SF and Gaming Blog

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

Hite on Indie Games

Ken Hite discusses indie games in his Ouf of the Box column.

Occasionally I’m taken to task by various peers and colleagues for “buying into the indie mystique,” but I will say this. Leaving aside the issue that the “indie movement” has produced at least half of the true RPG masterpieces in the last five years, the various self-identifying “indie” game designers I meet at these shows are almost always folks whose first instinct is to talk about game design. That might have a lot of explanations — I do most of my drinking with old-school designers, and so we have to decide where we’re drinking before we can talk about anything else, for example. But the indie folks care, obsessively, about game design — they have a lot in common with the War College types who, no doubt, will talk about pincer movements at Marengo at the drop of a hat. And this might help explain why the young Turks sell a whole lot of games at even the oldest-school of conventions like Origins.

I think indie games deserve to be judged on the basis of the actual games, not by the way some designers’ bad attitude towards established games resembles everything that was bad about the late 70s punk movement in British music.

For the record, I still think “Tales from Topographic Oceans” is a better record than “London Calling”. Unfortunately I don’t think many people will agree with me.

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Killer Whelks in Spaaaace

Charles Stross, author of the excellent Accelerando, has been wading into the sea of crap genre fiction.

We used to know what horror was about — it was about Killer Whelks menacing a quiet English seaside town, from which a strong-jawed but quiet fellow and a not-totally-pathetic female lead might eventually hope to escape with the aid of a stout two-by-four and a lot of whelkish squelching after trials, tribulations, and gruesome scenes of seafood-induced cannibalism.

I’m sure I read that book when I was about twelve. But, as Charlie points out, the stuff being ground out now is far, far worse, endless sagas of dodgy vampire-porn with dubious fundamentalist overtones.

He also has strong words on the current state of American SF, which doesn’t even seem to be approaching the Sturgeon Number.

Our field’s strongest energies are going into tiredly re-hashing the US Civil War, the Second World War, the War of the Triple Alliance, and the Russian Revolution. And they’re not even Doing It in spaaaaaaace. Well, some of them are: if I see one more novel about the US Marine Corps in the Thirty Seventh Century (with interstellar amphibious assault ships and a different name) I swear I’ll up and join the Foreign Legion. Folks, the past is another country, and you can’t get a visa. Ditto the future: they speak a different language and they get capitalism and the war on terror and the divine right of kings confused because they slept through history class.

Just about all the good SF I’ve read in the past few years has been British (or more specifically Scottish), from writers like Iain Banks, Ken MacLeod and Stross himself. He correctly points out that the so called ‘British Invasion’ isn’t just because we currently have a crop of good authors, but that American SF seems to have lost it’s way, and is content to churn out the increasingly formulaic. Has America lost faith in the future? Or is it just Sturgeon’s Law cutting in?

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Pretentious, Moi?

Vincent Baker comments on Ron Edwards’ new game, Spione

Spione is, however, a game that’ll inherently seem both very difficult and totally unrewarding to, well, to most gamers. It requires that its players have already developed – or be in the process of developing – certain skills, incompatible with certain other skills that most gamers rely on.

I gather the game is about cold war spies, focussing on the conflict between double agents personal lives and their roles as spooks. But apparently us traditional gamers are too brain-damaged ever to be able to play it.

Or alternatively, all he means is that the structure is radically different to a traditional RPG, and the stuff about ‘incompatible skills’ is either clever hype or pretentious nonsense, depending on your point of view.

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The Stars… They Must Be Mine

Yes, it’s true. Igor is the first Dork in space.

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Around the Blogroll

A couple of links worth reading.

Charlie Stross thinks the political landscape of the early to mid 21st century has already been designed — by Gary Gygax. It’s a scary thought.

Making Light discusses the worst excesses of fantasy and SF cover artwork, mullets and all.

As is always true with Making light, some of the best stuff is in the comments; in this one commenter Paul A comes up with the following:

I remember, at a convention once, somebody advancing the theory that the real reason The Revelation of St John was included in the New Testament canon was that the marketing department had already commissioned cover art featuring a half-dressed bimbo and a dragon with seven heads…

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Summer Stabcon 2006

Summer Stabcon lived up to its usual expectations; I’ve been going to this small local convention for four years now, and it’s reached the point where I recognise 90% of the faces. Over the weekend I played four RPG sessions and a lengthy session of the boardgame Arkham Horror on Friday night, which we didn’t get to finish because everyone was wilting by midnight.

I haven’t really got time to do a full writeup of this years Stabcon, but here are a few random thoughts:

  • The fact that far more people took time out on Saturday to watch the football than watch Doctor Who loses us some geek credibility points. (I was one of those who watched Doctor Who!)
  • In military SF games I am now officially typecast as Rocket Launcher Guy Who Can’t Hit A Barn Door. Even though I managed to make enough enemy assets go boom in ways their owners didn’t intend, there were still jokes at my expense at the end when the GM described the heavily cratered lawn in front of the captured enemy HQ
  • Apologies to everyone who suffered my gratuitous prog rock reference in Amanda’s Stargate SG:13 game on Saturday. This was after our team returned from the previous mission (which happened off-camera) where we had to babysit an anthropologist studying a primitive culture who were really into interminable and tuneless folk songs about ploughing. When we had a few hours of R&R between missions my character went to the jukebox in the bar and put on some Jethro Tull, to the groans of the other characters.
  • Mike Cule’s game of Primetime Adventures on Saturday ran a lot better than the game six months before, when all of us including the GM^h^hExecutive Producer were still feeling our way round the rules. This time we recognised that it’s really a game where everyone is a co-GM, and anybody could introduce NPCs or throw in plot twists. For instance, I introduced the main villain in one of my turns. As before, the brainstorming session at the beginning was a fun part of the game, with the final setting (the PCs as members of a circus who really do have supernatural powers) being an amalgam of several people’s suggestions.

I’ve already signed up for the Winter 2007 Stabcon in January

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Doctor Who: Fear Her

Not quite as bad as last week’s episode, but still has the feel of a ‘filler’, with the only special effect being the CGI ‘scribble’, possibly the wierdest monster I’ve seen. They’re clearly saving the budget for the final two-parter that I’m not going to get to see :(

There’s a gross and unforgivable error with the trains in the background. At the beginning we clearly saw a pair of Central Trains class 170s. But the episode is supposed to be set in 2012, and as everyone should know, Central Trains is due to be abolished next year. The presence of a First Great Western HST and a Wales and Borders 158 probably gives away the fact that it was filmed in Cardiff even though it was set in Essex. D’oh!

Posted in Science Fiction | 5 Comments

Carl becomes a POD person

Carl Cravens announces that he’s getting into publishing:

I’m starting a publishing company to publish Fudge-compatible PDFs, and eventually larger POD works.

Yes, I have a company name and I’ve registered a domain name. I’m not going to tell you the name until I have something to show. Gotta keep you in suspense about something.

What am I going to publish, you ask?

My focus is going to be on short, interlocking books… I’m thinking around 32 pages max, unless that turns out to not work for what I’m doing. They should be fairly affordable… maybe $5.50 for 32 pages. (More expensive per-page than 3rd Edition GURPS books… but we’re talking a niche market here.)

I’m going to start with a free “quick-start” fantasy rule set based on Fudge. It will be a “complete” rule set, with all the options set (no “toolkit” here), but it will be bare-bones. After that, I’ll be building a fantasy world, about 32 pages at a time. The opening book will be kind of like The Keep On the Borderlands… it will contain a little bit about the world, some detail about a specific area, containing an adventure and enough material to get you started. The world is one that my wife and I started working on a couple years ago… it’s familiar enough that your D&D-playing buddy will be comfortable in it, but it has enough twists and turns to keep things interesting.

Fudge really needs some decent settings. It will be interesting to see how this one turns out, especially when it’s published in small 32 page installments.

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Dr Who: Love and Monsters

Oh, Crap.

Americans, don’t bother wasting valuable electrons downloading tonight’s episode.

There’s a theory that, in order to maintain the karmic balance, for everything that’s really good, something else has to really suck.

If the recent two-parter “The Impossible Planet”/”The Satan Pit” was one of the best, showing what the classic Jon Pertwee/Tom Baker years might have been like given a budget, then “Love and Monsters” is that episode that restores the balance.

It’s so bad I very nearly switched off halfway through. If I’d wanted to sit through a cheesy soap opera I’d watch rubbish like Neighbours. Most of the episode is a lame joke at the expense of Dr Who fans. The Doctor himself is reduced to a very minor cameo role. Peter Kay (who I personally cannot stand at the best of times) is smugly irritating as the stupid villain. He’s in the Jar Jar Binks league.

I really, really hope this stinker is a one-off, and doesn’t represent the moment when the whole thing jumps the shark.

Posted in Science Fiction | 18 Comments

RPG links of the day

Mike Mearls profiles The Year Ahead in RPG Releases: 2006

The Eighties RPG, 2006 Edition: Remember that game from the 80s? It’s back! Again! We changed the rules for ducking behind a platypus to avoid detection by an incoming torpedo. And you’ll buy it, suckahs! We even went in and screwed up some functional rules to set the stage for the 2007 edition. Eat it, fanboi.

It’s Another Game About Angst!: If mom refuses to buy you that Limp Bizkit album, if dad and his “how was school today” is just a stupid face, then this is the RPG for you. You are an outcast with great powers, but should you use those powers to do anything the suffocating world of mundanity will destroy. Yours is a dance at the edge of oblivion. Guaranteed to reinforce every damaging, self-defeating, and ego boosting falsity that you cling to! That pointless, trained monkey job you have, the one that requires minimal skills that are still beyond your talents, won’t be so soul crushing once you play this game.

We Will Kill Stuff Because That’s What We Like 8th Edition: 979 more ways to kill things! 372 more things to kill! 439 more things to take off the corpses of dead things! Are we having fun yet?

Cruel, cruel. I have a nasty feeling that “Pointless Licensed RPG Number Eight” is taking the piss out of something I actually own…

More positively, Troy Costisick asks: “Does Setting Still Matter?“, and comes to the unsurprising conclusion that it does.

Forgeite-Narrativist games tend to emphasise system at the expense of setting, possibly a reaction against the 90s emphasis on setting at the expense of system. That trend led to games with complex, baroque settings married to often clunky and sometimes vitually unplayable systems. Can you say “Deadlands?”.

I find it difficult to conceive of a game that doesn’t actually have a setting, because I find it impossible to create a meaningful character without some sort of context for him to exist in. I guess this reason why I never understood the appeal of Tavern Gaming on RPGAMES.

Of course, there are a lot of games that don’t have settings, but instead provide the tools to create one. The most extreme example is Primetime Adventures, where you actually create the setting as part of the game.

This makes me wonder about how much setting a game should include. How much is too much? Or two little? The history of RPGs is littered with games for which supplement after supplement added up to hundreds of pages detailing cities, nations, cults and societies, with vast numbers of canon NPCs all tied together with an all-encompassing metaplot. It all makes me wonder how much of that stuff ever got used in a typical campaign. But is it better to describe a cool setting in broad brushstrokes, and let individual groups have fun filling in the details?

These are some of the problems I’ve wrestled with in the Kalyr RPG I’m still trying to write….

Posted in Games | 3 Comments