This is something of a wall of text, but seeing as you're getting into it, I thought I'd chime in with my experience of playing D&D over the last decade.
1) The pacing of something that's a shared experience of imagination is so different from everything else, where entertainments are fast, faster and fastest, very goal-oriented, and very videogamey (even prime time TV has gone this way with CSI et al, and it's very refreshing to do something cooperative, uncertain, and spontaneous. Even when there's a paper adventure the DM is going by, D&D and roleplaying in general is both unpredictable and fun. D*D was a real escape, it didn't want to profit from you (seemingly), no-it wanted to give you a world with a magical sword, a spellbook, an epic story, heroic deaths and even greater triumphs, all realized through cultivating your imagination with people of like mind. Sounds great, no?
2003:
2) Over the course of its run, 3.5th edition brought almost all of the manifold Pen and Paper enthusiasts into the fold of the same game. White Wolf, the makers of Vampire et al, destroyed their continuity while revamping their rules, alienating all but the most harcore LARPers. As LARP was always a very different set of folks from us, this meant that we got the best of the creative and mathematical talent from White Wolf's playerbase. D&D had never been more fun, and almost every house game you walked into was strong, with people showing up weekly and regularly leveling their characters 1-13. The death of the primary publisher of off-genre RPGs would prove pivotal later on.
2007:
4) Wizards, the Publishers of the primary D&D game, made a new edition of the game, which aimed to capture more of the Warcraft and Video game crowd by toning down the elements of the game that were oriented toward storytelling and simulation. While attrition and a sense of segregation between those with a causal approach,
--those who were already praising WoW and calling off their attendance at weekly sessions,
--and those more dedicated to the game,
was already becoming clear, the burden of sorting out which rules to play, and moving forward afterward,
2009(ish):
5) a group of game designers at Paizo splintered away, updating the 3rd edition rules, and generally capturing the more intelligent, tech-savvy and modern members of the playerbase. Those that neither used the internet for its intended purpose, nor attended Gen Con or Origins, regarded the hype around this 'new' game as somewhat quaint. For whatever reason, during the first 18 months of Pathfinder's debut, too few of the casual crowd was educated on how Pathfinder would bring new life to 3rd edtion.
This left the casuals and the oldtimers, who either adopted 4th edition abortively, kept on playing 3rd edition, or got into Pathfinder very reluctantly in an awkward position. Most of them already were at a point where they were at sessions about 1/2 of the time, and with the burden of figuring out how to play a new rules system, their internal calculus told them (correctly) that girlfriends and job applications were a better investment of time. D*D didn't hold its promise any longer. Players alienated themselves from each other as they either despised their playmates for being too stupid to play the 'best' game, or simply refused to have an opinion, and delved into playing WoW full-time.
Why did the dream die?
During this decade, the grounswell of visual ammunition for the imagination in the form of the Lord of the Rings movies helped immensely to make games exciting and boost a feeling that mental images were shared. But around 2006, the enthusiasm of more and more of the players I respected most wore away. They got their gaming fix during the week playing WoW (they admitted it was inferior, but so convenient!). They tuned out to the onrushing waves of content from Wizards that was constantly adjusting the power levels of the game. Second-rate jobs became increastingly unpredictable in schedules, and holding a group together required another individual beyond the DM just to 'coordinate' games.
By the time edition wars came along, it was the nail in the coffin. People didn't want to put the effort into pushing through their campaigns. Smartphones at the game table made things still more distracting. And at about this moment, new editions of Starcraft and Warhammer were released, sapping more energy from the nerdy tabletop community.
And most importantly, the sort of geeks that play D&D have never been good at conversations where consensus is pushed through. Mostly, they are happy to sit on their opinions, and are after all entitled to them, since they decided around 7th grade that they were different enough to spend 5 minutes or more a day thinking about elves and wizards instead of pokemon and baseball. That takes a certain nonconformist attitude, eh? The consensus needed to push past edition wars just wasn't something that a pack of introverts could arrive at.
After the sundering, Geeks' other great weakness reared its head: Inability to Network. Networking geeky groups is harder than ever, despite the internet. As the recent Finkelgate attests, the quest for a girlfriend, and probably a job, can get majorly snafu'd by having your real name branded with true nerdiness. (I'm talking the really geeky stuff here. Loving Ocarina of Time and Marvel Comics is about as mainstream as you can get). At the dawn of facebook, it was very clearly decided that D&D was an off-limits topic due to the possibility of Alyssa Banezak reading your feed.
And the alternatives to renetwork playgroups have not materialized. About a half dozen websites compete for true matching app functionality, and some people haven't moved beyond the use of forums and even NEWSGROUPS. So without the ability to discover adults that share your hobby discreetly through the internet, one would have to randomly proposition people in your life that just might be interested. They will probably turn out to be flakes--and as anyone that has leveled a character to 2 simply to see him go to the binder due to poor attendance can attest, flakes make great 5th and 6th players. When you're trying to get up to 4, they don't cut it.
And D&D can't take a hit like that. It takes effort and investment to get into, something that WoW et al. doesn't. You could, in that time, work on your golf game or your knowledge of the Jersey Shore, both sure paths to advancement in the workplace, rather than risk the time on this retro game where you use PEN and PAPER and DO MATH IN YR HEAD WTF? D&D requires effort, something that this casual-tilting age eschews, and therefore its potential players are few and far between.
Now, only diehards continue to play weekly and level up their characters. And without the continuity of a storyline, D&D really is WORSE than playing a video game.
Last year I learned that the author of the much lauded first book of Paizo's Kingmaker adventure path (the recipient of the industry's highest prize) no longer played weekly with a group, and had playtested the adventure online over VOIP. I'm sorry, but if the people making your product don't have the time/ability to play with it in its intended form, your product is officially now in the realm of the arcane. The numerous flaws in the adventure's scenarios were overlooked (it's braindead easy, 5-foot corridors are not a fun place to have a fight) by the journalists in the zeitgeist, and thus it was proved to me that only the true fans, those that aren't critical of their love enough to realize it's a mummified corpse, are still playing enthusiastically.
Inward-turned and in-bred. That's the direction D&D is headed.
Is D*D really dead?
I sure hope not.
I hope someone out there will prove me wrong.
Tuesday, August 30, 2011
Monday, January 10, 2011
Traveller 'verse: the empire
The empire sounds kind of sinister...
But really it's more 'distant.' It's the paradigm. Hereditary families called nobles look after the somewhat time-consuming and arcane world of interstellar relations...after all, who else has time to sit for 3 months on a starship just to go to a meeting?
The empire itself regulates and protects interstellar trade. Everything else resides in the jurisdiction of its member worlds, which can have any government they like: It has a very, very few rules:
The empire supports itself through something like a 0.5% revenue tarriff on interstellar trade, which adds up to ALOT of money, and a fairly large military, though ground forces are not organized on a federal level except in times of war (think civil-war-era USA)
The imperial Credit is the usual medium of exchange in interstellar trade, though member worlds are allowed to issue their own currency, and even make it the only legal form of exchange onworld. Rate-fixing is not a problem, because it's illegal.
So there you have it.
But really it's more 'distant.' It's the paradigm. Hereditary families called nobles look after the somewhat time-consuming and arcane world of interstellar relations...after all, who else has time to sit for 3 months on a starship just to go to a meeting?
The empire itself regulates and protects interstellar trade. Everything else resides in the jurisdiction of its member worlds, which can have any government they like: It has a very, very few rules:
- No non-imperial warships with jump drives (there are some ways to skirt around this, megacorporations have heavily armed route protector cruisers, there are interstellar mercenary corporations...but internal warfare can't interfere with commerce at large without the Empire intervening.
- All tarriffs to member worlds must be lower than those to non-member worlds by 50%; and tarriffs can't exceed 5%.
- No use of nuclear NCB weapons;
- No slavery.
The empire supports itself through something like a 0.5% revenue tarriff on interstellar trade, which adds up to ALOT of money, and a fairly large military, though ground forces are not organized on a federal level except in times of war (think civil-war-era USA)
The imperial Credit is the usual medium of exchange in interstellar trade, though member worlds are allowed to issue their own currency, and even make it the only legal form of exchange onworld. Rate-fixing is not a problem, because it's illegal.
So there you have it.
The traveller universe: Technology.
Imagine everything we have now in the cozy early 21st century. Then add a few fantastic items, and a few steps backward.
- Medicine is performed with microsurgery and advanced pharmaceuticals. Infectious disease is not a danger...unless it's bioengineered.
- Strong taboos mean that getting cybernetic upgrades or biotech grafts are unknown technology. Somewhere, somebody knows about these things, or did, but they were a mad scientist and didn't last long outside their own Private Idaho (a small asteroid in the outer belt of the Glisten system).
- AIs and robotics have a similar taboo around them. Outside of table service and simple floor cleaning, people don't really like robotic workers, for two reasons: one, most planetary governments pursue policies of maximum employment, and two, the Imperiums' biggest threat, the Zhodani consulate, is a robot-friendly, telepathic-mind-control government. A branch of the Zhodani government is actually called the thought police.
- Imperial law forbids the enslavement of sentients. No one really devotes much time and money to creating AIs, as they're likely to have some legal problems if they were successful.
- Compact hot fusion. Buses and trains can and do run on fusion power plants.
- Contragravity devices, and artificial gravity aboard ship...these are very cheap, and so almost all personal transport (motorcycles, cars) are built on this principle, at least on high-tech worlds.
- Superconducting battery/capacitor cells. "Energy cells." Battery-operated devices use universal sizes, kept in place for at least a millenium. Even cellular communicators have interchangeable batteries.
- Sensing technologies that we can logically expect. Chemsniffers, Biosniffers. Densitometers are highly sensitive at mapping the interior of objects using gravity sensors. (probably uses the CG tech; though we have crude densitometers using radioisotopes.)
- Gauss (magnetic accelerator) weapons
- Laser weapons. These were at one point standard issue to space crews (extrapolation), but have never been as damaging as similarly-sized gauss weaponry at the personal scale.
- Bullets are still pretty good for regular folks, and cheaper.
- Flying power armor suits: "Battledress." Different interpretations of canon have these on almost every regular army trooper, sometimes only on imperial marines.
- 'Reactionless' Thrusters. These require power, and increase an object's inertia. Imagine a rocket that burns nothing. These are pretty much the cheapest way of moving something, and so are ubiquitous. Even on lower-tech worlds, these might be imported and installed in gasoline engine vehicles (unsupported in canon, but believable extrapolation).
- Nanomaterials have developed to the point that carbon fibers and thermal superconductivity are normal for military hardware; some efficiencies in manufacturing may be due to nanoassembly...but...things are still made in factories and sold by retail/mailorder, not asked for in from a household factory.
- Some biotechnology, however most of these advances (in agricultural production) have been made millenia ago, and the technologies are now open-sourced or sold as a service package (chemlawn). Folks are just as creeped out by the throught of putting a rebreather lamprey on their face as you are...so most people just wear masks when they have to.
- REALLY cheap computers, and a large market for specialized devices. IR 'shades,' about as light and expensive as a pair of Oakleys, are available. Brands exist that combine these with handheld cellular devices to lookup products...but a lot of people value their privacy.
The traveller universe: the way it is.
The driving logic behind Traveller is the Jump drive. A ship sublights out to 'shallow space' (at least 100diameters from any celestial body) charges up its jump grid, does some calculations, and falls out of existence.
It remains in Jumpspace (a poorly understood other quantum of reality) for about a week, undisturbed, and pops out somewhere between 1 and 4 parsecs (depending on the quality of the drive) away. A jump always takes about 160 hours.
The implication is a powerful one: Information from another star system is at least one week old. There is no other form of FTL travel in the traveller 'verse. No FTL radio. The capital of the Empire is about a YEAR away from the imperial fringes on 'swift boat' 4 parsec mail carriers.
This means many things: progress has a hard time equalizing itself--to support the technology level we have on earth we need a 6 billion person economy. To support more advanced technology, even larger economies of scale are needed. So there's sort of an upper ceiling on what technologies are out there in the market.
For two, there's lots of nooks and crannies in the universe for the little guy. Because of the information gap, small(er) businesses can thrive because of the agility compared to the interstellar megacorporations.
For three, the only way such a huge volume of worlds (there are hundreds of trillions of souls in the imperium) can be governed is through federalism. In fact, the Imperium is just the interstellar layer of government; anything beneath is the business of its member worlds. The empire simply subsists on tiny revenue tarriffs on interstellar trade, and even with so little, there's a fleet for each subsector of space.
It remains in Jumpspace (a poorly understood other quantum of reality) for about a week, undisturbed, and pops out somewhere between 1 and 4 parsecs (depending on the quality of the drive) away. A jump always takes about 160 hours.
The implication is a powerful one: Information from another star system is at least one week old. There is no other form of FTL travel in the traveller 'verse. No FTL radio. The capital of the Empire is about a YEAR away from the imperial fringes on 'swift boat' 4 parsec mail carriers.
This means many things: progress has a hard time equalizing itself--to support the technology level we have on earth we need a 6 billion person economy. To support more advanced technology, even larger economies of scale are needed. So there's sort of an upper ceiling on what technologies are out there in the market.
For two, there's lots of nooks and crannies in the universe for the little guy. Because of the information gap, small(er) businesses can thrive because of the agility compared to the interstellar megacorporations.
For three, the only way such a huge volume of worlds (there are hundreds of trillions of souls in the imperium) can be governed is through federalism. In fact, the Imperium is just the interstellar layer of government; anything beneath is the business of its member worlds. The empire simply subsists on tiny revenue tarriffs on interstellar trade, and even with so little, there's a fleet for each subsector of space.
The Traveller Universe: the really brief version.
Humanity has risen and fallen twice, passed through manifold ages of barbarism. It is several thousand years into our future, but that frame of reference has stopped mattering a long time ago.
In the beginning, humanity developed jump drive. The US, Japan, the ESA, China, and a few others invested in a new spacegoing technology that allowed a starship to travel a parsec (~4.3 ly) in a week. the first jump away from earth, we contacted an advanced interstellar empire with materials and nuclear technology far superior to our own...who were, apparently, human in every respect. Of course the nutjobs with their ancient pyramit conspiracies (TM) were very excited, but the reality proved far more pressing than the metaphyscial angst.
The Vilani Imperium was a baroque autarchy, with stagnant corporations so byzantine in their power structure that Earth's political scientists could not pin down where enterprise stopped and government began (and vice versa). Innovation was strictly regulated in the Imperium, leading to software built on ROMs, almost exclusively rerun entertainment, and two thousand years of no progress. The Earth humans already had superior medicine and computers; the vilani weapons and engines had a significant edge.
Several centuries of alternate war, peace, and trade resulted. The Earthlings replaced the Vilani at the top of the empire, but the influence was two-way, like the British in India. Eventually the Imperium of Man fell, too, leading to more than a thousand years of piracy and isolationism on the planets of the former empire.
NOW...
A new empire has risen. It's really more like a federalism, to anyone that cares to look closely...but that's for the next chapter.
In the beginning, humanity developed jump drive. The US, Japan, the ESA, China, and a few others invested in a new spacegoing technology that allowed a starship to travel a parsec (~4.3 ly) in a week. the first jump away from earth, we contacted an advanced interstellar empire with materials and nuclear technology far superior to our own...who were, apparently, human in every respect. Of course the nutjobs with their ancient pyramit conspiracies (TM) were very excited, but the reality proved far more pressing than the metaphyscial angst.
The Vilani Imperium was a baroque autarchy, with stagnant corporations so byzantine in their power structure that Earth's political scientists could not pin down where enterprise stopped and government began (and vice versa). Innovation was strictly regulated in the Imperium, leading to software built on ROMs, almost exclusively rerun entertainment, and two thousand years of no progress. The Earth humans already had superior medicine and computers; the vilani weapons and engines had a significant edge.
Several centuries of alternate war, peace, and trade resulted. The Earthlings replaced the Vilani at the top of the empire, but the influence was two-way, like the British in India. Eventually the Imperium of Man fell, too, leading to more than a thousand years of piracy and isolationism on the planets of the former empire.
NOW...
A new empire has risen. It's really more like a federalism, to anyone that cares to look closely...but that's for the next chapter.
Wednesday, December 8, 2010
Games on the Horizon:
Holiday watch/buy list and I'm only going to point out the things that are new/not expansions.
1) Dominant Species.
This game synthesizes worker placement with amazing area scoring and optimization. It also drops in a tiny bit of uniqueness to each race, and therefore bouys itself out of being an entirely Eurogame. Has a map, has geometry, has competition, and has alternate ways to win. A lot like Founding Fathers, but easier to Grok, with perhaps slightly more replay value (and a longer play time)
2) 7 wonders.
I'm not the only one lining up to have this game's babies. It takes the (machine building) mechanic from RFtG/PR/51st state, and then allows for unique
players, and has perhaps the ultimate opportunity-pimp mechanic (pass your hand to the left, pick up the player's hand to the left) after each play. Add into this a brilliant distillation of competition on map games (All competition/interaction lies in the players to your right/left), and some unique abilities from each city (fixed components/races) and you've got another Card-Game that isn't a Card game...The ease of play and speed of games looks mighty attractive also.
3) Merchants & Marauders. This is an Ameritrash title that I can get behind--a strong theme, many options, and player competition in paralell (to a high score) and in series (combat, opportunity pimps). There is a colorful map of the carribean, upgrades like chain shot to your ship, and perhaps most importantly, little plastic men (err...ships.) Z-Man seems to be a rising star if th
is game is one to judge them by.
4) Kingsburg (not new, but I just realized that it wasn't exactly Ameritrash. I simply assumed that most everything that FF published was all armies and boards.) A sublime combination of the worker placement mechanic with a dice roll that determines which opportunities you can bid on. Not all bids are equal. Of course, there are several goods-trading and challenge-resolution mechanics, along with base-building, which are layered onto the game for good measure. In some ways this game is what TI3 attempts--a combination of depth/number of layers ala' america, with the elegance and depth of thought required of a Eurogame.
5) Alien Frontiers. This game also uses dice for its workers, though some say it has a player downtime issue. However, it has something perhaps more important: WICKED GOOD THEME, absent from many of the worker placement games. Of course, it's out of stock, too.

6) A GAME NIGHT THAT HAPPENS REGULARLY.
Boardgames are simply too good to ignore. It's my aim to get going on getting people together at the 5+ per table level more often. Boardgames are so much more entertaining, reliably, than video games, drinking without boardgames, and usually...roleplaying games. As the DM, I'm more or less exhausted by the pressure to keep people engaged and entertained...In more cohesive groups, the DM can afford to suck or do something more in-depth, requiring a bit of patience/investment on the part of the party...
But in the group I have now isn't that. On top of that, because of the short attention span, I really don't feel motivated to prep monsters/encounters
1) Dominant Species.

This game synthesizes worker placement with amazing area scoring and optimization. It also drops in a tiny bit of uniqueness to each race, and therefore bouys itself out of being an entirely Eurogame. Has a map, has geometry, has competition, and has alternate ways to win. A lot like Founding Fathers, but easier to Grok, with perhaps slightly more replay value (and a longer play time)
2) 7 wonders.
I'm not the only one lining up to have this game's babies. It takes the (machine building) mechanic from RFtG/PR/51st state, and then allows for unique



4) Kingsburg (not new, but I just realized that it wasn't exactly Ameritrash. I simply assumed that most everything that FF published was all armies and boards.) A sublime combination of the worker placement mechanic with a dice roll that determines which opportunities you can bid on. Not all bids are equal. Of course, there are several goods-trading and challenge-resolution mechanics, along with base-building, which are layered onto the game for good measure. In some ways this game is what TI3 attempts--a combination of depth/number of layers ala' america, with the elegance and depth of thought required of a Eurogame.
5) Alien Frontiers. This game also uses dice for its workers, though some say it has a player downtime issue. However, it has something perhaps more important: WICKED GOOD THEME, absent from many of the worker placement games. Of course, it's out of stock, too.

6) A GAME NIGHT THAT HAPPENS REGULARLY.
Boardgames are simply too good to ignore. It's my aim to get going on getting people together at the 5+ per table level more often. Boardgames are so much more entertaining, reliably, than video games, drinking without boardgames, and usually...roleplaying games. As the DM, I'm more or less exhausted by the pressure to keep people engaged and entertained...In more cohesive groups, the DM can afford to suck or do something more in-depth, requiring a bit of patience/investment on the part of the party...
But in the group I have now isn't that. On top of that, because of the short attention span, I really don't feel motivated to prep monsters/encounters
Sunday, November 28, 2010
Pocket Universe: Boardgame concept.
1) this is a 'hex tile' game. Random assortment of tiles, face down at start.
2) Theme: each player has a tramp ship that is attempting to exploit the cached resources of an ancient civilization that sequestered itself inside the pocket universe. The different players may be from civilizations with radically different technology and psychology--the wormholes open into wholly different galaxies, or at least the other side of the galaxy. Sometimes a player will want to trade with the newly contacted civilizations; sometimes he will want to close the Pocket off to prevent invasion, and other times he may be bent upon awakening the ancient builders of the Pocket.
Each player begins at a wormhole hex around the perimeter of the pocket universe with his ship.
3) Goal: varies by player card recieved; each player has a large VP bonus for completing the goal.
Mechanic: each wormhole has a demand for one of the (three) types of ancient technology stashed: culture, philosophy, weaponry, and biodiversity. The demand value indicates how many VP the given type of technology may be traded for at that wormhole.
SHIPS: each ship has three stats: cargo, endurance, and resources. Endurance is how long the ship can voyage away from its home wormhole before it returns ('rubber band' mechanic). A ship can have a number of cards in hand equal to its Endurance stat. When it has no more cards, it returns to a wormhole of its choice.
Cargo is how much technology the ship can carry, either as digital storage or AI scientists anaylyzing with all their computing might...or as an actual cargo hold.
Resources are used to buy upgrades for the character's ship.
DECKS: There are two decks in the game: the Explorer deck (used for movement), and the Ancient deck (used for scouring the Pocket for usable stuff.) A player draws from the explorer deck up to his endurance
MOVE:
An explorer card can be played either as its event, or as movement for the ship. JUMP X(hyperspace your ship to a system up to X). PROBE (peek at a face-down hex, and choose to flip it or look at one of the challenge stacks in the ancient deck and rearrange them.
CHALLENGE STACKS:
Each system, once flipped face-up, is assigned a CHALLENGE STACK number from 1-8. Each challenge stack contains 3 cards from the ancient deck. (only
ENDING THE GAME
In the
2) Theme: each player has a tramp ship that is attempting to exploit the cached resources of an ancient civilization that sequestered itself inside the pocket universe. The different players may be from civilizations with radically different technology and psychology--the wormholes open into wholly different galaxies, or at least the other side of the galaxy. Sometimes a player will want to trade with the newly contacted civilizations; sometimes he will want to close the Pocket off to prevent invasion, and other times he may be bent upon awakening the ancient builders of the Pocket.
Each player begins at a wormhole hex around the perimeter of the pocket universe with his ship.
3) Goal: varies by player card recieved; each player has a large VP bonus for completing the goal.
Mechanic: each wormhole has a demand for one of the (three) types of ancient technology stashed: culture, philosophy, weaponry, and biodiversity. The demand value indicates how many VP the given type of technology may be traded for at that wormhole.
SHIPS: each ship has three stats: cargo, endurance, and resources. Endurance is how long the ship can voyage away from its home wormhole before it returns ('rubber band' mechanic). A ship can have a number of cards in hand equal to its Endurance stat. When it has no more cards, it returns to a wormhole of its choice.
Cargo is how much technology the ship can carry, either as digital storage or AI scientists anaylyzing with all their computing might...or as an actual cargo hold.
Resources are used to buy upgrades for the character's ship.
DECKS: There are two decks in the game: the Explorer deck (used for movement), and the Ancient deck (used for scouring the Pocket for usable stuff.) A player draws from the explorer deck up to his endurance
MOVE:
An explorer card can be played either as its event, or as movement for the ship. JUMP X(hyperspace your ship to a system up to X). PROBE (peek at a face-down hex, and choose to flip it or look at one of the challenge stacks in the ancient deck and rearrange them.
CHALLENGE STACKS:
Each system, once flipped face-up, is assigned a CHALLENGE STACK number from 1-8. Each challenge stack contains 3 cards from the ancient deck. (only
ENDING THE GAME
In the
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