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		<title>More roleplaying games you should play: Marvel Super Heroes, and…</title>
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		<guid isPermaLink="false">http://totheblogmobile.com/?p=56</guid>
		<description><![CDATA[For those of you coming in late, this post is the first in a series of sequels to “Five roleplaying games I’ve played, and you should too“, which covered my thoughts and feelings (oh, those feelings) on: Dungeons &#38; Dragons Traveller Champions Skyrealms of Jorune Top Secret/S.I. Feel free to go read that as a [...]]]></description>
			<content:encoded><![CDATA[<div>
<p>For those of you coming in late, this post is the first in a series of sequels to “<a>Five roleplaying games I’ve played, and you should too</a>“, which covered my thoughts and feelings (oh, those feelings) on:</p>
<ol>
<li>Dungeons &amp; Dragons</li>
<li>Traveller</li>
<li>Champions</li>
<li>Skyrealms of Jorune</li>
<li>Top Secret/S.I.</li>
</ol>
<p>Feel free to <a>go read that</a> as a primer.</p>
<p><em>This</em> post was originally going to contain five more games, but it grew so much it became obvious that if I didn’t hack it up into smaller pieces no-one was ever going to read it. So, here’s the first of five parts, with the others turning up in the next week or so. Don’t worry, your favourite is <em>probably</em> included.<span id="more-56"></span></p>
<h2>6) Marvel Super Heroes <em>or</em> DC Heroes</h2>
<p><a rel="attachment wp-att-720"><img title="Marvel Super Heroes - Basic Set (1984)" src="file:///C:/My%20Web%20Sites/totheblogmobile/totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/msh-bb-124x150.jpg" alt="Marvel Super Heroes - Basic Set (1984)" width="124" height="150" /></a>Yes; I’m cheating a bit here, and giving you a choice. Why? Because both of these games simulate their respective comic book universes so well, and c’mon – everyone’s got a favourite from The Big Two. Deep down.</p>
<p>Let’s start with Marvel Super Heroes though, which is easily my favourite superhero RPG. Marvel holds an eternal place in my heart for a number of reasons, but overall it’s just because I’ve had the most fun with it. I had fun with it when I was 11 or so; fun when I was 17; fun when I was 28… and I’m pretty sure I’ll have fun with it again.</p>
<p>As you can tell, it’s been something of a constant companion, the old reliable game system that I keep coming back to when others have come and gone. I’m sure it’s similar for those who are long-time lovers of Dungeons &amp; Dragons, who know the system back to front and can practically name page references for rule checks. I’m not quite at that level – not any more – but for a while, it was pretty close.</p>
<p><a rel="attachment wp-att-987"><img title="Marvel Super Heroes Basic Set - Universal Table" src="file:///C:/My%20Web%20Sites/totheblogmobile/totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/mshbasic-table-118x150.jpg" alt="Marvel Super Heroes Basic Set - Universal Table" width="118" height="150" /></a>Marvel’s beauty, for me, was always in the simplicity of the Universal Table – the appropriately named table on which you completed just about every action. These days, having one mechanic for everything in an RPG isn’t that big a deal, but back in 1984 it was a bit of a revelation to young Stephen.</p>
<p>Coupled with the absolutely genius idea of giving statistics descriptive ranks (admittedly, attached to numbers), which made it immediately clear that with a Fighting rank of Amazing, Captain America was pretty much capable of kicking anyone’s ass (unless they had Amazing Strength), Marvel was incredibly easy to pick up and play. It helped that the original, yellow-boxed Basic Set had an introductory feel easily as good as anything that ‘red box’ Basic D&amp;D could conjure up.</p>
<p>And besides all that… <em>you got to play Spider-Man.</em> It doesn’t get cooler than that. Or didn’t for me, anyway.</p>
<p><a rel="attachment wp-att-984"><img title="Marvel Super Heroes Advanced Set: Judge's Book" src="file:///C:/My%20Web%20Sites/totheblogmobile/totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/mshadv-judges-115x150.jpg" alt="Marvel Super Heroes Advanced Set: Judge's Book" width="115" height="150" /></a>I’m sure I’ll come back to Marvel Super Heroes – it’s really my game, and nothing else comes close to it, even though I see more flaws in it as the years go by. For now though, despite the slightly dodgy legal ramifications, I will happily point you towards Classic Marvel Forever (.com!) who host freely downloadable PDF versions of just about everything ever published for MSH. Try the original Basic Set; I’m pretty sure you’ll be happy with it. Of course, if you’d like physical books, there’s always eBay, and excellent out-of-print sites like <a href="http://www.nobleknight.com/">NobleKnight.com</a> (who were offering an MSH Basic Set at $35 when I wrote this).</p>
<p>DC Heroes, on the other hand, I can’t recommend as whole-heartedly. Mayfair Games put it together, debuting in 1985 after the original Marvel set hit, and while originally I was enamoured by the cluttered box art (not what you see here, which is Second Edition) and the impressive roster of character cards included, for some reason it never quite clicked with me.</p>
<p><a rel="attachment wp-att-714"><img title="DC Heroes - 2nd Edition" src="file:///C:/My%20Web%20Sites/totheblogmobile/totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/dcheroes-2e-110x150.jpg" alt="DC Heroes - 2nd Edition" width="110" height="150" /></a>Built around what’s now known as ‘MEGS’, or the Mayfair Exponential Game System, to accomplish the very difficult feat of having Batman and Superman in the same system, DC Heroes had one simple rule; a single point increase in anything is double the previous point in values. Therefore, someone with 10 Strength was twice as strong as someone with 9 Strength, and someone with 11 Strength was four times as strong as the 9 Strength guy, for instance.</p>
<p>Even my young mind was somewhat blown by the maths when I looked at the character card for Superman (50 STR) compared to the one for Wonder Woman (45 STR).</p>
<p>(Bear in mind, when the original DC Heroes debuted, Crisis on Infinite Earths had just finished, and Superman was still powerful enough to push a planet out of orbit. After John Byrne’s reboot of Superman, the DC Heroes Second Edition reduced his stats considerably – but still kept him as the most physically powerful hero in the game.)</p>
<p>While the ‘every point doubles power’ rule did mean that Superman and Batman could be on the same team, when it came to creating your own characters, I found that the lack of granularity didn’t work for me. After all my gaming group had been playing with Marvel Super Heroes for the better part of a year, where having ‘Amazing’ in an attribute was pretty special, and getting up to the ranks of ‘Monstrous’ and ‘Unearthly’ was pretty much unheard of.  The idea that every point doubled power just seemed over the top.</p>
<p>I’ve seen many people praise DC’s simplicity in this regard, and also because the same scale was applied to everything – speed, time, range and so on. It worked pretty much the same way in Marvel though, and the Universal Table felt considerably easier to read from where I was sat. Needless to say, despite some enjoyable enough adventures playing Batman and friends (no, we never did run Superman as a character), DC Heroes never quite caught on with my gaming group, with the exception of my friend Tim, who liked it enough to run a campaign, and ended up giving me his Second Edition of the game. I’ve still got it, but more as a curio than anything else.</p>
<p><a rel="attachment wp-att-954"><img title="Batman Role-Playing Game" src="file:///C:/My%20Web%20Sites/totheblogmobile/totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/batmanrpg-96x150.jpg" alt="Batman Role-Playing Game" width="96" height="150" /></a>Over the years DC Heroes managed to make it to a Third Edition (although I’ve never seen it) and even spawned a stand-alone Batman Roleplaying Game off the back of the 1989 movie. Eventually the licence disappeared, and West End Games produced the <a href="http://en.wikipedia.org/wiki/DC_Universe_Roleplaying_Game">DC Universe Roleplaying Game</a> in 1999, but that seems to have failed, a bit like the various Marvel follow-ups.</p>
<p>Today there are no current licenced roleplaying games for Marvel or DC, although of course the DC Universe Online and Marvel Universe MMOGs prove that there’s still potential interest in ‘living the comic books’. Unlike Marvel Super Heroes and DC Heroes, however, these MMOs will fall short of doing the one thing you all want to do: play your favourite hero.</p>
<p>For that alone, these games are worth playing.</p>
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		<title>Roleplaying games you should play: Star Wars</title>
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		<pubDate>Wed, 03 Jun 2009 15:46:12 +0000</pubDate>
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		<guid isPermaLink="false">http://totheblogmobile.com/?p=23</guid>
		<description><![CDATA[This is the latest in a series of posts looking at roleplaying games I really think you owe it to yourself to play. Last time out, looking at Ghostbusters, I talked about the wonderful simplicity of the game’s system, and how it could only be betterered by one thing: taking that system and combining it [...]]]></description>
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<p>This is the latest in a series of posts looking at roleplaying games I really think you owe it to yourself to play.</p>
<p>Last time out, <a>looking at Ghostbusters</a>, I talked about the wonderful simplicity of the game’s system, and how it could only be betterered by one thing: taking that system and combining it with the greatest science fiction movie trilogy of all time. Well, at least, it was in 1987….</p>
<h2>9) Star Wars</h2>
<p><img title="Star Wars - 1st Edition" src="http://www.totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/sw-1e-113x150.jpg" alt="Star Wars - 1st Edition" width="113" height="150" /><br />
Remember how Traveller, well, just <a>didn’t do it for me</a>? Remember how I was essentially seduced by that image of a Luke Skywalker-lookalike on the box? (Damn you, GDW….) Well, it took five years or so, but finally my sci-fi roleplaying prayers were answered in 1987 with the release, on the (gulp) tenth anniversary of the movie, of Star Wars: The Roleplaying Game from West End Games.</p>
<p>If Marvel Super Heroes had opened my eyes to how a game system could work with you in creating a setting, Star Wars blew out of the back of my skull. Designed by Greg Costikyan, Curtis Smith and Bill Slavicsek, the simple D6 system in Star Wars expanded on the initial principles of Ghostbusters, and was an absolute joy to read. The original rulebook filled my head with the potential excitement of adventures across the galaxy, where the players would fight for the Rebellion against the evil forces of the Empire. Blasters would be fired! Quips would be uttered! Lightsabers would be drawn! Heroes would be made!</p>
<p>So naturally, in the first session of my campaign, the players stole a starship and then – I remember this quite specifically – <em>spot-welded</em> the ship merchant to the <em>inside of his own safe</em>.</p>
<p>Yeah, they weren’t really looking to be heroes.<span id="more-23"></span></p>
<p><a rel="attachment wp-att-976"><img title="The Star Wars Sourcebook" src="file:///C:/My%20Web%20Sites/totheblogmobile/totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/sw-source-115x150.jpg" alt="The Star Wars Sourcebook" width="115" height="150" /></a>Despite what you may think, that incident kicked off one of the best campaigns I’ve ever run, although it was a classic example of the lunatics taking over the asylum. The ring leader of this band of lunatics – <a title="from One Flew Over The Cuckoo's Nest" href="http://www.imdb.com/title/tt0073486/">the McMurphy character</a>, if you will – had asked to play a rogue Imperial agent, a man who was only interested in looking out for himself, and wasn’t anxious to work for the Rebellion or the Empire. Thinking this would make for a kind of Han Solo-like rogue, I said yes; not knowing that what he was <em>actually</em> going to play was the classic Traveller or D&amp;D anti-hero. Chaotic Neutral, in other words; everyone else can go hang, as long as I come out of it with cash.</p>
<p>Now, there’s a place for that kind of character, but not necessarily in a classic Star Wars campaign. The original rulebook suggested you set your game between the end of Star Wars and the beginning of The Empire Strikes Back, when the Rebellion has won a major victory by destroying the Death Star, but the stakes are high and there’s plenty of danger. I liked the sound of that, and I particularly liked the high drama inherent in the setting. But, we didn’t really get to that; instead we created some high drama of our own.</p>
<p>That was mostly because a latecomer to the game asked to create a Jedi – a very rare thing at this point in the Star Wars timeline, as you might realise – and I said yes, thinking that perhaps that with him in the group, we’d get some of that good-vs-evil stuff that I was craving. Well if you thought of him as good and the rest of the party as evil….</p>
<p>What happened was what always happens when you drop a Lawful Good Paladin into the middle of a Chaotic Neutral party: lots of arguing, scheming, backstabbing and ultimately, bloodshed.</p>
<p><a rel="attachment wp-att-977"><img title="Star Wars: Second Edition" src="file:///C:/My%20Web%20Sites/totheblogmobile/totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/sw-2e-112x150.jpg" alt="Star Wars: Second Edition" width="112" height="150" /></a>The thing is, it was immensely entertaining to watch every week, simply because both of the players were very good at sticking within their roles. The rogue agent lied, schemed, double-crossed (the rest of the party) and generally acted in accordance with his personal code. The lone Jedi proselytised, argued, defended innocents (from the rest of the party) and generally acted in accordance with the Jedi code. I just sat back and occasionally prodded them towards something, and somehow that eventually led to them turning up to the battle of Hoth to <em>help</em> Darth Vader.</p>
<p>Mmm. Well, it was certainly a memorable campaign.</p>
<p>Long rambling personal reminiscences aside, Star Wars was (and really, is) a classic in roleplaying design, and to date is one of the few RPGs which I liked enough to actually buy supplements for. Unfortunately not long after my campaign started, it ended, as I moved away from the area and my roleplaying group. As a result my dreams of a classic Rebels vs Imperials campaign never came to light.</p>
<p>By 1992 I had an entirely new roleplaying group at my disposal – and West End Games released Star Wars in a Second Edition. However, on reading reviews at the time, I found out the Second Edition expanded the rules quite a bit, which frankly I never thought they needed. I understand now that Second Editions are a natural part of any large RPG line’s progression, but at the time, I didn’t see the point in buying into it. Besides, I hated the cover art.</p>
<p><a rel="attachment wp-att-992"><img title="Star Wars - Wizards of the Coast" src="file:///C:/My%20Web%20Sites/totheblogmobile/totheblogmobile.com/wordjaw/wp-content/uploads/2009/05/sw-wizards-146x150.jpg" alt="Star Wars - Wizards of the Coast" width="146" height="150" /></a>Since then the Star Wars licence has proved perennial in RPGs, although I stopped paying attention long ago. Today Wizards of the Coast publish <a href="http://www.wizards.com/default.asp?x=starwars/article/rpgsagaed">the official RPG</a>, although the original <a href="http://en.wikipedia.org/wiki/D6_System">D6 System</a> Star Wars came from is still knocking around in various forms. For a good overview of Star Wars’ RPG history, I recommend <a href="http://blogs.starwars.com/silverforce/104">this article on – where else – Star Wars.com</a>.</p>
<p>Today, even after the wildly uneven Prequel Trilogy and the relentless exploitation of Star Wars by the Lucas Empire (Hey, it’s either that or Howard the Duck spin-offs), I still have a hankering to run a Star Wars campaign that evokes the classic era, the original trilogy.</p>
<p>Being realistic and boringly adult about it, I know there’s an element of wanting to recapture those glory days, when I felt like I was running a campaign by the skin of my teeth, barely keeping up with an older, smarter and wilier group of players. That’s unlikely to happen, but I still have my rulebooks – you never know.</p>
<p>It took Lucas 16 years to get back to the movies, after all….</p>
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		<title>More roleplaying games you should play: Marvel Super Heroes, and…</title>
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		<pubDate>Thu, 28 May 2009 07:22:15 +0000</pubDate>
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		<guid isPermaLink="false">http://totheblogmobile.com/?p=155</guid>
		<description><![CDATA[For those of you coming in late, this post is the first in a series of sequels to “Five roleplaying games I’ve played, and you should too“, which covered my thoughts and feelings (oh, those feelings) on: Dungeons &#38; Dragons Traveller Champions Skyrealms of Jorune Top Secret/S.I. Feel free to go read that as a [...]]]></description>
			<content:encoded><![CDATA[<div>
<p style="text-align: justify;">For those of you coming in late, this post is the first in a series of sequels to “<a href="../2009/04/06/five-roleplaying-games-ive-played-and-you-should-too/index.html">Five roleplaying games I’ve played, and you should too</a>“, which covered my thoughts and feelings (oh, those feelings) on:</p>
<ol style="text-align: justify;">
<li>Dungeons &amp; Dragons</li>
<li>Traveller</li>
<li>Champions</li>
<li>Skyrealms of Jorune</li>
<li>Top Secret/S.I.</li>
</ol>
<p style="text-align: justify;">Feel free to <a href="../2009/04/06/five-roleplaying-games-ive-played-and-you-should-too/index.html">go read that</a> as a primer.</p>
<p style="text-align: justify;"><em>This</em> post was originally going to contain five more games, but it grew so much it became obvious that if I didn’t hack it up into smaller pieces no-one was ever going to read it. So, here’s the first of five parts, with the others turning up in the next week or so. Don’t worry, your favourite is <em>probably</em> included.</p>
<h2 style="text-align: justify;">6) Marvel Super Heroes <em>or</em> DC Heroes<span id="more-155"></span></h2>
<p style="text-align: justify;"><a href="http://totheblogmobile.com/?attachment_id=720" rel="attachment wp-att-720"><img class="aligncenter" title="Marvel Super Heroes - Basic Set (1984)" src="../wordjaw/wp-content/uploads/2009/04/msh-bb-124x150.jpg" alt="Marvel Super Heroes - Basic Set (1984)" width="124" height="150" /></a>Yes; I’m cheating a bit here, and giving you a choice. Why? Because both of these games simulate their respective comic book universes so well, and c’mon – everyone’s got a favourite from The Big Two. Deep down.</p>
<p style="text-align: justify;">Let’s start with Marvel Super Heroes though, which is easily my favourite superhero RPG. Marvel holds an eternal place in my heart for a number of reasons, but overall it’s just because I’ve had the most fun with it. I had fun with it when I was 11 or so; fun when I was 17; fun when I was 28… and I’m pretty sure I’ll have fun with it again.</p>
<p style="text-align: justify;">As you can tell, it’s been something of a constant companion, the old reliable game system that I keep coming back to when others have come and gone. I’m sure it’s similar for those who are long-time lovers of Dungeons &amp; Dragons, who know the system back to front and can practically name page references for rule checks. I’m not quite at that level – not any more – but for a while, it was pretty close.</p>
<p style="text-align: justify;"><a href="http://totheblogmobile.com/?attachment_id=987" rel="attachment wp-att-987"><img class="aligncenter" title="Marvel Super Heroes Basic Set - Universal Table" src="../wordjaw/wp-content/uploads/2009/05/mshbasic-table-118x150.jpg" alt="Marvel Super Heroes Basic Set - Universal Table" width="118" height="150" /></a>Marvel’s beauty, for me, was always in the simplicity of the Universal Table – the appropriately named table on which you completed just about every action. These days, having one mechanic for everything in an RPG isn’t that big a deal, but back in 1984 it was a bit of a revelation to young Stephen.</p>
<p style="text-align: justify;">Coupled with the absolutely genius idea of giving statistics descriptive ranks (admittedly, attached to numbers), which made it immediately clear that with a Fighting rank of Amazing, Captain America was pretty much capable of kicking anyone’s ass (unless they had Amazing Strength), Marvel was incredibly easy to pick up and play. It helped that the original, yellow-boxed Basic Set had an introductory feel easily as good as anything that ‘red box’ Basic D&amp;D could conjure up.</p>
<p style="text-align: justify;">And besides all that… <em>you got to play Spider-Man.</em> It doesn’t get cooler than that. Or didn’t for me, anyway.</p>
<p style="text-align: justify;"><a href="http://totheblogmobile.com/?attachment_id=984" rel="attachment wp-att-984"><img class="aligncenter" title="Marvel Super Heroes Advanced Set: Judge's Book" src="../wordjaw/wp-content/uploads/2009/05/mshadv-judges-115x150.jpg" alt="Marvel Super Heroes Advanced Set: Judge's Book" width="115" height="150" /></a>I’m sure I’ll come back to Marvel Super Heroes – it’s really my game, and nothing else comes close to it, even though I see more flaws in it as the years go by. For now though, despite the slightly dodgy legal ramifications, I will happily point you towards Classic Marvel Forever (.com!) who host freely downloadable PDF versions of just about everything ever published for MSH. Try the original Basic Set; I’m pretty sure you’ll be happy with it. Of course, if you’d like physical books, there’s always eBay, and excellent out-of-print sites like <a href="http://www.nobleknight.com/">NobleKnight.com</a> (who were offering an MSH Basic Set at $35 when I wrote this).</p>
<p style="text-align: justify;">DC Heroes, on the other hand, I can’t recommend as whole-heartedly. Mayfair Games put it together, debuting in 1985 after the original Marvel set hit, and while originally I was enamoured by the cluttered box art (not what you see here, which is Second Edition) and the impressive roster of character cards included, for some reason it never quite clicked with me.</p>
<p style="text-align: justify;"><a href="http://totheblogmobile.com/?attachment_id=714" rel="attachment wp-att-714"><img class="aligncenter" title="DC Heroes - 2nd Edition" src="../wordjaw/wp-content/uploads/2009/04/dcheroes-2e-110x150.jpg" alt="DC Heroes - 2nd Edition" width="110" height="150" /></a>Built around what’s now known as ‘MEGS’, or the Mayfair Exponential Game System, to accomplish the very difficult feat of having Batman and Superman in the same system, DC Heroes had one simple rule; a single point increase in anything is double the previous point in values. Therefore, someone with 10 Strength was twice as strong as someone with 9 Strength, and someone with 11 Strength was four times as strong as the 9 Strength guy, for instance.</p>
<p style="text-align: justify;">Even my young mind was somewhat blown by the maths when I looked at the character card for Superman (50 STR) compared to the one for Wonder Woman (45 STR).</p>
<p style="text-align: justify;">(Bear in mind, when the original DC Heroes debuted, Crisis on Infinite Earths had just finished, and Superman was still powerful enough to push a planet out of orbit. After John Byrne’s reboot of Superman, the DC Heroes Second Edition reduced his stats considerably – but still kept him as the most physically powerful hero in the game.)</p>
<p style="text-align: justify;">While the ‘every point doubles power’ rule did mean that Superman and Batman could be on the same team, when it came to creating your own characters, I found that the lack of granularity didn’t work for me. After all my gaming group had been playing with Marvel Super Heroes for the better part of a year, where having ‘Amazing’ in an attribute was pretty special, and getting up to the ranks of ‘Monstrous’ and ‘Unearthly’ was pretty much unheard of.  The idea that every point doubled power just seemed over the top.</p>
<p style="text-align: justify;">I’ve seen many people praise DC’s simplicity in this regard, and also because the same scale was applied to everything – speed, time, range and so on. It worked pretty much the same way in Marvel though, and the Universal Table felt considerably easier to read from where I was sat. Needless to say, despite some enjoyable enough adventures playing Batman and friends (no, we never did run Superman as a character), DC Heroes never quite caught on with my gaming group, with the exception of my friend Tim, who liked it enough to run a campaign, and ended up giving me his Second Edition of the game. I’ve still got it, but more as a curio than anything else.</p>
<p style="text-align: justify;"><a href="http://totheblogmobile.com/?attachment_id=954" rel="attachment wp-att-954"><img class="aligncenter" title="Batman Role-Playing Game" src="../wordjaw/wp-content/uploads/2009/05/batmanrpg-96x150.jpg" alt="Batman Role-Playing Game" width="96" height="150" /></a>Over the years DC Heroes managed to make it to a Third Edition (although I’ve never seen it) and even spawned a stand-alone Batman Roleplaying Game off the back of the 1989 movie. Eventually the licence disappeared, and West End Games produced the <a href="http://en.wikipedia.org/wiki/DC_Universe_Roleplaying_Game">DC Universe Roleplaying Game</a> in 1999, but that seems to have failed, a bit like the various Marvel follow-ups.</p>
<p style="text-align: justify;">Today there are no current licenced roleplaying games for Marvel or DC, although of course the DC Universe Online and Marvel Universe MMOGs prove that there’s still potential interest in ‘living the comic books’. Unlike Marvel Super Heroes and DC Heroes, however, these MMOs will fall short of doing the one thing you all want to do: play your favourite hero.</p>
<p style="text-align: justify;">For that alone, these games are worth playing.</p>
</div>
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		<title>Old is new again: a guide to ‘retro-clone’ roleplaying games</title>
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		<pubDate>Fri, 08 May 2009 08:27:49 +0000</pubDate>
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		<description><![CDATA[About as scrappy and loosely organised as the original roleplaying hobby, retro-clone roleplaying games (or ‘simulacrum games‘ to some) are spreading across the web, gradually gaining converts to their cause: a return to fast-paced, imagination-led roleplaying. Most of them have a lot in common: They’re inspired by the early editions of Dungeons &#38; Dragons. They [...]]]></description>
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<p style="text-align: justify;"><img title="retro-clones-header" src="../wordjaw/wp-content/uploads/2009/05/retro-clones-header.jpg" alt="retro-clones-header" width="500" height="133" /></p>
<p style="text-align: justify;">About as scrappy and loosely organised as the original roleplaying hobby, <strong>retro-clone roleplaying games</strong> (or ‘<strong>simulacrum games</strong>‘ to some) are spreading across the web, gradually gaining converts to their cause: a return to fast-paced, imagination-led roleplaying.</p>
<p style="text-align: justify;">Most of them have a lot in common:</p>
<ul style="text-align: justify;">
<li>They’re inspired by the early editions of Dungeons &amp; Dragons.</li>
<li>They use Wizards of the Coast’s <a href="http://en.wikipedia.org/wiki/System_Reference_Document" target="_blank">System Reference Document</a>, under the terms of the <a href="http://en.wikipedia.org/wiki/Open_Gaming_License" target="_blank">Open Gaming License</a>.</li>
<li>Best of all, most of them are free to download, with no strings attached.</li>
</ul>
<p style="text-align: justify;">Just <a href="http://www.legendgames.co.uk/acatalog/Dice_.html">add dice</a> and you’re ready to play.</p>
<h3 style="text-align: justify;">Why play a ‘retro-clone’?</h3>
<p style="text-align: justify;">You might ask why anyone would want to play these games, when Dungeons &amp; Dragons now has a <a href="http://www.wizards.com/default.asp?x=dnd/welcome" target="_blank">4th Edition</a>, and thirty-plus years of recognition behind it.</p>
<p style="text-align: justify;">Well, the reasons are as varied as the players, but for most, it seems to be simple: they want to get back to something that they feel has been lost. Away from <a href="http://www.wizards.com/default.asp?x=products/dndacc/222127600" target="_blank">enormous rulebooks</a> and mountains of <a href="http://www.wizards.com/default.asp?x=products/dndlist&amp;brand=All&amp;year=All&amp;type=Accessories" target="_blank">supplements</a>, they want their imagination to take hold again, to run things fast and loose, and to experience roleplaying as they remember it.</p>
<p style="text-align: justify;">While you can easily argue that roleplaying games don’t ‘force’ you to play any particular way, it’s also hard to argue with history and tradition. So if you’re fed up with people throwing rules in your face, or you just fancy getting back to the ‘old school’ way of playing without hunting down out-of-print rulebooks, there’s probably something for you here.</p>
<h3 style="text-align: justify;">Secret origins</h3>
<p style="text-align: justify;">While there may be some people who’ll come to these games completely fresh, perhaps even as their first roleplaying experience, I think it’s more likely that they’ll be introduced to them by someone else – someone who played the original games that inspired these clones.</p>
<p style="text-align: justify;">As one of those people myself, when I first heard about these games, I wanted to know which retro-clone was inspired by which <em>original</em> game. I figured that would help me gauge whether I was interested in using them, based on my memories of the original game, and frankly, I was also just curious.</p>
<p style="text-align: justify;">Unfortunately, most of the retro-clones don’t explicitly state their ‘inspirations’ – basically because of the legal terms of the Open Gaming License, which do not allow them to position themselves as direct replacements for those <em>Other Trademarked Games</em> which usually feature an ampersand in their title. As a result, I had to do some research to determine exactly which game, and which edition of which game, inspired what. (Then I made some pretty pictures to make it <em>really</em> clear.)</p>
<p style="text-align: justify;">As I haven’t agreed to any binding legal license, however, I don’t have to be coy as to what inspired what – even though it’s just that, inspiration. I want to be clear that while most retro-clones use the System Reference Document and will therefore have very familiar mechanics and systems, that <em>does not</em> mean they’re direct copies of Dungeons &amp; Dragons. Instead, they’re inspired and derived from it, and that means all of them will be slightly different from the original… even while they feel very much the same. In other words, my use of an ‘equals’ sign in the pictures below is meant to be interpreted <em>very</em> loosely.</p>
<p style="text-align: justify;"> <span id="more-334"></span></p>
<h2 style="text-align: justify;">Games inspired by Dungeons &amp; Dragons</h2>
<p style="text-align: justify;">Easily the biggest category, and mostly responsible for kick-starting the ‘old school movement’, these games are all to some degree based on Dungeons &amp; Dragons. I’ve ordered them based on which edition they draw most inspiration from.</p>
<h3 style="text-align: justify;">Swords &amp; Wizardry: White Box</h3>
<p style="text-align: justify;"><img title="Dungeons &amp; Dragons (1974) equals Swords &amp; Wizardry: White Box" src="../wordjaw/wp-content/uploads/2009/03/dndwbequalssnwwb.jpg" alt="Dungeons &amp; Dragons (1974) equals Swords &amp; Wizardry: White Box" width="485" height="272" /></p>
<p style="text-align: justify;"><strong>Inspired by:</strong> Dungeons &amp; Dragons (1974)</p>
<p style="text-align: justify;"><strong>Publisher:</strong> <a href="http://www.swordsandwizardry.com/" target="_blank">Mythmere Games</a></p>
<p style="text-align: justify;"><strong>Download it:</strong> <a title="Direct PDF" href="http://www.swordsandwizardry.com/whiteboxpdf.pdf" target="_blank">Directly from Mythmere Games</a> (PDF file)</p>
<p style="text-align: justify;"><strong>Buy it:</strong> From Lulu.com, in <a href="http://www.lulu.com/content/paperback-book/swords-wizardry-whitebox-version-%28softcover%29/5812509">softcover</a></p>
<p style="text-align: justify;">Swords &amp; Wizardry: White Box is inspired by the original three-volume rules for Dungeons &amp; Dragons, first printed in 1974 and made available in – you guessed it – a little white box. With no supplemental rules, no extras and no twiddly bits, this is about as close as you can get to the original fantasy game from 35-odd years ago.</p>
<p style="text-align: justify;">A 72-page PDF (only 10 pages shorter than Swords &amp; Wizardry: Core Rules, below) everything you need to play is included, from character creation to spells, equipment and monster listings. The text is well-laid out with suitably ‘vintage looking’ illustrations. It’s also dotted with sidebars including many ‘house rules’ that long-time players will recognise, such as auto-hit on a natural 20, and so on. There’s not too much advice on running a game, except “It’s your game, do what you like” – and frankly that’s probably all that anyone needs.</p>
<p style="text-align: justify;">Compact and brief it may be, but that’s sort of the point. This excellent quote from author Matt Finch’s introduction sums things up:</p>
<blockquote><p>… this game contains within itself all the  seeds and soul of mythic fantasy, the building blocks of vast complexity, the kindling of wonder. The game is so powerful because it’s encapsulated in a small formula, like a genie kept imprisoned in the small compass of an unremarkable lamp.</p></blockquote>
<p style="text-align: justify;"><strong>Reviews:</strong> There seem to be very few reviews, specifically, of the White Box edition of Swords &amp; Wizardry; there are a few reviews of S&amp;W: Core though, some of which I’ve listed below.</p>
<h3 style="text-align: justify;">Swords &amp; Wizardry: Core Rules</h3>
<p style="text-align: justify;"><img title="Dungeons &amp; Dragons (1974-1979) equals Swords &amp; Wizardry: Core Rules" src="../wordjaw/wp-content/uploads/2009/03/dndequalssnw2.jpg" alt="Dungeons &amp; Dragons (1974-1979) equals Swords &amp; Wizardry: Core Rules" width="485" height="272" /></p>
<p style="text-align: justify;"><strong>Inspired by:</strong> Dungeons &amp; Dragons (1974) and Supplements (1979)</p>
<p style="text-align: justify;"><strong>Publisher:</strong> <a href="http://www.swordsandwizardry.com/" target="_blank">Mythmere Games</a></p>
<p style="text-align: justify;"><strong>Download it:</strong> <a href="http://www.lulu.com/content/6374501" target="_blank">For free from Lulu.com</a> (PDF file), or <a href="http://www.swordsandwizardry.com/swcorerules.doc" target="_blank">as a Word .doc from Mythmere</a></p>
<p style="text-align: justify;"><strong>Buy it:</strong> From Lulu.com, in <a href="http://www.lulu.com/content/6372635" target="_blank">softcover</a> or <a href="http://www.lulu.com/content/6371930" target="_blank">hardcover</a> editions</p>
<p style="text-align: justify;">Chronologically, Swords &amp; Wizardry: Core Rules is inspired by slightly later editions of Dungeons &amp; Dragons, and more specifically, supplements for it – however, it was released before the White Box edition seen above.</p>
<p style="text-align: justify;">Using entirely unscientific methods (i.e., my best judgement), Swords &amp; Wizardry seems to be gaining a fairly strong following in the ‘old school roleplaying’ movement, and gets a lot of praise. Publisher Mythmere is also putting their money where their mouth is with ongoing support of the product, so far including <a href="http://www.swordsandwizardry.com/?page_id=12" target="_blank">a module, a spells supplement</a> and a dedicated magazine called <a href="http://www.swordsandwizardry.com/?page_id=10" target="_blank">Knockspell</a>. As I’m sure Mythmere would point out, however, Swords &amp; Wizardry is easily compatible with just about all the other games here, so you can use that supplemental material for just about any retro-fantasy RPG.</p>
<p style="text-align: justify;">Swords &amp; Wizardry: Core Rules is a little larger in size than the White Box, being an 82-page PDF. Most of the extra material will be familar to anyone who’s played D&amp;D since 1979, considering the rules are based on those ‘later’ editions. For me, it certainly felt more familar than the White Box, although the differences really are minor. Layout and artwork are again of professional standard, with the cover in particular feeling ‘right’ for an old-school game, mostly because it draws obvious inspiration from the original AD&amp;D Player’s Handbook (appropriately called the ‘<a href="http://grognardia.blogspot.com/2008/06/best-cover-ever.html">Best Cover Ever</a>‘ by Grognardia).</p>
<p style="text-align: justify;"><strong>Reviews</strong>:</p>
<p style="text-align: justify;">“Return with me to the days of high adventure… The approach is refreshing and the love and care put into the project is obvious. You can’t lose if all you do is check it out; indeed, you might find a new favorite game.” – <a href="http://xbowvsbuddha.blogspot.com/2008/12/swords-wizardry-review.html" target="_blank">I Waste The Buddha With My Crossbow</a></p>
<p style="text-align: justify;">“While I’m one of those weird old-school players who happens to like 4th edition D&amp;D, Swords &amp; Wizardry has re-ignited an old smoldering ember in my gaming heart…. it’s nice to go home for awhile to a game that is made for the hobbyist, by hobbyists, just like 0E was.” – <a href="http://www.dragonsfoot.org/forums/viewtopic.php?f=38&amp;t=33048" target="_blank">Dragonsfoot Forums</a></p>
<h3 style="text-align: justify;">Microlite74</h3>
<p style="text-align: justify;"><img title="Dungeons &amp; Dragons = Microlite74" src="../wordjaw/wp-content/uploads/2009/04/dndequalsml74.jpg" alt="Dungeons &amp; Dragons = Microlite74" width="485" height="272" /></p>
<p style="text-align: justify;"><strong>Inspired by:</strong> Dungeons &amp; Dragons (1974)</p>
<p style="text-align: justify;"><strong>Publisher:</strong> <a href="http://www.retroroleplaying.com/">RetroRoleplaying.com</a></p>
<p style="text-align: justify;"><strong>Download it:</strong> <a href="http://www.retroroleplaying.com/content/microlite74">Directly from RetroRoleplaying.com</a> or in print-ready form, <a href="http://stores.lulu.com/retroroleplaying">from Lulu.com</a></p>
<p style="text-align: justify;">Living up to both the ‘micro’ and ‘lite’ implied in its title at a mere 20 pages thin, Microlite74 nevertheless manages to pack everything it needs into its page count, assuming that is that you’ve previously played some version of its inspirations. These really are skeletal rules; more of a suggestion of how to play than a Bible for your personal reference.</p>
<p style="text-align: justify;">In a way though, that’s sort of the point, as Microlite74 almost spends as many pages explaining the point and principles of old-school roleplaying as it does giving you rules to play with. There are even two pages of suggestions for other games (including all of those I’ve listed here).</p>
<p style="text-align: justify;">While you might want a bit more detail to run a game with, I’d actually recommend grabbing Microlite74 as an excellent introduction to the ideas behind the old-school movement and style of play. You can read the whole thing in a coffee break, and darn it, the selection of medieval-era artwork is quietly inspiring, too.</p>
<h3 style="text-align: justify;">OSRIC</h3>
<p style="text-align: justify;"><img title="Advanced Dungeons &amp; Dragons (1978) equals OSRIC" src="../wordjaw/wp-content/uploads/2009/03/adndequalsosric.jpg" alt="Advanced Dungeons &amp; Dragons (1978) equals OSRIC" width="485" height="272" /></p>
<p style="text-align: justify;"><strong>Inspired by:</strong> Advanced Dungeons &amp; Dragons (1978)</p>
<p style="text-align: justify;"><strong>Publisher:</strong> <a href="http://www.knights-n-knaves.com/osric/index.html" target="_blank">Knights ‘n’ Knaves</a></p>
<p style="text-align: justify;"><strong>Download it:</strong> For free <a href="http://www.knights-n-knaves.com/osric/download.html" target="_blank">directly from the OSRIC website</a> (PDF file)</p>
<p style="text-align: justify;">OSRIC, or ‘Old School Reference &amp; Index Compilation’, doesn’t do itself any favours with that name – not exactly evocative of thrilling pulp fantasy adventures, to my mind – but nevertheless, for those of you who want a bit more heft to your game, OSRIC’s got it.</p>
<p style="text-align: justify;">Inspired specifically by the Advanced Dungeons &amp; Dragons ruleset (usually referred to as ’1E’ in old-school circles), OSRIC’s aim is to be “nothing more than a tool for old-school writers” <a href="http://www.knights-n-knaves.com/osric/a1.html" target="_blank">according to the creators</a>. What that seems to translate into, according to <a href="http://wyattsalazar.wordpress.com/2008/11/29/video-killed-the-radio-star-osric-review/" target="_blank">commentators</a>, is essentially a ‘readable AD&amp;D’. (How ‘readable’ AD&amp;D is in its original form depends on your tolerance for what fans call ‘Gygaxian’ – Gary Gygax’s uniquely ornate writing style.)</p>
<p style="text-align: justify;">As a result, you get a 400-odd page PDF to swallow, opposed to the sub-100 page counts of Swords &amp; Wizardry, with masses of tables, loads of spells, and a menagerie of monsters. Whether 400 pages of rules makes you freak out or fill with excitement, well, your mileage may vary according to your personal history with the Advanced game.</p>
<p style="text-align: justify;">There’s plenty of supporting material available if you want it, with <a href="http://www.yourgamesnow.com/index.php?main_page=index&amp;cPath=2_19_23" target="_blank">41 products available to buy online</a> – and let’s not forget, just about everything published since 1978 or so for That Fantasy Game. Considering the size of the rules in PDF form, it seems odd that there’s no print version available, but there’s nothing stopping you from DIYing your own version.</p>
<p style="text-align: justify;"><strong>Reviews:</strong></p>
<p style="text-align: justify;">“… this isn’t 1E within the OGL, it’s 1E with prettier tables and an actually readable presentation… OSRIC is good at what it does – making AD&amp;D readable.” – <a href="http://wyattsalazar.wordpress.com/2008/11/29/video-killed-the-radio-star-osric-review/" target="_blank">Turbulent Thoughts</a></p>
<p style="text-align: justify;">“This certainly is the most ambitious retro-clone project yet undertaken, both in its scope and in the boldness of its approach.” – <a href="http://grognardia.blogspot.com/2008/11/osric-20-released.html" target="_blank">Grognardia</a></p>
<h3 style="text-align: justify;">Labyrinth Lord</h3>
<p style="text-align: justify;"><img title="Dungeons &amp; Dragons (1981) equals Labyrinth Lord" src="../wordjaw/wp-content/uploads/2009/03/dndequalsll.jpg" alt="Dungeons &amp; Dragons (1981) equals Labyrinth Lord" width="485" height="272" /></p>
<p style="text-align: justify;"><strong>Inspired by:</strong> Dungeons &amp; Dragons Basic and Expert sets (1981)</p>
<p style="text-align: justify;"><strong>Publisher:</strong> <a href="http://www.goblinoidgames.com/">Goblinoid Games</a></p>
<p style="text-align: justify;"><strong>Download it: </strong>For free directly from the <a href="http://www.goblinoidgames.com/ll001.zip">Labyrinth Lord website</a> (ZIPped PDF file)<strong><br />
</strong></p>
<p style="text-align: justify;"><strong>Buy it: </strong>From Lulu.com, in <a href="http://stores.lulu.com/goblinoidgames">softcover and hardcover editions</a> (two alternate covers available)</p>
<p style="text-align: justify;">Labyrinth Lord shares a lot with Basic Fantasy (below), in that it’s based upon the D&amp;D 1981 Basic-Expert rules, arguably the ‘last bastion’ of the old-school before those new-fangled red-blue-cyan-black-gold ‘BECMI’ sets. Unlike Basic Fantasy though, Labyrinth Lord is trying to make it as a commercial venture, with the publishers Goblinoid Games working to get the rules into games shops across America, at least. (The rules are still available as a free download, though.) Their aim is to try and ignite interest in an older style of fantasy roleplaying, and while I commend their efforts, I’ve got to say I think Basic Fantasy would look better alongside other modern RPGs.</p>
<p style="text-align: justify;">On the other hand, Labyrinth Lord definitely has the D&amp;D nostalgia factor down pat. I mean hey, look at the title typeface for one thing. It’s also a very accurate recreation of the D&amp;D 1981 rules; apparently you can play just about any adventure or use any existing supplement with it. Everything’s covered in the game’s 138 pages, right down to a sample ‘labyrinth’, the game’s term for dungeons (hence the title), and like Basic Fantasy, it’s got some nice illustrations and a good layout.</p>
<p style="text-align: justify;">Unlike Basic Fantasy – and possibly because I believe Labyrinth Lord came out a little later – there’s not as much supplemental material for Labyrinth Lord, at least not from the publishers. However, it’s frequently mentioned alongside Swords &amp; Wizardry when talking about the old-school ‘movement’, so I’m sure it must be getting played out there. There’s actually a comparison between Labyrinth Lord and Basic Fantasy <a href="http://arcona.wordpress.com/2008/08/02/labyrinth-lord-vs-basic-fantasy/">written on this blog</a>, so if you want to know the differences, check it out.</p>
<p style="text-align: justify;"><strong>Reviews:</strong></p>
<p style="text-align: justify;">“I’m very happy with LL. The product is a good one and I wouldn’t hesitate recommending it to newbies just starting, experienced gamers looking for something that allows them more freedom, or those who want to remember what BD&amp;D was like at its best.”- <a href="http://www.rpg.net/reviews/archive/13/13377.phtml">RPG.net</a></p>
<h3 style="text-align: justify;">Basic Fantasy</h3>
<p style="text-align: justify;"><img title="Dungeons &amp; Dragons (1981) equals Basic Fantasy" src="../wordjaw/wp-content/uploads/2009/03/dndequalsbf.jpg" alt="Dungeons &amp; Dragons (1981) equals Basic Fantasy" width="485" height="272" /></p>
<p style="text-align: justify;"><strong>Inspired by:</strong> Dungeons &amp; Dragons Basic and Expert sets (1981)</p>
<p style="text-align: justify;"><strong>Publisher:</strong> Chris Gonnerman</p>
<p style="text-align: justify;"><strong>Download it: </strong>For free directly from the <a href="http://basicfantasy.org/downloads.html">Basic Fantasy website</a> (PDF file)<strong><br />
</strong></p>
<p style="text-align: justify;"><strong>Buy it: </strong>From <a href="http://stores.lulu.com/basicfantasy">Lulu.com</a> in <a href="http://www.lulu.com/content/paperback-book/basic-fantasy-rpg-core-rules-2e-%28perfect-bound%29/3240731">softcover</a>, <a href="http://www.lulu.com/content/hardcover-book/basic-fantasy-rpg-core-rules-2e-%28hardback%29/3241433">hardcover</a> and <a href="http://www.lulu.com/content/paperback-book/basic-fantasy-rpg-core-rules-2e-%28coil-bound%29/3239976">coil-bound</a> editions</p>
<p style="text-align: justify;">Of all the retro-clones, for me, Basic Fantasy is the one that feels most like a ‘modern take on an old classic’. As you can see from the cover, there’s a real attempt here to at least style the game like something you’d see on a bookstore shelf; unlike Labyrinth Lord, it doesn’t acknowledge its origins quite as explicitly. However, the two games do share a lot in common, as they’re both modelled off the 1981 Dungeons &amp; Dragons Basic and Expert rules.</p>
<p style="text-align: justify;">Basic Fantasy weighs in a little heavier than Labyrinth Lord, at 159 pages, but the rules read much the same – especially because they’re in the same typeface! There are some small differences; Basic Fantasy chooses to allow players to combine class and race in various combos, for example, whereas Labyrinth Lord goes with the more old-school alternative of having races actually serve as classes.</p>
<p style="text-align: justify;">Production wise, Basic Fantasy is certainly well laid out, with appropriate ‘old-school style’ illustrations. About the only thing it’s missing is a sample adventure, but this is where the publisher – Chris Gonnerman – really shines. The <a href="http://www.basicfantasy.org/">Basic Fantasy website</a> has over a dozen adventures available to download by a variety of authors. There’s also more than ten supplements available to download, too. Considering they’ve all been written by a variety of people, it’s obvious that Basic Fantasy is enjoyed by more than just the author, which moves it from the realm of amateur publication almost into the professional. The only difference is, it’s all for free; even the Lulu printed editions are not making any money for the authors.</p>
<p style="text-align: justify;">If you want a retro-clone that’s got a bit more to it than the rulebook alone, you definitely want to take a look at Basic Fantasy.</p>
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		<title>Five roleplaying games I’ve played, and you should too</title>
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		<pubDate>Mon, 06 Apr 2009 07:37:58 +0000</pubDate>
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		<description><![CDATA[Five roleplaying games I’ve played, and you should too I tend to ignore ‘pingbacks’ or ‘trackbacks’, because nine times out of ten they’re from RSS-scrapers who are linking back to where they stole the original content from, so they can die in a fire. However, very rarely, I get a genuine blog post at the [...]]]></description>
			<content:encoded><![CDATA[<h2 style="text-align: justify;">Five roleplaying games I’ve played, and you should too</h2>
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<p><img class="aligncenter" title="Five roleplaying games" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/five-rpgs-01.jpg" alt="Five roleplaying games" width="500" height="133" /></p>
<p>I tend to ignore ‘pingbacks’ or ‘trackbacks’, because nine times out of ten they’re from RSS-scrapers who are linking back to where they stole the original content from, so they can die in a fire. However, <em>very</em> rarely, I get a genuine blog post at the other end; even <em>more</em> rarely, I get a blog post I actually take an interest in.</p>
<p>Witness: <a href="http://www.gamesinfodepot.com/blog/roleplaying-games/100-pen-and-paper-roleplaying-games-you-should-play-before-you-die/" target="_blank">100 Pen and Paper Roleplaying Games You Should Play Before You Die</a>, an impressive inaugural blog post on Games Info Depot’s <a href="http://www.gamesinfodepot.com/blog/" target="_blank">Games Information Blog</a>. (Looks to me like someone’s been reading hints on making catchy blog headlines. Hey, it worked!)</p>
<p>It’s a pretty good list, admit stretched a bit to get to that catchy one hundred figure; as well as a lot of old favourites there’s some new indie stuff in there too, along with a few titles I’d never heard of, so kudos for the research.</p>
<p>No clue why I got linked for Marvel Heroes (sic) though – if you’re after Marvel <em>Super</em> Heroes stuff (thanks, Pedant Man!) then you should head over to <a href="http://www.classicmarvelforever.com/" target="_blank">Classic Marvel Forever</a> for everything you’ll ever need.</p>
<p>I thought about compiling my own list of roleplaying games that I’d rate a ‘must try’, but me being me, what started as a simple list turned into a long trip down memory lane, and a lot of research into games I’d never even played.<span id="more-200"></span></p>
<p>So in an attempt to give you something that might be a bit more personal, instead of just rehashing Wikipedia, what follows is a look at five noteworthy RPGs I’ve at least played, and figure that hey, you might enjoy too. I’ll get to five more before too long.</p>
<p>&nbsp;</p>
<h2>1) Dungeons &amp; Dragons</h2>
<p><a href="http://totheblogmobile.com/?attachment_id=715" rel="attachment wp-att-715"><img class="alignright" title="Dungeons &amp; Dragons: Basic Set (1983)" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/dnd-basic-113x150.jpg" alt="Dungeons &amp; Dragons: Basic Set (1983)" width="113" height="150" /></a></p>
<p>I don’t really care which edition of Dungeons &amp; Dragons you play, but you can’t really call yourself a roleplayer if you haven’t tried D&amp;D at some point in your life. I mean, we all did. It’s the training wheels.</p>
<p>Roleplaying was born in this game, and regardless of which setting, adventure, class or race you play, there’s still something magical about venturing into the dark depths of a dungeon on the search for adventure.</p>
<p>The good news is, if you want to just roll some dice and kill some creatures, your options are myriad. As well as the <a href="http://wizards.com/dnd">current, official Dungeons &amp; Dragons</a>, 4th Edition – which seems to be fairly popular with ‘these kids today’ – you won’t have to look much further than your local charity shop, or the nostalgic’s friend, eBay, to find a copy of an old ruleset.</p>
<p><a href="http://totheblogmobile.com/?attachment_id=754" rel="attachment wp-att-754"><img class="alignright" title="Dungeons &amp; Dragons - Rules Cyclopedia" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/dd-cyclopedia-114x150.jpg" alt="Dungeons &amp; Dragons - Rules Cyclopedia" width="114" height="150" /></a></p>
<p>If you’re <em>completely</em> new to the phenomenon, I recommend the classic ‘Red Box’ Basic Set, c. 1983 (pictured), as an amazing starting point. It was expressly designed to introduce new players to D&amp;D, and remains unrivalled to this day. A <a href="http://shop.ebay.co.uk/?_from=R40&amp;_trksid=p3907.m38.l1312&amp;_nkw=dungeons+and+dragons+basic+set&amp;_sacat=See-All-Categories">quick eBay trawl</a> tends to turn up plenty of copies at reasonable prices.</p>
<p><del datetime="2009-04-07T18:28:01+00:00">If you don’t want to hunt down a physical copy, for just $4.95 RPGnow.com will sort you with <a href="http://www.rpgnow.com/product_info.php?products_id=17163&amp;it=1">a PDF version</a> in the time it takes you to download 40Mb of scanned imagery. Heck, if you’ve never read the Basic Set it’s worth the five bucks just for the education.</del></p>
<p><a href="http://totheblogmobile.com/?attachment_id=716" rel="attachment wp-att-716"><img class="alignright" title="Dungeons &amp; Dragons 4th Edition - Player's Handbook" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/dnd-phb-4e-114x150.jpg" alt="Dungeons &amp; Dragons 4th Edition - Player's Handbook" width="114" height="150" /></a><del datetime="2009-04-07T18:28:01+00:00">If it’s a sturdy set of rules you’re after though, the ‘definitive’ version of the original D&amp;D – <a href="http://www.rpgnow.com/product_info.php?products_id=17171&amp;it=1">the Rules Cyclopedia</a> – is just $5.95. It’s got everything from the Basic/Expert/Companion/Master sets in it. And yes, that’s the version I have sitting on my shelf in real-life printed form.</del></p>
<p><strong>UPDATE:</strong> Literally the same day I posted this, Wizards of the Coast decided to pull all PDF material from all outlets. <a href="http://totheblogmobile.com/2009/04/07/wizards-of-the-coast-zap-piracy-by-er-encouraging-piracy/index.html">My post on that’s here</a>. Maybe they’ll put them back up on a store of their own, and maybe not.</p>
<p>Your final option – <del datetime="2009-04-07T18:28:01+00:00">if you’re feeling really cheap</del> because Wizards took away your other options, except piracy – is to try one of the various free ‘retro-clone’ RPGs that are out there on this wonderful internet.</p>
<p>I’ve got a stupidly in-depth post coming that discusses these, but for now, just know that if you want ‘original’ D&amp;D, you want <a href="http://www.swordsandwizardry.com/">Swords &amp; Wizardry</a>; ‘original’ AD&amp;D is well covered by <a href="http://www.knights-n-knaves.com/osric/">OSRIC</a>; and ‘Basic’ era D&amp;D inspires <a href="http://www.goblinoidgames.com/labyrinthlord.htm">Labyrinth Lord</a>.</p>
<h2>2) Skyrealms of Jorune</h2>
<p><a href="http://totheblogmobile.com/?attachment_id=725" rel="attachment wp-att-725"><img class="alignright" title="Skyrealms of Jorune - 2nd Edition" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/skyrealms-jorune-2e-111x150.jpg" alt="Skyrealms of Jorune - 2nd Edition" width="111" height="150" /></a>From plain vanilla fantasy that you can get almost anywhere, to something utterly esoteric that you won’t find easily: Skyrealms of Jorune.</p>
<p>Created in the 1980s by Andrew Leker and Mark Wallace, Jorune was a revelation to my gaming group. Introduced casually by a prospective GM with a sly grin on his face, it took us about two minutes to agree to play. After all, we’d never seen a game like it. Just look at the second edition cover (pictured; click to enlarge); it was a classical style painting with a giant monster and an alien in it! Before we even opened the box, we knew we were in for something unusual.</p>
<p>Inside, the incredible illustrations of <a href="http://www.milesteves.com/">Miles Teves</a> and the ‘in-world’ writing of Leker created an unreal, yet oddly comfortable setting to adventure in. It helped that the classes and conventions of the game were unlike any you’d seen before; hell, the GM was even supposed to be known as a ‘Sholari’, or in English, ‘teacher’.</p>
<p>By reading the ‘Tauther Guide’ we got introduced to some of the basics of the game world; by looking at the illustrations we learned of the various races of Jorune, many of which were uniquely alien. It was a strange place, indeed, and in the end, a little too much for our GM to handle. Once he’d established that portals existed within Jorune, we dived through one and came out in the <a href="http://en.wikipedia.org/wiki/Lankhmar">city of Lankhmar</a> – another excellent setting but much more ‘vanilla fantasy’ in flavour.</p>
<p>It was a bit of a shame, as I never really got to know the Jorune setting as well as I’d like. Ultimately Jorune is a science fantasy. After the world was colonised by humans, a civil war broke out that near-destroyed both the colonists and Jorune’s alien natives. Thousands of years later, human technology is indistinguishable from magic, and the players explore a world that’s wholly alien, as they slowly come to realise their own origins. It’s a great mix, and you can understand why people are <a href="http://robertdushay.home.mindspring.com/Jorune/Jorgate.html">still</a> <a href="http://sholarijames.com/">obsessed</a> about it twenty-odd years later.</p>
<p>Sadly, all three editions of the game are long out of print, but you might be able to <a title="Here's a link to start the search" href="http://shop.ebay.co.uk/?_from=R40&amp;_trksid=p3907.m38.l1313&amp;_nkw=skyrealms+of+jorune&amp;_sacat=See-All-Categories">snag a copy on eBay</a> if you’re lucky. There are still <a href="http://jorune.org/">fans out there</a> producing material for the game, as well as <a href="http://jorune.org/conversions.html">conversions</a> for other popular RPG systems – but honestly, I doubt many will take you into the world of Jorune as well as that boxed set did. Leave your world behind, indeed.</p>
<h2>3) Traveller</h2>
<p><a href="http://totheblogmobile.com/?attachment_id=731" rel="attachment wp-att-731"><img class="alignright" title="Traveller - Starter Edition" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/traveller-box-113x150.jpg" alt="Traveller - Starter Edition" width="113" height="150" /></a>Leaving the fantasy – or science-fantasy – games aside and going full-on into science fiction, you owe it to the founding fathers of science fiction roleplaying to have played <a href="http://en.wikipedia.org/wiki/Traveller_%28role-playing_game%29">Traveller</a> at least once.</p>
<p>For me, Traveller’s always been something of an oddball system, but that’s definitely an idiosyncratic view. Y’see, my science fiction upbringing was based pretty much around one thing: Star Wars. With that heady mix of lightsabers, the Force, space smugglers and villains who looked best in black, no wonder Traveller’s world of mustered-out merchant marines – drawn from <a href="http://en.wikipedia.org/wiki/Isaac_Asimov">Asimov</a>, <a href="http://en.wikipedia.org/wiki/Larry_Niven">Niven</a>, <a href="http://en.wikipedia.org/wiki/Poul_Anderson">Anderson</a> and the like – seemed a bit dull.</p>
<p><a href="http://totheblogmobile.com/?attachment_id=784" rel="attachment wp-att-784"><img class="alignright" title="Traveller (1977)" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/traveller01-100x150.jpg" alt="Traveller (1977)" width="100" height="150" /></a>Nonetheless, after my first couple of years playing Dungeons &amp; Dragons I was ecstatic to get my hands on something set in space, and Traveller, as far as I knew, was pretty much the only game in town. I started with the slightly more kid-friendly Starter Traveller in 1983 (pictured, left), which was a bit less intimidating than the three black books of the original game (right), thanks to the <a title="Praise him!" href="http://jrients.blogspot.com/2005/12/david-deitrick-mini-shrine.html">funky artwork</a> of <a href="http://www.davidr3deitrick.com/">David Deitrick</a>.</p>
<p>Unfortunately, past that blond-haired Skywalker lookalike was a game that generated characters who were – gasp – ‘middle aged’, and talked about ‘terms of service’ in a way that my confused 11-year old self barely understood, let alone got excited by. I tried the best I could though, and when seminal space simulator <a href="http://en.wikipedia.org/wiki/Elite_%28computer_game%29">Elite</a> arrived on my BBC Model-B, suddenly Traveller made a lot more sense. With Traveller’s influence on Elite fairly obvious, I began to see the possibilities in the game; but by then I was far more interested in adding Military Lasers to my Cobra Mk. III than I was in figuring out Traveller’s rules.</p>
<p>As the years have passed though, I’ve grown a lot more appreciative of Traveller as a standards-setting game. Many of its conventions were entirely alien to the 11-year old me, but the older I get, the more I realise it was a game ahead of its time. Design, setting and system all came together to perfectly simulate the original Traveller universe of the Third Imperium, which over the years has become immensely detailed, even spawning multiple continuities as Traveller has ‘<a href="http://en.wikipedia.org/wiki/RuneQuest">done a RuneQuest</a>‘ and passed through various different publisher’s hands.</p>
<p>As a result, these days it’s kind of hard to know where to start with Traveller, so I thank the lord that someone else answered that question before me. If you’d like to know where to get started, read Jeff Rients’ <a href="http://jrients.blogspot.com/2008/01/traveller-where-to-start.html">excellent post on the matter</a> which gives you a variety of options. Alternatively if you think you know what you want, you’ll probably find it at <a href="http://travellerrpg.com/">TravellerRPG.com</a>, or at Marc Miller’s <a href="http://www.farfuture.net/">Far Future Enterprises</a> site.</p>
<p>Speaking personally, I don’t see myself going back to Traveller any time soon, but as they say, you never forget your first time. Which is pretty much applicable to game number four, too.</p>
<h2>4) Champions</h2>
<p><a href="http://totheblogmobile.com/?attachment_id=747" rel="attachment wp-att-747"><img class="alignright" title="Champions - 2nd Edition" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/champions2e-116x150.jpg" alt="Champions - 2nd Edition" width="116" height="150" /></a>While it wasn’t the first superhero roleplaying game – opinions vary, but I’m going with <a href="http://rdushay.home.mindspring.com/Museum/Other/S2044revw.html">Superhero 2044</a> for that – Champions was certainly <em>my</em> first superhero roleplaying game, and as such left an indelible mark on me; sort of like Superman poking you in the eye.</p>
<p>While Champions’ first edition came out in 1981, my first exposure was to the 1982 ‘blue box’ second edition. It’s brilliantly ‘low-tech’ by comparison to later editions, with the whole thing looking like it had been typeset and pasted-up by hand.</p>
<p><a href="http://totheblogmobile.com/?attachment_id=780" rel="attachment wp-att-780"><img class="alignright" title="Champions - 3rd Edition" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/champions3e-117x150.jpg" alt="Champions - 3rd Edition" width="117" height="150" /></a>Nevertheless those amazing character creation rules were intact; no game before it had been so detailed, so liberating or, quite frankly, so bloody complex. It took me a few years to understand just how ‘Power Pools’ worked , and even longer to know what ‘foci’ were (if only they could have mentioned Green Lantern, I’d have understood instantly!).</p>
<p>Not one to be dissuaded however – and not knowing Marvel Super Heroes was just a couple of years away – I persevered with Champions, and many a memorable super-slugfest happened around our gaming table. Sure, our characters were probably all very simple ‘Bricks’ or ‘Energy Blasters’ – but we had fun, especially with the blank character templates which allowed even people like me, with very limited drawing skills, to create pretty cool looking costumes.</p>
<p><a href="http://totheblogmobile.com/?attachment_id=767" rel="attachment wp-att-767"><img class="alignright" title="Champions - 5th Edition" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/champions5e-112x150.jpg" alt="Champions - 5th Edition" width="112" height="150" /></a>Since then, I’ve bought two more editions of Champions, and quite a few of the supplements. Although I would never call myself a Champions die-hard, or even a massive fan of the Hero System which sprang from it, I think I kept buying their books mostly for their excellent GM advice and brilliant evoking of possible campaigns. That would probably explain why I’ve owned <a title="Pulp RPG" href="http://en.wikipedia.org/wiki/Justice,_Inc._%28role-playing_game%29">Justice, Inc</a>, Danger International, <a href="http://en.wikipedia.org/wiki/Fantasy_Hero">Fantasy Hero</a> and <a href="http://en.wikipedia.org/wiki/Star_Hero">Star Hero</a>, and probably actually <em>played</em> only a few sessions of each.</p>
<p>Boiling it down further, I think one name kept me buying Hero Games material: <a href="http://www.aaronallston.com/">Aaron Allston</a>, one of the authors of Justice, Inc., a slew of A/D&amp;D supplements, that D&amp;D Rules Cyclopedia above (I knew I bought it for a reason), Ghostbusters International, Champions <em>5th</em> Edition, and many, many other roleplaying adventures and supplements… plus one more book I’ll get back to in a minute. <a href="http://www.allenvarney.com/">Allen Varney</a>, a fairly big name in roleplaying himself, <a href="http://www.allenvarney.com/rev_01.html">called</a> Allston “the best in the business at writing campaign material” and I think he’s right.</p>
<p>Perhaps best known these days for his fiction (particularly Star Wars novels), I first read Allston’s gaming work in the Champions II supplement (which I still own!). From then onwards I pretty much wanted to own anything with his name on it. When I read somewhere that Hero Games were planning a line of supplements to detail individual author’s campaigns, and that Allston was going to write the first one, I couldn’t wait.</p>
<p><a href="http://totheblogmobile.com/?attachment_id=770" rel="attachment wp-att-770"><img class="alignright" title="Aaron Allston's Strike Force" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/strikeforce-114x150.jpg" alt="Aaron Allston's Strike Force" width="114" height="150" /></a>The resulting book was Strike Force (1988), which is hands-down the best superhero roleplaying supplement I’ve ever read.</p>
<p>Chock full of brilliant advice on everything from between-sessions roleplaying to hidden storylines, and with a detailed campaign setting that I would have killed to play in, it was inspirational unlike anything I’d read before in roleplaying. In fact, it hasn’t been topped yet, for me.</p>
<p>I’ve no idea how easy it’d be to find a copy of Strike Force today, but I’m pretty sure it’d be worth it. It also wouldn’t surprise me if some of the best advice ended up in the latest edition of Champions, considering Allston’s name is on it.</p>
<p>Luckily you for, the Hero System hasn’t changed a whole lot over the years, and <a href="http://www.google.co.uk/products?q=%22hero+system%22+5th+edition">remains readily available</a>; if anything it’s gotten better. It’s also gotten a whole lot <em>bigger,</em> which means that the current Hero System 5th Edition is close to 600 pages in length – apparently thick enough <a href="http://www.herogames.com/forums/showthread.php?t=54793">to stop a bullet</a>.</p>
<p>That’s just a bit <em>too</em> rules-heavy for my own tastes, but ultimately I learned a lot about how to run a good game from reading Hero Games material, and for that, I’d say their games are worth experiencing, even if it’s just for campaign advice.</p>
<h2>5) Top Secret/S.I.</h2>
<p><a href="http://totheblogmobile.com/?attachment_id=783" rel="attachment wp-att-783"><img class="alignright" title="Top Secret/S.I (1987)" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/topsecret-si-110x150.jpg" alt="Top Secret/S.I (1987)" width="110" height="150" /></a>Without jumping back in time and interrogating my 15-year old self, I think it’s safe to guess that I probably picked up Top Secret/S.I in about 1988 because I really wanted to play a modern-day espionage type game – but I didn’t want to try and run it using Danger International.</p>
<p>I may have also been influenced by one, fleeting encounter with TSR’s original Top Secret, first published in 1981, which had such an evocative box (itself reminiscent of 1970s spy novels) that I remembered it seven or so years later.</p>
<p><a href="http://totheblogmobile.com/?attachment_id=730" rel="attachment wp-att-730"><img class="alignright" title="Top Secret (1981)" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/top-secret-1e-127x150.jpg" alt="Top Secret (1981)" width="127" height="150" /></a>Unlike the original Top Secret however, which was fairly rules-heavy, Top Secret/S.I (which stood for Special Intelligence, as I recall) streamlined the system greatly, allowing fast-paced combat and cinematic gameplay – just the way I like it. My favourite system was for hand-to-hand combat, which ruled on whether you’d hit, where you’d hit, and how much damage you did with a single percentile dice roll. (How? It’s magic!)</p>
<p>Top Secret/S.I, like Marvel Super Heroes, holds a special place in my heart because of several memorable campaigns. The first was a mish-mash of the game’s official setting (a quasi-Bond global struggle between the good guys, Orion, and the evil bad guys of WEB) and whatever else I felt like throwing in. We had a whole host of memorable moments including my personal favourite – getting the characters to jump out of a plane, with what turned out to be bundles of laundry in their parachute packs.</p>
<p><a href="http://totheblogmobile.com/?attachment_id=779" rel="attachment wp-att-779"><img class="alignright" title="Top Secret/S.I: F.R.E.E.Lancers" src="http://totheblogmobile.com/wordjaw/wp-content/uploads/2009/04/ts-freelancers-114x150.jpg" alt="Top Secret/S.I: F.R.E.E.Lancers" width="114" height="150" /></a>Beyond that though, the inherent flexibility of the system – and a few excellent supplements – allowed me to run a ‘future cops’ campaign (sort of like Robocop – without Robocop) and a ‘near future superhumans’ series of games, utilising the F.R.E.E.Lancers supplement by Jeff ‘Marvel Super Heroes’ Grubb. There was even a pulp supplement based on the Agent 13 novel series by TSR, but just like Justice, Inc. I never got around to running that seriously.</p>
<p>Undeniably one of the best things to come out of TSR in the 1980s, Top Secret/S.I was innovative, well produced and had some of the best rule systems I’d seen to that point. In some ways it may have been something of a precursor to the D20 Modern system, although as I recall, the Buck Rogers <a href="http://index.rpg.net/display-entry.phtml?mainid=7208">XXVC system</a> was much closer in mechanics to D&amp;D.</p>
<p>Sadly, Top Secret/S.I is out of print these days, and not even available as a PDF, which is a shame as there are some excellent rules and very enjoyable settings to be had. I’ve seen a few – ahem – <em>fan-disseminated</em> copies out there though, so if you look hard enough, you’ll probably turn something up. As for myself, I’m holding on to my boxed set and supplements; too many good memories.</p>
<h2>Up next…</h2>
<p>Because over 2,600 words about old roleplaying games just isn’t enough, I’ll talk about:</p>
<ul>
<li>Another superhero RPG (or two)</li>
<li>The original horror game</li>
<li>A game about horrors, that’s not horrific</li>
<li>My all-time sci-fi favourite</li>
<li>And a bit of time travel…</li>
</ul>
<p><strong>Well I’ve got to maintain a bit of suspense, right?</strong></p>
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		<title>Rip van Rockjaw</title>
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		<pubDate>Tue, 24 Mar 2009 07:02:41 +0000</pubDate>
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		<description><![CDATA[A couple of years ago I worked with someone who was coming back into the (video) games industry after being out of it for over 10 years. When I mean ‘out of it’, I mean it was like he’d lived in a cave for a decade. He hadn’t played key games; more than that, didn’t [...]]]></description>
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<p style="text-align: justify;">A couple of years ago I worked with someone who was coming back into the (video) games industry after being out of it for over 10 years.</p>
<p style="text-align: justify;">When I mean ‘out of it’, I mean it was like he’d lived in a cave for a decade. He hadn’t played key games; more than that, didn’t even know what they <em>were.</em></p>
<p style="text-align: justify;">It was simultaneously terrifying and exhilarating to talk to him. Terrifying because he was in charge of some major product decisions; exhilarating because he came to everything with incredibly fresh eyes and intense new ideas. Needless to say he’s now blazing a trail somewhere.</p>
<p style="text-align: justify;">I feel a little bit like that in relation to tabletop roleplaying today. Apart from the odd session here and there, almost always with an old system, I haven’t been properly aware of or up-to-date with the roleplaying industry since… probably 1994, when I was finishing university.<span id="more-114"></span></p>
<p style="text-align: justify;">Since then I’ve seen things peripherally – like Dungeons &amp; Dragons losing the ‘Advanced’ tag, like Games Workshop finally admitting it doesn’t do RPGs anymore, and sending their properties <a href="http://new.fantasyflightgames.com/edge_minisite.asp?eidm=51">elsewhere</a> (twice). I’ve also attended enough games shows in the last four years that I’ve seen some of what’s been played.</p>
<p style="text-align: justify;">What I didn’t see (because I had no real reason to look) was the seeming re-invention of roleplaying as a hobby, rather than an industry – thanks to the Internet. It’s easy to joke about (“Nerds on the Internet? No way!”) but it’s obvious to me that the Internet is now allowing roleplaying to become what its fans want, rather than what some giant toy or games conglomerate decides it should be.</p>
<p style="text-align: justify;">Which is damn cool.</p>
<p style="text-align: justify;">It’s damn cool because – as others have pointed out in <a href="http://grognardia.blogspot.com/2008/04/do-it-yourself-days.html">more erudite terms</a> than I’m about to – quite possibly, roleplaying was never <em>supposed</em> to go from being a hobby to being an industry. When it was an industry, in comparison to today’s multi-billion dollar games empires, it was only ever a tiddler anyway. Even that couldn’t sustain.</p>
<p style="text-align: justify;">Why? For the obvious reasons that I think a lot of players instinctively knew, and which was one of the promises that got us into roleplaying in the first place. Namely: buy this game and a lifetime of adventure awaits.</p>
<p style="text-align: justify;">In other words, we don’t need add-ons or supplements or 2nd Editions; if we <em>want to,</em> we can do everything we need to with that first rulebook or boxed set, and nothing else.</p>
<p style="text-align: justify;">For me, and possibly for a lot of others, that was all I ever needed from roleplaying. Sure, I was happy to buy a lot of different games, and yes, I got the odd supplement here and there. I never felt obligated to buy anything though; I never needed to. So in a way, roleplaying – as an industry – sewed the seeds of its own destruction when it was created. It was a hobby that could, if you wanted, begin and end with one single purchase.</p>
<p style="text-align: justify;">That was extraordinarily powerful to a lot of people, I think; that brought in the sales, which made some publishers think “Hey, this could be big business!” What I think those publishers failed to see was that there was always going to be a limited audience for the hobby. When they started to realise that, I think that’s when the business model changed from “Sell a lot of people one game” to “Sell a limited amount of people a lot of games and supplements”. That was never going to sustain in the long-term, and it hasn’t.</p>
<p style="text-align: justify;">Which brings me to today, waking up out of my long sleep, looking around and seeing that roleplaying is sort of back to where I started. There are lots and lots of games available. Some from ‘big’ publishers, some from small publishers, some from individuals. There are a million different possibilities of play out there. All it takes is one book, some dice, and imagination.</p>
<p style="text-align: justify;">Don’t know about you, but I’m ready to dive back in.</p>
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		<title>Very old school roleplaying</title>
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		<pubDate>Sat, 28 Feb 2009 06:54:43 +0000</pubDate>
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				<category><![CDATA[Gamey]]></category>
		<category><![CDATA[Nerd Alert]]></category>
		<category><![CDATA[Personal]]></category>
		<category><![CDATA[dungeons & dragons]]></category>
		<category><![CDATA[Roleplaying]]></category>

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		<description><![CDATA[Friendly stalkers might have seen me muttering recently about virtual tabletops, as I seem to be going through another of my phases where I think about getting back into regular roleplaying – as in face to face, dice-rolling, character sheet-checking roleplaying. Old-school, in other words. (Notice I said ‘think’, because these ideas rarely go anywhere. [...]]]></description>
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<p style="text-align: justify;">Friendly <a href="http://twitter.com/rockjaw/">stalkers</a> might have seen me <a href="http://twitter.com/rockjaw/status/1249474001">muttering</a> recently about virtual <a href="http://www.battlegroundsgames.com/">tabletops</a>, as I seem to be going through another of my phases where I think about getting back into regular roleplaying – as in face to face, dice-rolling, character sheet-checking roleplaying. Old-school, in other words.</p>
<p style="text-align: justify;">(Notice I said ‘think’, because these ideas rarely go anywhere. What I’ve discovered over the last few years is that for me, roleplaying as a hobby isn’t about the roleplaying anymore – it’s about the socialising, and that means my requirements for a gaming group have gotten tougher. To put it bluntly, I have to like people before I can enjoy roleplaying with them. Sounds obvious, I know, but I tend to forget that my best roleplaying memories were generally with people I knew as friends first and roleplayers second; it’s easy to delude myself into thinking that the activity will make me like someone, and that doesn’t happen.)</p>
<p style="text-align: justify;">(Having said that, I’ve got some pretty fun memories of playing games with total strangers, as that seems to bring out the sociopathic side of my personality. Thinking about it, it’s surprising I’m not the world’s biggest online griefer.)<span id="more-95"></span></p>
<p style="text-align: justify;">Anyway; this actually isn’t a precursor to me boring you with my roleplaying memories. Some random searches later brought me to a whole host of <a href="http://www.rpgbloggers.com/">roleplaying blogs</a> (because of course being supreme geeks, roleplayers are all <em>over</em> the web) and led me to an interesting phenomenon: the resurrection of old-school roleplaying. I mean <em>real</em> old-school. I mean… <em>original</em> Dungeons &amp; Dragons.</p>
<p style="text-align: justify;">Not the ‘red box’ edition of D&amp;D. Not even first edition Advanced Dungeons &amp; Dragons, which is pretty much where my memories of roleplaying begin. I’m talking about guys who want to play with the original ruleset, exactly as it was back in 1974. And who were obviously guided by the spirit of Gygax when they came up with the name <a href="http://www.swordsandwizardry.com/">Swords &amp; Wizardry</a>.</p>
<p style="text-align: justify;">They’re not the only game in town, either. Apparently if your taste is a bit more ‘new school’ then you can play a ‘retro-clone’ of the 1978 ruleset in OSRIC (<a href="http://www.knights-n-knaves.com/osric/">Old School Reference &amp; Index Compilation</a>!), or even recreate those red box days of 1981 with the cunningly referential <a href="http://www.goblinoidgames.com/labyrinthlord.htm">Labyrinth Lord</a>.</p>
<p style="text-align: justify;">Understand that none of these games are strict reprints of the original material; instead, under Wizards of the Coast’s Open Game License, they’re a sort of… reimagining? Retelling? Swords &amp; Wizardry describes itself as a ‘newly written description’ of the original rules, almost as if they’ve been told to scribes down through the years and now just written down, or perhaps swapped around campfires.</p>
<p style="text-align: justify;">If you’ve got any experience of the original golden oldies though, like I have, then you might be wondering just why these things exist. I mean, we’ve had Advanced Dungeon &amp; Dragons 2nd Edition, then 3rd, then 3.5 and even 4th last year – although somehow they lost the ‘Advanced’ along the way. I mean, isn’t this sort of like ignoring World of Warcraft’s existence, and recreating <a href="http://www.rickadams.org/adventure/">Colossal Cave Adventure</a>, claiming it’s more fun to play?</p>
<p style="text-align: justify;">Well yes, and no. The comparison is spurious of course, because any roleplaying game trades in one thing; imagination, which doesn’t ‘improve’ with 3D graphics or an 80-level cap. In fact, the argument goes, your imagination tends to atrophy when you’re shown more and asked to imagine less. That’s basically where the fans behind these games are coming from. Just as modern games have added graphical complexity, modern RPGs have added rules complexity – partially because gamers asked for it, and partially because it means more books can be filled with rules, and then sold.</p>
<p style="text-align: justify;">The idea behind this ‘old school movement’ seems simple enough; get back to basics, where the rules are just a helping hand to let your imagination run riot. When the rules don’t cover something, you make it up. Whether that’s a summation of the ‘true spirit’ of original style roleplaying is for a <a href="http://grognardia.blogspot.com/">more learned blog than this</a> to cover, but suffice to say, it’s appealing to a lot of people.</p>
<p style="text-align: justify;">I find all of this fascinating, partially because the idea that people are still clinging to The Rules while playing RPGs seems unbelievable to me. I do feel sort of smug saying this, but I never really got beyond the (apparently) old-school idea that the rules are just there for when you want them, and should be ignored when you don’t. Even when I was 15 I was gravitating towards systems that were rules-lite (Star Wars, Ghostbusters, Marvel Superheroes) after struggling with others that were rules-heavy (Champions, Rolemaster).</p>
<p style="text-align: justify;">Perhaps those who’ve been faithful to Dungeons &amp; Dragons all these years have felt that their faith demanded an adherence to The Rules, whatever they may be, and some of them are finally ‘seeing the light’. (Born again roleplayers?) They seem to be kind of late coming to the party, though; even my casual interest in the pen-and-paper industry over the last few years has shown me that the trend is towards less rules and more storytelling, although that itself seems to be a bone of contention for some.</p>
<p style="text-align: justify;">In some ways this is a massive exercise in nostalgia, but then there’s really nothing wrong with that. Just as I still cling to my <a href="http://www.classicmarvelforever.com/">original favourites</a> (and have been interested to see ‘remakes’ of <a href="http://rpg.drivethrustuff.com/product_info.php?products_id=50837">those games</a>, too), so ‘old school roleplayers’ want to get back to what excited them about roleplaying in the very first instance; imagination run riot, and rules be damned.</p>
<p style="text-align: justify;"><strong>POSTSCRIPT:</strong> I found a <a href="http://grognardia.blogspot.com/2008/10/old-school-building-blocks.html">very workable description</a> of what ‘old school D&amp;D’ should ‘feel’ like back in the Grognardia archives, which is worth reading in light of this. I’ll admit, it makes me pine for something, although I’m not too sure <em>what</em>.</p>
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