Saturday, June 23, 2018

Kull the DM!

So, this past week I got in a conversation online about whether or not RPGs could exist before the 1970’s. I mentioned a fragment of writing by RE Howard which appears to have some of his characters sitting around a parlor and playing one. Thaddeus Moore wanted to know where it could be found so here it is. It comes from the back pages of Kull Vol.2 by Baen Books.



But I thought I would do Thaddeus one better by scanning in the pages, so here they are. The parts which I found most interesting at least. The rest of the fragment is just two more pages describing the history and appearance of Howard’s characters.




Yes, it is not much to go on, but there are some interesting points to be found here. Kull shouts out Score! So the imaginary game does have a win condition and is being played competitively. He moves an ivory figure which insinuates a game of fantasy chess. He tells Brule “my wizard menaces your warrior” which could be taken as “my bishop moves to where it could strike your knight” but why would you tell your opponent this? And when was the last time you played chess with three people? Ronaro doesn’t make a move in the game, but he is sitting at the table and described as one of its players.

Probably the most interesting bit is what Brule says on page 192. “A wizard is a hard man to beat, Kull, in this game or in the real game of battle-” Granted it was probably meant to be nothing more than a segue to Brule telling a story, but it does imply that you do not simply defeat a character in this game by knocking them over like a chess piece. That there might be some hit points involved, some special powers and the casting of spells.

If only Howard had written something about rolling dice!

My point is that the dream of the Fantasy RPG was there. I suspect that RE Howard while writing this bit of text wasn’t just thinking about a possible story but also about how cool it would be to have a game where he and his friends could play the characters in his fiction. Maybe that’s why this fragment never went on to become a full fledged story. When you’re writing, it’s easy to get derailed by a good idea.

The 1930’s would have been perfect for the advent of the TTRPG. Print technology was at its prime with only film and radio to compete with. Polyhedral dice did not exist but six-sided dice were plentiful. And of course, there was the depression. There would have been large numbers of people in desperate need of a cheap escape and stuck with more than enough time to play in a seemingly endless campaign. It’s easy to imagine Weird Tales printing a single issue containing nothing but the rules for an RPG written by its authors - providing anyone ever thought to do so.

And that’s the clincher.

Ultimately, my answer to it all was -No- at least here in the USA the TTRPG could not have existed before the 1970’s, the reason being that you need the tumultous revolutionary thinking of the 1960’s to open people’s minds to where the playing this game - which comes in a box but has no board, a game with no winning condition, a game where you play with your friends rather than against them, a game where you and your friends pretend to be elves - is possible. Even in Howard’s imagination he cannot totally escape the idea of games which have an end and a winner and a competitive nature. It’s easy to forget just how rigid people's mindsets were in the 40’s and 50’s and presumably every decade leading up to the 1960's. In the 1950’s, when Elvis was caught shaking his hips on the Ed Sullivan show the world exploded with moral outrage. This is not a world which is ready for Dungeons & Dragons.

Even back in the 1930’s, if I remember right, pulp magazines were treated like pornography. They were kept under the counter at the local drug store, meaning you had to ask for them by name and endure the disapproving stink eye of whatever American Gothic caricature happened to be working the counter that day. So even if Weird Tales had produced an RPG it would have never encountered the massive success which D&D did in the late 70’s and early 80’s. It would have been frowned upon into oblivion. Just like the weird pulp fiction of Howard’s time, it would have become a niche hobby enjoyed by scattered bunches of basement dwelling weirdos.

(Not that there is anything wrong with that.)

In my comment to the post I also joked that you had to be stoned to enjoy a game like D&D. I did not mean this literally. Marijuana & Dungeons & Dragons do not mix. Well. But there is no overlooking the mind-expanding influence of psychedelic drugs on the culture of the 60’s and 70’s. Even if you never went near the stuff, the counter-culture did and they in turn took over the culture itself, opening people up to at least contemplating ideas which just a few years earlier would have been strictly taboo. While it is easy to think of D&D as a cultural vanguard, the game was more of a cultural coat-tail rider. The reason there are oriental monks in AD&D is thanks to Bruce Lee and the popularity of Kung-Fu movies. The mess that was psionics? That probably came from doing bong hits while watching In Search Of (well, how would you explain AD&D Psionics?). Gygax and friends were basically cultural trash compactors. If it was popular, if people mentioned a desire to have it in their game, they found a ways to squeeze it in there.

So if Vietnam had not been a thing for the hippies to rebel against. And if those rebellious hippies had not latched onto fantasy fiction - Tolkein in particular - as a metaphor for what they were trying to do by defying the establishment and living differently. And if bands like Led Zeppelin had never latched onto what their fans were reading and helped revive Tolkein in the popular imagination?



Well, maybe the TTRPG would still come into existence, but it would not be the same kind of game that we play today. It is doubtful that it would have ever been anything more than a small-skirmish version of a larger wargame. Think Call of Duty sans the computer. It would have been a game for the cadets at West Point to play and study as a battle simulator. And for those of us who stumbled into TTTRPGs because of D&D’s early success? There’s no telling what we would have done with all that free time, but we probably would not have enjoyed it nearly as much.

Sunday, June 3, 2018

Number Resolution

WOO-HOO! PAAAAAAAAAAAAAARRRRRRRRRRRRTTTTTY!!!!!!!
IT DOESN’T GET MUCH MORE EXCITING THAN THIS!

Actually it does.

In fact, most paint dries with greater excitement than the matter of number resolution, but it’s still something I tend to think about far more than I should. And that is pretty much what I write about around here.

Number Resolution. It’s like the screen you’re looking at. The greater the number of pixels the computer manufacturer packs into the display the finer a picture you will recieve, and yet the more work it demands of the computer processor to project it up there. With tabletop RPGs - for me at least - number resolution does the same thing. It comes in three flavors: High, Medium and Low Resolution.
HIGH RESOLUTION
1d100. This is the truest view of what is going on with most core mechanics. You have a number range from 0 to 100 with 50 being the universal average. It’s high resolution because it allows you to add something as small as a +1 for an ultrafine adjustment of character chances. It’s also the most demanding. Quick what’s 87 - 36?

That took you a little while now didn’t it? And here is the problem with high resolution, unless you are of a mind-set which easily swims through seas of numbers the game is going to grow tedious and exhausting for most people. The game needs to truly be special to justify the math. Of course, you could resort to using just 5 point blocks, but if you’re going to do that you might as well use….
MEDIUM RESOLUTION
1d20. 2d10. 3d6. This is where most games reside. Those 5 point blocks become single points on the range from 1 to 20. Quick! What’s 17 - 7?

That was a whole lot easier. This is the same problem from above changed from high to medium resolution and rounded down (because we always round down). Some of the fine granularity has been traded in favor of greater speed and die rolling possibilities. And yet it still has enough variance to let things like the difference between a sword and an axe matter to its players.
LOW RESOLUTION
1d10. 1d12. 2d6. Roughly speaking every 10 points of high resolution have been reduced to 1 point of low resolution. Quick! What’s 8 - 3?

Wait for it. Come on!
You can do it!
I believe in you!!!!

Note that the answer is half of what it was in medium resolution and a fifth of what it was in high resolution. Unfortunately the game is getting pretty chunky at this point. A +1 matters immensely, but because of this you cannot simply throw them around without good cause which will cause a loss of distinction.

We could go lower, and there are games out there which have done so. Rolling just 1d4 or flipping a coin to determine an outcome, but for me this loses the whole point of replicating reality and the influences that things have upon each other.

SO WHICH TO USE?
That is the hard part. It’s actually something I’ve been wrestling with right now. As a game designer I love the idea of high resolution. I’d love to create a game where you could actually build your own suit of armor with greaves (+3), different layers of mail (+2 +2 +2), full helmet (+8) or possibly just an open faced helmet (+4) and it all adds up to your armor class. But. That takes a hell of a lot of time to design let alone play and most players are fine with picking a suit - chainmail, platemail, scalemail, etc. - and moving on. There is also the matter of what people are expecting from the game itself. I think of TOON from SJGames.

(Because I always think of TOON, the screensaver of my mind)

TOON is a great low resolution system. You could convert the number system to a high resolution 1d100 experience but it would slow down the action to the point where you might feel like an animator drawing an actual cartoon frame by frame. You would probably have to pay people to play the game at that point. Even as a medium resolution game TOON could still be overbearing. TOON is good for one night single-shot events. Nobody turns to it looking for the long evolved campaigns that D&D provides. TOON campaigns are measured in hours, not days. TOON runs on 2d6 and speaking as someone who has played many games of it, I’d say it does so perfectly.

CHOOSING THE RIGHT DICE
Most games don’t talk about why they choose to use the dice that they do. I’ve heard a lot of people defend the use of d6’s by saying “they’re common dice, they can be found anywhere, most people have some laying around the house and they will be more likely play my game if I use them!”

You’re so cute….

But think about this for a moment. Dice of different shapes and sizes are more prevalent now than ever before, and the sad fact of the matter is that most people will gravitate towards the major label games and possibly spend years there before they ever bother with the minor label games that (presumably) you and I produce. This means our players will probably already have a big bag of dice at their disposal.

There is something to be said about the tactile affair of rolling dice. The d6 does a very nice job coming to a stop after a roll, which is probably why the d30 never caught on. It also has a home-spun feel to it, which can work for or against the system at hand.

Then there is the matter of the number of dice involved in the roll. I’m not a big fan of the single die roll. I think it feels strangely weak and insubstantial. Meanwhile the thunder-like clatter of seven to ten dice hitting the table all at once may sound impressive but it is also kinda of annoying trying to pick through the results. And yes, I have not even begun to address the matter of dice pool games, but hasn’t this blog post gone on long enough?

JUST END IT ALREADY!
So ultimately, between the three resolutions I think high resolution is the most ambitious but also the most risky as far as the time it takes to design the game and people’s reluctance to play it. Maybe for hard sci-fi games which can play off the technical appeal of large numbers.

Low resolution is just the opposite. It can come together quite quickly an be fun to play, but like an 8-bit video game from the 1980’s people may be willing to play it once but I can't imagine them playing it too many times. People are going to want such games to be small and limiting oneself in such a way is not always easy.

Medium resolution? Well, there’s a reason it is the industry standard and it’s not just because it was there first. Medium resolution does a good job balancing simulation with playability. But. There are so many medium res games out there that you need to offer something truly special to separate from the pack.

So what do you think about all of this? Why does your game use the die roll that it does? Am I spot on or totally off my rocker?

Oh, and just because I can. One of my favorite bits from Ren & Stimpy. Remember kids, play with dice, not electricity!