every monster stat and what they didn't have memorized they had well marked in the books they carried with them.
Almost freakish in nature, rules lawyers melted like a candle in the desert at high noon in their presence. They understood above all that the GM was the final word on all outcomes. They remained impartial and simply imparted information to the GM and in some cases to the PCs themselves.
Today it would almost be unimaginable to think of someone existing like that. With so much material in the hobby now they would truly be a super genius.
Do you know some like this? Or maybe in the past? Relate their story if you like. I've always wondered how widespread this concept was.
Sunday, August 29, 2010
Likes, Dislikes and Edition Wars
An old grognard I may be but understand, whatever game you find to your liking is all right with me. I talk of the games that first caught my attention the same as others will talk of theirs.
You will find a lot here about the old school but don't think that's all I like or follow. A visit to my other haunts will show that I like cutting edge experimental material just as much.
It's the spirit of gaming that always stokes the fire that runs the engines for me. From the small publisher putting together their first project to the established mega-house putting out a steady stream of their best efforts.
This is a rich heritage and anyone involved in gaming does well not only to remember that but to take advantage of it. Try your hand at one of the retro-clones if you get the chance. Ask to see that original boxed D&D set that you heard that someone has stashed away and think how this was the first moment when this big crazy hobby first took root as we know it.
May all your gaming be filled with fun and fire and may your dice always roll true.
You will find a lot here about the old school but don't think that's all I like or follow. A visit to my other haunts will show that I like cutting edge experimental material just as much.
It's the spirit of gaming that always stokes the fire that runs the engines for me. From the small publisher putting together their first project to the established mega-house putting out a steady stream of their best efforts.
This is a rich heritage and anyone involved in gaming does well not only to remember that but to take advantage of it. Try your hand at one of the retro-clones if you get the chance. Ask to see that original boxed D&D set that you heard that someone has stashed away and think how this was the first moment when this big crazy hobby first took root as we know it.
May all your gaming be filled with fun and fire and may your dice always roll true.
Saturday, August 28, 2010
WHAT IS THE 'DICEMAN'?
The Diceman is a novel written by Luke Rhinehart about a psychiatrist who discovers a new form of therapy, dice therapy, by creating lists of 6 items and then rolling a d6 to see which he would do. The rules were simple:
(1)Never put anything on the list you are not willing to do.
(2)At least one item must involve some personal risk.
(3)Whatever you roll you do. Period.
The book fell into our hands quite by accident and spread like a virus. For a group accustomed to throwing dice several nights a week we found it perfectly normal to take it to the street.
I would recommend the book to anyone but with a warning. It can change your life forever. I never looked at the world quite the same way again and I have read a metric f*** ton of books. It is one of maybe 10 that had that effect.
Many took the concept too far. I found it to be a great way to relieve stress and handle everyday activities with not only ease but a fun and exciting nature as well. Wonder what to wear to work? List 6 and throw. What to do that night? List 6 and roll. I did it for everything. I kept journals of material I generated. What to eat...what album to play next...what book to read next.
And yes, I wrote a few danger lists but found it counter productive to the whole idea of the benefits I listed. Others however, well, let's just say they had other ideas.
(1)Never put anything on the list you are not willing to do.
(2)At least one item must involve some personal risk.
(3)Whatever you roll you do. Period.
The book fell into our hands quite by accident and spread like a virus. For a group accustomed to throwing dice several nights a week we found it perfectly normal to take it to the street.
I would recommend the book to anyone but with a warning. It can change your life forever. I never looked at the world quite the same way again and I have read a metric f*** ton of books. It is one of maybe 10 that had that effect.
Many took the concept too far. I found it to be a great way to relieve stress and handle everyday activities with not only ease but a fun and exciting nature as well. Wonder what to wear to work? List 6 and throw. What to do that night? List 6 and roll. I did it for everything. I kept journals of material I generated. What to eat...what album to play next...what book to read next.
And yes, I wrote a few danger lists but found it counter productive to the whole idea of the benefits I listed. Others however, well, let's just say they had other ideas.
Friday, August 27, 2010
WHAT IS 'WELDING'?
Welding involved the mixing of various elements to create something new and unpredictable in play. Often players would 'cheat' by reading the Monster Manual and DM Guide on the sly and know the proper way to quickly dispatch it.
With welding you never quite knew what to expect. A seemingly harmless bunny rabbit might be a blood thirsty killing machine. A magic item may be a fake or made from something poisonous.
The first time I remember seeing it in action was at a session where the DM had acquired Monster Manual II.
We had all loved the Fiend Folio when it came out (seems that's not a view held by many, but all three DMs concurred that if they could only have one Monster book they would choose FF every time), but we were all a bit skeptical at the collection of monsters in the new volume. Finally one went out on a limb and purchased it. It was underwhelming to say the least. When asked about it a week later he was kind, but obviously disappointed, in his review of the tome.
Not being very impressed with many of the creatures he started blending features and making creatures that people couldn't identify right away. Soon we were all doing it.
From then on your paranoid ass better be armed and ready. Who knew if that cute little squirrel sitting on the tree limb was real or just an illusion cast by a mad man who lived in the forest and didn't desire any company. Usually when the squirrel breathed fire you knew it was on.
With welding you never quite knew what to expect. A seemingly harmless bunny rabbit might be a blood thirsty killing machine. A magic item may be a fake or made from something poisonous.
The first time I remember seeing it in action was at a session where the DM had acquired Monster Manual II.
We had all loved the Fiend Folio when it came out (seems that's not a view held by many, but all three DMs concurred that if they could only have one Monster book they would choose FF every time), but we were all a bit skeptical at the collection of monsters in the new volume. Finally one went out on a limb and purchased it. It was underwhelming to say the least. When asked about it a week later he was kind, but obviously disappointed, in his review of the tome.
Not being very impressed with many of the creatures he started blending features and making creatures that people couldn't identify right away. Soon we were all doing it.
From then on your paranoid ass better be armed and ready. Who knew if that cute little squirrel sitting on the tree limb was real or just an illusion cast by a mad man who lived in the forest and didn't desire any company. Usually when the squirrel breathed fire you knew it was on.
Open Mouth, Insert Foot - The Frog God Games Debacle
The recent announcement by Frog God Games of its union with Swords & Wizardry has sparked quite a debate within the OSR community and I must admit they did come off a little to WOTC.
And just so I'm clear on this I left tabletop gaming because of WOTC. I far preferred the 'hand drawn maps' and 'clip art laid out by amateurs' approach by the pioneers of the hobby to the endless flood of pretty and expensive rulebooks that seemed to have a new edition every 15 minutes.
And let it be clear also I have never purchased one of these products. It is these 'amateur' productions that brought me back to table top gaming after spending years trying to find the flavor in video games that never quite hit the mark.
So the fiasco that started here (Now Updated To Exclude The Inflammatory Remarks)
http://www.talesofthefroggod.com/index.php/about-us
and turned into this
http://www.rpgblog2.com/2010/08/new-s-publisher-to-audience-your-work.html
http://oldguyrpg.blogspot.com/2010/08/so-much-for-hobbyists.html
http://quicklyquietlycarefully.blogspot.com/2010/08/hmph-frog-god-swords-wizardry.html
http://gothridgemanor.blogspot.com/2010/08/excitement-for-game.html
and slid into this
http://odd74.proboards.com/index.cgi?action=display&board=general&thread=4645&page=2#55957
http://odd74.proboards.com/index.cgi?action=display&board=general&thread=4645&page=2#55979
http://www.swordsandwizardry.com/forum/viewtopic.php?f=35&t=2854
and started cooling off here
http://batintheattic.blogspot.com/2010/08/you-are-free-now-so-go-enjoy-it.html
http://www.swordsandwizardry.com/forum/viewtopic.php?f=35&t=2854
Made me remember a post from back in May from here
http://revolution21days.blogspot.com/2009/05/industry-is-irrelevant.html
In a nutshell, the industry is not only in trouble, as we now know it, but all but on the way out. When large companies produce product they do everything they do for one reason-money. Not enough money, move on to next product. Not a value judgment, just a statement of fact.
Watching a video the other day of Erik Mona, publisher at Paizo Publishing, delivering the keynote at GamesU 2009 (at around the 38 minute mark) I think summed it up best-at its peak in the '80s products that would normally sell 50k to 150k copies now might be expected to sell only 5k to 15k. Earlier in the video he had mentioned the numbers that Dragon magazine would have at its peak in 1984 with its highest subscriber base of 126,000 which when the print version ended had shrunk to about half as many. Meanwhile, the cottage industry side of the hobby has been steadily gaining traction.
Gamers have had a chance for all the pieces to fall into place at just the right time to show what the future of not just gaming but creative entertainment will look like down the road. Much like the MP3 and file sharing changed the music industry we have entire communities no longer looking to the outside world to get things done but taking up the old punk DIY attitude and getting it done for themselves.
In my own life most of the new music I experience comes through web labels, the films I watch, shorts especially, come from their makers via the Internet. The same goes for books, games and just about every other thing that I have usually went into a retail establishment in the past for.
But when I felt like I was being made a chump for paying $18 for a CD that I hadn't even heard yet, maybe a couple tracks, and realizing I had wasted my money I started looking for other ways. And the Internet has provided them.
The funny thing is, just when the Internet is set to be changed into just a venue for corporations to shill through to the masses a new form is rising that will truly change the future once and for all. Look up ad hoc wireless computing sometime and then think where things are going to go when millions of computer owners no longer answer to anyone and are free to discuss and disperse whatever they please to whomever they please. It's a new world coming...froggy better get a jumpin' :)
And just so I'm clear on this I left tabletop gaming because of WOTC. I far preferred the 'hand drawn maps' and 'clip art laid out by amateurs' approach by the pioneers of the hobby to the endless flood of pretty and expensive rulebooks that seemed to have a new edition every 15 minutes.
And let it be clear also I have never purchased one of these products. It is these 'amateur' productions that brought me back to table top gaming after spending years trying to find the flavor in video games that never quite hit the mark.
So the fiasco that started here (Now Updated To Exclude The Inflammatory Remarks)
http://www.talesofthefroggod.com/index.php/about-us
and turned into this
http://www.rpgblog2.com/2010/08/new-s-publisher-to-audience-your-work.html
http://oldguyrpg.blogspot.com/2010/08/so-much-for-hobbyists.html
http://quicklyquietlycarefully.blogspot.com/2010/08/hmph-frog-god-swords-wizardry.html
http://gothridgemanor.blogspot.com/2010/08/excitement-for-game.html
and slid into this
http://odd74.proboards.com/index.cgi?action=display&board=general&thread=4645&page=2#55957
http://odd74.proboards.com/index.cgi?action=display&board=general&thread=4645&page=2#55979
http://www.swordsandwizardry.com/forum/viewtopic.php?f=35&t=2854
and started cooling off here
http://batintheattic.blogspot.com/2010/08/you-are-free-now-so-go-enjoy-it.html
http://www.swordsandwizardry.com/forum/viewtopic.php?f=35&t=2854
Made me remember a post from back in May from here
http://revolution21days.blogspot.com/2009/05/industry-is-irrelevant.html
In a nutshell, the industry is not only in trouble, as we now know it, but all but on the way out. When large companies produce product they do everything they do for one reason-money. Not enough money, move on to next product. Not a value judgment, just a statement of fact.
Watching a video the other day of Erik Mona, publisher at Paizo Publishing, delivering the keynote at GamesU 2009 (at around the 38 minute mark) I think summed it up best-at its peak in the '80s products that would normally sell 50k to 150k copies now might be expected to sell only 5k to 15k. Earlier in the video he had mentioned the numbers that Dragon magazine would have at its peak in 1984 with its highest subscriber base of 126,000 which when the print version ended had shrunk to about half as many. Meanwhile, the cottage industry side of the hobby has been steadily gaining traction.
Gamers have had a chance for all the pieces to fall into place at just the right time to show what the future of not just gaming but creative entertainment will look like down the road. Much like the MP3 and file sharing changed the music industry we have entire communities no longer looking to the outside world to get things done but taking up the old punk DIY attitude and getting it done for themselves.
In my own life most of the new music I experience comes through web labels, the films I watch, shorts especially, come from their makers via the Internet. The same goes for books, games and just about every other thing that I have usually went into a retail establishment in the past for.
But when I felt like I was being made a chump for paying $18 for a CD that I hadn't even heard yet, maybe a couple tracks, and realizing I had wasted my money I started looking for other ways. And the Internet has provided them.
The funny thing is, just when the Internet is set to be changed into just a venue for corporations to shill through to the masses a new form is rising that will truly change the future once and for all. Look up ad hoc wireless computing sometime and then think where things are going to go when millions of computer owners no longer answer to anyone and are free to discuss and disperse whatever they please to whomever they please. It's a new world coming...froggy better get a jumpin' :)
Thursday, August 26, 2010
WHAT IS 'BLENDING'?
Blending is using two or more similar products in conjunction and adapting stats as need be to make the fit. It would also include using any material from outside an official product line to enhance gaming. Often this was done with OD&D material and AD&D 1e material but also included using 3rd party generic items and books like Lord of the Rings.
The first example of this in my gaming experience was from my first DM. He loved the Greyhawk setting but thought it lacked a little bite. So he picked up the Judges Guild City-State of the Invincible Overlord and made that his capital and primary urban setting, surrounded by great forests and craggy mountains full of dwarves, dragons and gold and fueled by the legends of Greyhawk.
It worked. He was a master at this type of blending and it was always his strong suit. The stories he could weave in those locales (with a bit of help from various modules and supplements) was always entertaining. This was also the first time I saw how you could recycle EVERYTHING. Got a used dungeon map? Flip it and change the entrance and items. Voila! New map :)
The materials blended in kept getting wilder with each passing session until finally nothing was off limits. I think it finally broke down when people started pulling real weapons on each other (I actually had someone come at me with a knife).
Blending is one thing...slicing and dicing...fellow players...quite another.
Next up: What is 'Welding'?
The first example of this in my gaming experience was from my first DM. He loved the Greyhawk setting but thought it lacked a little bite. So he picked up the Judges Guild City-State of the Invincible Overlord and made that his capital and primary urban setting, surrounded by great forests and craggy mountains full of dwarves, dragons and gold and fueled by the legends of Greyhawk.
It worked. He was a master at this type of blending and it was always his strong suit. The stories he could weave in those locales (with a bit of help from various modules and supplements) was always entertaining. This was also the first time I saw how you could recycle EVERYTHING. Got a used dungeon map? Flip it and change the entrance and items. Voila! New map :)
The materials blended in kept getting wilder with each passing session until finally nothing was off limits. I think it finally broke down when people started pulling real weapons on each other (I actually had someone come at me with a knife).
Blending is one thing...slicing and dicing...fellow players...quite another.
Next up: What is 'Welding'?
Wednesday, August 25, 2010
The 3rd Wave
The 3rd wave was probably the most short lived and confusing period in my personal gaming history. It probably did as much harm as good. The reference is one I have used for years as both the end of one style of gaming (having been grounded in chess, wargames and an obscure game from 3M called Feudal) and the birth of another (free form, all but structureless role-playing full of heavy rules modifications,etc).
And we absolutely LOVED it.
Comprised of 1st (OD&D) and 2nd wave (AD&D) rpg players and materials, the 'welding' process, 'blending' and 'freestyle' rose to the top as THE primary way to create and play a role playing game. Add to that the first use of home computers in tabletop gaming sessions (of the three DMs in the group 2 had computers-a Vic-20 and the other a C-64) and you have the makings of a Frankenstein Monster that seemed powered by cheap beer, creative one-ups-manship and New Wave music through the peak period of 1983-84.
Most of this was reactionary. The early rule sets were nearly hieroglyphic in nature (not a value judgment) and resulted in many interpretations of the rules. I, unknowingly, had bought 3 items to start that were unrelated (the Blue Book box, an AD&D module and an issue of Dragon magazine). The whole stack made no sense and after giving it a good look over I filed it on the shelf and probably wouldn't have picked it back up if I hadn't met my first DM. When I showed him what I had he kinda chuckled and said it was no wonder I was confused. He went to his bookshelf and pulled down his collection-Player Handbook, DM Guide, Monster Manual, the Greyhawk setting and the City State of the Invincible Overlord. That day it clicked. All the pieces fell into place. 3 years later I would be running my first business-a mail order supply house for AD&D and thousands of other products. How things can change in just one day.
But something like that can't last. It's too inbred and ritualistic. You almost had to know someone playing to be able to figure out this new gaming concept (remember, this is a time when only certain groups of people were even playing OD&D). I think TSR soon realized it would lose its way if it allowed this type of gaming to continue. They needed to keep their customers on a TSR path, on message so to speak, and thus was born the concept of the pre-made campaign settings and supplements. No longer would modules just be disconnected adventures. They would take place in specific settings. Greyhawk, Dragonlance, Forgotten Realms and so on.
No more would players enter the game through those already playing and playing a variation, very likely, at that. They would have a path to follow, a set of rules and settings where anyone could play just by buying the right sequence of TSR products. Mind you, I'm not calling them out on this. I think the concept is solid (and is something I practice myself) but the execution over the years left a lot to be desired.
Almost as quickly as it came together it fell apart. But from those ashes a multitude of games and gaming styles would be born. A love of video games would soon mix with frpg and lead us to the early crpg. People would move away, the circle would be broken. But the spirit was never lost. For a very short time tabletop gaming had become the wild west, where you could do absolutely anything.
And yes, there are days when I miss those 12 hour sessions very much. I've never had that much fun gaming since. Here's to brave new worlds of imagination and the energy to make them come to life.
And that's the mission statement of this blog. Kickin' it old schooly no fooly :)
Next Up: What is 'Blending'?
And we absolutely LOVED it.
Comprised of 1st (OD&D) and 2nd wave (AD&D) rpg players and materials, the 'welding' process, 'blending' and 'freestyle' rose to the top as THE primary way to create and play a role playing game. Add to that the first use of home computers in tabletop gaming sessions (of the three DMs in the group 2 had computers-a Vic-20 and the other a C-64) and you have the makings of a Frankenstein Monster that seemed powered by cheap beer, creative one-ups-manship and New Wave music through the peak period of 1983-84.
Most of this was reactionary. The early rule sets were nearly hieroglyphic in nature (not a value judgment) and resulted in many interpretations of the rules. I, unknowingly, had bought 3 items to start that were unrelated (the Blue Book box, an AD&D module and an issue of Dragon magazine). The whole stack made no sense and after giving it a good look over I filed it on the shelf and probably wouldn't have picked it back up if I hadn't met my first DM. When I showed him what I had he kinda chuckled and said it was no wonder I was confused. He went to his bookshelf and pulled down his collection-Player Handbook, DM Guide, Monster Manual, the Greyhawk setting and the City State of the Invincible Overlord. That day it clicked. All the pieces fell into place. 3 years later I would be running my first business-a mail order supply house for AD&D and thousands of other products. How things can change in just one day.
But something like that can't last. It's too inbred and ritualistic. You almost had to know someone playing to be able to figure out this new gaming concept (remember, this is a time when only certain groups of people were even playing OD&D). I think TSR soon realized it would lose its way if it allowed this type of gaming to continue. They needed to keep their customers on a TSR path, on message so to speak, and thus was born the concept of the pre-made campaign settings and supplements. No longer would modules just be disconnected adventures. They would take place in specific settings. Greyhawk, Dragonlance, Forgotten Realms and so on.
No more would players enter the game through those already playing and playing a variation, very likely, at that. They would have a path to follow, a set of rules and settings where anyone could play just by buying the right sequence of TSR products. Mind you, I'm not calling them out on this. I think the concept is solid (and is something I practice myself) but the execution over the years left a lot to be desired.
Almost as quickly as it came together it fell apart. But from those ashes a multitude of games and gaming styles would be born. A love of video games would soon mix with frpg and lead us to the early crpg. People would move away, the circle would be broken. But the spirit was never lost. For a very short time tabletop gaming had become the wild west, where you could do absolutely anything.
And yes, there are days when I miss those 12 hour sessions very much. I've never had that much fun gaming since. Here's to brave new worlds of imagination and the energy to make them come to life.
And that's the mission statement of this blog. Kickin' it old schooly no fooly :)
Next Up: What is 'Blending'?
Tuesday, August 24, 2010
MY GAMING ROOTS II
Just to trace lineage.
Playing CHESS at 10.
Playing FEUDAL (http://www.boardgamegeek.com/boardgame/847/feudal) at 12.
Playing and modifying the rules to CHOPPER STRIKE (http://www.boardgamegeek.com/boardgame/2446/chopper-strike) when I was 13.
Playing STARSHIP TROOPERS (http://www.boardgamegeek.com/boardgame/670/starship-troopers) at 14
(I was notorious for blending parts of different boardgames together and writing new rules-not popular with the purists :)
Started with rpgs at 17-Dungeons & Dragons.
Continued with wargames:
DUNE (http://www.boardgamegeek.com/boardgame/121/dune)
The Arab-Israeli Wars 1956-'73 (http://www.boardgamegeek.com/boardgame/3218/the-arab-israeli-wars)
The East is Red: The Sino Soviet War (http://www.boardgamegeek.com/boardgame/10472/the-east-is-red-the-sino-soviet-war)
Got into the business and bought more than I can possibly remember. Remember loving Chaosium's RINGWORLD and Game Designers' Workshop TWILIGHT 2000.
Playing CHESS at 10.
Playing FEUDAL (http://www.boardgamegeek.com/boardgame/847/feudal) at 12.
Playing and modifying the rules to CHOPPER STRIKE (http://www.boardgamegeek.com/boardgame/2446/chopper-strike) when I was 13.
Playing STARSHIP TROOPERS (http://www.boardgamegeek.com/boardgame/670/starship-troopers) at 14
(I was notorious for blending parts of different boardgames together and writing new rules-not popular with the purists :)
Started with rpgs at 17-Dungeons & Dragons.
Continued with wargames:
DUNE (http://www.boardgamegeek.com/boardgame/121/dune)
The Arab-Israeli Wars 1956-'73 (http://www.boardgamegeek.com/boardgame/3218/the-arab-israeli-wars)
The East is Red: The Sino Soviet War (http://www.boardgamegeek.com/boardgame/10472/the-east-is-red-the-sino-soviet-war)
Got into the business and bought more than I can possibly remember. Remember loving Chaosium's RINGWORLD and Game Designers' Workshop TWILIGHT 2000.
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