Showing posts with label rant. Show all posts
Showing posts with label rant. Show all posts

Sunday, May 1, 2022

DOUBLE FEATURE POST: FRONTLOADED VS BACKLOADED SETTINGS, PLAYER AGENCY VS SETTING INTEGRITY, ONE NIGHT ONLY

 

Frontloaded vs Backloaded settings

There is, in my opinion, a mild schism (among the major schisms) in the OSR regarding setting construction: Greyhawk and Blackmoor get shat upon for being “vanilla D&D” or “generic” while a revolving cast of flavor-of-the-month settings that describe themselves as “weird” or “gonzo” are held up as masterpieces. I care not for your reviews of published settings but rather wish to extrapolate on my own meditations.

First, “frontloaded settings” must be defined, as their existence is dualistic with backloaded settings. These are settings that are strange and outre from the very outset, possibly even from character creation or even the introduction: McKinney’s Carcosa, noisms’ Yoon-Suin, or Gibbons’ Bx Mars are what I consider to be good examples of such types of settings. The worlds are alien; cultures are weird; demi-humans are either replaced or deleted; science, pseudo-science, and science fiction cast a shadow over them. They are testaments to creative genii, yet their own alien novelty forms a barrier to play: Of what use dungeon delves and GP when most of Carcosa languishes at a neolithic level?  What of crab-man’s inhumanity to man? What if I don’t want to play someone who’s naked all the time?

The solution is pretty obvious: “Just change it.” Or rather “(you, the referee, can) just change it.” Which is true, but this puts all the burden on the referee AND undermines the whole reason for using a published setting in the first place (so the referee doesn’t have to do the hard work).

Now, there are “backloaded settings”, sometimes called “generic” settings: The ones with the kings and knights and castles and orcs and dragons and not-quite-medieval civilizations. This is where Gygax’s Greyhawk and Arneson’s Blackmoor started. But they didn’t end there: They changed, they EVOLVED based on player decisions (some of those players even being the creators themselves!). Those historical timelines have some referee-created trivia but the important parts are all because of player actions.

But even then, Blackmoor and Greyhawk weren’t as vanilla as claimed, there were aliens and magic apocalypses and weird shit. To go full D&Dcore, turning everything into the same diluted and flavorless melange, is something you can do with WOTC D&D or a host of other alleged competitors, and should be avoided. The balance is between the two, I think, vanilla enough to facilitate immediate player engagement but with sufficient indelible weirdness from the referee’s own mind to add excitement. But above all, the referee must be willing to allow the EVOLUTION of his setting based on player actions.

 

Player Agency vs Setting Integrity

The previous point rolls into this one. I recall many years ago, WOTC had a regular online advice column called Jedi Counseling for their Star Wars RPG (at the time, the Revised edition, which was also technically my first RPG), written by one Sarli. A flustered GM laid out the situation: The game was set at roughly the same time as A New Hope (0 BBY or Space Year 1977) and his party had decided to punch in the coordinates for Yavin IV (the big Rebel base in the climax) for unspecified reasons. Sarli’s solution was to have them wind up at the fake Rebel base named early in the film or arrive at the actual base after the Death Star had been blown up and the Rebels fled. Why did this GM even need to ask what to do? Why did Sarli reply with that? Because if the party got there and killed Luke or seduced Leia or jumped in X-Wing and blown up the Death Star or awakened Sith ghosts (press F for the pre-Disney EU) then they wouldn’t be playing a Star Wars game anymore, they’d be playing a Star Wars AU fanfic game because the setting changed irreversibly (if/until time travel became canon). It’s the tightrope you walk with established settings, especially those derived from media: The group wants to play in the setting but if changes are allowed then, sooner or later, they will no longer being playing in the setting.

But I believe this problem extends beyond published settings into homebrew settings. This is, I think, the root of the old “you shouldn’t stat gods because the PCs will kill them” mindset, not some true ideological take on the nature of divinity but a pre-emptive petulance about the players not appreciating the hard work that the GM making these (unnecessarily) complex characters.

Player agency, the ability for the players to freely act, goes hand-in-hand with consequences. Yes, the party can jump to Yavin IV and TRY murk Luke, but how will they cope with both the Rebels and Papa Vader seeking vengeance? They can storm Olympus and TRY kill every god in the place while stealing all the loot, but how do they deal with the things the Olympians were keeping under control? Give the players a rope and see if they tangle (or hang) themselves . . . or someone else.

Sunday, September 1, 2019

What's the deal with Advanced Basic D&D?

For some reason  there seems to be a big customer base for B/X clones with elements of AD&D bolted on: Labyrinth Lord Advanced Edition Companion, B/X Advanced, Advanced Labyrinth Lord, Old-School Essentials Advanced Fantasy (one of the latest attempts to cash in on this audience), and countless splats for inserting race-and-class or assassins and druids into B/X. But why is it always about piling shit onto B/X rather than trimming some fat from AD&D?

I mean, if you really want a middle ground between the two branches (Intermediate D&D, for argument's sake), it's not really that hard. Cut the races down to three or four, cut the classes down to three or four, change to three-point alignment, remove some of the weapons and armors (the LBB model of leather/chain/plate is elegant in its simplicity), and delete the subsystems you find clunky.

I've half a mind to slam something together based on this idea and sell it on drivethruRPG.

Tuesday, August 16, 2016

The Tyranny of Freedom: or, why I kinda hate PWYW

Note: Sean over at Power Score did a post that touched on this topic from the publisher side. This post isn't a response to it but it did kinda inspire me. My post is customer-oriented, unlike his. And I'm pretty sure his PWYW stuff is good if his blog is any indication of his typical creativity and writing skills.

"Pay What You Want" RPG products are a trend that has exploded pretty recently. I don't like them.
Or rather, I don't like the execution of the model. Usually I have to decide before I buy whether I'm paying or not. It feels like going to a restaurant and having to tip the waiter and the start of the meal. What if I pay and the product turns out to be shit? What if I don't and the product turns out to be something great that I want to pay for? I'd feel bad if I gave the waiter a lousy tip at the beginning of the meal then offered me exemplary service. As far as I know, the onebookshelf juggernaut doesn't allow you to re-purchase the same product so I can't correct my quality product-induced guilt. "But Buzzclaw," the gentle readers says, "Surely you can buy another product from the same publisher?"
Sure, in theory, I could. But what if the PWYW product I got was worth $5 in my estimation and the only other products they sell are all $10+?  What if I absolutely hate the concepts of all their other products? Screw that. And if I pay for a turd there's not going to be much of remedy since it tends to be a while between my purchase time and actual reading time.

tl;dr: Like Free, like Paid, HATE PWYW.