Winter Hibernation Reviews

It’s been a while since I have written anything for the blog, which tends to happen around winter time.  Here in Sweden, winter is a cold, dark, bitter experience that leaves one lethargic and unmotivated.  It’s a kind of hibernation where bringing up the strength to do anything but eat and sleep is difficult.  By February however the light comes back, the snow fall makes everything bright and you start to get your energy back.

Now even though I have been in my winter hibernation that is not to say no gaming has taken place, in fact there has been quite a bit.  I thought it would be great just to do a single article to get myself caught up by doing some mini reviews and drop some tips for a few games my group and I have been playing.   This is going to be a real mixed bag however because while we played quite a few new boardgames, we actually rotated back into some miniature gaming and role-playing games as well.

Lets get right into it.

Dungeons and Dragons 5th Edition

While there has been plenty of board gaming, this winter D&D 5th edition really took center stage for my gaming group as we put together a weekly wednesday night game that has become almost a religion for us.   Our campaign is set in the Forgotten Realms and has after over 20 sessions already reached many of those classic D&D heights like fighting dragons, giants, hobgoblins and much more all the while ranging the gambit from city life, dungeon crawling, wilderness adventures and everything in between.  It’s been an absolute blast.

Its new but feels classic, 5e got it just right!

For me personally D&D is a staple of role-playing, really my go to game for a great RPG experience and it has been so for nearly 30 years.  I have played every edition ever put out extensively, really you could say from a perspective of experience I’m about as veteran as you can get.   I was playing D&D when Gygax was a young man. That said however, despite 30 years of D&D I have rarely ever enjoyed the game as a player, which is why this particular campaign has been so much fun much for me.  Not being a GM not only gives you a very different perspective on the game, but allows you to appreciate the rule system in a very different, very personal way.

One thing I can say about 5th Edition D&D is that its probobly one of my favorite versions of the game from a strictly non-nostalgic perspective.  Meaning that I love it for what it is, a fun RPG, while being the fuel for what I consider a classic D&D experience.  It finds a kind of middle ground between classic/old school D&D and modern game design,  while simultaneously remaining rules light enough not to throw role-playing under the bus, but rule-sy enough to keep you interested in reading the books and exploring its nuances.  I still think 1st and 2nd edition offer the most in terms of the spirit of the game as Gygax intended it, not everyone would agree with me, but a fact doesn’t require you to believe it (burn!) but as a modern system, 5e is close enough to that old school method that in the hands of a good DM you can still get those nostalgia moments reminding you of your childhood.

The classics in their original form can still be enjoyed thanks to the Wizards of the Coast reprints.

For anyone who has never played a role-playing game before,  I highly recommend 5e as a place to start.  The rules are simple and streamlined, while the writing is done well enough to inspire your imagination.  If however you’re a 1st or 2nd edition player that has skipped all of the modern, post Gygax versions of the game, if there was one to try, it would be 5e.  Definitely a fantastic game, it gets my stamp of approval.

Twilight Imperium 4th Edition

When FFG announced that they would be putting out a new edition of one of my all time favorites after nearly 10 years of 3rd edition, my body was ready.  I certainly owe this blog a much closer and deeper review than what I’m about to do here, but suffice to say that like always Christian T. Peterson and his team do not disappoint.

This is the epic upgrade you have been looking for.

Twilight Imperium 4th edition takes the established formula of the 4x epic classic and brings it one step closer to perfection.  It remains the robust and dynamic experience we have come to expect while smoothing out some of the rough edges from the previous edition.  It still comes  with all the same flaws inherent to a game like this, namely its nearly unbearable length of play and rules weight.  I personally however accept and embrace it as is,  the depths of this games tactical and strategic lengths is well worth the 6+ hour investment you will need to make to play it.

I still believe that its a 6 player or nothing type game, you simply do not get the full experience with 3, 4 or 5 players, each suffering from various balance issues.   For the inducted veteran, 4e is well worth the coin for the upgrade and like always my suggestion to the uninitiated but interested is, tread carefully.  TI4 is not a board game, its a hobby and the price tag and time investment is too high to have the 5 kilo box sitting on your shelf collecting dust.  Be sure that you have the 6 man gaming group ready to dive in with you, if your twisting arms to get people to play, my suggestion is skip it. This is a game made for hardened veterans and fans of heavy science-fiction board gaming, everyone else is going to hate it.

All that said, for TI fans, this is another step towards that ultimate science-fiction gaming experiance.

New Angeles

By far this years smash hit for me is New Angeles.  I fell in love with this game after a single play as did my gaming group and for good reason, its fan-fucking-tastic.  Definitely a contender for game of the year, New Angeles is a negotiation, backstabbing joy ride that dare I say has effectively created a new genre of board gaming.

This is probably one of the best FFG board games since Twilight Imperium 3rd edition.

Its populated with some clever mechanics, it looks amazing on the table and its driven by a really cool science-fiction theme, all things that speak to me, in on itself enough to recommend it.  This however is really just the icing on the cake,  the real meat of this game is how it establishes the feel of a political drama that plays out in discussions and debates driven by the very difficult to predict motivations of the players.  This is almost a social experiment of sorts, where much of the fun of the game is trying to deduce what the hell people are really up to, what their goals really are and who they are actually playing against and for.

Absolutely love this one, I haven’t played something this fresh since the perfect Blood Rage.  This is one of those games that belongs on every gamers shelf.

I will be doing a full review of this one sometime in the future.

Star Wars Armada

My gaming group has a tendency to cycle in and out various types of gaming, we will go through board game, miniature game or role-playing game phases at unpredictable intervals.  When we go in however, we go big and hard like porn stars.  Star Wars Armada for quite a long time was THE game for us, in fact its one of the few games we have as a group participated in official tournaments, something that was entirely new to us.  We even have a store and regional champion in our midst.

Just as quickly however it fell out of favor, but not because we stopped liking it or anything, its more that we simply got into something else and like yesterdays news Armada got set aside.   Well recently Armada made a comeback and suddenly we are buying into the new wave 7 ships, building lists and planning events.   Why?  Because Armada remains without question one of the best miniature games on the market today.  Yes its a bit heavy and I totally understand why it doesn’t compete in popularity with the likes of X-Wing and 40k, but from a perspective of game design, mechanics and sheer epic size and feel, it is among the best there is.  This is the gamers miniature game, its far less about rolling dice, painting mini’s and list building and far more about planning and execution.

FFG has done a great job of keeping each wave relevant, but it’s far from perfect.

For me personally the fact that there is no fussing about with painting and assembly is a huge plus, but really of all the selling points of Armada, capital ship combat in the Star Wars universe has to be at the top of the list.  It shines thematically as much as it does competitively.  It’s a game of layers upon layers of depth, a game of strategic and tactical subtlety which results in an endless stream of lessons as you get better at the game and gain a higher understanding of its nuances.  There is already so much strategy to explore in this game with what has already been released and with each new wave they throw in the next curve ball that has everyone scrambling and re-assessing everything to find that new key strategy that brings them the wins.  Its a fantastic experience that no miniature game fan should miss.

Now it comes with a disclaimer label and I’m not going to sit on a pedestal and tell you everything is rosy, there are some issues.  Like all miniature games it kind of suffers at the hands of the competitive meta math mining where certain combinations one can say are at the very least stupid, if not outright broken.  In the case of Armada these combos are effective but not overwhelming, yet sufficiently irritating to kick of more than a handful of forum debates.  Combos often abused by the masses creates this effect of negativity that can let some of the steam out of the game.  Right now in Armada I’m a bit cranky about the activation spam lists and mechanics like Relay which I don’t think really fit the games core premise.  This sort of thing however is quite normal in miniature games and in local groups like mine its a none issue. In our group  people create clever lists, but they always maintain that the premise of the game is about capital ship combat and fun is always paramount.  So long as your gaming group adheres to some restraint, these mechanical loopholes are usually not a problem.

X-Wing remains the king of the hill for the general masses, its light nature, simple rules and quick gameplay is hard to compete with.

All and all I think Armada remains the best option for gamers looking for a proper miniature gaming challenge, but generally I tend to still recommend X-Wing for most gamers over Armada.  X-Wing is quick to play, easy to learn and maintains that fun spark, though like Armada is has a few rambunctious nuisance upgrades and ship that can really throw a wrench into the ferries wheel.  Armada I find is a bit too heavy for most as well, like I said, its a gamers game, even I burn out on it eventually as it requires a lot of thought and energy to stay competitive, but if you strand me on an island with one miniature game, I rather it be Armada over anything else.

Sid Meier’s Civilization: A New Dawn

I was really excited for this one, in fact I bought it kind of blind without really reading reviews or investigating the game much.  This was mainly because it was FFG at the helm and the game was from the same designer that brought us the amazing New Angeles.

It looked good from a far, but ended up being far from good.

I don’t want to say I was disappointed, it was a considerable improvement over FFG’s previous lackluster attempt at bringing us the classic PC game to board game form, but I was not blown away by it either.  Far more Euroish than is good for it, the game while streamlined and a fairly straightforward experience lacked that feel of building up a civilization you might be seeking in a game with the word Sid Meier in the title.  It lacked epicness if I can invent a word and for a game that takes you from the stone age to the future age, you think this would be the one focal point for the designers.

It’s kind of a typical Euro fair with rather obtuse mechanics and abstracted to the point where you realize it could just as easily had a different theme entirely.  You don’t really build much in the game, the differences  between nations and their strategic choices is quite benign and, like FFG’s previous attempt, they failed to produce a good combat system which is also a key feature of Sid Meiers game and it should be here as well.  Oh and I really hated the art style of the board game with as much disdain as I have for the art style of the new PC version.

It was an ok, one might say below average game. for me the search for the ultimate Twilight Imperium like epic for the civilization building genre continues, this was definitely not it.  It fell short of expectation and I don’t foresee it getting a whole lot of table time in the future.  Through The Ages and Nations remain the two reigning champions of this genre even though neither is played on a map.

18XX Series (1830 Railroads & Robber Barons)

One thing I got really into this winter is the 18XX series of games. These economic railroad and business management games really sparked my nostalgic love for classic PC games like Railroad Tycoon, Transport Tycoon and Capitalism.  Now I will say this up front, this is not a genre of games my local gaming buddies are into so I have to scratch this itch outside of my normal channels, hence it has hindered my efforts but I can say without reservation that there is real magic here.

If it looks complicated, its because it is. I would rate it at a 10 out of 10 in terms of complexity of rules, so be sure your up for it, there are far simpler train games out there for the less initiated.

The 18XX series has you running transportation empires, building them from scratch and over decades of time you slowly but surely develop your railroad business with a keen eye on the economic fluctuations of the stock-market and the cut throat competition of the other players.  This is definitely what I would call ”High Complexity” gaming, its rather slow and requires a general love for the genre and perhaps a bit of nostalgia seasoning.  Still it has this great attention to thematic detail giving you a really authentic sense of time and place.  I ended up picking up several of these games including 1830, which is among the first and perhaps most famous in the genre.

I recommend this title with a caution that there is nothing ”easy” about getting into these games, its definitely and absolutely for hardcore veteran gamers with a specific economic simulator itch to scratch.  You will read the rulebook several times before anything clicks and you need to play several games before the lights really come on, then you can spend a few years playing the virtually hundreds of titles in the genre each with its own take on the same premise.  But in the right group, games like this are truly a gamers greatest reward, a unique experience on a level of gaming most games never even come close to.  If you love railroad economic games, this is the final frontier in the genre, but be warned its not for the feint of heart.

Seven Wonder Duel

This is a game that I introduced to my 9 year old daughter in hopes that I might turn her into a proper gamer.  I failed with my son who went the cool route becoming a guitar jamming rockstar but my daughter is a lot more like me and took to Seven Wonders Duel like a moth to a flame.  Sometimes you love a game because you love the people that play it with you and Seven Wonders Duel definitely falls into that category for me.

There is strategy on many levels in this one with a lot of dynamics, it really has that infinite replay-ability thing going for it.

My daughter and I probably play this game at least 3 or 4 times each week and I give no quarter when I play her.  She beats me frequently, fair and square and that in itself makes me love this game even more. Its not complex by any stretch of the imagination, but far more complex than I would have expected a 9 year old to grasp.  True, my daughter is smarter than your average bear, but I actually believe this game to be quite kid friendly.  Its colorful, the rules are fairly simple to remember and because you don’t actually count up the score until the end, it keeps their attention as they ”hope for the win”.

I definitly like Duel better than the original, it has a quaint family game quality and the fact that its specifically designed for two players means my daughter and I never have to beg the none gamers in the family to join us.

Great game, highly recommend it, in particular if you are trying to induct one of your kids into the board gaming hobby or trying to turn your wife into a gamer.

Legend of the Five Rings

This FFG reboot of the classic CCG is born out of one of my favorite fantasy settings of all time, so upon its announcement I pre-ordered without hesitation.  It found its way on my most anticipated games of the year list and its one of the few that did not let me down.

In Legend of the Five Rings you take control of one of the many uniquely themed clans with different flavors of stereotypical medieval Japanese samurai from the world of Rokugan.  Its a very unique and rather specific setting that might not speak to everyone but in terms of a dueling card game it does a fantastic job of setting up a very engaging head to head match.  For me the theme is everything here however and I absolutely adore the art in this one.

Maybe its just my love for Japanese themed art, but Legend of the Five rings gets a 5 out of 5 stars for theme adaptation from me based on the art alone.

I can’t say for sure that I will become a collector, I may just stop at the core set, but I think this is a really thinky game that is easy enough to teach that you can just spring it on someone, yet has that almost expected depth we have grown accustomed to from FFG card games.  Its always my hope that I will show it to someone who falls for it giving me a chance to drive deeper into the game, but so far no one in my group has really taken the dive.  Its not surprising, among my gaming group most of us have our preferred go to card game, so its more common for one person to collect rather than everyone getting into it.  Among my gaming group we already have Star Wars The Card Game, Game of Thrones 2nd edition and Lord of the Rings.  In each case there is just that one collector that supports the game for everyone elses enjoyment and I think Legend of the Five Rings will fall into that same category.

All and all though, of all the FFG dueling card games that have been put out over the years, this one is right up their with Game of Thrones for me.  It has that tightness of gameplay that ensures every match is really close, while also producing that ”lets play again” feeling that you get from a great game.  So far everyone I have showed it to enjoyed the game, but it hasn’t exactly blown anyones doors of.

Sometimes it really does just come down to theme, if you like that medieval Samurai theme, this is definitely the game for you, it handles the material wonderfully.

Arkham Horror

My love for Lord of the Rings the card game goes quite deep, but unlike 99% of the games on my shelf, I have bought this one for entirely selfish reasons as I play predominantly solo and that’s the way I like it.

Arkham Horror is the new cooperative card game from FFG and offers that same solo opportunity as Lord of the Rings, so I very naturally jumped at the chance to explore it.

If your a fan of Lovecraft, this is an absolute must play. Easily one of the best games in this setting I have played and that includes all the board games.

Right out of the gate I was captivated by how richly the gameplay captured the pulp horror theme, between the locals, the types of cards the limitation and tightness of resource and the really imaginative scenario’s.  The one complaint I always had about Lord of the Rings was that the campaign mode was a bit lackluster and linear, I absolutely adore the handling of campaign mode in this game as you can effectively play through the entire story-line with the same characters.  Upgrading equipment and cards as you go, tracking stats between plays and experiencing different branching of the same story or repeat plays.

The card play itself is very good, I still prefer Lord of the Rings over this one, but that’s because I think Lord of the Rings is more of a deck builder.  Its more focused on strategies and overcoming obstacles through the act of preparation in constructing card combinations that are designed for a specific task.  In Arkham Horror deck building is kind of a afterthought really, there is some, but your mostly focused on playing the game and making clever use of the resources you have rather than trying to out smart the scenarios with clever deck building.

I also prefer this one more in a group as compared to Lord of the Rings which I play almost exclusively solo.  This one works well with 2, 3 or even 4 players and if you pick up the expansions you can really make a whole night out of it.  Still its actually quite fun and quite challenging solo, I have definitely burned quite a few evenings hunched over the table trying to unravel the mysterious of the underworld.

Great game, highly recommend it, another hit by FFG who are quickly gaining a reputation for producing some of the best collectible card games in existence.

Conclusion

And with that you are caught up.  That was more or less my winter.  We of coursed played many of the games I have covered in previous reviews, this certainly wasn’t everything but definitely among the most notable.  I have quite a few reviews to write and I definitely want to get back into some What Makes It Tick articles.   The hibernation is over, time to get back to some writing.

 

 

D&D Theory: Why Old School?

Recently I have gotten myself into a 5th edition Dungeons and Dragons game as a player, as well as wrapped up a second season as a GM in my Game of Thrones RPG game while simultaneously preparing a new RPG for online play with my friends back in the states. Suffice to say, role-playing has suddenly become “it” in terms of where all my gaming time is going. In so doing I have been kind of jotting some notes down for future articles, the loot from many conversations and I realized this week I finally have enough to put one together. In today’s D&D Theory article I’m going to be musing about the concept of “Old School Gaming”, which I think is a very relevant topic these days given the rather sudden shift of Wizards of the Coast to return the game of D&D to a more classic or old school state with the release of 5e last year.

Now I say Classic/old school state with a grain of salt as the exact definition of what that is, is a bit murky. After all D&D is 40+ old, has had many editions, sub-editions, clones and spin-offs and as such what is “classic” or “old school” is probably different for everyone depending on which generation of the game you started in and how far back you go.

Whether you love old school D&D play or not, you should thank it for some of the wonderful settings it produced.

As such I think it’s relevant to first identify what “old school” gaming is, which as I found was a deep and fairly complex, albeit interesting topic that took me quite a bit to get my head around. The question really is, is it a “feeling”, is it a “mechanic” or is it some sort of “conceptual design or philosophy”? All good questions and today I’m going to try to answer them!

I started my research in perhaps the most obvious place, first edition of D&D and tried to identify what in that early version(s) of the games like Basic, Expert and Advanced rules system differs in approach, feel, design, mechanics etc. as it compares to modern systems like 3rd, 4th and 5th edition of the game.

At first, it was quite unclear to me. While certainly the mechanics were different in many respects, the fundamentals where very much the same, D&D as a concept in 1e is really not any different than any other edition that has come out since. To me it was clear that early editions of D&D weren’t as streamlined, and refined, there was certainly a lot less standardization and quite a bit more limitations on character classes and races, and players in general. Though I can’t imagine how having those limitations and lack of rules clarity really altered the experience for the better. Fewer options sure, but I didn’t find anything within the scope of the mechanics that couldn’t be accomplished in a modern RPG if you really wanted to include it or exclude it as the case may be. A DM for example could simply say “hey in my game Dwarves hate and never use magic so they can’t be any kind of Arcane caster”. Is having the limitation as a rule in the book as opposed to an option for the DM “old school”? I don’t believe so, there had to be more to it.

The realization didn’t really strike me until I read and was reminded of one very unusual rule in 1st edition AD&D called “XP-Treasure Conversion”. The basics of this rule was that if a character hauls out treasure from a dungeon of some sort and brings it back to a safe place like a town, the value of that treasure can be converted into XP. Gygax explains and reminds us in the DMG (paraphrasing here) that while the rule doesn’t make narrative sense, D&D is a game and games have rules and this is one of them. Simply put, the rule was there to remind and motivate players (not characters) that the premise of the game is that the players characters and their alter egos (PC’s) are in fact treasure hunters. Another words that the core premise of D&D is that you go into dungeons, kill monsters and take their treasure.

Now I would imagine a modern gamer would have a real problem with that explanation when defining what they do when playing D&D. After all, what that rule & premise suggests is that the cliché about D&D is a less a myth and more a fact. That D&D really is just a light hearted adventure game about going in dungeons, killing monsters and taking their treasure. I think most modern gamers would disagree with that assessment of what D&D is. The question is however, is that the source of “old school” or “classic” gaming mentality, another words is that the goal of “old school” gaming to capture that feel of this classic premise?

While I think at this point I was getting close, I don’t believe this was it in its entirety. One clear aspect of early editions of D&D was that the game itself was very unforgiving. This concept of the dungeon crawl as a core, was layered by the uncanny deadliness of the game itself in particular as it applies to the core premise of fighting monsters. Simply put, fighting monsters in early editions of D&D was extremely dangerous, something to actually be avoided hence it was at odds with the core premise on which its founded. Mind you when I say deadly, I really mean it. I recall in the 1st edition AD&D days, having one or two characters die each session was fairly common. 1st level characters were so fragile most of the time you would make 2 or 3 in advance, create them without back story’s, hell sometimes without a name and put them in the game to see which of them survived long enough to hit 2nd or 3rd level at which point you would flesh them out a bit and give them some much needed dimensions.

The most notable aspect of all of this was that none of it had anything to do with the story of the game. The premise of the game, the deadliness of the game, and this concept of detachment from characters, it all pointed to one thing. It was less a game about story and more a game about, well the game. Putting that question to old school gamers came with its own reactions as they rejected the idea that the game was not about story. In fact, they adamantly insisted that old school gaming was “real role-playing” and what they do in modern editions is “playing CRPG’s”.

The logic was that the story wasn’t about individual characters, the story was about the world and its events, the characters were parts in it. Sometimes those parts were small, insignificant and short lived and sometimes those parts were epic, elaborate and detailed. Your roles in the game might change periodically as a result of death of an adventurer, but the story lived on with new characters. A campaign was bigger and more to them than any individual character and they were adamant at saying that there was no detachment from their characters, but rather the solemn reality that adventuring life was dangerous as it should be and the results were often tragic. Interesting concept and I think Shakespeare would agree!

Still I believe I’m right at least in one thing. I believe early editions of D&D were less about a focus on characters and more of a focus on players. I believe there is a lot of evidence to support this theory and I also believe within that logic is actually the reason that “Old School” is a premise that is different from modern gaming. I don’t believe it’s purely rules or feel related,  some part of this movement is about nostalgia.  Still I think there is a concrete difference that is identifiable between modern D&D and early (1st edition) D&D as a design concept.

That premise or concept if you will is the difference between Character Centric game design and Player Centric Game design. I will define both but it’s worth noting up front that these aren’t always rules driven concepts nor are they mutually exclusive in that all RPG’s have some Character Centric elements and some Player Centric elements. It’s just that in 1st edition D&D, the Player Centric design is both more prevalent and more firmly defined as a part of the expected flow of the game and vice versus for modern game design as Character Centric systems.

Old School RPG’s are definitely about nostalgia, but Old School design is a lot more than that.

Ok so let’s define Player Centric and Character Centric Design. The principle is really quite simple.

Character Centric design means that by the logic and premise of the design and by the implementation of mechanics into the game, a player character is the focus of the rules and ultimately the mechanics of that character are what drive the resolution of challenges and conflicts. Another words, when a players character is faced with a problem, there is a mechanical property on his character sheet that is designed to address it via mechanical rules.

For example, if a player needs to search a room, in a Character Centric design, that players character will have a skill or attribute available that he or the GM can activate to resolve the search and determine if the character finds what he is looking for. So a player will say, “I search this room for the magic ring, I think it’s here somewhere” and the GM determines “Ok make a search check, let’s see if your character finds it”.

It’s worth pointing out that Character Centric design doesn’t mean the GM is obligated to character centric play, a distinction with a difference. However it is kind of presumed that when you make a skill check, as a player you roll the dice, you know what the result is and hence know if you succeeded or failed the check. Hence if you find nothing, you know it’s not here, else you find it, vice versus if you fail you know you have failed hence you know, it might still be here, but you just didn’t find it or the ring may in fact is not here in the first place (boy that’s a mouth full!). You can also further layer this by having the GM make the roll in secret, in which case you have no information about whether or not you fail the roll, hence, if your GM tells you that you find nothing you don’t know if it’s because the ring is not there or if it’s because you failed the check and simply didn’t find it.

Creating characters in AD&D was something you did often, because they died often. Fortunately in a Player Centric design, what is on your character sheet is not nearly as important to your success as what’s in your own imagination.

Regardless however as a Character Centric designed mechanic, the activity of searching is mechanized and the results are determined with the dice.

In a Player Centric design the challenge and obstacles of the game are instead directed at the player, and it’s the player who is expected to resolve these challenges through a narrative exchange with the GM as opposed to a function of mechanics associated with his character.

Taking the same example of searching for the ring, in a Player Centric design, the GM would describe the room and situation and the player would feed the GM instructions about his activities. For example he might say, I check under the bed, in the mattress, under the pillows, all the drawers in the dresser, I search for loose floor boards and check behind the paintings and so on. The GM in turn would respond to the activities of the player. It’s presumed the GM knows where the ring is hidden so if the player says, I check in the flower pot, he finds the ring, otherwise he does not.

The point here is however that there is no mechanical function of the character that assists or somehow affects the outcome of “searching the room”. The event exists purely in the narrative, a strictly player driven resolution and it’s typically (or at least it was the case in 1st edition) because no “search” mechanic actually exists. There is no search skill, you don’t make attribute checks. It’s simply a narrative exchange between the GM and the player.

1st ed. AD&D didn’t really add skills untill later supplement books, triggering the concepts that lead to more Character Centric designs.

Again just like Character Centric design, Player Centric design is not limited or somehow unable to switch and become Character Centric at the GM’s discretion. A GM might call for some sort of dice roll based on the attributes of the character anyway, perhaps asking him to roll his IQ or lower to see if he finds the ring. It is however just like Character Centric design, outside of the premise or core function of the rule-system, it is in a sense a “GM call”.

This concept of Player & Character centric design however is a core fundamental difference between “old school” D&D and “New School” D&D. Original AD&D is very much a player centric design, while modern games starting as early as the end of 1st edition AD&D with expanded books like the Survival Guides and 2nd Edition core transitioned into a more Character Centric design with each new edition. By 4th edition the adherence to Character Centric design was so firm, it even went so far as to add “skill challenges” to avoid Player centricity as much as possible..

I think in part why Old School gamers look at modern system and make classic comments like “That’s not real role-playing” is because the game they know is heavily buried in Player Centric play, which is by nature much more narrative as it lacks the ability to resolve challenges and obstacles with mechanics.

The main commonalty all D&D systems share is that they are all, since the very beginning, purely character centric in the execution of Combat. For some reason, no one argues or has issues with combat being purely character centric, but in other areas of the game there is a never ending discussion as to what degree a game should be player or character centric.

The cliches and myths about D&D being about going in dungeons, killing monsters and taking their treasure is a definitive core of the game supported by its mechanics. However combat itself is squarely Character Centric.

One thing to note however as mentioned earlier is that combat in 1st edition AD&D was very deadly and unforgiving and as such, just by the sheer volatility of characters, the meta of characters in its own right is very player centric. So while combat might not be player centric at all in any editions of D&D, most of what’s involved around it in early editions is and I think this is also a part of the definition of “Old School” gaming. As my friend pointed out, the game is about the campaign, about the story and the events in the story and while it’s focused on characters to a degree as they act as our avatars, it’s clear that all players understand that sooner or later their characters will die and they will make a new one, but the game is not over. They as players steer the avatar and it’s their decisions, their actions, their activities that bring the resolutions to conflicts, not their characters (in the meta of course) hence it doesn’t matter which character you are using all that much as their mechanics are not involved outside of combat.

Making characters and doing so considerably more frequently than in modern design is just part of the experience of old school gaming. In Character Centric games, characters getting killed is not desired and considered more of an “event”, as it’s their abilities, skills, attributes and powers that drive conflict resolution and in essence much of the narrative. They are an important component of a players success. Character Centric designs is why we have terms like “Character Build”, as the avatar is not just a representation of a character in the narrative sense for the player, but also his abilities, skills and influence over conflict within the confines of the game. In essence in Character Centric play, the player has considerably less influence over the success of his character as he is reliant on the mechanics to resolve conflict as opposed to the player’s narrative exchange.  I will point out that I think its weird that no one has issue with overcoming challenges with character centricity in combat, but for some reason its a big fight when it comes to resolution for conflicts outside of combat.  Weirder still are the exceptions like pick pocketing and climbing walls, suddenly, its ok in 1st edition AD&D, but only for the thief class, for everyone else, I guess you just die trying?  The logic of this player vs. character centric design is a strange beast.

The use of modules in many ways is also part of the decor of early D&D play, but its not like it ended there. There were more modules produced for 3rd edition D&D then all other editions combined.

It’s expected in Character Centric games that characters are relatively safe and they walk into dangerous situations that are kind of rigged in their favor mechanically. Which is why things like CR ratings, the concept of balanced encounters, death rolls and other survival mechanisms exist in modern games, it’s all in the name of saving characters from death but more specifically in the name of preserving the importance of the narrative. Characters are an intricate part of the story, not because of their narrative but because of their mechanics and removing them from it, is in general bad. It means a new character needs to be made and the story components of the previous characters are lost, in particular for the player, as well as the mechanic advantages that reigned in his success. In a way in character centric games, characters have a greater importance.

The question is then which is better? Get ready for me to drop some life affirming knowledge, the answer is modern is better and the reason is that it’s the same fucking thing!

You might argue about old school mechanics vs. new school mechanics, but to me, Old School art blows what we put out today out of the water 10 fold.

In the end, any sub-system, mechanic or function that is added in a system becomes “available” anything that is omitted is “unavailable”. Availability however does not require or assume use, its simply there and as a GM in any system be it 1st or 5th edition, the decision, the ruling if you will of what mechanics to use and when to use them is entirely up to you. Hence in a fully Character Centric game, you can with virtually no effort go fully Player Centric at any time. Its 100% fully backwards compatible, however in a Player Centric system you cannot just “switch” to a character centric system as the rules do not exist for you to use and fall back on. If search doesn’t exist, you can’t make a search check and as a GM you’re going to have to make a mechanic up on the fly to fill in for the missing rule, if the search does exist and you want to play out a search scene, simply don’t allow the check. The obvious logic is obvious!

That said, there is a problem with running a Character Centric system in a Player Centric style, which is of course player expectation.  Consider that a players character is his investment, hence in a Character Centric system, the player invests points, or other advancements into various skills and abilities.  If as a GM you choose to go Player Centric and ignore those aspects of their character, you are kind of cheating them out of their investments.  Hence, if you are a GM (like me) who has a Player Centric style (aka old school) then you should stick to Player Centric systems if for no other reason than to ensure expectations match the result and you are not ignoring parts of the mechanical character the player might deem important to his role/story or whatever.

Old School gaming is all about enforced limitation. I find it odd that because the rulebook tells you something is not allowed, or simply by omission makes it unavailable that this somehow makes a game better than one in which all options are available to use at your discretion. It’s a silly concept and I actually hate conversations like this with Old School gamers even though, on this little blue planet there is no bigger old school gamer than me.  Still, I do understand it from a player perspective that if a mechanic exists, in particular as it applies to characters, it should be used and used often.  You wouldn’t deny someone spells or combat abilities that their character can perform, hence you should not ignore other aspects that are on the character sheet either.

If you ever wonder if new school designers have any affection for old school gaming, you need look no further then the latest releases from Wizards of the Coast. Strahd is as old school as you can possibly get, his appearance in a 5e module should quell any doubt about where modern designers loyalties lay.

I adore limitations, deadly game systems, player centric gaming, Gold to XP conversions and all that great stuff, but at the same time I don’t see why having a lift on limitations in a book, or having safety nets in a system or the absence of a Gold to XP rule changes anything at all. I’m a damn GM, if I want or don’t want something in the game, I snap my fingers and it happens. I don’t care if there is a search skill, if I say “there is no check, if you want to find something tell me how you are looking for it”, we are instantly in Player Centric gameplay, the system cannot stop me, I’m basically the god of the game. It is however a problem if I want to make a skill check and the rule for it is not available, and then I’m forced to invent shit on the fly. I don’t really see how that will result in a better experience old school or otherwise!

Hence Character Centric games do not change anything for me at all, I actually largely prefer them because it really just gives you more options on how to handle stuff. Even as an old school gamer I recognize that sometimes, stuff is just irrelevant and I want to get through a scene quickly. Skill checks are great for that. Oh your searching this room, go ahead make a check, oh you failed, great, scene done. I don’t have an obsessive need to waste time on irrelevant shit in my game and I don’t believe this makes me “new school”, it just means I’m a good GM, I know how to spend session time to keep the game fun and interesting.

Of the many things that are unequivocally classic, Keep on the Border should be a picture in the dictionary by the definition of the word.

Now I will say this. I adore, I mean truly love 1st edition Advanced Dungeons and Dragons and I will happily run a campaign anytime. I think Gygax’s work is absolutely fantastic, I love the light hearted adventure and the player centric concepts of dungeon delving, for me D&D IS going into dungeons, killing monsters and taking their treasure. Is that simplistic? Is it really role-playing? Hell I have no idea, I just know that it’s absolutely fun and I love doing it in the confines of the many restrictions and funny concepts of 1st edition. I love 1st edition modules, I love its deadly nature, I adore the natural progression of meta characters from farmers with a rusty dagger to Lords of Castles and everything in between. I love watching beloved characters getting killed, I love creating new characters, I love everything about the system. I am, without a doubt an Old School gamer.

I do believe however, the argument that someone who plays modern games is “not really role-playing” or that it’s somehow a different experience is quite ridiculous. I hate these old Gonards that think their way is the right way, or even that somehow they do it differently than the rest of us. It really is absolute bullshit. I can turn 5e into 1e in a two page document, hell I can run a D&D game without you even knowing what system I’m using. It really is not that hard to add limitations, it is however hard to design RPG mechanics on the fly.

Rules are just that, rules, they are not the definition of role-playing nor do they quantify your style as a GM. You can be old school in the new school. It’s a different cover, different rules, but we are still the same GM’s.

So there you have it, research complete. I can say without question that I understand Old School gaming, there are far more nuances then that of Character & Player centric play, but at the end of the day, role-playing games is a dynamic, infinitely diverse activity. Quantifying it fully is not really possible and while I do think it’s more than just a “feel”, it’s definitely achievable in all its glory in pretty much in any system. Sure, many things about modern system irk me. A Dwarf Wizard? Get the fuck out of here with that nonsense! But that’s my world, I share it with Gygax and 1st edition, but using a modern system does not exclude its implementation. I don’t need to use 1st edition to get rid of Dwarf Mages. I might prefer it (sometimes), but I don’t see how using a system that allows it, or allowing it in a system that doesn’t creates a disparity of classifiable groups like Old School and New School. I do think Old School is a thing, but I adamantly reject the idea that Old School is only achievable in Old School systems, or that somehow adding a rule like a skill check, or offering some extra options to a character some how breaks “old school” gameplay.

I’m just going to put this here because its one of my favorite modules 🙂

Well this brings us to an end, I know that many of you role-players out there have had this conversation and  so I hope that perhaps you found something useful in this little theory-crafting article!

Board Gaming Super Weekend II: Quick Reviews

Last year my gaming group got together for a two and half day super gaming weekend event where we did absolutely nothing but play board games taking only short breaks to eat and sleep. It was one of the most memorable and exhausting gaming events I’ve had in a long time.  There is absolutely nothing like having 2 full days of freedom, in particular for me as a father and husband, but to spend it with your favorite hobby and gaming buddies is just pure unheard of luxury.   When summer rolled around this year, there was no question that we needed a repeat and this weekend, its exactly what we got.

Today I’m going to go over every game we played, doing overviews of the games we played and offering up a few tid-bits of insight of the event and games we played.  Enjoy!

Sheriff of Nottingham

Pros: Easy to learn, quick to play, creates lots of tension and funny moments.

Cons: Requires a social group for the interaction to work.

We kicked off the event with Sheriff of Nottingham, a punchy social game of deception that creates great table atmosphere and in the hands of a wacky gaming group of long time friends like mine immediately endears itself, tapping into our natural group dynamic humor.   Its really tailor made for friends that love nothing more than pulling one off on each other and Sheriff gets right down to the root of its core without a lot of fluff and unnecessary mechanics and components to get in the way of it.  Yeah you might say its less a game and more a social activity, but its clever, fun and keeps you engaged.

Most of the game revolves around the anxiety of trying to smuggle goods past the Sheriff or as a Sheriff, trying to figure out who’s lying to you.  Trade Good cards are put into a little sealed bag as players declare to the acting sheriff the goods they are supposedly moving into Nottingham.  If the Sheriff checks the bag and you lied, you have to pay for your failure, if he checks and you told the truth he pays you and if he doesn’t check you earn on the contents as well.  In short you earn gold for your success, and pay up for your failures,  the one with the most gold at the end of the game wins.

The best and most tense moments are when the Sheriff is looking at your sealed bag and you know its full of red cards. Thankfully Bribery is allowed.

This simple mechanism alone might fall flat in some less social and less out going groups, its definitely geared more towards extroverts but I think Its great for families or small dinner parties and certainly for any group of friends who enjoy a bit of confrontation and deception.  Great game, its accolades are well deserved.  Alcohol is recommended!

Hero Realms

Pros: Well balanced, works with various player counts, lots of strategies to explore.

Cons: Can be a bit hostile in a free for all, not everyone will appreciate its cut-throat nature.

This one we as a group picked up right before the event and all but one of us had never played it, it was without question one of the most pleasant surprises of the event.  The Star Realms infused fantasy card game seasoned with all of the character expansions was put on the table in a 5 man free for all.  This one definitely had some teeth, starting out slow as players built up their decks, it quickly turned into a hostile and very bloody all out war where rivalries formed, alliances were broken, bringing out the games asymmetrical nuances in an almost a Magic The Gathering stylized bash that had everyone sitting upright.

Epic is another great fantasy based card game I tried this year worth your attention.

Now I really like Star Realms, but something about a Fantasy Setting using the same mechanic with some Asymmetrical classes with what I think was a cleaner balance over Star Realms really made this take on deck building shine.  It had a more refined tracking system for health, more synergies for each color and a bit tighter deck building. More importantly it worked a lot better as a multiplayer game then a duel.  In Star Realms games generally were not particularly close, as one player would more often than not run away with it.  It felt like with Hero Realms you were better equipped to stay within the same power ranges.  I also like the fact that all colors had very strong and viable combos without the need to supplement across different color branches while also functioning well when mixed.  In Star Realms for example I always felt like some colors like Yellow just didn’t work on their own.  Now grant it we had expansions for Hero Realms where I have only ever played vanilla Star Realms but as a whole I liked this version of the game a lot better.  The theme just fired on all pistons for me and my gaming group unanimously agreed.

All the best parts of Star Realms made it into Hero Realms.

Great game, another Gamersdungeon.net recommended title for anyone who loves a nice crunchy fast paced card game.

REX

Pros: Lots of politics, alliances and betrayals, plenty of tactics and strategy, well rounded races.

Cons: Mechanics are showing their age, a bit too long for what you get out of it and can end rather anti-climatically.

The Twilight Imperium version of Dune got a mixed reception from the group, a game that once graced my top 10 list, REX is a bit of an enigma.  Its a mechanic that is the better part of 40 years old and while Fantasy Flight Games refreshed it quite a bit, its deeply Asymmetrical to the point of confusion.  It really rely’s on all players having a really good understanding of all of the components, mechanics and of course racial powers in play or that could come into play.  Veteran gamers will pick up on it quickly if the rules are explained well and you go over everything thoroughly but this added time compiles one of the games main problems, the length of the game.

Sometimes games are great, sometimes they are bad, and other times they are great for the right group and terrible with the wrong group. Its not always about great design, but the right audience.

The game had its moments, I wouldn’t say it was a complete dud, among them  was the mini game of forming and breaking alliances, betrayals and varied winning conditions which created a lot of atmosphere and even the more reluctant players had to admit that REX created some tense situations and tough choices worthy of table time.  It does suffer however from a couple of flaws that some mechanical modernization could probably fix.

More than that though one the key problem with the game is that its definitely too long when it goes to 8 rounds and our game did.  Its been my experience that most games don’t normally go to 8 rounds and even when they do their is a big climax at the end, but in this and previous sessions of the game with this group this it just took far too long and ended fairly anti-climatically doing little to sell it to a group who had been disappointed by it before.

The old Dune didn’t look so bad, but these days its damn near impossible to get a hold of. Thankfully REX is a very authentic replication of this classic.

I think some groups might find the deception, alliances and betrayals and varied winning conditions very satisfactory, but I think for my group REX had its last chance at the table, in particular given the sheer volume of great strategy games in this genre available as alternatives.  My group thrives on social play elements like deceit and betrayal, but REX accomplishes this at a snails pace with a lot of gotcha mechanic overhead which doesn’t sit well with them and I understand that.  I still like the game, I don’t think its quite ready to be cut from the collection, but between this last play and the last time it hit the table about 3 years ago its definitely a dust collector.  I would probably recommend this one with caution, do your research and make sure that this is the type of game that would appeal to your group.

Exodus: Proxima Centauri (Revised Edition)

Pros: A much better alternative to the bore-fest that is Eclipse.

Cons: Far too long, very fiddly, some overcooked and insufficiently tested mechanics.

I picked this up a while ago on sale and while I had played it a couple of times with some casual gamers, this was the first time I introduced it to my gaming group.  Suffice to say the reception was less then stellar ranging from “I fucking hate this game” to “It didn’t suck that bad”.

The sales pitch of this game is that its a shorter Twilight Imperium, much in the way Eclipse was and the truth is that in the 4x genre of board games there is one king and everything else trails so far behind its barely worth mentioning.  Eclipse was absolutely, in no way comparable to TI3, in fact, to claim so is just blatant nonsense.   While I think Exodus came a hell of a lot closer, I would still say its a lot closer to being an offshoot of Eclipse then it is one of TI3.  It had a lot more spark and interaction then Eclipse, but It was nowhere near the experience of TI3.

It certainly looks like Twilight Imperium and so did Eclipse, but in both cases gameplay is far from it.

More importantly the “shorter version” pitch wasn’t really true either.  Between setup, explaining the rules and playing the game to completion we were well into 5+ hours and I’m certain I could have clocked a game of TI3 with 5 players at just a tad bit longer then that and it would have been a far worthier use of our precious gaming time.

There was nothing inherently wrong with the mechanics of the game, it certainly tapped into the 4x genre, but I just felt most of the mechanics were lackluster by comparison to TI3 and as such it kind of suffered as a result of trying to fill those shoes, much in the way most attempts at 4x games do for me.

The political element was rather boring and unnecessarily overcooked.  The impact of politics ranged from irrelevant to a minor point of interest.  The combat system was ok, but typically predictable, results rarely surprised us.  I like the concept of the WMD that could be fired to screw people over, but it seemed pointless since it really didn’t help you score.  It acted more like a deterrent to action, which had the resulting effect of an action-less game most of the time.

There is an expansion for the game, but given the reaction of the initial plays of this game I’m not sure its worth investing in this one any further.

I think the biggest issue with the game was its fiddly nature, in particularly movement which while conceptually cool as it mimicked simultaneous movement was a slow, fiddly, painful experience.  In particular given that most of the time simultaneous movement had no real strategic impact or value.  It really didn’t matter much until the final rounds of the game and even then it sort of felt like you couldn’t control the board as a result so there was no way to isolate ships and trap them.  Ships would slip past fleets and the only way you could catch people would be to guess their movement actions.  I suppose that’s an ok way to do it, but it felt like it was less about strategy and more about guessing right.

I’m not saying it would make a difference in gameplay but great looking mini’s like these might have left a better impression. I fear that I judged this game based on a comparison to Twilight Imperium, rather then on its own merits.

As a whole the game didn’t thrill us, it wasn’t without its entertaining moments but it was definitely not worth a 5+ hour time slot in our board gaming weekend.  This one is a hard pass for me personally and most of the gaming group concurred.  I may give it a another shot in the future, but the stink of this last game is going to take some time to wash off before I work up the interest to try it again.

Raise Your Goblets

Pros: Easy to learn, quick to play, creates lots of tension and funny moments.

Cons: Requires a social group for the interaction to work.

This quirky social game is definitely among my favorites to play with my gaming group, less for its “game” elements and more for its inherent ability to setup hilarious table talk and create funny moments. Among a group of close friends, trying to poison each other in a game of wits and memory is a great formula, especially if you add some real cocktails to the mix which we of course did.

By and large this is a filler game, so it certainly doesn’t have that “lets get together and play Raise Your Goblets” energy on which to base a game night, but its quick to play, easy to learn and accommodates a wide range of group sizes which I think fits the bill of a warm up game quite perfectly.  I think this would also qualify as a really great family game, so you have that extension of possibilities for it to hit the table.

I love it personally, most of the gaming group concurred, this one is a keeper.

Lords of Waterdeep (with the Skullport expansion)

Pros: Classic worker placement formula done right, very thematic for a Euro designed game.

Cons: Can be a real brain burner, the Skullport expansion is a must.

Lords of Waterdeep is in my mind one of the best worker placement games out there, perhaps trumped only by Empires: Age of Discovery.  Its thematic, interactive and deeply strategic not to mention somewhat asymmetrical.   Its always been popular in my gaming group and it see’s several plays each year like clockwork going as far back as I can remember.  Its appearance at the big gaming weekend was no surprise to me at all and what’s great about this game for us is that we know it so well so everyone is always really competitive.  Our game ended up with everyone scoring at least 120 points and the winner was upwards of 150.

Lords of Waterdeep has real longevity in our group, a big part of that reason i think is that we are all avid D&D fans and we know our D&D worlds well.  The theme really works for us though I have read many reviews of the game calling it “theme-less” which always sounded ridiculous to me, but I suppose if you aren’t into D&D, it might just come of as a rather generic fantasy layer.  For D&D fans however every card is a reminder of RPG games from the past and their are nuances and inside jokes that come to the surface after years of playing for us.

As a whole Lords of Waterdeep is a more thinky, strategic engagement so its not a game that produces a lot of energy.  Games are usually quiet and contemplative, with everyone racking their brains for their next big play.  Its also got a bit of an edge over most worker placement Euros thanks to the direct “take that” intrigue cards which can create a bit of hostility and rivalries, though this is a fairly light layer in the game, it won’t appeal to everyone.  At its core its all about resource management, playing to the strengths of your lord of waterdeep and picking your quests wisely to squeeze the most points out of every situation.  The corruption mechanic of the Skullport expansion is an absolute must in my opinion, I would never play this game without it.  It creates a far more interesting and diverse risk vs. reward twist to the game that I think otherwise would be a lot more static.

There is a lot of mastery in this game, plenty of tricks, clever tactics and long term strategies to deploy, nuances that you pick up through repeated plays.  This makes this a game of exploring new tactics each time you play and while I don’t think it has that “lets play it again” draw, it does have that long lasting classic feel to it that keeps you coming back with breaks in-between.

Definitely Gamersdungeon.net approved!

Dead of Winter

Pros: One of the best games for people who love betrayal mechanics, very challenging co-op.

Cons: Can be hit or miss depending on how events play out in the game.

Dead of Winter was the highlight of last years event producing a very memorable game and actually shifting the game back into my top 10 list for a brief moment in 2016. This time around I ended up being a traitor in the game but unfortunately I botched it really bad and in the scenario we were playing when you are exiled you are removed from play.  The colony ended up surviving and accomplishing their mission without my help or interference and everyone won the game except me and one other player who was exiled as I deflected blame on him and managed to confuse the group for a brief moment.

It was an interesting game but in the end it breached some of the issues I have had with it in the past.  For me Dead of Winter is kind of a swingy game, sometimes when everything falls into place and the suspicion and tension of the game rises to climaxes its a thrilling experience.  Other times it can just kind of land flat for various reasons, most often the fact that their is no traitor in the game and everyone realizes it or the mission is so hard the game ends pre-maturely.

I think its a great game, but whether it succeeds or fails to entertain on any given evening can vary.  Sometimes its fantastic, sometimes its just kind of bleh.  Win or lose however the game has a great setup to create tension and tough choices between your loyalties to your own mission and the loyalties to the colony.  You kind of have to win two games and because everyone has their own agenda there is a tendency to suspect people of being traitors whether their actually is one or not.  I think much of the games entertainment value depends on all players having a vested interest in succeeding but pushing the limits to do whatever they can to complete their own end game goals.  Of course if there is a traitor, all the better, though the game can often end up being unwinnable as a result so its a bit of a catch 22.

Its not in my top 10 anymore, but its always good for a play or two on any gaming evening, I certainly give it my stamp of approval with the cautionary that it doesn’t always hit on all of its pistons.

Road Rally USA

Pros: Easy to learn, fast to play, very clever with lots of tension.

Cons: None that I saw, its a great filler.

A member of the gaming group picked this up on a sale and we gave it a twirl since its a relatively quick game.  Our expectations were quite low but this one actually pleasantly surprised everyone.  Its a good quality racing game built around a track and card mechanic to make the cars go.

Players effectively play matching colored cards to move cards around the track trying to stay in the lead in case someone decides to score one of their checkpoint cards.  The trick is that you do not refill your hand automatically.  There are three colors, green, yellow and red, each with increasing values, but you draw cards only on the lower colored cards.  Green gets you two, yellow gets you one and playing matching red cards yields you none.  The result is a kind of hand management where you are trying to stack colors and make big moves at the right time to score at different checkpoints.

There was also a great catch up mechanic where at certain points on the track when your last you get to draw additional cards as well as various positions on the track where you could reshuffle your deck (at the gas station) or stack your deck at the mechanic shop.  Hence there is a element of timing and trying to land on specific points on the track, all the while trying to stay ahead to score points.

Very smart, simple and fast game that keeps the tension high and the race close.  It was a lot of fun, definitely worthy of table time.  I expect we’ll see this one hitting table more often in the future at our regular gaming events.

Avalon: The Resistance

Pros: Without question one of the best deception/deduction games on the market today.

Cons: Must have a minimum of 5 players to play and need at least 7 or 8 to use the various special characters that enhance the game.

Without question one of my favorite deception/deduction games, this is more a social activity then a game but its always a hit at our gaming events and it was this time as well.  We ended up playing it half a dozen times.

While the concept is quite simple, this game creates a tremendous amount of table talk as players accuse each other of being traitors and trying to figure out who’s on who’s team.  Well balanced and always super fun regardless of which character you end up playing.

Which character you get changes a great deal how your personal role in the game will play out, but there are no bad roles, they are all really fun.

This was probably the highlight of the event this time around, though in my experience with the game so far it has always hit it out of the park.  Easily one of the best filler games in my collection.  The only real drawback is that you need a minimum of 5 players to play the game and to use the special characters and optional rules you need about 7 or 8.  Hence, its not for your typical gaming nights.

Deception: Murder In Hong Kong

Pros: A deception/deduction game leaning heavier on the deduction aspect, but does it very well, definitely the best in its unique genre.

Cons: Can hit or miss depending on how difficult the clues are.

Another deception/deduction game, this one has you trying to solve a murder based on clues provided by an oddly silent forensic expert who gives you enigmatic one word clues.  With limited guesses you must determine which of the players is posing as an investigator, what murder weapon he used to commit the crime and what clue he left behind at the crime scene.

Its really just kind of a fun, silly game, but surprisingly thinky.  In our group the forensic expert player typically creates a narrative of the crime at the end of the game to depict his thinking behind the clues he provided, which always creates a laugh as we discover the bizarre way our friends brains work.

Always a fun time, but not always a particularly great game, this one seems to hit the table pretty regularly since I bought it, a bit of a group favorite but sometimes games can be a bit flat depending on the difficulty of the clues.

Personally I think its great, but has diminishing returns.  It scored a 4.00 in my Quick review of the game and while I stand by it, I think between Avalon and this, I would choose Avalon.  This is mainly because it can miss fire sometimes when the clues are obvious leading us right out of the gate to a solution, or so unrelated and obscure that its physically impossible to figure out.  I have actually found that its a much bigger hit among non-gamer or casual gamers than it is among veteran gamers, but still it seems like my group gives it the stamp of approval and so do I.

Assault Of The Giants

Pros: Clever tight mechanics, quick game despite being fairly deep on the strategic scale.

Cons: Asymmetrical missions are so tight it feels like your on rails.

This is one of the few games in the lineup where my opinion and that of my group don’t see eye to eye.  Its beloved by many members of my gaming group for its tactically rich, asymmetrical gameplay and I do get that.  Its a tight game where each type of giant has a very specific goal and while you attempt to complete your own quests, you have to get in the way of your opponents just enough to keep them off track.  In concept its fantastic and normally it would be right up my alley, in particular given its thematic D&D roots, but I find it has a several problems that spoil it for me.

For one, the entire game boils down to 9-12 actions you will take in the entire game.  That’s it.  More than that of the 9 -12 actions you will take, some amount of them, depending on the game, that are less of a choice and more like “must take”, actions.  I understand the goal is to keep the game short and sweet but this feels extremely limiting taking the concept of a tight game to extremes, to a point of feeling like the game is over far too soon but more specifically feeling like its on rails.

There is a lot going on in this game given its simplicity mechanically.

This in turn impacts the second problem which is that because you have so few actions to take, between trying to accomplish your own scoring conditions and trying to stop other players, you simply don’t have enough moves to address the majority of threats or opportunities.  You will take a path and once chosen your pretty much committed to it for the rest of the game.  There is no time to alter plans.  In a typical game you will make 1 to 2 moves and 1 to 2 attacks and that’s it.  In all games I have played of this certain actions you simply will never take unless you have already lost like recruiting.

Another issue is the concept of targeting a player.  If another player decides “I’m going to stop you”, there is not a whole lot you can do about it and you losing the game is almost 100% assured.  He might not win, but preventing a player from winning is very easy.

Finally this is a game of king making

In the end you might be able to affect one or two players, or even successfully defend a position somewhere but you are depended on other players to spur into action and contribute to blocking each other.  If a player is left alone that you can’t reach, or if someone decides to block you instead of your neighbor your fate is pretty certain.  The impact of an all out attack can very much take both players out simultaneously and open the door for a 3rd and this at least with my limited experience with the game is usually how it goes down.

Now I will say that I’m by no stretch of the imagination an expert in the game, so I’m sure there are nuances and deeper strategies that can be employed to improve your chances of winning, I have no doubt about that.  To me though, between the tightness of the game, limited available options and dependency on other players to block the people you can’t, I feel like I have too little control over my own fate.  I also feel like the missions for the Giants are so linear, that you’re practically on rails in terms of the actions you have to take to score points.

Its not that I don’t like the game, but it just feels just a bit too anti-climatic.  Its certainly clever and I completely understand why people like it, but it would not be my first pick.  Its not something I would put into my collection, its a lot more fluff then substance in my opinion.  On the behalf of my group however I can say that they would give it their highest recommendations, from me I will just say that I don’t mind playing it, but I wouldn’t recommend it to anyone.

Conclusion

While there were some misses we had a fantastic weekend of gaming.  The lineup of games this year varied dramatically from the social activity type to the super thinky.  We saw some Euro’s, we saw some Amer-trash.  We played some new games and some old classics.  To me it was a near perfect weekend.

For those of you planning an event like this, I can offer a few pieces of advice based on this weekends experience.

For one, I think when you get your friends together for a 2 day event, that is not a time to test out new games.  Not unless you are certain that its up their ally.  We played some games where we new certain players were not going to enjoy it whether it was because of the type of game it was, its genre or what have you and I think that was a mistake.  I believe that a weekend like this should be all about playing games you know and love, games you know are going to fire on all pistons and everyone at the table will be thrilled to play.  That’s one chance for the next event I certainly will put forth.

Another thing I recommend is that you consider having one or two “main event games” and perhaps even consider making a list of games you plan to play in advance.  This way players can prepare a bit by reading up on rules and you can find out if a game on a list is something someone doesn’t like so that you can adapt it.  A big event like this should be a weekend for everyone, where everyone is fully on-board and psyched for every single game your going to play.

That’s it for this year, hope you enjoyed the article!

Top 10 Dungeons and Dragons Modules of All Time

Ok so with my last theory article about the art of GMing, I thought it was about time I created a top 10 list on the subject of RPG’s.  Top 10 Modules seemed like a good choice and while I understand that new generations of players might froth at the mouth with a list that insults them by putting old school modules on a pedestal, the fact remains that as an old school player for the most part the modern age of D&D has been largely disappointing.  But don’t fret too much, some new-ish stuff made the list as well!  Enjoy the list.

Oh and I’m doing this backwards from now on so we are starting at number 10 and working our way down 🙂

10) Queen of Spiders

The Queen of Spiders is actually a module series and it is the only module on this list I have never personally run, but rather participated as a player which kind of makes it both unique for this list and of a different perspective than the others.

The Drow are among the most memorable villains in D&D, a favorite among DM’s to use as antagonists.

I think my favorite aspect of this module was of course the introduction of Dark Elves or The Drow if you will.  I recall this being my first experience encountering them and unlike today where we are quite familiar with the species, back then they were truly unique and GM’s weren’t exactly sure how to envision them resulting in some pretty fun interpretations.  I had a really great DM who cave the Drow a less sinister and more “Moriarty” vibe, kind of that super intelligent type of villain.  It imprinted this module in my mind for all time and I just knew it had to be on this list.

This module featured a compelling story that escalated upwards from start to the most climatic and unexpectedly epic ending, it featured lots of tough fights, lots of dungeon crawling and exploring and plenty of unique role-playing opportunities and problems to solve.  These modules are definitely among my most memorable campaigns I experienced as a player and unlike many modules on this list, it has been converted to several modern D&D systems.  I had the pleasure of playing both the 1st edition and 3rd edition versions.  Both were excellent.

9) Keep on the Borderlands

Nothing says classic D&D to me like Keep on the Borderlands.  To this day their is a copy of this module among my collection of books and while I don’t think its a particularly extraordinary module even for its time, what it lacked as a module,  it made up in the purity of its D&D’ness.  It is the essence of classic D&D game-play and has served as an introduction to D&D for just about every group of players I have ever DM’ed for.

Classic modules like Keep on the Borderlands are nostalgia bottled up, its as much a piece of D&D as the funky dice themselves.

While it was a simple cliche it did feature a sort of open endness that I think Gygax was trying to convey, a sort of mini campaign module rather than a linear story.  The idea was that you would explore the keep, areas around the keep and ultimately find your way to the Caves of Chaos.  Each area with its classic D&D moves like Giant Spiders, Mad Hermits and those lovable Kolbolts.

More than anything though Keep on the Borderlands is a great introduction to being a DM as its easy to run, offers plenty of workable NPC characters all the while keeping things nice and simple.  Great module that has created many great memories, worthy of finding a place on this list.

8) The Tomb of Horrors

There are a lot of reasons to love a module as either a GM or a player but for me personally The Tomb of Horrors is the module I pull out when it’s time for a campaign to end.   When characters have become so powerful that there really seems like there is no way to challenge them anymore.  In comes Tomb of Horrors, sure to challenge any player no matter how god like they become.  The truth is that, there has never been a more sure fire way to ensure a painfully and horrific end for an adventure party then this largely mean spirited, but wonderfully designed module.

A more appropriately named module/dungeon has never existed, it really is one of the most impossible adventures to complete. Even in 4e it was stupidly hard, a recipe for a TPK if there ever was one.

Now of course to the players this is the ultimate challenge, if you can simply survive it and walk out with treasure you have done well, if you can reach any level of success beyond that as far as I’m concerned you have won D&D.  Pulling it out and setting it on the table lets the players know that, this is the big show, it’s time to put on your big boy pants and most importantly to hug your character sheet one last time.

My groups in the past that I have run this game for have always taken it in the spirit for which it is intended, it’s a challenge, it’s the end of a campaign and everyone simply looks forward to discovering the horrible way their characters meets their maker.

One other thing, as it is a great challenge to be a player in this module, it is also the ultimate challenge for a DM to run.  Its an absolute blast to see how this massive dungeon crawl is connected and intertwined, it requires a high level of understanding of the module and for the sadistic GM who loves a challenge, its just pure joy.

7) Dragonlance Series (Dragons of …)

In D&D there are several very famous and recognizable names, Weis and Hickman are among perhaps the most recognizable after Gygax.  The Dragons of Novels are among my favorite and of course to be able to re-create the story in an a D&D module series using unique characters creates an opportunity for an epic campaign, and epic is exactly what Dragonlance is all about.  There are tons of modules to this series that will take you through the entire storyline, it would be hard to pick a favorite, but as a whole it’s an absolute blast even if you have read the novels and know the story.  It’s a little like watching Star Wars, there is a comfort to the story that supersedes the need for something new.  It sort of taps into that inner child.

If as a DM you want a complete story driven campaign that is sure to be memorable, you really can’t go wrong with the Dragons of series.

For me personally however it was always an adventure series that introduced us in great detail to the Dragonlance setting which was a kind of cross between being more down to earth middle ages Europe with a extremely high fantasy twist, full of Tolkien epic level storytelling.  Of course the core of the story is a great war that involves Dragons giving players an opportunity to face the ultimate in D&D enemies.  There is something magical about knowing at a early humble beginning of an adventure that to finish it you will need to fight dragons.

Absolutely love this series and if you have a group of players that don’t know the story, its really a must run campaign!

6) Hollowfaust: The City of Necromancers

I remember when 3rd edition was first released very clearly because the era of D&D being first in line at game tables had come and gone.  White Wolfs World of Darkness was front and center, everyone was playing Vampires and the company itself was jam packed with amazing writers who where creating stories unlike anything we had ever seen before.  It was very dark, there was a sense of dread to everything put out by White Wolf, in a sense, they evolved the genre of RPG to include adult themes and the timing was perfect as all of us old school RPG’ers were quite a bit older then in the days of D&D.

The Scarred Lands is without question one of the most unique settings for D&D, for some it might almost be too bizzare. Places like Hollowfaust really break the mold of what a Fantasy City is.

When White Wolf announced that they were going to create a D&D setting, it was a very exciting moment and really brought us back to high fantasy D&D.  What would a White Wolf D&D setting look like!?  Well they gave us the wonderful Scarred Lands, without question one of my all time favorite D&D settings.  Among some of the themes and concepts of Scarred Lands we got what really is without question one of my favorite places in any setting, Hollowfaust, The City of Necromancers.

Now while its technically a source book and not a module, the Hollowfaust source-book for Scarred Lands was jam packed with adventure ideas, hooks, locations and characters that were more then sufficient to run a very long and exciting campaign.  It’s a page turner, one that will inspire you to run a type of D&D adventure no other module could ever really do.

Easily one of the most memorable D&D supplements of the 3rd edition era in what is without question one of the best and most creative D&D settings to be created.  No surprise to me at all that it was created by brilliance of White Wolf Publishing who at the time was quite literally the center for creativity in the RPG market.  This book is so good that even if you don’t like RPG’s but just like to read fantasy its worth getting and reading, its that good.

5) Ravenloft

If Hollowfaust is one of the most memorable places in D&D, certainly Count Strahd Von Zarovich has got to be one of the most memorable villains in D&D.  A rich, fleshed our character that brought a sense of renaissance to D&D, and really showed off how much more creative the game can be beyond the standard fantasy cliches.  This module was all about the infamous vampire with whom the players must play a cat and mouse game, one left up to the a wide range of circumstances for which it was impossible to prepare for.  I think really that’s what made the module so memorable for me, every time you faced Strahd it would be in unexpected circumstances that no matter how hard you tried to prepare for you never could be quite ready.

Strahd makes a return in 5th edition, I’m not surprised. 5e was really trying hard to capture the old classic feel of D&D and nothing says D&D like a return trip to Castle Ravenloft.

While certainly Strahd took center stage in this module, really this entire module is filled with vivid and imaginative writing that really inspire and give you a sense of place and time.  The lands of Barovia, Castle Ravenloft and the rich history written into the main NPC’s of the story gave the entire thing almost a sense of proper literature. It inspired an entire setting that was created around it.  In my humble opinion this was among the best ever written for Advanced Dungeons & Dragons, a part of D&D history that no fantasy fan should miss.  Its as valid and exciting today as it was way back then.

4) The Red Hand of Doom

In my humble opinion while the amount of material, in particular modules that where written for 3rd and 3.5 editions for D&D was enormous, there actually where very few that truly stood out from the crowd.  The Red Hand of Doom was definitely among them and comes in at number 4 of my top favorites.  There is no doubt my love for Richard Baker’s writing and style played a big part in my appreciation for this module, but it was in fact one of the most unique and challenging modules to come out of 3rd edition era.

Red Hand of Doom really put the players in the position of leadership, its about the equivalent to a D&D version of Star Wars: A New Hope. A rag tag group of rebels fighting against impossible odds.

The Red Hand of Doom was really much more then a module, it was really the basis for an entire campaign, one driven by concepts like mass combat, politics and open ended conflict.  It certainly had a structure going from A to Z, but really it gave the players an enormous amount of freedom.  It was one of those open play modules that really could and most likely did go just about anywhere for every group that ran it.  It was generic enough to fit into any fantasy setting world, yet specific and unique enough to really inspire the imagination and set a strong sense of time and place.

Of course this in itself would not have been enough to catapult it this high on the list, it also boasted some wonderfully written characters and places, memorable not only for their personalities, but for how they where designed mechanically.   Among my favorites was the Half-Dragon commander of the force that stood against you Azarr Kul, oh what a bastard he was.  This is one of those modules that really had a bit of everything in just the right proportions to keep it fresh, thinky and fun to both run and play.  More than any other module on this list, this is one that still very much begs to be played regardless of which D&D system you prefer.

3) Test of the Warlords

Ok into the top 3 now, this is definitely among the best of the best.  For me, Test of the Warlords was an absolute must add to this list, I knew the moment I decided to make it.  Test of the Warlords is a high level campaign adventure built around the concept of exploration and settling of a wild frontier.   Players take on the roles of kingdom builders, working their way from humble explorers to kings of country.  This is another end game module, one that will not only test the skills of the players but their ability to conceive and create a D&D empire of their own, one among a politically heated environment designed around some truly fantastic characters.

Its truly a rare D&D campaign I run that is not influenced by this module in some way even if I’m not directly running it. For such a slim product, its amazing how much you get out of it.

This was Game of Thrones before there was a Game of Thrones full of life and plenty of room for a GM to get creative.  I have run this module as a campaign more times then I can count, its an absolute masterpiece in my eyes.

2) Temple of Elemental Evil

This shows up on a lot of top 10 lists and its no surprise to me.  This classic master piece is without question the best module created during the TSR era.  It really is the foundation for everything that D&D stands for and aspires to be.  From the humble beginnings of would be adventure wet behind the ears to heroes of the realm facing gods themselves.

I have run this adventure/mini campaign at least a dozen times at this point, no group has ever succeeded to date. It’s a true role-playing challenge.

This is a module that covers the entire spectrum of fantasy adventure from mystery, horror, to dungeon crawls and politics.  Players can approach this campaign from a uncanny amount of angles with its open ended experience, with new tests of courage around every corner.

Sure at this point perhaps its a walking, talking cliche, but D&D cliches were invented somewhere and there is no doubt in my that this module defined many of them.  Absolutely love it, as valid today as the day it was written.

1) Morricks Mansion

Ok here we go, my top, favorite module of all time for D&D absolutely has to go to Morricks Mansion brought to you by the masters of darkness, White Wolf Publishing.  Without a doubt one of the most creative story’s ever put to paper into a D&D module, its creepy mystery, fantastic back story and awesome NPC characters make this adventure absolutely pure joy to run.  White Wolf really put their best foot forward with this one, yet oddly I rarely find it on anyone’s top 10 list.

Morricks Mansion is in that sweet-spot level wise (3-5) in which 3rd edition was at its best.

If you really want to surprise the hell out of your players with a true master piece, this is one of those movie moment adventures that will more then deliver.  Its certainly very different from your typical fantasy trope adventure and this definitely one of the core reasons why it sticks out in my mind, but more then that its about the fantastic back story that delivers on all pistons.

Pitch perfect must play module!

D&D: The GameMaster Theory

I rarely write either RPG articles or theory articles, but I think I should given that this blog was always intended to handle all forms of table top gaming and role-playing definitely falls into that category.  In particular however that I actually do love RPG’s and play them as often as I can.

I actually kicked off this blog with articles about D&D several years back,  so I thought why not get back into the spirit of things by continuing kind of where I left off.

One aspect I love to explore about D&D is its rich history as a game, fandom that is associated with it and the many different versions and variations of D&D that have been released since Gygax’s original work.   This goes far beyond simply editions of the game as we have seen offshoots, based on re-imaginings and even spoofs.  More than that though I love to muse about the theories and ideas behind being a great GM and this will be the topic of today.

Hackmaster is one of the more curious games to come out with the D&D premise, in this case it was originally a spoof of the game.

First I would like to say that I think Gygax, no matter what he ever said or thought about how his game was treated after he himself stopped working on it, he certainly should be proud of the legacy and fans he created.  His passing was a great loss to the RPG community, but really his creativity lives on and among gamers, having a story about how you played D&D in the past, is perhaps one of the most common things most table top gamers share.  Few of us will ever see the day where we create something that wonderful, it really is a lifetime achievement.

With Gygax’s passing, the RPG community lost one of the greats but it should never be forgotten how controversial many of his ideas about RPG’s are today.

Despite this however Gygax’s work is often seen in the light of what he started, rather then a body of work that is relevant in today’s gaming communities.  This irks me personally because I actually believe his original writing still trumps everything that has come out since.  He isn’t a classic original to me, he is a master who’s work is as relevant today as it was the day it was created.

For me personally their is a lot of nostalgia built into the 1st Advanced Dungeons & Dragons edition as its the first version of D&D and RPG I ever played.  That said, I do continue to use it, in particular my Gamemasters guide which I see as a platform for inspiration and as a backdrop for the creation of adventures in fantasy worlds even when using other rule systems.  I believe it to be as valid today as it was back then and in a lot of ways, it is behind almost all of the success I have ever had as a GM.  No other GM guide ever written since has provided me with the same level of input and conceptual ideas as this book.

While 1st edition Advanced D&D was not the first version of the game, to me, in these original works they were still trying to find the game. 1st edition AD&D really was the first complete vision for the game.

People (friends) often ask myself why I value this ancient and outdated tomb to modern books, a question I hate answering in person as it usually leads to conceptual arguments but… in my blog, I don’t have to entertain arguments so I will explain it.  I believe the answer is that Gygax spoke of the GM in a unique way, a way that modern RPG’s no longer do, perhaps my biggest beef with modern RPG’s in general.

In Gygax’s writings the GM is the creator of all things, the master of the game and perhaps most importantly the master of the rules.  This concept is often frowned upon in modern RPG gaming environments as it has a totalitarian, almost tyrannical feel to it.  It suggests that the GM is more important then the rules, the other players and their characters.  Its with this interpretation of Gygax’s original GM bible that I have issue with because I believe it to be both a very narrow interpretation and not at all in the spirit of the writing, yet it is a quite common interpretation and outlook on the book in modern RPG communities.  In fact its often reflected onto the man himself.

I believe Gygax’s GM guide, the bible as I like to call it, made clear that the GM was the author of the world, the story and the adventure.  He is the creator and that does have certain privileges in the participation of mutually experienced, interactive storytelling game that is role-playing. But, and this is the most important message of the book, everything, the writing, the creativity, the adventure, the game session, all of it is created solely for the benefit of his audience, the players.  Unlike is often suggested about Gygax and his writings, he valued players most of all.  With the caveat of course that the players represent characters in a story that may not necessarily, in fact should not according to the bible, turn out how the players expect or even hoped it does.  In fact, like all good story’s it should be filled with trials and tribulations and often end in sadness and tragedy as so often the best story’s do.

I always liked this second cover for Dungeon Masters Guide much more then the original.

In essence Gygax’s was a purist and something of a historian, clearly well read,  he understood that happy endings generally don’t make for a good story, an aspect of the art of creative writing and storytelling that has been lost in the 21st century.  I think the reason people believe that Gygax and his 1st edition were tyrannical and negative is because people have grown accustomed to a guaranteed happy ending, one that is expected, one that is in line with their hopes and most important one they feel control over.

A good example is the story of Romeo and Juliet.  Today, such a story would be rejected, seen as a poor ending, but Shakespeare, quite possibly one of the greatest masters of storytelling understood how powerful a tragic and unexpected ending could be and his writings are full of them.  Imagine if that story ended with Romeo and Juliet living happily ever after, would it have been as powerful, as popular and as memorable?  I’m certain that it would not.

This is what Gygax was driving at with the GM Guides approach to adventure writing and author control.  He understood that it was more important to tell a powerful story, one which surprised, or even better shocked their audience, rather then one that was predictable and concluded in an expected way.  The only way to ensure that is to allow the GM license to author, to create adventures that were quite obviously rigged to favor the direction the GM wants the story to go as opposed to where the players are trying to will it to go, which in modern games is done through the manipulation of the mechanics.

In modern RPG’s what we have is two key presumptions that always ring true.  The players are the heroes of the story and they will always succeed in the end.  A tragedy or surprise in a modern RPG session is that a character dies, a concept in itself often considered controversial, one that should be left to the rules to resolve as opposed to a GM’s interventions and in fact, its expected that the intervention of a GM will come in a form of saving a character, not ending one.  Its considered wrong for a GM to rig the death of a character, often its considered wrong to let the rules of the game end a character,  all signs of a bad GM in the eyes of modern gaming “think”.

While I actually thought the 4th edition DM guide was well written and spoke to the modern RPG gamer, 4th edition itself was almost completely empty of Gygax’s magic touch.

Now what is the cause of this turn from darkness and tragedy to light hearted happy endings?  The game.  Yes, RPG’s have become more game and less story.  We now want the rules of the game to govern when, where and how a character meets his end and when an adventure succeeds or fails with a clear expectation that the GM will drive them to success and prevent tragedy.  In my eyes, this is terrible.  One of the most powerful pieces of storytelling has been lost, the ability for the author of the story to steer it into the surprises and tragedies for the benefit of creativity and memorable moments.

Now I will argue as devils advocate and say that sometimes the rules do come through and create wonderful moments as well, but we are literally rolling the dice to see if that happens and in my experience these memorable moments are few and far in-between by comparison to the old days of a well scripted and planned tragedy or an unexpected twists.   More importantly, they feel more forced then the manipulations of a GM as the mechanics of the game and of the characters can be designed for success.  Often it’s something simple like “the door is locked and no you can’t pick it and you don’t know why”.  Oh you have lock picking at +1000 and can pick all locks with 100% efficiency so you want a roll to see if your successful?  Sure as a GM I can let you roll the dice and lie to you about how you failed anyway, but what is the point of that?  In my eyes, obvious manipulation of the rules as defined by modern games, puts to question the reason to have them.  Is it not the same thing that Gygax is saying anyway, that, the GM is the master of the game and embodies the powers that govern the laws of the universe?  Its called The GameMaster for a reason, these words were not chosen frivolously, there is power in them with a purpose.

Rules heavy games like GURPS are also fun, there is a lot to be said about a rules driven RPG, but the experience is very different.

I digress, my point here is that Gygax understood how to create a great story and he understood that the GM would need to take a lot of liberties to ensure those powerful moments, those twists, all those surprises materialize.  His Gamemasters guide defines these aspects in great detail, even going so far as Gygax arguing with his own words to make the point, a style of writing I often use myself.

The point is that the GM effectively has to cheat and Gygax was ok with it and so am I, but I think its important to note that it was underlined that its not really cheating because the rules are not that well defined very intentionally, hence left for interpretation.  Its why I call it a bible as it means something different to each person that reads it, much of what is in the GM guide is, is up for interpretation but its made clear that the authority on how it should be interpreted is the GM.  Unfortunately because of this interpretive aspect of the book, people often missed his point of why its setup this way.

The question we must then ask is,  is if this is fair?  Is it fair that one player in the game gets to decide what happens, rigs the mechanical portions of the game to create the experience he wants everyone else to have and to ensure events transpire as written and planned?  No of course its not fair, but the GM is not a player, he is your narrator, the person bringing you the adventure, he is not governed by mechanical rules and its this key aspect of the original GM guide for 1st edition D&D that is at the center of the theory behind how the GM should conduct himself.  It a responsibility to create an experience that feels fair, but clearly behind the screen is not.

His story is there for you to experience and since you have no idea how it will turn out, whether its the dice that lead you to that end, or the manipulation of events by the GM is completely irrelevant and would be indistinguishable to you if you were not aware of the rules of the game.  The dice are a meaningless component in the story and play a small role at best.  You don’t know what will happen either way and it will be surprise dice or no dice, the difference is that the dice will make it random, often anti-climatic, while a storyteller, a good GM that is, will always make it an amazing one or at least that is the aspiration.

Modules are a big part of D&D and may seem contrary to Gygax’s theories since they are usually very mechanical, but if you really read some of the original works you’ll find that the spirit of creating atmosphere is always at the center of every module written for D&D in the early days.

This is not to say that players should not have any influence over the story, again the GM guide speaks to this as well.  The players should most definitely contribute to the moments in the story in their control.  Its their dialogue, their choices, their responses to what is happening that are most important.  This however is always an illusion of control, one players insists on having rules dictated in some vein effort to grasp the reigns of control, but the dice are as much an illusion of control as the players involvement in shaping the story.  They certainly will experience the story from their own perspective, its why dialogue and the common question from the GM is “what do you want to do”, but at the highest level of storytelling is this simple fact.  You will experience the GM’s creation as he has written it, attempting to manipulate it with dice will not change this aspect, or perhaps better to say it should not.  Its more likely that using dice to determine the story will derail the planned twists and create a lesser experience, but its not going to give you any additional control.

And so this is the point.  The GM is the master of the game, let him do his thing, this is what the 1st edition GM Guide, Gygax’s greatest contribution to role-playing tells us.  Its the GM’s job to create the illusion, its the players place to sit back and enjoy it from the perspective of an interactive character.  This is what role-playing is to me and while I know countless players would argue the opposite, to me, much of the art and creativity of the game has been lost as a result of this awkward shift to letting rules govern the game.  Its also why I consider Gygax’s Dungeon Masters Guide for 1st Edition D&D the single and quite possibly only worthy source for becoming a great GM.

One final aspect of GMing I think the Gygax touched on is the concept of adaptive play, something I think a lot of GM miss the point of.  The idea is simple, you create story’s for your players, hence you must know what kind of story’s your players love and give those story’s to them with a twist.  Another words, this idea that the GM is a Tyrant and runs the story he wants to run, is wrong and not supported by Gygax’s writing though for some reason its an idea always attributed to him.  This is not at all what he is talking about when he talks about the GM’s powers and how to apply them.  In his and my eyes, its vital that you create story’s that are built around the characters, around the players preferences and always for their benefit.  Hence in a lot of ways, the act of a GM is creating a story that the players requested and often this meta conversation is what doesn’t take place between GM and players.  It must.

Gygax’s modules were always rich with story but some were very fighty. This is because he understood the concept of adaptive play, that, sometimes players just want to fight their way out of problems and that’s fine too.

If your players want a political thriller and you give them a dungeon crawl, you are not going to be successful no matter how well written, planned and executed the story is.  More importantly, you will still be a shit GM, because the core, fundamental rule for a GM is that you are a host, the entertainment and your audience is the single most important and only reason you are creating and telling a story.  If you miss that, everything else you do right will be in vein.

So that is my interpretation and theory on being a good GM.  In short, listen to Gygax, but really listen to him, not to the presumptions and discussions about his work, read the book, absorb the book and understand what ideas about the GM he is presenting.  If you can manage to do that and take his advice, you will be a great GM.

 

 

Dedicated To All Things Gaming