Monday, December 7, 2009

Labyrinth Lord now in Italian!

Thanks to the hard work of Danilo Callegari, Antonio Eleuteri, Chiara Fattorelli, Tito Leati, Emiliano Marchetti, Andrea Marmugi and Roberto Pecoraro we now have an Italian translation of Labyrinth Lord!

This version is updated to the current revised edition, including all the great art by Steve Zieser! The electonic version is available as a free complementary no-art version and a version with art at a discounted price. These are currently available at the Goblinoid Games RPGnow store. A POD version is soon to follow at Lulu and at RPGnow when their POD service is up and running.

Friday, November 20, 2009

Have I created a monster?

With all of my "real life" work I hadn't had the chance to do any gaming of note for over a year. Some readers know I was overseas for a good hunk of last year and this year, and when I got back I was too busy to prepare gaming sessions, much less find a new group.

My wife had never played table top RPGs before, but she does enjoy games like Diablo. She struck up a conversation about gaming with a colleague of ours and it turned out he is an enthusiastic player of D&D 3.5 and other games (and he only lives like two blocks away), so we set up a session for last Saturday. I ran Labyrinth Lord with some components from the not yet released Advanced Edition Companion.

The group consisted of my wife, our new friend, and his girlfriend. His girlfriend had never played RPGs either. My wife told me ahead of time that she would play out of pity for me because I hadn't been able to play for so long and we needed bodies in the chair, and that she didn't anticipate liking it very much. I think this is probably common for people with spouses or significant others who are not gamers. Gaming is, after all, a pretty weird and geeky thing. Guys sitting around pretending to be elves or whatever, rolling dice and getting all excited about things that aren't real.

When we started playing there was definitely some awkwardness. Partly because I'm a bit rusty but also partly because it is a new group, mostly people who had never played before and the one person who is experienced is experienced mostly with later editions of D&D (but did play 2e). I was too busy during the week to create something new so I used The Tomb of Sigyfel.

My wife did make some attempts to roleplay her characters (they were each using two 1st level characters, because with the new group I anticipated deaths in the party) but I could tell she was feeling self conscious. Once the group got into the tomb though, there was an interesting shift in tension.

Suddenly the game became more accessible to the new players, I think. They were exploring the tomb slowly, methodically, checking for traps at every step. My wife independently reinvented the use of the 10' pole as she had her character use it to prod every step of the place (she is a natural, apparently!). She would throw torches into dark rooms before entering to see what was there. I was watching the birth and emergence of old-school play again before my very eyes. When they encountered some skeletons they made short work of them and I think it was at that point she was hooked.

We played fairly late, and when I got up the next morning my wife announced that she wanted to go to the hobby store to pick up some paints and other supplies to paint the miniatures I've had sitting around in a box for years (I didn't have any miniatures out so we used dice the night before). So it looks like I've created a monster! Not only did she unexpectedly enjoy herself, but now she wants to get into painting minis and wants to play again ASAP. It looks like she's started down the path of becoming a gamer girl.

I bet it's been 20 years since I played with people who were new to RPGs. That being the case it has been a long time since I actually tried to teach someone completely new to RPGs how to play, and it made me realize a few things. A lot of gamers talk about how "basic" D&D is, well, basic. It is actually about the same as the original three booklets of D&D from 1974, but since it was repackaged and sold as a "kids game" in the 80s it has the unshakable perception of being simplistic. What I realized as I was explaining how to play, what the numbers mean, etc. is that this is not a "basic" game. It can only be viewed as basic to people who have a frame of reference to more complex RPGs, but to people new to these games even a simpler game like Labyrinth Lord can be complex. I've never met or heard from anyone who started playing with the basic boxed set as a kid, any version, who actually read and understood the rules and played "correctly."

I'd never played with someone who is more into 3.5, either, which was interesting. He did just fine, but he commented that my play style is very different than his. I think what he meant is that he is used to more "story driven" play, with characters that have elaborate backgrounds, etc. This kind of play is not alien to me, because I've played that way before too. I was really into Vampire in the 90s, and even some of our early D&D games were played with more "story" type elements, I suppose. This session made me realize how I have come full circle in my play style. I enjoy the roleplaying aspect of early D&D, but not at the expense of "the game" if that makes sense. In my experience, games that are focused on "the story" value the immersion into character and plot more than "the game." As an example, in a story-based game I think people are much more likely to ignore dice results if they prefer a different outcome to a situation. There is a lot invested in characters in terms of development, so character death is not something that comes easily. It is less of a "threat" in the game. I prefer for a story, for lack of a better term, to emerge through play and the result of character choices, dice results, etc. The story is what happens when playing the game, the "game" is not just a smaller component of telling the story. If that makes sense.

In the end fun was had by all, and I know my wife is hooked. I also managed (I think) to remind a player of more recent games of how the game "used to be played" and it seems to me there is still something desirable in that style of play. When I went to the hobby shop for paints and brushes last Sunday I had a long conversation with one of the guys working there. He is probably about my age and played a lot of AD&D 1e back in the day, but his current group played 3.5 and switched to Pathfinder when 4e came out. We were discussing AD&D and he said he'd like to play it again if he hadn't gotten rid of all his books years ago. This got me thinking that despite how D&D has changed in tone, mechanics, and game play in more recent editions, many people look fondly on the old editions. They were just good fun. This is a testament I think not just to the idea that game "evolution" is mostly cultural, but it is also evidence that the more recent versions are not the same game. They may be good in their own right, they just don't deliver the same experience.

That's why I think that when we introduce people to the older editions or talk to people who no longer play the older editions, the best way to approach it is simply from the angle of them being different games. We should break away from the false dichotomy of new vs. old. You don't have to play only an older edition or only a newer edition any more than someone would choose to only play one RPG and never any others. The older editions are simply different, both mechanically and aesthetically. I think if approached in that way there is room for both new and old versions alike at peoples' game table.

Thursday, November 19, 2009

Labyrinth Lord now in distribution! (again)

The print run for the new Labyrinth Lord: Revised Edition reached the warehouse a few days ago, and will begin shipping out probably next week. If you want the book in your local store be sure to have the hobby shop check their distributor listings for the book, and if it isn't listed yet they can tell them it is available from Impressions.

Saturday, October 24, 2009

Greyhawk Fetish

James and Joseph posted recently about how Gary Gygax never published a full megadungeon, and have differing views of whether publishing a megadungeon is even possible.

To me there are really two issues in this discussion. The first, whether a megadungeon can be published, I think can be answered with "yes." The followup question is whether it would be a product people would want to buy. I would envision the "best" format being maps with some keyed rooms, but with a lot of tables for random encounters, random placing of weird phenomenon, generation of treasure and other situations or encounters idiosyncratic to a dungeon level or even subsection. It would very much be a campaign book rather than a ready to go dungeon. In many ways I think writing such a book would actually be harder than a fully fleshed out dungeon, but would the payoff be there? Do people even want it?

This leads to the other issue in this discussion, which is the (non-sexual) fetishism of Greyhawk and Gary Gygax in general. If we take a step back for a second I think what people really want is a megadungeon published by Gary, or maybe even one of the other TSR guys, but not by anyone else. If anyone else publishes one, then by definition it will not be the "real thing." The only authority that will be accepted by a certain crowd is the product penned by an exclusive, very small collection of people.

I do agree that just for fun, and from a historical perspective, it would be cool to see Gary's actual notes and hand drawn maps published. Do I think there is any deep insight waiting in those note that will revolutionize the way we play? No, I actually think that's a silly idea and more of an idea that comes from the phenomenon of fandom than anything else. It is interesting how the people who played in Gary's regular home game do not seem to pine away for those materials to be published as much as other people do. I only played in one short session Gary ran in his Greyhawk dungeon. He had a three-ring folder with his maps in it, and paper with room keys and other notes. It looked just like any other gamer's way of doing things to me. I did catch a glimpse of some of the maps, which looked just like other gamer's hand drawn maps. There is no deep method of play waiting there guys. It is the same stuff everyone already does.

So in the end what people really want is to share the actual experience of playing with Gary, but people won't get that from his notes even if they were published. I might be a heretic for saying this, but it seems to me Gary would scoff at all the fetishizing going on because it hearkens back to what he talked about before about how so many people looked to him and other folks at TSR for "official" ways of doing things. The truth is that those guys at TSR were just gamers like everyone else, and the way things are done at your own game table is just as creative and works just as well. When enough people would write or call to ask for a way of doing something, they might crank out an "official" system of doing it, but that system would not likely be the way they did it at home. At home, they played like everyone else did. The idea that you can take Gary's home game notes and use them to play "the way the game is supposed to be played" if only they would publish them is not only untrue but tragically misguided. We already have so much that Gary published. We already have the tools to play the way he intended, with countless archived message board posts to guide us in addition to all the material from the old rule books and modules.

That's as close as anyone will ever get to Gary now, and even though the psychology of fandom seems to pine away for more I think it would be far more productive to write the things you want yourself instead if wishing they existed.

Tuesday, October 20, 2009

Updates

I'm still around, just busy with a "real life" writing project that will be underway until spring. So, if I haven't responded to you're email please forgive me. I probably flagged it for a later reply and didn't get back to it. If you need an urgent response please try me again!

The Advanced Edition Companion is still underway, just running slower on it than I had planned. Editing is still underway but were plugging away at things. I'm starting to make requests for art.

The print run for Labyrinth Lord is underway. We're still on schedule for distribution in November. I will have some copies of LL and Mutant Future on hand for direct sale to retailers. The Mutant Future print run is behind because I had to get a new cover proof. The error was on the printer's side of things, but nonetheless it cost us a few weeks.

There are some upcoming announcements about foreign editions of Labyrinth Lord. We're not yet ready for saying anything official but keep an eye out.

Saturday, October 10, 2009

Skirmisher Publishing supporting Mutant Future!

Some readers may already know that Skirmisher Publishing released a supplement a while back for Mutant Future, called Creatures of the Wastelands.
They have been releasing more new products recently. For those of you out there who have been itching for more Mutant Future support, here it is!

Tuesday, October 6, 2009

Mutant Future podcast review

There is a great deal of retro-clone coverage in the latest podcast of All Games Considered. They have a nice review of Mutant Future in there.