Mad Brew Labs

Better Gaming by Design

Archive for April, 2009

D&D Comic Strips

Posted by Mad Brew On April - 30 - 2009
RPG Blog Carnival

RPG Blog Carnival

This is my contribution to the April 2009 RPG Blog Carnival: Humor & Gaming hosted by A Butterfly Dreaming.  Roleplaying game humor has been around almost as long as roleplaying games have.  I think it is inevitable for themed humor to appear shortly (or immediately) after a popular activity is established or a public event happens.

Much of the early humor that I am aware of was published in the back of Dragon magazine with classic comic strips like Wormy, Phil Folgio’s What’s  New with Phil & Dixie, Fineous Fingers, Larry Elmore’s SnarfQuest, and YamaraJolly R. Blackburn’s Knight’s of the Dinner Table was always a favorite of mine, and is still going strong.

Shortly before the demise of Dragon, there were four strips that carried on the Dungeons & Dragons humor torch: Nodwick, Order of the Stick, Dork Tower, and The Zogonia and Mt. Zogonia (whose website is unfortunately dead).

Since the demise of Dragon (in print) I have obtained a subscription to its spiritual successor, Kobold Quarterly.  The tradition of four color humor continues with KQ’s inclusion of Stan!’s Bolt & Quiver (which used to be published in Dungeon magazine along with Downer the Dark Elf).

Of course with the advent of the web, many artists bypassed the traditional print medium and began releasing their work to the masses on their own, thus the comic strip found new life as the webcomic.  I’ve been digging through the internet to find some of the better four color (or b&w) roleplaying game humor and present it as a list (in alphabetical order):

I have really only explored webcomics that were inspired by Dungeons & Dragons or had a general fantasy bent.  I tend to stay away from comics derived directly from MMOs since I refuse to pay a subscription, and therefore miss the much of the humor.  If you know of any other good table top RPG inspired webcomics, sound off in the comments!

Listening to: Nine Inch Nails - Pretty Hate Machine - Kinda I Want To

Villainous Vivisection

Posted by Mad Brew On April - 24 - 2009

So I’ve got a so-called villain strapped to the operating table (he wouldn’t stop squirming while I was using the scalpel) because I was wondering what makes them work.  What’s makes them tick (tick-tock, tick-tock, like an evil clock!) so speak.  It seems to be a fad these days, to be chillin’ like a villain.  As I mop up (more like smear it around) the pools of blood this dastardly fellow leaked (how uncooperative he’s been!), I try to listen (he was screaming the whole time) to the notes I recorded during my dissection.

Anyways, I should let one of my trusted assistants finish cleaning up, I know how much they like to chew the fat while working.  Hey, don’t forget to put those organs through the grinder before they spoil! Where was I?  Oh yes, my notes… well I present my written report on the composition of a villain.  DAMN IT MINIONS!  Chew with your mouth closed, you know how much the smacking of lips irritates me!

Disclaimer

We all like to build the most effective villains for our games, but some components work better in different atmospheres.  If you’re game is a light, humorous poke at the supers’ genre, then a truly nasty demon villain that eats babies may not be appropriate (or it may, depending on your group…).  The underlying point is to use the components that work for you and forget the rest.

Antagonists vs. Villain

Let’s get one thing straight; villains are the bad-asses of the bad-guy universe.  If you look at the bad-guy universe as a Venn diagram, the big circle is the general antagonists set and then a much, much smaller circle, a subset of the general antagonists, is the villains.  Villains are a special breed.

Antagonists

Antagonists are anyone who becomes obstacles in the player characters’ path.  They could range from the diligent guard blocking access to a location (just doing his job) to the thug who beat up one of their grandmas and left her for dead.  It could be the bard in the corner singing out of tune so loudly that the PCs cannot hear what the thief in the corner is saying to her boss.  An antagonist just someone (or something) like makes life more difficult, but doesn’t necessarily have a lasting effect on the campaign.

The Villain

Actual villains should probably remain relatively rare in a campaign, otherwise they lose their effectiveness.  The single factor that make a villain distinct from lesser antagonists is the fact his goal(s) is the direct anti-thesis of the PC’s ultimate goal(s).  A villain is the arch-nemesis of the player characters, and he actively tries to defeat them.

Mechanisms of Good Villains

I have collected, preserved, and placed in labeled jars full of formaldehyde some of the common components of effective villains.  These are some of the most rotten elements that comprise many of the most hated and feared villains.

Cult of Personality

Many villains become powerful leaders and influential people of station through their commanding presence and charisma.  They may use sex appeal or oratory skills (no it’s not the same, pervert!).  This usually means any dialog with a villain should be real and memorable.  Not to mention the hoards of zealous followers willing to lie down and die for their liege.

Truly Threatening

If a villain doesn’t pose an honest threat the player characters, then he’s a mook (as opposed to a villain).  A villain should strike fear into the hearts of the players, not just their characters.  A villain actually uses sound tactics in and out of combat and he orders his minions to do the same.

Corresponding Intensity

This is really a reflection of the game’s attitude and atmosphere.  A villain should be just as intense as the player characters (or more so if they are a bunch of gimpy roleplayers).  If the characters see the world as black and white (and they are white), then the villain is the blackest black.  If everything is seen in shades of grey, this guy is nebulous too.  If everything is tongue-in-cheek comedy, then the villain should be dark humor.

Shattered Mirror

This is a reflection of the player characters.  Sometimes the best villain is a photographic negative of one or more player characters, or what they believe in.  The villain should be a perverse mockery of all the good traits of the characters.

Lingering Humanity

Some villains still possess a shred of their humanity (or elvenity, or whatever) that they had before they became the cruel bastard they are now.  Perhaps they have a soft spot for children (or gully dwarves), or like ice scream an awful lot.  This is a great way to get players to feel sympathy for a villain.

Twisted Endings

So your players have slain the big bad evil guy, but wait… this guy was actually the good captain who was undercover trying to find the real bad guy?  Oh yeah, the truly despicable villain will throw the player characters with excellent red herrings.  What did you just say, you’re my mother!? Nooooooooo!!

Tragic Origins

Give the player characters a greater understanding of their nemesis and have them discover the tragic origins of the villain.  Perhaps he grew up in an orphanage where the Sisters of Mercy wouldn’t give him any ice cream but would pound down pints of Cookies’n'Cream in front of him, oh the torture!  So now he will drown any nun he sees in hot sticky cream.

Hidden Enemy

Occasionally is it can be fun keeping the villain unknown and working from the shadows.  The player characters are always baffled until he finally slips and makes a mistake.  Then you reveal the villain in all her glory, hopefully crushing the PCs’ spirits with hopelessness.

Scaling Power

Usually, I am not a proponent of scaling elements in the world with the progression and power of the player characters.  I like an organic or natural world.  But the natural world isn’t completely static, and an ambitious villain will most definitely progress in power too; quite possibly at a faster rate than the PCs depending on how unscrupulous she is.

Memorable Name

Well you can’t have a terrifying villain with a hokey name, unless that’s the atmosphere of the game.  If your villain has been designed properly, merely using the name in normal conversion should elicit emotional reaction from your players.

Cinema & Novels

Let’s face it.  Roleplaying games are NOT movies or books.  That’s a good thing, because playing an RPG is dynamic art that always creates a unique experience because you (and the rest of your group) are the one creating it.  It’s just that some of the tools and techniques used in cinema and novels don’t work as effectively when used right out of the box.

Presentation & Revelation

Directors and authors often center parts of their stories away from the protagonists and focus on the activities of the villain.  This is great because it allows them to develop the villain’s character and compel the [passive] audience to connect with the adversary.

Game Masters do not have that luxury.  It is fairly difficult to switch away from the player characters during the game to narrate the devious actions that the villain is doing.  Besides killing the pacing, it also destroys the suspension of disbelief by showing things that is impossible for the characters to know (and of course this information can then be metagamed).

However a clever GM can reveal the villain’s machinations, history, and depth of character to the player characters through the accounts of interviewed witnesses, scrying, dream sequences, scenes of aftermath, and other recreations of the villain’s actions.

Check out some other insightful posts about villains on The Core Mechanic and At-Will!

Listening to: Tony Iommi – IOMMI – Time is Mine fet. Phil Anselmo

Elixer of Restful Slumber

Posted by Mad Brew On April - 23 - 2009

I’m presenting another magical itme for use with the Pathfinder RPG.  This time I wanted to provide an item that was not combat orientated or groundbreaking, but something that emhanced something fairly mundane that usually is not even though about.  This elixer doubles the effectiveness of natural healing during an eight-hour rest period.

Elixer of Restful Slumber

Aura faint conjuration; CL 3rd
Slot –; Price 100 gp; Weight .5 lb.

DESCRIPTION

This potion come in many containers, but always has a midnight blue hue and appears to sparkle.  Imbibing the elixer will double the effectiveness of natural healing during a full night’s sleep (8 hour period) or complete bed rest for an entire day.  So a character who sleeps for 8 hours after drinking this elixer will recover twice his character level in hit points and two points of temporary ability damage per affect ability score.

A character must drink this elixer within an hour before resting.  If the proceeding rest period is interrupted before it is complete, the effects of the elixer end.

CONSTRUCTION

Requirements Brew Potion, sleep; Cost 50 gp

Listening to: Ministry – Psalm 69 – Jesus Built My Hotrod

Blogosphere Projects of Interest

Posted by Mad Brew On April - 22 - 2009

Yesterday, I mentioned a few of the contests that had caught my eye (most notably because of the awesome prizes that could be won).  Today I want to mention some really cool projects, that aren’t contests, being initiated by my fellow bloggers.

4etopia Forums

Quinn Murphy, perhaps better known as gamefiend from At-Will, has created the 4etopia forums dedicated to constructive discussion about 4e.  The goals of 4etopia are probably best summed up by Quinn himself:

Why forums?  I wanted a dedicated spot to talk 4th edition, pure and simple.  I wanted a place where there wasn’t a lot of time wasted defending why we play (edition warriors please stay out!) and where the community could get right to the point of discussing the game.

Also I wanted dedicated space to discuss specific aspects of 4e that I feel don’t get enough attention.  4etopia has forums for discussing encounter design, and skill challenges, things that just don’t get enough love.  There are places to chat about DPR, rules discussions, etc.  I love to talk about all these things as well, but there are places you can go for that already.  I certainly don’t want to duplicate anyone’s efforts!  4etopia is here for frank discussion of how we engage (as players) and create engagement (as DMs).  Most importantly, it’s a place that’s meant to be fun.

Visit the forums, start a thread, and enjoy!  Can’t wait to see you there.

Green Devil Face

Green Devil Face is a magazine being produce by James Raggi IV, the (sometimes controversial but always in your face) old school advocate from Lamentations of the Flame Princess.  I need to get my hands on these cheap (less than $3.50) hand-assembled magazines to see the crazy shit James and his contributors have cooked up.  Oh and did I mention James is taking submissions?  Once again, I’ll use the words of the creator to best describe the project:

Green Devil Face, the zine, is a community project. It is intended to provide traditional fantasy RPG referees with game material that can be inserted as-is into their games. Detail is encouraged to give the reader the exact sense of how the author would play the trap out in-game, and of course the referee reading it is free to use that or substitute his own ideas as appropriate.

If you have a particularly original or clever trap, room, item, or tricky situation that you’ve used in one of your games and that you would like to share, submit it for publication in a future issue of Green Devil Face. We can’t pay anything, but you keep the rights to your work, and you get to see your name in print. All contributors get a copy of the final finished printed product.

GDF is also in need of an original logo, plus it would be nice to feature original artwork in future issues, so budding artists out there are encouraged to submit material as well.

A new issues will be released whenever 28 pages of content are filled, so submit now, and submit often!

Megadungeon.net

I think Monte Cook’s Dungeon-A-Day megadungeon service jumpstarted James Maliszewski of Grognardia to kick of his free community-based megadungeon project.  Megadungeon.net presents the ongoing creation of a massive dungeon of Urheim that exists beneath the ruined Monastery of St. Gaxyg.  Of course, I’ll steal the words of the project manager to help fully describe the project:

In addition to detailing the dungeon, its inhabitants, mysteries, tricks, traps, and treasures, I plan to use this site to discuss the philosophy of building a megadungeon, otherwise known as a “campaign dungeon,” because its purpose is to be the focus of an entire campaign rather than the locale for a single adventure.

Megadungeon.net will grow slowly, adding new material on an irregular basis. Some weeks there may be lots of updates, while others may have none at all. The speed with which Urheim is detailed will depend on when I get good ideas or when I receive sufficient submissions from contributors. Anyone who wishes to contribute is welcome to do so. One of my goals is to make this as collaborative a project as I am able. What that means is that, if you have an idea, big or small, feel free to send it in and I’ll do my best to find a way to use it. This includes alternate takes on elements I’ve already described, since options are an important part of the old school approach to gaming I prefer. I’m interested in submissions of any type, including cartography and artwork. Guidelines for submission can be found here.

One more thing, almost the entirety of the contents on this website (artwork and cartography being the primary exceptions) are designated Open Game Content under the Open Game License. That means you can take things from Urheim and use them in your own published products provided you include the Copyright Notice from Section 15 in your own copy of the OGL.

RPGBN Community Forums

Michael Wolf, who goes by Stargazer from Stargazer’s World, resurrected Phil Menard’s (The ChattyDM) old cobweb collecting forums and rebranded it as the official RPG Bloggers Network Community Forums.  There are boards for Blogging, Game Reports, Other Geek Topics, Play-by-Post games, and many more.  If you are looking for a new general RPG forum to hang out on because your current haunt has become a haven of suck, then head over there!

RPGBN Shared Setting

Enrique Bertran, the NewbieDM, initiated the RPGBN shared setting project where bunches of our fellow bloggers are busy carving out some crazy, serious, and humorous pieces of the world (using a map I donated that has been nicely modified to include a hex grid!).  This is a long term deal without a lot of pressure, but there are some interesting things being created over there, go check it out and send your encouragement to all the bloggers!

If I missed an exciting project out there, pipe up and let me know in the comments!

Listening to: Mudvayne – Lost and Found – Fall into Sleep

Plunder the RPG Blogosphere

Posted by Mad Brew On April - 21 - 2009
Get Some Loot!

Get Some Loot!

The loot is just pouring out of the RPG blogosphere this Spring.  I see some really cool projects kicking off; all heralded (in my honest opinion) by the pioneering Open Game Table Anthology.   We have several contests supported by the publishers.  I hope it is the beginning of a trend where we will see more of the publishers utilizing the blogging community to reach their target audience.  It’s definitely a win-win situation.

Top 25 RPGs Contest

Zachary Houghton of the RPG Blog II finished collecting entries to determine the Top 25 RPGs yesterday.  You know what the coolest part of this contest was?  All you had to do was email Zachary with your picks for the best RPG and you didn’t even need to send 25!  Some random winners will collect goodies donated by some really cool sponsors.  Prizes include:

Crafty Games
-Spycraft 2.0 Rulebook
-Spycraft: World on Fire

RPG Objects
-Modern^20
-Darwin’s World 2: Survivor’s Handbook
-Blood and Space 2: Galactic Edition
-Blood and Fists: Master Edition

One Bad Egg
/Evil Hat
-Swashbucklers of the 7 Skies
-One Bad Egg PDF Prize Pack (items to be determined)

Postmortem Studios
-RPG PDF Prize Pack (items to be determined)

6d6 Adventure Writing Competition

Hey, the Top 25 RPGs contest may be over, but there are still a couple of cool contests whose deadlines have not elapsed.  A few weeks ago, 6d6 Fireball announced their Adventure Writing Competition.  Chris & Rob are looking for a 3.5 D&D OGL compatible adventure that features bearded devils somewhere in the adventure (minimum 2000 words).

The prize for the competition is pretty slick, not only do you get credited for a published adventure and a copy, but you’ll get 100% of the profits.  Yeah, ALL of the PROFITS.  Hey you might make zero dollars or you might make a couple hundred, but you’ll get experience either way.  The deadline for the 6d6 Adventure Writing Competition is May 12, so get writing now!

One Page Dungeon Contest

Chgowiz, of Chgowiz’s Old Guy RPG Blog, and the Chatty DM, of Musings of the Chatty DM have teamed together to present the One Page Dungeon Contest.  New School & Old School collide to jam on creating the best one page dungeon!  They even provide a template to put your dungeon on.

The deadline for this contest is May 14th and the prizes are too many to list here so go over to either of the blogs and check out the details.  I will mention the sponsors though:

Listening to: Danzig - Danzig IV - Little Whip

Designing Games at a New Level

Posted by Mad Brew On April - 20 - 2009

A common mechanic found in roleplaying games is the Level.  A level provides a means to measure the approximate power of a character.  Levels are usually designated by a number that begins with 1 or 0 and progresses an integer at a time.  However, Levels could also be designated by keywords such as novice, trained, and expert.  The use of keywords to designate Level is usually referred to as Rank.

Levels are keyed to another mechanic, usually Class, or Experience, or both.  However, level could be associated with Skills or other Traits that can be increased through play.  Though, most gamers tend to associate level as an encompassing attribute that measures a character as a whole rather than individual traits.

Advantages

The obvious (but usually overlooked) advantage of Levels is that it provides characters with the ability to increase power over time.  It is a common expectation of roleplaying games, but it is not a universal trait shared by all RPGs.

Another advantage of Levels is reduced bookkeeping.   By tying character statistics to a Level, it decreases the amount of values that a player needs to maintain.  Having Level drive the effectiveness of abilities is a great method of simplifying the game.

The other advantage of Levels is the ability to determine the chances of character survival in against specific challenges.  This allows Game Master (as well as publishers) to more easily create adventures and scenarios that are matched to the characters’ ability.

Disadvantages

The primary disadvantage of using Levels, just like any controlling mechanic, is you add a layer of inflexibility.  Levels place constraints on character Traits and story gamers may not like to play games that have levels because they feel it limits their roleplay (“Why can’t my level 1 dude take out a level 30 dragon?“).

From a design perspective, you also need to decide how much of the other mechanics are limited by level.  A designer can trade flexibility for record keeping by allowing more traits to be unhindered by level (which increases bookkeeping).

Example Systems

Dungeons & Dragons is probably the most recognizable roleplaying game that implements levels.  Third Edition used Character and Class Levels, and every character advances Levels at the same Experience values.   Advanced Dungeons & Dragons had Classes that advanced at different Experience rates.

HARP uses Levels as a method of distributing Development Points that can be used purchase Skills, Talents, and Stats.  Levels are obtained by gaining Experience.

Mutants & Masterminds uses Power Levels to determine the amount of Power Points a player can spend on a character.

Echelon Decisions

With Echelon, I made the decision that I wanted Point-buy and with Powers that have Rank.  Anyone who knows the Storytelling System will find this underpinning familiar.  However, I wanted to break from the Storytelling System mold by providing a character Level (as opposed to the Levels of Power that are already there).

In Echelon, Levels are tied strictly to Experience.  Once a certain amount of Experience has been achieved, a character gains a Level and all Level dependent Traits are recalculated.  Some Traits or Powers may require a certain Level as prerequisite.

The character level will also provide a means to determine a base modifier that will be used in most Tests as well as providing a multiplier to increase the effectiveness of certain Traits (Mana & Vitality, which will be covered in a future article).  Levels will help provide some built-in balance, even though my design principles maintain that balance is firmly in the dominion of the game master.

Listening to: Faith No More - Angel Dust - Caffeine

Supersize Me: Mad Brew the Villain

Posted by Mad Brew On April - 10 - 2009

Vulcan Stev, a fellow member of the RPGBN, proposed an internet meme where all the bloggers created superhero versions of themselves.  Well, quite honestly, I could never take up the role of vigilante, vengeance maybe, but nothing interested with any kind justice.

So I decided to supersize myself into a villain (or an anti-hero at best) using the awesome Mutants & Masterminds 2nd edition rules.  It probably best fits my personality anyways.

Mad Brew, the Infernal Engineer

Mad Brew is obsessed with researching the universal theory of Apeirogon, the god worshipped by the Church of the Radiant Polyhedron.  Once the theory is codified and proven, he will unleash his ultimate creation upon the masses, and they will make him their patron saint.

Long ago, the entity known as Mad Brew, successfully transplanted his brain into a massive armored construct and discarded the limits of his human shell of flesh.  Now he never tires, never needs to sleep (though his lack of sleep may be magnifying his insanity), and can crush those who oppose with little effort.

Over the years, Mad Brew has surrounded himself with a small army of clockwork creations to assist him in the laboratory of the Crawling Tower, an immense mobile automaton that is currently idling in the frozen wastes of the north.

Real Name: Michael Brewer

PL: 16 {254 pp}

Abilities:

  • STR: 0 [30] (+10)
  • DEX: 0 [10] (+0)
  • CON: — (+0)
  • INT: 30 (+10)
  • WIS: 12 (+1)
  • CHA: 16 (+3)

Skills:

  • Craft [Chemical] 12 (+22)
  • Craft [Electronic] 12 (+22)
  • Craft [Mechanical] 12 (+22)
  • Disable Device 12 (+22)
  • Intimidate 16 (+19)
  • Knowledge [Technology] 12 (+22)
  • Sense Motive 12 (+13)

Feats:

  • Attack Focus [Melee] (8)
  • Eidetic Memory
  • Equipment (5)
  • Fearsome Presence (6) [DC 16; 30ft.]
  • Inventor
  • Master Plan
  • Minions (24)
  • Startle
  • Ultimate Effort [Ultimate Craft Check]
  • Ultimate Effort [Ultimate Technology Check]

Powers:

  • Radiation Control 20 {43pp}
      – Alternate Powers:
             + Drain Constitution 13 (Extras: Ranged, Disease)
             + Disintegration 10
      – Power Feats: Accurate
  • Mind Shield 6 {6pp}
  • Immunity 30 (All Fortitude Effects) {30pp}
  • Device 18 {72pp}
      – Armored Body
             + Enhanced Strength 30
             + Enhanced Dexterity 10
             + Protection 20 (Extra: Impervious [+1] 15)
             + Flight 6
      – Attack Specialization [Radiation] (3)

Combat:

  • Attack +4 (+12 Melee, +12 Radiation Blast) [Unarmed +10, Radiation Blast +20]
  • Defense 20 (15 flat-footed)
  • Init +0

Saves:

  • Toughness +20 (15 Impervious) (20 flat-footed)
  • Fortitude +NA
  • Reflex +0
  • Will +12 (+18 vs. Mental)

Equipment: The Crawling Tower {22ep}

  • Size: Awesome
  • Toughness: 20
  • Features:
      – Communications
      – Computer
      – Defense System
      – Dock
      – Fire Prevention System
      – Hanger
      – Holding Cells
      – Isolated
      – Laboratory
      – Power System
      – Security System
      – Workshop

Drawback: Involuntary Transformation {5pp}

  • When Armor is disabled
  • Uncommon Occurrence
  • Major Intensity

Abilities -2 + Skills 22 (88 Ranks) + Feats 49 + Powers 151 + Combat 28 + Saves 11 – Drawbacks 5 = 254pp

Minions: Mad Brew has an army of clockwork automata: 16 clockwork spiders that share the stats of Thugs (p. 226) and two large steam-powered guardians that share the stats of bears (p. 230).

This character build was based off the Atomic Brain build posted by MDSnowman on the Atomic Think Tank (the official Mutants & Masterminds forum).

Listening to: Stabbing Westward – Darkest Days – Haunting Me

RPP-310: Roleplaying Promotes Wellbeing

Posted by Mad Brew On April - 9 - 2009
Attention: People at Play

Attention: People at Play

Roleplaying Philosophy Series:

Roleplaying games are good for your health.  No, really.  Studies show that play is the gateway to vitality.  And rolePLAYing may be one of the most rewarding forms of play.

Earlier this year, Tony Law posted a video on RPG Centric from the TED (Technology, Entertainment, & Design) Conference.  The video features Dr. Stuart Brown from the National Institute of Play discussing how the importance of play transcends childhood (as well as species!) and continues to be vital for adults.  I urge you to visit RPG Centric and watch the video before reading further.

Basically, scientific research has found evidence that supports the theory that play is as fundamental to human development and health as is sleep, exercise (which some play could be considered), or nutrition.  It is essential:

A life or a culture devoid of or deficient in play exists as a heightened major public health risk factor. The prevalence of depression, stress related diseases, interpersonal violence, the addictions, and other health and well being problems can be linked, like a deficiency disease, to the prolonged deprivation of play. – The National Institute of Play

Seven Patterns of Play

The Institute of Play has identified seven elemental forms, or patterns, of play.  Roleplaying games are unusual in the respect that they have the potential to incorporate all seven patterns of play, making this sometimes ridiculed activity a prime candidate for individuals seeking to balance their life with play.

Attunement

Attunement play is often a wordless understanding, attunement, between people that can be marked by shared smiles and the sense that two or more people are connected at a subconscious level.  It is usually initiated by eye contact.  Perhaps the best example of attunement is when a mother and baby make eye contact and the baby smiles and makes a noise which then in turn prompts the mother to vocalize.  Studies using an EEG show that the right sides of the participants’ brains become attuned.

This base level of play is achieved during a roleplaying game through eye contact and laughter.  The sudden outbursts of excitement when a player makes a particularly good roll (or the moans & groans at a bad roll) is a form of attunement that enhances the shared experience of the play.

Body & Movement

Exploring how our bodies move is a way of knowing and learning about our environment and our selves.  A simple hop can convey the idea of gravity.  “Innovation, flexibility, adaptability, resilience have their roots in movement.” (National Institute of Play)

Live Action Role Play [LARP] obviously have this ground covered, especially if the gameplay includes physical simulation of combat.  However, even the exercise of exploring your vocal range to provide unique voices to characters and non-player characters constitutes body play.

Object

Science has established a direct correlation between the manipulation of objects and adult problem solving.  The correlation is so strong that companies like Boeing practically require potential engineers to not only have an advanced degree but also experience with fixing/building things by hand such as cars and model airplanes.

Most roleplaying games require dice to simulate the element of chance or the unknown into play.  The throwing (and often just playing with) of dice is a form of object play.  Another common feature of roleplaying games is miniatures and terrain.  Manipulating miniatures around the artificial scenery definitely constitutes object play.  An argument could even be made that tweaking a character sheet could also be considered object play.

Social

Humans are social creatures by nature and there is an instinctual desire to belong.  There are researchers who believe that further study into the science of social play and its influence on the sense of community could lead to breakthroughs on the prevention of violence.

This is an obvious component of roleplaying games, because you cannot have one (per my definition) without more than one person.  The social aspect of roleplaying games is without a doubt the primary motivation for many gamers who participate in the ritual.  In fact, there is a very strong sense of community among avid roleplayers that transcends national, racial, and cultural boundaries.

Imaginative

The ability of a person to pretend and create their own sense in their mind is key to innovation and creativity.  Studies have shown that this type of play is critical in the development of coping skills and trust.

The entire concept of roleplay hinges on imagination.  Players imagine the actions the scenes and actions of their characters.  The entire world the game takes place in is imaginary, even if it is a reflection of the real thing.

Storytelling-Narrative

“Storytelling, the way most kids love to learn, is, when under the play microscope, identified as the unit of human intelligibility.” (National Institute of Play)  Storytelling is a vicarious method of learning, helping individuals to understand others and through them, ourselves.

A by-product, or in some instances, the goal of roleplaying games is a narrative of events that revolve around the actions of player characters.  It allows players to experience hypothetical events and explore possibilities that are either impossible, too dangerous, or taboo in reality.

Transformative-Integrative & Creative

“We can access fantasy-play to transcend the reality of our ordinary lives, and in the process germinate new ideas, and shape and re-shape them. Given enriched circumstances, and access to novelty, our play drive takes us into these realms spontaneously. Whether like Einstein imaginatively riding pleasurably on a sunbeam at the speed of light, or a light-hearted group of IDEO corporation designers wildly imagining a new product, each is using their playfulness to innovate and create.” (National Institute of Play)  This form of play allows us to use the things we have learned through other patterns of play to create.

Through roleplaying games, participants create a shared experience.  Their characters become living, breathing alter egos that evolve and grow over the course of several games.  Roleplaying games often compel their participants to write stories, develop homebrew mechanics and worlds, and dabble in the arts.  Skills developed at the table can truly transcend their purpose in the game.

Future Revelations

Scientific study that researches the benefits of play is good for everyone, not just children or gamers.  Hopefully it will result in discoveries that can improve life and further our knowledge of how people develop and the impact it has on behavior and health.

Legitimate Academic Subject

Hard scientific evidence in the field of play will help legitimize the subject in academia.  Even with the giant strides made in research today, I believe that play is not taken as serious as it should be.  It is vital to our health and the faster it becomes accepted as a valid subject the better its chances are at obtaining the necessary grant money to continue its research.

Fearless Roleplaying

If it can ever be imprinted on the minds of people that play is important, then perhaps it will help remove the stigma that is still present in the area of roleplaying.  No doubt there will always remain the contingent of closed minded individuals and groups that will forever condemn the activity, but hopefully it will shrink so far as to no longer have an impact on gamers.

Selected References

Below is a list of selected reference for further research and reading.

Allen, Bekoff, M. (1994). Intentionality, Social Play, and Definition.

Bekoff, M. (1978). Social Play, Structure, Function and the evolution of a cooperative social behavior. In: the development of behavior: Comparative and evolutionary aspects.

Forencich, Frank. (2001). Play as if Your Life Depended Upon It.

Gross, J.J., Mauss, I.B., Levenson, R.W., Wilhelm, F. H. (2005). The Tie That Binds? Coherence among Emotion, Experience, Behavior and Physiology. Emotion Vol. 2, 175-90

Leslie, A.M. (1987). Pretense and representation: The origins of theory of mind.  Psychological Review, 94, 412-426.

Schore, A.N. (2000). The self-organization of the right brain and the neurobiology of emotional development.  Emotion, Development, and Self-Organization, (pp. 155-185).

Sheets- Johnstone, Maxine. (1999). The Primacy of Movement. Johns-Benjamin Vol. 14, Advances in Consciousness Research.

Singer, Jerome L. (1973). Child’s World of Make-Believe: Experimental Studies of Imaginative Play.

Singer, J. L., Switzer, E. (1980). Mind Play: The Creative Uses of Fantasy.

Stevens, V. (2006). Transparency to Transformation.

Sutton-Smith, Brian. (1997). The Ambiguity of Play.

Wilson, Frank. (1999). The Hand: How Its Use Shapes the Brain, Language, and Human Culture.

Winnicott, D. W. (1999). Playing and Reality.

Listening to: Corrosion of Conformity - Wiseblood – Drowning in a Daydream

Cast Your Votes for the Top 25 RPGs

Posted by Mad Brew On April - 8 - 2009

Zachary, over at the RPB Blog II, has built a mighty big list of roleplayer’s favortite RPGs.  You’ve seen (if you haven’t, you should) his Great RPG Tournament, where the best RPG (Hackmaster) was determined by the roll of dice.  But now you, the reader, can proclaim your favortie roleplaying game and cast your votes to determine which RPGs are the Top 25 of All Time.

As far as how each RPG gets scored, I’ll post the words of Zachary himself:

I’m looking for people’s lists of the RPGs that have had the brought the most influence, entertainment, and fun to their experience in the gaming hobby. You can rank up to 25 games, but if you don’t want to do that many or don’t have that many, please rank at least 10. I will be tabulating points wherein a 1st-place vote gets 25 points, a 2nd- place vote gets 24, on down to a 25th-place vote getting 1 point (not unlike the AP Football poll).

The poll goes live today and will remain open for two weeks.  Head over there now and put in a good word for your favorite RPG.  It is an excellent opportunity to introduce and discuss some roleplaying games that may be flying under the radar or forgotten in the sands of time.

Here is my list:

1. D&D 3.0/3.5
2. Original Dungeons & Dragons
3. Dungeons & Dragons 2nd Edition
4. Vampire: the Masquerade
5. New World of Darkness
6. Call of Cthulhu
7. Savage Worlds
8. Rolemaster
9. MERP
10. Rifts
11. d6 Star Wars
12. Mutants & Masterminds
13. Hero System/Champions
14. Alpha Omega
15. GURPS
16. Warhammer FRPG
17. Dark Heresy
18. Deadlands
19. Ars Magica
20. Pendragon
21. All Flesh Must Be Eaten
22. Castles & Crusades
23. Pathfinder RPG
24. Traveller
25. RuneQuest

Special Notes

Original Dungeons & Dragons: The most influential RPG in history, hands down. Because it was the first popular published RPG and has spawned 4 1/2 direct descedent editions of the RPG with the most market share. It’s where the whole hobby started, and for that we owe it some appreciation.

D&D 3.5: It gave use the OGL, and through the OGL a record number of supporting third party material. It is responsible for changing the publishing paradigm from closely guarded licensing to open source. And even with 4e in full swing, the 3.5 crowd still commands a surprising share of the hobby.

Call of Cthulhu: The most terrifying RPG in the history of table top. White Wolf may have broke into the mainstream with its gothic-punk brands, but Chaosium still owns the horror genre. CoC is responsible for bringing the horror of Lovecraft to many unsuspecting (and now insane) game tables.

Vampire: The Masquerade: VtM, and its sister settings, brought the ability to cast yourself as one of the hallmark monsters of horror. White Wolf also brought the play style of storytelling mainstream, regardless of the fact that the rules were actually a power gamer’s dream.

All Flesh Must Be Eaten: How can you not like a game where you become the meal of George Romero’s most popular antagonists? Possibly the flagship title of Eden Studio’s Unisystem, AFMBE is a landmark in the world of roleplaying.

Listening to: Devildriver – The Last Kinds Words – Burning Sermon

Industry Responds to Wizard's PDF Revocation

Posted by Mad Brew On April - 8 - 2009
Wizards of the Coast

Wizards of the Coast

No doubt everyone has heard of the brash move Wizards of Coast made late Monday night (April 6th, 2009) when they decided to yank all PDF sales, without notice, from vendors like Paizo, DriveThruRPG, and RPGNow.  They say it was to fight piracy, which anyone with a lick of intelligence knows won’t put a dent in piracy.  So I imagine it is just a move in a much larger game.  I’ll not comment about the details, but if you haven’t caught some of the articles commenting on Wizards’ actions, here is a list of the ones I think are useful:

Manufacturers Giving Some PDF Love

The thing is, I wasn’t even going to deign to comment about Wizards, because the internet has definitely been saturated with posts, threads, and comments about the stunt.  BUT, there is light at the end of the tunnel.  In response to Wizards’ actions (which has garnered itself the auspicious title of PDFgate), many other publishers decided to give hobbyists some love, PDF style.

I believe first out of the gate was Rogue Games, which made a pledge to continue PDF sales and treat the gamer with respect.  Its pledge can be seen at the Game Publishers Association site as well as on the Rogue’s blog.

Then I caught wind of White Wolf’s statement to continue producing PDFs and their offer for a free Exalted 2nd Edition download as well as a onetime 10% discount on any White Wolf titles at DriveThruRPG and RPGNow.

The rest of these offers I actually lifted from Zachary Houghton of the RPG Blog II (I’m sure he won’t mind me spreading the word):

But why stop there?  Now that the old editions of Dungeons & Dragons are no longer available for legal download, I think now is an excellent time to mention all the stuff the Old School Renaissance is making that is available in what else? PDF!  Oh, and to boot, much of this F-R-E-E!

As a community, I say we should show Wizards that we appreciate a publisher who is still in touch with the hobbyists and that is smart enough to know that yanking digital sales will not hinder the pirates (anyone hear of a scanner or advance dev copies?).

Listening to: The 69 Eyes - Motor City Resurrection - Science Gone Too Far

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