Tuesday, April 8, 2014

This is the Doom you've been looking for

Thanks to Cryptozoic, the story of The Doom that Came to Atlantic City has turned from a Kickstarter cautionary tale to a full-blown beautiful boardgame success. Cryptozoic has sent a copy of the new boardgame to everyone who backed the original Kickstarter, despite the fact that none of that money went to Cryptozoic.

I'm happy for my friends designer/writer Keith Baker and conceiver/artist Lee Moyer. I'm happy for all the Call of & Trail of Cthulhu and D&D games that can use Paul Komoda's wonderful elder god sculpts as minis for creatures the PCs should hope to never encounter. I'm happy for casual game tables everywhere that land the game through original Kickstarter support or pick it up now.

So far at our gaming table I'm happiest with two and three player games. The four-player game is *whacky*, so much stuff going on, so many gates. So for your first game, I'd suggest two or three players.

You can decide for yourself how the game awards luck or skill. It may be one of those games that has so much luck that the luck evens out, shifting the balance towards skill.

Monday, April 7, 2014

Rock Paper Reamde


Rock Paper Tiger is a novel about China, people with connections in the intelligence world, electronic gaming, and an American woman trying to survive despite the power struggles of larger forces moving around her. Also art.

Reamde is a novel partly set in China, people with connections in the intelligence world, people with even stronger connections with digital gaming, and at least in part about a woman fighting to survive while being used as a pawn in a terrorist plot.  Also guns. 

I love both these books. Lisa Brackmann's Rock Paper Tiger may be psychologically more true. Its heroine and the people who surround her generally can't fight their way out of screwed situations, they live and die in the fog of sudden events and if they survive they do so in part because of bonds and confidences they only partly understand. I found it funny, moving, and memorable. 

Neal Stephenson's Reamde is a romp. Or several romps run together, playing out in a world in which the protagonists created the next big game phenomenon after World of Warcraft but that isn't necessarily going to keep them alive when terrorists are the ones doing the questing. Despite rounding itself out as a near-perfect comedy, it left me with a lingering mistrust of large RVs with Canadian plates. 

Rock Paper Tiger is the yin to Reamde's yang. Read both. 

Friday, April 4, 2014

let the cackling soliloquies begin

ASH LAW and I are both going to be running quick 13th Age games at the new AFK Tavern in Renton tomorrow, April 5th, as part of International Tabletop Day.

ASH is showing up around 11 am, I'll be there around 12:30 to run a couple two hour games before I return to my regularly scheduled work weekend.

I'll be running demo style games, the usual pregen character sheets that the players get to add the interesting stuff to, backgrounds and icon relationships and the One Unique Thing.

But not all the pregen sheets will be the usual sheets. Tomorrow I'm going to bring pregen sheets for characters like the woman pictured above in art by Aaron McConnell and Lee Moyer: the necromancer. I know that class hasn't gone out to wider playtesting yet but it went a round within Fire Opal and it will be fun to bring it into the game tomorrow. What type of fun? Well, here's one of the popular talents from the necromancer in its pre-edited form. Not everyone wants to play this way, but for those who do . . . .

Cackling Soliloquist

If you spend your move action, your quick action and your standard action casting a daily spell that ordinarily only requires a standard action—while screaming grandeloquently, cackling maniacally, or megalomaniacally describing the grandeur of your plans and the futility of your enemies’ resistance—the daily spell you are casting becomes a recharge 18+ spell (roll after the battle) and you can invent a slight improvement to the spell, especially if it’s at least partly story-oriented.

Adventurer Feat: The sound of your own voice invigorates you and you gain 1d6 + your level + Charisma temporary hit points when you use Cackling Soliloquist.  


We may or may not play with the chaos mage's special brand of crazy tomorrow. I'm working on the first revision for that class today and if works out we'll probably use it, if I'm not happy yet it will have to wait outside the tavern.

Looking forward to tomorrow and seeing friends I haven't seen for awhile as well as new souls and necromancers.

Tuesday, March 18, 2014

the smell of dragonfire in the morning


For this all-out push to finish 13 True Ways design, I've been channeling the man pictured above, a ruthless paladin/commander named Roland Abendroth. Roland is the creation of Davideogame, one of our high-level backers on 13 True Ways. Lee Moyer suggested creating portraits of the backer-created NPCs as full page art and Lee's portrait of Roland opens Chapter 1: Classes.

This week, Jonathan is busy with the full write-ups of Roland and the other NPCs, crafting a format that blends useful story with player torment and eventual resolution.The NPC write-ups will appear in chapter 6, the Gamemasters' Grimoire, where we indulge our ancient affection for grab-bag books like Arduin by including a bit of anything and everything wonderful that's not long enough to merit a full chapter.

Before starting on the NPCs, Jonathan created a dozen or so truly twisted monsters, including specters that outright steal the escalation die and pixies that ensure that player characters who choose fights with pixies are going to regret it, even when the PCs win. I want to say it's 'high comedy' but I'm pretty sure that's just me being ironic and it's actually low comedy.

My work lately has focused on the first two chapters, Classes and Play Character Options, notably the first draft of the necromancer. Comments from internal Fire Opal critique have been helpful and when revisions are complete and satisfactory the class will go out to wider testing. For those tracking earlier updates, I changed the initial design in which the necromancer was a multiclass. The necromancer is now a full class with summoning spells, skeletal minions, death priest options, and cackling soliloquies.

In other news, art for 13 True Ways is finished (unless I talk Lee into one more illustration that was his good idea but that falls outside the scope of his responsibilities). We haven't been sharing huge amounts of the art yet but it's in the wings. Just as Jonathan and I tried new things with game design in 13TW, Lee and Aaron pulled some stunts I did not expect and would never have demanded.

Monday, March 10, 2014

Guest Post: Ritual & Roleplaying Games

My 13th Age collaborator Jonathan Tweet does most of his social media through G+ these days. When he has a gaming blog he wants to run, I post it here. This time he's responding to requests for a discussion of RPGs and rituals.

Jonathan Says:
Religion, rituals, and roleplaying games all work because people are suggestible. Maybe you’ve heard that being suggestible is a bad thing, as if it means you have weak character. But maybe instead you can think of being suggestible as being not stupid but sensitive. Your brain is whirring along unconsciously, picking up subtle cues from your physical and social environment, and adjusting your perceptions and behavior accordingly. Most of the time this all happens below conscious awareness, but sometimes we take fate into our own hands and manipulate ourselves, and that’s where you get things like religion, ritual, and roleplaying games. While early roleplaying games may have had a ritual quality to them, it’s the array of modern, funky RPGs that are really exploring this territory. 

As children of the enlightenment, we atheists tend to downplay ritual or even deride it as a form of mind control or superstition. Humans, however, did not evolve to be rationalists. We evolved to use rituals, and the anthropologist and neuroscientist Terrence Deacon goes so far as to posit that our ability to think symbolically arose out of ritual practice before we had language. Whatever the origins of rituals, human cultures have innovated all sorts of them: dances, hymns, chants, prayers, auguries, sacrifices, salutes, christenings, weddings, funerals, processions, graduations, meditations, mantras, liturgies, prostrations, poses, consecrations, oaths, vows, and initiations. Rituals work on an unconscious level. As C. S. Lewis said, kneeling in prayer is qualitatively different from standing in prayer because humans are animals, and our bodies affect our souls. Lewis knew that our creator has given us instincts for humbling ourselves in front of a greater power; he just failed to identify evolution as our creator. 

It’s easy to see the role and power of rituals in religions, but maybe it’s a stretch to see it in roleplaying games. I think I can see it.

Rituals have this funny way of working even if you know they’re fake, says world-renowned primatologist Franz de Waal. As he points out, a placebo works even if you know it’s a placebo. The conscious part of your brain knows it’s just a placebo, but the unconscious part of your brain gets tricked, and more often than not it’s the unconscious that’s running our lives. A college professor of mine used to attend Roman Catholic services because he was moved by the symbols and the drama. He didn’t believe a lick of the theology, but that didn’t matter to him. Roleplaying games can be like a ritual that we know we’ve made up.

Roleplaying games have built-in ritual elements. They take place among circles of initiates, who share a special reality and use insider terminology. Traditionally, one participant serves as the psychopomp or shaman, guiding the group through the game’s events. The Roman Catholic priest virtually becomes Christ during the Eucharist, and the Dungeon Master becomes “God” during a D&D session. Participants assume special roles, and they refer to each other by secret names. Players cast lots and consult the results to find out their respective fates. If you participate in enough gatherings, you progress along the game’s path, with more and more secrets revealed to you as you go. You level up. You discover the stairs to the 8th level of the dungeon. Outsiders routinely attribute further ritual elements to roleplaying, such as using candles and wearing funny hats. It’s as if the uninitiated can sense the ritual element of our games and expect to see ritual paraphernalia incorporated into them. 

The player-character role resembles the role of a ritual participant in that the everyday self is left behind. In most rituals, such as taking bread and wine in Christian liturgy or the hajj pilgrimage to Mecca, the participants leave their public identities to become equals. In other rituals, such as the when the Huichol Indians undertake a spiritual quest to obtain peyote, the various participants assume archetypal or mythic roles. Maybe one of them always has to play the cleric.

A religious ritual often has an explicit, supernatural purpose in terms of the individual, but the natural effect of the ritual is often to improve group cohesion. The Roman Catholic Mass, for example, reportedly infuses the participant with the grace of God, but what it surely does is confirm the individual’s membership in the group. Roleplaying games likewise provide a shared experience that binds the group together, and the teamwork element of RPGs sets them apart from competitive games. When I was at GottaCon last weekend, I met a crew of D&D players who recounted how the game had brought them together as a friendship circle and had given them shared experiences that they treasure. If you’ve been part of a successful roleplaying group, you know what they meant. 

Some roleplaying games have played up the ritual elements of gaming, especially the new crop of indie games. Perhaps as RPGs have moved past simulation, they have sometimes adopted more ritual elements. My game Everway (1995) features a Fortune Deck, like a tarot deck, which is used in place of dice as the random element. The card art features archetypes, symbols for astrologic signs and planets, and deities from across the globe. Polaris (2005) by Ben Lehman uses stock phrases to open and close each game session, as well as to regulate the progress of play. Instead of a GM running a group of players, the players cycle through game roles, sometimes playing their character sort of like normal, and otherwise portraying some aspect of the world while another player plays their PC. These roles have evocative names, such as “Mistaken” and “New Moon.” These esoteric references, like elements in a religious ritual, help player feel as though they are tapping into a cosmic order. More prosaically, games such as Vincent Baker’s Apocalypse World (2010) channel player choices and behavior, with formal limits providing a structure that encourages the sort of order and repetition that are also found in rituals.

So even though we know we’re not medieval heroes or post-apocalyptic bad-asses, something happens unconsciously when we put on those roles, especially as part of a group. These ritual elements originally bubbled up organically, but today indie game designers are incorporating ritual elements intentionally. It leaves me wondering whether we might see more elements of ritual incorporated into games, and that that might look like.

Tuesday, March 4, 2014

13th Age, 3e, and Two Bestiaries

Last week, Jonathan wrote a neat essay on how 13th Age design relates to his work on 3e. It's a cogent account of how we wove threads from earlier editions of F20 into something new-ish in 13th Age. Jonathan has a gift for cutting to the core and the essay explains design decisions we haven't said that much about elsewhere.

Jonathan's essay appears on the Kobold Press website as a guide to 13th Age for interested 3.5 and Pathfinder fans, and to help our friend Wolfgang Baur promote the new 13th Age compatible Midgard BestiaryThis third-party 13th Age work is a collaboration by the adventuring team of LAW & Rockett. 

Midgard Bestiary 13th Age cover

That's designer/developer ASH LAW who runs 13th Age OP and designed many of the bug-whack monsters in the upcoming 13th Age Bestiary from Pelgrane; you will thank him later when your party's cleric insists on donning a chuul-antenna helmet, or when a hag's death curse twists your PC's social life around her dead bony finger. ASH is joined by the evil twin of Wade Rockett, who runs community relations for Fire Opal and who wrote the splendid Midgard icons that appear at the back of the Midgard Bestiary, just after the nine new 13th Age-compatible player character races, many of them monstrous.

That brings me to one of the wonderful things about the two upcoming Bestiaries. I ended up running the Pelgrane book, and there were a bunch of design approaches ASH suggested using throughout it that I only wanted to use just a little. So instead, ASH ran with them at full speed in the Midgard book. To name three examples:

  • Things You Might Find On on a Monster's Corpse (loot instructions!)
  • Magic items made of monster parts (or their powers)
  • Monsters as races

The Kobold Press book does a lot with these concepts. Our Pelgrane book does just a little bit while spending most of its effort in other directions, particularly in story hooks and powers related to the icons. The result is a pair of monster books that will complement each other well.

The 100+ page Midgard Bestiary is out now. The 240-page 13th Age Bestiary from Pelgrane is due in May, but if you pre-order it now you can download the full text. As Jonathan's essay suggests, you may even be interested if you're not playing 13th Age yet.

Thursday, February 27, 2014

A Thing of Beauté


The French translation of 13th Age has been published by 7eme Circle!

Somehow I didn't think seriously about how a French translation of the world map was going to turn out. Now we have it, and it's beautiful and very very cool. It's even online, now, so if you have been looking for a digital copy of the map, well, you get it first in French.

As Gareth Ryder-Hanrahan said on Facebook, "Hey, the French get roads!" Yes, the French version of the map shows the major Imperial roads that link several of the Seven Cities around the Midland Sea. The English-language map in the 13th Age book doesn't show those maps because I failed my visual proofreading check. At some point in the process, a Photoshop layer of Lee Moyer's great big beautiful map design dropped out. I missed that the roads had disappeared and the only person who noticed thought I'd made a decision to leave them out. So yeah, that's the ticket: the version in our book is the High Druid's start of the revised map, no roads required. Yeah!

I think it could be great to use the French map for a 13th Age game played in English. But since that's not to everyone's taste, we will have the English version on-line very soon! I think it's going to have roads.