Showing posts with label Space Gamer. Show all posts
Showing posts with label Space Gamer. Show all posts

Friday, August 11, 2017

Four #RPGaDAY Questions in One Blow! #RPGaDay -- Days 8 to 11

Sorry I missed a couple of days, but the prospectus for my dissertation took priority. Writing everyday, either here or on something else, keeps my brain working in a way that helps my prospectus, but I still have to write the prospectus too. As a reward for completing a draft, though I already know some areas I'll be improving this weekend, I'm ready to answer the questions I missed.

Question #8: What is a good RPG to play for sessions of 2 hours or less?

There are quite a few RPGs that fall into this category, including CHILL which I talked about earlier, but I'm going to focus on one that's a little controversial here. The single best game for short sessions that I've ever played is D&D 4th Edition Essentials. With the Essentials rulebooks, and the Gamma World boxed set, Wizards of the Coast took what was a well designed but poorly executed and confusingly written game and turned it into one of the best introductory role playing games ever published. The Essentials editions accomplished what Wizards of the Coast was trying to do with their Red Box reproduction for 4e and created a new "Basic" edition of the game. The character classes in the Essentials edition were "pre-optimized" and the feats offered in the books were just enough to add flavor.

And don't give me any of that "4e is a great tactical game, but terrible role playing game guff." <Insert Cranky Old Man Voice>If you didn't get good role playing out of 4e, that's all on you and not the rules. Because role playing is about your actions and has nothing to do with rules sets. I ran 4th Edition, and especially Essentials, for two years at my Friendly Local Game Store (Emerald Knights in Burbank) with a mix of experienced and new gamers. The rules in the Essentials books were simple enough for the new players to understand and some of the best ROLE playing I've ever engaged in was with that group.<Exit Cranky Old Man Voice>

The Lost Crown of Neverwinter adventure for D&D Encounters is second only to The Veiled Society in my mind as the adventure most likely to go off the rails into it's own magnificent story line fit for launching a campaign.





Question #9: What is a good RPG to play for about 10 sessions?

The quick and easy answer, also the cheap and lame one, is to say any role playing game. When you own as many rpgs as I do, the likelihood that you'll ever get to play them all is remote. Given the monolithic dominance of the D&D and Pathfinder brands in players' minds and interests, it's hard to get to game in other rule sets some times. Add to that a limitation of only being able to game once a month, and playing 10 sessions become 10 WHOLE SESSIONS! To me that's a mini-campaign. I've seen some great answers to this question online, ranging from Savage Worlds to Shadow of the Demon Lord. Since I love those games, and the Fantasy AGE game too, I'm going to keep those as D&D alternative recommendations for games to play for years when you are tired of D&D.


For the 10 session rule, I'm going to recommend Symbaroum. My reason for recommending Symbaroum for a short campaign isn't that I don't think the game can handle a long campaign, rather it's that they've written a great short campaign for the game that fits perfectly in 10 sessions or so. Symbaroum is a deeply evocative game with excellent art work. It also has a rich setting and easy to PLAY rules. The presentation of the rules in the book aren't the most intuitive, as you have to skip around a bit to get to the rules since they put a lot of the rich background in the front and put character creation just before the background section and the rules in the middle and back of the book. Yes, that's a complaint. The translation is clear and playable, but I'd have liked a more logical order to the rule book especially given how easy the game is to play. It's a fantastic system that is close enough to D&D that players can pick it up on the spot, but different enough that it has its own feel.



Speaking of "feel," Symbaroum is also that rare game that captures the feeling of fantasy literature. D&D is a great game to play, but I never feel like I'm playing a novel. There are just too many options, in part because D&D is trying to capture the feel of a genre (for the most part) and not a particular setting. In focusing strongly on setting, Symbaroum adventures feel like collaborative novels. I mean this as a very high complement. This is one of the best RPGs I've read and watching the folks at Saving Throw Show play the intro adventure is a perfect demonstration of how great this game is because they learn and play in the same session.




Day 10: Where do you go for RPG reviews?

Where do I go for reviews? Where do I go for reviews? C'mon man. I write a blog about gaming with my kids and friends and write my own damn reviews (okay, I don't do it often enough). I've even written for The Robot's Voice man...I've been paid to review stuff...(ed. note: Stop the Gamer Rage!)

Okay, snide gamer rage aside, I do have a couple of places I go. I'm friends with a TON of gamers on the Book of Faces, so I'm constantly checking out what they have to say in their posts. I read Tenkar's Tavern, and he sometimes reviews things, I also read some of the reviews on DriveThruRPG/RPGNow. Nerdist is a good place to read reviews, though they should hire ME to write for them (ed. note: I told you to STOP that.). I listen to Kenneth Hite and Robin Laws' podcast. For the most part though, I love the diversity of product offerings in the hobby so much that I'm kind of review immune. I buy a lot of RPGs and bad reviews don't stop me from buying and I often own them before a good review comes out. I wish I wrote more frequently about the games I think are great. Reviews play an important role in promoting products in this very small market and I feel guilty when I don't promote games enough.

Day 11: Which "dead game" would you like to see reborn?

Whew! All caught up. Man, this is a tough one. There are some great games out there that have been abandoned or gone out of print because they never caught on. People I follow have already mentioned James Bond 007 by Victory Games/Avalon Hill and Dream Park. A very good retroclone of James Bond 007 called Classified is available and you should track down Dream Park if you can. For my money though, I'd really like to see the Good Guys Finish Last and Villains Finish First superhero role playing games by Better Games be reborn with a new and beautiful edition with updated artwork.


The designers at Better Games were ahead of their time with their "Free Style Role Play" games. These games used descriptors to both describe what characters could do and to determine how much damage they could take. A "robust" character would have more physical damage boxes than a "smart" character, but the "smart" character would be able to take more mental damage. Those aren't actual descriptors, at least I don't think they are, but it gets the point across. The game system used a very simple 2d8 system where the difficulty of using the power and the roll needed in order for it to be successful were related. Additionally, and this is pretty genius. This particular game wasn't just a superhero role playing game. It was also an emulation of running a comic book title. As you did better, and achieved ignobles (goals in the game), you got more powerful and your comic book reading audience increased. With an increased audience came more difficult challenges, but also better art etc. I only wish that the good folks at Better Games hadn't been so tied to artists who were emulating the IMAGE style. It dated the game, even then, and I think dissuaded people from picking up a great product. I'd love to see it relaunched with high quality and thematic art.



Tuesday, May 03, 2011

K is for Kung Fu 2100

For its first 26 issues, the storied Space Gamer magazine was a house organ owned and published by Metagaming Concepts. Metagaming used the magazine to promote their upcoming products, and included some -- but not much -- coverage of products by other companies. This all changed after the magazine changed publishers. Starting with issue 27, The Space Gamer was published by the upstart Steve Jackson Games and continued to be published by them for another five years. The Steve Jackson Games run of The Space Gamer is one of the best runs of any gaming magazine in the history of the hobby. James Maliszewski has recently waxed nostalgic about the title and by I talked about the magazine here when SJG started offering their issues as pdfs for sale at their e23 webstore (they are a steal at $2.99 each).

In addition to publishing news and articles reviewing/supporting existing games on the market, the Steve Jackson era of the magazine included a number of classic minigames. Some -- like Allen Varney's Globbo where humorous in nature -- and others -- like Battlesuit -- were games that were inspired by other Steve Jackson products. Most of these games were quite good, but one struck a particular chord with me when I first encountered it as a wee tyke. That game was Dennis Sustare's Kung Fu 2100. The game had everything -- martial artists, secret laboratories run by evil scientists, and transhuman clones.

Dennis Sustare is not a well known game designer today, but he designed some very good micro-games in the 80s. His Star Smuggler game is an entertaining solo game where the player takes on the role of a Han Solo-esque freetrader, and his Intruder is a playful combination of A.E. Van Vogt's Black Destroyer and Ridley Scott's Alien that plays like Star Trek meets John Carpenter's: The Thing. This is likely because both Alien and Star Trek were inspired by the adventures of Van Vogt's Space Beagle, and Sustare's game captures the anxiety of a crew of scientists dealing with an otherworldly threat.

Kung Fu 2100 was inspired by this illustration in the first SJG issue of The Space Gamer:

Issue 27 asked readers to describe what was going on in the above image. Readers could present a game idea or write a short piece of fiction. Sustare did both and the his winning submission became the complete game insert for issue 30.


Kung Fu 2100 was eventually published in three different formats. The first was as the insert game in issue 30 of The Space Gamer for which you will need issue 31 to get the errata to the game -- there are a couple of errors. The second version was a minigame enclosed in a ziplock bag, and the final version was identical to the second except that it was now packaged in SJG's signature minigame box. In the end, the game got nice packaging and provided hours of fun at an inexpensive price.

The premise of Kung Fu 2100 was a combination Logan's Run and James Ryan's Kill or Be Killed. To quote the copy on the game:

IRON FISTS...

For years the CloneMasters have ruled the world. Their only foes are the Terminators -- trained from birth in the martial arts. Now you are a Terminator. Your mission: smash your way into the CloneMaster's fortress...chop through his defenses...and destroy him forever.

But his guards are many and loyal. Like you, they can kill with a single blow. And time is against you...

The game features an interesting combat system where kung fu maneuvers are selected in secret and later revealed as combat occurs simultaneously. The game uses an interesting alternating movement system in order to maintain game balance. The Terminators are tougher than their opponents, but they are badly outnumbered and only the right combination of stealth and skill selection will help them defeat the dreaded CloneMaster.

The components of the game have never been nothing special, you have to hand cut out the counters, but I have always wanted to make a project of making a "home play edition" of the game. I'd replace the small counters used to represent maneuvers and replace them with small eurogame sized cards. The Terminators, Jellies, and CloneMaster would be represented by stand up paper minis -- likely from the Cardboard Heroes line by SJG. I'd also make a more modern looking map. I'll get around to it some day, but that day will have to wait.

As it is now, you can get a copy of the game for $2.99 by buying issue 30 of The Space Gamer, printing out the proper pages, and getting down to having a good time. You might want to buy that copy of issue 31 for the errata, but that issue is worth the purchase for the reviews alone.

Before I forget, one of the most interesting things about the game is that the Terminators are a part of the Cult of Thanatos. The reason they despise the CloneMasters so much isn't entirely due to the tyranny of CloneMaster rule. The Terminators are far more upset that the CloneMasters seek immortality. The Terminators are part of a cult that glorifies death, and seeks to bring destruction to those who are avoiding the inevitability of death.

Tuesday, July 13, 2010

Steve Jackson Games Offering Early Space Gamer Issues on e23

From many of my prior posts, it's probably pretty clear that I am a great admirer of The Space Gamer magazine that was published by Steve Jackson Games in the early 80s. Over the course of the magazine's lifetime, it changed hands no fewer than four times, but it is the Steve Jackson era that stands out as a particularly high point for the magazine.




During the Steve Jackson era, The Space Gamer was THE magazine where gamers could find reviews covering the breadth of the gaming hobby. They had review and news columns covering rpgs, miniatures, and play-by-mail games. Key among the reviews was the magazine's "Capsule Reviews" section where gamers could find thoughtful reviews of dozens of gaming products in every issue. This magazine is one of my favorite resources when I am looking for archival information about the history of the gaming hobby. Reading The Space Gamer one quickly sees that the "current" animosity that some gamers feel toward Wizards of the Coast -- the current owners of Dungeons and Dragons -- is nothing new. Back in the 80s, during the Gygax era, TSR (the owners of D&D at the time) had huge layoffs on a regular basis and were as sue happy as modern gamers claim Wizards is today.

In addition to rules and news, The Space Gamer issues often featured fully playable board games. Kung Fu 2100, Globbo, Battlesuit, and Necromancer were all games that originally appeared in the pages of TSG. The pages of the magazine also featured regular articles by people who are now giants in the gaming industry. People like Allen Varney started their game designer careers as contributors to the Letters page of TSG. Lord British wrote articles discussing his designer notes for Akalabeth and its origins.



For years, I have been collecting back issues by scouring eBay on a regular basis. Some of the issues are more expensive than others, and I have had to wait through several auctions on a couple of key issues. eBay, garage sales, used games sections, and used book stores used to be the only places one could legally acquire copies of TSG. Now that has changed.

Steve Jackson Games has finally made the first three SJG issues of The Space Gamer available on their e23 electronic publication store. Potential readers can now find issues 27, 28, and 29 at the website where they cost a mere $2.99 each. For these, and for any TSG issues, this is a bargain.



Go. Buy them now. Read them. Enjoy the in depth look at the early days of our hobby.

You can even get a free preview of issue 29 here.

Let's hope they keep adding new issues for us to purchase.

Wednesday, May 05, 2010

Roleplaying Evangelism -- Hasbro Targets Young Audiences


Last, I commented about my belief that if the roleplaying hobby wants to remain vibrant and "alive," it will need to recruit younger gamers. The alternative is for our hobby to age with us and fade into the mists of antiquity. When I was growing up, TSR specifically targeted younger gamers with the Moldvay/Cook "Basic" line of D&D products, the Fantasy Forest and Dungeon! boardgames, action figures, and a Saturday morning cartoon.

During the 90s, TSR largely abandoned products designed to appeal to young audiences and shifted to a tone somewhere in the PG-13 range. While their misguided attempt to disassociate themselves from Culture Wars criticisms regarding the games occult content through the removal of the words "Devil" and "Demon" from their early AD&D 2nd edition products might lead one to believe that the company had become "kid centric" as a whole, this belief would be in error. The 90s saw TSR produce the Ravenloft line of horror fantasy products (PG-13 horror to be sure), the Birthright fantasy setting (a slightly darker and more political setting), and the Dark Sun apocalyptic planetary romance setting (Dark Sun as planetary romance deserves a whole post of its own). The only real effort to attract young gamers was Troy Denning's "Black Box" D&D Basic set, a set that happens to be my favorite introduction to the hobby ever written. Denning, who left TSR during the Gygax era to be one of the founders of Pacesetter, is an old hand at writing "new gamer" friendly products and his "Black Box" was a doozy (it too deserves its own post). Aside from this product though TSRs products were aimed squarely at mid-teens and higher. Mystara, Spelljammer, and Dragonlance were for the mid-teens, while Greyhawk, Forgotten Realms, Birthright, Planescape, and Dark Sun were for older audiences. Heck...Planescape has wonderful content that is borderline R rated fantasy. This list doesn't include their X-Files inspired Dark*Matter setting for the Alternity game, that was R for sure.

To some gamers, the fact that TSR wrote so much PG-13 material might make the company seem too "kid oriented." I'm not one of them. When I say that gaming companies need to recruit younger players for the health of the hobby, I mean 8-10 year-olds. This audience was abandoned by TSR in the 90s, to the detriment of the hobby. Pre-90s TSR, for all that grognards think of it as a more "hard core" era of the company had corporate policies directed specifically at attracting younger audiences. To quote a Kevin Blume interview in THE SPACE GAMER #63, "The demographics are moving younger...Our major grouping seems to be from eight to 22...We, ourselves, have adopted a code of ethics and conduct similar to what is used in the comic book industry...People can holler censorship if they want, but that type of material will not be allowed at Gen Con, and the yptes of products that promote sex, nudity, and violence and so forth [sic] are simply not appropriate for this audience...our marketplace is composed of an awful lot of younger people."

Compare Blume's description of the hobby in 1983 with today's gaming audience. It matches the Games Workshop audience, who due to specific outreach (without overt censorship BTW) have managed to increase the number of young players, but it doesn't match other aspects of the roleplaying game hobby.

This is why I was so happy last week when I saw that Wizards of the Coast, in coordination with Moonstone Publishing, had released a free introductory adventure specifically targeted at younger players. This adventure, The Heroes of Hesiod, is based on the Young Reader novel Monster Slayers by Lucas Ritter -- the novel itself is an extension of Mirrorstone's excellent and successful "Practical Guide to" series of books which includes the best selling A Practical Guide to Monsters.

Wizards aggressive recruitment of younger gamers has also prompted them to publish a D&D version of arguably the best "mass market" miniatures game ever published -- Heroscape.Heroscape Master Set 3 Game

If our hobby is to continue to grow, or sustain itself as a mature marketplace, products like these and Faery's Tale Deluxe by Patrick Sweeney, Sandy Antunes, Christina Stiles, and Robin D. Laws need to be produced. As gamers, we need to encourage and support these efforts as much as we fight against them censoring down the product lines for adults. There is nothing wrong with hobby gaming becoming such a mature market that there are separate product lines for kids, teens, and adults. All that matters is that all of the product lines are of good quality and that companies and fans support them when they are. It was tragic that Wizards didn't support the Knights of the Silver Dragon series in the same way that they are supporting the "Practical Guides" line -- an article in Dragon Magazine is not as aggressive a marketing effort as coordination with libraries and well produced online content.

The funny thing is that the "Practical Guide to Monsters" that was successful enough to prompt this expansion, was itself an extension of the Knights of the Silver Dragon series of books.

Show your support and download The Heroes of Hesiod and play it with your kids/younger friends.