Last year I only really talked about gaming plans and made no predictions....hell, last year was my lowest post count year-over-year since 2011 when I started blogging. At least some of this has been due to a lack of time, but some of it was also due to a gradual slowing down of the total creative content I had energy to post on-site. I might tick that up a bit this year, but if you look at the first 3-4 years of the blog I spent a ton of energy on posting existing world and lore content, sometimes just for fun, sometimes in a useable form for those who might be entertained by such. Cut to 2021, and I think the old era of "dense lore-packed fantasy gaming settings aimed at inspiring the imagination (or boring those who don't like dense lore-packed settings)" is a bygone era, and contemporary gaming are all about hitting the right ratio of inspirational reading to accessible content. Everything from current WotC products to Necrotic Gnome's OSE style of module making reflect a shift in design emphasis that moves presentation of a world or setting much closer to the "practicality" of the content in design. This has led me to think a lot about how I could do something like this for my own settings and scenarios, and that's not a bad thing; making content that is accessible to the average time-harried GM is a great idea, actually.
Anyway, for 2021 I predicted some things then a couple weeks later noticed my predictions were all wrong already. In the end I ran several games: D&D 5E for a while, then Cypher System, then back to Pathfinder 2E. I dabbled in Call of Cthulhu for a couple months here and there, started a Mothership ongoing campaign somehow despite being overloaded, and then at last got to run live games again, focused on D&D 5E, D&D 3.5 and Call of Cthulhu. I had a two-session Gamma World 1st edition game in the mix, which was a trippy and fun experience for all. During all of this I got to be a player in a Call of Cthulhu game a friend of mine ran for much of the whole year using Astral Tabletop.
For 2022 I make no crazy predictions at all: there's going to be more Traveller this year with its 2022 edition fresh in mind; Mothership is here to stay, too fun to give up any time soon; D&D 5E will likely return, as I have a group that quite enjoys it and doesn't mind when I apply some gritty rules to make it feel more like I like things; Pathfinder 2E is likely not going anywhere, I suspect. Outside of that, I can't say for sure, but I may push to run some historical games soon, though whether I will use GURPS, Mythras or OpenQuest 3 I cannot yet say. I wanted to do this last year but there are limits in life. I could easily run something that is "mostly historical" anyway with careful use of D&D in either 3.5 or 5E, or Pathfinder 2E.....it would just require some serious caveats about the magic.
Still, I'm not much for tinkering with game systems so in the end I will run what I actually have time to mess with. That means pretty much D&D, Pathfinder, Call of Cthulhu, Traveller, Mothership, and maybe if I am inspired to a certain weird campaign this year a return to Cypher System. I feel like a broken record player, but hey, I'm getting old and this seems to be what happens when we all get old.
My biggest goal this year would be to move back to fully live gaming but the pandemic has permanently changed that to some degree, so I will settle for one live game a week for now. Where things are a bit wacky are in the current online Mothership game, which I am running with old gaming buddies from across the country and do not want to ever quit, and with Saturday, which has players who for various reasons that is simply the best way to handle it. I think I am fine with that.
Roll20 looks like it will reign supreme, at least until or if I can figure out Foundry. I bought a copy, but it's kind of inexplicable to me as to what to do. I need to find time (and interest) to watch some videos and find out how to use Foundry, at like, even the most basic level. Foundry assumes a level of competence in handling the kinds of tasks it provides for, and I do not have any of that (even Roll20, outside of its basic fundamental usage model, is a bit of an enigma to someone like me who has a live-game experience informing my view on gaming).
I do have a wishlist for 2022, which is short and sweet:
1. I'd love to see a more user-friendly VTT enter the market, one which is more cost effective and provides for a more "table-like" experience with less fiddling over complex virtual maps and minis;
2. I'd like to find time this year to prep and play the Aliens RPG and Conan RPG (both from Modiphius), and maybe even the Star Trek RPG (fun fact: in the long-ago days I was a big Star Trek fan and ran a lot of the Star Trek RPG as presented by Last Unicorn Games);
3. I'd like to settle once and for all this year whether my obsession with the OSR games, especially OSE, DCC, MCC and other acronyms of similar nature, is mostly a fun trip through a wonderland I have no intention of seriously visiting, or if I can get some traction out of these titles. I am continually obsessed with the long-ago recapturing of the old days, but thwarted by the fact that the exact nature of what I enjoyed most about gaming back then is not quite in the same spirit as what most OSR manufacturers produce today, which is itself more of a nostalgia trip filled with a vision of nostalgic compliance that I was thwarting even in 1981 with AD&D.
Beyond that I have no real idea.....there are some other things which will affect 2022 a bit, but nothing that merits mention in the blog. Will, for example, a game like Pathfinder 2E be a more satisfying experience at the live game table vs. the VTT environment? I suspect that it will...at minimum because the GM has more positional control to "fix" things when they seem to be going severely south for the players, something which happens a nontrivial number of times in Pathfinder 2E, a game which due to its tighter balance means there's less wiggle room for the GM when it comes to the math on encounters.*
Also, we might be losing our resident rules lawyer in the games, at least for a little while. That tends to have an interesting impact at the game table. The GM gets to lean more heavily on the "rulings instead of rules" axiom, and there is less flipping through the rulebooks to figure it all out; the net result is maybe less mechanical accuracy but in exchange the pace and story elements pick up. In all honesty, I used to run games for a more relaxed and non-rules-lawyery group, so its been a long time since I had this sort of situation and its kind of exciting. Don't get me wrong, I will miss the player, but a game which move more seamlessly and allows the GM more leeway to do rulings over rules is ideal.
Actually....this is a thing I have considered. There are some games I like because their rules elements are "just enough" that they work fine without the need for complex elaboration mechanically. Then there are other game systems (of which Pathfinder 2E is one, and maybe Mythras is another) which often beg for mechanical alliteration and literacy, and the net result is that the game can, at times, bog down in such minutiae. I admit....I am really starting to spiral away from that approach these days. Not in a "I suddenly like OSR systems with no skill rules"** style of play, but more like a "I'd love to run GURPS again, but with all the mechanical bits set to minimum/zero" style. Or, you know, BRP but with none of the more complex optional rules in play unless it enhances rather than bogs down the experience.
I guess what I keep trying to say is, "Help, my players love our ongoing Pathfinder 2E campaign but I am so very, very tired of dealing with the mechanical tightness and predictability and wish I could have a more relaxed, freeform game using D&D 3.5 or 5E in its place," which is crazy, of course, to realize that the looser design of PF2E's predecessors is actually a superior play experience for everyone despite the generally more convenient GM elements in the newer game. But I embraced it two years ago so I guess I gotta see this ship through to its end, right?
*Some of the problem is showmanship; with VTT environments the players often have the books, tools and visibility to notice when a GM has just chosen to break a rule, "fix" a # (or roll in secret), or is willfully modifying or ignoring a stat block. You can run a game straight, mechanically, in Roll20 but the net result leads to arbitrary TPKs and scenarios where the campaign gets unintentionally derailed. This is less of a problem in games where the intent is to play as sandbox as possible, but I have been running a more story-driven and less sandbox-like campaign in PF2E and its been kind of a nightmare as a result.
**A lot of the OSR is obsessed with the B/X and BECMI era of D&D. I am not on that camp; class-as-race sucks, and limits what you can do and what stories you can tell (and characters you can play). Likewise, both AD&D 1E by the Wilderness Guide/Oriental Adventures era of books introduced a proficiency skill system, and the B/X era books had a skill system as early as the first Mystara Gazetteer set in Karameikos. Why does the OSR abstain from at least importing some version of these skill mechanics to the respective OSR editions they emulate? Why is AD&D 2E the only edition with any OSR emulation that includes skills? I had already made a homebrew skill system by 1982, chiefly because skills added lots of flavor to characters, and it let players (we were all kids back then in my group) to identify when their character, who was supposed to be a skilled adult adventurer, identify that he or she had a given skill that we as the player couldn't hope to live up to.
I get that OSR design today leans heavily on the minimalist side of mechanics and play approach, but what I am trying to say is: my OSR experience was not the same as what is reflected today, and that leads to an eternal disconnect for me. At least OSE emulates the career/profession skill rolls from AD&D 1E in its books! And covers race with class mechanics in addition to race-as-class quite well, too.
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