Showing posts with label wargaming. Show all posts
Showing posts with label wargaming. Show all posts

Thursday, April 14, 2022

I was interviewed for a Podcast!

This is sort of old news now (since it was posted on three days ago) but in case anyone hasn't already heard, German AD&D (and other old-school wargames) uberfan Settembrini did a 3 hour interview with me for his podcast, which is now available for your listening pleasure. I've heard from people who've listened to the whole thing (or at least claim to have) that it's not totally boring and incomprehensible, so yay! 

I haven't listened to it (because I don't think I could stand to listen to my own voice for 3+ hours) but from memory we talked about (in no particular order and tending to ramble back and forth between topics) why we like AD&D better than BX D&D, my inspirations and methods for creating The Heroic Legendarium (and the bootleg "AD&D Companion" that preceded it), what makes for good adventures and why Temple of Elemental Evil isn't one, my games with Gary in the 80s playtesting Necropolis (and my attempts at leveraging that experience to create an accurate AD&D conversion of it), using miniatures vs theater of the mind, why I like wargames but am not actually very good at them, why and how OSRIC needs to be updated, whether it's possible to make the Upper Outer Planes a location for interesting adventures, and probably some other stuff that I'm forgetting. 

It was fun having a nice long conversation with someone who shares my enthusiasm for this stuff. Maybe it will also be fun to listen in on that conversation... 

Friday, June 30, 2017

Gaming at conventions

As a kid I attended several gaming conventions - my home-town sponsored two (Glathricon, an all-gaming con, in the summer, and ConTact, a more traditional SF con with a large gaming component, in the fall) that I went to starting in the fall of '86 until the sort of withered away in the early 90s, and starting in 1988 I also attended GenCon every year through 1997 (the summer after I graduated college; right before I moved permanently to the other side of the country). At those conventions I played a lot of games, both rpgs and more traditional boardgames, minis games, etc. By and large, and certainly with some notable exceptions, most of the rpg games weren't very good.

Part of it is that a big element of the appeal in rpgs is the open-ended campaign structure - maintaining the same character through a series of adventures, watching him or her become more powerful and develop more of an individual personality, learning more about the world, developing friends and enemies (players and NPCs alike), becoming involved in long-term plots that might play out slowly over months or years, and so on. Another big element of the appeal of rpgs is that they're a social game played with a group of friends, and in many play-sessions as much or more of the fun comes from the social interaction between the players than the ostensible action of the game. As a kid I thought you were supposed to resist that - to keep the action focused in-game and avoid distractions and digressions - but playing with Gary Gygax taught me it's closer to the opposite.

At a convention, where you've got a single 4-hour block of time and are likely playing with a group of mostly strangers, both of those are eliminated, so a convention game is necessarily going to be a different sort of beast than a game at home with your buddies. The earliest convention games of D&D seem to have been, effectively, demonstrations - you'd sit down for a couple of hours and do some exploring inside Greyhawk Castle or the Sunken City of Kalibruhn or wherever, and hopefully would have a good enough time that you'd be inspired to pick of a copy of the rules and take them home and start your own campaign. Gary Gygax came up with a different idea for the first Origins convention - a tournament where various teams went into Gary's almost-cartoonishly-deadly "Tomb of Horrors" (originally devised as Gary's way of testing the skill and mettle of overly-confident players) and the group that made it the furthest before dying was the winner. This formula was refined over the next few years and eventually became what we see in published AD&D modules derived from tournaments like C1, C2, and the A-series: teams of players go through the same adventure, facing the same encounters, and a score is kept with a basic formula of how many encounters were completed graphed to how many characters survived plus bonus points or penalties for particular smart (or dumb) actions. As the tournaments got bigger, they began to have multiple rounds, where the teams that scored best in the first round advanced to the second round (usually a more difficult set of encounters), those who scored best in the second round advanced to the finals (usually something completely off-the-wall), and the team that scored best in the final round was the winner.

That's a mutated form of D&D that doesn't have a lot in common with the default campaign style of play (strategies that are successful in one will lead to failure in the other, and vice versa), but it's still fun in its own way: knowing that the clock is ticking, and that your group's performance is being judged against other groups, puts a lot of pressure on and leads to some really intense and exhilarating play. I played in a couple of tournaments that were run this way (the AD&D Open at GenCon continued to function in this manner even after other tournaments didn't) and although I never did very well, because I was always teamed with strangers, and these adventures placed a very high premium on effective teamwork, I always had fun.

Sadly (from my perspective), when Frank Mentzer founded the RPGA (RolePlaying Game Association, an organization run by TSR with the mandate "to promote quality roleplaying and bring fans of roleplaying games together") in 1981, the way D&D tournaments were organized and scored changed dramatically. Instead of team vs. team, advancement (and, in the final round, winners) were determined individually, based on a vote by the other players (and possibly the DM - I can no longer remember whether the DM got a full vote or was only a tiebreaker) at the end of the session. Along with this, the RPGA introduced an "XP" system for its members where the more tournaments you played in and the better you placed the more points you earned, and as you increased in "level" you got to play in Master-only (and, eventually Grand Master-only) tournaments. This had an obvious and profound (and possibly unintentional?) effect on how tournament play worked. For one thing, teamwork no longer mattered, and neither did process through the adventure. The only thing that mattered was how much you impressed the other players. Maybe they'd be impressed by your tactical acumen and rules-knowledge and effective leadership (and that's what the early RPGA tournaments seem to have expected, because structurally they're still very similar to the pre-RPGA tournaments - linear gauntlets of puzzles and combat), but way more often the vote went to the "best roleplayer" - the hammy actors and scene-stealers. This created a spiral of perverse incentives where players would attempt to out-ham each other, and the adventure itself became mostly irrelevant, until the writers caught on and changed the nature of the adventures to become, basically, just a series of role-playing cues.

I was shy and socially-awkward as a kid, especially around strangers and older people (which meant pretty much everybody at cons). Therefore, I tended to do really badly in these games and rarely advanced beyond the first round. I suppose the idea was that shy kids would be drawn out and feel comfortable enough to participate, but for me it was more the opposite - the more emotive and hammy the other players got, the more I was likely to clam up. This was frustrating in a number of ways: one is that it wasn't much fun for me, another is that it suggested I wasn't actually very good at my favorite game that I'd been totally obsessed with for several years, and called into question whether I'd even really understood the game, because the way it was played in RPGA events was very different than what I'd imagined from reading the books or how we always played at home. This is about the time I probably should have decided the game wasn't really for me after all and declare that I'd "outgrown" it, which is what most other kids did (and, non-coincidentally this was right at the time, in the late 80s, when the fad years were over and the popularity of the game was in steep decline), but for whatever reason I didn't - I kept going to the cons and playing in tournament events that I didn't really enjoy and wasn't very good at. I suppose I was still hoping if I played in enough I might finally find a good one.

And that is, of course, exactly what happened when I lucked into those games with Gary at Glathricon '88. This, finally, was exactly what I'd always wanted D&D to be (and more). It was both a revelation (that my approach to D&D was much closer to how the inventor of the game did it than how everyone else did) and a huge confidence-booster (I was now assured that my approach was "right" after all). I hadn't seen it at the time, but years later I stumbled across a Dragon editorial by Gary (in issue #102, October 1985 - coincidentally one of his last editorials before his ouster) where he expressed the same sentiments - decrying "the current vogue of placing seemingly undue importance" on the "theatrical side of gaming," which he felt "tend[ed] to make playing out an adventure more of a children’s 'let’s pretend' activity than an action-packed game which involves all sorts of fun, including the playing of a role but other fun aspects as well." My approach to gaming was out of fashion in the late 80s, but at least I had the inventor of the game in my corner :)

I still played in a few more RPGA tournaments (in retrospect I'm not sure why - inertia?) but came to realize that those were the least fun games, and that it was much more fun (and instructional) to play in games that went all the way back to the original model - creators of the game giving, basically, demonstrations. That's effectively what the Gygax games had been, and I had similarly fun experiences playing games like Cyberpunk, MegaTraveller, RuneQuest, and Amber at GenCon with "insiders" - not usually the creator of the game, but friends of the creator who'd played with them and been involved in the development and had a "feel" for the game that only comes from that sort of close, long-term association. I almost always came away from those games excited and enthused, eager to share the experience with all of my friends at home (and it's no coincidence that those are the games we played most through the late 80s & 90s). I think there's really something to playing a game with the creator, or someone closely associated with and who learned from the creator, that helps you understand and appreciate it in a way that reading the books alone can never do.

Eventually, for whatever reason - because I wasn't as interested in the new games being released, or felt I'd learned enough, or just realized that playing games with strangers that weren't as good as what I could play at home with my friends wasn't an effective use of my time, I stopped playing even in those demo-games, and the last 3-4 years I attended GenCon, and the last year or two I attended Glathricon, I didn't play in any rpg events, RPGA-sponsored or otherwise. Instead, I realized that the most fun was to be had in large-scale, multiplayer board and minis games. At Glathricon for several years running, a guy named Greg Poehlein (who was one of Evansville's local rpg-industry celebrities, having co-written the Star Trek and Doctor Who rpgs for FASA) ran an event called the "Glathricon 500," which was his house-ruled adaptation of Avalon Hill's Speed Circuit for Matchbox cars on a huge oval-shaped track. This was an all-day event that usually drew around 20 players. Likewise, there was a group who every year at GenCon staged huge 25mm-scale British colonial minis games, with full terrain and hundreds of figures per side (the two I remember were vs. Zulus and vs. Afghans) - again, an all-day event with a dozen or more players involved. These were things I'd never have had the resources or the number of players (or the space!) to attempt at home, and they were always tremendous fun and I looked forward to them year after year (and was crushed when I attended Glathricon '95 and found that "the 500" had been canceled).

Is there a point in all of this? Not really; it's just a reminiscence. But there are, perhaps, a few takeaways that might be useful to people attending, or thinking of attending, a gaming con: (1) the games aren't going to be much like, and probably won't be as good as, your games with your friends at home; (2) tournament-games are especially wack, unless it's a team-tournament and you're there with enough of your home-group to make up a whole team; but (3) if you get a chance to play a game with its creator it's probably worth doing because you'll likely pick up some insight into the expected play-style and get a better feel for the game than you can get from reading a rulebook; and (4) if they're running any large-scale, multiplayer board or minis events, jump all over that, because that's something you can't do at home, and they tend to be really fun!

Wednesday, April 19, 2017

Flint Dille and Pimm's Cups

Flint Dille is an interesting character in 80s pop-culture. He's part of the family that owns the IP rights to Buck Rodgers, he's been involved in a ton of shows and games and media ventures over the years including, most famously, the Transformers and G.I. Joe cartoons from the 80s, and he was a good friend and writing partner of Gary Gygax when Gary was living in Hollywood (c. 1983-85). They co-wrote a series of "choose your own adventure" books (that I haven't read) and a screenplay (or possibly just a treatment) for a Dungeons & Dragons movie, presumably intended to replace the really dreadful screenplay TSR had commissioned from Oscar-winner James Goldman (excerpts from which can be read here (trigger warning: it's total garbage)).

Last year, Flint posted a bunch of excerpts from his in-progress memoirs to his Facebook page. One in particular (that I'd like to link to directly, but can't find, so I'm going with a cust & paste version that was re-posted here) stands out in my memory:
PIMMS CUPS
Somewhere in 1985, I threw a bunch of G.I. Joes and Transformers into a box and took the winding drive to the D&D Mansion. The idea was to see if it would be possible to make a miniatures game with Joe and the Autobots fighting Cobra and the Decepticons. The sand table was made for inch-tall (25mm) miniatures, so the scale was all wrong. We’d have to play this game outside.
Sometimes life all comes together in a perfect harmony. Disparate elements come together to a larger whole. Try as I might, I can’t pinpoint exactly what month or season it was. Say what you want to about Los Angeles, the weather is constant -- any day is ‘impromptu adventure day.’ There’s a reason the Movie Business moved here from New Jersey. But more to the point, weather won’t help me remember when this happened. 
I do remember the lawn, the tape measures and Gary and I. There were other people around, I just can’t remember who. I have to think that John Beebe, Joey Thompson, Donna and Penny, maybe Ernie and Peggy and possibly some Sunbow types (I can’t remember). That might have been the day Frank showed up. I can see him looking on the game stuff with amused distant fascination. And I can’t quite remember what triggered it, other than that it was the most natural thing in the world and it felt like that day when you were a kid and you decided it was time to build a fort.
There was a gigantic oval stretch of grass and some foliage created by the drive around the DDEC Mansion. I would have liked more terrain, but it was a good enough battleground. I don’t remember how long we discussed exactly how far a Joe gun could shoot or what the destruction power of Megatron in Gun Mode would have, or how long, in game terms, it would take for a Transformer to transform, but it was a matter of minutes. Usually, with this stuff it's best to jump in and figure it out as you go. Planning has a funny habit of making things not happen -- especially things like this which are done for the pure fun of it with no practical outcome in mind. It's important to note that nobody thought this should be a product or if somebody did suggest we make a massive miniatures game together with Hasbro, the talk disappeared like the smoke from our Camels. That wasn't the point. In fact, the point was that there was no point. I’m not going to declare that the best stuff happens for no purpose, but I’m tempted to. I will say that breakthroughs and ‘Perfect Moments’ often happen when there’s no practical purpose for them and nobody is trying to engineer them.
What I do remember was that at some point there were people holding trays of Gin and Tonics or Pimms Cups or some other British Imperial Drink and we were moving figures around fighting each other. We had to use tape measures, because the distances were far too long for yardsticks or rulers and I’m quite sure nobody was all that concerned about millimeters or even feet. The battle had begun.
It was a quintessential ‘80’s moment, but it felt like something out of a Merchant Ivory film of the day. Mansion. Exotic Environment. Civilized people. We were like bored ExPats or British colonials wiling away the remains of a day. I’d give a lot for a picture of it, but maybe the image in my memory is probably better. It hard for my mind not to insert people in period uniforms and fan chairs (I think there actually was one) and silver trays (I think there were) and probably Wellington’s Victory playing on a hybrid boom box cassette player of the day. Don’t think I had a portable DVD player yet. Napoleon and Wellington had nothing to do with Optimus and Megatron, but it somehow fit. The ‘80’s were a time when things fit together that weren’t supposed to.
It's not important exactly what scenario we created or who won or whether we even finished a game (It’s unlikely, there’s something disturbing about actually finishing a game), but that there was this moment when Transformers, G.I Joe, Chainmail and D&D all came together in glorious harmony. There are few things I like more than when things all harmonize, when irreproducible moments occur. They happen in small windows... Small windows of opportunity. This had to be 1985. There were clouds on the horizon for DDEC. TSR was bleeding money and sharks were circling. But that day, there was no trouble. The world was a symphony. 
I won’t say that it was all downhill from there. It wasn’t. But we’d reached the top of some mountain and for just a moment, I could see whole possibilities in the world that I’d still like to see realized.
There's a few different things I like about this story. One is that it's just a fun bit of reminiscence, well-told; a nice little scene. Another is that this is totally the kind of stuff my friends and I used to do as kids - set up large-scale battles in my basement or out in the yard using our G.I. Joe and Transformers toys and then play them out, including improvised dialogue. In those days we just called it "playing with toys", but looking back if we'd been trying to sound impressive we could have credibly called it "free kriegspiel" or "quasi-Braunstein" or whatever. So it's kind of funny to me to read about a bunch of adults doing pretty much exactly the same on the lawn of a Beverly Hills mansion. Third is the way this story intersects with the legend of Gary Gygax's Hollywood tenure, which is all coke-fueled hot tub shenanigans and fiddling away on the company dime while unsecured debt was piling up and people were getting laid off back in snowy Wisconsin. Yes, Gary's lifestyle in those days was pretty extreme, and that generated a lot of resentment among the fans and other employees at TSR that is still festering over 30 years later, but for all that he was still, deep down, a kid-at-heart who loved playing games with his friends, and I like knowing that. And, last but not least, is the "what if" thought about how, in some alternate timeline where Gary and Flint's sister (Lorraine Williams) were able to get along and work together, that maybe TSR and Hasbro might have struck some sort of deal to actually produce a set of G.I. Joe/Transformers wargame rules, and how awesome 11-year-old me would've thought that was.