Showing posts with label board game. Show all posts
Showing posts with label board game. Show all posts

Friday, July 24, 2009

Time Passages



Over at Grognardia this week, James M. blogged about keeping track of time in his classic D&D games for Dwimmermount. As James is trying to evoke the earliest form of play, he goes with all the big tropes, from 10 foot poles to hirelings and henchmen. The very much wargame inspired methods of time tracking in OD&D include specific periods of time that it takes to explore a hex in the wilderness, or explore a dungeon level.

I scratch my head when I think about why anyone would need anything but their own perceptions. OK, maybe I am in tune with my long-time gameworld more than many others, but I think anyone can figure out that “OK, it has been a couple of hours so it’s midnight now”. You know, if a thief picks a lock then it probably took just a minute. If he fails and needs a second roll, then have an hour go by. I think that everyone should be able to judge the time passages no sweat, and the only major consideration is how long the players want to set up camp for the night.

Dungeon exploring may be more difficult than land travel. I mean, everyone pretty much knows a man can walk 20-30 miles in a day, and a horse at a steady pace might take you 50-60. But those original editions, again, go the wargame inspired route of things taking specific periods of time. The book might tell you that it takes a half hour to search a 10’ section of wall for a secret door, or that searching a large chamber takes so many hours. But why the need for such precision? I know we ultimately have to know a day goes by so Joe Fighter can get a hit point back (give me a break, most PC’s have fairly cheap access to clerics and potions, so what fighter lays around for two weeks trying to heal those 14 points?). Yawn. Let’s face it, precision is not always fun (why I was not a big wargame fan).

Take it from me, 120 years of player continuity has gone by in my game world. Tracking time is no big deal. Have a calendar, have a few holidays, and you are set. Do it all in your head. Make a slightly imprecise decision. You’ll have more time for the stuff that is really fun!

Let me admit now that I do take time seriously in the game. Having a little bit of perception of it goes a long way in bringing color to your world. You don’t need a chart or a table, you can figure out the basics of “little time,” the day to day activities of the players in your head. If a player complains because it suddenly matters, then retcon things slightly to make up for it. No biggie.

Much to the chagrin of some of my players over the years, I love to have time go by. It seems more real, and it adds a lot of gravitas to your world. In between campaigns, I like characters to be doing something else for a few months here and there. Settle down a bit, open a business. No end game there though, when the call of adventure goes down, they get sucked back in.

I’m notorious for having years go by in my games when a group ends. Whether some of the same people or almost all new, I’ve had maybe 6 or 7 major gaming groups since around 1990. If it has been a year or so since I ran a campaign, I like to have anywhere from 1-3 years go by in the game world. Gives me a sense of cosmic motion. In this new campaign of mine, started several years since my last active gaming period, I went ahead and had five solid years go by. Yep, my game world is getting old (hence, 120 years of character continuity). It just feels like the world has more weight if I do it this way. Hopefully this new group will last a year or two though. I’m not in a hurry to have another fiver go by.

Tuesday, July 21, 2009

The game that doubled in price overnight



Earlier this year when I agreed to do A Knights of the Old Republic game in the Star Wars Saga game, I picked up the core rules, and of course the KOTOR campaign guide. Both were around 40 bucks, and I managed to get both for close to 30 on Ebay in great shape.


I heard rumors a week or so ago online about how the KOTOR book was suddenly super-rare. A couple of the players at my first game Sunday mentioned it as well. I just looked on Amazon, and it's going for nearly 100 bucks! Dang.


What would cause an RPG supplement to go critical so fast? I dunno, but it's popularity may be helped by the fact that the XBOX game from years ago is still popular. I considered getting this sourcebook a year ago anyway, because I loved the video game so much and really loved the setting.


What other game books have shot up in price so fast? I got 60 bucks for my 70's copy of Bunnies and Burrows a couple of year ago, and that was almost 30 years after it went out of print.

Monday, May 18, 2009

A little boardgame called Rivets


As a teen I played most of the microgames put out by Metagaming in the late 70’s. Chitin, Ogre, and of course Melee and Wizard.

These games were touted as being playable during a school lunch break and damned if they weren’t right. I was by no means a great rules interpreter (those skills would not be hard-forged until I started running Champions in the 80’s), but these microgames were so easy. The rules were aimed towards fast and furious action. You moved your little chits on the hex map, and you attacked, either with a weapon or missile of some kind. There you had it.

I played Rivets, Ogre, and Chitin religiously, but Rivets got the most play of all.

Rather than turn me off, the slightly cartoony robots of the Rivets were strangely appealing to me. In some weird way I thought of little robot tanks with big eyes as being kind of scary.

Armed with various guns and the occasional melee weapon (I think it was the Bopper class tank that featured a huge can-opener as a weapon, along with its freaky robotic war cry of “Pop-A-Top!”) the little mini-tanks scooted around the post apocalyptic landscape, fighting and scavenging for their respective factory CPU.

Besides some fun little game sessions, Rivets also made it’s way into a couple of my campaigns of the 80’s. In my first homebrew game, based on The Road Warrior, I had players dealing with the robots from Rivets as fellow scavengers on the field. As long as you didn’t attack them, or pick up choice pieces of salvage, they would leave you alone. I also used them in a much more violent encounter in an early Gamma World game, which eventually saw the characters having to assault the Robot Factory CPU.

I may actually have my old copy of Rivets somewhere deep in one of my game boxes, but I really only thought of the game again this last weekend as I was coming up with encounters for my Mutant Future campaign I have planned. I thought that it would be a hell of a shame not to feature the little metal scavengers as warriors in one of those upcoming games.

And I may just have to throw that monster tank for Ogre at theme at some point as well…