Guaranteed to put bricks to sleep! Core rules to the the game that has annoyed my wife for decades! It's lots and lots of words and some are even in the right order.
This is an original game.
Not a retro-clone.
OSR? Sure.
This is the definitive original edition.
All you need is some time, brain power and a few chewed up pencils.
My friends promise you will have a great time.
I am not making any promises.
You can find it on Lulu as a softcover or PDF.
We have a long way to go.
Cheers!
Tuesday, November 29, 2016
Friday, October 28, 2016
A Review of Playing at the World by Jon Peterson
For the last couple of months I have been scribbling notes in my copy of Playing at the World. Every few days my wife says “aren’t you done, yet?” It took three pencil sharpenings before I could even consider my next projects, either WN62 (a biography of a WW2 german machine gunner on the beaches of D-day) or Dune. I thought before becoming consumed by either of these I should savor a few moments of freedom and write a few words about Playing at the World.
Before I get off track, trying to sound all clever and stuff, Here it is: I really really like this book. I have always been enthralled by the design history of games. I have read many and there are not many good ones.
Playing at the World has a lot of damn pages, 698 to be exact. There’s a narrow passageway in the middle where going back was too treacherous, so I hunkered down and slashed my way through. Not to worry, it passes quickly and I managed to dispatch a few goblins, earn a few xp and find an old boot. In some ways this book is like a long murder trial in which a lot of evidence must be presented to insure a faithful reconstruction of the crime. Additionally, it goes in depth regarding games that came before, such as Kriegspiel and Diplomacy. All good games are built on the shoulders of giants and Peterson’s exhaustive research shows that D&D is no exception. He wisely limits his source material to Fanzines written before D&D’s huge success and the revisionist history that followed. By combing through contemporary sources, Peterson accurately reconstructs the events that give rise to the birth of RPG’s. One of the many things I found amazing is the well documented exchange of ideas in fanzines. They read like a three legged slow motion version of today’s internet. I also appreciate that he presents E. Gary Gygax without judgement and allows the reader to form their own conclusions on the Man, the Myth, the Legend.
For me this book scratched two itches:
The first was an itch I did not know I had, namely laying out what exactly was appropriated from Arneson, Kriegspiel, Diplomacy, Leiber, Tolkien and Dr. Strange. Gygax combined many disparate ideas to make D&D. This fusion was incremental and like many category starters, he had no idea what this thing really was or what it would become. He simply thought it would be just another product in the TSR line. I never had the pleasure of meeting Gary Gygax, but I did meet Dave Arneson. In that brief encounter, I could sense the bitterness he harbored, not getting the billing he probably thought he deserved. In reading interviews with him, this is certainly a thing. (Spoiler: not very many people who worked at TSR ever seemed to be happy). Playing at the World sheds light on Arnesons creative role in D&D and it’s a mixed bag for sure. I still have issues that Gary Gygax always seemed to take more credit than he deserved. Certainly he could have been more upfront about where his inspiration came from, but that’s water under the bridge. I liken it to the credit Stan Lee heaps upon himself in creating the Marvel universe, delicately omitting his fellow creator Jack Kirby. Unlike Kirby, however, Arneson sued TSR and got paid millions (yes, actual royalty numbers are quoted) for basically doing nothing. Bitterness is it’s own reward, I guess.
The second itch I’ve had for a while. It has to do with reconciling the terms “role-playing” and “game”. Technically a case can be made that an RPG is not a game at all. As a game designer this is the Burning Question and for me, Peterson has insight on this dilemma. He lays out the things that make D&D and role-playing unique: a player controls a single character (essentially defining game scale), these characters advance in power through “stratified progression” and one player must take on the role of referee who reveals secret information as the world is explored. But, lastly, and by far the most unique aspect of RPG’s is the agency allowed by the players, in that “anything may be attempted”. I danced around this bit in my own game rules about the Crypt Lord: “This is the magic of role-playing. It cannot be explained to the uninitiated, or simulated by even the most technologically advanced main frame-computing device”. Nothing on this earth except the pulpy mass of the human brain can deal with that kind of free agency.
Yes, “it’s a fine wine, it has a bouquet like an aborigines armpit”. I highly recommend this book to anyone who really wants answers about the history of D&D. Now, if I can just find six more people to play Diplomacy...
Saturday, October 22, 2016
Stat-less Characters for The Game With No Name
These are prototypes, basically a test run of the layout and form factor. One of the concepts of this game experience is the rules are kept hidden from the players. As such, character information will be presented in this format using text descriptions instead of stats and percentages. The colored chips indicate how character damage will be represented. Players will need to rely on the referee's descriptions to decide just how wounded they are. The rules part of the game is shaping up nicely, but to insure secrecy I have no other comments on that matter.
I am in the process of writing a number of modules, these will also be getting a similar card treatment. There are a number of advantages. A key one is that because they are not being presented in a linear narrative, it will be easier to rearrange them, thus increasing player agency.
The Game With No Name debuts in a few short months at Gary Con and in print.
Tuesday, September 27, 2016
Plan B
There is going to be a lot of new stuff here in the coming months. The V1 version of C-N-C is currently being upgraded to V2. I have been saving old grocery bags for years to make the pages:
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| Text is nonsense |
This is a sample page layout. There will be a couple dozen different page backgrounds. I have a very sophisticated method for generating these:
I draw designs, print them on the bags..
...and use this rig and my phone to photograph them. I want the game to look like a Hobo's notebook. Some of you have seen the art that is being created, here is a typical example of a Gargo-Rat:
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| "Want us to open some doors?" |
Because I am also a model builder I am building physical models of the illustrations, that will become images in the book. Here is a worshiper of Ishtar that's next up to get photo-shopped:
She's 1/12 scale, I'll make some sort of background and "work my magic".
So, imagine these guys, but bigger and (I was going to say "cooler", but stopped myself). I made these way back. I really like Manitoba on the far left.
I have lots of stuff to do...here is a "Rending Sucker" that will get turned into a model and photographed.
This is the Lulu cover...Absolutely no stupid character groups on the front. The gist is, there will be V2 coming (I apologize if your a Londoner). A whole new section on Pith, the sandbox stuff will all be rewritten and put in to make campaigns and I have a system worked out I call "Thumbtrixes". New substance and the fluffy bells and whistles, but I PROMISE ON A STACK OF BIBLES it will still be the game you have always known and loved.
Let's not forget the great adventures coming out of Gary Con.
There is also The Game With No Name. Normally I don't get excited (I have people for that), but I am excited about this. Making this has opened a very interesting door.
All of this will be in print. End of message. That is all. Carry on.
Monday, September 26, 2016
The Game With No Name
IMAGINE sitting down, character in hand and starting an adventure with no knowledge of what genre you're in.
Maybe you’re Orphan Black watching herself jump off a train platform. Or Agent Cooper dreaming your first visit from the Giant. Or John McClane stepping out of the room to change your clothes on Christmas Eve.
In the beginning they had no idea what kind of story they were in. And neither will you.
Your story could be like any (or none) of these and just like them you won’t know what game you're in. Conspiracy? Magic? Espionage? Pulp? Adventure? Sci-Fi? Super Hero? Cthulian? Thriller? Super Science? Time Travel? Horror? Something New? My lips are sealed.
Are you up for a challenge? This will be the most interesting game you will ever play.
Welcome to The Game With No Name...
The Game With No Name debuts next March at Gary Con. Once I reveal the setting and play commences it’s up to the players to figure out what they're up against. Can they prevail?
The print version will be released during Gary Con and will include the game system and three unique game experiences. Each is designed for a group of 6 and will play out in 2-4 game sessions. (Note, the G-Con version is a 6 hour tournament styled event).
UPDATE: Stat-less Characters for The Game With No Name
These are prototypes, basically a test run of the layout and form factor. One of the concepts of this game experience is the rules are kept hidden from the players. As such, character information will be presented in this format using text descriptions instead of stats and percentages. The colored chips indicate how character damage will be represented. Players will need to rely on the referee's descriptions to decide just how wounded they are. The rules part of the game is shaping up nicely, but to insure secrecy I have no other comments on that matter.
I am in the process of writing a number of modules, these will also be getting a similar card treatment. There are a number of advantages. A key one is that because they are not being presented in a linear narrative, it will be easier to rearrange them, thus increasing player agency.
The Game With No Name debuts in a few short months at Gary Con and in print.
UPDATE: Stat-less Characters for The Game With No Name
These are prototypes, basically a test run of the layout and form factor. One of the concepts of this game experience is the rules are kept hidden from the players. As such, character information will be presented in this format using text descriptions instead of stats and percentages. The colored chips indicate how character damage will be represented. Players will need to rely on the referee's descriptions to decide just how wounded they are. The rules part of the game is shaping up nicely, but to insure secrecy I have no other comments on that matter.
I am in the process of writing a number of modules, these will also be getting a similar card treatment. There are a number of advantages. A key one is that because they are not being presented in a linear narrative, it will be easier to rearrange them, thus increasing player agency.
The Game With No Name debuts in a few short months at Gary Con and in print.
Monday, September 12, 2016
Clogs of Poop: God's Workbench Part 5
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| Igor, Mundo and Chum https://drive.google.com/open?id=0B4SbN-rtbAlgdzVodmZJeVpHcFU |
I make images to create my fantasy world. Sadly the use of images in RPGs is oft reduced to the color-matched mountain landscape over the proverbial plastic-wrapped couch. It seems the default method of RPG design is the written word. Text is generated as a primary source and then an artist is rustled up to embellish the words as an afterthought. As a visually creative person this is backwards thinking. Many concepts start as images and are developed further in the same format, much like an artist’s sketchbook.
Don't be afraid to use images as a primary source. Draw your own, appropriate them, or create them in your head like Stephenie Meyer. She dreamed about a vampire glistening in the sun like diamonds which became Twilight. Tomb of Horrors would be a verbose monstrosity without images. Maze of the Blue Medusa uses images as a primary source material. Think about Da Vinci's* sketch books.
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| Grant Wood probably would have lived here. https://drive.google.com/open?id=0B4SbN-rtbAlgMzgtNkJ3NmxRTVk |
Let's talk about Doi. It’s just north of the Moot of Fooglie. I always imagined Doi as the world's most boring place. Much in my milieu is appropriated from our world. There was this girl I used to work who was not too bright and earned the moniker “The Duchess of Doi”. When I needed a name for this place of gently rolling fields, Doi immediately sprang to mind. Doi is not a great place to start an adventure, but to the north is Pewlon. Pewlon is home to everything magical, sparkly, rainbow colored, Zwinkies, grotto's and magic mushroom patches and so on. My players needed to get through Doi in order to reach Pewlon. So I sat down with pencil in hand and my sketchbook and started to think about this boring place. I started with a typical dwelling and imagined it to be a large communal homestead. It would be large enough for an extended family that worked the farm. I wanted the building to be a little bit more interesting, so I sketched it as a truncated mud silo with an angled roof and little triangular windows. This led to thoughts about harvesting machinery (which are common around here). What would be the equivalent in Doi? I try not to overthink it, so I sketched an enormous beast. This would become “the docile beasts of Doi”. I had created an non-player crypt opener from Doi called Hannah as an adventure hook. When it came time to write down the stuff on her equipment list one of the things she wore were traditional Doi clogs made out of hardened docile beast poop. This led to the idea of using excrement as a building material. So, yes everyone’s house is clad in stucco made from poop. The “docile beasts of Doi” became walking raw materials factories. Special millstones were implanted into one of their many stomachs. Raw grain in, specially processed grain out. Individual farmsteads would be grouped together into Noobs. Each Noob was responsible for sending processed grain into a wind powered network of pipelines to be tran-shipped to other countries (like the Moot of Fooglie). I made various drawings of different grain types. I created a number of unique professions linked to the docile beasts of Doi. I got all of this from a few rough sketches. Doi went from nothing to a very odd form of interesting. All this stuff becomes essential fodder to create the player narrative of the campaign. I intentionally leave things open for further embellishment. The drawing is easy for players to digest. And, because it’s a sketch, it’s not locked in. This is essential to further the narrative of the game.
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| The Magic never sleeps... https://drive.google.com/open?id=0B4SbN-rtbAlgTVBzVk9rQlkyV00 |
I knew right away after drawing the first sheet this would be a method to create the world. I made “Klogg Narr” and His companion “Gargo-Fu”, travelers of the Urth who publish a Traveler’s sketchbook. This could be given to the players one page at a time, getting them up to speed on Urth. Each sheet covers a specific region. As the Crypt Lord these become the starting point for the written part of each country’s mechanics, the encounter tables, culture, geographical features, and the intelligent denizens that live there. I do not treat it as a one-sided thing, as players react to these I incorporate things that they either do (in the game or out) into the design. This makes everything way more interesting and relatable to them. It also immediately makes them a part of the whole. Even if I am mocking them in the process.
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| Meet Skeevwil Skrunchscroat of the Moot of Fooglie https://drive.google.com/open?id=0B4SbN-rtbAlgeXExWGNPQ1RZSms |
*Yes, I am putting my work in the same slot as Meyer and Vinci.
Wednesday, September 7, 2016
Achtung! Secret Hitler!
I found a game about Hitler on my porch today.
Peerless quality.
Any game that has Ja! and Nien cards is a winner in my book.
Just so you know, I have not had a chance to play it yet.
I'm taking it to work to play with my fellow schweinhund.
I'll let this part of my world how it turned out.
He had a dog...with no nose".
"How did he smell?"
"TERRIBLE!"
POSTSCRIPT: This arrived the day before:
This is a 70's era Rummikub game...note the similarities in terms of proportions, materials and quality...
Fascinating to be sure.
Peerless quality.
Just so you know, I have not had a chance to play it yet.
I'm taking it to work to play with my fellow schweinhund.
I'll let this part of my world how it turned out.
He had a dog...with no nose".
"How did he smell?"
"TERRIBLE!"
POSTSCRIPT: This arrived the day before:
This is a 70's era Rummikub game...note the similarities in terms of proportions, materials and quality...
Fascinating to be sure.
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