Wednesday, July 13, 2011

Six Recommendations for RPG Game Designers

I’ve come to the conclusion, after reading dozens of rpg game rules and countless hours playing these games, that game designers need help. You’d think having 30 plus years of RPG game design to draw from would keep these people from making the same mistakes that haunted early systems like original D&D, but I guess, like most Americans, game designers are bad at history. To help rectify this, I have provided six tips game designers should keep in mind when writing their rulebooks. Use these tips and watch the gaming forum hate-spew disappear!


1. Gamers love an index so for the love of God please include one. And while you’re at it, make sure it indexes subjects and terms readers will actually want to look up. There is nothing more frustrating than looking for a key word such as “damage” in the index only to come up empty. And set important terms in bold type in the index and in the main text. I can forgive a game bad layout if it’s easy to find important terms in the index. A table of contents is helpful, too.


2. I love examples of gameplay. More is better. Nothing is more frustrating than slogging through a difficult rules section without any examples to help clarify those rules. This is especially true for combat rules, skill usage rules, and character generation, but examples are helpful anywhere. I’ve never heard anyone say that they didn’t like reading a rulebook because it had too many examples, but the opposite is certainly true. If it’s a question of space, how about less flavor text and art? Both have their uses, but if I can’t understand how the game is played the flavor text and art won’t be of much use. Speaking of which . . .


3. Do we really need 20 paragraphs of flavor text before introducing every rule? I’m looking at you, Warhammer. Flavor text is a long-standing tradition of RPG rulebooks, going back to the essay-style rulebooks of first edition AD&D. And flavor text has its uses. If the designer is introducing a brand-new character or race that gamers may be unfamiliar with or wants to tell the reader why the elves in his game are more bad-ass than any other elves (they have 12 toes!) then yeah, spend some time describing this stuff. And please, no short stories. I’m sure you’re a brilliant writer, but a fictional story set in the game world is less helpful than including an actual-play session of the game. Yes, the story of Strongbow the Awesome Archer is really great and if you want to include it in the campaign section, go ahead, but including a real-play session with someone running Strongbow in a game has more relevance to the reader.


4. Just because a rule is different and unique doesn’t mean it’s better. Rules like using a shot clock with poker cards to govern combat as done in Aces and Eights, the incredibly broken and underplaytested d12 system in Colonial Gothic, or the roll-buckets-of-dice-and-add-them-up-until-you-want-to-scream system of Oz Dark and Terrible are certainly unique and different. But are they fun? Do they get in the way of roleplaying and bog down the game session with rule questions? Would a less unique but more playable rule work better in a game session? The answer to all these question is a resounding YES. I think that new rules and ideas, carefully designed and playtested, are important in the growth of the industry and add a fun twist to a game session. BUT, there are a lot of great RPG ideas stretching back 30+ years that can be mined for use in current games.


5. What do 75% of all rpg players have in common? Poor eyesight. So why then is it a good idea to layout a page using a dark purple background and a ghosted image behind 9 pt serif type with light electric blue sidebars and 8 pt white type? Yes, designers, I know you just finished your “InDesign and You” class and you’re eager to show your chops, but before you get started think carefully about one thing: readability. This is a flippin’ rulebook you’re designing, not an art studio splash page. Think about the sequential order of rules, how boxes with similar content should have the same style, that the skills section and the combat section should not look like they’re from two different books. Style is important, it helps sell and market these books, but content and layout with a focus on readability and use should be taken into account when laying out books.


6. Does the gaming universe really need another high-fantasy RPG? There’s no denying that gamers love elves, dwarves, dragons, and dungeons, but we’ve already got a pantload of great games to choose from. I feel bad for designers who spend months, even years, meticulously working through game mechanics and carefully crafting their game world until it practically hums with precisions smoothness, carefully lay out the rules, pay artists and graphic designers, print out an expensive hardback of the rules, and then watch their system get steamrolled by already established juggernauts like D&D. I think good games will eventually find an audience, but the slice of the pie, especially in the high-fantasy market, will end up being a lot smaller than it should. A better bet might be to follow Paizo’s idea. Instead of trying to develop their own system, they took an older system (D&D 3.5) that had been abandoned by its publisher but still had a very loyal (and large) fan base, revised the rules based on player feedback, then released it as Pathfinder and have enjoyed great success since then. If you still insist on designing that fantasy RPG, then look for a hook that will get people excited about your game. Base the world on a popular fantasy novel or setting from literature. (Song of Ice and Fire, Lord of the Rings, and Conan) or tie it in to an established computer game (such as Everquest, Dragon Age, and Warcraft). Have any of these systems met with great success? Not really. Again, the slice of the pie for new systems in this market will never be huge. You're better off aiming for a more generic system (such as Savage Worlds) or a less saturated niche market.





Marvel RPGs #4 - D100 Cardboard Heroes

Most of the time, I an opposed to miniatures and being "on the grid" in RPGs. I think it slows down combat and makes it more unrealistic.

I've already posted about Cardboard Heroes. I think if you've GOT to use minis, why not use the cheapest ones possible? Why spend hundreds of dollars on paints and minis and waste all that time and effort? But that's just my preference.

The Classic Marvel RPG is "on the grid" and to play fully by the rules you must use minis. But it is very flexible and I actually like it! Instead of "five foot squares" the map is broken into "areas." Depending on the surroundings, areas can be large or small. In a crowded building with hallways, doors, rooms, etc. areas will be quite small. In an open field, areas will be quite large. This adds a great deal of flexibility to movement - you're simply moving through and to areas. Want to stop behind the corner of the building? No problem if it is in the area you are moving to.

But the best part are the miniatures.



This is the contents of the Marvel Super Heroes Basic Set - notice the small little pictures in the lower right corner. Every set came with tons of cardboard miniatures. These miniatures were three sided. Cut them out, fold each miniature, and glue them. Done! Instant miniatures!

What's really cool about these miniatures is they have a "front" and the three sides are the three different perspectives of the same character - rear, profile left, and profile front right. Instead of having a "facing forward" stance on all three sides, this was a very nice touch. You can see they had fun with it - the Invisible Woman is actually invisible in one angle and Mr. Fantastic is stretched across all three angles.

These miniatures were an extra added bonus with almost all of the boxed sets. I believe at this point I have all of them and there are literally hundreds - even very obscure characters. They also gave you miniatures of bystanders, common thugs, Hydra agents, generic shield agents, cops, crowds, scenery, etc. etc. etc.

Not having to spend any extra money to populate my game with dozens of cool miniatures? What a brilliant idea. Another great reason why the classic D100 Marvel system was so brilliant.

Tuesday, July 12, 2011

KGS Podcast - Episode 00025 - Oz Dark and Terrible RPG Review



KEYSTONE GAMING SOCIETY REVIEW
GAME:OZ - DARK AND TERRIBLE
PUBLISHER:EMERALD CITY EXPEDITIONS
WEBSITE:http://emeraldcityexpeditions.com/headlines/
PRICE:$39.95
THE RATINGS:
SCOTT:3
OLD BRIAN:1
YOUNG BRYAN:1
DAVE:2
TISHA:1
SAM:1

Monday, July 11, 2011

KGS Midnight Show #4: Harry Potter and the Deathly Hallows Part 2

That's right folks! KGS is back with another fantastic midnight showing at Frank's Theater in the Queensgate Shopping Center! I predict that, as far as the event itself is concerned, this one will be the best yet! Some of the shows are already sold out so if you want tickets for this one, you want to grab them NOW! This show will be at MIDNIGHT between Thursday, July 14 and Friday, July 15. Show up early. I can tell you from attending midnight release parties for the novels that these things are CRAZY! Muggles go insane over Harry Potter!

Marvel RPGS #3 - D100 Resolution System

Whether you're a fan of superhero RPGs or not, this table is something I feel that all roleplayers can appreciate. What this table represents is a simple percentile-based resolution system AND a basic combat rules summary. How great is that?




Now, you may not be able to make out the details on this chart so let me tell you what you're looking for.

Across the top of the page is a list of every combat maneuver you can make and it tells you what the color results mean. For example, for Blunt Attacks you use your fighting skill. A white result is a MISS, a green is a HIT, a yellow is a SLAM and a red is a STUN.

Now, the large chart tells  you how to find your results. To the left is a list of the percentages. Across the top is the skill, power, or attribute ranks from "Shift 0" to "Beyond." This represents the entire range of power from Aunt May to God himself. Say you have Amazing level fighting and you roll a 87 - find the place where the Amazing column intersects with the 87 row - it's yellow. At the top of the page this tells you than your result is a SLAM. Congratulations! Not only did you hit but you SLAMMED your opponent away from you, perhaps into a wall doing more damage! Awesome!

See? It's that simple!

What a fantastic system. I a shocked that Wizards hasn't using this system in any other RPG. Perhaps they can't due to their original agreement with Marvel or something. Who knows.

Marvel has tried various other RPGs over the years and, although they all take place in the same universe with the same characters none of been as popular at the classic D100 RPG. This chart is the reason why.

Sunday, July 10, 2011

Online Flash Games, Week 8: Metalix TD

Ask anyone who frequents flash game websites and they'll probably say that Tower Defence games are some of the most common kinds of games out there. But this week's game is unlike any Tower Defence game I have ever played. Scott asked me to play this game and review it this week. And while I'm on the subject, anyone who wants me to review a game by all means send me and email about it. I'd be glad to.

Metalix TD is at its core the same as any tower defence game. You use different types of towers, in this case canon, laser, and fire towers, to prevent something from getting to whatever you need to protect along a clearly shown path. Like other game you can upgrade your towers with points you earn during the game to give them greater power, range, quantity, and movement. Wait, movement?

In every other TD game I've played, the path never changes and the towers don't move. But not Metalix. After every level the path moves around a little. If your towers are on the path they can be damaged. So you need to move them off the path. The more movement you tower has the faster it moves. You can move towers along the entire length of the path if you want, though moving isn't free.

The tutorial has the same setup that Railway Valley did, where it tells you what the game play items are in general, not in the context of the game. But Metalix succeeds where others have failed. It tells you what the vocabulary means in relation to the game.

But where I have an issue with Metalix is that the simple act of making a pathway move changes the game drastically from the TD genre. Instead of setting up a system of towers along a set path, you have to move them around. This really can through someone out of their element. I only got to level 16 and I feel terrible about a score like that. Maybe as I play it more I can get the hang of moving the towers around, but it takes some getting used to.

However, despite this change from usual TD game setups, it is still a fun game to play. Maybe you can get used to the game quicker than I did, and to that I say more power to ya. Scott told me that this was his favorite online game, which I can see why, though it isn't my favorite. But I know the real reason he likes this game. Every TD game has some type of target, whether it be balloons or Japanese soldiers. But this game has small, robotic animals. Scott burning small defence animals; says alot doesn't it?

Metalix TD was produced by POintZero Co. and manufactured by Masateru Umeda.

Play Metalix now: www.shockwave.com/gamelanding/metalixtd.jsp

Saturday, July 9, 2011

Marvel RPGs #2 - Classic D100 System overview

The very first and, in my humble opinion, best Marvel RPG ever was the D100 system. This game was called Marvel Super Heroes. It is now referenced as the "classic" Marvel RPG.



As you can see from this cover, this system was published by TSR. TSR took full advantage of its Marvel license putting out dozens of products that sold very well from 1984 into the early 90's. Eventually Marvel and TSR parted ways for whatever reason (probably Marvel wanting too much money for licensing rights - Marvel was going through a bankruptcy at the time).

While the core resolution is one of the best ever devised (it is simply and very flexible to fit all situations), one of the biggest drawback to this game is the increasing complexity the rule books went through. The old rule books were usually never revised or updated to reflect additional rules complications or clarifications. Originally, this game was released as a "basic" set in which players could basically just play their favorite heroes from the comics. Rules were very simply. When this proved to be popular, TSR released the Advanced Set - Kinda like a version 2.0. But where things get complicated is when you consider other sourcebooks that expand greatly one particular aspect of the core rules - say, super powers or magic. These "enhanced" advanced rules are not reflect in TSR published character write-ups or adventures, making things unnecessarily complicated at times. To add to this, like a lot of RPGs published in the 80's the rules aren't always as specific or clear as you would like them to be.

But, all nit-picking aside, this is a fabulous system and an extremely fun world to play in. I have been using this system for decades and I own an extensive amount of material for this system. TSR really did explore every aspect of the Marvel U - there are literally hundreds of comic book characters that had officially published character sheets sold for them. Some popular characters even had multiple different versions of the same character released (say, Spider-Man as a teen, Spider-Man with six arms, Spider-Man as an adult, etc.). What's better is that these sheets were perforated and three hole punched so you could store them in binders and organize them as you wished.

You can find a plethora of material available on Ebay and other online sources still to this day for very reasonable prices. If you're a fan of the Marvel Universe and like RPGs, I STRONGLY encourage you to purchase the core "advanced" rules for this game and give it a shot. I promise you won't be disappointed.

Thursday, July 7, 2011

Traveller--Secrets of the Ancients for Free!

DriveThruRPG.com in conjunction with Mongoose Publishing, has made Secrets of the Ancients, a 12-part adventure campaign, free as a pdf download on their website. This campaign is based on an old adventure from classic Traveller, and is considered one of the better adventures of that era. The campaign concerns the discovery of artifacts of an ancient, powerful race of aliens, and plunges the PCs into a word of intrigue and adventure. Definitely worth a look for Traveller fans! G to http://rpg.drivethrustuff.com/index.php.

Marvel RPGs #1 - Overview

#1 in a series of blog posts discussing the various Marvel RPG games.


I am a HUGE fan of the Marvel Comics characters - Spider-Man, Hulk, Silver Surfer, Fantastic Four, etc. etc. etc. I can't get enough of these characters in any format - be it film, novels, television, board games, comic books, or role playing games. The Marvel Universe is one of those natural worlds to be explored in the form of a role playing game.

This world has its own extraordinarily rich and detailed history (and alternate futures). You could choose to play in a "generic" MU or a specific historical setting in the MU. World War II? No problem! Marvel's Civil War? Got that! The dawn of the Marvel Age? You're there. Days of Future Past? Awesome campaign setting. Your campaign could take place as a gigantic "What If?" scenario in which your characters are the x-factor! Not to mention WORLDS! From Atlantis to the Inhumans on the moon to deep space with the Kree, Shi'Ar, Skrulls, to the Negative Zone to the Microverse - literally in the MU your game can take place in any world, plane, or reality.

The MU is populated with hundreds of colorful and well established characters that are recognizable by most people who aren't even fans of a comic book. How awesome is it in to team up with Spider-Man or to swing by the Baxter Building to consult with Reed Richards? What's even better is you can choose to play one of these well established characters and live out the storylines you've always imagined. Who should win in a fight - Thor or the Hulk? What would Spider-Man be like if he got kung-fu training from Iron Fist? What's more, you can create your own original character and join the ranks of the Avengers or the X-Men! Build your own legend!

There have been multiple versions of the Marvel RPG over the years - each very radically different from the other ones. Over the next several weeks we'll examine these RPGs in detail.

Sunday, July 3, 2011

Online Flash Games, Week 7: Pandemic 2

One of the leading causes of the zombie apocalypse is a world wide disease. A bacteria or a parasite that takes over the body and makes you hungry for human flesh. Well in this week's game, you can't turn people into zombies. But you can unlease a disease that kills the entire human race. That's close enough, right?

Pandemic 2 is a game where you goal is to infect and kill as many people as possible across the globe. First you begin by selecting whether to play a realistic or relaxed game (The differences are explained in the game). Then you chose to be a bacterial, viral, or parasitic disease. Each has its own advantages and disadvatages. After that you come up with a cool name for you disease and away we go.

First you are alerted to where you begin on the left hand column of the screen. Important news like where your disease has spread and what global and regional leaders have done to stop your spread can be found. You evolve and get stronger and deadlier using evolution points to buy new traits for you disease. Some you already have unlocked. You get these points by infecting and killing more and more people.

On the map are several different icons. These show ports, airports, water reservoirs, and hospitals. Your disease can infect people by traveling by airplane or boat depending on what traits you have. Infected water reservoirs can get alot of people infected. Governments will later shut down these facilities as your disease becomes more deadly and noticeable. Eventually the United Nations will try to create a cure for your disease. If successful you cannot infect any more people. If it fails, you can keep on infecting.

This game requires a bit of a twisted sense of entertainment as you can tell. After all, you are trying to wipe out the human race. But I don't find fault with that. What I do find fault with, although it isn't much, is how exactly you get evolution points. I assume its from infecting and killing more people, but the tutorial never explains.

Pandemic 2 is gameplay wise the best game I have found. The tutorial is a seperate page you can read which is well written and neatly laid out. There is a reason this game has been in the top 10 stratagey games for Addictinggames.com since it was posted in 2008 and played over 11 million times. It is in depth, fun to play, and despite it being complex, it isn't complicated or frustrating. This is my absolute favorite online game and will probably stay that way for the for foreseeable future.

Pandemic 2 was created by Dark Realm Studios and sponsored by CrazyMonkeyGames.com. Music by GlobeXDesigns.