Tuesday, July 15, 2014

Why RPGs?? Answer: The Community!

Why role-playing games?  That is the question I get from the "norms" as I like to call them.  My wife is a case in point.  "Why do you play those games? What the hell..."  Typical conversation in my household. So, to answer her question... "why?"

The answer ultimately is the community.  No where - and I mean NO WHERE! will you find a community as inclusive, as excepting, and as freaking awesome as the gaming community. Now, I'm not talking about the xbox generation - I'm talking RPGers.  We like out first person shooters... well enough... but where we shine is in delving into the intricacies of [insert game here.]

So, I am blessed - I have a fantastic group I game on a regular basis with.  Always have - one of the key GMs of my group has been my GM for 20+ years (probably longer... but, uhh... I plead the 5th on age).  This group rocks! Seriously, I have been to cons, I have played in foreign lands (I'm talking about you California) - nothing holds a candle to my boys in the Hudson Valley.

But, you know what - gamers from around the world... are pretty damn cool.  I was fortunate enough to stumble upon a "live un-boxing" of D&D 5e starter set.  +Alex Mayo was doing an un-boxing (btw... he had the freak'n thing in his possession for over 3 hours and waited to unveil it so his surprise would be genuine... this guy is a trooper!) and I happened upon his post.  Fortune has a strange way of asserting itself.

So, I am STILL waiting for mine.  But, there was no way in hell I was going to miss this.  My friend Cheeseburger +Jay had already posted he received his (I think there is a conspiracy going on here... where the hell is mine?! July 21st??! what??!) - but due to other circumstances... he wasn't going to be able to share until tomorrow.  So, I figured - what the hell, I'll join.  Life will never be the same.

The people that joined in this google+ hangout had great insight into the PDF rules that WOTC posted.  We had a good discussion of various issues that, personally, I had debated with friends and wondered what the outside world thought.  You know what? I have a whole new appreciation for both D&D and the community.  There was fantastic (and might I add... wholly respectful) dialogue regarding 5e.  And this is why I love this community.

There is nothing quite like a D&D community member.  You might like 3e... you might like 1e... hell, I heard someone mention the original box edition (wasn't clear... redbox or bluebox?) - point being... we're all D&D players!  Rules be damned!  We grew up with this game; our children will play this game; we are D&D.... flavors of the month may come and go... in the end there is one thing for sure - those that stood against the forces of "Dark Dungeons" and those that have no idea what the F we're talking about.  You know what? In the end it doesn't matter - we won.  Numenera, GURPS, Rolemaster, D&D... and yes... even FATE and Dungeon World (not really... Otto has been hijacked by... [sorry, Citizen, that is beyond your clearance.]) and Paranoia... we won.  The debate these days is about what system is better! Hallelulla!  We won - RPGs... regardless of the flavor, are here to stay. Why? Because the community is awesome.  I want to thank everyone - CRPGer and RPGer alike - for being who they are  - a gamer!  You rule. And I am damn proud to be a part of this fantastic community.

Thursday, July 10, 2014

The Brazil Story: Or... Hard Fought Versus Blowout

I hope all can forgive me for the obvious World Cup analogy in this post.  Today's question revolves around what is better - a blowout fight or a hard-fought damaging fight?  I pose this question more in the context of "boss fights" than in the lead-up encounters (whether we should even have boss fights is a topic for another day).

While watching the Brazil-Germany game the other day, I was very excited when Germany scored - the first two times.  But, three, four and five? It soon became apparent that this was going to be a run-away disaster for Brazil.  The whole "will this be a shutout" question is not a great reason to keep watching the game.  Contrast that with the Netherlands versus Argentina game - that was a nail-bitter until the end!  So, which was the better game to watch?  Just speaking personally, the latter kept me engaged until the end - I sort of drifted off (and admit I missed seeing the Brazil goal) for the first one.

A boss fight should be challenging.  Not all characters should be able to walk away from it. That leads to one of the major design challenges for any computer-based role-playing game.  How do you let it be challenging - while still allowing the players to continue the story?

Computer games have save points - so in theory, a player can just reload... and keep at it.  This, of course, defeats the hard won aspect.  Death is not permanent, and hard fought means more of a puzzle solving/reflex flexing aspect - rather than the traditional role-playing (tabletop) aspect of - well, not all of our characters lived to see this victory. Of course, a saving mechanism is necessary for an RPG.  Otherwise, the game would just become unplayable.

What I am suggesting is adding a game mechanic that incentivizes a player to "keep the roll" (so to speak).  At the end of a major boss battle, some of the player's NPCs (or party members if using an old style RPG mechanic) will be dead.  They will have been slain in glorious battle - but dead for a cause.  At the end, their death should propel the story forward.  For example, having a party member's death open up a whole set of sub-quests unobtainable by any other means.

To steal from one of my all time favorite computer RPGs, Baldur's Gate, if Minsc were to die - a sub-quest could pop up - return Boo to home (which might just happen to be a derelict spelljamming ship).  Other sub-quests could be boss villain specific - i.e., NPC/PC gets killed by Ogre-Magi chieftan, and his/her sister/brother/child pops up to swear vengeance on all Ogre-Magi launching a specific set of related sub-quests.

The possibilities are endless - special weapons/armor/trinkets depending on who is killed, when and by whom.  The other possibility is just straight XP bonuses for heroic battle deaths that get applied to the party for their emotional suffering.  Another take is having the PC's main character die - and letting it happen.  There have been a number of games lately (Rogue Legacy being a case in point), in which character's descendants/legacies get woven into the game.  Perhaps a tough boss battle means that the hero doesn't end up winning.  Instead, the heroes grand child takes up the mantel in order to avenge the hero.  Weave in different sub-quests that bring the offspring back to the site of the boss battle - and then continue the story, albeit perhaps altered somewhat.

The idea being - make the battle hard, don't worry about everyone surviving - and weave the story around it.  At the end of the day, a great story is one that weaves the challenges into its fabric.  The blowout game is one that won't necessarily keep a person until the end - or at least not on the edge of their seat engaged.  Unlike a traditional table top RPG, computer games have certain constraints created by their nature. However, that doesn't mean designers can't bend those constraints as far as possible.

Tuesday, July 1, 2014

Action or Story - Can Flavor Text Compete

So, a good friend of mine, check out his blog here, posted a reply to a comment I made on one of his posts which set me off thinking.  He said "I have a hard time wrapping my head around any  role playing game that is not trying to create some lasting story from the get go..."

Now, he was talking about paper and pencil RPGs.  However, I want to bring this concept to the CRPG world.  "Create some lasting story..."  A lot of single/co-op games have this.  In fact, it is typical that you have a good story to your game.  However, what about MMOs/MUDs?

To create a story you need typical story telling building blocks.  In a graphic intensive game, you can use fantastic visuals to tell a story - interspersed with cut-scenes.  All the AAA titles have them.  They do a great job - and not much I can say about them.  So, I am going to focus my attention more on the hobbyist realm.  Why do people play MUDs?  Why do they create them?

I've played my fair share of MUDs back in the day.  I have experimented with these new fangled MMOs - these graphical monstrosities (DDO, Neverwinter, Guild Wars, Age of Conan, etc.)  You know what - I like them.  But, they are very similar to their text-based ancestors.  Sure, there are players that take the RPG seriously - but, frankly... not many.  There are the ones that quest for story, but many more that quest for the power boost.  Kill, xp, gold, level... repeat bigger and badder.

In a graphical MMO, it is easy to have awesome "flavor text" in terms of stunning visuals.  The players can oooh and ahhh them - but do they pay attention?  Do players actually care about flavor text? I know many a MUD that has attempted to try and make "flavor text" an integral part of the game.  In other words, you need to read carefully (ala the old Infocom games) to get the treasure, solve the quest, not get killed...

The problem I see is that most players don't really care for those types of games.  Sure, you'll get a few that play it for the challenge - but how many actually RP it.  In my experience, very few do.  They want to bash things; take their gold; level up; chat with their friends (not necessarily in that order).  Is there anything wrong with that style of play - I say "hell no."  Sometimes, after a looooong day's work - you just want to bash things and take their gold.  But, it does leave a game designer with a quandary - what do you do about flavor text?

In my old table top RPG games, I used to use "generic dungeon material" - a lot.  I have to say, I brought that into MUD/CRPG building as well.  People don't want to read flavor text for the most part.  They want action - they want excitement.  It is, I am convinced, why shooters are such a popular genre.  So, what to do? Does the "smart" designer just leave it out? Or do you say f'it - I'm designing for me?

I posit the answer is not so black and white.  Flavor text can be very engaging.  As Skyrim taught me - sometimes you just want to stop and visually take in the roses (or cascading waterfalls, mountains, what have you...).  Designers need to make flavor text (and I use this generically to include pretty background visuals) more a part of the game.  Don't force your viewpoint on the player - instead create a living world that interacts with the player.

Case in point - Skyrim has messengers scurrying around as you walk down the path.  Flavor text - certainly - but also sometimes those messengers are for you.  Why not a pretty flower - just standing there... that ends up attacking the player.  The idea is not to "penalize" them for not paying attention.  Rather, the idea is to engage the player.  The player gets what they want (a fight and gold) - and you get the satisfaction of a well placed encounter.

I guess what I am getting at is - don't do "flavor text" - do real story telling.  Engage your players.  After all, they're playing the game as a sort of escape.  They want the rush - they want the stress relief.  Wrap it in a story and it become the type of game they can't put down.

I'd love to hear your thoughts on flavor text, building engaging encounters, keeping a player hooked in a developing plot line, game building in general and, heck, even counter-arguments.

Until next time, MUDs aren't dead... they're just rebooting.

Monday, June 23, 2014

In Defense of Grinding

Grinding... camping... farming... whatever you want to call it, it seems to be a staple in many computer role-playing games.  I recently read an article about a World of Warcraft player that achieved level 90 by picking herbs and mining.  Now THAT is some serious grinding right there.

There are entire industries created around farming - for you.  You pay them a small fee, they give you a level [x] character.  People complain (I have no link for that... that is just my experience admining a MUD for 10+ years), people write articles about how it leads to wide spread societal abuse... yet, game designers keep grinding in the game mechanics.  Why?

I believe the answer is simple - and something I would have fought tooth and nail against as a "creator" until I stepped back and became a "player."  The answer is... it is fun!!

It never occurred to me before I loaded up Darksiders and began to grind away at zombie after zombie after zombie.  It was fun.  It was exhilarating.  It really didn't matter the score - I gathered my 500 souls to progress... I didn't care.  I wanted to go smash cars on more zombies. Yeah... they are easy as heck to beat. Made it even more fun.

So, I thought back to my days actually playing MUDs (as opposed to creating them), and I realized I loved grinding.  I would camp out at the easy level and grind away.  Did I raise myself up much... no.  But, there was something extremely satisfying with racking up the vampiric butterfly body count.

Am I saying just create a game where you grind and nothing more? No.  But, I do want to put in a defense for senseless violence.  Sometimes, a game... needs to be just a game. Wacking things on the head - repeatedly, is just plain fun.  Don't take that out of your game.  You can drive yourself mad trying to figure out the perfect progression algorithm.  Instead, go camp-out and slay some level one zombies.  Your blood pressure (and your fans) will thank you.

Friday, June 20, 2014

So it begins... again

I feel like I have written this blog post a thousand times.  For all I know, I'm living in a "Matrix" world and I have written this blog post a thousand times.  Regardless, here it goes... my foray into blogging... again.

I had a number of fascinating topics for this post (no really... I did), but I settled on this one.  Why do I game?

This is a question that is both deeply personal to me, and, more importantly to my readers, a larger question in the geek-a-verse.  I follow my fair share of "geek" related blogs, main-ish stream news sites, etc. (i.e., I subscribe to Geek and Sundry and check out Think Geek every once and a while).  However, I was listening to a classic, but still a goody, the "Geeks shall inherit the Earth," by Electronic Funstuff when it got me thinking of this post.

Now for those not familiar with Electronic Fundstuff - they had an AWESOME album back in 2003 - 2004-ish.  It was phenomenal!  Instant classics, such as "Death Match Mama," "Civilization," and of course... the aforementioned, "Geeks Shall Inherit the Earth."  Sadly, I haven't been able to find them since then.  Don't know what they are doing, but if the fates allow - I want them to know - they inspired me.

Recently, I listened to them anew.  It got me thinking.  Table-top role-playing is a very unique aspect of "geekdome." Many "geek habits" are sort of mainstream now - comic books, video games, Star Wars (will save for another day), Star Trek, etc.  "Big Bang Theory" pays lips service to classic table-top role-playing, but frankly it isn't a huge feature.  Heck, even the "King of Geeks" Sir Wesley Wheatonton (please, Mr. Wheaton, if you happen upon this in a drunken stupor - that WootStout is strong stuff! - I have nothing but the most respect for your... +1 to TableTop... love your show, love everything you do... not a dick... I swear...) came out with a "board game" show before venturing to do an RPG show. (oh, full disclosure... I am a backer of Mr. Wheaton's season 3 Tabletop... and was estatic when it was announced he'd be doing the RPG show... shamelessly plugged donating to all of my friends... the one RPG episode he did [well, part 1 and 2] was awesome... so reminded me of my old RPG group!)

I remember back in junior high school branching out.  I met a couple guys that played Star Trek RPG (of all things). My parents were a little freaked out that I was going to another town to meet people I only "sort of knew" - but you know what? They were awesome, and a great game ensured. (and btw... we took plenty of precautions ahead of time... even back when I was growing up... you took precautions)

So, why do I play?  A question I often ask myself.  For years (as I will go into in more detail in future posts) I was the head admin (oh, who the hell am I kidding... I was a tyrannical, megalomaniac god-complex know-it-all) of a MUD (text based MMO... ask your dad) and sort of lost touch with table-top RPGs.  CRPGs have been a main-stay since high school - looong before decent CRPGs and well before MMOs.  Long after I had last thrown the dice on a table, I happened to be in the Bay Area (California... SF town) - during 3E launch.  It hooked me again.

Since then - I have dabbled in 4E, Numenera, Pathfinder, and many a home-brew game.  Why do I still love table-top RPGS... because they are awesome and I can play with a group of friends that are some of the nicest, most awesome people I have ever met.  Only one of my current group is from the "old days," but each and everyone of the folks I play with is a great person that I am proud to call a friend.  When I was in California, I played a bit of 3E - while I have been a shit-head in keeping touch... those guys were great.  Table-top RPGs bring REAL people together.  Yeah, we may fuck with each other occasionally... but you know what - these people have your back.

So why do I play the "grandfather of all role-playing games" ? Simple - the people.  In no community, anywhere, have I encountered a better, more accepting, nice group of people.  Happy free rpg game day everyone!! I hope you go out there and meet some of the great people that make our hobby one of the best out there.

And so it begins...