Monday, May 19, 2025

Narrowing the Game Nights Down

 I've been gaming a lot in recent months....too much by a long stretch, as the fun of hanging with friends and supporting my son's desire to run games overwhelms the pragmatism of how much time I really have for fun vs. work and life. Well, I made an important step recently to free up some of that necessary time and have bowed out of my Saturday group for at least the next few months, which will help. I am keeping my Wednesday game going as that one is firmly rooted in the hump day, the least productive day of the week when it comes to "getting stuff done" after work is over anyway, so its good enough for me to continue gaming on that night! Been my main game night for decades now, anyway.

Running just one game a week has me thinking more seriously about what I actually do want to run, though. And despite my prior recent posts musing about all sorts of systems from now and then, I think I've been able to narrow down some thoughts on this significantly: 

First, Pathfinder 2E is a better design and experience than D&D 5.5 in every way. But, it is what my son is running on Friday nights now when he GMs, and for those nights I can attend that is probably enough for me. Plus, a nontrivial chunk of my desire for a break is "fantasy gaming burnout" so I'm trying to reduce the amount of D&D or Pathfinder I run so I can recharge the batteries. 

Second, for game systems which deliberately prompt creative energy I have to hand it to Cypher System. This is a resoundingly smart, creative engine which encourages interesting and fun games. So Cypher is definitely "in."

Third, some of my more traditional choices stand out as obvious preferences that I enjoy running short form campaigns in, therefore providing what I need in the form of a break from long-form campaigning and D&D specifically: Traveller and Call of Cthulhu come to mind right away. Less "traditional" but equally viable are the indie alts for these systems, which are Mothership and Liminal Horror respectively. So all four of these games are viable choices to focus on.

Now to just decide what to run, and when! I think my Wednesday group would be a good sport about any of these systems, but I probably need to at least get the D&D game to a happy pause point (or conclusion) first. 

Tuesday, May 13, 2025

The 90's RPG Nostalgia Bug

 I've been thinking lately about how getting older impacts your perception of current value in change vs. the experience held from long ago. Or, put another way, the contrast between where gaming is now vs. where it was (for me, at least) in that golden era I hold in memory that is the late 80's and early 90's. 

I think a lot of people who get bitten by the nostalgia bug tend to think of their gaming experiences in their teens, but despite being a very active member of the fanzine gaming community in the eighties during my middle and high school years, I don't actually have a lot of "fond" memories of that time to fill with nostalgia....despite being so active in gaming, I didn't get to actively game very much at all until I was in college. I spent most of those formative years on a remote ranch in the middle of nowhere, so gaming was something I did on rare occasion during trips, or vicariously through the fanzines and play-by-mail resources. My sister and I managed some one-on-one gaming, but my first real, consistent game group didn't manifest until I was driving 63 miles one-way to my first year in community college. 

That first group was great! We were all around the same age, having the same new freshman college experience, and the group was very forgiving of my desire to mainly run DragonQuest (the SPI edition mixed with the somewhat sanitized TSR edition) and Runequest 3. They eventually convinced me to pick up AD&D 2nd edition and the rest is history. My college years were laden with consistent weekly games throughout the next six or so years, with campaigns designed to last one whole semester each. It was fun stuff.

So for me, my fondest memories of gaming are during college. I started thinking about how it would be fun to look back upon that time, and contrast how things were then with where things are today. How many of the RPGs I loved back then are still around now, and how many would it make more sense for me to find some old copies of on Ebay to "relive" that moment in time? How many back then are actually not worth revisiting? And....how many are still around today in a recognizable manner?

So first off, what were the games I ran iin college? I have a fairly modest list:

AD&D 2nd Edition - this was the go-to system. I ran AD&D in its new incarnation pretty much weekly from late 1989 all the way until D&D 3rd edition arrived on the scene. 

Runequest 3rd - I actually ran a fair amount of this early on using just the Standard Boxed Set and later ran the Deluxe book with more enthusiasm by 1992ish. My Realms of Chirak campaign initially started as a Runequest campaign in its very first form (there was also a Gamma World connection).

DC Heroes (MEGS Edition) - I ran a lot of this in the 80's and by 1992-93 I ran a very fun campaign using the 3rd edition of the DC Heroes MEGS rules.

MegaTraveller - This was the edition of Traveller I truly cut my teeth on. I had run a miscellany of Traveller Classic in the 80's, but the vast majority of my Traveller campaigning was during college with MegaTraveller. I even actually used the Imperium setting for most campaigns back then, too. I was one of those gamers who eventually washed out with The New Era, but I did give it my best shot.

GURPS 2nd and 3rd - I used GURPS for most of my campaigning that didn't fit neatly anywhere else. I used GURPS for most of my Cthulhu Mythos games as well, interestiingly; I preferred it a bit over Call of Cthulhu (which was I believe up to 3rd and then 4th edition in the 90's).

Call of Cthulhu - I only ran a bit of it (I used it as a resource for GURPS Cthulhu mostly) but it counts; it was pretty pivotal in terms of my horror gaming preferences.

Metamorphosis Alpha - not the original but rather the Amazing Engine powered game! I ran a lengthy and very fun campaign using this singularly unusual edition.

Dark Conspiracy - I loved the first edition of this game, it was amazing; I have heard it is now owned by Mongoose Publishing, and I am keen to see what lies in its future. Dark Conspiracy was a fantastic weird, dystopian horror setting and I ran a lot of it.

Kult 1E and 2E - the other horror game I ran a lot of; when I wasn't running GURPS Horror or Dark Conspiracy was Kult, which was as close to "Clive Barker the RPG" as one could get, even now. Back then Kult was a fantastic, creepy reality-warping deep dive into weird non-Cthulhu horror and I loved it.

Mutant Chronicles - I loved this RPG and collected all of it. I managed to run a couple campaigns, but it never quite took off the way I'd like it to.

Cyberpunk 2020 - this was the second most played system in my college years behind AD&D. Cyberpunk was highly formative for the time, so much so that it resides in memory as a fantastic reflection of where we imagined a future we'd live to see might go....and how so very different (and yet similar) that future actually is now that 2020 is in the rearview mirror.

There were likely other RPGs I dabbled in, but those were the big ones for the most part.

So where do these RPGs stack up by contrast today? Unsurprisingly (as this hobby does not grow as much as it seems) just about every one of these games is either still around in a new edition or has had a recent revival within the last 10-15 years. But are the new editions comparable in experience, particularly in terms of the nostalgia factor? This is my own personal take:

AD&D 2nd Edition - well, we all know where this went. It got more complicated (3E), then jumped the shark (4E), then revived itself spiritually (5E), and lately may have both jumped the shark and stagnated at the same time. But interestingly, I no longer feel an overwhelming desire to play the original 2E edition.....I would rather, like many other older gamers, look to what is new in the OSR community where the spirit (rather than the design) of the game thrives. My current poison of preference is Shadowdark or just sticking with D&D 5.5 or Tales of the Valiant. So Nostalgia does not win here (yet).

Runequest 3rd - The thing I liked about Avalon Hill's edition of Runequest was that Glorantha was optional. I could use the rules to make my own setting (as I did), or to run adventures in a mytho-historical earth. The current way to do this is with the admittedly excellent Basic Roleplaying RPG, but unless you have the reprint monographs that were based on Runequest 3, you won't have all the resources that originally were packaged in the Runequest 3 Deluxe Set. Runequest Glorantha in its modern incarnation is, while a fine system, entirely focused on Glorantha and is not welcoming to Runequesters who were fans of the mytho-historic earth settings. Chaosium is thankfully rectifying a bit of this with the new Vikings RPG using BRP, but even then....not the same as what the original Runequest 3 accomplished. So for my purposes? Playing this game in its original incarnation is a strong preference.

DC Heroes - interestingly this game had a successful Kickstarter reprint that may release later this year. I will be curious to see where that goes. I loved playing this back in the day, but my enthusiasm to revisit it is conditionally dependent on the players I have; the group I ran for in 1992-93 was very much in sync with the spirit of a comic book superhero RPG; these days it is harder to find such a group.

MegaTraveller - my memory of this edition is that it was great for the day, but it only got more convluted before it got less. Thankfully the great thing about Traveller is that its current edition with Mongoose Publishing is arguably the best edition to date, and this is one case where the contemporary version of the game can scratch that nostalgia itch quite easily.

GURPS - This is a rough one. I do believe that the current edition of GURPS (4E) is its most comprehensive and well organized, but something changed in the translation from 3rd edition to 4th edition that made the game a harder sell and less "friendly" for lack of a better word. GURPS 4E has an entire line of resources today in the form of "How to GM" books that suggest something was lost in translation from 3E to 4E. Unfortunately I suspect that it had a lot to do with the fact that 3rd edition was more concerned with parsing out content by setting book, and providing a flexible but less complete core experience, which accidentally meant is was more digestible and modular....while 4E became more comprehensive, but like Hero System, it also became more overwhelming and less welcoming to the new gamer, or the crowd that used to be able to do pick up and go games of GURPS. I mean....remember when GURPS provided a quick random character generator and it didn't pose any problems for quick play? Yeah....unfortunately the shift in design focus to 4E removed that convenience, replacing it with awkwardly formatted templates and a never-ending focus on mechanical rigor. So maybe finding an old copy of GURPS 3E might not be such a bad idea here.

Call of Cthulhu - like Traveller, this one only got better with time. You can even find 1st and 2nd edition in print again if you want thanks to a Kickstarter, and the 7th edition can be as nice or cruel to players s you desire. Call of Cthulhu's contemporary experience is if anything even better than it was back in the day, or maybe my ability to run campaigns with it is simply easier now thanks to experience? Either way, the newest edition of the game scratches that nostalgia itch just fine.

So how about the rest? Well, with Mutant Future you had a revival but it scrapped the original game engine and wedded it to the 2D20 engine from Modiphius, which was a mistake in my opinion. Then Kult worked out a Powered by the Apocalypse hybrid approach, and while it works....it's also somehow no longer quite the same feel as the original game (imo). Then there's Metamorphosis Alpha, which got a reboot on the original from Ward and Goodman Games, which is definitely cool but unfortunately my unique niche case for running the Amazing Engine edition is, I feel, unreplicatable....I will forever remember that campaign fondly for the unique and unrepeatable moment it rests within. 

Cyberpunk 2020 is also unique. I gotta be honest....the new Cyberpunk Red looks great and my son loves it. But when I crack it open I wish I was opening Cyberpunk 2020, and it just doesn't hold up to that edition in time, unfortunately. Worse yet, If I do look at CP2020 I can't imagine going back to it; the 90s really are gone, along with that vision of a future 2020. The new 2020's are both much less exciting and in many ways slowly getting worse than the megacorporate dystopia that was softened by cool cyberware; and the video game exemplifies a fantasy now, not a future projection. Cyberpunk Red and 2077 are both visions of an alternate reality; the next wave of future punk fiction will be a sober look at where the real 2020's today are taking us, which is unfortunately into a bleaker future than anyone really wants to game in (since we're living in it, instead). 

The shining light is Dark Conspiracy, which barely survived the GDW crash in the late nineties, to be tepidly kept on life support in some poorly realized updated editions. So maybe now with Mongoose in control we will finally see the game get properly revived with the dedication it deserves. We shall see!

 

Tuesday, April 15, 2025

Observations on Running Three D&D-Types At Once (D&D 2024 vs. Shadowdark vs. Pathfinder)

 Running Shadowdark back to back with Pathfinder and D&D 5.5 has been an interesting experience. I have observed the following in running what is essentially 3 "D&D likes" at the same time:

1. D&D 5.5 has some nice (small, but nice) improvements on monster design...subtle, but makes a difference in actual play. Monk still feels very broken; you have to want, as DM, to design the encounter to actively kill the monk to have a chance of doing so. In running the game I am still hauling older books with me to fill out missing content in the newer edition, which is annoying. Overall though its still D&D 5E, just now in a slightly more abbreviated edition. I concede that it's fun....but maybe a tad long in the tooth. I now think D&D benefits from a bigger reset with new editions. This was not a big enough reset.

2. Pathfinder is proving the most enjoyable in terms of pacing vs. rules complexity; it falters only when player familiarity wanes (so a player with their act together progresses quickly; then a player who does not know what they are doing stops the game on their turn...stuff like that). I have adjusted to the system well enough, and feel like this is proving to be my "comfort zone" for a D&D-style game right now. I appreciate that it is easy to build a challenge for PCs in PF2ER that feels meaningful. My biggest gripe with the system these days is adjusting to all the modified content, stuff that is still there, but was "scrubbed" of old OGL references.....think kholo vs. gnoll, for example. Search the Monster Core for the Brain Collector! He's hidden away in there. Stuff like that.

3. Shadowdark feels simple....almost too simple....but as a result it's rules get in the way the least; the pacing of the game feels much smoother and faster than its more robust cousins as a result. Shadowdark also cleverly removes most "get out of jail" spells and effects from the players....truesight and feystep type stuff which can turn in to convenient "bypass encounter" mechanisms are simply absent from the game. The GM can include this stuff if desired through treasure and boons....but entirely at the GM's discretion.

This is, all in all, too much D&D-like for me to run all at once, even if I am enjoying all three games. I am now, in consideration of how much I am enjoying the rules pacing in Shadowdark, once again looking to another rules-minimal system: Cypher System, for a future non D&D-like game. 



Thursday, April 10, 2025

Doing Too Much Gaming - Bad Time Management Theater

 I don't know why, but it seems easier for me now to get too many games going, even when I can arguably state I have less free time....or, in some cases, a need to value free time in which I am not doing anything in particular if I want; you know, things like reading, watching a show, going for a hike, cleaning the house, stuff like that. "Downtime" one might say.

So lately I've been wrestling with the fact that I have a periodic Tuesday night game online a friend GMs, the Wednesday night live game I have been running since the dawn of time (more or less), and the Saturday night game I have run on and off again for ages....and lately have been managing weekly due to my renewed interest in Pathfinder 2nd edition. Then there's Friday night: for a few weeks I experimented with playing in a local Pathfinder group which washed out due to GM health issues. The remaining players talked me in to running on that night, and I elected to run Shadowdark. It was fun! But then the common problem with RPGs rears its ugly head: weekly sessions. Repeatability. Time consuming dedication to a routine. I shoulda offered a one-shot! My bad.

On Wednesday I complicated things even worse by winding down Mythras and resuming D&D, now shark-jumped right to D&D 5.5. It's actually been perfectly fine; despite some elements being weird, I rather like most of the oddball little changes I've encountered so far, and some of the more subtle changes in monster design do make the newer monsters stand out as a bit tougher. It's hard to kill the monk, but you can do it with a bit of tactical consideration, so I no longer think the new monk is "that" powerful...just sometimes, in encounters not designed to overwhelm the monk.

But the point is that A: after stupid hand-wringing about design differences in the new edition it is all clearly just more nonsense sprouted by the Internet Machine, and the new edition is functioning just fine (even if I have to edit my orcs and drow in from the earlier iteration of 5E for now); and B: yeah, I didn't just double up on the D&D experience, I tripled-up on it, running D&D, then Shadowdark, then Pathfinder each week. So now I am at risk of burning out on too much D&D-like gaming again, and also not getting enough of the other non RPG fun stuff done I would like to do (which is mainly keeping up on my reading but hey, that takes a lot of time, too). 

There used to be a time when I could run two games a week (really, back in the day I only ran a weekly game on Wednesday and a bi-weekly game on Saturday) and it was just fine. What the heck happened??? I need to figure out a way to get this all under control. At bare minimum, I need more time to prep for the games I do run; Tuesday night should be my time to prep for Wednesday and Friday night my time to prep for Saturday (unless I am taking the missus out for the evening...although the missus was showing up to play Shadowdark so I guess that counts...?) Honestly, I know it all kind of went off the rails post covid, as that is when the addition of online gaming, the need to fill time with "things to do" made VTTs viable, leading to a tendency to overfill time with gaming. Newer games do admittedly need less prep time, too; back in 2010 when I was running Pathfinder 1E I really did need about as much time to prep as the game itself could take; and as many GMs may recall from those editions, it took some time to learn good shortcuts, tricks and techniques to reduce the GM workload; not so with the new D&D, new Pathfinder, and Shadowdark...these games reduce GM prep dramatically. 

Ah well....first world problems, I guess ...and honestly just the sort of problem to worry about when I'm avoiding a glance at my 401(k) retirement fund these days ;-)

 

Monday, March 31, 2025

Shadowdark Session One - Things I Learned from Actual Play

 I ran Shadowdark on Friday and can now safely make a few comments on its from an actual play experience. Here are my observations:

The rules are minimalist in design

I was surprised time and again at how brief and mechanically simple the rules were. There's a lot of buried "implied mechanical intent" hidden away in the rules, and while Shadowdark has a veneer of D&D and OSR all over it, this means despite looking and feeling like you are playing an old school version of D&D, you definitely can't make any assumptions about this edition of the rules from older editions (or even 5E); if you do, you will get tripped up. You can house rule.....but I suggest playing it straight for a few sessions before making any assumptions. Even the one house rule I brought in to play I am unsure was a wise idea.

There are some interesting approaches that are counter-intuitive to 5E and OSR design

That last observation leads to this one. Here are five examples of design in Shadowdark that is counter-intuitive to what your brain might tell you the rules should do:

--You don't start with max hit points (you roll), and you only add CON (maybe?) the first time, not every level

--Classes don't have auto-progression on to hit at all; it's gonna happen (sometimes) with talent rolls

--You don't add stats to damage (STR and DEX), just to hit rolls; damage might be added to your roll, but only as a class feature

--Monsters have no hit dice; I didn't notice this until I was in the thick of it

Leveling up is not what you might think

When you level up, your XP counter resets to zero. So if you are level 1, gain 12 XP for the session, and level up then you are now level 2 with 0 XP, and you now need 20 XP to get to level 2; this is not immediately clear from reading the book, because your learned experience from prior editions is telling you otherwise; and the incredibly brief rules-minimalist instructions do indeed tell you how it works in the book, but it took everyone at the table a minute or two to figure this out (but not the young players who did not have older editions burned into their memories)

XP through loot and prestige awards is deeply engrained and informs play

The XP mechanic is a deliberate throwback to AD&D, where treasure begets XP, but it does away with XP for combat and encounter engagement (traps, puzzles, etc.) more or less entirely. I am sure not everyone plays it this way, but I am for the sake of seeing how it leads to the flow of advancement. It means that the GM needs to keep this in mind; a stingy GM is not only withholding loot, he's withholding advancement. Luckily, advancement includes things like ephemera such as titles, deeds, land grants and promotions; anything in which the station or social ability of the characters might improve is considered an award in this system; in thinking about it, a group could fight an ogre and kill it, discover no loot, but then tell the tale and have a bard carry on their deeds on song thus spreading their reputation far and wide as monster slayers....and the song would be what gets them XP, which is an interesting approach. 

The "Cast a spell until you fail" mechanic is a fascinating limiter

So in Shadowdark you have spell slots, and you can keep casting spells as long as you keep making your caster checks. Once you fail, you lose access to that spell (and fail to cast it) until your next morning's preparation. It's a clever bit of book-keeping reduction and also allows casters to be useful until their luck runs out. I kind of wish I had conceived of this method back in the AD&D days, when I disliked Vancian magic so much I wrote an entire spell point mechanic to allow for more fluid spell casters in play. 

The game really wants you to go into dungeons with torches

I actually tripped myself up at the start of the game, focusing on perhaps more plot than Shadowdark demands or needs. Next session will lead quickly to a dungeon teeming with issues (and treasure), but yeah, to contrast with my Saturday Pathfinder game (yes, I ran two games this weekend) where everyone spent half the session in a complex mystery following leads, interviewing suspects and eventually getting into a brawl when the right (wrong?) suspects were caught up to, that game would have in Shadowdark terms been considered a bit of a wash, especially given how Shadowdark's entire focus appears to be on "things happen, preferably in dark and dangerous places." There's a reason it has the torch timer mechanic....although I did feel like its loose effort to identify what ancestries (or monsters) could see in the dark was a step too far in the simplification of things for me. Some third party supplements have added drow in as playable ancestries, for example, but then fail to address whether these drow would in any universe not have dark vision? The Shadowdark book suggests some things are better suited to moving about in total darkness, but seems to hand waive it off to the GM to determine what those things are. It's perhaps a slightly better approach this way than, to contrast, 13th Age's assumption that light doesn't matter at all unless you want it to, but still - I find it interesting that some of these "we do D&D differently" RPG approaches seem to double-down on light levels being a bone of contention that must be simplified or stripped out in some manner. Shadowdark's approach of saying "light totally matters, and nothing can see without it" is a fun approach to simplification, though. 

A lot of Shadowdark is spiritually reminding me of how Tunnels & Trolls plays; mechanically its closer to D&D, but the net result of its design choices (talents in classes, for example) and focus on dungeon delves (minus the treasure = XP mechanic, which is deeply antithetical to T&T's approach) really remind me of my old days with T&T.

Okay, more observations soon as we continue with Shadowdark! 

Wednesday, March 26, 2025

A Case Study in AI Art in RPGs and Why it Poses Problems - Gammadark

 I write this from the perspective of a author and small publisher who produced works that required art. Back when I was filled with a lot more energy and oomph than I am now (and more free time, too) I had some pretty large projects that needed a decent look to them. I juggled this through a series of techniques, all of which are legitimate approaches when your base project funds are close to $0, and your expected return could also very well be $0:

1. It's who you know! Lean on family and friends for free art (or yourself if you are so lucky as to have enough talent to draw something that isn't gut-churning to an unknown audience)

2. Royalty Free art! There's a lot of it out there, from free old pieces that exist in the creative commons to art packages that require a small one-time payment and a credit in your work. I bought a bunch of these back in the day, and the main problem (at the time) was that a lot of other small publishers did the same, so there was a period where you could see a lot of royalty free art getting churned through various products. That problem seems to have diminished with time, however.

3. Minimize the need for art! This is not ideal, as people like seeing art to break up the text, and being able to demonstrate some of what you are writing about in a meaningful fashion is very handy, but on occasion "no art" is better than "really, really bad art." I have a range of sample books from back in the day where I can point to them and say, "Yeah, we never played this game because the art was a total non-seller to my group." An art free version would, in those cases, have been preferred.

There is also item 4, the nuclear option:

4. Buy some art from a real artist! This is the point at which you have decided your vanity project is worth some investment, even if you have no guarantee that it will ever lift off or return a profit. You may, at best, have the glorious satisfaction of pointing to an art piece and being happy that your book has such a cool cover or something similar Case in point: my Realms of Chirak book for D&D 4th edition (yeah, someday maybe I'll post a 5E update....some day....) by Simon Tranter was well worth it, even if I didn't end up making a return on the book good enough to warrant the investment. I would totally do it again, just because Simon is a great illustrator, and managed to capture exactly what I wanted for the cover. 

Since the days of 2010-2012 when I did most of the self-publishing the market has changed in interesting ways. For example:

--the rise and fall of royalty free art packages; I think a modest number saturated the market for a while, and people eventually moved away from them;

--The rise of Deviant Art and other art spaces where new and aspiring artists could be contacted by aspiring self publishers for reasonably priced artwork; usually presumably followed by a "fall" as the arists become more popular and command higher prices;

--The rise of Kickstarter, where all prospective gaming projects seem to dwell these days, chiefly because if you go to Kickstarter and don't take that opportunity to factor in the actual cost of real art into your project then you are doing it wrong;

--The rise of higher demand for quality art in products. Let's face it, the market is now saturated with high quality content in terms of appearance; getting away with lower quality or lower cost art is much harder these days, and usually requires special branding (read: marketing yourself as OSR) or at minimum learning how to repackage poor/low quality art as being a deliberate cool style option, actually (see: everything related to Mork Borg, ever) by expanding your graphic design/layout skills;

--And, of course, AI generated art is now a thing. A very contentious and rocky thing that will readily lead to metaphorical fisticuffs for many people.

This is what has happened with a book I just picked up called Gammadark, an RPG expansion for the Shadowdark RPG. It uses a lot of AI generated art (using Midjourney) and the creator has expressed sentiment to the effect that he has no budget for art, and is hoping to build up a budget for the future. My thoughts on this are that he probably needs to be more cognizant of the market and how the prospective customer base will react to a product that is essentially 90% AI generated art. But....he's already produced the book, and while I find no issue with the game itself (it's a perfectly fine add-on to Shadowdark for a Gamma World-esque game experience), in studying the book I realize that there are several other reasons to criticize use of AI art in a project like this besides the "think of the artists" component (which is a perfectly valid criticism in and of itself). So, here are my observations:

AI Art is Still Derivative: the immediate item I noticed is that many illustrations in the Gammadark book look oddly familiar, but not in a "I have seen that illustration" sort of way, but rather, "I have seen other illustrations that Midjourney likely used to borrow ideas from," sort of way. The power armor and robots all look suspiciously like Warhammer 40K space marine armor, for example. The many mutants in the book often feel like they reflect some other source without specifically being that source. So as I look through this book, I find its art, by being typically derivative as most AI art is, lacks a specific identity that I can pinpoint. It doesn't even do Gamma World art well, because to be fair I suspect there's not enough Gamma World derived art out there for Midjourney to absorb and build a style from (and also, most Gamma World art historically can be traced back to a small handful of real artists, many of who had their art re-used from edition to edition).

AI Art is Hard to Replicate and Has A Stigma: Here's the conundrum: you have a vision for what power armor in the world of your game looks like. You input lots of descriptions into Midjourney until something pops out that is close enough to your vision to count. Now you have a single illustration that works. Later, you get better at your trade and maybe have some money to buy real art from an artist. Problem! Your vision of the power armor or mutant or whatever has a single image from an AI source to go on. The new artist likely doesn't want to replicate that look, because its solidified from an AI piece that might be borrowing or extrapolating from other real pieces of art; it fails from an AI replication perspective, at least for now, because AI art generators aren't good at consistency (though this problem may eventually disappear). You may even have a hard time finding an artists who will accept a commission from you because they know you used AI art before them. So now you have to find an artists who doesn't care, and be ready for their vision to deviate from what you have created using Midjourney. 

AI Art Often Informs the Text Rather than Being Informed: Another problem is where you keep trying to get a certain look, then just give up and go with whatever is closest in vision. Maybe Midjourney and other AI art products are getting better and more precise, but I bet that a nontrivial number of pieces in Gammadark were actually written to reflect the illustration rather than the other way around. I bet a lot of art in the book is there with text because the art was close enough, and other items go without an illustration because nothing could be found that worked. In a way this is an old problem; using royalty free art packs will lead to the same issue, but usually you then leave your text alone and simply let the illustration fill space. In AI art, you may suffer the temptation of generating some AI inspired text to go with it. This, I can say as an author, is a big no-no. You will crash and burn if you allow AI generated text too much room in your product (which I interpret as any room; can you tell I am a writer and not an illustrator? =) )

All of these issues are hassles that I think you can solve by simply not relying on AI generated images, or maybe doing a small percentage of AI images. Some other books I bought for Shadowdark recently clearly have a couple pieces of AI art in them, but 90% of the text is human-generated art, with the one or two AI pieces standing out as a result; they feel less like the publisher was saving cash on them, and more like the specific pieces were chosen precisely because they did meet a core illustrative goal not otherwise achieved by the low-cost artists the rest of the product used. 

Gammadark, alas, uses so much AI art, and at times its text reads suspiciously like it has some AI generated elements, that I think this is a bad sign for the publisher to start off this way. I am not done with my read-through, however, and will discuss in more depth in a Part II.....

Monday, March 17, 2025

Tablet News - It's Been A Hot Second: Boox Palma 2, Lenovo Tab M11 and Kobo Libre Color 7

 I used to post my experiences with various tablets, and as some may remember I am among the vocal and distinct minority of those who tend to favor Nook as an online ebook resource over Amazon. Well, much has happened in the last few years, and here's how it shook out:

First, Nook continues to be a viable option for ereading, but their Nook Glowlight 4 and 4 Plus are the only readers really worth using. The Lenovo Tablet exists, and the latest iteration may be fine, but I opted instead for the Lenovo M11 Tablet for my ereading due to its larger form factor and the fact that it rather nicely captures a decent graphic novel (read: color) reading experience at a budget price. So I have a Nook Glowlight 4 Plus but it's mainly for reading before bed, and the Lenovo M11 Tablet is pretty much my go to reader when it comes to the large ebook graphic novel collection I've accrued on the Nook.

Amazon shot itself in the foot recently when they removed the ability to download separate copies of your library of books for storage elsewhere than an Amazon device. This impacted dedicated ebook readers, but normies and casual ebook fans won't likely notice or care about this change. The reason is simply because if you view ebooks as content to consume, or you only buy a few and see Amazon as just fine to trust on managing your library of licenses, or you are a Prime subscriber and don't own most of the content you read anyway, then this change impacts you in no way whatsoever. But if you have a lot of purchased ebooks and don't like the notion that you are merely licensing ebooks as opposed to buying them (and only recently have online vendors been forced to acknowledge this distinction more clearly) then being able to offload them somewhere was pretty important.

If you just want out of Amazon but don't have a Kindle, one place you can support authors without as much draconian Amazon antics is at bookshop.org which aims to provide a venue for physical and ebook sales for indie publishers and authors. So far its slow growing, and its not a one-stop-shop for all your reading needs unless you are extremely particular in what you read, but I have found a few good books over there so far. I do not think bookshop has a dedicated device, but their app works fine on all my android devices so far. It's still nascent in design, and could use some more features, but they are getting there.

For those who are trying to escape Kindle and Fire hardware, there are a lot of interesting choices out there. I gave away my Kindle Fires and regular Kindles, all except for the two I love most: The Kindle Notebook (lovely device) and the Kindle Oasis, which has the best form factor for reading ebooks on eink that I have found to date (until I got in to Kobo and Boox, that is). I continue to maintain my Kindle ebook collection, but I am no longer purchasing books on Amazon unless there is simply no other way to get it; so far I have had no problems finding what I want to read on Nook, of course, and my new other favorite store: Kobo!

Kobo produces a 7 inch color e-reader called the Kobo Libra Color, which is very close in comfort and form factor to the Kindle Oasis, which I love. It's a color ereader, and now that I've experienced e-ink in color its hard to imagine sticking with black and white (but see my comment on the Boox Palma 2 below). Kobo's only problem is it is, like Amazon, locked to their store so I can't load Nook or Bookshop onto it. That said: for a dedicated reader, I find it excellent. Similarly to Nook you can offload books using Calibre, although I haven't tried yet, and also similar to Nook the DRM issues are variable and publisher-specific, so not all books are DRMed. Kobo does seem to want to be a mini Amazon, however, pushing a monthly subscription services that unlocks books, but similar to Amazon's Prime service, the majority of those free reads are not really worth reading, sorry to say. Kobo does manage to keep some excellent competitive pricing and I did join their basic membership for the product discounts, it works similarly to Barnes & Noble's but applies to all ebooks. 

Simultaneously with getting the Kobo I picked up the Boox Palma 2, which is an ereader in the shape of a phone. My first thought was....no way this will be as good to read on as a dedicated ereader, and it will just compete with the unenvious task of using reading apps on my phone, right? Despite this, a lot of reviewers spoke positively of the device and so I decided to check it out. Now I see why they like it....it turns out the size of the Palma 2 (very slightly smaller than my Samsung S24 Ultra phone) is far and away the most comfortable weight and grip for reading on the go, and its small size makes it as easy to carry around as a phone. It's black and white e-ink is crisp and sharp, and its a regular android device so you can load any apps you want on it (but with the caveat that its screen refresh means don't bother with loading anything that requires a decent frame rate, like videos). So I can have the Kobo, Nook, Bookshop and Kindle app all loaded on the device. It even has sound, so I also have the Audible and Chirp apps loaded for audio books. Of the devices I have, I've been using Boox Palma 2 more than any other simply because it is so ridiculously convenient. 

Boox Palma 2 is not ideal for reading comics and graphic novels, and I wouldn't recommend it. If your eyesight is bad, it may not be a good choice because while you can (as with all readers) increase font size, with such a small screen it may become an unpleasant read if you need a really big font. I do not have that problem, thankfully, though I may keep it on a very small font and then just drag out reading glasses, myself. 

All told, my pleasant surprise at how handy and well designed the Boox Palma 2 is has motivated me to seek out one of their larger models, specifically their own notebook color version. I'll talk about that when it arrives. My hope is that it will act as a decent alternative to the Kindle Notebook, which is eminently practical in its effectiveness at being a stylus-based note taker (I use it for gaming regularly, and found it easy to design entire maps on it). 

I did look at one option which I ruled out: reMarkable makes some really nice notebook style tablets, but they are not tied to the android ecosystem and do not let you load apps. I believe you can directly load books onto them from a source such as Calibre, but that's not how I have my collections set up, and so reMarkable sounds like a more expensive and less convenient option for a certain kind of person, so I decided not to check it out.

So this is where I am at in 2025: I have a mess of gadgets (I didn't even mention the Samsung galaxy S9 Ultra, which is really a notebook style PC masquerading as a tablet) and enough variety that I can feel comfortable scooting away from the Amazon ecosystem with no impact to my reading experience....and indeed, I am finding that by embracing Kobo and especially Boox, my overall ebook enjoyment has only improved. I will also give a shout out to the Lenovo Tab M11 as the best full color standard tablet for reading (especially comics and graphic novels), that is also by far the most affordable for its class. Ebooks may become the default for reading going forward as the publishing industry across the board is rocked by the tariff wars, so I can at least know that my embrace of this medium may allow for me to continue to pick up and read the books I want without inflated prices. 

Wednesday, March 5, 2025

Mythras Core vs. Mythras Imperative

 Last week our Mythras session ended with more confusion on certain rules, and a need to brainstorm solutions. Some clarity came from the Mythras reddit, but overall the group (and myself especially) were frustrated at interpreting some of the book's rules. 

While researching in anticipation of the Wednesday night game, I discovered an important fact: Mythras Imperative, the latest edition, had all our answers fairly clearly spelled out. In fact, I dare say it had all the clarifications and errata we needed, right there. Does Blind Opponent work that way? Can you use an improvement point on a skill more than once at the end of the session? When you heal up, are you still considered to have a serious wound if you go above 0 HP? etc. etc. 

Sometimes its not a case that the Mythras Imperative book is clarifying something, too. Rather, its more concise approach makes the information needed a bit easier to locate. It is, by virtue of its more focused design, easier to navigate. I hope there is a plan to eventually re-write and refocus Mythras Core, which I have found could benefit a lot from a cleaner, more precise presentation on many rules. 

A great example of how this could be done is to look at Open Quest, and compare, say, how Open Quest defines spirit combat. While OQ is designed to be a more streamlined and easier version of the same game system, it does so in many cases less by simplification and more by simply structuring the rules in a clear and unambiguous fashion. As a result, spirit combat in OQ is fairly simple to understand, while spirit combat in Mythras, though far more elaborate in presentation, is not necessarily any more complicated....it just feels that way as the core mechanical conceits are embedded in a lot of expository discussion text. That text is absolutely fine, but partitioning the mechanical process in a way that clearly states it rather than obscuring it within the more interesting (but less mechanically useful) discussion text would be a better approach for clarity's sake, and for making the rules useful as a reference. 

So for the Wednesday night game we shall be relying on Mythras Imperative to answer all rules questions except those explicitly not covered in the book. I am still going to show off Open  Quest and suggest that maybe it would be a better fit for the group, though. I personally find that the granularity of the Mythras specials system is hampering in play, and slows down narrative coherence. Unlike other systems where this is a similar issue (Pathfinder skill feats, cough), where I can mitigate or ignore such system elements, it is really hard to ignore the Mythras specials system as its core to the game's combat mechanics. Advice from other Mythras players and GMs I know has been that most people eventually just gravitate to the obvious ones: bypass armor, max damage, called shots, impale and leave it at that. Though, with that said, I am sure that if you play long enough this all gets to be old hat eventually. We'll see.  

Monday, March 3, 2025

Pathfinder 2E Remastered Returns to the Live Table

 After some interrogation last week my players indicated for Saturday night game a return to Pathfinder 2E was their preferred option, so here we are! I was finding it a bit tough to get motivated at first but that changed when we decided to pull PCs from an older Roll20 game, and in doing so I realized I had all the work done for a lengthy series of scenarios in a long campaign. I love when I discover stuff I had forgotten I wrote up! Saving literally everything I have ever written proves handy.

As it turns out, Pathfinder was a pretty smooth and fun play experience. We are all pretty familiar with the system, as I started running PF2E campaigns when it first came out, and all of the players in my current Saturday group were in the level 1-20 campaign I ran from 2019-2021, and are veterans of some other shorter campaigns. I think that I set PF2E aside when the Remasters started coming out for the most part, with a couple false starts on Roll20 before I just gave up for the time being (for some interesting reasons having to do with player personality issues). 

Now, coming back to the game table for PF2E Remastered, I realize that this really is the most entertaining way to play this edition. It's ridiculously easy to run the game as GM; PF2E has clearly been designed with ease of use in mind for the guy behind the screen. The complex minigame on the player's side of the table is an interesting journey for all involved, but once you've gotten familiar with the quirks of the system then it becomes easier and easier to appreciate, I would say. 

I still have some quibbles with it, but at this point I will tolerate my irritation at the skill system (which I wish was more robust and flexible like the older PF1E skill system) as it is far easier to accept this than it is the many weird and off-putting design decisions in the new edition of D&D 2024/5. So for me, at least, this is a lovely way to get back to the D&D-like gaming I enjoy without it being D&D exactly. Which is funny, because that is exactly what PF1E did for me and my group many years ago. 

Also, a side note: running Mythras for several sessions really hammers home how much easier PF2E is in terms of combat mechanics. The fascinating aspect of Mythras combat is just how dirty and deep it can get, but it does so by requiring a lot of book-keeping on every creature, and the constant popping of specials rapidly wore out my group (I have suggested to them that we should do Open Quest instead). So Wednesday this week I am going to run one more session of Mythras, and then suggest to the gang that we try Shadowdark next, or convert our Mythras PCs straight over to Open Quest. That will let us have all of the murderous intent with far, far less tedious book-keeping to keep track of how many specific limbs have been impaled or hewn from bodies. 


Wednesday, February 26, 2025

The Creeping, Menacing Insatiable Allure of Shadowdark

Fair disclosure: I was aware of Shadowdark as one of the D&D-alternates that spun out of the OGL kerfuffle, but I sort of ignored it because it sounded like yet another variant on the OSR market that is currently bloated with tons of perfectly good (and occasionally not so good) game systems out there. So Shadowdark to me seemed like just another variation on that theme.

Well, I finally got Shadowdark, primarily because some of my gamer cohorts locally have been playing it and the stories I have been told got me a bit intrigued. I am still waiting for the hardcopy, but I have blown through the PDF of the rulebook (it's an easy read/absorb) and I now know the following:

1. My initial assessment that it was "yet another" entry into the OSR space was accurate;

2. And despite that, Shadowdark accomplishes something much cooler and more unique through its specific approach.

That approach I would boil down to the following key points: first being that it is hyper accessible and accomplishes a minimalist approach to OSR design while still being rooted in a contemporary D20/5E design chassis. It runs like a stripped down 5E, sure, but it feels like classic OSR, which is really key here.

Second, the writing style, in being minimalist and to the point, is incredibly unassuming and provides a measured framework for the sort of GM or player group that wants to do their own thing. The evocative black and white art contains some of the best AD&D 1E era callbacks in terms of style and feel I've seen in any RPG. This is a common trick in the OSR scene; Dungeon Crawl Classics, for example, has been operating on a style designed to remind people of Erol Otus and the old Judge's Guild modules for ages now; OSE relies on an art style that feels old while being more closely inspired at times by Adventure Time, which itself is a cartoon that seems to rely a bit on false nostalgia. Other OSR titles often lean on "amateur" style art just to get that 70s/80s feel. 

Shadowdark, however, gets very nice, evocative black and white art with a clear "white on black" underlying theme. The art is amazing, honestly, and for some reason immediately reminds me of certain old books like the Fiend Folio and a lot of the early AD&D TSR art in general. The sparse, to-the-point text is meant to get out of the way. While I will continue to forever miss the level of depth older Monster Manuals put into providing interesting details on monsters, Shadowdark is primarily aimed at getting you a set of tools to use for what you want. In this regard it also kind of reminds me of Tunnels & Trolls, though mechanically it is very much derived from D&D.

So I had the PDF for a day and I already really want to play this. I also snagged the first three issues of the supporting zine, Cursed Scroll, as well as some 3rd party content on Drivethrurpg. There's a lot of new classes and content in the magazines, but the only complaint I have is it's commingled player and GM stuff, which means if I want to run a module in one issue, but my player wants to play a new class in that issue, then I have to control access a bit or trust my players not to read beyond the point they shouldn't go. Which...I suppose....is also very old school!

Anyway, I have oddly high hopes I can get my group to try Shadowdark because its 5E DNA is evident, but its old school charm is incredibly pervasive. This is the first OSR style product I've bought that genuinely reminded me of the old days, and its lack of presumptiveness about how it is to be used (beyond being for hard core dungeon delving....or, to use their terminology, "crawlers") is a huge asset for me; there is literally no sense in this book of an authorial overtone (a common problem in OSR titles), nor is there any sense of corporate meddling as you see in WotC. The book is unabashedly what it is, which is a way to dive deep into dungeon crawls and have fun. Exactly what I needed to restore my sense of excitement in this genre, in other words.