Archive for category PP

Review #24 – Dream Park RPG (G)

Ok so while I work on the editing for the last part of the Delta City postings, fiction, I thought I would post a review of a game I have never had the chance to use in its ultimate form.

So while I have reviewed material from R. Talsorian Games before, this is a licensed product of theirs that falls outside of their primary game engine. The Dream Park RPG takes place in the fictional world that was created by Larry Niven and Steven Barnes for their novel Dream Park. The role playing game was published in 1992, which is the same year the third book of the series was published. All three of the books published at that time get little call outs in the RPG.

For those who have not read any of the books the concept is that at some point in the future LARP games will become so popular that there will be an international organization that runs them, and technology is sophisticated enough that places can be set up with holograms and mock weapons so that LARP players can be filmed and their adventures in role-playing get turned into films, and even home versions so that folks can LARP along with the stars.

What makes this environment so entertaining is that it is at the heart of the concept of meta-gaming. Short and sweet, meta-gaming is when you take knowledge outside of the game into the game. Also it ends up living by the slang term ‘meta’ which means self referencing. We get to that because in the game you are playing a player who is playing a character in a game. Confused yet? Simple way to look at it … You are playing Bob. Bob is an accountant who goes to Dream Park to play the character Dubois the Slick in an adventure.

Now then if you try to do things that are in the novels you will have people who are playing under assumed identities in the game to track down criminals who are inside the game, but their crimes have happened in the world outside of the game. Getting messed up yet?

Now then imagine that you can actually put Dream Park the RPG inside of another RPG game that you are playing. Because you can. You can actually make it work rather smoothly with Cyberpunk 2020. Yeahhhh… just let that sink in. You can play a character, who is under an assumed identity, to play a character in a game to catch someone doing something in the world out side. You have to use the main RPG engine to resolve real world issues while using the Dream Park RPG rules to resolve in game in game issues so that you are not seen as being anything other than your character. To be perfectly honest I love that level of inverted strangeness but I have a feeling that is why the game never really caught on big.

There were three modules that I know of that were published for the game, and each one has a different flavor. Supers, pulp spy and Arabian knights. Just to give you a feeling for the flexibility of the system.

The actual game mechanics are rather simple and only needs a pair of d6 to play. You can play it on its own and just run a Dream Park game, but as I said before if you want you can drop Dream Park into any other RPG environment as an aspect of that world. So that you can layer things up. I ran a few games of Dream Park at a game shop back in the  early 90’s but  I could never get anyone interested in doing anything more than one off adventures with only the Dream Park setting. To this day I still look forward to being able to insert this game into another to really drive some kind of meta meta-game story line.

It doesn’t help that I love the books too. I go back and reread them every few years, and only recently found out that even though the third book was published in 1992 there was a fourth that came out in 2011. Long time to wait to do a sequel, but now I need to reread the whole thing and add that book four to the list.

One person asked me if it was necessary to be a LARP player to really get into this game and my answer is a resounding no. Even if you have spent time mocking people who play LARP games (even though I have played many a LARP myself there are some folks that I rib about it) you can enjoy this setting, and the books.

So what do the numbers look like on this one?

Overall Fluff 4/5 – Even though the book is not that big there are a lot of elements that give it a good score here. The art is clean. There are sections of the game book that appear to be written by characters in the novels and the author of the game even gives himself a position on the staff in the park. If you can find a whole copy of the game book there are cardboard cutout cards that allow you to track characters by genre type and special abilities very easily. And the art is consistent on the cards to match the art in the game book.

Overall Crunch 3/5 – The rules are a little light, while that is done to try and reflect that this is supposed to be a simulation of a simulator it does lead to the need for a little tweaking. Played on its own it can make some things seem a little to challenging or easy. But that happens in every game system. With the rules being as light as they are here that makes it easier to tweak.

Overall Mod 5/5 – Ok so due to the meta meta factor for this game I have to put the mod at 5. You can change so much just by dropping this in to Cyberpunk and making it the Disneyland there. You can drop it into Rifts and making it a lost remnant of the old world of the greatest entertainment for the masses in the new. You can drop it into a D&D game and make it run on magic instead of tech. You can toss it into SLA Industries and make it lethal. There are so many ways to work with this and to tinker it, it just blows the mind.

Overall Fun 4/5 – Ok so with all the positives why am I only giving it a four of five for fun? That comes from personal experience with the game. It is a challenge to take a setting like this and play it on its own. You really need to add an outside framework for the world the park is in otherwise you will end up with a one off game. And for someone who enjoys running stories, that just does not work for me.

Total Score 16/20 – Ok so we got a fairly high score here. However this is not a game that I am going to say just run out and read it and see if you like it. Because of the nature of the game, and the setting, you really need to know if you want to run one off games, or if you want to insert it into another game world. If you are a fan of the books and a player of RPG’s then just for the novelty of it I would say hunt it down for a read.

Anyway, now you know my thoughts, as always though think for your own bloody self and decide if something is right for you or not.

So then gimme the dice, I need to find out how many d4 I can fit into a sphere without poking holes.

Keep gaming and have fun all!



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Game Review #20 – Spycraft 1st edition(G)

Ok so even though I have a request in to do a review of another product I decided to go with Spycraft instead. Why, well it is a d20 game and this is the 20th game review I have set up, and my wife and I have been watching a lot of Archer lately and when I busted up during a season 4 episode I told my wife I could actually turn this whole thing into a RPG setting she actually said she would play it. Since she has never expressed even a joking interest in playing a table top RPG before it got me thinking very seriously about how to put a game together. And that train of thought lead me into Top Secret (the game not the movie), and Spycraft. Still have not settled on a game to use yet, but that is a story for another post.

So a little history on Spycraft. Spycraft is a d20 rpg that came out after the publication of the original 3rd edition D&D but before d20 Modern. Originally published by Alderac Entertainment Group (AEG) currently under license to Crafty Games, unless they have finally bought it completely and I have not heard. Now then the time line is a little funky on publication as I can only find notes online that say it was published in 2002, just a few months before d20 Modern came out, but I have a PDF and a copy of the book that says copyright in 2001 and lists that for the original print date. I know that distribution may not have happened until 2002, I mean if you look into the history of AEG’s early print and to shelf history it reads a lot like Palladium Books history. Sorry guys but neither company has a rep for getting things to the stores in a timely manner or anything close to when you stated it would be published.

Not here to rant about that though.

Spycraft took the original d20 Players handbook and stood it on its ear to create a modern setting. This was not the only game to do that, but in my personal opinion it is the one that did it best. They took a few hints from the licensed Star Wars RPG that Wizards of the Coast was publishing and improved on them. Examples would include having a defensive bonus instead of just an AC and having your Hit Points/Life Points being tied more directly into your Con than being based on a roll every level. Instead of a race you would have a Department, and the classes, while they stuck to a lot of the basic tenants of D&D at the time (there is a function that each class does really well and most others can only half @$$ at best), they also established a firm role for the characters in the setting unlike d20 Modern. The fact that you can still multi-class gives you the chance to make very detailed agents and enemies. They also added class level features called Budget Points and Gadget Points. Not as quick to use as simple cash, but better than the d20 Modern finance system by far. The initial setting reminded me a lot of the old Top Secret game but with a lot better depth and detail. Making a comparison on that is not really fair as Top Secret had to come in at under a hundred pages, and Spycraft came in at almost 300.

Second edition made some very interesting changes to pull it a little further from the basic d20 system, but that is also not something for this review.

Having had a lot of fond memories of being a teenager and really messing with Top Secret game sessions… (“Ahead of you in the darkness you see a stair case.” “Ok we stare back.” and “You have successfully snuck to the door without being seen. All of your intel says your target is inside that next room.” “Ok so we open the door just a little and toss a grenade in.” “You what?!”) I was really looking forward to having some fun with Spycraft. Unfortunately the first two groups I played with were all about recreating James Bond situations, and that meant that you could not really go off the rails and one of the players was always going to be the main spy. The games rarely lead to the types of teamwork the game engine makes possible or the levels of fun I was trying to recapture. So I let it go for quite a while. The potential was there, but my game groups did not really want to go in that direction. But now with Archer on my brain, I am looking again.

Ok so that gives you some background. How does it rack up in the scores?

Overall Fluff 3/5 – The art in the game is hit or miss, and the background material is sparse in some areas. Admittedly later supplements fleshed things out a lot, but the core rule book was more about making sure you could play, than making sure you had everything you might want in a setting. Like I said earlier though it is a big improvement on the old Top Secret game. It is enough to spur the imagination and not force you down any one path.

Overall Crunch 4/5 – Being a d20 game engine much of the rules are cut and paste. Easy enough to get by with. The added rules are good and do not bog down action, they just mean you need a little more time to set everything up before you begin an adventure. Overall I think it is one of the better d20 adaptations.

Overall Mod 4/5 – Again it is a d20 engine so you can mod the hell out of it. Because of its independent concepts it is a little challenging to bring in outside source materials, but a little effort there and you can come up with some really X-files like stuff.

Overall Fun 2/5 – Yeah this score is a little low. And that is more from my personal experience with the game than from its potential. A game setting like this is going to be something where everyone wants to be James Bond or Maxwell Smart. The one person who can get it all done. But RPGs are mostly about teamwork and story telling, not being a stage hog. Same sort of challenge you usually get in a pulp setting.

Total Score 13/20 – Could have been higher if I had a better time with it originally, but I still see a lot of potential to dust it off and run with it anyway. Anyone who is into d20 games could get this running really fast. I am still looking forward to putting together a Wheel-man / Black Ops character so that I can add a Transporter like character to a Spy game.

As always my final recommendation is to look it over and decide for yourself if this is the game that will do what you want and let you play what you want. If not then toss it. If it is, then AWESOME you got a winner. 🙂

Well thats it for now. Hope everyone is having a great 2018 so far and is remembering to date documents and checks correctly. Yeah checks, some of us still use them.

Now gimme the dice. I need to check to see what sort of random encounter is showing up here next.




Mixed game media

So while I am not the only one out there doing game blogs and creating stuff and giving advice, I wanted to dedicate a short article to others who are having fun, and promoting games and game discourse.

There is a lot of fun to be had out there in the big bad electronic world. And there are some people who take it further than others. Door Monster is one of the posters on YouTube that I like to go to when I need to see people acting out the games I have played at the most ludicrous levels. Take this piece on using the Diplomacy skill in a d20 fantasy game setting for example. Another one I enjoy on YouTube is Puffin Forrest. Now you will notice that I did not put a specific piece on that one. That’s because Puffin is all over the place. Some of the posts are rants about games, or players, or characters, or any number of other things. Some are stories and some are reviews. I did not want to push a specific one there. And who can forget when Wizards of the Coast was putting 4th ed out and they put this up on YouTube to help promote it.

Now then if I am feeling more like reading or setting up some bait to get an argument started I look for some good forums. If I feel like discussing a specific game product I will go to Drive Thru RPG or RPG Now (same site really, owned by the same company and offers the same stuff on both). If I really want to get in depth though I will go to either RPG Net or Pen & Paper.

Now then did you notice that I have not listed, nor posted a link to any specific game community? Or to any group that specifically supports one game, or even one style of game? Yeah, there is a reason. Those folks get hard core quick. I have been ejected from a few because I was not online posting all day, or I did not pick Kirk over Picard for higher stats in the classic Star Trek RPG. There are tons of them out there. Over the years I have found some to be very accepting and some to just be full of asshats. I will instead say just google it and good luck.

Speaking of google. Need some character ideas or game art? I hit up google images all the time. Also kinda fun to wander around in Deviant Art.

Oh gods and the number of online comics about games is just… damn… I mean WereGeek is a long time favorite but they have gone rather off the rails in their latest story arc… And if you don’t know Full Frontal Nerdity then, well you really should. 🙂

Of course you could always go and hang out at your local game shop too…

Basically what I am saying here if you have not figured it out, no mater your social niche or how anxious being out in the physical world makes you, if you enjoy gaming there is no reason not to enjoy it and to enlist others. Heck there are even online services so that you can set up a table top game in an entirely virtual environment. I have played one session with folks from multiple countries. It was… more challenging that going to a game con and playing straight and serious on day three.

Ok all, thats it for now. Hope everyone is having a great weekend and is looking forward to a great holiday season, or having one, or recently finished one, or whatever 🙂

Gimme the dice, I need to roll to see if the laundry is still fresh.

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World Building 207

Hello Readers

So a bit out of pace for me to be posting early, but with taking a couple days off to do holiday shopping and that sort of thing I thought I might squeeze the time in to do another post.

So where did we last leave off…

  1. The sci-fi style will be pulp sci-fi. So things can get weird.
  2. Humans are trash. So at the very least they will be low class citizens, maybe worse.
  3. Players will not know how big the universe is, and I will sketch out a couple of places in advance but otherwise let the players drive things so the universe will become as big as it needs to be.
  4. Timeline is about 30 years in the future and there are older humans who remember ‘today’ as the good old days.
  5. There are many alien races but humans currently only know five.
  6. There are two “magics”, technology and psychic powers. Psychic powers are used to stratify the over reaching galactic society and technology is used as a tool and extra lever over ‘lesser’ races. And humanity is one of the very lesser races.

So step seven in this mix is to try and find a game engine that really works well for the ideas I am using here. Now I totally understand that some folks may be limited in the game engines that they use. Sometimes you find that one game engine that really works well for you and you just have to run with it. Sometimes you can only really afford to buy into one game engine and have to pray you never run into anything it cant handle. If you are in a situation like that I really suggest you just apply the first six questions and build a background and go for it. There is no stopping you and you will still have a great game if you work to make it work. 🙂

For myself I love to look at all the game engines that are out there. I am sure that I could make my design work in just about any system going. What I want to use for this setting though is the d6 game engine.

Let me tell you why.

Just so you know a bit about it, the game engine is currently published by Nocturnal Media. And if you want to get into the game engine you can go over to Drive Thru RPG and buy a copy of the rules or get the d6 game engine bundle (at the time of this writing the game engine bundle is listed as being free and all you need to do is have an account at Drive Thru and down load it at no cost.) It is a venerable system that has been around since 1987 to the best of my knowledge. Not too complex, easy to mod, but a little rough on vehicles. (Previous post talking about it is here)

So why would I want something that does not work easily with the space ships that can be so important in a sci fi game? That really refers back to another question. Two of them actually. And the answers to those two questions are that Humans are trash (so they have not had the opportunity to get into the wondrous worlds of tech that are in the universe), and that tech is basically one of the magics. So if the game engine itself does not lend itself to making star ships easy to create, and some weapons tech seems a little inconsistent, that will actually reinforce the feeling I want to create for the game. Sure you can make an engineering role to fix something, do you know how you are fixing it, no not really you just read the book or were told to fix it that way. Do you know where you are piloting? No but the computer says to go this way to get where we want to go.

I am not saying that this is a bad game engine. I am not saying that this is a way to frustrate players on purpose. You can still do all the tech balancing and shipbuilding you want to do. It is just a little cookie cutter. All the real customizing and balancing will come mostly in role play. Which to me makes it a stronger choice.

The strength in the mechanics really shines in system for special abilities and powers. It breaks everything into three skills and makes it really well defined for what can be done and what cant be done by any given character.

For me this is a quick, easy, and inexpensive way to run. Especially since I can just get a copy downloaded to my computer and play with six sided dice that I stole out of other board games. 🙂 heh

Since I kind of went over the strengths and weaknesses of other systems in the earlier post I linked to earlier in this post, I will just say that in the end you will need to come up with a system that is going to work well for you.

Ok so World Building 208 will have a bit of a write up on this game setting and then we move on with other things.

Hope everyone is staying safe out there.

Now gimme the dice, I need to roll to see if I have anything left to buy more gifts with…


Holiday Shopping for your Gamer

Hello all readers 🙂

Ok so I know we are in the Christmas/Hanukkah/Yule/Kwanzaa/so many others season. And that does not include birthdays and other events that might happen in which you have that fun combination of a gamer in your life and a need or desire to get them gifts.

A lot of people in this situation freak out and decide that there is no way in any of the possible hells that they would get a game item for the gamer in their life. And there are a lot of good reasons not to. I mean do you know the games they like? Do you know what they have currently in their library of games? Do you know what they may already have on order some place? Do you know the difference in the types of games that are out there? Do you know the types of games they prefer (this is actually different than knowing what games they like)? These are questions you need to ask yourself before you go out and buy a specific game. And this is true for any type of gamer. Card games, collectible card games, video games, board games, role playing games, console games, computer games, dice games, and more. And each of these categories have individual categories and then genres to take it even further. So there are a ton of options, and not everyone is in to every kind of game.

So does this mean that you give up and just get them socks? It does not have to, but never underestimate the power of fun socks either. Mmmmm thermal socks that look like Animal from the Muppets (if you can actually find them put them in the comments because I have been looking found regular men’s socks with the Muppets on them but no one seems to do thermals).

The first thing you actually have to do is understand the basics for what the gamer in your life like to play. This will help you break down where you can buy, what you can buy, and if you want to take a leap and grab a real game, or just fall back on a gift card that they will actually use in very short order.

Funny thing is both the gift givers and the gamers usually dread having this conversation. Oh I wont be able to get them what they want… Oh uncle Mephistopheles never gets this shit right…. and so on. And I have to say that if neither the gift giver or the receiver are willing to take a chance and have the bloody conversation, then yeah everyone mucks it up and its socks all around for Xmas once again.

Now then gift givers, you have one responsibility in this conversation. Remember what you are told so you can Google the crap out of it. You do not have to understand the difference between D&D, AD&D, AD&D 2nd edition, or why Xbox games wont run on a Playstation. You just need to remember what it is that they are interested in so you can put in a little research and try to get them something that actually fits what they are in to. I cannot tell you the number of times, as a gift receiver I have been thrilled to get something I already have, that I may not be able to return or trade in or anything else, because someone important to me listened, and took the time to try and get me something that I would really be in to.

Ok gift receivers that means you are going to have to do something too. You are going to have to actually talk. To people who may not play what you play or even give a shit about it. But they want to give you a gift you like, something you will have fun with, and by all that’s unholy they are freaking trying. So be honest, and do you best to use basic terms that they can Google. Tell them you like FPS games on PlayStation. Tell them you like deck building card games. Tell them something, and be honest about it. As a gift giver I have always appreciated when someone actually tells me about the things they like so I can give it a shot.

Now then if you listen and still don’t know what to get someone then you can really get into just giving gift cards and that is ok too. If someone likes table top RPG’s, collectable card games, deck building, and or miniatures, Amazon can really be your friend. Same goes for console games of any kind. If they are into PC games then you might try Steam. If they happen to mention a specific shop they like to go to, then by all means get a gift card or gift certificate there. Because you know they will use it.

Not understanding why someone games, or not understanding why someone doesn’t, is not a big deal. Just take a deep breath, have a conversation, and then take a risk. Or don’t. Socks are always an option. 🙂

Last piece of advice. Gift givers, do not expect your gift to be ripped out of the package and played with immediately. Gift getters, be thankful that someone in your life cared enough to try and get you something you would enjoy and dont be a whiny little shit and focus on what you could have gotten instead. And both of you remember that the honest conversation once had, will make it easier to do this in the future too. Or once again… socks.

A’right. Holiday gifting rant over. I can do something more productive next week.

So gimme the dice, I have to play a longshot on a certain gift, I need that crit hit.


Game Review #19 – Heroes Unlimited 1st ed

Yeah so I am always on a superhero kick, it just has not shown itself here as much as it could have 🙂

Also one of my earlier reviews was on Ninjas and Superspies, also by the same publisher. Palladium Books.

I wanted to do this review more for adding a little bit more visibility to the publisher in a way that is not just bitching about them. There has been a lot of web traffic in the past few years about Palladium and the owner of the company than I have really seen for anyone else. I am not saying that the people ranting are incorrect in their points of view, but I want to put something out there that is not feeding those fires, and just talking about one of their classic products. If you want to read about or participate in those conversations then I suggest you look for them online elsewhere as I will actively delete any comments that bring those things up.

So Heroes Unlimited is another one of those super games that makes some interesting claims about what they provide, and when they provided it. They, at one time, called themselves the first complete superhero role playing game. If you are skilled with search engine image searches you can still find them. Since the game was first published in 1984 and there were a ton of other supers games coming out at the time I think you may have to take a broad perspective to get a real feel for who was first at what, most complete at what, or, well, anything really.

Just like anything else that has come out from Palladium the game engine is their Megaversal system. Which means it is a class and level system. Unlike some other class and level systems it does not allow you to multi-class. So your mutant will not also have cybernetics, or magic or anything else. They will always be a mutant and that’s it. Now then there are ways around that, like just going ahead and having the GM approve that the money your character saved up will buy a talisman that gives you something extra, or that the accident your character was in means you need to get them cybernetics as well. But this takes some home brewing and it can make things a little unwieldy. There are other elements that are very strict as well in playing the game. The combat system is a little bit hinkey, and if you are thinking about starting characters at first level, I really cannot recommend it. I remember sitting down to play a first level game back in high-school and we had one fight take hours. Unless you do some serious power tweaking on average you will need to have one character hit a thug at least five times to knock them out. If you are facing an enemy super you need to look more along the lines of about twenty five times with above average rolls. Part of the reason fights can take a long time is because of the way the Megaversal engine works with damage. Characters have classic hit points, but they also have SDC – Structural Damage Capacity. The rules describe the SDC as being the same as all the cinematic damage you see in the movies that makes the hero look beat all the hell and back but never actually slows them down. Personally I love the idea, but the number values that most characters build up means you can shoot one in the face with a rifle about six times and it will not faze them. On the up side they have things like a random background generator that you can have tons of fun with, and an alignment system that feels a lot more natural to me than the one you find in D&D. Also on the up side, even thought the system does not allow multiclassing, the individual classes themselves are actually pretty cool. Some allow for more customization than others, but you can still create just about anything you want.

The power level of the characters in the game actually can be seen as an issue for some players. The game engine does not really allow you to get a Superman or Thor level of power. You can look like it, but you cannot get a power level that will let you pick up battle ships and beat others with them, or use your optical laser to cut through a mountain. That is because the game engine is trying to keep things somewhat balanced between the mutants, the mages, and the super spies. It is a hard thing to do when you want to put rules into place so that a super spy feels useful when mages, psionics and alien robots are all on the same team. There has to be something unique that each character can do, or at least something they can do way better than anyone else. And still have it feel that way both in and out of combat. And that is something that the first edition, specifically the revised one, does really well.

The other challenge Palladium faced is that they want to make games that can all cross over. So their big gun Rifts can be crossed into your super world with everything else they do. Sadly the power creep in the Rifts setting makes this a pain in the butt to keep up with. But at the time of original publication, it worked and worked well.

When it was first published the game did not get a lot of support, and the only other book for Heroes Unlimited for quite some time was a licensed product for Justice Machine. A comic book series that most of you will never have heard of before. Still its in my collection because I know them, and loved the characters in the original two series. I think the reason they put that book out though is because they did not really put much into the original book in the way of setting, or pre-generated villains to fight. Of the five villains they did publish in the main rule book all of them are min-maxed and higher than level one. So there is no entry level play possible without some work by the person running the game. Even when they later published Villains Unlimited there was only one character in there that was level one. If I remember correctly. I don’t have that in front of me while I am writing this, and so if someone out there has the first edition VU and wants to correct me I will admit being wrong.

There is a ton of material in the book for tools, toys, vehicles and so on, that anyone can get with the right money, so you can even set up a super hero base pretty easy and kit it out without much effort.

If you get the idea here that I am pushing even though I am bouncing around a lot, the game is very much a mixed bag. There are some really cool aspects of it, there are also some really ‘WTF did I just read’ aspects of it. It got a little better in the 2nd edition, but that is not being covered here.

So how does it score?

Overall Fluff 2/5 – There is some really cool art, and some really bad art. There is a very cool section about world hot spots that they used in a lot of their other games. There is no setting and only five NPCs so not a lot to work with. And unlike other Palladium games there is very little color commentary by NPCs or even book quotes.

Overall Crunch 3/5 – The rules are a mixed bag and I would honestly recommend that if you don’t play the Megaversal engine a lot you might want to start with another one of Palladium’s games so you can get accustomed to everything you will need to do to shake and bake the game to fit your needs.

Overall Mod 2/5 – Not only is the game not easy to mod while maintaining the balance it created it is necessary if you want to step outside the standards even a little.

Overall Fun 4/5 – So with all that in mind how do I still find it fun? I know the engine, I know the system and I really do like being able to play supers where I don’t have to worry about meeting up with some boyscout with an S on his chest making me and everything I do seem useless to the city. There is a lot of fun to be had if you are willing to invest the time to get to know the rules and make an investment in some of the supporting materials to take a little bit of the stress off the game masters shoulders.

Total Score 11/20 – Another low score for a game I have played for years and will keep playing. One of the reasons I loved this game right off was due to the fact I could mix it with the Teenage Mutant Ninja Turtles game and Robotech. That also required more than a few mods but still… heh that was fun.

So I hope everyone is remembering to have their own opinions and enjoying whatever games they love to play, regardless of what anyone like me says about them.

Now gimme the dice, I need to have a random encounter for breakfast.


World Building 206

Hey all, special Black Friday special edition since I want my Sunday to spend relaxing with the wife and chilling. For those readers outside the US or who don’t care about the events in the US that much, Black Friday is the day after the Thanksgiving holiday that supposedly marks the start of Christmas shopping. However from the fact that you can find places putting up Christmas trees after Valentines Day and shops talking about pre-holiday sales so early any more… I don’t see why anyone bothers. But still there are huge sales on Black Friday, there is annual news about mob like behavior at stores and other bull crap going on, so my wife and I keep the same mind set. Find something to do at home and avoid the mess out there.

And now you know part of why I am posting a blog today. And knowing is half the story.

So what do we have in this little world so far?

  • The sci-fi style will be pulp sci-fi. So things can get weird.
  • Humans are trash. So at the very least they will be low class citizens, maybe worse.
  • Players will not know how big the universe is, and I will sketch out a couple of places in advance but otherwise let the players drive things so the universe will become as big as it needs to be.
  • Timeline is about 30 years in the future and there are older humans who remember ‘today’ as the good old days.
  • There are many alien races but humans currently only know five.

And the current question is… What is your worlds “magic”?

Now then just like I posted the first time, you will note the quotes there. “Magic” here means anything you cannot or will not explain with any ease. Usually it is something that just has to be accepted. Be it technology, the Force, psychic powers, actual magic or something else. You can find it in every sci-fi setting. Even hard sci-fi that is taking its queue from modern technology and trying not to go to far ahead. And also in every genre of sci-fi you can find it. Hard sci-fi, pulp, cyberpunk, steam punk, space opera, and on and on. There is always some kind of “magic”.

Now then one of the things that you will find when “magic” comes up is that somewhere in the story you will find someone who tries to explain it. At least a little. And in a game you will always have at least one player who wants to know how it works. The player will usually want to know how it works so they can circumvent it in the game to one degree or another. Now then this does not mean that you need to understand how virtual reality programs can allow one structure to alter another in one way or another to allow your virtual avatar to hack into a storage mainframe. Nor do you need to know how to circumvent the conversion of mass to allow a vessel to move faster than light in three dimensional space to have faster than light travel. You do have to be ready for the questions though. And when they come up there are three ways you can deal with it.

When it comes time to explain or define your “magic” for the players you can

  1. Tell them to shut up and accept it
  2. Research something similar or steal from other sci-fi so you can have talking points
  3. Create a game skill to cover it and just let them roll for it (kinda like shut up and accept it but it gives ya a little more wiggle room)

Technically there is a fourth way and that is to mix and match the other three in a way that works for you. Personally that is how I tend to approach things. If there is something I enjoy or want to play with I research it a bit so I can at least seem like I have half a clue. I also steal liberally from other settings and mix and match that with the things I have researched. Then I add in a couple of skills like ‘Science!’ I actually took that idea from Steve Jackson Games in their IOU GURPS supplement. When I originally read it I had to have it. They also have ‘Magic!’ in the same supplement and over the years I have taken that model and just made these massive overarching skills that allow you to do things like combining other skills together to somehow cover what you are doing in the name of the direction you are trying to run.  And I have to say that in a pulp setting like I have planned things like that really allow for mad scientists and for people who have no idea how something should work to say things like “Yeah I just picked up a little of this over time.”

Now then if your “magic” has some sort of power to it, like the Force or psychic powers you need more than a skill, you need to have people who use it. You might want to have a background for it. And if you are really over the top you could have an ultimate reason for it. I mean if you look into Babylon 5 you can see that they hint at but never clearly say that psychic powers are in many of the races in that setting because one elder race, the Vorlon, wanted to have a weapon against their enemy the Shadows. And so they did genetic tinkering all over the galaxy. A great many game engines support the use of something supernatural or preternatural or however you want to view the power.

Last thing you might want to think about is how many of these things should you mix together. I mean if you look at something like Star Wars, depending on your race, would depend on what you see as “magic”. I hate to use this example but if you take the (shuddering) Ewoks as an example. To them the Force and a lot of the high tech was all “magic”, but to most of the other races only the Force was “magic”. This is a difference in a game setting that can get you a lot of mileage in role playing. If you allow one player into a game with a character from an advanced race, to them everyone ohhing and ahhing over the tech is little more than a bumpkin or a hick. But even to them there is something that is still “magic”. And even in those cases you will find someone who ‘just has a knack for it’ and they really can change the dynamic.

To give you a personal example I was playing in a Star Wars game and as players we were allowed to make our own races. We had one player create a character that was quite strong in the force, but was not a Jedi. Their culture treated it differently and so he was always surprised by people treating the power with reverence and dividing everything into good and evil in response to the Force. Another player made a character that had a natural sense of technology, and even when she was exposed to something new she would just tinker with it for a moment and then make it work better. No formal education, no Force powers, just a natural talent that was really really helpful. While in the same group we had a formal Jedi, and a mechanic droid. It was very fun watching them banter back and forth about what could and could not be done. Each treating their opposite number as some kind of witch or heretic, or just a hick with no real knowledge what so ever who just needed to be educated.

So by now you have to be wondering what I intend to do in this setting.

My plan here is to actually do a mix. I want to have something that will stratify the setting. A reason why humans could be considered trash, that has nothing to do with the fact that humans are behind the rest of the setting in terms of technology. So I plan to use psychic powers. I am trying to see if I can come up with something that will explain the trait across multiple races with no physical similarities, but that one is going to be hard to pull off unless I can put a mutagenic element into multiple species DNA… hmmm, that might just work. Using the “magic to tier the society I can have a setting where if you do not have psychic powers you are not going to be a full citizen, and then if your race has low power levels you will be in the middle class. Judging by race this would allow them to have superior and lesser races, attitudes and all sorts of judgmental bull shit going on. Now we add technology to the mix too. If these racist races have an uplift policy then they might have something in place where taking a lesser race under your care allows you to treat them however you want until they get used to the modern society. And getting used to being a race without psychic powers and no native tech basically makes you slave labor and cannon fodder. Because in a setting like this you can be sure that somewhere out there a society like this has an enemy, and why would they use actual citizens as fighters when they can take entities that they see as little better than uncivilized animals and toss them into the war on their behalf. Ohh wait that sounds like an awesome meta plot.

Ok so lets put this in a brief for review…

  1. The sci-fi style will be pulp sci-fi. So things can get weird.
  2. Humans are trash. So at the very least they will be low class citizens, maybe worse.
  3. Players will not know how big the universe is, and I will sketch out a couple of places in advance but otherwise let the players drive things so the universe will become as big as it needs to be.
  4. Timeline is about 30 years in the future and there are older humans who remember ‘today’ as the good old days.
  5. There are many alien races but humans currently only know five.
  6. There are two “magics”, technology and psychic powers. Psychic powers are used to stratify the over reaching galactic society and technology is used as a tool and extra lever over ‘lesser’ races. And humanity is one of the very lesser races.

Ok so there is only one question left on my list. After that I will do a short write up of the setting I have in mind and you can see where it goes from there if you want to use it yourself or just use the questions to build your own setting.

Hope everyone out there is having fun, enjoying the holiday if you got one, and playing safe if you are in the mix for Black Friday.

Now gimme the dice, I have to make a saving throw against the siren song of left over pie.


Game Review: Villains and Vigilantes (G)

Welcome back readers. Anyone who knows me even halfway well knows of my love for all things superhero. My long term love of comic books and the worlds built in them. And this of course leads to superhero role playing games. The very first one that I played was the Marvel Super Hero RPG that was published by TSR back in the day. Next came Heroes Unlimited by Palladium. Then Champions by Hero Games/ICE. After those three I sort of picked up games all over the place. One of them was Villains and Vigilantes (V&V) by Fantasy Games Unlimited.

I was first exposed to V&V by Dragon Magazine. This was back in the 80’s when Dragon was not just a magazine that supported Dungeons and Dragons, but it also had articles that would support other game systems and game companies. I do not remember the issue number for the magazine but they had an article about powerful female characters in superhero settings. Marvel Super Hero got a bit about Phoenix, and for V&V they published a character called Maxima I believe. They gave her a great background and by reading over the stats I was interested in how the game mechanics worked. It would be a few years before I got my hands on a copy of the game itself. Now then for those who only know the modern online version of Dragon Magazine I suggest you look back at the old issues. There is a lot of interesting things for a lot of games that you can find there. Even in support of Steve Jackson Games Car Wars, Dragon magazine was the first place that had rules published for using tanks in the game… heh.

Now then while FGU claims on their web site that V&V is the first successful superhero RPG, I am not sure I can support that idea. V&V was first published in 1979, and did not see a lot of popularity (according to their wiki) until 1982. Meanwhile Superhero 2044 was published in 1977, making it the first superhero game that I know of. And when Champions was released in 1981 it sort of took things by storm if the distribution people I have talked with are to be believed. So I am not sure I can believe that it was the first successful superhero game. Also remember that the US is not the only place publishing role-playing games. MANY other countries publish games and I would love to get more of them. Especially things like Golden Heroes from the UK. There are also very very indie publications that may have only seen local distribution in a city, not even getting to a large audience. So the claim is tenuous that they have the first successful superhero RPG.

Now then even though I have doubts about the game being the first successful superhero RPG, I can say that it is very long lived. Even though it has been around since 1979, there are still new publications coming out for the game. And FGU is still soliciting for new things to come out. The only other game that I know that is still sporadically publishing is Heroes Unlimited. Champions has been on hiatus for the last several years due to, well lots of things. Marvel Superheroes has been licensed to other company and the original game engine is now running a completely different game. DC Heroes has been licensed to others and so on. It looks like Superhero 2044 is going to make a comeback, maybe, but it never had a lot of publications to support it.

Once I got the game in hand I quickly found it both very cool and very frustrating at the same time. On the frustrating side is the combat system. Instead of setting up skills the game engine uses the powers to govern combat. Making it harder or easier to fight based solely on the power you use. Defense is also governed the same way. So they made a table for it. Then you modify the table with other tables that govern experience and a few other things. Now then, to be honest, in most respects this really simplifies combat. However it makes it so generic that you will not be able to get much variety between characters with the same powers. On the positive side they had some really innovative ideas about things like character generation. You see in this game you are supposed to start with an honest assessment of yourself for your basic stats. That’s right this is one of the few games where you are your character. And one of the things that this means is that if YOU have a skill or a knowledge so does your CHARACTER. Brilliant really. When every other game system is warning players about the difference between what you know and what your character knows and the challenges of role-playing that difference, these guys just said shuck it and ran with the idea of you being your character. They do not kill the option of just randomly rolling stats, and they give options for it, but to cover skills they, well they dont really save to talk about taking on a profession and you can do those things. The second is experience. Now then with most level based advancement systems you are going to see very specific growth. In a point based system you have the option of doing whatever you want even if it does not make sense for the character. Well much like 3rd edition D&D and Pathfinder this game combines them. Once you start your character you select a mode of training. This training will give you advances when you level up. Every time you level up you can select a different type of training. They give a lot of suggestions but also have a little marker that says ‘Whatever’ (no, it literally says Whatever) because all of the training listed is suggested. You can come up with your own ideas and the GM can approve or not.

Now then please remember this review and my comments about the game are based on the 1982 Revised version of the game. There are newer editions and even alternate versions of the rules that were revised by other game companies during the life of this game. So if you know of alternates to the things I am talking about, that is cool. I know they are out there and I even have some of them, but this is where I got my start with the game and this is what I am reviewing.

Ok so background and flavor text in place. Lets take a look at the numbers I put on it.

Overall Fluff 2/5 – Other than the art by Jeff Dee, there is really very little you can call fluff in this game. There is no setting, there is no background. All that is up to you and the people you play with. I give it two stars because I really like Jeff’s artwork.

Overall Crunch 3/5 – I talked a bit about the rules above. One of the things that really caught me up in the game was that they also talked about the legal ramifications of superheroes. Citing actual laws and how they could be applied. Some might think of this as fluff, but I see it as a part of running the game.

Overall Mod 3/5 – This is a tricky one. You can mod within the rules, a little. But mostly if you want to mod it you need to get home brew and find ways to slip in changes that dont kill the system as it exists. Its not that easy really, but it can be done.

Overall Fun 4/5 – So with only twos and threes above how can I still call it a four for fun? Easy. In-spite of the challenges it is fairly easy to play and replay. It is one of the few games that tells you to play yourself and rewards you for it. It is inexpensive in a world of high priced game books and it lends itself to just about any super hero world you can imagine.

Total Score 12/20 – Ok so its only a 12 of 20 but it is still fun. I still like it and even have both digital and paper copies. Would I recommend it to others? Only on a limited basis. If you like supers and you enjoy the ideas above then yes, whole-heartedly. If you enjoy putting your own world into place and don’t need a background, then yes. If you want to play in a pre-made world or don’t have the time for building your own then no. So just like everything else I review, its going to come down to you and what you enjoy.

Ok so thats in the tank. 🙂 I will be back next week with more of… something. 🙂

Hope everyone out there is having a grand ole time and if you happen to be in the US and celebrate Thanksgiving or Native American Remembrance or whatever excuse you want to have family and friends over to binge on turkey and other foods then I hope you have a great time.

Now gimme the dice, I need to see if I can make a defense against feline mind control.



Review # 17 Starfinder

Wow, ok it was June last time I did a game review. And like I told you in the last post this is one that I have not played yet.

So how can I review a game I have not played yet? Well people on other sites do it all the time, but this time I have, I feel, enough experience with most of the material to make a few jumps in logic without an actual game session under my belt.

You see Starfinder is the latest game from Paizo, the company that created Pathfinder and kinda took over for the massive crowd of gamers that loved D&D 3.0 / 3.5 when Wizards of the Coast stopped supporting that product line.  Since shortly after the initial release of Pathfinder there have been elements in the game community that have been begging Paizo to do a Pathfinder Modern like WOTC did with d20 Modern to put the d20 system that ran D&D 3.0 / 3.5 into modern and futuristic settings (look at the supplements list on the d20 Modern wiki and you can see d20 Future for sci-fi and other settings – you can also take a look at the d20 version of Star Wars [Not my favorite version of Star Wars RPG], in many ways these licensed products are why there was so little support for d20 Modern). Several fans have cooked up their own materials and published them online. I wont give links to those because half of them seem to have predatory adds and its a pain to keep up on who has what. Feel free to go looking but keep your security monitors up at full speed when you do.

So finally now Paizo took their Pathfinder rules and made a sci-fi game setting. Starfinder is it.

Here is where things get a little hairy. It is not a straight translation. There are a number of rules and mechanics changes that will make game play different. However they do have a section on how to play Starfinder with Pathfinder, and I could see from the get go that while there are changes the basic structure is so closely similar that it would be easy to just skip the difference in some of the mechanics and roll with it one way or another. In some respects I look at the engine and changes as being a possible Pathfinder 2.0 game engine. There are only two game engine changes that I do not really agree with, but it is easy enough to put those aside.

Paizo already has a few products planned to support the new setting. But it remains to be seen if this is going to be a long term, and well supported game. Looking at everything Paizo has done over the years to support Pathfinder, I have to say that I am kinda hoping that they will put just as much time and effort behind Starfinder. And I also hope they avoid the long term decline that we have seen in the quality of Pathfinder products… that is a rant for another time though, and considering how many people have already ranted about that online I would feel like I am in the middle of a ‘been there done that’ moment.

So what has Paizo changed in Starfinder? Well lets start with character generation. The primary format they suggest using (see its not the only way to do it but they call it out for game balance reasons) is that you use a point based stat generation system and that no stat should start above 18 after all the race and background modifications are in place. It is not a bad system overall, but when you compare it to the way you could roll an 18 and add race mods and so on to a Pathfinder character and start with a stat of 20 or more it seems a little out of place. Thankfully the roll option is still there for those who cant live without it. Next change is that players have three selections they need to make for their characters to get things started. Pathfinder has race and class. Starfinder adds Theme to that. Theme is an interesting new aspect that basically flavors your class in a number of ways. It provides level dependent benefits that can also shape your character. While you can multi-class still you cannot multi-theme. And for those who worry that adding a theme element might make you more restricted in how you can design or play your character, don’t worry they actually have a ‘theme-less’ theme so that you can free form it a bit. Next big changes come in the areas of combat. I want to start with something that comes up in character generation but is not really worked with much until you talk about combat. Characters in Starfinder have Stamina Points, and Hit Points. Stamina Points (SP) get burned quickly and recover quickly. Once your SP are gone you burn Hit Points (HP) and they are harder to recover. This mechanic reminds me of the Palladium Books SDC (Structural Damage Capacity) and HP set up. However I think the Starfinder version is better defined. The big challenge here is that by adding SP you make it harder to kill things. The sad part is that this mechanic is needed because the weapons in this setting do more damage than you may be used to if you have been playing Pathfinder. Next change is that you have two versions of Armor Class in Starfinder. Energy and Kinetic.  I know that Kinetic is a type of energy, but… well… yeah ok just roll with it. Both are calculated from the same base, but one protects you better against some of the energy weapons and spells (yeah there is still magic here) and the other against ones that just use brute force. You will notice that there is nothing in my statement about ranged or melee attacks and that is on purpose. Next up is a modification to the Combat Maneuver system. One of the best innovations that Pathfinder did to improve on d20 was to simplify combat maneuvers. Things like tripping or tackling an opponent. Starfinder changes the way you calculate the values but nothing else really. It does not change much, but it does change the overall values a bit.

None of the changes are bad, they are just different.

Some of the cool adds that they have in the game include several new races, new classes (one of which reminds me more than a little of a leveled version of a Green Lantern or a Nova Corps member) and a ship design system that I wish I would have had ages ago playing d20 games. Yeah, its pretty cool even if it relies heavily on an initial template, after that you can smeggin go to town and make some really cool ships.

The setting for the game is tied in tightly with the Pathfinder solar system. They give a lot of tasty tidbits and history in the main book. For a core rule-book it is fleshed out pretty well, so it is really interesting to think where they will take it from there.

Now then my initial testing of the game (I do this with just about everything that I get that has related rules in another game… hence why I know so well the Palladium power creep) I made up a couple of Starfinder characters and pitted them against Pathfinder characters of the same level. First level characters in Pathfinder got mopped. Not because of higher skills or abilities, but due to gear and Stamina Points. Fifth level was actually a closer match but only when the Pathfinder characters thought ahead and used their skills. Tenth level if you have a Pathfinder mage you come out on top, monks also do some significant wiping up. Fighters and rouges have serious issues unless they have feats that allow them to get a-hold of Starfinder gear and weapons to turn them against the Starfinder characters. To my mind the rules changes do not make this a case of power creep though. Starfinder characters are in a world with more fire power, and slightly different mechanics. But take it as you will.

Ok to get down to the numbers so this does not turn into a really huge post.

Overall Fluff 5/5 – The art, the background, the flavor text. Yeah this is a quality publication when it comes to the fluff. Most of the book is very easy to read and can give you a ton of ideas. Not just for a Starfinder game, but there are some interesting things in there about relations between some of the races and cultures that just sort of sings.

Overall Crunch 2/5 – The rules in this game are mostly well placed. However I found myself diving into the index a lot to get more information about topics. In the exact opposite to the fluff the initial rules material is usually enough to tease you about something but not explain it well. So to really understand some of the rules you need to go to a couple of places to make sure you know what the changes from the Pathfinder system means. I have been told that if you are completely new to the game it is easier to follow than if you are experienced.

Overall Mod 4/5 – So yeah, it is a Pathfinder/D&D 3.5 product. If you know anything at all about the engine you can mod the hell out of it.

Overall Fun 2/5 – This one is just an estimate as I have not played any more than my power creep tests. I think it will be fun, but finding a crew to play a sci-fi pathfinder that has both tech and magic will not be fun. Yeah I know I did not really go into that but yeah there is magic and tech.

Total Score 13/20 – I do see a lot of potential here. And to be honest some of my scoring may be biased by the fact that I am currently looking at rules engines for my own sci-fi setting and want the perfect one. Also that I may be impacted by the slow decline in quality that I have been seeing in Pathfinder products for the last few years. So I will accept that I may be biased, but I am honestly looking forward to seeing what can come out of this game.

Allright so that covers the review… Usual disclaimer that this is all my personal thoughts and you will need to think for yourself to really figure out if this game is for you or not.

Now gimme the dice… I need to roll for dodging kitten claws while typing.


Creativity Engines

Ok so to take a short break from the world building materials, I waffled back and forth between doing a review and a rant, and in the end I think the rant is what I crave more.

So I have talked a number of times about differences between two major game engine types. Point based, like what you can see in Hero Games or GURPS. And level based games like D&D and the Palladium game engine. Now then if you look with a wide enough lens you can wrap up nearly every table top role playing game into those two categories. Notice that I say nearly. Let me give you a couple of examples of how my lens looks at some of the game systems.

  1. Point based
    1. Hero Games
    2. GURPS
    3. Tri-Stat
    4. d6 system (even though the points are dice)
    5. Cardinal by Sanguine (another dice type but a rather unique application of it)
    6. Amber Diceless (a unique way of spending some of the points to be sure)
  2. Level based
    1. D&D
    2. Palladium
    3. True20 – a D&D 3.0/3.5 variant
    4. Pathfinder – like True20
    5. Cyberpunk 2020 – I signal this one out because the Interlock system overall can be used more as a point based than level based

I am sure that for experienced gamers there will be those who try to say I have the idea wrong, and that there are a bunch of games that blur the lines like Mutants and Masterminds. To which I say, yeah sure. But the point of the rant is not those games at all. That’s background so you can see where my point of view comes from.

What really gets me is how few totally creative game set ups are out there. These two background concepts are really common. They make things so easy to get a hold of and run with. But what about exercising the gamers, and writers, creativity to come up with things that are more unique? Is it really that hard? Or are there no big ideas? I mean I have seen several other ideas that work… but…

  • FASERIP/Marvel SuperHeroes(the old TSR one)/4Color – This game engine, like Villains and Vigilantes, is completely random roll. If you play this one by the rules as written, everything from character generation to interaction with others comes out to a die roll. You are in the hands of fate from the beginning and you just cant stop. House and alternate rules allow you a choice in some things but not complete control by any means.
  • Chaosium – Fate plus choice. Roll your stats and they determine how many skill points you have to spend, plus a base so no one is totally hosed. From that point on though the more you do the more you can grow, and they have a growth mechanic too.
  • Pantheon – small press that never took off but the fact it is just narrative roleplay. You design a character with nothing but words and then try to out talk the other players. There is not even a DM type position unless the group wants to have some sort of editor.
  • Cypher System – Descriptive narrative brings skills and abilities. This is sort of like crossing Pantheon with FASERIP. Its a really good cross though.

So here is my big challenge. Why is it so hard to get the more original ideas to take with people?

Is it lack of marketing? I mean without in print game mags like Dragon and White Wolf  around any more, White Dwarf is almost totally subscription only and rarely prints anything that might support other games, and Pyramid… well yeah, and Space Gamer or Fantasy Gamer… Yeah there are online sources to find out and review sites and so on, but there is little to no promotion. I mean if you go to a convention you might see business cards or fliers scattered about, but that’s it. Back in the hey day you would see game companies taking out adds in each others magazines, dropping in adds in comic books and really trying to push the edge.

Is it lack of sales venue? Back in the day game companies had sections in national chain stores like Toys R Us. Today you are lucky to see anything other than the top two or three sellers in Barnes and Noble, and local game stores are disappearing thanks to online sales companies like Amazon. You used to be able to go into your local mom and pop and find some of the weirdest and most innovative games that had ever been printed.

Is it low quality? You can still find some rather innovative ideas in games online. But without the glossy print pics and driving background stories written by high end fiction writers there is so little to grab someones attention that you end up with a book that is just rules printed in a text size you can get into place. Or if you are selling them independently in PDF format online most of the time the buyers cant get a good look at the product if there is anything they can preview.

Could it be that we are all broke now when it comes to games? Or maybe the big publishers are having so much of a hard time with costs that in the last 15 years a hard cover rule book has gone from 20 to 60 dollars? Are they pricing us all out of reach?

Or maybe, just maybe, and yes I expect hate mail for this one, have gamers just gotten lazy? Do they not want to experiment any more? Have they just found their one little nitch and that’s all they ever want to do? Because its a system or a setting or whatever. And because gamers have gotten lazy, when they teach others about games they dont say, ‘There is a lot of stuff out there, experiment and find the stuff you like.” Instead they say, “This is the best game ever and if you wont play it then you are not a real gamer and fuck you and the dice your rolled in here on.”

To be totally honest I have encountered all of it. All of it sucks. And all of it seems to be killing innovation in games.

I mean look at D&D 4th edition. That was just trying to make MMO’s into a freaking table top game. It sucked for me because I had seen the innovation and growth from 2nd edition to 3rd and 3.5 and had been thinking, ‘Holy shit if they did this much to improve things last time they are going to blow my mind, I know it.’ Yeah. No. But there are tons of people I know who loved it. It bridged that gap between the MMO games they had been playing and the RPG’s that others had played around them. So in a way it was just another step in innovation. In terms of game mechanics it was also sort of a step back. But D&D and all its changes are another rant.

Palladium games has not really had a change in their game system in, well, decades. Other than Power Creep. Champions by Hero had a small jump from 3rd to 4th edition and then from 5th to 6th. Is that the problem? Are the big companies failing to innovate themselves? And so no one else follows suit?


Ok so the point that I was trying to make here is that there seems to be very little innovation in gaming. There seems to be a few methods and no one gets past them. I am concerned that if nothing happens we may see the same thing we currently have in Hollywood when it comes to movies happen in games. Everyone spending all of their time and money regurgitating all of the same old things hoping that by pasting a new face on the front of it they can make money on the same thing all over again. Only to have folks tell them the new version is crap.

The only way I see to pull the industry out of that kind of loop is to get people online and purchasing the small press games that have new ideas. If they are great or if they suck. Just to let bigger companies see innovation, and I mean real innovation not just repackaged and repainted yesterday, pays.

Ok before I wander futher down any rabbit holes and turn this into some kind of omni rant, I need to step away from the keyboard.

Gimme the dice, I need to make a sanity check to see if this makes any sense.

Peace out and game on.