Saturday, December 31, 2016

Like Some Acknowledgement?


I look at other games, often catch something I don't like and wail, "oh my god why did you do that!!!" Sometimes I even go so far as to write the author about it (which they absolutely loooooove, not) but of course - duh - it's hard to change a game system after it has been dressed up and shipped out the door.

Well, here is your chance to wail at me for making the stupid mistakes I make - before - the game has passed the point of no return. I need some feedback. The link below leads to a zip file containing the white pages of the system books as well as a few scans of some sample characters. Take a look. Tell me what you think, and I will put your name in the acknowledgments section once it is published.

Red EFT RPG White Pages

And if you don't want to be acknowledged but still want to tell me what you think. That's fine too. My email address can be found at the top of each PDF. Just be sure to include the phrase Red EFT in the message title so I can keep track of it.

So, what is the Red EFT RPG?
This is the latest and hopefully - last - incarnation of a game I have been designing, destroying and rebuilding since the early 90's. I would call it a medium-weight universal rpg. Something a bit more involved than Risus or the Black Hack but not nearly as big and cumbersome as Pathfinder or D&D. As a kid I got my start with Moldvay's B/X D&D and that has always struck me as the perfect amount of heft a game should have. Although the Red EFT is using something called "Fantasy Sandbox" as its starter kit and is very D&D inspired, it is not strictly a fantasy game. I chose that direction simply because it seemed easy and familiar. My actual goal is a bit more ambitious.

Your Actual Goal?
Yes. Total Global World Domination.
Just kidding.
Global World Domination would be redundant.
Since the late 90's I have been working on a way to create a computer program which would allow people to build and share their work online. The game would be developed over the internet but played in the traditional table top fashion. It started off as a windows app that used FTP with angelfire accounts and has since grown over a number of iterations to become a PHP/JQuery driven web-app.

The problem I've been running into all these years (and have been too deep into to realize) is that I have been spending far too much time developing the site and not enough fine-tuning the game. Every time I would make a change to the system it would take about four times as much time to update the site to match it. This created a Sisyphus style situation where whenever I would get near completion I would look at the system, discover a bunch of core changes which needed to be made and that rock would roll me back to zero.

About two years ago this happened again, but this time PHP was to blame. PHP 7 changed the way it accesses databases. It was a small change but one that would mean rewriting hundreds if not thousands of pages of code. I almost canned it right there, but I decided I would rebuild the site and system one last time. This time, however, I would make a critical change. I decided to push the site aside and work at hammering down the game in its entirety before redesigning the site.

Now? Maybe the game is not completely hammered down but it is pretty damn close, about as close as I have the time to make it. I have a different website which I have been reprogramming and will be ready to fly in February. After that release I am hoping to gut it down to a platform that I can use to build the new Red EFT site on top of, as well as that site redesign. Which means I also need those rules ready to go.

So this is it. I am getting too old to spend so much time designing tabletop RPG systems. There will not be another one, so tell me what you think about it or forever hold your peace.

And Happy New Year!



Wednesday, December 21, 2016

On Escapism



I was a problem daydreamer as a child. Teachers would tell my parents, “he’s a smart boy but his mind is always off elsewhere. He doesn’t pay attention in class.” I have no idea what my parents would say. They were probably off drifting themselves, looking out the window of the classroom, thinking about sailing on the Hudson. You might even be able to snap your fingers before their face to elicit a, “huh? What? Where were we?”

The nuts rarely fall far from the trees.

One thing nobody ever did was stop and bother to ask me what I was daydreaming about or - more importantly - why I was daydreaming.

What I daydreamed about was myriad. I dreamt about the typical things: flying through the asteroid belt blasting space aliens, skiing away from James Bond villians, but I also spent time quietly pondering bigger subjects. Where were we before we were born? What happens after we die? Where did the old gods go? How long can my toenails grow if I stop cutting them? And what kind of a jerk was Einstein for positing the idea that nothing can travel faster than the speed of light. Didn’t he realize just how hard that was going to make it for me to travel to alien worlds? I so wanted to give that old guy a wedgie.

I also daydreamed about more mundane things. We moved around a lot when I was young. Back in the 70’s & 80’s you might write a letter or two to your old pals in another town but gone was gone. Phone calls were expensive and awkward. It was far easier to conjure them up in your imagination and somehow know how they would act and react to all that was going on. I may not be a great fiction writer, but I am sure that key to understanding how the fiction I have written actually manages to work is this. I know how to daydream. Early on I learned how to conjure up old friends and see the world through eyes which were not my own.

Time Optimized


Why I was daydreaming is a different matter. From an adult’s perspective I was wasting time. Once you are out of school it is easy to look back on that time - which seemed unfathomably long when you were in it but ridiculously short once out - and see it as a time that should be spent learning and preparing for life. Obedience equals success. A child who does not learn to jump through all the hoops that society places before them will eventually end up a circus carney with three wives in four states and a rotten case of meth mouth.

Well. Speaking on behalf of the fourth grader I once was - don’t be a doodie head - I was not wasting time. I was optimizing it. When you daydream you are awake, alive, thinking about the things that concern you most. Especially as a child, you are doing what you can to milk the most out of every waking moment. Remember how hard it was to stop thinking when you were that age? My mind was a top that spun non-stop. I know this because once - around 4th or 5th grade - I sat in my bedroom and performed an experiment. I wanted to see just how long I could go without thinking anything.

“Okay, don’t think of anything.”

“Alright, I’m not thinking anything.”

“Nosiree bob. Nothinng at all is going through my minnnnnnnnndddddd.”

“Okay. I’m thinking of something. I’m thinking about how I don’t want to think of anything. So shut up and stop thinking. Do it! Total shut down of all cognitive functions in 5. 4. 3. 2. 1…”

“Do rockets launch at 1 or at zero?”

“Stop it, already! Damn it! Your thinking again!”

“Okay, no thoughts whatsoever, starting NOW!”

“Hmmmmmmmmm.”

“No that doesn’t count. You can’t make humming noises either.”

“I want nothing. Total silence, right now-”












-SNAP-

“Owe! Fuck! That hurt!”

Yes. I am totally serious. I remember trying not to think of anything and having something like an electric whip crack shoot through my brain from ear to ear. It physically hurt. And of course it released the backup of babbling thoughts that normally coursed through my mind. I also used the f-word even though I was supposed to be too young to know it. What can I say, I was a quick learner.

Now? At forty five? I wish my brain operated that way. Nowadays it goes blank on the drop of a hat. Somehow, back as a child, I knew that the excitement and energy of the moment was not to be wasted, that someday I would grow up to become an adult, one of those ricketty wrinkly creatures whose lives did not look like much fun at all. From this point of view, my time was being wasted when it was spent learning how to do square roots by hand. And honestly, when was the last time you used a sine or a cosine in daily life? Once and only once, outside of high school, I found myself using a cube root. Ironically enough, it was for a role playing game which used a computer program to help calculate creature height from an approximation of mass. Even then, I didn’t perform the calculations behind the cube root. I just figured out that one was needed and the computer did the rest.

Necessary Escapes


Which brings me to the matter of Escapism. It’s a tricky subject because the sad truth is that my teachers were right. With the exception of the guys in suits standing at the very top of the social ladder, people are rewarded for their obedience. Success in the adult world depends on the ability to go day after day to some mind-grinding job and do anything which is asked of them whether they like it or not. Those who do not conform to this reality usually end up pan-handling highway interstate exits (sorry kids, not everyone can grow up to be a circus carney). Of course, conforming to society’s desires doesn’t necessarily mean you won’t end up panhandling interstate exits either, but that is another topic for another time.

People need to escape. They need to spend their time in a way that makes sense to their inner selves. We call it wasting time but only as an appeal to social norms. In its own way, admitting that wasted time is actually being wasted is a groveling show of conformity to the grand design of social subjugation. It says, “yes I agree. I need to make some money to stay afloat and that is all that really matters, but the truth is my job sucks just as much as your job sucks and I need to have some fun or I am not sure if I will be able to continue performing my sucky job.”

So in its own way, escapism is a good thing. It helps society by empowering our own necessary conformity. Yet too much of it can be destructive and the world is filled with companies of people whose mind-grinding job is to provide it, often feeding like parasites off of the unhappiness of others. Actually, many of them are even worse than parasites since they don’t care if they kill their hosts or not. For the makers of malt liquor and mmorpgs it’s all the same game. Get as much money as you can out of as many people as you can and if you happen to destroy someone’s life along the way there will always be some other sucker coming down the pike to take that sucker’s place.

And that is why I support table top role playing games. Granted they are not completely off the hook. I think they often cost too much, move too slowly, can be cloyingly uncreative and make too many demands on the people who play them, but - solo modules be damned - you cannot play a tabletop RPG on your own. You cannot play them at work. You cannot play them on your cellphone. You have to actually gather with your friends and be social to make one work. You can, however, dream about them in the meantime. Which is as good a way as any to weather yet another boring board meeting that will ultimately add up to nothing.

Time should never be wasted. It should be spent wisely to get the most enjoyment out of life that one can possibly get, and if this means doing a little daydreaming while the man has you stuck doing something dull, boring or mind-numbingly mundane - then so much the better.

BTW, this post was inspired by two other talented daydreamers Jens D and VB Wyrde. Check them out sometime.

Tuesday, December 13, 2016

Hobgoblins!

I've been having a lot of fun writing up monster descriptions. Here's what I did for the hobgoblin, modelled after a gym teacher I used to have....

Hobgoblin

Size Large 1.5.
Action 2d6. Body 1d8. AC 12/9. HP 21. Stun 14. PP 8.
Speed: Walk 3.
Attacks 2d8, MP +1, Snap -1:
     Battle Axe, Reach 2, Sharp 1d8+1, Parry -1, Snap -1.
     Morning Star, Reach 2, Sharp 1d8, Snap -1, Parry -1.
     Bullwhip, Reach 6, Impact 1d6, Flexible, Snap -2, Grab.
     Halberd, Reach 4, Sharp 1d12, Snap -3, 2hds.
     Punch, Reach 1, Blunt 1d4+1, 2nd. 
Advantages: Infravision +1d. Hard As Nails +3d.
Inclination: Violent Evil.
Traits: Angry. Brutal. Callous. Optimistic. Thick.
Environment: Plains. Hills. Underground. Mountains. Forest. Urban.
No. Appearing: 1d6.

Rare Subhumanoid. Hobgoblins are of absolutely no relation to goblins. Or at least that is what most goblins would like to have the world to believe, despite the fact that the average hobgoblin markedly resembles a giant somewhat obese goblin with pebbly green skin and more chin than forehead.

Hobgoblins do not share in the goblin's tendency towards sour detachment and snide pessimism. Strangely enough, hobgoblins tend to rank high among the world's natural optimists. Hobgoblin philosophy believes that there is no one who cannot be positively motivated by the crack of a bullwhip across their shoulders. There is no problem which cannot be solved by hacking away at it with a nasty looking chunk of metal. Many would consider this to be a brutally simplistic outlook on life. Hobgoblins often answer such criticism by mounting their critics severed heads on their halberds.

Hobgoblins are also notable for having an incredibly dull sense of touch, which may be key to understanding the inherit brutality of the species. The slice of a knife or the touch of a hot coal merely stings them, so they lack the general sympathy which might otherwise lead them to understand why non-hobgoblins do not enjoy regular beatings. This especially extends to elves who they despise for their extreme delicateness and sensitivity to all things.


The Hobgoblin view on life is quite simple. The world has grown soft and weak and hobgoblins exist to toughen it up, largely by beating it to a pulp, and there is nothing they enjoy more.

Tuesday, August 9, 2016

On Hiatus....

Well, I have some pretty big things to attend to. I'm putting all things blog and gaming related on hold, probably until sometime in october.

See you then!

Monday, August 1, 2016

RPGaDay2016 - 3 - Character Moment You Are Most Proud Of?

I've done a bunch of neat things. I helped overthrow a dictator. I once talked an AI program into stopping a nuclear meltdown in Gamma World. I once rolled three twenties on a d20 in a row. I once filled a cannon full of chain on an abandoned pirate ship and by all means should have blown away the head bad guy just as he appeared in the story. That was actually pretty funny.

Nahhh. I don't like this question. Pride has never sat well with me.

RPGaDay2016 - 2 - Best Game Session since August 2015

Believe it or not but I have only had the chance to play one game in the last year and it was Tim Harper's Bunnies & Burrows game from Brigadecon, October 2015. This sets the bar a bit low as far as "Best Game Sessions" are concerned but it was a riot. All of us had far more fun than should ever be had playing bunny rabbits terrorizing a local farmer and his family. I think we somehow knocked down their house with a bulldozer. After going through a dozen or so lesser rabbits I settled (aka survived for more than five minutes as) a fat white rabbit called King Cup who I was playing with an Elvis Presley sneer.

Or so I think.

In truth, it's all a bit fuzzy now. Soft and fuzzy as a bunny should be. I guess I could go back and watch the video but I'm afraid to.

One thing which was interesting about this game was that before it happened I went and purchased a pdf of the original rules and was astounded by how complex and needlessly overwrought they were. Thankfully we just tossed all of that out the window and resorted to playing with roll under percentile dice rolls. There were a few times when I felt that something more needed to be there to give the rolls more weight, but on the whole - for a bunch of people playing through their webcams - a lack of rules and a simple die mechanic worked wonderfully.

Slimfast Games

It seems as if everyone in the Tabletop RPG community has decided to go on a diet this summer, not for themselves but for the systems they play, condensing them down to Light Games, Pocket Games, One-Hour Games, One-Page Games. I'm waiting for someone to announce that they're going to try to shrink Pathfinder onto a single Bazooka Joe comic strip (ask your parents, kids). Slimfast Games.

But doesn't bikini season normally start in the spring?

I'm thinking this has something to do with the success of mini-systems such as the Black Hack and Sellsword. Two OSR games you can pick up, read on the ride over and probably have more fun playing than you would with the big games that inspired them. I wouldn't know, because I haven't had the chance to play either. Which may be yet another reason for the sudden surge in small games. If you don't have the time to play the small ones, how will you ever find the time to play the big ones? And why bother with a big game if you know that you and your friends will probably be ignoring most of it anyway, essentially playing it in a small way?

Of course, there is also the inevitable backlash. Grumbling from grognards who love big gnarly crunchy games where taking care of a room full of orcs can easily wipe out a few hours at the game table. Those who think that this is nothing more than a dumbing down of their cherished pastime. That it is a threat to an industry which survives by selling people encyclopedia-sized rule systems. That it could very well mean the end of civilization as we know it. Cats and dogs living together, mass hysteria, an all-female Ghostbusters movie....



Personally, I'm not getting too worked up about it. But if forced to choose a side. I would have to stand with the dummies. Not just because I am a perfect fit for their dodgeball team, but because of games like Kurt Patz's Unchained Heroes. There is a beautiful game hiding inside Unchained Heroes but few people will ever see it because it has no easy point of entry. Its core rule book is a ponderous tome written to cover every possible situation and is explained in a way which kind of requires that you have already experienced an RPG and are gravitating to UH after some long term exposure to D&D or Pathfinder.

I wouldn't recommend dumbing down Unchained Heroes because that would ultimately necessitate chunking out much of what makes the game great. Instead I think it needs to be spread out. It needs to be something people can comfortably wade into and add on advanced rules as needed. It needs a quickstarter at the very least.

Granted, most quickstarters are useless. The quickstarter is the first thing you lose after opening the box. Star Frontiers had an excellent quickstarter, one which I remember my friends and I having so much fun with that we were disappointed by the full game (keep in mind we were 7th graders at the time). However, most quickstarters were stepping stones, something we leapt over as we dove right in. They did serve a purpose, though. They existed as a promise that the game could be set up and run with little to no effort in a matter of minutes. Even if it was never used, this was a promise that needed to be there to get people into their seats and ready to play.

And sometimes just getting people to the table is half the battle.

But what about games such as the Black Hack which seem content to never become anything more than what it is? Well, is that so wrong? If you want to make a more complex and involved adventure out of the Black Hack you simply move on to playing D&D or Pathfinder.

But! But! But! ( I can hear at least one of my three regular readers out there thinking, yeah, it's the guy in the back with the beard and the Snits Revenge T-shirt) - what if they never want to move onwards? What if they get mired in the Black Hack and find themselves never wanting to do anything more than continue playing a pencil/paper/dice version of the video game Gauntlet.



They won't.

Because, and this is straight out of the Red Eft section on homebrewing....
Interest breeds a need for complexity. 
If you have ever wondered how other game systems have blossomed from a thin little set of pamphlets to a ponderous set of encyclopedias. 
This is it. 
It is not about being bored with the game and needing something new to do. If anything it is the exact opposite. Once a game has grabbed our interest we want more from it. We want to see just how far it can go in replicating reality in a fantastic way. A glut doesn't seem like a glut when you have slowly followed the game from the basic rules to the expert rules to the advanced, the companion, and all that will eventually lead up to that big lovable glut of rules which you will love and everyone else who didn't make that journey will hate.
Okay, for the most part. I did change a little bit at the end. But the idea is pretty sound. If it weren't we would all be playing Risus and nothing else.  This actually lends an advantage to larger games who do have an expansive sense of completeness about them.



Car Wars was originally a mini-game. In fact, I think that everything Steve Jackson games did when just starting out could be purchased in a small black plastic box designed to fit in someone's back pocket (or so it was marketed). Its manual was just a few pages long and contained a fairly tight little game, but Car Wars wasn't prepared for its own success. It grew at a ridiculously rapid pace which ultimately ended up putting weapons and armor on anything that moved. By the late 80's it had created a big rules heavy bolus of a system that barely creeped along at a few miles per hour. Eventually, somewhere in the early 90's the system just groaned to a halt, its engine failing to turn over until that 20-year nostalgia machine brought it back with fond memories of black box games and cardboard collisions.

Steve Jackson games would capitalize on this with 5th edition Car Wars, re-releasing the system and taking a new rules-light approach which focused on small cheap manuals centered around quick battles with pre-made vehicles and no vehicle creation rules.

So how did that turn out Mr. Jackson?

It was flash in the pan. Sales were made for nostalgia's sake but very few people play Car Wars these days. This could be because video games can do this sort of game far better than the table top, but it could also be because 5th edition Car Wars is so limited in scope that there is nothing more you can do with it aside from waging the same old battle over and over until you are wallowing in monotony.

And that is why simple systems with no plans to expand, ultimately have nowhere to go.

Nobody wants to hear the thud of a ton of work hitting ones desk. Here, read this before the game, sucker! But everybody wants to go have fun with their friends and when it is over look back on all that has been done and be astounded by just how much they have effortlessly ripped through.