Sunday, October 25, 2009

A Dark World

I think I've talked about the World of Darkness here before, and I thought I'd go over a few things. Specifically, how I view the games in the new World of Darkness, and what they seem to hold in store. This is, of course, only my opinion, and there are two games I won't talk about here (Mage: The Awakening and Vampire: The Requiem, not because I don't like them, but because I haven't read enough about them to really get a handle on them.

First for me is Werewolf: The Forsaken. Forsaken is the spiritual successor to Werewolf: The Apocalypse, from the old World of Darkness line, and that was always my favorite. In this one, you still play werewolves, but the road is nowhere near as clear. Where in Apocalypse the werewolves were righteous warriors fighting off the encroachment of insidious evil, in Forsaken, the PCs have a lot more to learn. First, the Forsaken are only one half of the werewolf equation - the other half, the Pure, are driven by the very forces the Forsaken are supposed to protect against. Then there is the duty of the Forsaken - they are essentially interplanar enforcers, trying to ensure that the spirit world and the physical world don't mix too much. They seem outnumbered and outgunned, each pack controlling its own territory to protect it from evils both physical and spiritual, and the only people a Forsaken can really, truly trust are his fellow pack members. He doesn't have to like them, but they are family, brothers in arms, and an adventuring group all rolled into one. You take your territory, and hold it against all comers, and hope that one day you succeed. It is savage, dark, and at times disturbing, especially reading about some of their enemies, and I love reading about it.

Next up is Changeling: The Lost. A far cry from its predecessor, the lighthearted Changeling: The Dreaming, Lost is about loss. PCs are changleings, normal people abducted, tricked, or voluntarily brought to the realms of the true faeries, who are beings our minsds can't comprehend. They are tortured, molded, and changed, and eventually they manage to escape - or are let go - only to come back to a world that has gone on without them. They find in their place a being called a fetch, living their former life as if nothing went wrong, and so they become strangers in their own lives. They band together for safety and camaraderie, and try not to give in to the urge to become like their tormentors. Lost is a game about suffering from, recovering from, and hopefully overcoming abuse, both physical and mental, and about what you will do and how far you will go to get revenge or relief. Are the powers you gained in your change enough to outweigh what was done to you?

Third on my list is Hunter: The Vigil. I'm currently running a small game of this, though we play only every couple of months. In hunter, you are one of the normal people in the World of Darkness until something strange happens. Maybe a child is abducted, or a relative killed, or you just see something terrible, and you decide that finding and killing whatever you saw is what you must do. You band together with other like-minded souls, and without supernatural powers or an action-hero arsenal, you go hunting the creatures of the night. Some become conspiracy nuts; some go rogue and start fighting their fellow hunters. Some join larger compacts and conspiracies and begin to get a bigger picture of the world they live in. They are the bulwark of humanity against the forces of the night, the candle lit to drive back the darkness. The only problem is, candles go out. How long can a hunter hunt the unknowable before it comes back to haunt him? Will you be irrevocably changed, or die a grisly death - or somehow manage to live to retire in old age? How long can you keep the vigil in a war where you don't even know the other side?

Finally, and most recently, is Geist: The Sin-Eaters. This game is still petty new to me, so I'm not sure I have everything down, but bear with me. In Geist, PCs are people who suffered near-death or actual death, but who were chosen by a kind of ghost - a Geist- as a partner, and brought back from the edge. The Geist inhabits your body, and while it may once have been a human ghost, it has been around for so long that it has lost who it was and now seeks only one thing, different for every Geist - though if you have seen or read The Crow, the spirit is not unlike that. Your revived character can help his or her Geist out, but you can also see the spirits of the world now, those who have died and yet not moved on, and you can become a part of that, eaither by helping ghost along, or by destroying them and feasting on their substance. You can even visit the Underworld to find ghosts in between the physical world and their final resting place, but be careful of the guardians, unknowable things that despise Geists. Essentially, your character has been given a second chance at life, and even though you are different, the question is the same - what do you do with a second chance?

Saturday, October 24, 2009

Primal Power

So Primal Power is the newest book released for D&D. Like the other Power books, it goes over the classes from a certain power source, this time the Primal power source. This had previously been the power source I understood the least; martial was easy to understand (hit things), Arcane was all about using magic, and Divine was about using power given from the gods. Primal was tricky for me, though; it seemed that its power came from nature itself, but it was kind of vague on how that worked. Primal Power clears that up a bit - it notes that the physical world has spirits that act as kind of protectors, and that they acted as something of a third side in the war between the gods and primordials, trying to keep the world from being destroyed.

That helped me, because it put a face to the power that went to the Primal classes. It also gave me some cool new material to work with, because the primal spirits don't think the way people do - they aren't always interested in keeping everyone or everything alive, and the way their minds work makes them difficult to communicate with, at best. They are the wild card; the gods and primordials had easily discerned goals, but the primal spirits are unpredictable.

On the mechanical side, the new builds for each class fill some holes, including some that I didn't even notice before. For the barbarian, there is the Thunderborn, who knocks people away then beats them - and is noted as having a controller secondary role. Then there is the Whirling Barbarian, who uses two weapons, instead of one two-handed weapon to slaughter his foes. For the Druid, there is the Swarm Druid, who, instead of assuming a single animal form, can shift into a swarm of insects to harass his foes. There is a secondary build which is noted as a partial build, available for any other build to use called the Summoner, to let the Druid summon animal allies. The Shaman gains the Eagle Shaman build, which gives the Shaman a build to assist ranged allies by using his spirit to guide their attacks, and the World Speaker, which lets the Shaman use his spirit companion almost like a defender to shield others. The Warden gains the Life Warden build, making Wisdom important and allowing the Warden some secondary healing powers, and the Storm Warden, which lets the Warden uses his Constitution bonus for AC and lets him slow and slide marked enemies.

Each class is given an assortment of new paragon paths, and at the end of the book are 8 new epic destinies, all of which accentuate the flavor of the Primal power source. Besides those, there are a number of new feats for the Primal classes, including a set fo new feats which I found very neat: Tribal feats. Tribal feats are fun because by taking one, like the Four Winds feat, which gives you a +2 bonus to Athletics, you gain the bonus. But for every ally or party member of yours within a certain area that also takes the feat, you each gain another +1, up to +5. It encourages teamwork even in character building, which is something that has impressed me about 4th Edition.

Aside from that, there are all the little tidbits of information about the implied D&D campaign world throughout the book that we have come to expect. I like those little touches, because they give me insight not only into the implied world, but also into what the designers and developers are thinking. All in all, I really like Primal Power, though I wouldn't recommend it for someone just looking for story -most of the book is lists of new powers that Primal classes can take. But if you are looking to expand on what the Primal classes in the Player's Handbook 2 can do, you should pick this up.

Thursday, October 22, 2009

Overused Fantasy Tropes

We've all seen them if we read much fantasy or many RPGs: the tropes that never seem to change, even when the world or author changes. This gives us ideas like elves always being quasi-immortal forest-dwellers, or dwarves always living in mountains and having Scottish accents. Sometimes, these are OK, but sometimes they just get on my nerves, and if I ever get around to trying to create my own gaming world (or entire game), I'll try to avoid or address these.

For one, tropes are the way they are because they worked, at least at first. Tolkien may be the most famous author for elves living in woods and dwarves in mountains, but things like that really seem to come from farther back, in the myths of the Norse gods. They didn't live on earth (or Midgard), but rather on some other world; the elves lived in Alfheim, and the dark elves in Svartalfheim, and neither had much to do with the big stories of Norse myth. The dwarves lived in Nidavellir, and were really only a part of Norse myth in their crafting ability. They only rarely, if ever, interacted with the humans of Midgard, and mostly only saw the gods. Tolkien brought them all together on Middle-earth (which is essentially what Midgard menat, as it was the middle world of the nine worlds of Norse myth). After that, it seerms everyone felt the need to copy him.

That kind of thing bothers me, because when everybody does it, they stop thinking about what it means. They just assign the woods to the elves and the mountains to the dwarves because everyone knows they live there. This is intellectually lazy; I want to know why the dwarves live in the mountains as opposed to elsewhere. I want to know how they survive when not much worth eating lives underground. Sometimes settings come up with interesting ideas and twists on old tropes, and these are things I enjoy. In the Eberron setting for D&D, dwarves live in mountains, but mountains are really just their strongholds; they live outside and around the mountains, too. And their bif claim to fame? Banking. Underground vaults surrounded by nothing but dwarves are hard to steal from. Elves are different, too - while some do in fact live in forests, mostly they are divided into two cultures: the Valenar, a culture of ancestor-worship, who love to fight and are the world's best skirmishers and light cavalry, and the Arenal, who live on a large, jungle-covered island, and who worship the dead, and who have their undead ancestors as leaders.

So there are a lot of things in fantasy that bother me, and if I ever use them, it'll be with a twist, or completely reworked. What kind of things?

  • Good and evil civilizations living directly adjacent to one another, when one is murderous and expansionist and the other is peaceful and sedate.
  • All the world's best stuff comes only from old, lost civilizations; nothing new is worth having.
  • Racial monocultures. Not every dwarf and elf will be the same; similarly, not every dwarf town and elf village will be the same. the USA is culturally different from Mexico, and we're both human - how come fantasy races are monolithic?
  • If the fantasy setting is medieval, almost all nations will resemble medieval England.
  • Almost all fantasy governments will be benevolent kingdoms. What, no dictatorships or republics? There are other governmental types, you know.
  • Abundance of magic. if there is a lot of magic, it would change the world. Surely some wizard ould think of magical street lighting? If magic is great and powerful, but it doesn't seem to affect the world, then I want to know why.
This and other things are things we shoudl look at when creating new worlds; fantasy author China mieville has somethign to say abotu this in his essay On World Building.

Wednesday, October 21, 2009

Different Strokes

No, not the TV show. What I'm talking about, at least today, is the different ways people see and enjoy the RPG hobby, and how hard it can often be to bring people with differing viewpoints together. Most RPGs I know of tend to involve two important parts in their production - the 'fluff', or writing about background, setting, characters, and such, and the mechanics, the rules that make the system work.

Fluff is very important for some people. I would imagine it is important to most RPG players to some degree, but some people find a lack of compelling story a game-breaker. I have at least one friend who likes to play RPGs, but she is really turned off by games centered on mechanical ideas, and I don't mean robots. She understands, at least on some level, that some games, like 4th edition D&D, are balanced specifically on mechanical concepts, so no one character or class is severely overpowered compared to another. But that doesn't really interest her; she loves to read, and knows that in lots of traditional fantasy, you have characters of differing power levels. she likes the story-telling portion of the RPG, and prefers games that can kind of leave the mechanical aspects in the background.

Mechanics, however, are what get other people up in the morning. They want an internally consistent rules system, one that makes sense and tries to balance out the levels of power that various players have in play. These people understand that while traditional fantasy can be about the untrained farmboy who rises to become a great warrior or wizard, that having one character in a group wildly overpower the other PCs can make the game very boring and unenjoyable for the players who don't have great powers. I think this is a category I tend to fall into, because I love reading fantasy, but in a game, I tend to feel that balance among characters makes for a more fun game, and I see story-telling as a separate, though also important, concern. For people like this, it is the game aspects that are important.

This is actually two branches of a popular gaming theory - the GNS idea, of Gamist, Narrativist, Simulationist. The first I described is Narrativist, the second Gamist, and Simulationist players are those who feel that accurate simulation of a fantasy world in both mechanics and story are ore important than the mechanics or storytelling alone. They would feel that having hobbits in a Middle-Earth game be low-powered would be OK, as it fits the setting, while their cousins, halflings, in the D&D setting of Eberron are more suited to a nomadic, almost barbarian level of living. Despite the two being similar in appearance, the fact that they come from two parts of the fantasy genre means, for the simulationist, that the mechanical and story changes are fine as long as they don't affect the simulation of that particular world.

As a guy with Gamist tendencies, I find that the easiest way to try and work things out and be cool with players of other interests is too not take things too seriously. It is, after all, a game, and arguments over how to play the game should never get so heated as to make people refuse to play with each other. The three ideas aren't so unbending that they can't accommodate people of other playstyles, so if I have to move the mechanics into the background a bit more to help someone become immersed in a game, that's what I try to do. I just find it is helpful to try and identify the concerns that players have and address them before a game is driven off the track.

Wednesday, October 14, 2009

In-Game in the Membrane

So I play a lot of video games. This is probably not a big shock, since this blog has mentioned quite a few, and they are the easiest thing to play when tabletop gaming is not readily available. I have subscriptions to both World of Warcraft and Champions Online, and a friend has just introduced me to Dungeons & Dragons Online, which is now free. I look forward to the Star Wars MMO by Bioware, too, even though it will likely eat my soul. These games all fill a specific role that I enjoy, and recently (like, yesterday), I found a small quiz that helps to quantify what kind of gamer you are.

The quiz is found at BrainHex, and divides gamers up into seven distinct categories - Socializer, Seeker, Conqueror, Survivor, Mastermind, Achiever, and Daredevil. Socializers place being able to interact with others int their games highly, and this is what I ended up as, which is odd considering I'm pretty introverted in real life. But MMO and other multiplayer games, especially those where you cooperate with others rather than play against them, are where I seem to get most of my enjoyment these days. Seeker was my secondary category, because I like to explore and find out new things in my games - I was one of those guys who has to find every location in Fallout, or explore every zone completely in WoW. New sights and experiences are one of my big things.

The others are not too tough to decipher - Conquerors like to defeat everything that gets in their way, whether a computer-controlled creature or other players in PvP. Survivors tend to be people who really enjoy horror games like Resident Evil or Silent Hill - they get a kick out of just managing to survive horrible things in games. Masterminds like to solve puzzles, and they come in all shapes and sizes - they probably enjoyed old games like Myst or Riven a great deal. Achievers just like to do everything - they're the people you see on X-box Live who have obsessively completed every achievement in their games. Daredevils just like doing crazy things and taking crazy risks - hey, it's a video game, so why not? They probably get a kick out of games like Mirror's Edge.

I'm not sure if this is terribly useful, but it kind of goes hand-in-hand with the various tests that tell you what kind of RPG player you are (here's one). It helps to try and figure out what kind of game you might find most fun, and what kind of people might be the easiest to play with. Though conflict among players is always interesting...

Tuesday, October 13, 2009

Playing the Game

So, as I've noted before, I usually tend to GM the games I play. Mostly this is because I tend to be the person who introduced my players to the game, and so I am more familiar with it than they are, plus I have all the books. Therefore, I get a lot of experience running games, though not as much as I would like actually playing.

One of the things that tends to happen to me is that I tend to end up with two types of players. These aren't the kind of players talked about in the Dungeon Master's Guide, or on various DMing advice sites - I wish it were that easy. No, these are the kinds of players that drive me up the wall.

First, there is the type of player who is terrified of big, open, sandbox-type games. If you put their character in a world that is wide open, with plenty of stuff to do, they will look around like a deer caught in the headlights. They won't be able to do or say anything. This is the type of player I run into most frequently, since after some experiences early on in my gaming career, I started running more open games, or trying to. These players need to be given a direction, and then they're OK, but give them more than 2-3 options and they just can't seem to deal with it.

Then there is the polar opposite of those players - the ones who want to go everywhere and do everything. Now, at least to start, this is a fun kind of player to have, because they will go create their own adventures, and they will go off on tangents that you mention just to see what there is to do. The problem is, they won't stay on any one path long enough for anything significant to happen. With these players, I end up feeling like a quest provider in World of Warcraft, providing random quests that go random places, because the players don't want to work on any kind of story for longer than a session or two. This makes it very hard to develop a world around them, or for them to really develop their characters.

I don't play with these types exclusively - usually only one or two of any given group will end up like either of these two types of player. But that means that the player who fits either description will probably receive less attention than others, because either they can't make decisions or they try and take every decision. I prefer players who will try and follow some sort of pattern or path to develop their character, because it is something I can understand. I have never understood how, faced with a fantastic world with tons of options, you could fail to choose anything, or try and do everything at once. Kind of like life, I guess - pick something and stick to it, and you'll likely be rewarded.

Edit: This has nothing to do with tabletop RPGs, but I found an interesting test for videogames that attempts to tell you what kind of gamer you are at BrainHex. I ended up being a Socializer-Seeker. What are you?

Monday, October 12, 2009

Encyclopedia Graphica

So, I read a number of comics. not as many as I used to, but a fair number, and every now and then I'll pick something up that interests me. I find that, unlike my early teens where I just picked up everything that had big guns, scantily-clad women, and explosions (Rob Liefeld, I'm looking at you), I tend to look more at the authors of a particular series when I consider picking it up. Warren Ellis, Joss Whedon, and Robert Kirkman are the kinds of writers I like to read; they tend to put out interesting material, no matter what character they are writing for.

Guys like Mark Millar, however, I try to avoid. He tends to take things that I like and make them into something else entirely. When he took over the comic book The Authority from Warren Ellis, the characters stopped really being interested in trying to be the most powerful super-beings on the planet and really seemed to be concerned with becoming slutty rock stars. His comic book Wanted was similar; the main character was so unlikeable that the transition to the big screen, and the resulting complete rewrite, made it a much more interesting story, a rarity in comic-to-movie transitions.

So, since I read a lot of comics, I am often interested in running or playing in various kinds of superhero games. My current favorite at the moment is Mutants & Masterminds, by Green Ronin; it is based on the d20 system that D&D 3rd Edition utilized, but it takes that and makes something much more flexible out of it. It makes it fairly easy to create most kinds of superhero, and to emulate most popular heroes, and the Power Level structure tries to keep all the PCs around the same level, so the Batman gadgeteering detective can be somewhat similar to the Superman-alike.

Superhero games are less about character advancement and more about the character stories. Unlike in D&D, new items and gadgets don't show up for the PCs all the time, except as plot devices; you aren't constantly upgrading your gear, but refining your use and control of your powers. Not to say that superhero games will necessarily be deeper - supers games tend to involve a fair amount of corniness, especially when supervillains get involved.

Superheroes are not the only kind of comic I read, though. I've been a big fan of Mike Mignola's Hellboy and BPRD comics for a while, and Robert Kirkman's Walking Dead comic series is one of the best, if most depressing, series I read on a regular basis. There's games for that, too; I know of several zombie (or survival horror) games, but my personal favorite is All Flesh Must Be Eaten by Eden Studios. It tries to handle basically every kind of zombie movie or story, from the silly to the serious, and it, plus the various published supplements, handle this pretty well.

There are probably other comics I read, but I can't think of them at the moment, and I'm beginning to get long-winded here, so I'll leave it where it is, though I welcome comments and questions.