Archives for posts with tag: mutants & masterminds

Never Before Has Grammar Been This Annoying
As an English Major (as can be observed in the tagline at the top of this page), I don’t mind working with grammar. Honestly, I love it. Syntax, grammar, and word-choice are each a fun game I like to engage in — though I maybe less than fantastic any of these things, and I may stumble over my words with frightening regularity.

I think it goes without saying at this point that I do certainly love games.

As a result, there is a frequent form of common ground between my many distracting hobbies (besides being linked frequently on this blog), and that is: rule books. Interpreting dangling participles and garden path sentences is the rule of the day when I first crack open the box of any given game and start digging in.

I know that doesn’t sound awfully exciting. It really isn’t.

When I get the opportunity to read through something or write something for class, I can enjoy perusing the piece and dissecting it to ascertain its inner-workings; examining the ways the sounds and the bits of the sentence play off of one another. It’s play, and it’s fun. When I get the opportunity to play a game or make one up for myself, I can enjoy messing around with the bits of ideas and mechanics; seeing how rules interact or play off of one another. It also is play, and fun. When I am reading a rule book however, it is a strange no-man’s land between the two: I am not reading for leisure, necessarily. I am certainly not playing. I am preparing myself — arming myself! Trying to figure out how to make a given game work like clockwork, and wring every drop of entertainment out of it that I can. I’m a busy college student with papers to write, a fraternity to participate in, classes to get behind in…

I do not have the time to wrestle with rule books at the table. 10 minutes of silence when someone tries to do something and I don’t know how the game handles such a situation is unacceptable — by that point, the others have already checked out and it’s an endeavor to get everyone on track again. Now, imagine this situation expanded to encompass the life of a married couple, a family with children, or a family worried about its car payments, etc. There is no time for trying to understand whether or not you meant the game piece on this side or on that side of the board, especially not in games of social complexity that rely on deception or in-depth interaction.

Diplomacy
On that note, I found a new game this week! It’s called Diplomacy and it’s a war game simulating the conditions of European powers on the bring of World War I. In a lot of ways, it seems like Risk but it differs in a lot of ways. To start, if you’ve ever played Risk then you know that it is a standard board game through and through — by which I mean, there is almost no player to player communication whatsoever through the game. This isn’t necessarily an attack on that game… lots of games fit this model. Connect 4 can be played with no communication, Battleship involves one-way communication and process of elimination (curiously very similar to Guess Who?). Risk consists solely of rolling dice, moving pieces, and occasionally pointing to whomever the territory you’re invading belongs.

Diplomacy, meanwhile, is a highly complex game of social maneuvering as players take on the roles of Generals and Party Leaders in 1901 and build up their nations territories and capital immediately before war breaks out. Sounds about identical to Risk, right? Except that everyone’s turns are performed simultaneously (unlike Risk’s turn structure) and in secret (not in the open for everyone to see). Furthermore, before every round, players allot time to meet and mingle with fellow players to coordinate and plan their actions this turn — to betray friends and support enemies! Tricking players into hating one another, and feigning victim to garner support.

Not dissimilar to the social psychology angle of Werewolves, Diplomacy approaches the tension in a different way. It’s not that you don’t know who to trust (as in Mafia or Werewolves), but that you know you can’t trust any of the players — everyone is trying to manipulate everyone against everyone else. It’s a beautiful pile-up of plans gone horribly awry.

And really complex, you can imagine.

So, you’d hope they’d keep the instructions in the rule book simple and clearly written.

Yeah, about that… This is just a reminder to myself to be more clear and well-spoken in my writings so that one day, long down the road I won’t be the guy being written about for his rule book’s bad examples.

When I finish cutting through all of the poorly rendered grammar and understand this game, I’ll give it a play and write about it! As always, I can be reached at alfred_rudzki[at]yahoo[dot]com with any comments or questions! Please feel free to leave a comment below with a board or role-playing game suggestion for me to check out some time! Feel free to tell me about your nightmare time trying to understand some party game, etc.


Let’s skim past how bad I am at keeping a blog, shall we?

Hey Look I’m Talking About RPGs
Pre-built adventure modules, a popular idea at one point are — if you believe the word on the internet — basically a cash-sink and not profitable enough to form any part of a sustainable business model.

This is what Green Ronin typically says in response to fans of Mutants & Masterminds when they start asking for more iterations of the Time module series (featuring the two fantastic adventures Time of Vengeance and Time of Crisis). I’ve also heard this as an explanation of why pre-built adventure sets are less common, if not rare, in the modern age of Dungeons & Dragons. If it for some reason actually needed disclosure, here it is: I don’t know how true these claims are, but I’ve heard it from the source itself in terms of GR, and I could certainly believe it in regards to D&D based on what I’ve seen at my local game store. If all of this is true — that pre-built adventures are not a sustainable business practice — what does this really mean? It should be a simple answer, but I personally don’t think it is.

What is meant by pre-built adventure? Or Adventure module? I guess what I mean is a document, book, or file containing the overarching notes or beats of an adventure, with necessary rules to implement any new “moving parts” the module is introducing. It should also include information detailing the important non-player characters of the adventure. Simply, it should provide the people, places, and things you will be interacting with — and the best adventure modules detail them sparsely enough that you may redetail them as necessary for your group.

A 4e D&D adventure I’ve purchased fits these specifications. It has NPCs mentioned in passing, with names and details. It has enemies and rules for them. Rules for how to work the MacGuffin, a new moving part for my game. It gives me the overarching beats of the adventure… the parts that have the plot relevant details in them. Okay.

And Here’s The Point
I also just described My Life with Master — it doesn’t name its NPCs, but it gives you a fantastic almost literary analysis of the major one (the Master) and mentions the use of Innocent NPCs in your game. Similarly, a very in-depth breakdown of beats, set pieces, and NPCs is given for Bliss Stage by Ben Lehman — again, the exact details are up to the GM to nail down, but the broad strokes are there. I’m going to include Poison’d too for its very specific story of piratical drama.

And this interests me. Full games that are focused on specific scenes; specific stories to tell. And what interests me more is the idea that adventure modules are not a sustainable enterprise — while a significant number of indie games are built on the premise of telling highly specific stories. It honestly feels a lot like purchasing theatre exercises, or Roman closet plays… or something of that sort. Picking up a particular type of story to tell, gathering the friends and seeing what characters people would like to see get up to what kind of shenanigans tonight. It’s very Commedia dell’arte, with our particular masks and beats to hit in different ways every time. Yeah, that is actually exactly what it feels like!

And I think that’s really cool.

Just thinking out loud in this one. Nothing ground-breaking. Not dissecting anything, and I haven’t in a while so I probably will soon! I’ve been bad at maintaining this blog as the summer got busy and I got very burnt out on lots of gaming stuff. Just a whole lot of work and feeling like I kept hitting walls – but I’m back to work and getting into the groove of things again. Current things in the pipeline to find their way to this blog:

  • Let’s Talka game of awkward confessions and coffee-colored dice, a silly idea cooked up over my plethora of mocha-colored dice.
  • More information about my martial arts/sci-fi game [preston], a game of underworld heroes and nature spirits.
  • Some actual progress on Children who Play With Monsters (Yay!), my game of children runaway to a fantasy land with their monstrous best friends.
  • An announcement about an additional blog (because really… I need another given I’m bad at keeping up with this one?) meant specifically to house actual play reports, short fiction, gaming anecdotes… a place for things that aren’t quite design-oriented.
  • Maybe photos from my production of Of Dice and Men — if my director lets me!