Showing posts with label Gary Gygax. Show all posts
Showing posts with label Gary Gygax. Show all posts

Monday, April 8, 2024

Living World, Living Story (the best of both worlds)

 

Almost 7 years ago, I blogged about this quote from Gary Gygax (image by Andrew McCormack)... a GM primarily rolls dice for the sound they make.  It struck a chord in me back then, even way before that, as it still does today.  

When you have a red-hot idea, regarding the narrative flow or what random table to roll upon from some long-forgotten zine stuck between the covers of a rarely consulted tome of ancient lore, you should never feel obligated to do what's written down, what's been planned out for you by a previous writer, or what procedural bureaucracy permits you to describe.  You're the fucking Game Master.  You decide.  Ultimately, it's up to you.

Last night was the climactic (albeit, truncated) debate that Pundit and I have been having for years.  Here is the Inappropriate Characters show where we start getting into it around the 40-minute mark.

I think I have this right, that RPG Pundit believes traditional RPGs are not story-games and have no business borrowing ideas (such as mechanics) or concepts (perspectives and paradigms) from the story-game design movement.

I'm of the opinion that, once you remove the poisonous Communism from what Forge-era story-games tried to inject into the hobby, there are valuable ideas and concepts that can be mined from story-gaming.

Pundit believes the focus should solely be on a "living world."  Contrarily, I believe that both a living world and "living story" make for ideal gaming experiences.  

Now, how do you define those terms?  In my own words, a living world is a coherent, functional campaign setting that has rules and procedures, along with civilizations, cultures, societies, and all the things that would make up a real world that could be described to those who lived there.

A living story includes some kind of point to the thing, either an overarching or granular moment-to-moment reason for why things happen the way they do.  Plot can be a loaded and divisive word, but Game Masters have to plan for their one-shots and campaigns.  And that's what plot is, essentially, planning.  Just as the world should feel alive, some kind of cohesive, functional narrative should also infuse it with purpose.

I've never been happy with appeals to "story by accident," where there's no narrative framework whatsoever, but sometimes a story can be cobbled together after the fact.  If design (being a designer myself) has taught me anything, it's that you don't design things to hopefully work out by accident.  Remember the 7 P's, hoss!

There's something we can all agree on, of course, no one likes a railroad.  If everything in a session is tightly scripted without the chance of veering off into unexpected territory, you're not playing an RPG but imprisoned in the GM's novel - yuck!

As I've maintained for awhile, the tension between player-characters doing whatever they want, whenever they want, based on what seems reasonable at the time, with accurate descriptions and responses provided by the GM (sandbox approach), alongside adventures where some kind of narrative structure is accounted for, presents optimal friction, juice, heat, energy, power, or divine spark, if you will.

Wanting to know what the world is like seems just as valid as asking what that world is about.  What's the meaning behind it?  Quoting a movie I haven't seen in decades, Planes, Trains and Automobiles (starring Steve Martin and John Candy) "Here's a good idea: Have a point!  It makes it so much more interesting for the listener!"  Or, indeed, those roleplaying their characters.

In conclusion, there be gold up in them hills... if you're willing to give it a try.  Your friendly neighborhood prospector, Venger Satanis, can show you the way.  So, grab a tentacle and go!

Advanced Crimson Dragon Slayer is still a free PDF, as is Cha'alt X-Cards.  But Gilded Die of Satanis is gonna cost you a few bucks.  

Enjoy,

VS

p.s. Want to see gaming like that in action?  There's no better way to learn the ins and outs than playing with us at VENGER CON III: Revenge of the OSR - now with preliminary gaming schedule (just scroll down).  No extra costs or hidden fees.  Buy your weekend badge today!


Saturday, October 30, 2021

Never Again!

 

Just before bed last night, I opened an email with this statement.  It outlines Gary Con's mask requirements for next year's convention in March.

Having just suffered under Dane county's mask mandate with GameHole Con last weekend, my series of Gamehole blog posts starts here, I'm not about to put myself in a similar situation.  From experience, I can tell you that masked gaming conventions are a bad idea.  Especially, if the convention already forces attendees to be fully vaccinated!

Aside from the discomfort, hassle, and increased noise, we human beings use our faces to communicate with each other.  While it's vital for Game Masters to be heard, emote, and comfortably breathe during games, it's just as important for our PLAYERS to do the same - we need their full participation, which can't happen if their faces are covered.

Covid-19, thanks to the Chinese Communist Party and their gain-of-function research, stole many gaming opportunities from us over the last 18 months.  If it wasn't virtual, it probably wasn't happening.  This past summer, there were a few bright spots I was looking forward to, that kept me going when times got tough.  Those were GameHole Con and Gary Con.

I wanted to "sleep on it" before making a decision.  Well, it's the morning and I've made my decision.  I can't go through that again.  What I experienced with masking at GameHole has soured me on masked conventions for all time.  The frustration outweighs my love for running games publicly for friends old and new.  So, I'm forced to say never again!

If Gary Con continues its current mask policy, then please cancel my games.  I'm out.  It's just not worth it.  To anyone reading this, the decision is yours, but my recommendation would be to NOT attend any tabletop gaming convention requiring masks.

If we don't fight back, this won't end.  It'll continue to happen under the guise of "the new normal" as we, yet again, keep lowering our expectations.  Our freedom will dwindle away a little bit at a time until we have nothing left, except for impotent compliance.  The time to start fighting back was months ago.  15 days to flatten the curve is turning into 2 years of authoritarian control.  

Individuals who feel the same are welcome to join me as we collectively oppose these draconian mask mandates.  Stay strong, hoss!

Sincerely,

Venger As'Nas Satanis
High Priest of Kort'thalis Publishing

p.s.  I'd be remiss for not mentioning my own old-school, OSR, and traditional RPG convention happening in Madison, WI next Summer (July 2022).  Details right here.  Gamers have asked and I've told them straight-up that I will do everything in my power to prevent both proof of vaccination and mask requirements at VENGER CON, even if that means civil disobedience!


Wednesday, February 20, 2019

Frank Mentzer & GaryCon


Point of clarification, in this post I'll be referring to the RPG hobby, industry, and community with the following acronym: HIC.

There was a vague announcement of legendary "Red Box" Frank Mentzer's guest of honor title/privileges being taken away over here on the GaryCon website.

Now, we have some answers... but even more questions with this FaceBook page (why is it always FaceBook?!?) posted, again by Luke Gygax, just a couple hours ago.

It seems to be a mix of new, additional bad behavior from Frank Mentzer, as well as, GaryCon pivoting with these times of social change.

Eventually, I'm sure we'll find out exactly what Frank Mentzer said or did that set these new events in motion.  At the moment, I'm a little conflicted as to how I feel about the situation. 

Like anything, social change has a positive and negative side.  We've seen both in the last few years.  Words like inclusion, diversity, equity, and toxicity sound great, like they're real improvements to the overall culture and gaming spaces.  But they've also been wielded like a club, turning one segment of the HIC against another until the inevitable winners and losers emerge. 

I've been attacked for perceived slights against "social justice."  That's probably equal parts speaking my mind and speaking out against the internet outrage mob vilifying this person or that play-style or those games.

As always, we need to be careful not to throw the dragon out with the dungeon bathwater.  I don't like the idea of erasing people from gaming because they've done something or been accused of doing something inappropriate or even harmful and destructive.  Who among us is without sin?

But at the same time, I think we're all better off keeping the absolute worst individuals a ten-foot pole's distance away from our HIC.  This begs the question, is Frank Mentzer anywhere near the same camp as Zak S?  What about Jessica Price herself... where does she fall on the scale?  What about myself, RPG Pundit, Grim Jim Desborough, James Raggi, or Kiel Chenier? Who decides? 

Without knowing more, I'm going to err on the side of trusting Luke Gygax and attending GaryCon because I don't have all the facts, and because taking away Frank's guest of honor status is not the same as banning him from the convention, or worse, unpersoning him from the HIC.  Plus, I have a feeling there's a recent indiscretion which forced Luke's hand.

To anyone who's thinking about boycotting (or simply not attending) GaryCon over this, I think it's too late in the day and we're too in the dark to do anything so drastic.  Decide about next year's GaryCon when you have an entire year to weigh the pros and cons (no pun intended).

After all, I'll be there and my "problematic" attitudes and "toxic za'akier male" swagger will be in full effect.  We shouldn't let politics ruin an awesome weekend of gaming.

VS

Thursday, May 25, 2017

The Sound They Make


I frequently go back to the OSR well of wisdom that is Grognardia.  Sure, there are posts about stuff that means nothing to me and a few posts where I very much disagree with +James Maliszewski (to be expected as individuals and individualists vary), but more often than not I'm rewarded with a look back at vintage OSR.

In this blog post, I wanted to highlight a Grognardia blog post from October 30th, 2012 that I just discovered.  About halfway down, James describes an account from someone who attended Games Fair '83...

It's also reported that Gygax "horrified a few of the purists with one remark," namely that "a good referee only rolls the dice for the sound they make. He just decides what happens!" While that comment might have been surprising in 1983, it's pretty well known nowadays that Gary had a lot more of the "storytelling" style as a referee than many old schoolers would themselves countenance in their own games.

If you'll remember my fairly recent post about rule zero, Gygax's statement is about as zero-ish as it gets.  His advice does not hail from the halls of traditional play-styles nor story-gaming, in my view.  It is old school itself - that indefinable quality of roleplaying that's as primordial as it is inspirational, where the game runs on pure imagination and flows of its own accord, influenced by the player-characters and directed by the Game Master.

Dice are awesome and they have many uses - no one is disputing that.  However, it is the GM who ultimately makes the call, navigating the current, and slyly exercising his will.  As with dice rolled, players should have their input, too - just not at the expense of the singular presence in charge of the game.

While many still disagree, I believe the evidence suggests what master Game Masters have known all along - trust your instincts; don't be badgered into making an "authorized" ruling.  You are the rule of law!  To put it another way, use the force...

After all, 40 years ago today the original Star Wars debuted in theaters across the country.  Happy Birthday Episode IV: A New Hope, and many happy returns!

VS

p.s.  I ran a quick one-shot of Alpha Blue today and will try to get a play report up in a day or two.


Tuesday, April 18, 2017

Rule Zero: Final Arbiter


I stirred up quite a bit of dust... and some mud, apparently, in last week's blog post about fudging.  That's ok, just means there was something there and some of it was wet.

Rule zero is related to "fudging," or occasionally nudging reality in certain directions (also known as magic).  If the ability to question and interpret results as the GM sees fit is the gun, then rule zero is the ammunition.

The dice are my co-pilots.  I like to have them around - I find them useful.  However, they don't own me.  Similarly, I can't GM without players; they are necessary.  But I won't be their bitch because I'm the fucking boss!  At the same time, players shouldn't be expected to bend the knee every time the GM opens his mouth.

Before we get into this article, what is rule zero?  From scouring the internet and being involved in the roleplaying hobby for 32 years, I believe it's a combination of the following three principles...


  • The Game Master is the final and absolute authority when it comes to running the game.
  • Roleplaying games are entertainment.  Your goal as a group is to make sure you have as much fun as possible.
  • The rules of any roleplaying game are simply the best guidelines the author(s) could come up with.  You bought the book, so it's your game now.  If you don't like a particular rule, change it.


Now, a few people don't cotton to the above.  They find it to be an affront to player liberties, fair play, game designer accountability, the concreteness of in-game reality, and probably a bunch of other stuff.

As you probably guessed, I'm with the majority on rule zero.  It's not only a good thing, it's required if one desires to consistently run good sessions.

Let's look at the first one.  The boss has to be given the opportunity to be the boss.  Whoever's in charge, he's got to have the authority to do what needs to be done, and is considered to be "the final arbiter of the rules," as Gary Gygax wrote.

To me, it would be like managing a store with the store's employees on equal footing, dictating store policy to the manager.  That's about as helpful to the manager as having the store's owner constantly over his shoulder, telling the manager what he can and can't do with his store.

Game Mastering is a lot of work.  It takes time, energy, and skill.  Granted, not everyone is awesome at it, but that doesn't mean that all GMs must submit to a particular style, constant debate, or decisions brought before some kind of player council and possibly overruled.  Personally, I will not run the game if I'm forced to GM a certain way - unless you're paying me, and even then, I can't say for sure.

Obviously, if the GM is either a total asshole or on a massive power trip, he doesn't deserve great players.  Flagrant abuse should not be tolerated.  You'll know it when you see it - the GM has to invoke rule zero several times per session, every session either because there's no consistency whatsoever or he has absolutely no interest in allowing the game to evolve organically.  Plus, you know, ego-maniacal jerk wad.

When it comes to house-rules, rule zero is not an excuse for game designers to be lazy or for a game's audience to accept a faulty system.  On the other hand, no RPG book is ever perfect enough to accommodate 100% of those using it to play the game.  Altered rules aren't an admission that a game is broken or the table isn't capable of understanding the designer's intent.

In fact, RPGs were made to change over time, to suit the idiosyncrasies and whims of those playing them.  The way an RPG is played depends on a dozen factors, and their open-ended nature is the best feature.  As a frequent GM, I like to be surprised, too.  And I like to surprise myself, the players, and those fucking dice.  That's why I allow myself the possibility for ignoring the dice.  Nothing is off the table.

Don't like how your GM is running the game?  Run your own game.  That's how many of us got started.  If you want to be hamstrung with red tape, bureaucracy, demanding players, and a lot of armchair theorizing on what constitutes acceptable GMing protocol, then by all means.  Have at it, hoss!

If you've got something more to say about "fudging," do it on the other blog post.  If you want to discuss rule zero, go right ahead.

VS