Thursday, December 28, 2017

"...I Don't Want To Go On The Cart..."

Here I am, listening to Hans Zimmer's greatest hits on You Tube, thinking thinky things during this in-between time, before the grist mill comes back on line. Crypts and Creepies is on deck for an a new shiny version. Time has allowed my brain to structure this into something that I can get excited about. Blind will also get released, I've run it a number of times, once I have the support material I need...yes.

Enough hollow promises. Oh, wait, here is one more:

I plan to put in writing on how to create an RPG. Strangely, there is really nothing substantive out there on the subject.


To this end I have collected, read, reread and taken copious notes. This is the main references I'll be using.


Here are my picks as core books on actual game design:

Playing at the World (by Jon Peterson) is the essential history of RPG gaming. A book with a terrible name (picked to sell), it describes Kriegsspiele, Braunstiens, Diplomacy and Chainmail. Seeing how these were congealed into D&D allows the game designer of the future to understand the artifacts that were passed forward to the present. My review: https://crypts-n-creepies.blogspot.com/2016/10/a-review-of-playing-at-world-by-john.html

Rules of Play (by Salen and Zimmerman) and Characteristics of Games (by Elias, Garfield and Gutschera) are design textbooks from MIT and are the only ones I have found that give specific details on actual design. They cover all types of games, so the stuff relative to RPG design has to be distilled. Some have complained that these are "dry" and "hard to read". These are not beach reads, they have real data in them, for most folks (who are not into game design) I recommend something more pleasurable, like Twilight. 

I have a number of books on designing wargames, The Art of Wargaming (by Perla) and The Complete Wargames Handbook (by Dunnigan) are my top two. Reading about Pol-Mil and Naval War College type games is a must.

Randomness (by Bennett) gets into the history of dice and the math behind probability. Gotta understand your tools, especially if you going to create new ones. I got this from the bibliography of another text, always check those lists.

Hack & Slash Compendium Blog Collection 1 (by Campbell). This is a Lulu print of posts about player Agency, it gets to the meat of RPG issues on this subject, so also essential to any RPG designer. Oh, lastly up there is my own notebooks, if you are really in this, then you need to keep track of your own thoughts and reactions to what your reading. My review: https://crypts-n-creepies.blogspot.com/2015/11/hack-slash-compendium-volume-1-review_8.html

I completely forgot Hanz wrote the music to Gladiator and Pear Harbor. Bleh.


Here are some books that will punish you, lot's of promises, no content.

How to Write Adventure Modules That Don't Suck (by Goodman Games, essays by various authors) has a lot of advice that amounts to "write things that are fun". A lot of vaugue theoretical advice, but no actual words on how to design anything specific. People love to spout design theory's, I have learned this is all very interesting but means nothing until you have actually made something. If you have always wanted that kool barbarian coffee table off Etsy, but lacked a flashy game design book to put on it, then buy this book and you'l be set. If your looking to learn to design RPG game mechanics and adventures, then just skip it. (BTW, one of the essayists is James Ward. I had the pleasure of running an adventure a couple of years back next to his "Women Only" table at Gary Con. If only Fame were a thicker whitewash.)

Tome of Adventure Design (by Frog God Games) is really a glorified Ready Ref Sheets (a very old and wrinkled Judges Guild product). It is marginally useful to have lists of different types of unusual book bindings, thematic ideas for mastermind humanoid races and information content of rumors. This is not a bad book, but not really useful for any kind of thoughtful design.

One reviewer said that "whilst
Cyborg Commando isn’t the
worst game written, it is
outstandingly poor.
This is a product that should
be held up to designers as a
lesson in how not to write a game."
https://en.wikipedia.org/wiki/Cyborg_Commando
Lastly there is Role-Playing Mastery (by Gygax), which when read is the psychic equivalent of having gravel rubbed into one's rectum. I bought this back in the day for 4 bucks and attempted to read it through on several occasions over the last decade. I had convinced myself that the creator of Cyborg Commando must have some useful knowledge to pass forward on RPG design... Sadly Role-Playing Mastery is a thinly veiled swill of "Why I am a Master" and "D&D is the best" described in very, very, very long sentences. Surely it is a skill to write so much and have it mean so little. I can only recommend it to get your blood boiling on what not to do when designing an RPG game.



Here is some game materials that can show a correct path.

The original Dungeon Master's Guide (by Gygax) is a treasure trove of inspiration and even after combing through it for literally decades, I still find interesting things I never saw before. It's "official" so you know it's got to be good. It's a mess of contradictions and bizarre mechanics that make no sense, but still an amazing catalyst when thinking about RPG design.

The Weird That Befell Drigbolton (by Norman and Gorgonmilk) is a current adventure module that is strange, easy to digest and well written. It is not over-designed and not a railroad. Just a really good model as excellent adventure creation. I have already reviewed it here: https://crypts-n-creepies.blogspot.com/2017/05/the-weird-that-befell-drigbolton-review.html

Yoon-Suin (by McGrogan) is a city/region supplement. While I have some technical issues with it, it's greatest strength it's not another cookie cutter European city. Someday, RPG games will get beyond LOTR crap and there will be non-white cultures, trans-damsels in distress and characters who have hard to explain mixed up ethics. Someday. Assuming, if our prez, mr. T, doesn't turn the clock backwards too much.

The Dungeon Dozen (by Sholtis) is a compendium of d12 tables from the Dungeon Dozen Blog. This is useful because the restricting construct of making weird tables of 12 results forces you into a new place. Carry forward RPG design will need new maps.

Interactive Fantasy (by Rilstone) is an old magazine collecting thoughts on game design. Useful, in that it addresses the actual question by people who have useful thoughts on the subject. Long out of print, but you can find digital versions floating around.

Maze of the Blue Medusa (by Sabbath and Stuart) is a mega-dungeon. Shows we can get over "Room/Treasure/Monster" and make something that is engaging and says FU all at the same time. A very well executed and designed adventure, so important to any designer simply for that reason alone. My review: https://crypts-n-creepies.blogspot.com/2016/07/change-your-head.html

Deep Carbon Observatory (by Stuart and Princess) shows the way to what adventure design can be by being bold enough to follow it's own logic and not that of money formula. The presentation is rough, but the adventure design breaks new ground. It is amazing what we take for granted, without thinking, Carbon will open your eyes, if you let it.

Finally, Blucher (by Mustafa) is a table top Napoleonics miniatures game. Talk about a genre of games that defines tired and old. The design of Blucher shows that stepping back and really looking at what you are doing and trying to accomplish by asking questions can bring you to something amazing. All this and a rule book that is extraordinarily well written. Again, I wrote about it here: https://crypts-n-creepies.blogspot.com/2015/12/stand-back-for-love-of-god-hes-got.html


OH, I almost forgot. There are these books outside game design proper. Very important to get ideas outside the box you are in.

Understanding Comics (by McCloud) of course is required reading for any creator. It has been around for a while and speaks to RPG issues in terms of character and narrative. If you are a game designer go read this book right now or I'm going to tell your mom.

Designa (Wooden books) is something I stumbled across in a book store. This book is icing really, but has hundreds of two page articles on how borders and patterns are created. I tend to be visual, not wordual, so this one works for me. It shows that there is a reason for everything.

The New Analog (by Krukowski) is a music book that talks about the shift to digital medium and talks about signal and noise. RPG's are essentially systems and reading about mediums (which are basically systems) will change how you design. Krukowski shows the importance of noise in communication. Judge's Guilds Ready Ref Sheets has lot's of "noise": bad drawings, typos, poor typesetting and crummy paper. Nowadays the accepted standard is to make your game look all polished and shiny. Finished artwork becomes more important than the game experience itself. Selling becomes more important. Bleh.

How Music Works (by Byrne) shows the importance of understanding how the medium defines the creative process. When I wrote my game back in 87', I simply sat down wrote up some rules and gave no real thought to anything. For me (at that time) it was important to create this idea that my game was a legitimate thing just like the others on the market. It needed clever rules and artwork. I never questioned the underlying system. Until I did that (which was recently) I was never able create something that would mean something. I will never sell lots of games, but I will have something of value. Cardboard boxes make the best toys. However, to really grow you must knock them apart and cut holes in them with a kitchen knife.

Yup. My goal is different now. I have no interest in the old definition of success. I don't need to make some big audience happy. Yup.

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