So, I’ve been
thinking about games a lot lately, probably because I haven’t been
playing a lot lately. My wife Mona’s cancer has recurred, in her
lungs this time, and she’s started chemo and not been up to doing
much gaming. We may be looking at one game per month roughly until
she’s done with this course of treatment, she goes once every three
weeks and it seems to take two to recover enough to do anything. I
have, along with my daughter Ember, been busy picking up Mona’s
slack, making meals and cleaning and such, more work than I’d
expected I guess, and taking care of Mona where and when she needs
it, so I don’t really have too much extra time to miss the games
themselves, with the extra work involved in prepping the house for a
bunch of people to come over, but I have the time to miss gaming.
Months ago my group
grew from just myself, Mike and Mona to include Mike’s son Mason,
my daughter Ember- who just turned nineteen, and Mike’s adult
daughter Marie and her BFF Rebecca, although the latter two have only
shown up when Mike was GMing Savage Worlds. Oh, and our occasional
guest star Darryl, my oldest friend.
Mike has been
running Savage Worlds in a couple of settings- Weird War 2 and a
stand alone adventure CRT, but mainly Thrilling Tales. Our latest
Thrilling Tales adventure started before we realized Mona was sick
again, when we found out we tried to rush to the end before her chemo
started, but that didn’t work out. I halted my B/X-AD&D
campaign I started with the “Isle of Dread” when I thought we
were going to have two more D&D newbies and started running “Keep
on the Borderlands”, which turned out to be unnecessary because
Marie and Rebecca didn’t show for it, but I figured it would be
nice for Mason to have the same shared experience there that I had
when I was roughly his age. That turned out to be a blood bath, with
multiple near TPKs. Mona missed about half of each session because
she was working, and the game ran better after she returned from
work. I guess having her there was the party’s good luck charm. Bad
luck, poor intra-party communication, planning, preparation and
tactical coordination were killing them while she was gone. I think
Mason was on his fifth character before we went on hiatus to play the
Thrilling Tales game after two sessions. I haven’t seen slaughter
like that since that Oriental Adventures game I ran when Ashli was a
senior in high school and we had two or three weeks in a row of TPKs.
I did play a board
game with Darryl and Mona a month or so back, Supremacy. It didn’t
go well. We butted heads over which expansions to use. We had agreed
before hand to play with none the first time, but we wasted so much
time that we only had time for one game before he had to leave, so he
wanted to add a bunch. I did not, as I hadn’t ever played with most
of the expansions the last time I played, which was in the 1980s. My
thought was that I’d have to essentially relearn the game, and so
would he, and we’d have to teach Mona and Ember to play (although
Em bowed out before we started), so it made sense to me to take it
slow and easy. Also, Darryl and I have a history with this game that
has led to acrimony in the past. I once really screwed him over in an
alliance against his dad and he took it out on me by making sure that
he screwed me over, as hard as he could, in every game we played for
the next couple of years. Ultimately the problem was more or less
solved only, I think, by us playing Axis & Allies more or less
exclusively for several years. The alliances there are concrete,
there is no changing sides, we usually ended up on opposite sides,
but eventually learned to work together again. The game of Supremacy
we played a month or so ago really brought the worst in both of us
out again, and we ended up destroying the world on the third or
fourth turn. Not the best way to play a game we started as a memorial
tribute to his dad.
I’d say it was the
stress of me having to deal with my wife’s cancer and all that
entails, combined with the fact that we were pressed for time by the
time we got around to playing, and the fact that we actually bickered
over which exact version of the game to play before we started, but I
think it may just be that the two of us can’t play that particular
game together anymore, which is too bad because I have fond memories
of playing it as a teenager. It bums me out because Darryl doesn’t
play D&D anymore either. He’s been drawn into a more character
driven, story focused, role playing intensive kind of gaming, since
he started playing with another group in Syracuse maybe fifteen years
ago. He associates D&D with D20 era D&D on the one hand, with
it’s multitude of skill checks, it’s broken challenge rating
system and it’s deep focus on miniatures and tactics on the one
hand and the lack of any real, deep role playing we played it with
when were were kids on the other; and his mind set goes back to the
“chess-master” when he tries to play. He hates Vancian magic, and
magic was his thing back in the day, he hates rules too. He’s
become a champion of rules-lite games, Mike is big on rules-lite too,
but neither of them seems to grok the idea that pre-D20 D&D is
pretty rules-lite, especially the pre-1985 variants. The 1981 Moldvay
Basic book is 64 pages, Savage Worlds Deluxe Explorer’s edition
(the edition I have, and the edition Mike runs) is 188 pages. You
might say “But that’s not a fair comparison, it’s not the
complete rules”, OK, the Cook/Marsh Expert rules are another 64
pages, an arguably complete game, still much shorter than the 188
pages of Savage Worlds, but, when I suggested that I may run a Savage
Worlds fantasy game instead of D&D (mostly so Marie and Rebecca
would show for it too), it was immediately suggested that I should
use the Savage Worlds Fantasy Companion another 160 pages. Now I
(mostly) run 1st edition AD&D, so the page count is
higher, but I think that my point that Savage Worlds isn’t really
rules-lite is made. There are versions of D&D out there that come
in at as little as 2 pages- I am looking at you Swords & Wizardry
light- so you can trim a lot of fat there.
Some complain that
D&D combat is too slow, I haven’t seen Savage Worlds run any
faster really, although there does seem to be less bean counting for
most NPCs, they are either good to go, shaken or gone, so there is
that. The inevitability of using miniatures, rather than the choice,
is reminiscent of 3e era D&D to me though, and I have to count
that as a minus for the system. I only use minis for D&D combat
maybe half of the time, usually when the group has gotten bigger and
it’s harder to describe or conceptualize the space and the
participants or when kids are playing*.
Skill based systems
bug me. This isn’t news to anyone reading this probably, but I
really hate making a skill check instead of telling me, the DM, what
your character is doing. It makes sense that the kids have a hard
time with this, in a video game, if you have the proper skills,
things get highlighted or extra options appear in dialogue, or
whatever; it bothers me when people my own age or older can’t deal
with these things though. I know the argument for the other side-
Marlon the Mighty knows how to do tons of stuff that I as a player
have no clue about- casting magic spells, picking locks, heraldry,
herbs, diplomacy, chatting up wenches, etc., so it only makes sense
that I should get a die roll on these, right? Maybe, but it makes the
players lazy to be able to JUST make a die roll. Maybe you are bad at
thinking on your feet, embarrassed at having to improv on the spot
etc., but you should have something in mind when you try to bluff
your way past the guard. Not having this idea is the opposite of role
playing, it doesn’t help with the immersive story experience that
was a stated aim in RPGs.
I keep saying to
people, Darryl, Mike, Ember, even Mona (who has heard it all before a
thousand times), that the system (or engine) that you are using
doesn’t matter. All RPGs are pretty much the same, and universal,
you can tell a great interactive story with D&D as your engine if
you try. You can have a bogged down, slow moving roll for everything
fest with it too. DM skill matter way more than the system you are
using. I have tried many RPGs, not as many as a lot of people, but
more than most I’d say, and I keep coming back to the one I spent
the bulk of my youth playing- D&D, usually with the “A” out
front; it’s home to me. I find it simple to modify to whatever my
campaign needs are at the moment. I can add and subtract from the
rules, and I have a solid idea of what effect each change will have.
I know what to modify, and what to leave be. I think in D&D when
I design stuff, I have to convert it to other systems when I play
them and that’s kind of an annoying waste of my time. AD&D is
just OD&D with a bunch of accretions, bits of house rules added
on, ideas from people other than Gary and Dave and the TSR band.
Everybody started somewhere in the D&D timeline, I started with
Holmes Basic just prior to the release of Moldvay Basic- I was
actually confused and annoyed that a “new” edition was released
so soon after I bought mine- I have never met an RPG player that had
not played D&D. A lot of people didn’t play a lot of D&D,
having quickly moved to different or more exotic systems, RuneQuest
and DragonQuest were apparently popular alternatives at one point,
GURPS was big later. Maybe Vampire the Masquerade drew in a different
crowd to RPGs that never played D&D, but I never met a White
Wolf/World of Darkness fan that had never played D&D. 5th
edition D&D seems pretty popular, but it’s not really my cup of
tea; I’d probably play, but I don’t want to DM. It has too many
leftover rules from the 3e D&D era for me. Also, I hate
Dragonborn as a PC race, but I was never a fan of Gnomes either, so
your personal mileage may vary.
*This generation
raised on video games seems to start at a real deficit when it comes
to describing encounters versus showing them on a map/battle board. I
should also note that “kids” seems to refer to everyone under
thirty. Get off my lawn!