14 September 2013

GGF #2: We Have To Have One Of Everything

No, we really don’t.  The concept of “niche protection” is one of the more bizarre tropes the wargaming roots of our hobby’s stuck us with.  Let's see if I have this straight: we decree that a questing team needs an artificial balance of certain archetypes (archetypes that, I might add, are not necessarily found in all of the fictional stories which are the underpinnings of the hobby). The players are compelled to make the expected selections, often ensuring that one or more run a character he or she does not wish to play. We then design pre-packaged, commercial "modules" so that a party lacking the proper percentage of these archetypes is punished for their failure to make the "right" choices in rollup.

What are my problems with it, I’ve been asked?

*  It's not only entirely artificial, the roles are arbitrarily chosen. The Tank / Blaster / Healer / Rogue paradigm presupposes -- farcically -- that these are not only the only roles conceivable, but that they're the only ones desirable. 

*  It's a self-justifying paradigm; we need to “protect niches” because some game systems are designed so that you can't succeed without them. 

*  Decades of RPGs with freeform or skill-based systems have proven we don't need them ... and never really did.  Heck, this isn’t universally the case across genres.  I’ve heard some of the most rabid defenders of niche protection concede that they don’t feel it’s necessary for SF or supers games.  Why not?  Is there some reason why “niches” for fantasy is essential, but not for other genres?  Is it that SF novels or comic books lack identifiable archetypes?  (Pretty tough, when the comic book superhero genre is so archetype-ridden as to be the provenance of the terms 'Tank' and 'Blaster')  Or is this more of a case that the first really big RPGs for SF (Traveller) and supers (Champions) were classless systems lacking easily definable and exclusive niches, so people weren’t conditioned to think they had to have them for those genres?

*  It’s quite easy -- truly it is -- to write scenarios that don’t require (say) a thief or a priest to succeed.  Heck, I’ve had all-warrior and all-magician groups, and I’ve had campaigns go for years without characters who were any good at disarming traps or could call upon divine healing.

* It retards creative thinking. I remember quite well a niche protection debate where a poster flung the gauntlet at me: what if a locked door is key to the scenario and you didn't make the party bring a locksmith along? Huh? Huh? Well, says I, the party could bash the door down. Or the wizard could witch their way through somehow. Or they could pull the pins on the hinges. Or they could look for another way into the room. Or they could find out who had the keys and filch/bribe/seduce them from the owner somehow. Or the GM could devote a scrap of brainpower to developing scenarios that didn't have a skill he knew the group lacked as a point-failure source. (This, of course, would require that (a) the GM didn't play out of "modules," or (b) exercised his privilege to change them if he did.)

* What’s wrong with redundancy?  Characters die.  The player with the key skill can't make the session. There are countless circumstances where multiple characters with the same skill make the task go much faster or much more safely ... never mind that combat redundancy is only ever, well, “redundant” if you never fight more than a single opponent at a time.  (I view the "But I have to be The Best in the party at something!" as the province of whiners channeling stereotypical 1950s Hollywood women who go into hissy fits if another woman shows up to the party wearing the same dress.)

* It reflects fictional sources but poorly. Especially before the late 1970s and the advent of gaming fiction, duplication of skills was rampant. Did JRRT worry that Aragorn and Boromir had much the same skill set? Did Fritz Leiber worry that his dynamic duo were both thieves? For every movie with Only One Of Everything, there was a Seven Samurai.

Beyond that, niche protection is one of the more angst-ridden subjects in gaming.  People get pissed off when they feel their "thunder" is being stolen.  People get pissed off because they think it was their turn to run the mage.  People get pissed off because they're being forced to play the cleric, again.  People get pissed off because it seems THAT guy always gets to play what he wants.  People get pissed off because one niche is (or is perceived to be) poorly balanced against another.  People gets pissed off when playing Niche A because someone in Niche B is doing a perceived aspect of Niche A better.  People get pissed off because the only face time they get is when someone wants a lock picked or a wound healed, and the rest of the time they’re relegated to being REMFs.

Much of what drives the ongoing controversy about railroading GMs is related; with the widespread practice of running nothing but commercially-produced “modules” straight out of the shrinkwrap, paired with a deep unwillingness to change a jot of them to suit their groups, GMs and groups require that the niches be filled because the modules (allegedly) demand it of them.

My wife, for example, played in a campaign in high school with her cronies. Around a bunch of testosterone-soaked boys, she was stuck with being the party healer. The concept didn't bug her, per se, and sure, she got to roll dice a couple times a session and do her healing spells. The "niche," however, didn't guarantee her a say in tactical planning or decision making, and in fact she didn't have one. What the rest of the group valued was the ability to put hit points of damage on the enemy, and that she lacked.  She was stuck, however, with the character she had and wasn't allowed to trade out for an archetype which would be better respected ... because they “had to have one of everything.”

Even the alleged virtues of the system, as articulated by its defenders, are weak:

* It's good to play characters who aren't good at everything?  Terrific, then design one ... who’s stopping you? 

* It's good for weak characters to be useful?  Shouldn't this be enforced with group dynamics and by the GM instead?  (Or, well ... in a skill-based system, a character doesn’t have to be “weak” just because he’s a performer or a scholar.  Better not jeer at Tanri the busker, because she works out at Saragam’s dojo and she’ll whap you upside your head.)

* Characters in class systems have different "flavors?" What makes restricting the number of available roles more varied and interesting than taking what you want?  (Beyond that, my flavor is oreo, thanks.  If you can’t hack any ice cream other than vanilla-chocolate-strawberry, whatever; you stick to those.)

* Characters ought to have defined functions?  Why do I need to have one-word labels for all my characters, and what makes this a virtue? 

* "Enforcing the genre expectations?" Please. If the GM can't manage to run the anticipated genre and the players aren't interested in running the anticipated genre, no character class written will compel them to do so. You can never legislate the munchkins out of existence. You can say, bizarrely enough, "Nice try, but no."

* It’s too hard to design characters outside of pre-defined niches?  Quite aside from that there are countless gamers out there who don’t need training wheels, many a game has optional “templates” based around popular roles, without requiring that players choose one or the other.

Alright, so some game companies would have to do a lot more work to write adventures which could be solved in more ways without niche protection.  (Other game companies, the ones who work with classless systems, seem to manage just fine, of course.)  But how many of us don’t work with commercial “modules?”  What’s our benefit in buying into this fallacy?

07 September 2013

GGF #1: Gunpowder Is Naughty

We’re heavily influenced by first perceptions, and the greatest influence on fantasy fandom for generations now has been Lord of the Rings, which depicts a bucolic agrarian paradise threatened by dystopian industrial enemies.  Written by a man whose upbringing and early years were in the grim industrial cities of Birmingham and Leeds, the trope -- from his pen -- was unsurprising.  How this trope turned into a granite-hard prejudice against gunpowder (and against anything smacking of technology more advanced than simple machines generally) in fantasy RPG settings is another matter.

Geeks, by and large, are not nearly as erudite as they fancy themselves, their knowledge all too often coming from a mashup of their favorite fiction, dimly remembered college textbooks, Some Article They Read Somewhere, That Movie They Saw Last Month, and -- in recent years -- That Guy's Blog or Facebook Post. 

In particular, they’re crappy historians.  People get these shibboleths about How Things Were Back When imbedded in their consciousness, and they will never, ever, ever shake them.  (There’s a scientific term for this: "confirmation bias.")  My first wife is a recognized quilting historian, something I pushed her into because of her frustration that idiots she ran into in the Society for Creative Anachronism kept telling her that quilts weren't period.  Now in an era where clothes were so expensive you made a point of disposing of yours in your will, it'd take a moron to imagine that people just threw cloth away, at any point in history after textiles were invented -- and what you do with otherwise unusable fabric scraps is quilt them, a practice which has been documented going back several millennia.  Alas, those mooks were firmly rooted in the paradigm that quilts were invented by 19th century pioneer housewives industriously churning out Log Cabin patterns, and defended their POV to the death.  (She'd found something like twenty solid citations to back up her own knowledge that quilting was a practice dating to antiquity.  I suggested that screw it, she should accumulate two HUNDRED cites, and batter the idiots to death with sheer volume.  Anything worth doing is worth overdoing.  Eventually, she was the first person in SCA history to receive the highest honor for arts and sciences based on quilting research.)
                                   
It's the same thing here. We know that cannon were first used in Europe in the 1200s, and we know that they were ubiquitous by around 1350, the time handguns started to come into vogue. We know that well into the era of arquebuses, they were very inaccurate, temperamental and took longer to reload than many fantasy combats last. We know that longbows were far superior weapons to arquebuses -- the adage about needing to start with the archer’s grandfather in order to train him properly seldom pertaining to a RPG’s skill system -- and not many gamers whine about wizards casting powerful spells which blow the bejeezus out of foes at range.

But in the same way those SCAdians -- who fancy themselves as having an informed handle on history -- work nonetheless under their own unfounded delusions, gamers seem to equate arquebuses and muskets with the speed, accuracy and stopping power of modern firearms, and well, machine guns and assault rifles aren’t capital-H Heroic, doncha know.

The funny thing is that you not only can’t blame JRRT any more, you haven’t been able to blame him for decades.  From Roger Zelazny to Jerry Pournelle to Brian Daley to Joel Rosenberg, the guns-in-fantasy concept has been around for a long while.  (Heck, Dave Hargrave and Steve Jackson put them into their fantasy systems back in the 1970s.)  Can we stop making the sign of the cross at it, please?

06 September 2013

Gaming Geek Fallacies

Plymouth is the home of my heart, forever.  It's appropriate to begin with a sunrise!
I've long been a fan of Michael Wilson's brilliant Five Geek Social Fallacies.  They're extremely applicable to tabletop gamers (as, indeed, to most subcultures).

It struck me early on that there are several shibboleths taken as much as unquestioned, unchallenged articles of faith by tabletop gamers as GSF is with those subcultures.  So I wrote up my list of Gaming Geek Fallacies -- really, posting them somewhere permanent was the motivating factor behind me starting up a blog in the first place -- and here they are to get the ball rolling.  Hope you enjoy the ride!

GGF #1: Gunpowder Is Naughty

GGF #2: We Have To Have One Of Everything

GGF #3: Magic Changes Society

GGF #4: My Game Is Great, Your Game Sucks

GGF #5: “X” Is The Opposite Of Fun

05 September 2013

A beginning is a very delicate time.

So here I am.  Hoorah.

My name is Bob, and I've been involved with roleplaying games since the 1970s.  I've played them, I've gamemastered them, I've created them, I've playtested them, I've written for them, I've made money off of them, and I've pontificated a great deal about them -- gaming and music are the two enduring hobbies of my adult life.

That pontification bit is what I'm doing here.  I've been active on several gaming forums over a decade and more, and I'm an opinionated fellow.  I'm going to put down my thoughts, and even a solution or three.  Whether anyone cares, that's another matter, but heck, the Internet would never have gotten off the ground if its creators worried about how many people would bother with it.

My blog title comes from the legend of the invisible city of Kitezh, the Russian version of Atlantis or Brigadoon, and is the specific title of the last scene of an opera based on the tale by Rimsky-Korsakov.  From 1981 until around 1989, I was active on the UMass computer system, where there was a primitive chatroom facility called "Confer."  (As geeks will, they couldn't leave standard practice well enough alone, and insisted that it be pronounced COHN-fer.)  The program allowed users to create their own private chatrooms, which could then be made invisible -- and thus open for private invites -- and when I did this, I used this name for my chatroom.  I rather like the notion of reviving it.

I've a couple rules of the road that will color -- directly or otherwise -- everything I'll say.  First off, I don't play D&D.  Haven't played it for over twenty years, haven't GMed it in over thirty.  I'm a GURPS GM.  I'm happy with the system, I've been using it since before it was published, I'm not inclined to change.

Second, I'm a realism bug.  You'll hear more on that down the road, but IMHO, the "It's a game so trying to make it 'realistic' is stupid" crack is moronic BS, and you'll hear my refutation of that down the road.

Getting those out of the way now will save angst later.

I might be invisible here.  But I'm speaking nonetheless.