Showing posts with label dcc*. Show all posts
Showing posts with label dcc*. Show all posts
Friday, January 17, 2020
Friday, January 10, 2020
Saturday, June 18, 2016
The Year Without a Free RPG Day
Well, there was a Free RPG Day today, but just not for me.
Maybe it's because my favorite FLGS (All Things Fun) closed its West Berlin, NJ location. I have to admit to feeling a bit of nostalgic despair at the thought of looking for a new game store to celebrate the day. There are a few within easy travelling distance, but my heart just wasn't in it.
I also didn't want to remind myself that I'm not actually gaming right now. Got a lot of irons in the fire these days, but regular roleplaying isn't one of them. I've been tinkering with the idea of running some good old Basic D&D and a dungeon crawl using...well, one of the many resources I have on hand, namely Stonehell Dungeon.
Meh, just wallowing in self pity due to lack of gaming and general disconnection from the roleplaying blogosphere.
So, time to stop wallowing! I'm thinking that I've invested a lot of cash in Goodman Games and Dungeon Crawl Classics, so instead of running Stonehell with Basic D&D or Labyrinth Lord, I should be brushing up on DCC instead and using those rules.
Speaking of DCC, I'm a bit disheartened by the long wait for the new rule book for the 4th printing Kickstarter but I'm sure it will be worth the wait. Here's what I'm getting:
Nice and unholy, eh?
So, hope springs eternal for the future of my personal gaming situation!
Speaking of Goodman Games taking my money, I hear tell there's a little something called "Mutant Crawl Classics" that's about to hit Kickstarter! Obviously, it's going to be their version of Gamma World, just like Goblinoid Games came out with Mutant Future a few years ago.
Yeah, I keep telling myself I won't get in on this Kickstarter, but you never know what might happen. It's a crazy old world!
Aaaand speaking of post-apocalyptic futures, I've been entranced by previews for a PS4 game called Horizon Zero Dawn (kind of a daft name, sounds like they randomly chose three words out of a dictionary). Here's the trailer for the game:
I don't have (and don't plan to get) a PS4 anytime soon, but OF COURSE my sick and fevered brain immediately started to think I could mimic the setting of the game using Mutant Future. I'm a wackjob and a glutton for punishment.
Anyway, that's all for now. Have a great Father's Day tomorrow, all you male Dad gamers out there!
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Friday, July 10, 2015
End-of-Week Elmore (7/10/15)
Okay, first, here's your Elmore illo for the week!
Second, I know it's very belated, but I'd like to say that I had a great time on Free RPG Day at my old RPG stomping grounds: All Things Fun!
Here's a pic of my humble haul (of which I consider the Dungeon Crawl Classics GM screen from Goodman Games to be the crown jewel):
Early next week, I'm going to post in more detail about the good bit of gaming I got up to on the day, complete with pics! Until then, have a great weekend, and happy gaming!
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Monday, January 12, 2015
There are many Chained Coffins, but this one is MINE!
Once again, I find myself wondering if I'm a masochist. I mean, I keep buying all these awesome gaming products, even though I'm not currently gaming much at all. But what can I say, I'm a gamer at heart and I love collecting and reading this stuff!
Case in point, I received my copy of The Chained Coffin box set from Goodman Games. I'm salivating over this incredible product of the imagination of Michael Curtis! Man, I want to get a game going based on this thing!
Let me walk you through an unboxing, eh?
First, above is shown the return label on the shipping box! That's Ol' Blackcloak, a malevolent supernatural being featured in the Chained Coffin. Nice touch, Goodman Games!
BAM! I opened up this puppy and there's the silver foil cover of the main module! Nice ambiance right there, eh?
Lurking under the main module is all the extra setting detail as well as bonus modules! Lots of mood-setting gaming goodness here, kids!
And there's the wonderfully strange wheels-within-wheels of the working puzzle wheel, for use during the course of the adventure! Friggin' sweet!
So there you have it, folks! I'd definitely suggest you try to get your hands on this bad boy! I've been reading through it when I get some spare moments, and it doesn't disappoint!
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Monday, January 5, 2015
I already miss the holidays...
Like the "Gingerbread" Princess pictured above, I'm lamenting the passing of the holiday season! But I should not despair, because I got a lot of gaming product goodness over the last couple weeks. Not only did I get a copy of the Lamentations of the Flame Princess Rules & Magic hardcover, but I also received my Chained Coffin box set from Goodman Games! I'm going to make myself feel better by delving into those goodies this week! Stay tuned...oh, and happy new year!
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Wednesday, November 14, 2012
Mr. Curtis Goes to South Jersey
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The requisite table of various and sundry gaming goodies! |
So I've finally found the time to get pics off my new phone and write this post! On Sunday November 4th, I had the pleasure of meeting Michael Curtis, the man behind the Society of Torch, Pole and Rope blog and the creator of OSR staples such as Stonehell Dungeon and the Dungeon Alphabet. Despite the devastation of Hurricane Sandy, he drove many hours from New York to New Jersey, South Jersey to be exact (we Jerseyites consider North and South Jersey to be almost separate realms, but that's a discussion for another time).
When I arrived at the incredible All Things Fun in West Berlin, I had a chance to talk to Michael about gaming, the OSR, and the havoc of Sandy before a couple other gamers arrived: Rich of Circle of Dar Janix fame, and Mike from Swords of Legend. Once these fine fellows joined us, we got down to the business of gaming!
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The calm before the proverbial gaming storm... |
Michael gave us the following choice: he could run us through his Emirikol was Framed! DCC RPG module, or he could run us through one of two unpublished modules. My fellows and I leaped at the chance to playtest something for him! So Michael handed out some 1st-level DCC characters (we decided to take two each) and gave us a quick overview of the system before starting the session.
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I think he's trying to scare me with his GM screen (the "evil" dice bag is mine)... |
I thought it was rather hilarious that one of my character's Lucky Rolls (part of the DCC RPG character creation process) was "Conceived on Horseback." I thought such a feat of agility on the part of the character's parents would confer some sort of bonus for the offspring, but alas that is not the case.
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My two characters' sheets and associated spell page print-outs. |
I don't want to give away anything about the module we playtested, but suffice to say it definitely had a strong old-school feel, with what I thought was a nod to at least one Basic D&D module from back in the day. I'll leave it at that.
I picked up a copy of the revised Dungeon Alphabet signed by the author himself, as well as some other swag that Michael brought along. Bottom line: it was cool to finally meet a prominent member of the old-school RPG community to talk about gaming and get down to some actual play!
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This should have at least given me a Dex bonus, thanks to very agile parents... |
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'Nuff said. |
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Thursday, October 25, 2012
Michael Curtis coming to my neck of the proverbial woods...
That's right, folks! Michael Curtis, of Stonehell Dungeon and Dungeon Alphabet fame, is coming to the awesome All Things Fun! store on Sunday, November 4th! Go here (Michael's blog) and here (the All Things Fun! event page) for more details.
I have to say I'm really excited for a number of reasons. Of course I'm probably preaching to the choir here, and I'm sure you know who he is already. But anyway, Michael is a prominent figure in the old-school gaming scene because of the body of work he's produced. It looks like he'll be running a game session to take players through one of his latest creations, the DCC RPG module "Emirikol Was Framed!"
I can't wait to meet one of the people behind the old-school movement, and maybe have time to chat about the OSR, his upcoming projects, etc. And I also cannot wait to finally play DCC RPG! You know what this means?! I GET TO USE THOSE FUNKY ZOCCHI DICE I BOUGHT! Nice!
This should really be a fun time. Ok, I'll stop with the gushing now. If you can make it, I would love to meet anyone who's been reading my blog. Thanks to the incredible proprietors of All Things Fun!, Ed and Dina Evans, for setting up this event! It should be a great time! I'm planning on taking some photos and blogging about the event afterwards.
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Tuesday, July 17, 2012
In the Mind of a Mad Gamer
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"Oh, and Game Master, just one more thing: love your campaign!" |
Perhaps the excessive heat the US has been suffering under has broken my brain. Perhaps seeing the bickering of my family over parental issues (that's all I'll say on the matter here) has broken my spirit. Whatever the cause(s), I've found my brain severely unfocused as of late. As a result, my mind has been spinning on all levels, and this includes my gaming life.
When I was young, my hobbies were a true escape from a tumultuous family life. I read books voraciously. I found solace in places like, well, Solace, the tree-top village in the Dragonlance Chronicles. Yes, reading was a hobby, and linked to that was a "hobby" of self-imposed isolation. To be hidden in the depths of a library, secluded among stout walls made of book shelves with a book in hand, was to be in paradise for a short time. I also liked to write fantasical stories, an interest that I'm sure I shared with many young people who enjoyed Dungeons & Dragons.
When I discovered Dungeons & Dragons, I was often in the role of Dungeon Master, as my enjoyment of crafting plots was the greatest among my childhood group. As with many of us, the game gave us a means to develop creatively and socially.
I suppose reading is still an escape for me, and roleplaying is still something of an escape and a creative outlet, as well as a great social event (I can't say enough about how much I enjoy being around my current group of players). Though now I'm escaping the sometimes onerous grind of adult responsibility/bullsh*t.
ANYway, to continue on from my recent post about self revelation, of late I've found myself feeling pulled in many directions with regard to what I want to run as a game master. I feel really upset at myself for putting my still-young Labyrinth Lord game on hold. I didn't want to do that to my players. But I also had to be true to myself with regard to the fact that I felt unfulfilled with what I was running.
After a lot of rumination on the more nebulous aspects of my feelings, I think I've reached some clarity on things. I suppose not many people out there will be interested in hearing a 30-something man go on and on about roleplaying woes, but this is more for my own sanity, I think. I need to lay out what's on my mind in some organized form. I hope this will alleviate the swirling miasma of Gamer ADD. I've been inspired by Chris at Classic RPG Realms, who isn't afraid to talk out his struggles regarding what system to use.
Again, I consider anything with D&D "DNA" to be D&D wearing a mask. All that being said, here's my thought process as of right now:
Basic D&D
I have come to realize that I really want to run a game using actual Classic/Basic D&D rules. The retroclone thing wasn't cutting it. This came as something of a shock to me, as I'm a big fan of the 'clones. But I can no longer hide from myself the fact that I want to play "pure" if I'm going to play Basic D&D.
If I'm going to deal with the somewhat arcane mechanics of Basic D&D, then I want to be actually playing Basic D&D. That means using the original rulebooks. I have a copy of the Rules Cyclopedia that I'm dying to use, and I have PDFs of the individual Mentzer box sets that I can print out (or have done so already).
I'm not sure if this sounds shallow or bizarre, but yes, I want to use those original books. I don't want to use a retroclone. There, I said it. Again, I have nothing against the 'clones. They're great, and they're the impetus behind looking back to explore early D&D.
But I want to see that Larry Elmore/Terry Dykstra artwork when I'm flipping through the books. I want to see the fonts they used. I want the beholder in the monster section! I want that authentic D&D experience, which to me means using the original books.
And in using the original books, I want to stay as close to rules as written as I can. I really want to cut down my house rules and just do rulings on the fly as needed. I think the majority of my house rules will pertain to the classes, to give them a bit more "oomph."
Again, I'm feeling very guilty about putting my Labyrinth Lord game on hold after only a handful of sessions. I think I owe it to my group to give Basic more of a fair shot. But to me that means actually using those original rule books. Once more, I ask: is this insane?
I'll include the DCC RPG here, because it uses Basic's race-as-class feature and many other connections to Basic. I really like what Goodman Games has done to the D&D chassis. But I feel like it has more rules crunch than I'm willing to deal with at the moment. I have an urge to run some DCC RPG in the future, but not right now. I don't want to deal with the crunch.
Advanced Dungeons & Dragons
When it comes to Advanced Dungeons & Dragons, for some reason I currently have the opposite desire: I do NOT want to run a game using actual AD&D rules. I would much, much rather use Castles & Crusades. I'm not sure if this is a strange divergence from my "NEED PURE BASIC D&D!" feelings. But there you have it. At any rate, I have no desire right now to GM an AD&D/C&C game.
D&D Mine
Every once in a while I get the urge to make my own "edition" of D&D. Who in our blogosphere community hasn't felt that urge, right? I want to take the Swords & Wizardry clone as a foundation and put in all the tweaks I want and make my own game! I was inspired recently by JB at B/X Blackrazor when he proposed the D&D Mine concept.
But at the moment, this still is a case of "MUST PLAY PURE BASIC D&D!" eating at my brain. So this recurring urge is, once again, pushed aside.
Other RPGS
I really like Savage Worlds and the Dragon Age RPG. Their allure is that they offer an alternative to those games that are variations on D&D (i.e. those games that use mechanics very similar to D&D, either Basic or Advanced). And this appeals, because I have no deep-seated desire to immediately house rule either of these non-D&D RPGs, because they aren't D&D!
I think that I'm so familiar with the D&D rules that I can't help myself when it comes to house ruling. I'm sort of tired of this uncontrollable need on my part to endlessly tweak the D&D design. So, to me, the logical solution is to try another RPG for a while, and take a break from D&D in all its forms.
Yet my desire to play these games, strangely enough, makes me yearn for D&D. I'm really feeling insane...
Conclusion
I try to tell myself that I don't have a time limit on my new gaming life. I can run one sort of game/RPG for a while and then switch to another at some point down the road.
Ultimately, I'm sorry to subject my poor gaming group to the results of my scattered mind. I'm feeling like a very divided self, with my attention pulled in too many directions. This is frustrating to no end.
Any advice is very much appreciated.
Friday, July 6, 2012
Festivus in July: My DCC RPG Stuff Arrived!
Ah, gotta love a delivery of gaming goodness on a Friday, folks!
Yes, that's right, that's a picture of my package right there! My package of DCC RPG goodness, that is! I got my stuff from the incredibly awesome people at Noble Knight Games, where great customer service is alive and well.
I hold the mighty d30 in my hand!
And here is a package of the first ever GameScience Zocchi dice purchase. I got the kind that glow in the dark so they would stick out among my other polyhedrals.
Ah, the tome itself! No more will I struggle with the PDF! It really is a value for the money at $40 (actually, I got it on sale for $35).
The Noble Knights also threw in the 2012 Free RPG Day offering from Goodman Games!
My god, it's full of art! The spine felt nice and tight as I opened it, and the scent of the pages was pleasant enough. I love the smell of gaming in the morning! This is indeed a tome in every sense of the word, though truth be told it isn't as heavy as I expected it to be.
This image was an awesome treat as I skimmed through the monster section. Those are the Troll Lords, the great minds behind Castles & Crusades. Clearly Goodman Games has some love for the rowdy bunch of game designers from the wilds of Arkansas. This warmed my proverbial cockles of my heart, as it was great to see a connection between one of my favorite game systems (C&C) and a new system I am about to explore. That bodes well.
Some close-ups (above and below) of the Zocchi "gems." Again, I wanted them to stand out from the usual dice we're all familiar with from years of running games with D&D's DNA.
They are indeed funky, folks! They'll have to grow on me, I suppose. They still seem, well, blasphemous to me, but I'm sure I'll get used to them. But they sort of scream "unholy geometry" don't they? Almost something that Lovecraft would describe! ;-)
So, if you'll excuse me, I've got some reading to do!
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Thursday, June 21, 2012
Confession: I'm liking DCC RPG more and more...
One of my measuring sticks for RPGs is not having to house rule them too much.
Upon reading into the Dungeon Crawl Classics RPG, I find that, for me, it fits that "minimize house rules" bill for the most part.
I really am a "rules as written" guy deep down, I think. Games like Castles & Crusades and Labyrinth Lord only compel me to make minimal house rules. I currently have about one page of house rules for C&C (my preferred version of AD&D) and two pages for Labyrinth Lord (my preferred version of Basic D&D). The level of house ruling that I've done for those systems is ok by me. But any more than a couple pages and I'm not comfortable anymore.
However...from what I've read so far of DCC RPG (granted, I am not anywhere near reading the entire thing just yet), it might just become my preferred version of D&D, basic or advanced or otherwise.
Anyone who's read this blog knows that that's a huge confession from me and a big change of heart, due to the posts I written attacking Goodman Game's hype machine. But I'm man enough to admit that I was spouting off without seeing the final product. Now that I've seen it, does the game live up to the hype? For the most part yes, as far as I can tell. That doesn't mean that I like it when people mega-hype a product in a vainglorious manner. But I can understand someone trying to sell their product.
Anyway, I really like the gonzo nature of DCC RPG. I'm liking the twist on D&D spellcasting. I'm liking the "modernization" of the decades-old rule set. Heck, the game has even made me like alignment, which I've never really used in my gaming life. Because DCC makes alignment serve a purpose, makes it relevant.
All of this makes me think about gamer-me, and what I really want from my roleplaying and my roleplaying games. I'm not sure I was ever fully a member of the OSR. Many sacred cows of the movement I can do without, such as strict adherence to D&D's conception/version of Vancian magic (as I discussed in this post). I suppose this may be due to my gaming history and when I entered the hobby (around 1988).
When it comes to my interest in old school, it's not about maintaining adherence to a particular rules set's rules as written. Rather, old school for me means a style of play that includes rulings not rules, a focus on actually roleplaying, encouraging player creativity, and the other less tangible aspects of old school play.
Anyway, that's enough of my blather for now. Happy gaming, all!
Upon reading into the Dungeon Crawl Classics RPG, I find that, for me, it fits that "minimize house rules" bill for the most part.
I really am a "rules as written" guy deep down, I think. Games like Castles & Crusades and Labyrinth Lord only compel me to make minimal house rules. I currently have about one page of house rules for C&C (my preferred version of AD&D) and two pages for Labyrinth Lord (my preferred version of Basic D&D). The level of house ruling that I've done for those systems is ok by me. But any more than a couple pages and I'm not comfortable anymore.
However...from what I've read so far of DCC RPG (granted, I am not anywhere near reading the entire thing just yet), it might just become my preferred version of D&D, basic or advanced or otherwise.
Anyone who's read this blog knows that that's a huge confession from me and a big change of heart, due to the posts I written attacking Goodman Game's hype machine. But I'm man enough to admit that I was spouting off without seeing the final product. Now that I've seen it, does the game live up to the hype? For the most part yes, as far as I can tell. That doesn't mean that I like it when people mega-hype a product in a vainglorious manner. But I can understand someone trying to sell their product.
Anyway, I really like the gonzo nature of DCC RPG. I'm liking the twist on D&D spellcasting. I'm liking the "modernization" of the decades-old rule set. Heck, the game has even made me like alignment, which I've never really used in my gaming life. Because DCC makes alignment serve a purpose, makes it relevant.
All of this makes me think about gamer-me, and what I really want from my roleplaying and my roleplaying games. I'm not sure I was ever fully a member of the OSR. Many sacred cows of the movement I can do without, such as strict adherence to D&D's conception/version of Vancian magic (as I discussed in this post). I suppose this may be due to my gaming history and when I entered the hobby (around 1988).
When it comes to my interest in old school, it's not about maintaining adherence to a particular rules set's rules as written. Rather, old school for me means a style of play that includes rulings not rules, a focus on actually roleplaying, encouraging player creativity, and the other less tangible aspects of old school play.
Anyway, that's enough of my blather for now. Happy gaming, all!
Labels:
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Wednesday, June 20, 2012
OSR Blasphemies: Saying No to Old-Fashioned Vancian Magic
I suppose I'm about to commit a mortal OSR sin by stating that I'm not really into Vancian magic anymore. At least, I'm not into Vancian magic "rules as written" as portrayed in most editions of D&D (except 4th Edition with its at-will powers, I suppose).
I just don't like the "fire and forget" thing anymore. I know, you're going to call me a D&D Nancy-boy and tell me I can't hang. You're going to tell me that I'm missing the point of D&D, especially OD&D/Basic D&D, where resource management is king, and where limited spells per day at low levels means players have to flex their creative muscles in order to survive.
But to hell with all that. I don't care. My current self wants something new. My old self might have been OK with it. Back in the day, I remember a lot of player decisions to camp for the rest of the day/night so the casters could recharge ("Ok, speed up time, Mr. GM! Is it morning yet? What, what do you mean there was random encounter while we were asleep?!"). It was crazy how many days would pass in a single session because the magic users and clerics needed to rememorize spells.
Hey, here's my cure for the "15 minute work day": no more old-fashioned Vancian magic.
Gimme the Adventurer Conqueror King system for casting spells with its "spell repertoire," for the love of God. Or even better than that, gimme the system from Myth & Magic!
In my current Labyrinth Lord campaign, I'm borrowing from the Myth & Magic system (what I think is supposed to be a sorta-clone of 2E D&D). The following is an OPTIONAL rule from Myth & Magic (so no, kids, you are not forced to use it if you want good old fashioned Vancian action):
Spell Rememorization [Optional]: Once a memorized spell is cast and a slot opens up, the wizard may attempt to fill the slot if he has his spellbook and ample time to study. An Intelligence check is rolled against an Exceptional (TC 20) task. Success indicates a new memorized spell. Failure removes the chance to fill that spell slot until the next day. The wizard is required to have absolute silence while he studies for a continuous, uninterrupted 10 minutes per spell level. Any interruption, whether it be from loud noises or physical harm, removes the chance to rememorize the spell slot.
In place of the d20 INT check, I have my LL players roll under the INT score (modified by the level of the spell to be rememorized; so a wizard with INT of 17 rememorizing a 2nd level spell would have to roll under a 15).
I guess the "second generation" retroclones (I don't want to argue about whether or not DCC RPG is a retroclone or not, please) fit into the style of play that I want these days. I guess I'm not an OSR purist after all. And that's not because I've been brainwashed by playing modern-era D&D, which I haven't done at all, ever! Hell, I've only returned to roleplaying within the last couple years and I've been playing C&C, Lamentations of the Flame Princess, and now Labyrinth Lord!
I guess what I have been doing is reading other games, and fondly wishing for something more than old Vancian magic. Damn that reading nonsense! Dad always told me it would get me into trouble.
I want my casters to have the flexibility of spell casting more often in a day, and I don't care who disagrees! 'Nuff said.
I just don't like the "fire and forget" thing anymore. I know, you're going to call me a D&D Nancy-boy and tell me I can't hang. You're going to tell me that I'm missing the point of D&D, especially OD&D/Basic D&D, where resource management is king, and where limited spells per day at low levels means players have to flex their creative muscles in order to survive.
But to hell with all that. I don't care. My current self wants something new. My old self might have been OK with it. Back in the day, I remember a lot of player decisions to camp for the rest of the day/night so the casters could recharge ("Ok, speed up time, Mr. GM! Is it morning yet? What, what do you mean there was random encounter while we were asleep?!"). It was crazy how many days would pass in a single session because the magic users and clerics needed to rememorize spells.
Hey, here's my cure for the "15 minute work day": no more old-fashioned Vancian magic.
Gimme the Adventurer Conqueror King system for casting spells with its "spell repertoire," for the love of God. Or even better than that, gimme the system from Myth & Magic!
In my current Labyrinth Lord campaign, I'm borrowing from the Myth & Magic system (what I think is supposed to be a sorta-clone of 2E D&D). The following is an OPTIONAL rule from Myth & Magic (so no, kids, you are not forced to use it if you want good old fashioned Vancian action):
Spell Rememorization [Optional]: Once a memorized spell is cast and a slot opens up, the wizard may attempt to fill the slot if he has his spellbook and ample time to study. An Intelligence check is rolled against an Exceptional (TC 20) task. Success indicates a new memorized spell. Failure removes the chance to fill that spell slot until the next day. The wizard is required to have absolute silence while he studies for a continuous, uninterrupted 10 minutes per spell level. Any interruption, whether it be from loud noises or physical harm, removes the chance to rememorize the spell slot.
In place of the d20 INT check, I have my LL players roll under the INT score (modified by the level of the spell to be rememorized; so a wizard with INT of 17 rememorizing a 2nd level spell would have to roll under a 15).
Oh, or even better than Myth & Magic is the Dungeon Crawl Classics RPG system, right? Well, not sure it's better, but just different... different in a much more risky spell casting sense. But I like that riskiness! It adds some spice to things, eh?! Bottom line: you don't automatically lose the spell for the rest of the day. Sounds good to me, risk or no risk.
As much as I ragged on DCC in the past, I think it's system is the most attractive to me right now.
I guess the "second generation" retroclones (I don't want to argue about whether or not DCC RPG is a retroclone or not, please) fit into the style of play that I want these days. I guess I'm not an OSR purist after all. And that's not because I've been brainwashed by playing modern-era D&D, which I haven't done at all, ever! Hell, I've only returned to roleplaying within the last couple years and I've been playing C&C, Lamentations of the Flame Princess, and now Labyrinth Lord!
I guess what I have been doing is reading other games, and fondly wishing for something more than old Vancian magic. Damn that reading nonsense! Dad always told me it would get me into trouble.
I want my casters to have the flexibility of spell casting more often in a day, and I don't care who disagrees! 'Nuff said.
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Friday, June 1, 2012
I can't fight this feeling anymore...
I've spoken out against the Dungeon Crawl Classics RPG on several occasions on this blog. My basis for my objections was my reading of the playtest rules.
As much as I didn't seem to like DCC when I first encountered it, the more I read about it these days (like all the reviews linked on Goodman's DCC page) the more I want to own it.
This might have been a case of "methinks the gamer doth protest too much" all along.
A man is allowed to change his mind.
I still have some issues, but I guess they're trivial when it comes right down to it. For instance:
And I thought they handled the playtest very well.
I guess I've gotten over the seeming vanity of Mr. Goodman and the hype machine that surrounded the game. I told myself months ago that I would ultimately wait to see the finished product before giving my final verdict on the game.
Perhaps I've been too hasty all along?
Looks like I need to get the damned thing and wrap up my conflicted feelings for DCC, Mr. Goodman, and the company that bears his name. Stay tuned. I may yet become another convert.
UPDATE: Also, I just found this other interview with Joseph Goodman, and this one makes him seem much more human and down-to-earth.
As much as I didn't seem to like DCC when I first encountered it, the more I read about it these days (like all the reviews linked on Goodman's DCC page) the more I want to own it.
This might have been a case of "methinks the gamer doth protest too much" all along.
A man is allowed to change his mind.
I still have some issues, but I guess they're trivial when it comes right down to it. For instance:
- The statement "Adventure as 1974 intended you to" is pretty dumb. A year doesn't intend anything for you. It's an abstract concept, not a person. It would have been more accurate to say "Adventure like it's 1974."
- Ok, if DCC is supposed to adhere more closely to D&D's Appendix N roots, then what's with the elves, dwarves, and halflings? Granted, you can ignore these classes in a campaign if you want to run, say, a game set in Hyboria, but still...
- I'm still not thrilled about the Zocchi dice thing. If I ever do play the game, I'll probably be using alternative methods for getting Zocchi results from the familiar polyhedrals I've been using for decades. I guess I'm just an old dog that can't learn new dice tricks.
And I thought they handled the playtest very well.
I guess I've gotten over the seeming vanity of Mr. Goodman and the hype machine that surrounded the game. I told myself months ago that I would ultimately wait to see the finished product before giving my final verdict on the game.
Perhaps I've been too hasty all along?
Looks like I need to get the damned thing and wrap up my conflicted feelings for DCC, Mr. Goodman, and the company that bears his name. Stay tuned. I may yet become another convert.
UPDATE: Also, I just found this other interview with Joseph Goodman, and this one makes him seem much more human and down-to-earth.
Labels:
dcc*,
game companies*,
game systems*
Friday, September 23, 2011
Love the DCC Art, But Still Conflicted
A little while ago, Al over at Beyond the Black Gate posted a link to a Goodman Games forum thread regarding their upcoming modules for the Dungeon Crawl Classics RPG. And I have to say, I think they look awesome just from a pure art perspective. They definitely capture the old-school feel, and they make me excited to play. Check out the following (the first one is my favorite...what is that thing?!):
Now, that being said, pretty pictures aren't changing my mostly skeptical opinions of the game. In fact, pretty much the only thing I completely like about DCC so far is the art. The rest of the game, well...there's some interesting concepts in there. But it's still just another fantasy heartbreaker.
UPDATE: I just found this link that finally gives more details on the modules associated with these covers. I also checked out the Goodman Games forums to read through the DCC topics. I have to say that I do find myself impressed with how Goodman Games seems to be taking the gamer playtest input they are getting quite seriously. It seems that they will actually make some significant changes to the game based on the feedback.
UPDATE: I just found this link that finally gives more details on the modules associated with these covers. I also checked out the Goodman Games forums to read through the DCC topics. I have to say that I do find myself impressed with how Goodman Games seems to be taking the gamer playtest input they are getting quite seriously. It seems that they will actually make some significant changes to the game based on the feedback.
Labels:
art*,
dcc*,
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inspiration*,
randomness*
Tuesday, July 5, 2011
Dragon Age for free! DCC...not so much...
Just thought I'd point something out:
The Free RPG Day offering for Dragon Age is available for free (35-page PDF) on DriveThruRPG.
The Free RPG Day offering for Dungeon Crawl Classics is available for $4.99 (16-page PDF) on RPG Now.
Hmm. Funny how some things are no longer free now that Free RPG Day is over. You get much more RPG goodness from the Dragon Age offering, including over twice the page count, for zero dollars. 'Nuff said, as far as I'm concerned. I have to say that I continue to be underwhelmed by the hype machine that is DCC. The system may be innovative and playable and have a great old school pedigree and flavor, but there's just something about how Goodman Games is going about "selling" the game that just rubs me the wrong way. I'd be interested in hearing other people's thoughts on this...
The Free RPG Day offering for Dragon Age is available for free (35-page PDF) on DriveThruRPG.
The Free RPG Day offering for Dungeon Crawl Classics is available for $4.99 (16-page PDF) on RPG Now.
Hmm. Funny how some things are no longer free now that Free RPG Day is over. You get much more RPG goodness from the Dragon Age offering, including over twice the page count, for zero dollars. 'Nuff said, as far as I'm concerned. I have to say that I continue to be underwhelmed by the hype machine that is DCC. The system may be innovative and playable and have a great old school pedigree and flavor, but there's just something about how Goodman Games is going about "selling" the game that just rubs me the wrong way. I'd be interested in hearing other people's thoughts on this...
Labels:
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dcc*,
dragon age*,
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randomness*
Sunday, June 26, 2011
DCC Typo and Basic D&D Attribute Checks
So I was looking over the Dungeon Crawl Classics beta rules again, and also rereading the DCC Free RPG Day Adventure Starter, when I noticed the typo shown above in the Adventure Starter. Yes, it says "Mentzner" when it should read "Mentzer." To their credit, this typo doesn't exist in the DCC beta rules. I just thought I'd point it out, especially in light of my recent declaration of Mentzer's D&D being my non-Advanced D&D version of choice.
Anyway, I've been looking at sources like DCC and other game systems, as well as the blogosphere of course, for ideas for house rules pertaining to attribute checks. Now, before you all start commenting about how OD&D is about player skill and not character skill, and thus there is really no need for attribute checks, I only want a simple mechanic I can use in those instances where I feel that character skill would exceed player skill.
Plus, I've always felt that the D&D attributes should do something other than provide you with bonuses if you have a 13 or above. I've often thought that they were pretty useless, just sitting there, these numbers that don't really have any practical use. Unlike systems like Savage Worlds (where attributes are the dice you roll to perform tasks) or Dragon Age, where you roll 3d6 as in D&D but you only record the bonus the die roll result provides (so if you roll an 18 for your Strength, you have a bonus of 4 to add to Strength attribute checks...the bonus is what you record on your character sheet).
I've seen people espouse a xd6 check mechanic for D&D, and there's the d20 method. I was thinking of going with d20 and sometimes subtracting character level from the die roll if deemed appropriate.
So, my question to you is: what attribute check mechanic do you use for OD&D, if any, and please let me know the meat of your "system" and in what instances you use it. Looking forward to hearing from you all!
Labels:
basic dnd*,
dcc*,
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Wednesday, June 8, 2011
My Impressions of Dungeon Crawl Classics RPG
Yep, it’s time to talk about the elephant in the blogosphere.
Perhaps something of a caveat is in order before I get into my impressions on Dungeon Crawl Classics RPG (hereafter referred to as DCC), the latest and arguably greatest roleplaying phenomenon to come down the proverbial pike since…take your pick: Swords & Wizardry, Labyrinth Lord, OSRIC, Castles & Crusades, Hackmaster Basic, OpenQuest, etcetera etcetera ad infinitum.
Here’s the caveat: I’m grumpy today. It’s in the 90’s here in good old Southern New Jersey. It’s not even summer. These temperatures are no doubt going to be the norm from now on thanks to climate change. I miss my nice full springtime. I dread the disappearance of the equinoxes. Another part of the caveat: perhaps the massive solar flare of yesterday has affected my mind.
Now the third and perhaps most pertinent part of the caveat: for good or ill, I usually don’t react well to hype. Whenever something seems to be super popular (or infamous), my gut reaction is to distrust said hype (again, whether the hype is positive or negative). But I’m trying to set that knee-jerk reaction aside, as well as my grumpiness, when I write about DCC in a moment. I am not going to do an in-depth review per se, but I wanted to give some impressions as I scan through it, in the spirit of sharing.
Let me open by saying that there certainly was a lot of blogosphere hype leading up to the game’s beta release today. I think we can all agree on that. That hype did ignite my knee-jerk negativity toward anything trendy. But even putting that aside, there still seems something a wee bit suspect about how much positive press DCC was getting seemingly sight unseen. To me, it sounded like a few DCC insiders were active in the blogosphere in order to lay some groundwork before the release. I guess that could be considered “astroturfing” (i.e. a false grass roots movement) to get the OSR crowd primed for the game.
Now all that said, I’m trying not to be so skeptical. I don’t really want to believe all that. But it’s still strange to me that there was so much of a positive buzz surrounding the game before the beta. I guess some of the big OSR movers and shakers could have gotten advance copies of the beta, given their influence in the blogosphere. Anyway, just something to think about…
Now that I’ve gotten all that off my chest, let me spend some time going over some impressions as I go through the beta.
First of all, the art. I know there’s been some negative and positive reactions to the art. Some see it as too plentiful and/or too “professional” for a game that claims to be “old school.” Personally, I like it. I never got the whole “old school must equal amateur art” thing. I think those who feel that way are just being overwhelmed by nostalgia. To me, the art is not too obtrusive, adding just the right amount of balance and breaking up the text nicely. I like the juxtaposition of the comic strip pieces and the more serious depictions of adventurers. The comics seem inspired by the old strips one might find in the old Dragon magazines. I really love the little touches of homage, like the drawing on page 17 that’s a recreation of the AD&D alignment drawing.
I’m not down with the Zocchi dice thing. If I actually play the game, I’ll be resorting to rolling the appropriate old fashioned, even-numbered dice and dividing as needed (if possible, as I believe there are some Zocchi dice that are not so easily divisible). Ultimately, my opinion is that this usage of "weird" dice is mostly just a gimmick, and that just doesn't sit well with me.
I like the “How is this game different” bit near the beginning. That was quite helpful. BUT it also sort of telegraphs the fact that the game is really for gamers, don’t you think? It makes it seem to me that there was never any real hope that the game will be discovered by newbies to the hobby. This might tap into one of the broader arguments in the OSR regarding whether or not the old-school gaming phenomenon will be able to pull in many new gamers (or if those who make up the OSR really want to have new blood brought in at all). On the other hand, perhaps Goodman Games is hoping the veterans will seek to introduce a new generation of gamers to the old-school style. That’s the possibility that makes me feel the happiest, and I hope that was the intention, since I’m one of those bleeding heart old school gamers who wants everyone to just get along when it comes to roleplaying (translation: screw the edition wars!).
Anyway, I’m glad that the game goes out of its way to proclaim that there are no attacks of opportunity. I HATE attacks of opportunity above all other latter-day D&D “additions.” This and some of the other declarations make it seem like the guys at Goodman Games are tapped into the OSR zeitgeist, if there is such a thing. All I know is, it made me smile. But that’s all because of personal preference.
I was intrigued by the mechanic that would allow wizards to NOT lose spells once they are cast. It’s like some semi-Vancian magic system, something that might appeal to gamers who are perennially turned off by the relative weakness of low-level magic users.
The game seems rather complicated in some areas, at least when it comes to the usual simplicity of old school games. For instance, I’ve tried to think about a quick and easy counterspell mechanic that can be used with Castles & Crusades. I’ve always dreamed of having mage duels in my games. It was cool to see the spell duel rules in DCC. I’m heartened to see someone feels the way I do. BUT their spell dueling system seems complicated to me. Lots of steps involved. Now, I may just be getting old and have limited free time, and that’s why I prefer very rules-light systems. So take all this with a grain of salt.
I know, I know, I’ve stumbled into the dangerous realm of “does old school mean rules light or not.” I don’t necessarily think that old school games need to be super-duper rules light, but they are at least lighter for the most part. Let’s not get into that whole mess right now.
As far as skill checks are concerned, I wasn’t impressed with what was shown in the beta rules. They’re just ported over from D&D 3.0/3.5 whole cloth. Blah. I’m not really upset by the use of skill checks. I just don’t see anything innovative about what DCC is doing here. Heck, my beloved Castles & Crusades uses skill checks, just a slightly different take on the mechanic. I just hope that they don’t go touting this aspect of the game as revolutionary.
This and other aspects of the game that I’m reading don’t strike me as terribly different from what has come before. And wasn’t DCC touted as being something innovative? To tell you the truth, it really seems like someone did a really professional job on a house-ruled, “Frankenstein’s monster” system that borrows a little bit of everything from the various fantasy RPGs that have existed over the last three or so decades.
So bottom line: I don’t feel a real urge to play this game once the full version comes out. I think there was a lot of hype about it being innovative, but that was mostly just advertising for lack of a better word. I don’t fault Goodman Games for trying to add another facet to the OSR diamond. I won’t even get all skeptical and cynical and claim that Goodman just did it to cash in on the OSR (unlike WotC, who I am convinced are trying to cash in on the OSR). I am sure that the Goodman folks are passionate and honest folk with good intentions. But while I can appreciate the homage to the origins of the hobby, and I think there are some ideas they put forth that are intriguing and fresh, there isn’t enough “new” when it comes to DCC to truly make it the game-changer (no pun intended) it was made out to be. It’s another potentially solid addition to the wondrous variety of games on the market. Now, depending on your stance on the whole topic of whether or not there can be too many games to choose from, this can be a good or bad thing. Me, I can sometimes swing back and forth, but most of the time I think the more the merrier.
Of course, this is all based on the beta rules. I might take a look at a copy of the full rules once they hit the street.
So there you have it. I’ve added my opinion to the growing cacophony. I’m interested in hearing your thoughts on DCC if you’re so inclined.
UPDATE: I also forgot to mention that I'm also grumpy because I didn't get to go to my regular Wednesday Night C&C session! Grrr...
Perhaps something of a caveat is in order before I get into my impressions on Dungeon Crawl Classics RPG (hereafter referred to as DCC), the latest and arguably greatest roleplaying phenomenon to come down the proverbial pike since…take your pick: Swords & Wizardry, Labyrinth Lord, OSRIC, Castles & Crusades, Hackmaster Basic, OpenQuest, etcetera etcetera ad infinitum.
Here’s the caveat: I’m grumpy today. It’s in the 90’s here in good old Southern New Jersey. It’s not even summer. These temperatures are no doubt going to be the norm from now on thanks to climate change. I miss my nice full springtime. I dread the disappearance of the equinoxes. Another part of the caveat: perhaps the massive solar flare of yesterday has affected my mind.
Now the third and perhaps most pertinent part of the caveat: for good or ill, I usually don’t react well to hype. Whenever something seems to be super popular (or infamous), my gut reaction is to distrust said hype (again, whether the hype is positive or negative). But I’m trying to set that knee-jerk reaction aside, as well as my grumpiness, when I write about DCC in a moment. I am not going to do an in-depth review per se, but I wanted to give some impressions as I scan through it, in the spirit of sharing.
Let me open by saying that there certainly was a lot of blogosphere hype leading up to the game’s beta release today. I think we can all agree on that. That hype did ignite my knee-jerk negativity toward anything trendy. But even putting that aside, there still seems something a wee bit suspect about how much positive press DCC was getting seemingly sight unseen. To me, it sounded like a few DCC insiders were active in the blogosphere in order to lay some groundwork before the release. I guess that could be considered “astroturfing” (i.e. a false grass roots movement) to get the OSR crowd primed for the game.
Now all that said, I’m trying not to be so skeptical. I don’t really want to believe all that. But it’s still strange to me that there was so much of a positive buzz surrounding the game before the beta. I guess some of the big OSR movers and shakers could have gotten advance copies of the beta, given their influence in the blogosphere. Anyway, just something to think about…
Now that I’ve gotten all that off my chest, let me spend some time going over some impressions as I go through the beta.
First of all, the art. I know there’s been some negative and positive reactions to the art. Some see it as too plentiful and/or too “professional” for a game that claims to be “old school.” Personally, I like it. I never got the whole “old school must equal amateur art” thing. I think those who feel that way are just being overwhelmed by nostalgia. To me, the art is not too obtrusive, adding just the right amount of balance and breaking up the text nicely. I like the juxtaposition of the comic strip pieces and the more serious depictions of adventurers. The comics seem inspired by the old strips one might find in the old Dragon magazines. I really love the little touches of homage, like the drawing on page 17 that’s a recreation of the AD&D alignment drawing.
I’m not down with the Zocchi dice thing. If I actually play the game, I’ll be resorting to rolling the appropriate old fashioned, even-numbered dice and dividing as needed (if possible, as I believe there are some Zocchi dice that are not so easily divisible). Ultimately, my opinion is that this usage of "weird" dice is mostly just a gimmick, and that just doesn't sit well with me.
I like the “How is this game different” bit near the beginning. That was quite helpful. BUT it also sort of telegraphs the fact that the game is really for gamers, don’t you think? It makes it seem to me that there was never any real hope that the game will be discovered by newbies to the hobby. This might tap into one of the broader arguments in the OSR regarding whether or not the old-school gaming phenomenon will be able to pull in many new gamers (or if those who make up the OSR really want to have new blood brought in at all). On the other hand, perhaps Goodman Games is hoping the veterans will seek to introduce a new generation of gamers to the old-school style. That’s the possibility that makes me feel the happiest, and I hope that was the intention, since I’m one of those bleeding heart old school gamers who wants everyone to just get along when it comes to roleplaying (translation: screw the edition wars!).
Anyway, I’m glad that the game goes out of its way to proclaim that there are no attacks of opportunity. I HATE attacks of opportunity above all other latter-day D&D “additions.” This and some of the other declarations make it seem like the guys at Goodman Games are tapped into the OSR zeitgeist, if there is such a thing. All I know is, it made me smile. But that’s all because of personal preference.
I was intrigued by the mechanic that would allow wizards to NOT lose spells once they are cast. It’s like some semi-Vancian magic system, something that might appeal to gamers who are perennially turned off by the relative weakness of low-level magic users.
The game seems rather complicated in some areas, at least when it comes to the usual simplicity of old school games. For instance, I’ve tried to think about a quick and easy counterspell mechanic that can be used with Castles & Crusades. I’ve always dreamed of having mage duels in my games. It was cool to see the spell duel rules in DCC. I’m heartened to see someone feels the way I do. BUT their spell dueling system seems complicated to me. Lots of steps involved. Now, I may just be getting old and have limited free time, and that’s why I prefer very rules-light systems. So take all this with a grain of salt.
I know, I know, I’ve stumbled into the dangerous realm of “does old school mean rules light or not.” I don’t necessarily think that old school games need to be super-duper rules light, but they are at least lighter for the most part. Let’s not get into that whole mess right now.
As far as skill checks are concerned, I wasn’t impressed with what was shown in the beta rules. They’re just ported over from D&D 3.0/3.5 whole cloth. Blah. I’m not really upset by the use of skill checks. I just don’t see anything innovative about what DCC is doing here. Heck, my beloved Castles & Crusades uses skill checks, just a slightly different take on the mechanic. I just hope that they don’t go touting this aspect of the game as revolutionary.
This and other aspects of the game that I’m reading don’t strike me as terribly different from what has come before. And wasn’t DCC touted as being something innovative? To tell you the truth, it really seems like someone did a really professional job on a house-ruled, “Frankenstein’s monster” system that borrows a little bit of everything from the various fantasy RPGs that have existed over the last three or so decades.
So bottom line: I don’t feel a real urge to play this game once the full version comes out. I think there was a lot of hype about it being innovative, but that was mostly just advertising for lack of a better word. I don’t fault Goodman Games for trying to add another facet to the OSR diamond. I won’t even get all skeptical and cynical and claim that Goodman just did it to cash in on the OSR (unlike WotC, who I am convinced are trying to cash in on the OSR). I am sure that the Goodman folks are passionate and honest folk with good intentions. But while I can appreciate the homage to the origins of the hobby, and I think there are some ideas they put forth that are intriguing and fresh, there isn’t enough “new” when it comes to DCC to truly make it the game-changer (no pun intended) it was made out to be. It’s another potentially solid addition to the wondrous variety of games on the market. Now, depending on your stance on the whole topic of whether or not there can be too many games to choose from, this can be a good or bad thing. Me, I can sometimes swing back and forth, but most of the time I think the more the merrier.
Of course, this is all based on the beta rules. I might take a look at a copy of the full rules once they hit the street.
So there you have it. I’ve added my opinion to the growing cacophony. I’m interested in hearing your thoughts on DCC if you’re so inclined.
UPDATE: I also forgot to mention that I'm also grumpy because I didn't get to go to my regular Wednesday Night C&C session! Grrr...
Labels:
argument*,
dcc*,
game companies*,
game systems*,
musings*,
osr*,
reviews*
Tuesday, January 11, 2011
An Embarrassment of [RPG] Riches?
Happy new year, all! I'm still slowly building momentum in my small table-top campaign, Tales of the Wanderers. It's still just me as GM and two old friends as my players, meeting on at least a bi-weekly basis on Thursday nights. My hope is that as time goes on things will blossom into something bigger; i.e. at least a couple more players!
That being said, I'm feeling a bit of gamer ADD, unfortunately! I blame it all on Swords & Wizardry Complete! I just obtained that little beauty, and it's thrown me for a loop. I'm still focused mainly on Lamentations of the Flame Princess as my rules foundation, but I am using a heavy dose of S&W stuff now. Then there's the announcement of the Dungeon Crawl Classics RPG, which Akrasia talks about in this post on his blog. He makes mention of how "crowded" the old-school RPG realm is getting. I don't want to get into that tired debate as to whether or not there are too many clones out there, etc. But I guess I feel I have to make some sort of comment, however specious that statement might be:
I guess I think it all comes down to discipline on the part of a gamer. As a GM in particular, you need to prepare yourself to withstand the lure of the next shiny object that passes before your eyes. This can only benefit you and your players...especially if those players are new to the hobby (as is the case with one of my current players). I am a big believer in "staying the course" when it comes to a campaign (one-shot dungeon crawls and other sessions of that ilk are another matter entirely). Maybe I feel this way because, as a teenager, my gaming buddies and I rarely stuck with the same game for more than a month. And now that I've returned with gusto to the hobby, I really want to accomplish a long-running campaign.
But consider this: maybe if that new shiny is pulling hard on your psyche, there's a message hidden in that reaction. Maybe your current game needs some rethinking, or needs to be abandoned entirely.
Utlimately, there may be an embarrassment of RPG riches right now, especially in the OSR, but it's up to each of us as individuals to, as the venerable Egg Shen once said, "We take what we want, and leave the rest...just like your salad bar!" I for one will be doing something similar to what Tenkar is doing: packing away distractions!
And of course, I know I am stating the utter obvious, so I will bother you no longer! Game on!
That being said, I'm feeling a bit of gamer ADD, unfortunately! I blame it all on Swords & Wizardry Complete! I just obtained that little beauty, and it's thrown me for a loop. I'm still focused mainly on Lamentations of the Flame Princess as my rules foundation, but I am using a heavy dose of S&W stuff now. Then there's the announcement of the Dungeon Crawl Classics RPG, which Akrasia talks about in this post on his blog. He makes mention of how "crowded" the old-school RPG realm is getting. I don't want to get into that tired debate as to whether or not there are too many clones out there, etc. But I guess I feel I have to make some sort of comment, however specious that statement might be:
I guess I think it all comes down to discipline on the part of a gamer. As a GM in particular, you need to prepare yourself to withstand the lure of the next shiny object that passes before your eyes. This can only benefit you and your players...especially if those players are new to the hobby (as is the case with one of my current players). I am a big believer in "staying the course" when it comes to a campaign (one-shot dungeon crawls and other sessions of that ilk are another matter entirely). Maybe I feel this way because, as a teenager, my gaming buddies and I rarely stuck with the same game for more than a month. And now that I've returned with gusto to the hobby, I really want to accomplish a long-running campaign.
But consider this: maybe if that new shiny is pulling hard on your psyche, there's a message hidden in that reaction. Maybe your current game needs some rethinking, or needs to be abandoned entirely.
Utlimately, there may be an embarrassment of RPG riches right now, especially in the OSR, but it's up to each of us as individuals to, as the venerable Egg Shen once said, "We take what we want, and leave the rest...just like your salad bar!" I for one will be doing something similar to what Tenkar is doing: packing away distractions!
And of course, I know I am stating the utter obvious, so I will bother you no longer! Game on!
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