Everyone on the tabletop gaming interwebs is talking, or something subtweeting, about Invisible Sun by Monte Cook Games, whose Kickstarter has already raised more than a third of a million dollars.
There is heated discussion about the very high price. When you look at the fundamental structure of the game, designed around the needs of people with jobs, children and busy lives, you get the feeling this game is explicitly pitched at middle-aged players with a lot of disposable cash.
So, does this make Invisible Sun the tabletop gaming equivalent of the archetypal mid-life crisis motorcycle or Fender Stratocaster?
I’m probably being a little snarky here. Monte Cook has the game design chops to deliver which in all probability with be a very good game. I hope those who plunked down that amount of cash ends up getting their money’s worth.
Thought-provoking post by Zak Smith on Lovecraft, Nerds And The Uses of Ick. H. P. Lovecraft is one of the most controversial figures in SF and gaming cultures. His massive misogyny and racism cannot be denied, yet the visceral power of his horrors mean he’s still one of the most influential writers of the genre. But both his bigotry and the power of his writing stem from the same fear of the Other.
Lovecraftian disgust is visceral, the kind that goes ick. The feeling of having a gun to your head isn’t ick. Ick is a fear of life–someone else’s icky life. Fear of mollusks, for instance–which are totally harmless–is Lovecraftian.
He then turns to the RPG world’s rather messy culture wars, drawing parallels between Lovecraft’s fears and hangups with those of the faction who wish to sanitise and bowdlerise the RPG hobby.
When there is ick, there is fear, where there’s fear there is ignorance, where there’s ignorance there’s disgust, and where there’s disgust, prejudice.
I’m not enirely convinced that calling out some game designers by name is productive, but the points he makes are still valid.
On his provocatively but accurately-named website, Zak Smith interviews Stacy Dellorfano on the subject of “Women in gaming”. This paragraph is the one that stands out.
When people push genres or sub-genres as the fix-it solution for gender inequality (or any other type of inequality), they might as well be pointing out there’s a ‘pink’ part of the toy store and a ‘blue’ part of the toy store, and if you want to attract women you need to make sure to have a lot of the ‘pink’ stuff. Girls play with Barbies, boys play with Matchbox cars. Girls get romances, boys get action films. Girls are ‘crafters’, boys are ‘makers’, and so on and so on. It’s insulting and inappropriate.
One thing Stacy Dellorfano stresses again and again is that only way for gaming to become diverse is to have more diverse creators making the sorts of games they want to play, rather than white male creators trying to second-guess or form focus groups. Or worse still, trying to police the content of other people’s games.
This is a rewrite of an old post from a couple of years ago that got accidentally deleted from the archives. The Internet Wayback Machine does not seem to have saved a copy, so this is a reconstruction of sorts.
Does the AD&D alignment system help explain present-day politics rather better than “Left” and “Right”?
For those of you not familiar with Dungeons & Dragons, the Alignment chart is a three-by-three grid giving nine possible values, which serve as a shorthand for a character’s moral and philosophical values. One axis is Law vs. Chaos, more or less as defined by Michael Moorcock in his Eternal Champion series. The other is Good vs. Evil, which ought to be self-explanatory.
Both old-fashioned social conservatism and old-fashioned socialism are probably Lawful Neutral. Both like to think of themselves as Lawful Good, so the two are opponents when the truth is that both have a lot in common. Both believe that social order and the solidarity of the community trumps the freedom of the individual, and take a paternalistic attitude towards those considered weaker than themselves.
Liberals are more Neutral Good in theory tending towards True Neutral in practice, believing that the greatest benefit for the greatest number comes from finding the right balance between individual freedom and collective welfare.
Libertarians are Chaotic Neutral. They believe individual freedom is everything, and the consequence of that are somebody else’s problem. The fundamental split in the Tory party is between the Chaotic Neutral libertarians and the Lawful Neutral social conservatives.
When it comes to Evil, I would have hesitated to use that word for any mainstream political ideology, at least in the west. Lawful Evil or any other flavour of Evil ought to belong to things like the Nazis or Islamic State. But then I look at the rise and rise of Donald Trump and wonder…
Sometimes you see a band’s publicity photo, and your first reaction is “You can’t have an entire Dungeons and Dragons party made up of Bards. Although it has been pointed out that the guy with the staff might be a Druid.
The band is Wytch Hazel, their album (which is extremely good) is out in April, and there will be a review on this site shortly.
This iconic image by the late Dave Trampier from the first edition A&D Players Handbook epitomises Dungeons and Dragons for me.
Here’s a figure on horseback firing Magic Mssile spells while a conviently heavily-armed warrior rushes out of a tavern to confront him.
It’s just like a scene from a western. Except it’s in medieval European dress.
Which, when you actually stop and think about the tropes, is what Dungeons and Dragons is all about.
Reb Donaghue has an interesting post about the 7th sea RPG, for which he’s enthusiastically backing the Kickstarter for a new edition. But this one’s not about the things he liked about the game and why he’s backing it. It’s a list of things that were very, very wrong with it, which he hopes they fix in the new edition.
It reads like a litany of everything that was wrong with the RPG industry in the 1990s.
First, the utterly goofy setting, which he rightly describes as “Europe for dumb Americans”. There’s the obvious one about the heavy emphasis on pirates, despite the fact the setting has no Atlantic trade and no Mediterranean, which means there is no reason why pirates should exist. Each nation is an analogue of an actual European nation described in such a clichéd and stereotyped way that even European straight while males start complaining about “Cultural Appropriation”. Donaghue rightly points out that it’s a good thing there was no fantasy Africa in the game; its potential awfulness is best not imagined.
Then there was the curse of 90s games, the metaplot, an abomination that always made game designers look like frustrated novelists rather than designers of games to be played. In 7th Sea’s case essential information about the setting was dribbled out across multiple supplements, with the occasional Big Reveal that was almost guaranteed to fatally undermine some people’s campaigns. Why did anyone ever think that sort of nonsense was a good idea?
Much as I’ve been critical of The Forge, 7th Sea represents precisely the sort of thing it was a reaction against.
Posted in Games
Tagged 7th Sea
No caps! No batteries! Does that mean it’s powered by Brussels sprouts?
When I were a lad, we didn’t have first person shooters. We played Cops & Robbers or Cowboys & Indians in the garden! Or sometimes British & Germans, since World War Two was still fresh in the collective memory back then. “Hände Hoch, Schweinehund!”
How the world has changed.
Posted in Games
A tweet from Rob Donoghue was a reminder that it’s been almost fifteen years since he and Fred Hicks published the first edition of FATE as a free download.
Around that time there was a lot of discussion in the Fudge community on how to take the system forward, as more people tried pushing the envelope and starting hitting the limitations of Steffan O’Sullvan’s original design. At one point there was an attempt to create a next-generation Fudge by committee on the official mailing list. But it very rapidly got bogged down in fruitless arguments about what the standard attributes should be, and went nowhere.
It became obvious that what was needed needed was for one or two people with a clear and coherent vision to make their version of Fudge without interference from anyone else’s competing hobby-horses and sacred cows. Rob Donoghue and Fred Hicks went ahead and did this.
FATE addressed what for me had been one of Fudge’s biggest weaknesses, the ambiguous relationship between attributes and skills, something that was nevertheless a sacred cow for many in the community. But the very clever and elegant Aspects mechanic ended up more as a superior replacement for Fudge’s Gifts and Faults, and attributes were instead folded into skills. Skills became broad areas of competency, limited in number, thus avoiding the skills-bloat that bedevilled systems like GURPS. It really is a clean and elegant design, devoid of obvious cruft.
FATE has itself now gone through several iterations, but it has effectively become the next generation of Fudge we wanted fifteen years ago. It hasn’t entirely replaced Fudge, which is still out there and still has its adherents, but FATE, with its high profile licences has broken through to the gaming mainstream in a way Fudge never quite managed.
Posted in Games
Tagged Fate, Fudge