Showing posts with label roleplaying. Show all posts
Showing posts with label roleplaying. Show all posts

Monday, November 29, 2010

Why Is There No CSI: The Roleplaying Game?

The post title says it all. It's a serious question. It came back to me while I was inputting a bunch of notes I made a couple years ago about adapting a nascent homebrew system to the police procedural genre. To me, this idea seems like such a no-brainer that I wonder why nobody in the industry ever thought of it. There are two major advantages to being the company that brings out that game.


Popularity

One of the weaknesses of the RPG industry is that most of its fans (and thus, presumably, its designers and bean-counters) are geeks who enamored of the relatively esoteric genres of science fiction, fantasy, and horror. Thus, the industry has remained viable, though not spectacularly healthy, even in down times, due to the devotion of its fan base. However, it's never really been mainstream. Well, there were probably a couple of periods when it was on the cusp: the early 80s before the Dallas Egbert incident and the early 2000s when D&D 3e first came out.

I wonder if part of the problem is that nobody ever makes a tabletop RPG out of something that has mainstream popularity. It's not like there's no precedent for a non-sf roleplaying-type game to enjoy some success. For example, murder mystery dinner party games, which appear to still have a following due to the magic of internet downloads, were actually somewhat fashionable in the mid to late 80s. Crime and mystery (along with action-adventure) are genres with some crossover appeal to both geeks and everybody else. This has been even more the case in the last decade, with shows like the Law and Order and CSI franchises dominating fictional network TV. If mainstream culture is ever going to be convinced that roleplaying isn't something only done by the terminally weird, this is the genre to do it in. And the potential for actual profit in exploiting a popular genre is also a factor for an industry that's always short on money.


One Shots

One of the biggest hassles of roleplaying is the idea of the ongoing campaign. It's amazing how many ambitious campaigns are derailed by schedules and life changes. Something that was supposed to last for a year or more of weekly sessions often ends up lasting maybe a month. And that's with a bunch of dedicated sf/roleplaying geeks. Imagine how hard it is to get through a planned campaign with more casual players. The idea that roleplaying must be done in long, interconnected arcs covering many sessions is probably one of the biggest psychological barriers to entering the hobby.

Fortunately, using TV crime shows as source material directly addresses this concern. Every show is a one-shot, so duplicating the feel of the genre dictates one-shot scenarios. That means there are no continuity issues if a player can't make it one week. The availability of a more casual kind of tabletop gaming makes the hobby accessible to a large number of casual players, possibly increasing the customer base.


So why hasn't anyone thought of this idea before? Is the industry really that bad at marketing?

Sunday, November 7, 2010

DC Adventures RPG

So I picked up Green Ronin's new DC Adventures Hero's Handbook. I haven't read comic books on a regular basis in ages, and some of the Silver-Ageish conventions that DC mostly adheres to even today put me off. However, this book is the first rollout of the new Mutants & Masterminds 3rd edition rules, and I was really curious about those, based on what I've heard. Once I saw that the new DC Adventures book included rules for creating new characters, not just for playing existing DC heroes, I decided to check it out. From what I've seen so far, I like the new rules, and my (minor) complaints are about the presentation and explanations rather than the mechanics themselves.

(Note: This entry uses a lot of tabletop gamer terminology and assumes the reader knows the meaning of these basic terms).


True20fication

The biggest change in the M&M 3e rules is the change from D&D-based ability scores to a system more like Green Ronin's other flagship system, True 20. While D&D sets 10 as the average human score in each ability and adds +1 to the die roll modifier for every two points over 10, True20 and M&M 3e/DC Adventures use the ability score itself as the die roll modifier. Thus, the average adult human has a score of 0 in all abilities and every increase in an ability score also increases the modifier. A character can also "sell down" an ability, taking a penalty of up to -5 to die rolls involving that ability in order to gain more points for other abilities (and in M&M/DCA for other character traits).

As much as I love and respect D&D and its place in RPG history (4e aside), I much prefer a system in which your ability score is your modifier. It simplifies things and makes point-based character creation much easier. A bonus with applying this system to a superhero game is that hardly any character will need to sell down an ability, making the system psychologically more palatable.

M&M has always valued all ability scores the same in their point-based character creation system. This has been problematic because, using the traditional six d20 abilities, Strength and Dexterity have always been the most useful abilities in a combat-oriented supers game (with Strength influencing melee damage and a host of other things, while Dexterity affected the accuracy and damage of ranged attacks and the Reflex save).

Green Ronin solved this problem in the new rules by dividing Strength and Dex into two abilities. The new Strength attribute only affects the hero's ability to lift things and perform other impressive feats; the melee attack bonuses now belong to a new ability called Fighting. Similarly, Dexterity now only affects ranged attacks, while the Reflex defense bonus goes to the newly-minted Agility. This change also solves a problem inherent in most d20-based systems: ranged fighters are inherently better than melee fighters because a high Dex improves a character both offensively and defensively.


Power Design

The new M&M/DCA super power design rules move more in the direction of traditional supers games like Champions, separating flavor and mechanics completely. The Powers chapter mostly lists a series of "effects" that characters can generate, while leaving it to the player to decide what the effect is called or looks like in game.

For example, one effect is called Damage. It allows a character to make a melee attack and force the target to make a Toughness check to avoid gaining an injury. It's up to the player to decide whether this damage happens because the hero's fist turns to stone or because the hero uses special kung fu moves or for some other exotic reason.

This approach to power design can be overwhelming to the novice player, who might not have any idea how effects translate into the kinds of iconic superpowers they see in comic books. Fortunately, the game provides many prefabricated powers as examples of how the process works.


Inconsistencies

The biggest problem with the book is the way that iconic characters are used inconsistently in examples vs. their stats. For example, Captain Marvel is used as an example of the Activation flaw (which lowers the cost of normally always-on powers in exchange for a requirement that the character take an action to turn the power on). The idea is that, since Billy Batson must say the magic word "Shazam" to turn into Captain Marvel, all of Captain Marvel's powers actually have the Activation flaw. It makes sense and fits with the way Captain Marvel is presented in the comics, but it's not consistent with the way Captain Marvel's stats are presented in the back of the book. There, the requirement to say the magic word is presented as part of Cap's Secret Identity complication and a Power Loss complication that kicks in if Cap ever says the magic word and turns back to Billy Batson.

For the record, I think the way they handled Captain Marvel's powers in the back of the book is the correct way. However, this dual approach also highlights the fact that there's no real guidance about when to use an Alternate Form (heroic) power vs. when to make a transformation to heroic form a mere complication. I think I can figure out a pretty good guideline, but this issue might be really confusing to others.



Overall Impression

Despite the minor issues raised in the last section, I still like the system overall. The mechanics are flexible and consistent with the source material (though the power spread of the DC characters may have been compressed a little bit, especially at the upper end). My issues with consistency of presentation are only the difference between an A+ and an A-.




 

  

Sunday, June 6, 2010

First Night at the Adventurers' Guild

Friday night, I went to the Wright State Adventurers' Guild, having found out that the tabletop gaming club I'd gamed with as an undergrad had been reconstituted and that alumni were still allowed to play. I was looking forward to my first live gaming since a one-shot in somebody's Gen-Con hotel room a few years back. That didn't quite work out for this week, but I've still got my fingers crossed for next week.

I set foot in Oelman Hall for the first time since about 1989, the last time I took one of those huge, 200-person gen-ed classes in 109 Oelman. Oelman is one of two WSU quad buildings that hasn't been extensively remodeled. In fact, the floor tiles look like they're probably the exact same ones originally laid down in the 1960s. (Yes, every time I go into one of the old buildings for the first time this go-round, it always generates a nostalgia trip or comparison of how much things have changed in 15-20 years).

So I took the elevator to the third floor, and with some help from lounging Guild members waiting for the rest of their group to show up, I found the room the officers were in. Then I spent the next hour and a  half waiting and discussing things with the low-level officers who were actually present. Apparently, even though the start time is officially 6:30, few of the groups actually get rolling until about 8 (that, too, brings back memories).

I found out that only two out of the several groups at the Guild are playing 4e, much to my relief. Apparently, most of the gamers at WSU have had the bad (or at best indifferent) reaction to 4e that I've notice among sane people. Though my greatest fear was abated, I ran into the problem of the transition between quarters. A lot of the groups had wound down their campaigns for the academic year, and many didn't even show up, having decided not to try to start summer campaigns until next week. It was probably a good thing. I was in such a hurry when I packed my little RPG book bag that I just shoved in whatever happened to be lying around. Basically, I had a D&D 3.5 PHB plus the following random selections:
  • Two Mongoose Runequest books, which were already in the bag for some reason
  • The GURPS 4e Characters Book
  • The Star Wars Saga Edition core rulebook
  • The Rolemaster Fantasy Roleplay core book I bought at Half-Price Books a while back.
Unfortunately, the Guild seems to be heavy on d20 games, but not on Star Wars, so my selection wasn't a good match. The fact that I also forgot my dice would have also been an inconvenience, albeit a mild one since most gamers have a gazillion dice to lend if necessary.

Anyway, I spent most of the evening reading the Guild president's rough draft of a science-fiction novel. It wasn't bad for a beginner. There are some ways in which the guy could sharpen his writing, but he's avoided a lot of beginner mistakes (e.g., writing about ideas instead of characters, writing information dumps instead of scenes).

Odds are that I'll end up joining a d20 Modern group next week and actually get to play.