Tuesday, 26 February 2013

On Theory (Re)Defined, Railroad (Part I)


On Theory Defined, Railroad (Part I)

In this blog post (http://hackslashmaster.blogspot.ca/2013/02/on-theory-defined-railroad.html), I am accused of, among other things, inappropriate behaviour, not taking the time to read what people have written, continually constructing strawmen and misusing “railroading” by applying a definition other than the one in the article. 

Obviously, I disagree with all of these claims.  But, out of respect for –C and his private blog space, I will attempt to elucidate the problems I see with his argument here, rather than there.  As I said in the comments on the initial blog post, I do find much of what –C writes to be worthwhile. 

His attempt to redefine “railroad” and “railroading” are, IMHO, not actually useful.  In fact, I would go so far as to say that they confuse the issue that these terms are normally used to convey.  Long ago, on EnWorld, I also attempted to come up with a consensus definition of railroading, and I agree with –C that some definition is necessary for clear communication; I disagree with him as to what that definition is. 

In the EnWorld poll, the clear winner for definition (and not the one I championed) was “A removal of player choice which the player finds objectionable or inappropriate.”  (I argued that there had to be a clear context wherein player choice is removed, and still do, but the general consensus there was against me.)  If you are interested in that thread, you can find it here:  http://www.enworld.org/forum/showthread.php?169243-What-best-describes-railroading-as-you-understand-it


Also, obviously, read the comments in the original post.

It is difficult to discuss why a given definition is not useful to describe the thing defined, if you are accused of equivocation, or of misusing the term when you point out why it is inadequate!  There is a sort of circular logic that goes

A) Fish means cake.
B) Fish does not mean not-cake.
C) Therefore, any argument that attempts to show that fish does not mean cake, or means not-cake must be wrong. 
Anyway, I am going to try to parse the argument from the original blog post and comments.  There is some difficulty in this, as the number of comments seems to be growing and diminishing; I assume some are being removed while others are being added.  But my understanding of the base argument is as follows.  The interested reader is strongly encouraged to follow the link at the beginning of this post to the original article to ensure that they understand not only my paraphrasing, but to ensure that my paraphrasing hasn’t diminished the original intent.

I have tried to keep to the original author’s words as much as possible, keeping the statements made and the conclusions drawn while removing extraneous verbiage.  I have assigned each statement a numerical value for ease of discussion.

Please, please, please read through the original article and compare (side-by-side, if possible) the original text and the extracted points.  There is no attempt whatsoever being made to misconstrue the argument presented.

(1) Games are very specific, very quantifiable things.

(2) Whatever the game, there are very specific rules.   

(3) Even for those situations where the rules don't clearly cover a corner case, the house rule, resolution, or consensus-based solution is also a quantifiable action.  (I assume this to mean that they are equivalent to rules.)

The author then concludes, “This is why in game theory and design the definitions of the terms must be clear and succinct”, although that does not follow from the above statements.  The author does follow this up with an actual reason for terminology to be clearly and correctly defined:  It allows “designers to communicate clearly about the structure of a game.”

The author then states that (4) the existence of clear and succinct terminology 

“is often not true of role playing game design. What is common is that every person has a personal definition of a word that they use. This has two immediate effects. It makes the person look like an idiot to anyone who actually knows what the definition of the word is and it inhibits communication about design. 
Communication is about shared meaning. So lets share some meaning and clear up some terms and how they are frequently misused.”
Hidden in here are two other unstated assertions:  (5) How the author is going to define these terms is correct definition, and (6) You will look like an idiot and inhibit communication if you disagree.  This is reinforced by a note (“Edit: Added the definitions of Player Agency, since I guess some people don't know it”), the general tone of the article, and the author’s follow-up to reader comments….going so far as to suggest that not accepting the definitions given amounts to a logical fallacy.  The illustration of Goofy next to this section also seems indicative of the statement (6).

The definitions that the author suggests are as follows:

Railroading (v.): The act of removing agency from a player in a game.
Railroad (n.): A game or situation in a game where the agency of the player within the structure of the game has been actively removed.
Player Agency (n.): “the feeling of empowerment that comes from being able to take actions in the [virtual] world whose effects relate to the player’s intention” -Mateas, 2001
The other clear statements in the initial argument are:

(7) If JRPG's like Final Fantasy or situations where a player says "Let's run this module or adventure path" are railroads, then the fact that you have to pay mana to play spells in magic would be a railroad because it limits your choices.

(8) The actions you can take are proscribed by the rules of the game.

(9)  Games are designed.

(10) That means there are places where the player has agency by design and places where they do not.

(11) Final Fantasy games aren't railroads, because there is agency is in how you level up your party and fight the battles.

(12) If you are not making choices, you are not playing a game.

(13) Railroading happens within a role playing game when player choice or ability is invalidated.

(14) Because this most often happens in situations that are important, it is especially galling for players.  (e.g. Do we kill the bad guy or does he escape? Can we bypass this encounter? Can we ambush and kill this dangerous encounter without having to fight it?)

(15) Railroading is an active process.

(16) There are many examples of older Dungeons & Dragons modules where the Dungeon Master is encouraged to railroad her players in specific situations.

(17)  “This means that if you like knowing where the story is going or you enjoy playing in role playing adventure paths, this does not mean you are a fan of railroading. It just means you like your agency to be in other areas.”

(18) The insight that the agency is not always in deciding the direction of the story was noted by Jason Alexander.

(19) If you were being railroaded, you wouldn't be playing a game, because by definition your agency is being invalidated.

(20) No one likes their agency being invalidated.

Now, while this is a slew of claims, luckily they are not all controversial.  Even so, it will take several posts to examine and parse the arguments about the remainder.  Along the way, we will take a closer look at the specific claims made by the author related to the “fallacies” he mentions in my own replies. 

I am going to suggest, in particular, that when someone tries to sell you something – be it an insurance policy, a political agenda, a used car, or a redefinition of common terminology – that it is not an ad hominem attack to attempt to parse out that person’s motives.  If the goal is, as stated “clear communication”, then a discussion of where the suggested definition works and does not work would be welcomed, because it would work toward that goal.  I think that I can clearly show that this expected reaction is not what is occurring in the original article, and that, therefore, examining the possible evidence of potential secondary motivations is appropriate.

I will not be considering statements (9), (12), (16), or (18), because they are not controversial (IMHO) and they are not incorrect (or only partially correct) in a way that would lead one to erroneous conclusions. 

I will pause here after this post to give –C (or others) a chance to comment, and then plunge on in a day or two to examining the argument a bit more closely.




Wednesday, 20 February 2013

Excellent Post Alert

And another blog post that is well worth reading:  http://tao-dnd.blogspot.ca/2013/02/life.html

Monday, 11 February 2013

Excellent Post Alert

Well, I thought it was excellent.

http://tao-dnd.blogspot.ca/2013/02/the-story-talectomy.html


Saturday, 2 February 2013

Excellent Post Alert

Trying to explain the attraction of Dungeon Crawl Classics to your friends?  You could do a lot worse than sending them to read Jobe Bittman's latest blog post, which can be found here:  http://www.metagamemastery.com/2013/02/02/getting-started-with-dcc-rpg/


Thursday, 31 January 2013

DCC "World Tour" Toronto

Image copyright Goodman Games and is used without permission

As part of the DCC “World Tour”, I have decided to run a minimum of nine adventures in Toronto over the course of the spring and summer of 2013.  These nine adventures will be run in game stores, and, with luck, at OSRcon in August.

I will be running three 0-level funnels, three 1st-level adventures, two 2nd-level adventures, and one 3rd-level adventures.  Part of the idea would be that, if you play in one game, your survivors can automatically “move up” to one of the next higher-level games.  For example, if you have one or more survivors of a funnel, you can then automatically reserve a spot in a 1st-level game.

Last year’s Free Role-Playing Game Day developed a hitch because of the lack of preregistration.  Duelling Grounds in Toronto doesn't normally have registration for events, and, as a result, some people didn't want to make the trip for a game they maybe could play, and maybe could not.  Therefore, I am going to run these with at least “partial registration” – holding a number of spots open for the curious or the odd off-the-cuff gamer, while allowing some folks who know they want to be there to preregister.

I plan on running nine adventures which I wrote, plus any others provided by Goodman Games or other sponsors.  Once the nine adventures are written, they will be distributed to some colleagues for further playtesting, and anyone who plays them at the events will be given a form in order to supply feedback and get a playtest credit.  At the minimum, a name for the credit will have to be supplied.

I still need to flesh out the adventures, contact potential gaming sites, and get scheduling information to Goodman Games.  It should be fun.  My nine adventure ideas are

1.  Nightmare of the Dreamer (Lvl 0) – The sleepy fishing village of Red Bar is threatened by a terrible curse, which can only be lifted by Argos the Dreamer.  But Argos the Dreamer is in a prison of his own devising….can a group of villagers rescue him before it is too late?

2.  Four Orbs in a Garden (Lvl 0) – Every 10 years, Waterhall has a contest to see who can deliver the four crystal orbs from the Garden Labyrinth of Challak Ru.  The prize?  Weapons and armour of ancient dwarf-make.  Only four of the townsfolk can win, and many will enter.  Will they work together?  Or will they slaughter each other amid the greenery?

3.  The Blue Flame (Lvl 0) – Of old, the corsairs of the Morgac Isles were a scourge upon the eastern coast.  Who dares enter the decaying keep where the corsairs once reigned?

4.  Marsh Lights (Lvl 1) – That the Pellmire was once the site of a great civilization none can deny, for do the ancient ruined towers not glow there at night, beneath the moon?  The Lady of Red Bar was taken to the Clock Tower of Pellmire three nights ago.  Dare you win fame and fortune by winning her release?

5.  Waterhall is Sinking (Lvl 1) – The storm of the century is brewing….but what does it have to do with the Veiled Blades of Waterhall?

6.  The Slithering Ruins (Lvl 1) – Immortality is the prize for those who explore the last citadel of the Serpent Lords, and who return to tell of it.

7.  Challak Ru Must Fall (Lvl 2) – the Serpent Lords are long dead, but their deadly god yet remains.  Unless His unholy servants are thwarted, the entire eastern coast will be swept beneath the writhing amber tentacles of Challak Ru!

8.  Stronger Than Love (Lvl 2) – When the Veiled Blades of Waterhall meddle in divine politics, do you dare to stop them?  How far are you willing to go?

9.  Beneath the Ancient Sea (Lvl 3) – Beneath an ancient desert seabed, the fate of a world rests on one last battle against Challak Ru. 

Everyone Else X: Sepulcher of the Mountain God


Paul Wolfe’s Sepulcher of the Mountain God was the second of the Dungeon Crawl Classics AL Series of adventures for Purple Duck Games, and (I believe) Paul’s first published adventure.  

Now, this is one that I have a hard time writing about for a few reasons.  First off, I playtested it.  Second off, I helped with the editing.  Third off, I have been involved with Paul on other projects, such as In the Prison of the Squid Sorcerer and Angels, Daemons, & Beings Between.  Finally, I have been involved with the publisher on other projects, such as Bone Hoard of the Dancing Horror and Through the Cotillion of Hours.

So, I have some slight bias.  And by "slight", I obviously mean "quite large" or even "too large to fairly review".


Finally, if you are like me, you find yourself needing more 1st level materials for Dungeon Crawl Classics as you lead various groups through various 0-level funnels.  In a persistent game world, you don’t want to simply re-use the same adventure multiple times.  Having more low-level material is definitely a boon.


Basic Fantasy Appreciation Day

http://www.basicfantasy.org/

From the website:



The Basic Fantasy Role-Playing Game is a rules-light game system modeled on the classic RPG rules of the early 1980's. Though based loosely on the d20 SRD v3.5, Basic Fantasy RPG has been written largely from scratch to replicate the look, feel, and mechanics of the early RPG game systems. It is suitable for those who are fans of "old-school" game mechanics. Basic Fantasy RPG is simple enough for children in perhaps second or third grade to play, yet still has enough depth for adults as well.

Basic Fantasy RPG is an Open Source game system, supported by dedicated fans worldwide who have contributed hundreds of pages of rules supplements, adventure modules, and other useful and enjoyable game materials as seen on our downloads page. We'd love for you to join us on our forum where we discuss the game as well as creating new materials for it.

Curious? Take a look at the sample character sheet (click here). Or, read the introduction story, collected from the rulebook.

Back when I thought that writing my own system (D&D Mine, if you would, or Raven Crowking's Fantasy Game if you would not), there were three major influences on my writing:  Labyrinth Lord, OSRIC, and Basic Fantasy.  For some reason, Basic Fantasy doesn't get the attention it richly deserves.

This is a game with a lot going for it.  If I was going to play any published fantasy game, right now, apart from Dungeon Crawl Classics, it may well be Basic Fantasy.  Of course, since the engines of those three influences are relatively close together, you can use adventures and even supplements for one with any of the others with only minor tweaking.  Likewise, the available Basic Fantasy adventures can be used with other game systems, such as Dungeon Crawl Classics.

If you haven't checked out Basic Fantasy yet, please download it and give it a look.  If you like what you see, consider putting a little coin in the coffers by buying a print version.  EDIT:  See comments below; the print version is "at cost"; this is done for love of the game alone!  How can you not support this?  And, finally, if you do check it out based on this recommendation, please leave a comment to let me know!

Thank you, and I hope you enjoy the first annual Basic Fantasy Appreciation Day!  Kudos to Erik Tenkar, over at Tenkar's Tavern for suggesting it!


Wednesday, 30 January 2013

Dungeon Crawl Classics on Hardway Mountain

 My weekly Dungeon Crawl Classics game was switched from Thursday to Tuesday to accommodate a player who, once more, didn’t make it to this week’s game.  Hmmm.  On the other hand, Tuesday also accommodates his roommate, Phil, who is a really great addition to the game.

After finishing off one of the mini-scenarios for In the Prison of the Squid Sorcerer, we introduced Phil’s new party of four 0-level characters.  It is a testament to the strength of the DCC system, by the way, that 0-level characters can contribute to an adventure in a fun way, while other characters in the same adventure are reaching 2nd level.

The group joined a caravan headed east, and then found themselves attacked and carried aloft by a pair of rocs.  (Some funny confusion/conversation about “rocks” and “rocs” ensued.)  The group was deposited in a nest atop Hardway Mountain, and the rocs flew off. 

Some of you may be familiar with UK5: Eye of the Serpent, and can envision the module given a DCC twist.  It is remarkable how easy it is to convert the old TSR modules – generally, it involves flipping the AC, deciding what attack bonuses and saves should be applicable, and in the case of some monsters, upping hit points.  In this case, a +10 hp bonus is generally sufficient when needed.

The highlight of the game was when the characters found a glowing egg guarded by an ice demon.  First off, when the demon was killed/shattered, one of the PCs decided to collect some of the ice shards in a vial.  You never know when demon water might be useful….and, in DCC, it actually might be!  The freezing PCs dragged the egg out of the pool that was keeping it cool (and thus preventing its hatching).  The egg, being warm, gave them a chance to heat up….but it also hatched out a creature they first thought was a dragon.

Now, in the module, if this creature hatches, it immediately attacks.  But DCC has a strong vibe of letting the PCs try crazy things right from the get-go.  And, naturally, one PC attempts to befriend the creature by feeding it.  It eats six days’ worth of rations, and some canned meat, and nearly doubles its size.  The creature is described as having insect-like compound eyes (they cannot tell easily what it is thinking) and wings that form a cobra-like hood around its head when upset, rather than allowing flight.  There are several rolls to train this thing, all of which (through rolling or spending Luck) are very high.  Sometimes it pays to have a “halfling keeper of the hounds” in the party!

At the same time, as the evening winds down, they discover that the creature dislikes heat, that its back can now glow cherry-red from its own internal heat, and that they are not altogether certain how this strange alliance will end.

Fun times.  What a great game DCC is!

A COUPLE OF EDITS:

(1) Lots of fun with folks jumping into icy water to attempt to recover treasure.  I made use of Fort saves to avoid temporary Stamina damage, both from normal exposure, and moreso from leaping in the water.  The bonfire-like heat of the hatchling mentioned above was used to remove these penalties.  The basic set of DCs (5/10/15/20) works amazingly well for quick adjudication.

(2) The module suggests that you determine, as the DM, what pathways are open, based upon what encounters you wish the PCs to have.  I suggest that you determine, as the judge, what the DCs and consequences are of some pathways, rather than having them be "closed".  Of course, this is based upon my idea that you should avoid railroading players.

(3) Based on the idea that you should avoid railroading players, I let them know upfront that the rocs were a set-up; they would not be instantly killed.  I could have run this differently, but I thought that the players would enjoy the adventure, despite the inherent railroadiness of its set-up.  So far, this has proved to be an accurate prediction!



Tuesday, 22 January 2013

WotC Opens the Vaults

If you haven't heard yet (and I cannot actually believe that you haven't heard), Wizards of the Coast has made a slew of older edition materials available again.

Therefore, some open comments to Wizards of the Coast:

Well, good on ya, WotC!  You have made yourself relevant to many gamers once more, gamers you had previously lost.  I even appreciate what you are trying to do with D&D Next (i.e., 5e), although Joseph Goodman has already taken your place in the "go-to game" department with Dungeon Crawl Classics.

I am old enough to have picked up most of the TSR modules in print, Lo! these many years agone, and I don't really need electronic versions of them now.

So how can you get some of my hard-earned gaming dollars?

I note that there is an intention to include new material with an A1-4 compilation.  Have you considered expanding B4: The Lost City?  I1:  Dwellers of the Forbidden City?  I would buy those.  Have you considered writing new adventures for classic editions, or (better) taking submissions for the same?  Pick authors that are known and trusted, particularly through the OSR movement, and I would be giving you more of my money.  A good adventure can be adapted to any rule system.

But, even if you do not do these things, and even if I already have all the older TSR materials that I currently want - thank you for doing this.  It's good for other people, and it is good for those just getting into the hobby.  It is good for us all.

This is a big step toward restoring my faith in you.  Keep it up.