Tuesday, September 27, 2011

Enter Sandman

"Sandman may not be the strangest game ever published in the annals of the hobby, but it's probably the strangest game I ever purchased. As you might guess based on the ad's description of Sandman as a "game of dramatic entertainment," Sandman presented itself as something different from the average roleplaying game. Each player took on the role of an amnesiac traveler in a surreal world with which they weren't familiar, so there was no need for character generation or world information, which theoretically made it suitable for complete novices. The idea was that the players would learn about the game's weird setting and their characters through play over the course of many adventures, four of which were included in the initial Map of Halaal boxed set...

"Had the game line continued, there'd have been several more boxed sets, each of which provided more clues about the nature of the characters, the setting, and the titular Sandman, a mysterious being who seems to know who the characters are and may or may not be responsible for their presence in the game's bizarre world. Discovering the identity of the Sandman was also the goal of a contest offering a $10,000 prize to the winner. So far as I know, no one ever won the prize, but that might have more to do with the fact that Pacesetter went out of business sometime in 1986 or thereabouts." —Grognardia (where else?)

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Wednesday, August 03, 2011

The eponymous labyrinth


More higher order thinking about RPGs from Grognardia:

For me, the banality of The Nightmare Maze of Jigrésh is its real value.

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Friday, December 03, 2010

Protein-based robot? Check.

One of the commenters at Grognardia offers an even more complex Universe rule, for "battlefield awareness" (28.2):

The creature's Initiative Percentage is multiplied by the Terrain Value of the environ to determine the base awareness chance. The attributes of the party modify this chance as follows:

* Subtract twice the highest Environ skill level in the party
* Subtract the highest Battlefield Skill Level in the party (if the encounter is with an NPC, subtract the square of the highest Battlefield Skill Level)
* Subtract ten if the party possesses an operating neuroscanner and the creature is protein-based or more terran-like
* Subtract 20 if the party possesses a robot with a bio system and the creature is protein-based or more terran-like.
* Subtract the square of the highest Life Sense skill level in the party
* Subtract the square of the highest Mental Power rating in the party if the creature is intelligent
* Add 20 if the party is resting without a watch
* Add a variable amount if the party has exceeded the movement rate recommended in 26.4

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Thursday, December 02, 2010

If the task is especially difficult

At Grognardia, pondering the appealing/insane complexity of the rules for the old role-playing game Universe:

2. One of the character's Characteristics Ratings (specified in the skill description) is added to the square of his Skill Level, and the total is added to the base chance listed for the task. In some instances, the Skill Level may be increased (before squaring) by a piece of equipment or decreased if the task is especially difficult. The base chance may be further modified by the task description or at the GM's discretion (in some cases, he may apply a modifier secretly).

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Wednesday, July 07, 2010

RPGs and desire


From Grognardia:

Thus began my quest to find a copy of the game, a quest that ended in vain. I asked the guys down at my favorite game store about Metamorphosis Alpha, but they told me it was long out of print and my best bet was to go to a convention and win it at an auction. The old grognards who hung out there added that MA "wasn't very good anyway" and that I was better off just using Gamma World and making up the rest.

And so I did. I pulled out my huge graph paper sheets and set to work to mapping out my version of the starship Warden. It was a long and tedious undertaking, filled with lots of missteps and heartache, because I never felt I could get it "right." This vessel was supposed to be 80 kilometers long or so, which meant that even a big map would have to use a very large scale. Moreover, what would a vast generation ship even look like? [...] Eventually, all these worries and concerns got the better of me and I abandoned my maps, something I regret now, even as I fully understand why my younger self admitted defeat.

Over the years, I retained a high degree of interest in Metamorphosis Alpha and kept hoping that, one day, a new edition would be released that'd give me everything I'd hoped for back in the days before I could even take a look at this mythical game. As it turns out, new editions have been published over the years, but each one has been a terrible disappointment to me, utterly lacking in the aura of mystery and possibility that surrounded the original. [...]

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Wednesday, June 23, 2010

High school: the RPG


Find of the day at Grognardia:

In the annals of this hobby, there are only a handful of RPGs that can claim to be "notorious" and 1982's Alma Mater is one of them. Written by Steve Davis and Andrew Warden and published by a company called Oracle Games in Halifax, Nova Scotia, Alma Mater is one of those games about which most people have strong feelings one way or the other. Subtitled "the high school roleplaying game," it takes its inspiration, according to the authors' acknowledgments from "movies like American Graffiti, Animal House, Grease, Meatballs, and Prom Night, as well as the television series The White Shadow." Almost anyone who grew up in the 70s to early 80s probably understands these references immediately, which are important to keep in mind, as Alma Mater is very much a product of its time.

(See more of Otus's rather icky Alma Mater artwork at Cyclopeatron.)

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Thursday, June 17, 2010

When worlds collide (Part CXVII)

Molly Young on Sloane Crosley!

And what a pleasure it is to wander with her. An astute observer of bloopers and loopholes, Crosley reflects, in her first essay, on the differences between American and Portuguese utilities: “All of our public structures are self-explanatory. When you press the PH button, you’re going to the penthouse. Not the stairs that lead to the lookout above the penthouse. Our basements are conveniently located at the base. No cellars that lead tosubfloors that lead to catacombs of ruins. The Goonies was just that one time, and it was a movie.”

I need to read this!

Also this.

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Fantasy Games Unlimited offers a free "action map location" called "Second Hand Bookstore" (for the Villains & Vigilantes superhero RPG).

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The Year of Pretending I'm Already 40, Part 2.

(And how sweet is the mysterious McNally Jackson twitterer?)

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Sunday, January 31, 2010

"This is a large and confusing game..."



One of the innovations of Space Quest was the use of a 30-sided die. You should understand, there was no 30-sided die available when this game was published (nor was there a 10-sided die), so the idea of using a 30-sided die was very unusual. —A Paladin in Citadel

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Thursday, December 10, 2009

High crunch

For those familiar with RPG jargon, the Hero System is a high-crunch tactical simulationist design with point-allocation char-gen. If you don't know what that means, put it this way: The two-volume Sixth Edition rulebook has 775 pages. In many important ways, this game violates the old-school aesthetic, which prizes succinct rules sets and gamemaster improvisation. Succinct? The Hero System exhaustively compiles character stats, talents, perks, martial arts, super-powers, advantages, disadvantages, vehicles, bases, automata and every imaginable combat maneuver; meticulously defining, interrelating and point-costing everything with diamond-cut precision. Improvisation? Character creation can take an hour or more, and combat moves like a careful tax audit. —The Escapist

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