Sunday, July 31, 2011
Stupornova
Saturday, July 30, 2011
Bad Game Art
Thursday, July 28, 2011
Gunslinger
GUNSLINGER qualifies as a role-playing game only by the most slender of margins, that being that the rules mention the words “role playing” somewhere. The role playing rules are extremely abbreviated – essentially, everything that happens outside of a gunfight is abstracted out, and player-characters are expected to have about one gunfight a month for two years or so, at which point the role-playing game ends.
So what I’m really saying is that GUNSLINGER is actually a tactical game of gunfights in the Old West with a thin, skimpy veneer of role-playing tacked on just so they could mention it on the back of the box. But as a tactical game, it’s actually not bad. It’s a “sequenced” system were you lay out five action points’ worth of activities per turn using cards, and the cards tell you up front how long each action takes. Each turn lasts about five seconds, so each “sub-turn” lasts about a second, which is plenty detailed enough for the purposes of shootouts in the Old West. Instead of rolling dice, players draw from a shuffled deck of about 110 “event cards” every time a dice would normally be rolled. It’s mostly a gimmick, but a harmless one (and one borrowed from the Avalon Hill “Strat-O-Matic” sports games, I think).
It’s an interesting system. It’s different from the system in BOOT HILL, but about as much fun to play. Not quite as deadly, though. BOOT HILL was rightly infamous for its profusion of one-hit, one-kill gunfights. Such things aren’t as common in GUNSLINGER; people seem a bit more resistant having their heads shot off, I guess. It’s more likely that you’ll be wounded and bleed until you pass out than be completely killed with one shot. Chances are you’ll die anyway – you take “supplemental damage” during the dealing process, presumably the result of cod liver oil and bloodletting and trepanning and tuberculosis and whatnot, and that’s usually enough to do you in. The point is that though characters don’t croak quite as often during the shootouts, their lifespans still aren’t terribly long and you still shouldn’t make wedding plans for them more than about two weeks in advance. (Actually, it's entirely possible to have a major exchange of gunfire in GUNSLINGER and never hit anything. More than once I've seen players unload all their weapons at one another without hitting anyone. The smoke clears and the posse and the gang are still standing there, wide-eyed and completely unhurt, and the drama then revolves around who can reload the fastest.)
Where GUNSLINGER really shines compared to BOOT HILL is graphical sophistication. GUNSLINGER has eight or ten full-color geomorphic maps, usually with some kind of rural terrain on one side and a town building on the other. No end of interesting map configurations are possible, and the game had nice round counters for the characters, weapon counters, a stagecoach/buckboard, horses (both alive and “lying down”, as we don’t want to tell my wife that horses can be shot), and counters for things like bales of hay, whiskey bottles, pitchforks and the like. There are even floor plans of four additional buildings printed on the backs of the player aid cards, a nice touch and a nice use of otherwise blank paper. GUNSLINGER also has quite a brace of nice optional rules for things like sun dazzle and ladders and whatnot.
In other words, BOOT HILL offers a good character generation system, better role-playing rules, an area or strategic map, and ideas for things to do when one isn’t right in the middle of a gunfight (and it has that masterstroke of Old West RPG design, "Greased Lightning" speed). GUNSLINGER has pleasing, colorful and useful components and nice special and optional rules. Combine the two and you might really have something.
Favorite RPG
I sometimes wonder what my favorite role-playing game is. It's sort of like wondering what my favorite meat dish is - the answer doesn't matter, and it's never the same answer twice in a row. But it's an amusing and harmless way to spend an evening when you don't feel good enough to do anything, but not quite bad enough to justify going to bed early.
The game I played the most was without a doubt Dungeons & Dragons. I started playing it back around 1977 or so, when the game consisted of three flimsy tan booklets and the Greyhawk and Blackmoor business (remember them?). Though there were things about D&D that I heartily disliked, it was still fun to play, to the point that it was almost impossible to talk my hearties into playing any other RPG.
Is it just me, or the backwards armor class drive anyone else crazy too? How much sense does it make that armor class -3 is better than armor class +17? And the profusion of dice bugged me - woe betide the player who lost his 12-sided dice, or who stepped on that ridiculous 4-sided dice in the middle of the night while scrounging around for uneaten Fiddle Faddle in the dark.
But I played a lot of D&D. I knew people who were quite monogamous with D&D. They played only D&D, and they bought only D&D. But I was considerably more promiscuous. I could even be called an RPG slut, because I could never survive the temptation of a new RPG on the shelves at the game stores I haunted. I bought Tunnels & Trolls, Bushido, Chivalry & Sorcery, Arduin, three versions of Traveller, Metamorphosis Alpha, Gamma World, The Fantasy Trip, Dragonquest, Star Trek, Universe, The Morrow Project, Shadowrun, D&D, Twilight 2000, Boot Hill... I bought games that were only loosely role-playing, like Deathmaze, Citadel of Blood, Car Wars, and Gunslinger. For crying out loud, I even played Squad Leader/Cross of Iron as though it were a role-playing game, and managed to convince myself that when I played NATO Division Commander, I was indeed the Division Commander in question. (One of the few major gaps in my RPG collection in those days was a lack of Runequest. I don't know anything about Runequest as a game or a system, but I eventually got kind of tired of those elite RQ people constantly harping about how Runequest was the "thinking man's RPG" as opposed to the schlocky crap that was D&D. I don't normally spend much of my time defending D&D, but gee whiz, guys, give it a rest already.)
I didn't play most of them. At least not with other people. The only ones I played with other people were a lot of D&D, a little bit of Traveller, and a dab of Boot Hill. But I spent unholy amounts of time on Twilight 2000, Traveller, and Boot Hill, and maintained very long campaigns in all three played solitaire. And how sad is that? Who ever heard of playing an RPG solitaire? It's like playing poker solitaire! It's unseemly and kind of disturbing. Traveller in particular soaked up an awful lot of my time back in those days. I still have all my Traveller notes in a plastic bin - more subsector maps than Carter had pills, hundreds of characters (including several that I strongly believe were lifted more or less intact from the game Freedom In The Galaxy, including Sidir Ganang). I wrote several very substantial programs on my Commodore 64 to automate the character generation systems in High Guard and Mercenary, and to design starships using the "little black book" rules.
So if "favorite RPG" means the one I played the most, it's D&D. If it means the one I spent the most time on, it's Traveller. If it means the one that I found most amusing to tinker with, it's Boot Hill.
I never designed a world in D&D - I was content to merely play, and never really did any of the creative work. But I did design several new subsectors in Traveller, and created a whole fictional part of Arizona in Boot Hill (I note with some amusement that many of the planets in my Traveller subsectors had names drawn from Gordon Dickson's "Three to Dorsai" set, courtesy of the Science Fiction Book Club, and many of my Boot Hill characters had "X-eye" names, like Deadeye, Pig's Eye, Eagle Eye, and, sadly, someone named "Numbnuts").
I also spent a lot of time on Twilight 2000, but I developed a love-hate relationship with that game. I loved aspects of it, such as the two-card draw to determine NPC personalities, a system I freely adapted to Boot Hill and even Traveller, but the game itself wasn't terribly rewarding to play. Firefights took so long to resolve (especially if they involved more than a handful of characters) that I ended up writing a computer program (in Pascal, aieee) based on Dupuy's Quantified Judgment Model to resolve them. Of course, the QJM is highly statistical and generates bizarre results when there are only 11 people in the fight ("What do you mean, an advance rate of 177 kilometers per day??"), but at least it allowed me to resolve the fights between the "good guys" and the "evil Spetsnaz colonel's army" in less than six calendar months.
Eventually my RPG pilot light went out and I stopped fiddling with them. One milepost on the highway to ruin was the release of Traveller: The New Era, which I heartily disliked. Another milepost was the realization that D&D, by now AD&D or ADHD&D or whatever it was, had become less a game than a lifestyle choice (in the same way that Advanced Squad Leader or full-house Starfleet Battles could only be grokked if you lived them to the exclusion of everything else for about eight months). And RPGs started coming out faster than I could buy them, let alone learn them, and indeed Shadowrun was the last one I ever bought (and, perhaps not coincidentally, I found it entirely unworkable).
This is not to say that I have no interest in RPGs. I still tinker with a new set of Boot Hill rules from time to time, and I occasionally find myself flipping through Universe and thinking "This actually seems pretty interesting." (Not to digress too far, but one of the things I liked about Universe was that it took place in roughly the 23rd century, in a tiny part of the galaxy. This was in direct contrast to Traveller, which was in the 35th century and spanned pretty much the whole galaxy. I could wrap my mind around the society that existed in Universe, but Traveller was sometimes hard to visualize. What's a trip to a Tech Level 15 convenience store like? In the 35th century, what are money, infotainment, sex, and restaurants like? Beats me!)
Will I ever play an RPG again? I can't say I never will. But if I do, you can probably bet it'll be either Universe, Boot Hill, or some vintage variant of D&D.
Tuesday, July 19, 2011
Is That A Stetson?
BOOT HILL was an attempt by TSR to do for the Old West what D&D did for the fantasy novel. It was first published in 1975 as a set of miniatures-based combat rules with no particular role-playing accessories, and again in 1979 as a “full” RPG. It was the first role-playing game to be set in the Old West, and remains one of the most spectacular flops in all of gaming. Most RPGs manage to scrape out a niche of committed (if perhaps slightly deranged) players that cling to it through thick and thin. There are, even today, small communities of die-hards who still play DRAGONQUEST, for crying out loud, and there’s even an on-line community of THE MORROW PROJECT players! And THE MORROW PROJECT sucked! BOOT HILL never managed even that much; the number of fans was so small that they never managed to find one another and link up the way the somewhat more numerous DRAGONQUEST or THE FANTASY TRIP fans managed to do, like survivors of the Titanic clinging to one another for warmth.
The designers of BOOT HILL made certain design choices (or lack of design choices, which amounts to the same thing) that tended to inhibit true role-playing and made the game seem more like a long-running TV show and a role-playing game. In most successful role-playing games, role-playing is the whole dang point. The point of the game is to blur as much as possible the line between the me sitting here and the me striding through this imaginary glen. Among the things these games tend to do is honor the characters with a certain durability – it’s hard to evolve a deep role-playing connection with a character if his life expectancy is measured in minutes. This means that combat systems in particular are tweaked in such a way that they are rarely immediately mortal. There’s almost always a way out, even if it involves pell-mell retreat or godly intervention. Your character can die, and often will especially at low levels, but if you survive “game infancy” and get a few levels under your belt, you can look forward to a certain longevity.
But not in BOOT HILL. It started out as a wargame of gunfights in the Old West, and as it evolved into a role-playing game in its second edition, it never lost its detailed and accurate combat system. And an unfortunate fact of life is that to accurately model gunfights, you have to accurately model the fact that a single gunshot wound can kill dang near any cotton-picker. Once you’ve made the decision to throw down, anyone can be killed, from the lowliest minor character to the most veteran player character in the game. All it takes is one shot, and there’s no option to retreat and no divine intervention. Wounds in BOOT HILL are divided into three categories – light, serious, and mortal. Head wounds are mortal 60% of the time, which is realistic, but it’s kind of a bummer all the same.
In other words, you learn not to develop deep role-playing connections with characters because they have a habit of not sticking around. Instead, you tend to view them as actors in a long-running TV show. You may like them, you may have a strong emotional attachment to them, but they aren’t you and you know that in the long run they’ll be replaced by someone else.
BOOT HILL had a lot of strange quirks. It had no alignment rules, for example, and in a genre that was almost obsessed with alignment, the sheer amorality of the system could be alarming. You could shuttle seamlessly between black evil and upright decency without the slightest penalty, and some players didn’t like that. The swift and sudden lethality of the combat system was very unusual for an RPG, as we’ve already discussed. Characters never really grew or evolved. There were no levels and no skills, and really no way for a character to benefit from experience. You were who you started out as, and that was that. And these were all deliberate design choices.
TSR didn’t help its cause by its strange management of the game. The rules were always heavy on combat, especially gunfights, and fairly weak on everything else. There was a decided lack of supplemental material, and the “campaign game” (as TSR called the role-playing element of the game) rules were distressingly brief. Everything, it seemed, except the rules for gunfights was up to the players to work out, and not everyone liked having to finish the game design. Every new edition of the game was so unlike the earlier editions that it was like getting a whole new game, which tended to make rubbish of all the work you’d done for the earlier editions (a problem it shared with other TSR games like GAMMA WORLD).
Personally, I like the mythical Old West of gunslingers and outlaws, and I liked BOOT HILL. I liked it a lot. I generated hundreds of characters to populate the town, and hundreds more to populate the ranches, mines and settlements that I scattered across the countryside. I evolved a region that was locked in perpetual struggle between miners and ranchers, between open-range and closed-range ranchers, between an increasingly urbanized town population and an essentially feudal rural population, between high-born Mexican nobles and hardscrabble campesinos… Oh, you get the idea. But it was never really role-playing; it was more like writing a movie or a TV show and I never really identified with any of the characters. I think the failure of BOOT HILL was a tragedy, and to this day I harbor dreams of writing a “fourth edition” of the rules to correct its quirks and deficiencies, but that’ll have to wait.
Those Sorts of Games
Saturday, July 16, 2011
Manly Tears of Regret
I haven't had all that many jobs in my life. I had the pleasure, dubious or otherwise, of getting started in my present career at a fairly young age, and before long was making more money in it than I could make elsewhere. Since bills tend to expand to consume available income, I couldn't just back out and do something else without suffering some loss in my standard of living. Thus I am what Karl Marx used to call a "wage slave." It’s not that I dislike what I do for a living. It’s just that my favorite job, without a doubt, was working at the landfill, and it didn't pay as well as other things.
Back in the 1970s the local county government operated a number of landfills, mostly intended to serve county residents. Most of them were very small and rather crude affairs that weren’t even staffed on a daily basis, but some of them accepted commercial trash hauling and were quite busy indeed. Over my two years of employment with the county I worked at all of them, though most of my time was spent at the Avondale landfill near Avondale, Arizona. I worked at pretty much every facet of landfill operation, or at least those facets of landfill operation that the county cared about.
Let's settle something now, at the outset. There is a difference between a landfill and a dump. Actually, there isn't such a thing as a landfill per se. The proper term is sanitary landfill, but it's hard to say the word sanitary when you work at the dump. For one thing, it's obviously unsanitary, and for another thing, sun-bronzed sweaty guys on bulldozers don't say words like "sanitary." Ever. Yes, it's hard to believe, but I was once a sun-bronzed sweaty guy on a bulldozer who refused to utter words like "sanitary" or "esteem-building" or "Baluchistan." But I digress.
Mostly I liked crushing things. The D6C dozer we used wasn't particularly large by dozer standards. It weighed about fifteen tons and produced about 150 horsepower, but you'd be amazed what you can crush with a fifteen-ton machine. I've seen them crush cars and pull buildings down, and I personally crushed many a TV set with one. My Inner Hooligan never tired of hearing the muffled whoomp of TV sets imploding under the tracks.
The only thing that I couldn't break with the D6 (and by that I mean I couldn't break it even after I set out to break it) was the canopy from a US Air Force RF-4B reconnaissance plane that Goodyear Aerospace threw out one day. I drove the dozer up one side and down the other of that canopy for quite some time, and all it did was push itself down into the ground.
People sometimes ask me "Didn't it stink?" Well, sure. It's a dump, for crying out loud. Dumps have a characteristic smell that's hard to really describe. It's somewhere between dirty socks and old potato peelings, but the truth is that after you've been at the dump for a half an hour, your nose goes numb to the stench and it simply no longer registers. The only time you notice a smell is when you pick up a whiff of something well out of the ordinary.
For instance, one day I was sitting on the dozer waiting for it to cool off. This was summer in Arizona, and our D6s tended to overheat. You could dig pretty hard for a half an hour or so, but the temperature would creep up the whole time, and eventually you'd have to stop and let the thing sit and blow off heat at fast idle for a while. So I was sitting on the dozer while it cooled off, and I kept getting a whiff of something good. Good as in tasty.
And then I saw it: a catering company had thrown away about four big aluminum pans of lasagna. There they were, sitting on top of the trash, four glittering pans of rich, cheesy, aromatic lasagna. Probably still piping hot. Bubbling. Full of ooey gooey cheese.
Dear God.
You see, lunch at the landfill was always a nightmare. I brought my own lunch, usually some variant of a sandwich and Twinkies. And the lunch sat in a lunch box all morning, getting good and hot. By lunchtime the the top slice of bread had already started to curl up into a shape akin to a horse saddle. The lunch meat was turning a greyish color that I imagine Sherwin-Williams would have called Gangrene. It wasn't uncommon for one's Twinkies to get so hot that they actually excreted their cream filling. (Veteran landfill employees never put lettuce or tomatoes on their sandwiches. Ever. Lettuce simply evaporated by lunchtime, as though it had never been there at all. Tomatoes almost evaporated, but they usually left behind a stringy rind and a vague smear of goo, which had by then heat-melded to the saddle-shaped piece of bread. Modern foodies would pay through the nose for such a thing, "dried tomato and crispy bread slabs", but back in those days, such things were about as welcome as skunks.)
And there was that lasagna. Sigh. I argued with myself for quite some time. "I'm sure it's still good! It doesn't look contaminated, and damn it smells good, and all I have to look forward to for lunch is gangrene-colored lunch meat and bread that's curled up like Seabiscuit's saddle. I could hop down off the dozer, rescue that lasagna, and I'd eat like a king!" Hell, if I rescued all the lasagna, I'd eat like a king for days!
In the end, common sense prevailed and I dozed the lasagna into the hole along with the rest of the trash, but not without the need to dash away the occasional manly tear of regret.