kalyr.com

The RPG Cliche List

Your essential reading for today is the RPG Cliche List. Some randomly quoted examples:

Amber Law. Gamemasters and players can be fully expected to try and screw each other over, even during character creation. (So named for a game that actively and legendarily encourages this. For similar reasons, this also could have been called the Synnibarr Law, but there is no reliable evidence that anyone actually plays that game.) See also Mode: Zero Sum Game.

I've only played Amber once, but everything I've heard from Amber fanatics suggests there's more than a little truth in this one.

"I'm Different, Too!" Law. In a typically feeble effort to establish their own style, most games (especially modern-day occult ones) will invent alternate terms for "gamemaster" and "campaign". The worst of these games will also find alternate terms for "player" and "game session". This law is also known as Ackels' Law, after the creator of Immortal: the Invisible War, a game that redefined almost every single gaming term (yes, even "character action" and "levels you have in something").

Who remember Aria's "Mythguides" (i.e. GMs) and "Dramatic Personae" (otherwise known as Player Characters)?

PBEM Law. Play-By-Email RPGs invariably fail. Those that don't are instantly relegated to the realm of mythology.

Hey, that means Kalyr (7 years and counting!) is now mythological!

Tavern Rule #1. In fantasy games, player characters usually not only start the campaign in a tavern or inn, but immediately become best friends. As with the Tolkien Law, this is one of the oldest cliches in existence...pretty much every fantasy gamemaster has used it.

What, you mean like in the Phoenyx Fantasy Game?

Weird Pete Myth. Many gamer groups actually do know a grizzled, thickly-bearded, overweight, irascible old veteran gamer. And this individual usually does (or did) run or own a game store.

I'm not even going to comment on that one...

Link from a post on the Fudge Mailing List.

Posted by TimHall at June 26, 2004 09:54 PM | TrackBack
Comments

Aria:Worlds wasn't that bad, apart from the dry pseudo-academic journal writing style and the Excessive Numbers Of Unnecessary Capital Letters.

Aria:Roleplaying was way over the top in complexity; I wonder if *anyone* has ever actually played the game.

Saying that, there were some useful ideas struggling to get out. Aria was a great concept, but sadly failed in the execution.

Posted by: Tim Hall on June 28, 2004 01:59 PM

The Phoenyx Fantasy Game did it specifically because it was a cliche, of course. We're (only half-jokingly) using _The Tough Guide To Fantasyland_ as a sourcebook...

Posted by: Karen on July 5, 2004 01:22 AM
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Links of the day
Today in Fudge Factor

Spontaneous Joint Gamemastering. Sounds interesting, but it seesm to me that it would take a lot of trust within the group to make it work.

How to write a best selling fantasy novel.

It's easy! Just don't say 'and the venerable wizard raised the orb and muttered the Arnic words "Hastalavista".' (via)

Not just for boring computer systems.

Written by John Kirk, Design Patterns of Successful Roleplaying Games is a free .pdf download. Railway modelling has had stuff like this from the likes of Iain Rice and Cyril Freezer for years.

Klingon Fairy Tales

Thanks to **Dave for the link to Klingon Fairy Tales. An example:

"The Hare Foolishly Lowers His Guard and Is Devastated by the Tortoise, Whose Prowess in Battle Attracts Many Desirable Mates"

Doggone!

Carl Cravens is disillusioned with the current flavour of the month RPG.