SF and Gaming Blog

Thoughts, reviews and opinion on the overlapping worlds of science fiction and gaming.

Back to the Primordial Swamp of RPGs

Carl Cravens of The Raven’s Mutterings runs across someone that makes him go “Huh?”

From a recent “game opening” post I saw…

If you want to play non-human, you will have to roll a 1 on 1d10. Otherwise you have to play a human.

Wow. People still play like this? No “let’s talk about it,” just “one in ten chance you get to be something I don’t want you to be.” (Or something I don’t want more than one character to be.)

Back in about 1981 something like that wouldn’t have raised an eyebrow. The market leader was first edition AD&D, and it was full of illogical and arbitary things like that.

Carl’s example just goes to show that there are still people living in sealed bubble who appear ignorant of every development in the hobby in the past quarter century.

If that floats your boat, I suppose…

Posted in Games | 3 Comments

Gypsycon 2007

Easter weekend is time for Gypsycon, the annual gathering of the UK side of the Dreamlyrics community.

This year’s Gypsycon ran for just two days rather than the entire Easter weekend of previous years. We had an attendance of about twenty people, including three members of the Hat clan who I hadn’t seen for several years.

On Friday I ran the first face-to-faceplaytest for the Kalyr RPG, based on Fudge. Players were Pete Hat, AJ, Bruce Brown and Gary.

Since I really wanted to playtest the psionics system, I chose to run a scenario involved the players travelling into the totalitarian Konaic Empire to extract a human slave who’d developed psionic powers, and would be killed had he not been rescued.

For those not familiar with the Kalyr RPG, I’ve got the following deviations from baseline Fudge

  • Keys instead of Faults – Unlike Faults, they give no bonuses at character creation time, but give Fudge points when they come up in the game.
  • Abilities instead of Attributes and Skills
  • Connections rated using the standard Fudge trait scale, representing the character’s social standing
  • A complete psionics system, which needed testing for balance

I had four player characters, one specialised psionic, one optimised combat monster (the only non-psi in the game), and two characters with a mix of psi and mundane skills. The first two seemed to be the most effective characters, which seemed to confirm that specialists tend to trump generalists in most RPGs.

Keys seemed to work well, although I think five rather than the three I gave the pregen characters would be a better number. They did seem to encourage roleplaying. We used glass beads as Fudge tokens, which encouraged players to spend them, so the players had to hit their keys in order to refresh their pool of Fudge points.

The ending of the adventure was a little bit of an anticlimax, probably because I let the main villain go down too quickly. I should have remembered that named villains get Fudge points, which was my major faux pas as a GM.

Saturday was L’Ange’s Mage:Sorceror’s Crusade epic, set in his incredibly detailed Northumberland setting, following on from the cliffhanger ending from two years ago. This one was really a Mage/Wraith/Changeling crossover, since it only featured one actual Mage as a PC, in a party with a Fae princess and the ghost of a knight. Somebody pointed out that we had something looking like a DnD party with a fighter, a magic-user and a cleric, except we didn’t have a thief. My character was the priest with True Faith, which turned out to be a pretty potent power, when the opposition included undead and demons.

Roll on Gypsycon 2008!

Posted in Games | 3 Comments

Back to RPGs

Haven’t written any game-related posts for a while. But it’s now confirmed that I will be running a Kalyr RPG playtest scenario for four players at Gypsycon next weekend. Which of course means I do have to finish the scenario.

Should be fun. This one’s going to be psionics-heavy, because the psionics system is the one area that really needs some serious playtesting.

Posted in Games | 2 Comments

Game Fiction

In the tradition of a great many games, I’m going to include bits of game fiction to introduce each chapter of the Kalyr RPG. I’m tempted to recycle some of the introductory vignettes I wrote ten years ago when I first started the online campaign, but I’m also intending to use some ‘actual play’ examples extracted from ten year’s worth of game logs.

Most of them will be short, just a page or so, but for the introduction I’ve looking at an recent thread involving MikeD’s and Nicki Jett’s characters, Marlith and Hollis, which culminates in Hollis using her telekinetic powers to fly across the city, while the Academy of Knowledge tries to shoot her down with a laser artillery piece.

It’s reminding me how hard work it is editing game logs to read like fiction, and why I stopped doing it. The whole thing is a mix of different tenses, mixed British and US spelling, and conflicting POVs.

The Point of View issue is the knottiest one. I’d like tell the whole story from a single POV, but I keep running into sub-scenes that only make sense from the other POV from the previous bit. While third-person-omniscient is the default for online message gaming, it feels awkward in fiction. I think I’m stuck with the POV moving back and forth.

Other issue is the length. I’d originally intended to include just the dramatic action scene at the end. But there were two many references back to the previous scene, an information-gathering scene set in a gambling house. That’s actually quite a entertaining colour scene in it’s own right, but it results in the whole thing running to about eight pages. Is this too long?

Posted in Kalyr RPG | 2 Comments

Oyster Cards: The Unholy Eldrich Truth

Transport Blog looks at some of the problems with London’s Oyster Card system, and comes up with something rather disturbing.

Talking of rail-related smart cards. What’s with the marine wildlife connection? In London it is called Oyster. In Hong Kong it is called Octopus. And in Tokyo it’s called Suica. OK, so I don’t know what Suica means. But they promote it with a penguin.

Hmm. Shellfish. Things with Tentacles. Penguins (Can you say “Tekeli Li!”). It’s starting to look rather Lovecraftian to me. So what forbidden blasphemous tomes did their software developers use to produce this system.

Iä! Iä! Cthulhu Fhtagn!

Posted in Railways, Science Fiction | 2 Comments

Simulationist Core Models

Interesting post by Bill Stoddart on generic roleplaying systems, in particular which ones to choose when setting games in a specific fictional setting. Read the whole thing to find out which fictional world he set his game in and why he chose the system he did. It’s very much about Simulationist systems, an area of gaming that seems to be neglected by the post-Forgeite RPG theory crowd.

BESM has what might be called a core model of what’s going on: If you’re trying to decide whether a rule or a game mechanic makes sense, you can try to visualize the game events as a series of pictorial images that you might see in anime, and ask if the game rules produce the outcome and the flow of cause and effect that you would expect in anime. GURPS, in contrast, isn’t designed around that core model. In GURPS, what you try to do is decide how things would happen in the real world, or in the-real-world-if-people-had-superpowers or the-real-world-if-magic-worked or whatever. GURPS reinforces this with the concept of “reality testing” and with the use of real units such as pounds, yards, and seconds, eschewing all game units such as game inches or encumbrance points. The reality testing of GURPS is testing against, well, physical reality; the “reality testing” of BESM is testing against anime reality.

It strikes me that other games might be looked at in similar terms, as each having a core model of how things work, that specific rules can be compared to to see how well they work. For example, the core model of Hero System is not a physical one but a tactical one: characters are tactical units that are supposed to be balanced against each other in tactical terms, to produce as even a match between opposing forces as possible and thus best allow players to test their skill in handling those forces. The core model of FUDGE is a narrative one: characters are defined in terms that could be used in a story, and the outcomes of their actions are supposed to be plausible elements in a narrative. The core model of Toon is of course classic Warner Brothers cartoons, a visual reality somewhat different from that of anime.

Perhaps that explains why I’ve had such bad experiences with Deadlands; that system’s incoherent mishmash of mechanics completely lacks any identifiable core model, which is probably why the game simply doesn’t work, at least for me.

I agree with Bill about FUDGE, which is why I find FUDGE the most appropriate system to simulate the conventions of much written adventure fiction, especially through the medium of PBeM. Note that FUDGE isn’t really Narrativist in the Forgeite sense; the core mechanics are still pretty Simulationist, even though it’s simulating fictional conventions rather than the real world.

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SF Book Meme of the Parsec

This week’s meme comes via Dorothea Salo’s Caveat Lector

Below is a Science Fiction Book Club list most significant SF novels between 1953-2006. The meme part of this works like so: Bold the ones you have read, strike through the ones you read and hated, italicize those you started but never finished and put a star next to the ones you love.

1. The Lord of the Rings, J.R.R. Tolkien *
2. The Foundation Trilogy, Isaac Asimov Like a lot of ‘Golden Age’ SF, this one has dated badly, and is nowhere near Asimov’s best work. Ignore the flatulent 80s sequels like the plague.
3. Dune, Frank Herbert * Just read the original novel. Ignore the terminably dull sequels.
4. Stranger in a Strange Land, Robert A. Heinlein
5. A Wizard of Earthsea, Ursula K. Le Guin
6. Neuromancer, William Gibson * Notable for having changed the real world, in that it caught the imagination of some of the people that went on to create the Internet. Were it not for this book, you might not be reading this.
7. Childhood’s End, Arthur C. Clarke
8. Do Androids Dream of Electric Sheep?, Philip K. Dick *
9. The Mists of Avalon, Marion Zimmer Bradley
10. Fahrenheit 451, Ray Bradbury
11. The Book of the New Sun, Gene Wolfe * I find Wolfe frustrating. Some of his work, such as this one, are utterly compelling. Other’s I’ve really struggled with.
12. A Canticle for Leibowitz, Walter M. Miller, Jr.*
13. The Caves of Steel, Isaac Asimov *
14. Children of the Atom, Wilmar Shiras
15. Cities in Flight, James Blish
16. The Colour of Magic, Terry Pratchett. I found this quite amusing at the time, although it pales by comparison to later Discworld novels. I’ve never emphasised much with Rincewind as a character, and later Rincewind novels are by far the weakest Discworld books.
17. Dangerous Visions, edited by Harlan Ellison
18. Deathbird Stories, Harlan Ellison
19. The Demolished Man, Alfred Bester
20. Dhalgren, Samuel R. Delany
21. Dragonflight, Anne McCaffrey
22. Ender’s Game, Orson Scott Card
23. The First Chronicles of Thomas Covenant the Unbeliever, Stephen R. Donaldson. Danger! Hazardous leak of long words following explosion at thesaurus factory! Quite possibly the worst prose this side of E. Gary Gygax. And that’s before we start on the utterly dislikeable protagonist.
24. The Forever War, Joe Haldeman
25. Gateway, Frederik Pohl
26. Harry Potter and the Philosopher’s Stone, J.K. Rowling
27. The Hitchhiker’s Guide to the Galaxy, Douglas Adams
28. I Am Legend, Richard Matheson
29. Interview with the Vampire, Anne Rice
30. The Left Hand of Darkness, Ursula K. Le Guin *
31. Little, Big, John Crowley
32. Lord of Light, Roger Zelazny. Agree with Dorothea, Übermenchen lording over mere mortals doesn’t do it for me. And I don’t care much for Amber either.
33. The Man in the High Castle, Philip K. Dick * Rivals Keith Robert’s Pavane as the gold standard for alternate-history novels.
34. Mission of Gravity, Hal Clement
35. More Than Human, Theodore Sturgeon
36. The Rediscovery of Man, Cordwainer Smith
37. On the Beach, Nevil Shute
38. Rendezvous with Rama, Arthur C. Clarke
39. Ringworld, Larry Niven. Probably Niven’s best, in that the central ideas are strong enough that you don’t notice that Niven can’t really do either characters or plots.
40. Rogue Moon, Algis Budrys
41. The Silmarillion, J.R.R. Tolkien
42. Slaughterhouse-5, Kurt Vonnegut
43. Snow Crash, Neal Stephenson Still a good book even if nothing can top that incredible first chapter.
44. Stand on Zanzibar, John Brunner
45. The Stars My Destination, Alfred Bester
46. Starship Troopers, Robert A. Heinlein Ugh. This is the only book I’ve ever thrown across the room in disgust. Reading it was like being stuck in a lift with Norman Tebbit. On the other hand, I loved Paul Verhoeven’s movie adaptation precisely because it trashed Heinlein’s awful book and royally pissed off all the crypto-fascist SF geeks that worship the book.
47. Stormbringer, Michael Moorcock Black Blade! Forged a million, billion years ago!
48. The Sword of Shannara, Terry Brooks
49. Timescape, Gregory Benford
50. To Your Scattered Bodies Go, Philip Jose Farmer

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On Gameworlds and Campaign Frames

Been a while sing I’ve posted anything substantial on RPGs.

So let’s look at settings. What is a setting? How much or how little setting does a game need? On Troy Costisick’s Socratic Design, one of the better RPG theory blogs out there, Troy tries to define settings:

At the moment, I have identified nine aspects of Setting. They are:

-History
-Geography
-Authority (as in Government/Rulers/etc.)
-Social Situation
-Mythology/Religion
-Inhabitants
-Where the PCs Fit In
-Dynamic Forces
-The Mutables

ALL of these are important to a Setting, but not all of them are always present. The first five aspects I call Lesser Aspects. Not because they are unimportant (remember I said all aspects have importance) but because if they are absent, the game can still be quite functional.

I find it useful to make the distinction between the Gameworld and what I call the Campaign Frame. A given gameworld can include more that one possible campaign frame. To use a well known example, The World of Darkness is a gameworld, while Vampire is a campaign frame. ‘Setting’ is often used ambiguously to describe both, but in many cases they’re really two different things.

What Troy calls the Lesser Aspects seem to me to be attributes of the Gameworld. The last three aspects are attributes of the Campaign Frame. ‘Inhabitants’ is probably a bit of both.

Published settings seem to emphasise one or the other. Call of Cthulhu or Dungeon-Crawling DnD are all about campaign frames. Games like HeroQuest/Glorantha and GURPS:Transhuman Space are primarily gameworlds; the former contains several potential campaign frames, while the great perceived weakness of the latter is that it doesn’t provide any clear campaign frames.

Of course, ‘Dynamic Forces’ and ‘Mutables’ need definition; Troy defines them thus:

Dynamic Forces are forces that directly impact the characters. It can be anything from orcs to secret police to a terrorist organization. Where does the conflict in the Setting come from? What do the players play against? Finally, the mutables. These are things the PCs can change in the world. What can the player-characters impact? How do their actions matter in the context of the Setting?

So what about my Kalyr setting? I’ve got a lot of history, geography, mythology,social situation and authority; some of my players even claim to have read it all. One quite important element of Kalyr is that it can support a number of distinct campaign frames, which have different but overlapping sets of Dynamic Forces, Mutables, and where the PCs fit it.

For my online PBeM and PBmB games I didn’t start with an explicit campaign frame. I began by throwing the whole gameworld background at the players and let them come back with just about any character concept that caught their imagination. Then I built the game around whatever they came up with. The end result was a diverse roster of PCs with very different allegiances and agendas. I never really have a ‘party’ as such in either game, and there have been an awful lot of one-to-one threads. But the games have been running for 10+ years, and it’s been a lot of fun to GM (and presumably to play as well), so clearly I’ve been doing something right.

But for a face-to-face game that approach won’t work well. All the face-to-face games I play nowadays are convention-style one-shots. Such games really need much more of a specific campaign frame on order to work at all, both to cut down the amount of background information that the players have to assimilate before play, and to be able to create a coherent group of PCs with a rational reason to stay together.

My Kalyr gameworld can support at least four different campaign frames, possibly more. What I think would be useful for a published game would be tools to create campaign frames out of the conflicts inherent in the game world.

Posted in Games | 1 Comment

Howard Miller, RIP

An old friend, Howard Miller, has passed away from respiratory failure after being admitted to hospital suffering from pneumonia.

Howard lived on Long Island, New York, but in a very real sense he actually resided in Cyberspace. He was severely physically disabled from a very young age, being both deaf and blind. But he could use a computer via a braille reader, and literally spent his entire waking life online. He maintained a large number of long-distance friendships with people from all over the world, most of whom he had never met in person. I was privileged to be one of them.

I first ran into Howard online about ten years ago on CompuServe. He was one of the existing players in an ongoing Fantasy PBeM I’d just joined on the RPGAMES forum. Although that game folded shortly after I joined, I was sufficiently impressed by his writing and imagination to recruit him into my own game on the same forum, playing two different characters for several years. He was a founding member of the Dreamlyrics community. Although he later dropped out of that forum, he maintained email correspondences with many past and present members. The last email I received from him was just a few days before he was taken ill for the last time.

Despite his severe disabilities, Howard always had a sharp intellect. He might occasionally have been annoying, but his wit and humour always shone through. His short life was an example of overcoming severe adversity. He’s touched the hearts and minds of many.

There’s a nice tribute to him from Robert J Sawyer, and further tributes on the Deepspace Forum.

‘Heroes never die, they sail forever’

Posted in Games, Science Fiction | 3 Comments

Nobody will put up a statue of an Amazon reviewer

I’ve never paid much attention to the customer reviews on Amazon.com. When something’s filled with typos and bad spellings, it’s difficult to take the reviewer seriously. Charlie Stross has trawled though some of worst, and come up with some hilarious takes of classic works of literature.

To give a flavour, here’s some wingnut on Gabriel Garcia Marquez’ One Hundred Years of Solitude.

At best, Marquez reveals an egalitarian attitude that seems to pervade the Americas south of the Rio Grande (no wonder those countries are in constant economic trouble). Marquez should study supply side economics as described by Milton Friedman, another Nobel Prize winner, in order to give his book better balance.”

Others cover such classics as 1984, Brave New World and A Tale of Two Cities

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