Showing posts with label Gaming Industry. Show all posts
Showing posts with label Gaming Industry. Show all posts

Wednesday, August 13, 2014

The End of Warhammer 3rd

Yesterday, FFG finally announced the thing all WFRP fans have suspected for more than a year. Warhammer Fantasy RPG 3rd Ed is over, and no new products will be released. They did kindly make a few final updates to their FAQ/Errata and Index files.


I really like WFRP 3rd, but it had some major flaws. The overall concepts were great, but the execution was often sub-optimal.
  • I love the narrative dice, and the non-binary results... but I felt I could never get their full potential out of them (and have had better luck with them when running rules-light spin-offs instead of the game itself). I feel that most of the cards give such small bonuses for most results that it leaves the GM very little room to improvise. If you interpret random left-over symbols on the rolls, your improvisations risk invalidating most of the printed Actions and Talents. 
  • It also feels like there's too many symbols on the dice. Boon/Bane/Success/Failure would have sufficed, but we got those plus Comet/Star/Exertion/Delay. Those last four weren't truly necessary and the game would have been stronger without them.
  • I like the idea of Reckless vs Conservative stance... but the benefits don't outweigh the clunky rules baggage. The difference between Reckless and Cautious makes sense, but transitioning from 2 deep to 3 deep in your current stance is jarringly gamist and hard to role-play or envision. "You know how I was really reckless and crazy last turn? Well now I'm officially 50% more reckless!"  The fights are too short, and the benefits of stance depth are too minimal, to justify building your character around the mechanic. Yet it's too integral (built into every Action and Career) to cut it out of the game without suffering a million little ripple effects. 
  • I love having cards to reference with all my powers so I don't have to flip through rulebooks during play... but in practice, the large numbers of cards and tokens laying everywhere make a huge mess on even the largest table. The lack of a good summary or analysis anywhere makes it hard to pick out cards during character creation and encounter design, so whatever you time saved at the table is merely shifted to pre-game prep sessions. Still over all a savings (because during play is when time matters most), but it's not what it could be if it were better indexed.
  • I like the idea of real-world careers, for the gritty realism they bring to the setting... but find it hard to suspend my disbelief during most actual career transitions.  You can choose Knight without ever doing anything worthy of being Knighted. Rat-Catcher today, Noble Lord tomorrow, all without the slightest nod towards storyline justification. Even when voluntarily restricting yourself to more sensible choices, the climb from raw Initiate to High Priest is usually accomplished in less than a month of in-character time.
  • And as much as GM's love the idea of gritty careers, I find most players want to be knights, wizards, and other combat-oriented D&D staples, rather than starting as Warhammer's default "dregs of the Empire".
  • I like that the critical hit, miscast, insanity and similar decks can be customized and updated on the fly to set the difficulty and tone of your campaign... but the game failed to ever take advantage of that flexibility and instead encouraged a shotgun approach where you just blindly throw in every card they made. The GM's guide really should have had some discussion of this, with custom decklists for various play styles.
  • I hate: 
    • the contradictory and confusing healing rules; 
    • the non-obvious high-lethality of every single disease, and the uselessness of the medicines that give bonuses only after your 4th day of save-or-die treatment; 
    • the opaque economic system and all those damn haggling and availability checks; 
    • the sad fact that being on horseback is a major disadvantage for your Knight; 
    • the advancement loopholes that allow you to career-swap for infinite Fortune dice; 
    • the prohibitively high monetary barriers associated with Runesmithing; 
    • the Rank One blessings of Verena and Ranald that break every single mystery-dependent plotline in the published adventures;
    • and a few dozen other smaller rules-holes that should have all been caught and fixed if anything got playtested for more than a single session.
Grr! I admire so much about the game's theories, but next to none of it's implementation.  Running this for the past year and a half has left me very bitter.

The press release about the end of WFRP3e makes a cryptic hint that maybe a 4th Edition is in the works... but FFG has sat on the license with releasing anything over a year, and had slowed the release schedule to a crawl in the year before that, so they may very well continue to hold the license hostage without releasing anything. That sounds silly, but it may be that the WFRP license comes tied to the more profitable WH40K license, and thus worth them sitting on it.

It's a shame, because there's so much of the setting that could use sourcebooks (for 3rd, 1st/2nd, or a new edition). I'd love to see sourcebooks for any of the three types of Elves, or the Norscans, the Chaos Dwarves, Tilea and Estalia, the Ogre Kingdoms, etc.

Even if someone picks up the license (or FFG is hard at work on 4th Ed), it'll be years before we see such books in print. First some publisher would have to:
  • 1) Pick up the license.
  • 2) Design and release a new main book, or reprint (and possibly update) the core book of a previous edition
  • 3) Write and release a new adventure to help ease new GMs into the setting and system. (Even if you were just reprinting a previous edition, you'd almost certainly put out a new adventure because it's an easy add-on sale and shows you're serious about reviving the product line.)
  • 4) Produce and release the minimum sourcebooks necessary to just play the default Empire-centric setting. 
    • So I'd guess at a minimum a magic sourcebook plus a religion sourcebook, and maybe some sort of GM's supplement or bestiary. 
    • 4 to 6 products published in total, counting the corebook and initial adventure, before they get around to exploring new territory.
  • 5) Sell enough copies of those 4 to 6 products to justify continuing work on new titles. This will take time, and for best results they'll be released about 1 per month.
  • 6) Decide entirely new content is a better investment of time and energy than merely rehashing old stuff initially covered in existing books from previous editions. In other words, choose to do things the hard way instead of just cashing in on the existing body of previous work.
  • 7) Get GW's approval on their manuscripts, which may be tricky if GW is (as has been rumored for months) rebooting the miniatures setting soon.
If someone picks up the license, and both major branches of the fan base embrace the new (or reprinted) version, then we'll eventually get some truly new content 4 months to 2 years after the new (or reprinted) core book releases.

If instead we splinter into further little angry sub-groups like the fanbase mostly did when 3rd ed came out, the new game (if there is one) won't survive long enough to explore new ground. I don't have a lot of hope here. I've been to the Strike-To-Stun forums, and they are not a friendly place to fans of 3rd Ed.

It's not impossible that FFG could be secretly working on a 4th Ed to be announced at GenCon. That would be the fastest track to us getting actual new content. If they are being that secretive about it, though, I'll be worried about whether or not it got enough playtest before publication. I love 3rd Ed, but as I said, it really needed a more thorough blind playtesting than it got.

If FFG is not secretly at work on a new edition as we speak, then the next best hope for new content would be if a new licensee was to launch a Kickstarter (etc) to gather up tons of fan money and not release the mechanics (since they'll likely be unappealing to at least 1/2 the possible fanbase either way) until after the money is in their hands. I don't know if GW would let them do that, but if they did, a successful crowd-funding might actually free up budget early on for exploring new corners of the setting. Even then, most Kickstarters take forever to deliver their product. I wouldn't hold your breath.

Friday, July 23, 2010

Ennies Voting

If you haven't done so yet, there's just a couple days (ends on the 25th) left to vote for the 2010 Ennie Awards. There's some very cool games (and gaming-related products) up for voting this year. There's also a couple real stinkers, in my opinion, so you should head over there and vote for the ones that actually deserve it. :)

The ballot includes links to the publishers product pages for every nominated item, so if you've never heard of a particular game, you can at educate yourself. I found out that way about a couple games I definitely going to buy in the next month or two.

Monday, October 20, 2008

Land of Cha-Ka

It's my turn to GM for the Emerald City Game Feast group this week. Last Friday morning I toyed with the idea of running Land of Og. I've always wanted to play (or GM) Og, the caveman RPG where you get a handful of words to express yourself. The total list is 18 words (Fire, Hairy, Rock, Stick, Smelly, etc), and each character gets just a fraction of them. I love the idea of players using charades, half a dozen useless words, and lots of pointing to try to convey their actions, it makes me laugh.

But, truth be told, Land of Og was a barely playable game. Funny as heck to read, but not a good game, I'm afraid. I've never really admitted that before, as I've met Aldo Ghiozzi (the author of the first two editions) on several occasions, and he's always struck me as a not just a really nice guy, but a really smart man, too. When Wargames West went under, Aldo offered me a part time job despite my being in another state, and you just can't dis a guy who went out of his way to make sure you had a safety net. Aldo is a prince among men. I kept Land of Og around hoping to one day play it, and did my best to overlook unnecessarily complicated rules and the fact that one character class ("Smart Caveman") seemed brokenly better than all the other classes. So, Friday morning, I resolved to play it within a week, and knew I had to honestly look at Og's warts. An hour or two later, I started brainstorming simplified rules of my own based on the Og concept. It was designed during a time when RPGs were clunkier as a matter of fact, and didn't have the benefit of today's more streamlined design ethos, and I planned to update it for my own use.

Later that afternoon, on my way home from my chiropractic visit, I stopped in at Gary's Games, and what should I discover by Og Unearthed Edition sitting on their shelves. I didn't even know this third edition of Og existed. It seems Aldo figured out his awesome concept wasn't being done justice by the previous rules sets. So he hired award-winning game author Robin D Laws to simplify it. Needless to say, I bought it on the spot. I then swung by Top Ten Toys on my way home, where I purchased several quality painted plastic dinosaurs to use for miniatures. At home I found a bunch of D&D minis that, while they won't work for cavemen, per se, they would work for Pakuni, the monkeymen like those appearing in 2001, Land of the Lost, or - get this - the antagonist section of Og Unearthed Edition. I've got quaggoths, primitive orcs, grimlocks, ghouls in animal skins, a dinky little mongrelman, and a really fat Taer. Perfectly mismatched, and just about in-scale for the dinosaurs. I will be running a heavily Land of the Lost influenced Og session this Thursday, and the PCs will be Cha-Ka's clan. It's gonna be fun.

I also hauled out the minis from my Betrayal At House On The Hill boardgame to be Marshall, Will and Holly, or perhaps Sarah Palin's Vice Presidential Action Rangers, gone back in time to prove mankind and dinosaurs coexist. I love it when a plan comes together - especially a plan that mocks young earth creationists.

The Unearthed Edition is an improvement over Land of Og in nearly every respect. It's far more elegant, less fiddly, and both play and character creation look to be much faster. It's no longer level based, and doesn't have numerous derived statistics. You don't start with one word, you start with 1d6+2. You only use d6's, and generally just one per action. The writing remains entertaining, and the game portions are better than ever. You can still "forget how" to do things, so you're still playing dumb cavemen. I'm grateful that Aldo and Robin made this happen.

Here's a cute little "small world" moment. I posted to the group's list saying that I'd decided on Og for Thursday, and Mark replied. Turns out that he, Sophie, Edmund and Laura had playtested this edition of Og before it released last year, so a couple players will already know the system. On closer inspection, their names show up in the credits on the first page of the book. How funny.

Tuesday, September 16, 2008

Spasmodic Dysphonia

I'd never heard of it before today, but I think I may have a relatively mild (and undiagnosed) case of Spasmodic Dysphonia.

I first noticed it while working at Active Imagination. Whenever I was calling a customer, my voice would crack, and I would get short of breath. The first calls I did there were practically cold calls - I was calling Magic players to remind them about upcoming tournaments. Despite supposedly doing them a service, I always felt bad about it, so the fact that I'd be hoarse before the end of the first call didn't strike me as terribly odd. But it did make me very self-conscious, and I tried to hide it from those jerks I worked for. I'm fairly certain they interpreted my reluctance to make the marketing calls in their presence to mean that I wasn't making the calls at all, or was badmouthing them to their customers, or something. Over time, they insisted more and more on being present in the offices when I was making the calls, and they'd "listen in" frequently.

Later, I ended up working more retail shifts for them. These went fine, I rarely had trouble interacting with people face to face. But on days when shipments would come in, I'd have to call everyone who'd placed special orders and preorders. I knew that I was calling them with good news. I was calling to say "your game is here, and waiting for you!" It wasn't a cold call, it was at their request. Yet, my voice would shatter like I was terrified. I could never explain it. I'd have to take the phone calls slowly, and take deep breaths between each call. At first, I was calm but a little puzzled. Eventually, it made me fear making those calls, especially if co-workers or customers were in earshot, and it got worse after that. The fear made it more pronounced.

Often, I was calling someone that I gamed with casually and personally, but calling to say the book they asked me to order for them was in would make me breathless. Seriously, I could call James or Jeremy and gab all friendly from home, but if I called the same friends from work because the new expansion was in, it hurt to talk. Every word was like fighting for oxygen.

I'd been raised largely without a phone, so I assumed it was psychological, and phone-related. *

But then, I started judging Magic tournaments. All went well for the first few months, until one day, in the midst of giving my opening announcements at a Pro Tour Qualifier, my voice cracked and went up nearly an octave. Everybody laughed at me, Cameron made a snide joke and I felt like I was back in junior high. It happened again during opening announcements at my next couple tournaments, and then sporadically at tourneys thereafter.

I have no stage fright. I'm happy to be in the spotlight. I ran a 40-player LARP for several years without anything like this happening. But for whatever reason, the opening ceremonies of Magic tournaments made my throat constrict and wheeze. Sometimes I could control it, but generally, once started it would last the rest of the event. My boss somehow hadn't noticed until one time when I was in the process of giving out a unsporting conduct penalty to a guy who well deserved it. She dressed me down in front of the whole tournament, and said I was too emotionally invested to give out that penalty. She could tell, so she said, because of the way I sounded. I was calm (but yes, sounding hoarse as I often did at tourneys) until she said that.

That's the point where I started hating her. (There were lots of reasons to do so, but that was the straw that broke the camel's back. Her behavior that day will never be forgotten, and probably never forgiven.)

I resolved at that point to overcome my problem, since I assumed it was all in my head, and somehow anxiety-related. I taught myself to breathe through my nose before talking, and take long pauses, to control the tone of my voice. This worked for a while, till one day Level 4 Judge John Shannon mentioned that the pauses made me come off as uncertain or stupid, instead of thoughtful. That kinda hurt. Unfortunately, by this point, the pauses were part of how I talk. I only manage to totally avoid them when in-character RPGing. When in-character, nothing like this affects me at all. By the end of my time at Active Imagination, I was a basket case. I still pause, and my voice now cracks nearly any time I call anyone for any reason. Just typing about it has made my nose clog up and my neck constrict for the last 20 minutes.



*: An aside about my "it's psychological, and us not having a phone from 1987 to 1995" notion. I've always had a distaste for telephone conversations, because they were not part of my life at all for those years, and minimal before that. I once made a really cool video poem called "I Hate Telephones". So it seemed 'obvious' to me that all my trouble (prior to Magic tournaments) was somehow related to fear and unfamiliarity.

At the same time I was blaming it on that, I had doubts about it, too. I'd done all the movie times on the recording at the theatre for a few years because I had such a good phone voice. I also did the recorded message at Page One, Too for a while for the same reason.

Come to think of it, the only hint before Active Imagination that I might have actual problems with phones was the nightly call from my office at the movie theatre to the 3rd party theatre-polling company that we reported box office grosses to. I always got "choked up" calling in things like "Brave Heart: $7,235; A Very Brady Sequel: $3,128;" to the answering machine of some corporate suit I'd never interact with. My voice would crack, and my breath shallow. I couldn't explain that, but I was always very glad to be making those calls alone in the office late at night.



I've done a lot of soul-searching and healing in the year+ out here in Seattle. Despite that healing, I've been terrified to get back into the job market, because what guarantees did I have that these problems wouldn't just remanifest as soon as I was in a workplace? I was also worried my voice would crack while interviewing. Or that I'd pause a little too much, and they'd write me off as dumb. Even scarier was the notion that I'd get through the interview process, get a job I loved, and then have my problem manifest again.

This wasn't entirely unjustified. During this year i got back in touch with some old friends, and when that finally resulted in a phone conversation with Daved, my voice sounded like I was calling customers about special orders again. Getting away from work reduced the frequency of my triggers, but did not cure it the underlying problem.

I left Magic / quit judging tournaments, despite moving to the city that Magic: The Gathering is designed in, largely because of the things judging did to my voice, and the insecurities that the Godards instilled in me over that voice issue.

That's context. That's what went before. I thought it was psychological, and that I was probably unique in my troubles.


Today I read an article about Economists and the Election on CNN. The article was by Scott Adams, and that reminded me that I really like The Dilbert Blog back before Jeremy and I had that weird little argument that resulted in months of silence between us. (Why that would result in even more months of me not reading Dilbert is hard to explain. Out of sight, out of mind, I guess.) So I clicked on Dilbert's blog today, and started reading back posts.

Turns out, Scott Adams has Spasmodic Dysphonia. It's symptoms sound very close to my problem. People with SD have acute hoarseness while speaking, but the situations that trigger it vary widely. Frequently, it involves talking on the phone. One example that's given is people who's voice cracks or falls apart on the phone, but have no problem talking to their cats. Adams claims his has progressed to the point where the only time his voice sounds normal is when he's talking about Spasmodic Dysphonia. Any other topic of conversation makes his voice go falsetto or scratchy.

From what I've read, there's no cure. There's a form of speech therapy that might help, but it's also possible that to overcome it I might need quarterly botox injections to my throat or surgery every couple of years. Neither of those last two options are appealing unless my condition gets a lot worse. It's also quite possible that I might not have Spasmodic Dysphonia, but Dilbert's descriptions sound very much like what I experience. I'll need to see a doctor to know for certain.

Knowing that it might be this actual physical disorder is actually very comforting. When I thought it was just me being a phone-fearing wuss, I scared me. But I pwn diseases and disorders. I beat DermatoFibroSarcoma Protuberans (aka cancer), I can sure as hell beat a little thing like Dysphonia. I'm even seriously considering getting back on the judging horse.

Wednesday, September 10, 2008

compliance with stupid laws

White Wolf has posted new rules for fan sites.

As such, in order to keep posting content here about my Scion campaign, I'll need to provide a link to White Wolf, and some basic legal text...

Copyright White Wolf Publishing, Inc.
Copyright White Wolf Publishing, Inc.

© [year] CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only. White Wolf and Scion are registered trademarks of CCP hf. All rights reserved. Scion, Exalted, Vampire: The Masquerade and World of Darkness are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf.
Overall, I'm none to happy about this development. Since I blog about a lot of RPGs, not ALL characters "herein" are copyrighted by CCP hf. Obviously, any vampires, demigods, or the like probably are. But trying to clarify what is and isn't is going to be a big pain in the ass. Even when I'm talking about Scion, it's not like White Wolf has an exclusive copyright on Thor, Zeus, and Tlazteotl, since all 3 are drawn from mythology and tradition that's at least several hundred years old. Certainly, white wolf has it's own unique flavorful take on those three characters, and some portion of it has and will influence my own thinking about them. So, yes, within the confines of Scion any reference to them is within the domain of white wolf's copyright. But if I were to blog about how I used Thor in my heavily mythological alien-grey film noir detective game "The Case Of The Stolen Thunder" that I ran more than a year before Scion released, his depiction would therein would have had nothing to do with White Wolf and owed rather more credit to Douglas Adams than to White Wolf. There's some grey areas (pardon the pun) there that the required legal text isn't flexible enough to parse.

I think this policy is a bad mistake on White Wolf's part, and a dangerous route for game companies to travel down. It's just going to generate ill-will amongst the players and fans, and reduce the number of fan sites out there, which in turn reduces the quality of gaming. Unlike the OGL, this legal notice doesn't let someone sell unofficial books of their own design. Instead, it just requires that if you want to blog "Man, I had so much fun playing in my Scion campaign last night" you have to include a copyright statement.

Personally, that seems unreasonable, yet White Wolf's site implies heavily that their lawyers will be contacting you if you make even passing mention of their products and fail to comply with this legal directive. Why spend the money on getting a lawyer to draft you a fan site policy if you weren't planning on suing someone. Man, this sucks.

By their very nature, RPGs are intended to be creative inspiration. They are not like a novel that you can be expected to "just" read - the rule book is intended to provoke you to tell your own stories. Overall, the regulation of fan sites flies in the face of that. Chances are, Larry Lessig or the ACLU could win a case against this, if either felt so inclined. Such a lawsuit, however, would probably be largely detrimental to the roleplaying hobby, so I hope it never happens.

I wish to maintain a friendly relationship with the industry which provides my primary means of entertainment, so I will comply with White Wolf's request, even though it strikes me as ridiculous that they requested it in the first place.

In an ideal world, White Wolf would drop this nonsense, and no other game companies would try anything like this again. But this is not a reasonable world, and as such we should expect the internet to become even more tightly constrained in future years. It, like so many other elements of our society, is rushing to a bottleneck that will result in Fascism, Revolution, or one proceeding the other.

Tuesday, June 17, 2008

Rolling the d20 in Rome


Kevin pointed me towards: Romans Used 20-Sided Dice Two Millennia Before D&D | Geekdad from Wired.com

The article's pretty short, and just notable for it's cool picture of a ancient roman d20, made from glass, and used for a game that's been lost to the ages. Good education for anyone who thought polyhedrons were invented by modern nerds. The die in question sold in auction for over $17,000, totally putting my dice collection was shame.

It's good to know, too, that if my time-machine breaks down while I'm in Rome, there'll at least be gamers around I can hang with.

Wednesday, May 7, 2008

Unwritten Rules on the USS Catastrophe

I used to work for a gamestore. Prior to that I worked at that gamestore. And before that I worked at the same gamestore, under different ownership. Before that, I worked at the Game Distributor (that had begun as the original store to which that store was a sister location, and eventually the sole inheritor thereof). For several years, I would attend the GAMA Trade Show (aka GTS aka Game Manufacturer Association Tradeshow) in Vegas every spring, scoping out the new hot games and getting the inside scoop on where the industry was headed.

At one of those GTS's in years past, I played this boardgame called Vapour's Gambit. It was a cyberpunk-ish racing game. Hoverboard racing, on a modular course, with ramps and pits and other hazards that would spring up through-out the game. It was fast, and fun, with simple concise rules and just enough luck to keep the finishing order in doubt till the last turn. But they'd signed an exclusive deal with another distributor, our competitor at the time.

A few years went by, and eventually the exclusive deal fell by the wayside. The game became available via other channels, and the game store I was managing at this point happily picked it up based on my recommendation. And it stunk. The game utterly lacked timing rules. There had been timing rules when I'd played at GTS years before. Somehow, they'd vanished, or, more likely, had never been written down in the first place. At those two intro plays of the game years before, there was clearly communicated understanding of when certain tiles could be played, and the game had a nice rhythm and balance because of that. Without said rules, the game lost much of it's strategic depth. Further, the game tended to devolve into arguments about who shouted "wait" first, and what space you were on when they did so. As a result, I've only ended up playing my copy a handful of times, despite my fond memories and anticipation. It's as though the game came with a rough draft of the rules, and that the demo had used something very different, an accumulated set of elegant house-rules that made the game much more enjoyable.
Side note: Not only did it feel like only 1/2 the rules came in my box, but only 1/2 the components as well. This was the same game (I remembered the artwork) but the board sections had no narrows, no intersections, just 4 corners and two straights making a grand total of 2 possible board layouts, without any of the cool stuff. Turns out the other boards (which we'd played with at GTS long ago) were from some little expansion they'd done, which was now out of print. What a pale shadow of the game I'd remembered.
On a similar note, I remember one of my coworkers at Distro telling me to never pass up an opportunity to play the L5R RPG with the crew from Alderac. He'd done so at two different cons, with different GMs (both were members of the design team, IIRC), and was struck at what a completely different game it played with them then how it read. Both used a similar set of house-rules on even basic fundamental principles of the game - house rules that digressed from the printed word significantly.

It's very easy to fall into this trap.

You're designing a game. You write up one set of rules, and then playtest it heavily. In playtesting, you start implementing house-rules to fix little things that weren't perfect in your initial ruleset. But unless you take very good notes, you'll end up missing one or more of these little tweaks when you get around to implementing the changes. The more complicated the game, the more likely that is to happen.

I wrote a really cool little game "The USS Catastrophe" a few years back. We playtested it a lot, and found the initial rules sucked, but quickly found things that fixed it. After a while, I had a fun little game that everybody really enjoyed. I never got around to rewriting the rulesheet to match the changes we'd implemented, since everybody just new how it worked. If I were to decide to seek out a publisher now, I'd have to play the heck out of it all over again first, and reinvent the wheel to restore all those little changes we'd made. I didn't have a business plan then, and I didn't take it too seriously. Honestly, I wasn't in the right head space to try getting something published back then - I was under the yoke of manipulative bosses I no longer have to bow to. So I daydream about spontaneously remembering what we'd done to make it work, polishing it up with some snappy graphics, and showing this thing off a bit.

I can't possibly speak highly enough of the value of blind playtests.

It's very easy to neglect something vital to the game when writing your rules, something you'd never forget when presenting the game in person. This often comes from the more casual way we describe things face-to-face than via the written word. If I say "it plays kinda like chess" (just an example) then that conveys all sorts of info: you expect it to be 2-player, on a checkered board, alternating turns, you move one piece per turn, the goal is abstractly derived from military conquest so capturing or destroying enemy pieces is important, position is everything, there's multiple types of pieces with differing movement and capture capabilities, etc. Rather than defining all that, I'll be defining what's different about this game. In face-to-face playtests, you can sum things up abstractly via comparison or verbal shorthand, and gather from reaction whether the other players understand the concept. But it's really damn easy to miss that in a rulebook. You're not going to say "this plays like Settlers" (unless perhaps your publisher is also the publisher of Settlers of Catan) in your rulebook, yet it's actually pretty easy to accidentally assume your audience is already familiar with the concepts behind your game and thus leave out something important.

Please forgive all the rambling above. The gist of what I'm saying is this: I look back at my old rules for The USS Catastrophe, and I see that they are but a thin shadow of what we'd played with. Like my experiences with Vapour's Gambit, or my co-workers tale about the L5R RPG, the designer (me) never thought to chronicle key details which were self-evident in face-to-face play, but which would hamstring those who tried to play without knowing those facts. We all knew how it worked back then, but clearly I don't even know how it's supposed to work now. So I now see how easy it is to flub up something like this.

If I'd used blind playtesting, I'd have had to write everything down in the clearest possible language and context, and I'd have a functional game to shop around today.

Friday, March 14, 2008

White Wolf Marketing Genius

This is really clever. 2 months before D&D 4th releases, White Wolf will be giving away 2,500 free copies of Exalted 2nd Edition. To get one, all you have to do is send them your "lame duck" D&D 3.5 Player's Handbook.

Why? Because White Wolf remembers how the rest of the RPG industry tanked for the year following the release of D&D 3rd. This is an effort to distract a couple thousand gamers away from 4th (and thereby ensure WWP isn't stuck with a warehouse full of Exalted sourcebooks and no audience to buy them).

Come to think of it, I wonder if that's why GW/BI chose to abandon the Dark Heresy line? Perhaps they had no confidence in the line's ability to sell after the event horizon of the 4th Ed blackhole. If so, then it may have been a poor decision for FFG to pick up the DH rights.

Friday, February 1, 2008

Get your 40k today!

From Black Industries, makers of the 40k RPG:
28/January/2008 - Black Industries Announcement
Black Industries regret to announce that Dark Heresy: Disciples of the Dark Gods out in September will be the final product to be released from Black Industries.
Grr! The first printing of the 40k RPG has apparently sold out before it released, and yet they announce they'll be canceling the line. It's tough to say whether or not they'll do a second printing. I think they'd be silly not to. Then again, if there's only ever going to be 2 supplements 'cause they're getting out of the business, they might decide to just cut and run. That would make me really sad. I haven't picked up the book yet, 'cause money's tight this month (and Scion: God released 48 hours before it) but I guess I'll have to snag it the first place I see it.

Stupid corporate offices and their dumb-old bottom-lines! I'd have imagined a 40k RPG would be a major seller (and the "sold out on release" seems to confirm this) and thus worth staying in the business.