Obviously, I have not kept up my recent plan of posting once a week. Blame a combination of my son's pneumonia (all better now, thanks) and the holidays. I hope to get back on track soon; let's say starting next week.
Wednesday, December 28, 2011
Tuesday, December 13, 2011
Magic in the Enchanted Isles, Part 1: Introductory Materials
In my initial post on Wizards, I may not have emphasized one of the key appeals to me. Just like the name says on the box, the game is about playing a wizard. It really doesn't take much more than that to interest me. I see a number of posts on rpg.net from people who want "historical" games with no magic. Not me; I want magic (in it's broadest sense, which includes psychic powers and super-powers and Jedi and whatnot) in every game I play. Two of my favourite books of all time are A Wizard of Earthsea and The Dark is Rising, both of which are about boys who find themselves to be magical (my other favourite is A Princess of Mars, which would be only that much better if Burroughs hadn't lost interest in the telepathy part of the story early on). And more than just being a wizard, in Wizards you get to choose whether to be a Wizard, a Sorcerer, or a Druid. That plenitude of magic was just irresistible to young me and remains so to old me (also part of why I loved Stephan Michael Secchi's The Compleat Enchanter and even more loved his Arcanum).
Thus, while I could approach this project in lots of ways, working on the magic is the natural place for me to start. My jumping off point will be what we learn from the board-game on each Magical Order and then start extrapolating from there. I'm also going to start playing around with some ideas for mechanics. I should mention that I'm very undecided on the system I want to use, but two are calling to me at the moment:
- Some iteration of Ye Auld Game (probably Spellcraft & Swordplay) + the magic of my beloved Arcanum
- Runequest II/Legend
The appeal of No. 1 should be fairly obvious. The appeal of No. 2 is two-fold: not only do Combat Maneuvers rock at providing a "warrior alternative" (to quote an old article about an entirely different game), but it has great, distinct magic systems that could really handle differentiating the Orders. So, for now at least, my thoughts on mechanics will be for both systems.
My biggest goal is to figure out a way to distinguish the various magics from each other in both cause (which the game sort of does) and effect (which it barely does at all). Regarding the former, the game gives us some information in the Introduction, a tiny bit more in the spell lists, and some implicit suggestions via the advancement mechanic. Regarding that last one: Wizards uses a simple, level-based advancement, in which you accumulate three different types of experience points: Knowledge, Power, and Perception. Each of the three Orders prioritizes one of these types of XP and requires that for advancement. These points have no other effect in the board-game, as expected, but I want them to be more meaningful in this rpg-version.
Post-script: Yeah, I said that the next post was going to be about my previous experience rping in the Enchanted Isles. I'll probably get back to that later, but it isn't, maybe, as interesting to anyone else as I had initially thought.
Labels:
AH's Wizards,
Game Design,
Sorcery
Thursday, December 8, 2011
World-Building for One, or No One Cares About Your Stupid, Made-up Calendar Except You (And That's OK)
I have been thinking a lot about world-building as I work on this Wizards project. World-building is one of those excrescences of gaming that the OSR has ruthlessly attacked. It was a necessary thing. There was a time when you couldn't have "proper" setting without a third-rate rip-off of Tolkien cosmology and a stupid, made-up calendar that was basically the modern calendar with silly names on all the months (I'm so looking at the Mystaran Gazetteers here, as much as I like some of them). I, myself, was an awful perpetrator of this back in the later part of my first gaming cycle (mid-to-late 80's). How I slaved to create a living, alien world and how I grew frustrated when the players refused to appreciate the beauty of my work. They wouldn't even use the names of my stupid, made-up calendar! So, I get the attack on the world-building.
Yet, sometimes I feel it goes too far. A necessary corrective at one point, perhaps, but one that could be reined in a bit now. The dirty little not-so-secret about world-building is this: it's fun. And, as Dr. Seuss tells, us, fun is good; particularly when you are playing a game. The real problem with world-building is not the creative part, but rather knowing your audience. And I'll set this out in bold, by itself:
World-building is fun for you, the GM, and no one else.
World-building has an audience of exactly one and as long as you remember that, there's no problem. When I set up my Onderland Campaign, I was still a bit shy about world-building. But after a while, I realized that I was deliberately stopping myself from having fun, just because I thought I shouldn't do it. That's when the real magic of a wiki hit me: I could happily let loose my creative energies, as long as I made clear to the players that they are not expected to read any of it. Wait, let me set that one out too:
The Players are not expected to read any of my world-building stuff.
The setting had a simple pitch that I could explain in a few sentences and that should be sufficient to get the players going. That's not to say that they can't read the setting materials; I'm not advocating that. If the player like reading your Silmarilion-hack, they can go for it. But, in my experience, very few players really do. Thus, the wonder of a wiki, where you can make all that information available, without actually handing your players a big stack of paper and saying, "Please read Customs of the Aardvarkians by game time next Saturday so that you know what's going on."
Now, I think there are a lot of GM's out there who really don't need to do world-building. Particularly the gonzo-style settings where a new player asks to be a robot and sure, why not, let's have robots in this game. I can admire those settings and even enjoy playing in them, but I absolutely can not run that kind of setting. My brain is too classical and not baroque and I have to be able to tell myself why something is there in order to run it. It's why I can't do random dungeons with all those awesome geomorphs that guys like Dyson Logos have been coming up with. I admire the hell out of them, but I can't run a dungeon that is assembled like that and has goblins next to zombies next to dragons without knowing why those guys are there.
World-building, then, is both fun and necessary for me. So, expect to see some world-building as I try to make sense of the Enchanted Isles, but feel under no compulsion to read it. There will be no pop-quiz next Frizzles-day.
Labels:
Fluff/Inspiration,
Legacy D+D
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