Showing posts with label shout out. Show all posts
Showing posts with label shout out. Show all posts

February 4, 2011

Do RPGs Suck?

I read a post today over at Mob United about ‘why RPGs are failing’ and leveled some serious criticisms at the industry in general. Some of the ideas are most definitely founded on real events, with the OSR movement and Pathfinder both retreading old territory, and many of the indie publishers doing things related to one of the above or some other system.

But I don’t think this is necessarily a bad thing. All things are built on history, and looking at the evolution of dungeon crawlers to produce a new dungeon crawler isn’t a bad thing. Examining social engines to design a better social engine helps in the long term.

In the end, Malcolm levels the criticism that rules systems aren’t going to do anything, that you have to offer something unique that another person couldn’t give. It seems he believes that the fiction, the stories are what players can’t do for themselves.

The problem is that’s false. As human beings, we gravitate to stories, and we create them out of our own lives. No memory is a perfect recollection of events, but those events and people are categorized to make recalls more simple. Malcolm even goes so far as to say why is dungeon crawling any different from the Hero’s Journey. In reality, what is remembered by the players, and is best applied in a game system, are the archetypes that make up things like the monomyth.

My honest conclusion is this:

This decade has seen the release of some very excellent RPGs, things I wish I had the time to play. Those games have been challenging the limits of RPG design space, story space, and even challenging what we call an RPG.

RPGs aren’t necessarily failing, though they are struggling. We, as designers, need to offer unique experiences without the effort demanded of older systems. The stories people want can come from many mediums, and they will choose the easiest or best value. Video games, movies, and books all demand less effort, and less time, than RPGs, and these things tell stories that are just as good as RPGs. We can take advantage of RPGs putting the player as the protagonist in ways none of these other mediums can, and that’s the place we can ply our strength.

What about you, readers, what are the unique strengths of RPGs?

February 2, 2011

Sitting On The Shelf: Game Book Covers

I’ve recently been reading a great book from a novelist, The Newbie’s Guide to Publishing (Everything a Writer Needs to Know.) by J.A. Konrath.  In it, he has an article called “Rusty Nail, Street Dates, Jacket Copy & Book Covers”. Skipping the bits about his book, he makes a simple statement:

“Covers are important. Some booksellers believe they are the single most important element when it comes to book sales. I agree.”

So do I.

They say you shouldn’t judge a book by its cover, but, as I’m sure we all know, everyone does it. It’s not just books, though, we all judge products based on their packaging. Games are products. Yes, very blunt, ‘duh’ statement, but I want to make sure this concept comes through clear.

When I’m looking for a new game, which admittedly is not as often as I’d like, I don’t go into the store looking for a specific title, designer, or system. Sure, I know my preferences, and I hope I end up with something good, but sometimes the journey is the worthier part.

A good cover absolutely draws my eye. High contrast between title and cover helps it stand out. Professional looking images also helps. I’m sure I’ve passed on some acceptable or even good games over the years because the front cover is a mess. I also know I’ve saved myself a lot of hassle with terrible games following the same rules.

After a book has my attention, I hit the back cover (Or jacket if it’s one of the rare RPGs that has one.). I want to know, quickly:

  • What’s the conceit? What will I be playing?
  • What parts of the game does it consider important?
  • What system does it use?
  • Is it still as professional as the front cover?



The conceit, or theme, is important because in reality it’s what you’re asking your players to believe. If you’re trying to attract sci-fi gamers, discussing elves on the back isn’t likely to help you attract them. If you’re pushing fantasy, or emotional conflict, you need to make sure the players get that before buying the game.

What mechanics are you touting? What’s that thing that sets your game apart from all the other games on the shelf? You need to make a selling point on this, you need to get your prospective player to think they need your book and not have something they could do themselves. (The hobby has a history of do-it-yourselfers, don’t underestimate them.) If it’s your NPC write ups, let them know.  If it’s a new mechanical system, say so.

The system you use is important to state, depending on how you’ve designed it. Is it based on another system? If you have the license, use their marks.  If you don’t, you may want to consider some way to reference the source, but make sure to read up on trademark law so you know what’s fair and what’s trading on their mark. If you made your own system, now’s the time to brand it. Make a logo, make a name, and give people something to ask for if they want your game. It will help down the road if you ever make a new game with the same system.

Now, some of you might feel I’m being trite about professionalism, but it is absolutely critical, even for small timers, to be as professional as they know how to be. Your book should have a uniform appearance; it should be the same quality from cover to cover. This professionalism will let the purchaser know you took your time and aren’t wasting their time. It speaks well of everything you’ve done.

Now, if the inside doesn’t match that cover, you’ve got other problems, and I’ll touch on them in the future, but keeping in mind how people look at books will definitely help you sell some if you ever make it to print.

January 21, 2011

Book Review: Irregular Creatures

So, my last week has been interesting. Semester has started, so I’m back in the homework grind, enjoying it. I got a Kindle, so I’ve been reading more.  Of course, this is on top of my regular life, and you wonderful people.

So this week, I want to talk about one of the books I read this week. (Yes, ‘one of,’ I love the written word, more than is probably healthy.) I picked up a copy of Chuck Wendig’s Irregular Creatures. It’s a short story collection available for download on his website or Amazon.

Now, you know what it is, let me talk about why it was amazing.

Cat-bird.

Cat-bird is a unique feline who chooses a dog-man and his family. Why is the big kicker of the story, and I’m going to avoid giving away too much. Chuck Wendig did a great job with this story and it took every spare moment I had until I finished it. The main character, the ‘dog-man’ is an artist, sculptor, specifically, and the mindset of an artist is one almost everyone can understand to some degree. Chuck nails it. The character is believable, and the story ffers some excellent lines of humor, a really well paced suspense, and a little bit of fright. The entire collection was worth it for this story alone.

The great part is Cat-Bird isn’t the end of the collection. The stories range from weird (A Radioactive Monkey) to deeply unsettling (Mister Mhu’s Pussy Show), with humor thrown in at various points.

Definitely pick it up for Cat-Bird, but stay for The Auction, Beware of Owner, and Do-Overs and Take-Backs.

Oh, and just to make sure it's clear. No, that's not an affiliate link. No, I'm not making money doing this, I honestly think you guys will enjoy this book.

January 14, 2011

In Which I Talk About Games I Play

I talk about games quite a bit but I realized that I don’t talk about the games I like much. So this is going to be my day to ramble on about the games I’ve played lately and in the past that have had an effect on how I think about game design.

Board Games
I love board games, and love trying new ones. I grew up playing Risk and Monopoly like everyone else I know. I loved Risk as a kid, it was long, and our house rules made it longer. Obviously, eventually I experienced other board games

My latest board game fixation is Small World. I got to try it for the first time a few weeks ago and love it. Most of the tactics are pure skill and decision-making, the race and power combinations are fun and provide a cool depth to the game. Even the reinforcement die is a neat piece that allows some luck to exist in the game for those willing to gamble a bit.

I tried Sid Meier’s Civilization last weekend, and have to say, for a Fantasy Flight Games work, I was highly impressed. Still way more tokens than I normally like, but very nice quality, and an interesting set of mechanics. Definitely one I suggest trying out.

My favorite board game, though, is Go. I love strategy games, and Go is pretty much exactly the perfect game to scratch that itch. I don’t even have much more to say about it except for those who haven’t played, you need to at least try it out.

Card Games
In the card game department I have mixed feelings. I’m not really into collectible games anymore, their unknown potential costs really get to me. I do like a few boxed card games, and I still have one CCG I love.

The latest boxed card game I’ve picked up is Rowboat. It’s a Spades variant that is actually quite fun to play. There isn’t much more to say about it except the art is pretty good and if you like traditional card games you’ll find this one quite easy to pick up.

My CCG of choice is The Spoils put out by Arcane Tinmen. I could go on for hours about this one, but to make it brief: this game is everything I love in CCGs. Very tight mechanics, a beautifully concise rulebook, plenty of player interaction, and better in draft and sealed than constructed.

Miniatures Games
I like miniature war games, and typically buy on quality of models, but my choice for play is definitely Monsterpocalypse. Great flavor, great game play, and an excellent community.

Other than that, I own some Warhammer 40,000, some Warmachine, and I am currently looking into Infinity.

Role Playing Games
Considering this is a role  playing blog, this is definitely the key category of today’s post, since my views on RPGs definitely matter in the long run for the blog itself.

D&D is of course the hot button in the market right now, and my particular flavor is 4th edition. Unlike some developers, I absolutely believe in game balance and niche protection, and while 4th isn’t perfect in those senses, it’s far ahead of OGL games. I’m also big on suggesting the Dungeon Master’s Guide 2 since it has some excellent lessons on running games, some of which have been around a long while and I include similar suggestions in my Monday posts.

I’m a fan of World of Darkness on some levels. I love the flavor, and big fan of the baseline mechanics even if they need plenty of work. I don’t agree with the way most groups play the game, so I don’t get in many groups locally. If I’m going to be an asshole GM, this is the game I’d do it in, being a stickler for the personal horror elements of the game.

One of my loose and fast rules I really like is Dread. Those who haven’t gotten a copy should absolutely consider it if you can find it. When it comes to top down mechanics, Dread does it absolutely right. Using the tower produces a wonderful ramp into that titular emotion. The questionnaire character sheet makes it much easier to get into a character and generally I wish I would have thought of it.

This post is running long, so I’m going to end with those and touch on other influences to my games later. Well, readers, any games of any type I absolutely should try, let me know in the comments below!

January 9, 2011

Interesting Idea

Yup, it's Sunday. I don't normally post on Sundays anymore, but I felt like giving a designer and student a hand.

Through one of the webcomics I read, I was linked to an interesting Masters Thesis project attempting to meld comic books and video games. The game itself is in a rough state, but it is a theoretical project. Go, try it out, take the survey, give this guy a hand.

http://q2nsummerdays.squarespace.com/

That's it from me!