Tuesday, June 24, 2014
Savage Worlds Science Fiction Companion and Super Powers Companion 2nd Edition in Print
Over the weekend my hard cover deluxe copies of both the Savage Worlds Science Fiction Companion and the Super Powers Companion (2nd edition) arrived. Some of you may recall that I was pretty impressed with the SF Companion in PDF format, and I spent all of February writing up stuff for it (compilation here). Well, the books are both gorgeous, and I'm now thinking about new stuff I can do with both the SF Companion and the Super Powers Companion, which by the way is a lot closer to my vision of what I'd like Mutants & Masterminds to look like....a slim, digestible, to-the-point compilation of all things four color --not that comics are four color anymore; bonus points if you are reading this and have no idea what the term means without googling it!
Anyway, so I know I said I'd get around to focusing on the ten or so games on my list a week or so ago....but I gotta follow my muse if you will, and right now that's telling me I'm not done with my Savage Space setting.....or the percolating supers setting I am now thinking about (thanks to a recent overload reading the Bendis-written New Avengers run)...
Monday, June 23, 2014
Traveller: Liftoff - Beginner's Edition
Neat idea: Mongoose is going to publish a beginner's set for Traveller aimed at a younger audience. The intro to the concept (and the beta test) to Traveller: Liftoff is here, and the free downloadable beta PDFs are here. The developer is 13Mann which is apparently Mongoose's German affiliate/licensee. Interestingly they've apparently already done this with a beginner's set for Rolemaster that gets kids into the game.....forget the kids, I'd love to try out a beginner's Rolemaster! Long before the modern era of D20, OSR and Indie games there was a time when complex games weren't kidding around, and Rolemaster was leader of the pack (right next to Chivalry & Sorcery). The idea that they could make a kid-friendly version intrigues me. For Traveller it's a no brainer.....Traveller at it's core is a fairly easy game system (MGT in particular).
Anyway, check out the beta playtest and decide for yourself....
Friday, June 20, 2014
Keloid
Keloid is the best concept movie trailer I've ever seen....really hope this becomes a real film:
Keloid from BLR_VFX on Vimeo.
Keloid from BLR_VFX on Vimeo.
Best D&D 5E Satire Ever
This post at RPG.net may be the most amazing satire that I have ever read on the whole edition war/pre-edition jitters thing. I am linking it, but I would like to preserve it in amber as well, so here is the text. I did not write this (though whoever did is using what looks to me like a low thread-count special log in just for such things which might be seen as "bannable") but I wish I had:
NEWSFLASH: New Version of Dungeons and Dragons Doesn't Please Everyone!
by moonkids on RPG.net
A fortnight of previews of the forthcoming edition of the One True Game has culminated in the release of a sample character sheet and a picture of some goblins. Almost immediately, several role-playing messageboards were “critically hit” by dozens of protests.
While ordinary folk went about their business today, the “heroes” of the Forgotten Boards leapt into action. Like all groups of people who have interests that are almost-but-not-quite identical, they were quickly at each other’s throats.
Several posters quickly pointed out aspects of the rules that were “unrealistic” or “utterly broken”. Others disagreed, stating that “those are the bits that are actually good” and suggested that perhaps “the bits you guys like are actually what is broken”.
While a few posters did try to preach patience and calm, they were quickly dispatched by their more combat-savvy brethren. We spoke to some of the posters to find out what was upsetting them about the new rules. User Tyler Gnoll had this to say:
“Well, extrapolating from this tiny subsection of the final rules, it’s safe to say that there are going to be some totally broken and over-powered character builds. It’s crystal clear that the entire edition has been lazily slapped together by people with gelatinous cubes for brains. I’m going to have to house-rule basically every single thing in the game, so what am I actually paying them for? I almost wish there was some way for me to not pre-order the books.”
While fifth edition has been built from the ground up to incorporate elements of every previous edition, and to be highly customisable to suit personal taste, this isn’t enough for some fans of the previous editions:
“The game is basically just Fourth Edition with a different number on it,” said user Manuel P. Lane. “I can tell because there’s a rule in there that I don’t like.”
User Metro Gnome was even more scathing:
“I don’t see why I should bother even looking at this rubbish. There are all these rules that are somewhat different to First Edition, which is clearly the greatest of all editions. If I can’t play a game that is identical to 1E in every respect out of the box, then what’s the point?”
When asked why he didn’t just keep playing 1E, he replied: “I will, of course. But it’s the principle of the thing.”
For others, the previews meant the reopening of festering wounds like the debate over what the completely abstract systems of Hit Points and Armor Class represent in the real world (they don’t represent festering wounds, ironically).
“I’ve worn heavy armour in real life,” said user pXX, “and my Dexterity definitely affected my Armor Class. I forgot to write the exact numbers down, though.”
“Hit points represent meat,” said user Claude N. Board, “When you reduce someone’s HP, you’re cutting arms and legs and steaks and sausages off of them. The only way to heal that jazz is by magic, in my experience. Of course, losing pieces of yourself never reduces your combat effectiveness, but that’s okay because it’s all abstract anyway, right?”
While D&D is ostensibly a “role-playing” game based in the collective imaginations of its players, other points of contention to arise have included the new edition’s focus on story and roleplaying elements that don’t involve any math at all(!), and the game’s “rulings over rules” philosophy:
“There needs to be a good, solid rule for absolutely anything and everything that a player could possibly imagine wanting to do,” said user Raul Sloyer. “I don’t care if that requires a Bookshelf of Infinite Holding. It makes me feel really uncomfortable to have to think of things that might not already have been thought of and written down, and then really vulnerable to have to talk to my Dungeon Master about them and have her judge whether or not they might be possible.”
Some were incensed less by the rules, and more by the fact that the rulebooks might contain superfluous information:
“I just can’t comprehend how they could waste all that space on rules that I won’t personally ever use! I was in the playtest and I gave them my phone number, but they never even called to check whether or not I care about electrum pieces!” said a clearly anxious Trudy Six.
While somewhat less controversial than the rules, the previewed art didn’t escape the gaze attack of learned forumite Knot Evil:
“Those goblins look totally wrong. Have they ever even met a goblin? Our … I mean, their noses aren’t anywhere near that big!”
It’s all looking pretty grim for the messageboard faithful. Tyler Gnoll went so far as to declare that he might even bugger off and never complain on a D&D board again. Amid muffled cheering from his fellows, he eventually changed his mind:
“The way I see it, I could cancel my pre-order and stay away from these boards. But then it’d always be at the back of my mind that all of this complaining would be going on here without me. And they probably won’t even be complaining about the right things. I think it’ll better for everyone if I take one of those newfangled Second Wind actions and stick around.”
NEWSFLASH: New Version of Dungeons and Dragons Doesn't Please Everyone!
by moonkids on RPG.net
A fortnight of previews of the forthcoming edition of the One True Game has culminated in the release of a sample character sheet and a picture of some goblins. Almost immediately, several role-playing messageboards were “critically hit” by dozens of protests.
While ordinary folk went about their business today, the “heroes” of the Forgotten Boards leapt into action. Like all groups of people who have interests that are almost-but-not-quite identical, they were quickly at each other’s throats.
Several posters quickly pointed out aspects of the rules that were “unrealistic” or “utterly broken”. Others disagreed, stating that “those are the bits that are actually good” and suggested that perhaps “the bits you guys like are actually what is broken”.
While a few posters did try to preach patience and calm, they were quickly dispatched by their more combat-savvy brethren. We spoke to some of the posters to find out what was upsetting them about the new rules. User Tyler Gnoll had this to say:
“Well, extrapolating from this tiny subsection of the final rules, it’s safe to say that there are going to be some totally broken and over-powered character builds. It’s crystal clear that the entire edition has been lazily slapped together by people with gelatinous cubes for brains. I’m going to have to house-rule basically every single thing in the game, so what am I actually paying them for? I almost wish there was some way for me to not pre-order the books.”
While fifth edition has been built from the ground up to incorporate elements of every previous edition, and to be highly customisable to suit personal taste, this isn’t enough for some fans of the previous editions:
“The game is basically just Fourth Edition with a different number on it,” said user Manuel P. Lane. “I can tell because there’s a rule in there that I don’t like.”
User Metro Gnome was even more scathing:
“I don’t see why I should bother even looking at this rubbish. There are all these rules that are somewhat different to First Edition, which is clearly the greatest of all editions. If I can’t play a game that is identical to 1E in every respect out of the box, then what’s the point?”
When asked why he didn’t just keep playing 1E, he replied: “I will, of course. But it’s the principle of the thing.”
For others, the previews meant the reopening of festering wounds like the debate over what the completely abstract systems of Hit Points and Armor Class represent in the real world (they don’t represent festering wounds, ironically).
“I’ve worn heavy armour in real life,” said user pXX, “and my Dexterity definitely affected my Armor Class. I forgot to write the exact numbers down, though.”
“Hit points represent meat,” said user Claude N. Board, “When you reduce someone’s HP, you’re cutting arms and legs and steaks and sausages off of them. The only way to heal that jazz is by magic, in my experience. Of course, losing pieces of yourself never reduces your combat effectiveness, but that’s okay because it’s all abstract anyway, right?”
While D&D is ostensibly a “role-playing” game based in the collective imaginations of its players, other points of contention to arise have included the new edition’s focus on story and roleplaying elements that don’t involve any math at all(!), and the game’s “rulings over rules” philosophy:
“There needs to be a good, solid rule for absolutely anything and everything that a player could possibly imagine wanting to do,” said user Raul Sloyer. “I don’t care if that requires a Bookshelf of Infinite Holding. It makes me feel really uncomfortable to have to think of things that might not already have been thought of and written down, and then really vulnerable to have to talk to my Dungeon Master about them and have her judge whether or not they might be possible.”
Some were incensed less by the rules, and more by the fact that the rulebooks might contain superfluous information:
“I just can’t comprehend how they could waste all that space on rules that I won’t personally ever use! I was in the playtest and I gave them my phone number, but they never even called to check whether or not I care about electrum pieces!” said a clearly anxious Trudy Six.
While somewhat less controversial than the rules, the previewed art didn’t escape the gaze attack of learned forumite Knot Evil:
“Those goblins look totally wrong. Have they ever even met a goblin? Our … I mean, their noses aren’t anywhere near that big!”
It’s all looking pretty grim for the messageboard faithful. Tyler Gnoll went so far as to declare that he might even bugger off and never complain on a D&D board again. Amid muffled cheering from his fellows, he eventually changed his mind:
“The way I see it, I could cancel my pre-order and stay away from these boards. But then it’d always be at the back of my mind that all of this complaining would be going on here without me. And they probably won’t even be complaining about the right things. I think it’ll better for everyone if I take one of those newfangled Second Wind actions and stick around.”
Thursday, June 19, 2014
Stuff: Rob Conley's Thumbs up to D&D 5E and OSR Today
Hats off to Tenkar for scooping the existence of OSR Today, a news site collecting all things OSR.....an onerous task when you consider that there's a lot of OSR spread out over a few hundred blogs and a few dozen retroclones (never mind the non-D&D-likes!)
One of the articles on OSR Today was a link to Rob Conley's actual play report of D&D 5E from Origins. The TL:DR* version is: it felt just like any other edition of D&D pre-3E and could as easily have been C&C or Blood & Treasure. I don't know about you, but on my dart board of OSR captains Rob is very close to the center, so I'll take his endorsement as a clear suggestion that 5E may well bridge a gap between D&D now and D&D then....though I also am sure the D&D 4E fans will continue to be agitated...Well, you know what they say about how you can please some people all the time or all people some of the time.....
Anyway, check the actual play report and OSR Today out, cool stuff.
*For true grognards who might labor over this and not immediately consider springing to google for answers (for example such as my uncle), it means "too long; didn't read." However a true grognard definitely read the whole thing carefully, perhaps in a printed copy, identified and marked the pedantic inconsistencies, filed a full commentary and then presented a follow up or rebuttal in the next print copy of his or her fanzine, next to the article on just what a travesty it is that we're not seeing more hoopla about the 199th anniversary of Waterloo. =)
One of the articles on OSR Today was a link to Rob Conley's actual play report of D&D 5E from Origins. The TL:DR* version is: it felt just like any other edition of D&D pre-3E and could as easily have been C&C or Blood & Treasure. I don't know about you, but on my dart board of OSR captains Rob is very close to the center, so I'll take his endorsement as a clear suggestion that 5E may well bridge a gap between D&D now and D&D then....though I also am sure the D&D 4E fans will continue to be agitated...Well, you know what they say about how you can please some people all the time or all people some of the time.....
Anyway, check the actual play report and OSR Today out, cool stuff.
*For true grognards who might labor over this and not immediately consider springing to google for answers (for example such as my uncle), it means "too long; didn't read." However a true grognard definitely read the whole thing carefully, perhaps in a printed copy, identified and marked the pedantic inconsistencies, filed a full commentary and then presented a follow up or rebuttal in the next print copy of his or her fanzine, next to the article on just what a travesty it is that we're not seeing more hoopla about the 199th anniversary of Waterloo. =)
Wednesday, June 18, 2014
The last word on female warrior armor
Thanks to Game in the Brain for discovering this....the couple in the video are hillarious, and make some damned good points about the problem women warriors face in melee....
Good News Everyone! Deluxe Tunnels & Trolls is looking good
Rick Loomis released a beta test version of the Deluxe T&T rules to backers today. If you're a backer check your email. I'll say this:
1. What's released so far is formatted and in layout with art and looks very clean and orderly.
2. It's already got 105 pages done but the page count says it should be 178 pages long plus a 16 page quickstart in the back ("short form rules")
3. I like what they did with talents in this iteration, it's a smart and not overly "baby with the bathwater" way to deal with it.
4. The art in the beta is awesome.
5. This looks like a version of T&T I really want to play. Like, yesterday. Right now. Damnit!
Since they still have the spell lists and other stuff yet to go, I'm guessing we'll probably not see this in time for August GenCon but maybe we'll see it before the D&D 5E DMG releases in November.
Games as Good Reads vs. Games As Good Rules
Expounding on my thoughts yesterday, I realized that you can really measure most RPGs on the market in terms of their readability vs. their functionality....that is, how fun it is to read the book, vs. how easy it is to figure out how to play from that book.
Most games seem to skew sharply in one direction or the other in my experience. If you're lucky the game will be both fun to read and as a side effect it will explain the rules to you along the way. More than a few contemporary games are fun to read because they are full of exciting fiction but the moment you get to the actual rules the game turns south, becoming morbidly dry text by comparison to the effective fiction it had up to that point been tantalizing you with. A few games suck horribly at the fiction, and those are unmentionables which neither entertain nor inform you of their intent in any meaningful way....they're the $1 bargain basement/ebay specials we run across on occasion in many cases.
In case you're wondering I'd label a lot of White Wolf/Onyx Publishing content in this category: fantastic reads, and with any luck the rules will become apparent as a side effect.
Of course...I'd probably suggest a number of FATE systems for games where the reading is great but the rules exposition is a nightmare of confusion. But I am self-identified as too "traditional" to grokk FATE so whadda I know.
Games which inform the reader of the rules extremely well usually do so by getting right to the point, being brief and clear. Only a few games in my experience really do this well. Savage Worlds is (in my estimation) the pinnacle (pun intended) of such design: clear, highly focused and lighting rod-on-the-money rules with no frills beyond lots of cool graphics and suggested but brief exposition by the author to keep you learning. Other games known for such flare include Tunnels & Trolls 5th edition, B/X Dungeons & Dragons, and Call of Cthulhu. It probably helps that the game systems for each is fairly basic.
More complex systems have given it a go, usually by refining their core rules into a lite package with generally okay results; Hero Basic does pretty well at condensing the whole game into a digestible package that's not too painful to read through, while GURPS has a fantastic lite edition which while ultimately short on enough content to use on its own is still the ideal teaching tool for GURPS. Speaking of which, as complex systems go I have to commend GURPS 4E for being fairly readable (imo) if convoluted....you'll enjoy trying to learn GURPS, even if the game still has too much crunch for most mortals to handle. Hero is similar; it's a fun read even if I never properly absorb any of it all for actual play.
There are games which fail at all of the above....some quite good, but nonetheless coming up short in terms of their ability to fullly engage the reader with either prose or clarity for obscure reasons. It's a bit of a personal call on what systems fit the bill, but I have a few of my own: I've always been baffled at just why I, a guy who reads a lot of modern SF and transgenic fiction, can't stomach reading Eclipse Phase. I similarly find Numenera hard to get into despite liking everything it seems to offer. Edge of the Empire might be a fantastic system but the little symbols the game uses are hard for my brain to pronounce/reconcile so I will never know. Similarly I know I should love Runequest 6 but my nagging visual disorder which prevents me from tolerating its odd font loops stops me cold. Then there are games like Mutants & Masterminds which feels like an enormous word count for what should be a more wiz-bang get-to-the-fun sort of game. MnM desperately needs a 64 page lite version that gets to the point....
There are some games that are just badly written and maybe even poorly designed, though it's hard to discover that if you're too busy suffering in pain at the prose. I honestly label a fair chunk of the Pathfinder/3rd edition D&D body of works under this label; there's a lot of stuff out there that's just not fun to read at all, and anyone who tells you otherwise is just trying to justify their obsessive collection habits in the face of crap. Most games that fail to be entertaining or illuminating usually die or get buried....there are a quite a few out there, lingering like the onerous beasts they are, hulking in the wilds of used book shops and PDF sales events.
I happen to have a short list of what I believe are the five coolest, most smartly written RPGs on the market. These are the five games I feel do the best job of both telling you and teaching you what they are and how they work. In no particular order:
Tunnels & Trolls 5th edition - the definitive T&T, and the one most people think of when they take a trip down nostalgia lane.
Cyberpunk 2020 - Mike Pondsmith's (NOT Richard Talsorian) engaging street samurai prose made this game come to life big time, and was fully integrated with the rules. Every game he wrote was great, but CP2020 was far and away the most engagingly written, fun read in an RPG before or since, and the reason most other cyberpunk genre RPGs fail is because they couldn't figure this part about CP2020's success out.
Savage Worlds - as I said earlier, Hensley writes to the point and keeps you on target. Anyone can take the Explorers Edition and run a game in thirty minutes, or be world building in two hours.
13th Age - nestled somewhere between old school and very, very new school 13th Age is an interesting beast. It's got a huge thing going for it: the game is well written, with an engaging tone and ease of style that makes figuring out the game very easy. This is probably the only full RPG I've bought in the last year that I have read cover to cover and thoroughly enjoyed. It's only flaw is that they are taking too long to get new books out.
Call of Cthulhu - the core rules are elegant and simple; the subject matter compelling and detailed. This horror game has survived as long as it has for a reason.
And now for the Best of the Inversion, fantastic story that conveys the rules, even if by accident:
Over the Edge - in a curious inversion, the engaging dialogue teaches you how to play with little effort at all; the rest of the game is all prose and fiction about the bizarre world of OtE on the island of Al'Amarja, and that's where most people will spend their time puzzling crap out...
Blood & Smoke (or anything WoD): The Strix Chronicles - a excellent reimagining of 2nd edition Vampire: the Requiem in which every page drips with suggestions, ideas, story and character. The game is in there somewhere too, I think.
And four games I love which are fun reads but terrible at teaching their own game (or making it interesting, anyway):
Legends of Anglerre - the only FATE game I got close to understanding. Well written and makes me want to play it, but even LoA didn't quite have what it takes to explain to a FATE newb how the hell it works (or at least how you can shed old school sensibilities and embrace the structured chaos of the FATE mechanics).
Conspiracy X and AFMBE - I have always found Eden Studios' wonderful games (Conspiracy X and All Flesh Must Be Eaten) to be awesome reads but the actual rules component is dry, sterile and uninteresting. I love both games but have never bothered to run either due to the agonizing, jarring contrast of the bland rules text vs. the amazing story text of those systems.
Mutants & Masterminds - oh god how can such a cool game be so boring to read?!?!?! Is it just me? I refer to the 3rd edition, which mechanically looks like exactly what I want out of a superhero RPG, but oh my god I can't suffer through reading the damned thing.
Finally, I give Hero System and GURPS 4E a pass, because I've learned (and run) both albeit with a strong desire not to devote more time to either game in the future without lots of pre-made stuff to cut down the "work time" it takes to make either system function.
Tuesday, June 17, 2014
Fiddling around with DCC: The time/energy problem in absorbing Big Huge RPG Books
Not much to blog about just yet....spent a four day weekend enjoying life away from the real world for a bit, with only my cell phone as a tether. While on vacation I did get a little time (not much) to poke at DCC a bit before the sheer volume of "stuff" overwhelmed me and I turned to easier entertainment. It's hard to find that energy when you have a 2 1/2 year old kid (or kids, as the weekend worked out; lots and lots of kids everywhere).
Before I say anything else: it's not that DCC is voluminous (though it is big and wordy) nor is it complex (though it is designed to do a lot of fiddly bits well). It's not even a very dry read (it tries hard not to be). Rather it's an issue of age and familiarity; DCC is another D&D-like in a long and venerable line of such games, and it's particular take is quite entertaining, but in the end it's still another rulebook with a bunch of rules that you need to learn to go from " look at this book" to "I'm playing a game." So that was the wall I ran into; I run into the same problem with Numenera, Shadorun 5th, Edge of the Empire and others....they are big, fat books that require a lot of free time to read and digest. They are also games which (for me at least) are just different enough mechanically that I can't just jump around and skim the books to start playing (not anymore, anyway); they need me to actually read them, to invest time and energy....something I'm in short supply of.
DCC has a slightly different issue, though: it's a big book, but it feels very familiar at times. It's got lots of rules that are sort of like or very close to other D20 system rules, and as such it's a game which you have to learn by virtue of determining "how we do things differently round these here parts." One problem I have run into with D&D-likes is very common for me: at a certain point you get rules fatigue; you get tired of trying to remember how which system does Initiative this way, or how which game handles dual-weapon attacks that way, and so on and so forth. It was a serious unspoken problem back when I ran 4th edition D&D and Pathfinder at the same time; you could get tripped up by the similar but slightly different rules all the time. It was why my C&C games always ended with us moving back to AD&D 2nd edition, which ironically was different enough from the post-D20 era of D&D that it felt like a different game entirely, and triggered none of those expectations.
Anyway, this is a lot of writing to say that I made a level 1 fighter in DCC, got about midway through the combat mechanics, stared a long time at the magic rules and thought about how they looked easy enough if I could find a quick summary of how it worked somewhere, and then I realized my graphic novels and PS Vita (with Killzone: Mercenaries and Borderlands 2 begging for attention) were just sitting there promising less work to achieve more immediate fun.
I'm still going to figure out DCC, though. Just need to find the necessary energy and time....
Tomorrow: Void Core, maybe!
Before I say anything else: it's not that DCC is voluminous (though it is big and wordy) nor is it complex (though it is designed to do a lot of fiddly bits well). It's not even a very dry read (it tries hard not to be). Rather it's an issue of age and familiarity; DCC is another D&D-like in a long and venerable line of such games, and it's particular take is quite entertaining, but in the end it's still another rulebook with a bunch of rules that you need to learn to go from " look at this book" to "I'm playing a game." So that was the wall I ran into; I run into the same problem with Numenera, Shadorun 5th, Edge of the Empire and others....they are big, fat books that require a lot of free time to read and digest. They are also games which (for me at least) are just different enough mechanically that I can't just jump around and skim the books to start playing (not anymore, anyway); they need me to actually read them, to invest time and energy....something I'm in short supply of.
DCC has a slightly different issue, though: it's a big book, but it feels very familiar at times. It's got lots of rules that are sort of like or very close to other D20 system rules, and as such it's a game which you have to learn by virtue of determining "how we do things differently round these here parts." One problem I have run into with D&D-likes is very common for me: at a certain point you get rules fatigue; you get tired of trying to remember how which system does Initiative this way, or how which game handles dual-weapon attacks that way, and so on and so forth. It was a serious unspoken problem back when I ran 4th edition D&D and Pathfinder at the same time; you could get tripped up by the similar but slightly different rules all the time. It was why my C&C games always ended with us moving back to AD&D 2nd edition, which ironically was different enough from the post-D20 era of D&D that it felt like a different game entirely, and triggered none of those expectations.
Anyway, this is a lot of writing to say that I made a level 1 fighter in DCC, got about midway through the combat mechanics, stared a long time at the magic rules and thought about how they looked easy enough if I could find a quick summary of how it worked somewhere, and then I realized my graphic novels and PS Vita (with Killzone: Mercenaries and Borderlands 2 begging for attention) were just sitting there promising less work to achieve more immediate fun.
I'm still going to figure out DCC, though. Just need to find the necessary energy and time....
Tomorrow: Void Core, maybe!
Friday, June 13, 2014
Games to look at in the coming weeks: Remnants, In Flames, Mutant Epoch, Over the Edge, DCC and more
I've been accumulating RPGs (in print) at a dangerous rate over the last year or three. I once had a vast collection of games in the past, but various interesting bottlenecks in my life led to times when it just wasn't prudent to haul a metric ton of books around, and that left my collection fairly bare. These days, I focus on what looks interesting...and also what turns out to actually be interesting.
Anyway, I figure as a sort of "official unofficial" theme for the next dozen or so weeks until D&D 5E is officially a thing I plan on looking at these games and see what sort of blog posts they inspire. My list is focused mostly on games that have that ever important intangible that makes even considering this action possible: readability, close cousin to the number two requirement for a good game, which is accessibility. For me to enjoy the game it needs to be readable. For me to see the game as something I can play it must also be accessible. If the game's mechanics are baroque and obscure, hidden or convoluted in mechanisms that defy my preferred style of gaming...then it's probably not on this list. A few games I love won't make it for this reason: despite a keen interest in Hero System, I don't have the energy to devote to making that game work (though I am reading Star Hero and liking it).
A third requisite tends to be the unique/original/interesting spin factor for a game. There are games I like (anything by Sine Nomine, for example) which won't make this list because despite being good games they are still homages, creations designed to emulate or inspire others based on the memory of another, different game. Retroclones, in other words....the closest anything on this list gets to a retroclone is Dungeon Crawl Classics, which I believe is decidedly not a retroclone, although its core seven classes may confuse people into thinking so. DCC in recreating a vision of the past is extremely, weirdly modern in its own right (but more about that soon).
So over the next twelve or so weeks through August I'm going to focus on these games in no particular order:
In Flames
Void
Savage Worlds
Remnants
Mutant Epoch
Over the Edge
Dungeon Crawl Classics
Wild Talents
Blood & Smoke
Cryptworld (okay, I'll make an exception for retroclones here)
...and possibly others if there's time.
I'll try exploring each in the context of a mixed bag of reviews, useful material and ideas. Who knows! It's another one of those "writer's exercises" I like to engage in to force myself to produce content outside my comfort zone. More to come...
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