Sunday, February 03, 2008

First appeal ... Progress Report


Well, not much came of that effort. I sent in a pretty detailed post about the Elthos RPG and got Willow's well meaning but somewhat frustrating response. She's kind of a hard core Indie Evangelist type who kindly tried to set me on the direction of redesigning the game again, as she did the last time when she was posting to the LRPGSW. I had to patiently explain again that what she thinks my game is supposed to be about isn't really what my game is about. The way it happens is that the Indie crowd have developed a "Help the Indie Game Designer See the Light" methodology that is supposed to help the would be game designer narrow their focus and make their game into what the Indie crowd believes is "the right stuff" via the answering of a series of Game Design Questions (called The Big Three, or the more extended Power 19). This means it needs to be "about" something specific, such as The Hero's Journey, and then all the rules should conform to making the game "about" that. Fair enough for an Indie game, I guess. But Elthos has 30 years of development, and was not conceived of being "about" anything in particular. It evolved over the years into what it is now, a setting that focuses on the Hero's Journey, however the rules were originally designed to leave the setting question open ended. So to now try to make the rules (even the new Settings Rules which deal with the Cosmology, including the Hero's Journey) conform to the current evolution of the setting (and even then, only a small part of it at that) doesn't really make sense for Elthos. At least not the way I play it, nor the way I envision other GMs playing it. And so there was the same friction as last time. Willow's previous comments were more brittle and corrosive the last time, and at least this time I was able to switch the subject to something more tangible, like how to find Play Testers.

That didn't really go anywhere, however, and so my thread began sinking. In a somewhat futile effort to keep my situation from bottoming out I took the outlandish risk of stating some of my opinions on other threads, on the hopes that some outlanders in the crowd might see my posts and take interest... Oh nothing I wrote was all so terrible, and some were even complementary to my peers who I find highly enthusiastic, energetic and brilliant in their own way. However, I think I already fell out of the Zen of Story Games by then.

And so I sink there. But I did, as advised by Rob and Tim and Willow, try them out. I think the main problem with my association to that scene is that we're basically at odds on the point of the "Creative Agenda" aspect of their initiative. Story Games, the forum, is *about* games that devalue and diminish the role of the Gamesmaster, whom they've identified as a kind of tyrant that crushes the spirit of their players. As phrased by the author of their site:

":::A Story Game is a type of role-playing game or gaming experience with a lesser focus on My Character and a greater focus on Our Story.:::"


Of course that is open to interpretation, but the way it reads to me, and the way this principal seems to be applied by the members generally, is that the idea of Players owning their own Characters and the GM owning the back story (the traditional mode of play) is being contested, and the Story Games (aka Indie Creative Agenda Games) are designed to buck that. However, as others have mentioned, it sounds like this imperative was born out of two things:

1) Bad experiences with Traditional RPGs (the legendary Tyrant GM).

2) A Marketing Imperative to do something Different to compete with the Traditional RPGs.

Ok fair enough, I say. Let's have some new kinds of games sure. However, Elthos is not designed with that Creative Agenda in mind. I am, in fact, somewhat neutral on the topic of Creative Agenda. I think that the Traditional GM-Player relationship can work, or it can suck. It depends on the GM and the Players. My answer to that is not to necessarily to change the foundations of the Creative Agenda, but to cultivate better Gamesmasters. The reason why is that, as identified on Story Games itself, and I agree... most Players do not want to assume the role of Story Creators (myself included) while they are playing their Characters. It breaks the sense of immersion in the story to be able to, and even forced to, add back story during the game. Well that's my take on it, but here is what the poster Chearns on Story Games actually said:

Posted By: chearns
Posted By: Clinton R. Nixon If you want to play something, why don't you rustle up your friends and play?

chearns: Identity politics. In the city I live in, I've met plenty of people who specifically don't want to play non-traditional games because they identify as traditional roleplayers. That being said, it seems like the best policy would be to round up non-roleplayers to play. And non-traditional games are, in my experience, much better at appealing to non-roleplayers than traditional games (my father thought A Penny For My Thoughts sounded cool; you'd have to have grown up with my father to understand the magnitude of that statement).

Posted By: Hituro I totally agree about the division. I've come away from here, and the Forge, and CE, enthused about some games which are different to ones I'd played before, only to find that many of the gamer friends I talked about them with were very hostile. This was a surprise, but it's held true.

...It appears to be resistance to gaming style. They don't want to be more protagonised. They don't want to share in world creation (overtly). They want a GM who presents plot and holds all the keys (Matrix style).


As it happens Story Games have an incredibly small following, and extremely tiny sales numbers, though members of the community will argue that either sales don't matter bacause it is a "labor of love", or that their sales are good (ignoring, I think anything like a comparison to any other kind of sales of pretty much anything else), or that those who are in it to make sales are not "real artistes", or something along those lines. Bottom line: their sales are tiny, even for the most successful of them which maybe sell under five thousand units per year (at $10/unit that's $50,000 a year, which on person working alone could live on, but not run an actual company). My own assessment is that if their games are really appealing by design then I would think that their sales would be higher. They argue that they can not compete with games like D&D because they do not have the marketing clout. But then again, neither did D&D when it started have any clout. It just so happened that it was a brilliant game that lots of intellectual fantasyists loved and gravitated towards.

Do Story Games hold the same appeal, generally? Well, not for me, frankly. While I am very open minded and have no axe to grind, and nothing against Story Games, they simply don't appeal to me either as a player or a Gamesmaster. As a Player I don't want to be responsible for the back story, and as a GM I don't want the Players modifying the back story. Some story games do away with the GM altogether. I'm not crazy about the implication. And some of the rhetoric regarding traditional modes of play coming out of the Indie Community has been rather offensive. And so the Indie Scene is interesting, and a lot of people involved with it have great energy and some very cool ideas, but overall, it just simply isn't really my bag.

Nevertheless, I still have an open mind about it and haven't chalked them off or anything. This is just my current impression based on what I've seen so far, and I'm perfectly aware I have seen that much yet, and also aware that I may be pleasantly surprised. Even so, I don't think the Indie crowd is going to find my viewpoint all that appealing, and I'm not willing to hide my views for the sake of fitting in. So I came out all guns blazing, and I think people there have mostly concluded that I "just don't quite fit in". That, I suppose, will have to be ok.

Who knows what will happen to Elthos? Not I! While I love my game and think it's great, it may just be the case that it is unmarketable in the current atmosphere. Is it a case of too many cooks? Or ink in the well? Or just that Elthos is beyond comprehension? Hah! Who knows? Even so, I am quite determined to continue developing it and working towards it's eventual, and hopefully successful, publication. Some day. And I do believe it will be smashing when I finally get it out to market! :)

Sunday, January 27, 2008

First appeal to the Indie Crowd at Story Games

Ok, on the advice of the guys at the Indie Explosion (Independent Game Developers) I put out a call for game testers in the Westchester area. Lets see what comes of that. It would be great to start some focused play testing, at the very least on the ODS system, but also the Mythic Template System as well (not to mention the web application).

Ok, here we go.

You can find my post here:

http://www.story-games.com/forums/comments.php?DiscussionID=5454

Dreamation 2008

Ok, well I had a bunch of schedule conflicts this weekend so I was only able to make it to Dreamation 2008 on Sunday. :(

But it was well worth it to drive to New Jersey, and as a bonus I got to sit in on the Game Design Panel for a second time. That was very interesting and much larger than the one in the summer. A number of people shot the shit about their games and got tons of hard-knuckle feedback, myself included. Overall, I think the reaction to my game was positive, and one item at least was identified as unique to my approach, which was gratifying. I got to hang out with the designers for a while before heading home. Again, I found Luke Crane, John Hicks, Rob Donoghue and the rest of the Indie crowd really high energy, enthusiastic, welcoming, funny, hard-hitting, and fun. I give the experience an A+.

I also got a really great play description about A Wicked Age, btw. We discussed various ways that I might be able to adapt the concept and system for my own way of playing my homebrew system, which the guys were rather enthusiastic about. Adaptation and reuse is a key component of the Indie Scene and encouraged rather than discouraged, which makes it all rather cool. The short version is that it would be possible to utilize components of the game in a variety of ways, and the one that struck me as interesting for my own purposes would be something in the way of using it as the basis for a Social Combat system. I'd have to add a few Wicked Age requisites, and apply the rules in certain circumstances, but it can be done.

The downside of the rules, from what I could gather from the discussion and lots of questions and answers from the guys who played it, and the designer who was hanging out, for *me* (ie - this are downsides only because of my own play biases and not because of any inherent defect in the game itself), is that the game tends to lean towards short term games rather than long term, and it does not really focus on the tactical combat element of the traditional RPG, which is something I happen to be a fan of. I'm with Rich at Overstuffed Dicebag (http://overstuffed-dicebag.blogspot.com/) who in a recent post* pointed out that having a balance between tactics and story is not a bad thing. That said, there are tons of great ideas in the A Wicked Age (the Oracle System is another thing that I think has generic usefulness, potentially), and if I can adapt the elements I like for my own use I certainly will. But first I have
to obtain a copy. The frustrating part was that I showed up without cash, and the ATM at the hotel ran out of money, and the gas station with the ATM the hotel recommended was closed. Bleh. So I couldn't buy anything. And I had a devil of a time getting home, too. But it all worked out in the end.

If you are interested in checking out the game you can look for it here:

http://lumpley.com/wicked.html

I also thought this game showed promise:

http://www.chimera.info/nine-worlds/

But like I said, I couldn't make it this time until Sunday, and so I had no chance to play anything, and little time to browse around. Drat! Well, there's always the summer DexCon.

* http://overstuffed-dicebag.blogspot.com/2008/01/defending-gamist-and-simulationist-play.html

And now back to Elthos Development!


The Elthosian Magican Astro-Tarot Card (late stage draft)

Sunday, October 07, 2007

Inching forward...

Ok making slow but reasonably steady progress on the overall Elthos Project. There's lots of moving parts to this including:

Elthos ODS Rules PDF (almost final)
Elthos Website Application (almost finished)
Elthos Communications Channels (in progress)
Elthos Business (in progress)

So there's actually a lot going on. Gee, it turns out this is a lot of work! :P

But I will get there eventually. Patience is a gentle virtue.

Saturday, August 11, 2007

Elthos Website...

Well, making steady progress on the Website. While it's not really complete yet, and has a few place holders with blurbs rather than information, it does seem to be shaping up nicely.

I'm also going through the Elthos ODS Rules Book and weeding out extraneous stuff, and slimming it down even further. So that's coming along nicely. Soon...

On other fronts: I finished reading "Dogs in the Vineyard" and am not onto "Shadows of Yesterday". These are two Indie RPGs that have gained a lot of popularity in certain circles and so I want to see what all the hubbub is about. I really must say that in the case of DitV it's got a lot going for it. What I particularly like is the scenario development process. The way DitV establishes scenes along psychological and moral lines is intriguing. I am going to consider that methodology and try to genercise it for my game.

I've only just started with SoY so I'm not sure what I think of it yet. However, I did notice at least one thing of interest, in relation to recent discussions on Lessons in the LRPGSW. The Rules for regeneration of Character points is based on doing things WITH someone else (only). There is a reason for this, and I sense that the author has a "lesson to be learned" from that particular mechanic. Hmmm... interesting.

Well, back to work for me. :) Yay.

Sunday, August 05, 2007

Working!

Ok since DexCon 10 things have picked up remarkably. I met some very cool people and learned a lot of important stuff about the RPG marketplace. It's rather a bit different than I had thought. So that's good. Well, what's good is that I now it's different. However the differences are ... hmmm ... well different. I was expecting to find a strong and thriving market, for one thing. Instead I find a market that is extremely weak, in terms of both dollars and unity of purpose.

There seems to be a war going on between the Indie and Traditionalist game players. I have my own views as to what this war is about and they are expressed on the theRPGSite forum:

My bit part in the Great War started here...
http://www.therpgsite.com/forums/showthread.php?t=6833

Thoughts on the state of the industry...
http://www.therpgsite.com/forums/showpost.php?p=124968&postcount=14
http://www.therpgsite.com/forums/showpost.php?p=125406&postcount=33

So the odd thing is that there's this war going on. I didn't expect that. I even got myself roundly trounced for it. Hmmm...

As for the Elthos Project I'm working hard on putting it all together. I have a big old task list now and am working through it. Aside from reading and listenning to the recommended items by those good folk out on LRGPSW, I spent the weekend working on the website and revamping it using Expression Web. That went well.

Next on the list is to finish the Power 19 questions, even if for just myself, and to listen to the remaining podcasts recommended by Tim.

I decided to split out the Rules into a completely separate book from the World Weaving Guide (Setting) and the Gamesmaster's Guide. These will probably turn into three books instead of one.

My reasoning is that the Rules can be played independently from Setting, and so they should be in a separate book without Setting information. But a Settings Book should be available to go with it. By this the GM should KNOW that the two can be decoupled and you can use any Setting you want with the Rules and vice versa. Makes sense to me. The Gamesmaster's Guide is there to provide insight as to how I GM my world, and provide advice on that rather complex topic. It will also include a review of How I made Money Gamesmastering! That should be of interest.

The ODS Toolbox is pretty much finished, as are the base ODS Rules. I figure the book should come to roughly 12 pages of Rules and a few print sheets. The Setting Book (World Weaver's Guide) should be somewhat larger as there's a lot to be said regarding Elthos. I could and probably will make that into a section of the Website under the Member's Area, as well as a downloadable PDF or Lulu printable file.

Once the website and the PDFs are finished I need to optimize the Toolbox and get it online with subscription services. And then I will be ready to launch. Yay.

Saturday, July 28, 2007

DexCon 10 - Indie Explosion!

Last weekend I went to DexCon 10 and mostly hung out at the Indie Explosion! It was a blast (eh... bad pun, bad!). I had a great time. I played 'Fae Noir' which I really enjoyed. The game system and the setting are both attractive in so far as the setting is interesting and the game system is suitable for that setting. The world is set in the 1920's. World War I has not ended, but evolved into something completely different. To the surprise of secular civilization, the Fae have decided to return to earth from Arcadia after a 500 year sojourn. And so when they arrive they find the world at war and so they decided that taking over the world could just work for them. Sneaky and magical they infiltrate and begin to succeed. Then, when the humans catch on, World War I morphs into something more like the Great Fae War. What's interesting is that some of the fae like human civilization and switch sides, and vice versa. So the world is a confusing grab bag of magic and technology where you can't be sure whose who or what's what. And gosh, it's a lot of fun. The Gamesmaster for our 'Fae Noir' game was Tom Tancredi, and I thought he showed a good command of the game rules and the setting, and his improvisations were spot on.

I also attended two panel discussions with 'the Indie guys'. The first was on "How to market your RPG". That was great and I got a lot of great advice from Rob Donoghue of EvilHat Games and the other guys whose names I (very) regretably didn't catch in my notes. Darnit. Lesson learned! Anyway, everyone gave me really excellent thoughts and advice. Superior.

I then sat in on Luke Crane's 'Burning Empire' game which was incredible. The game and the Gamesmastering fit together fantastically and I was deeply impressed by Lukes mastery of Gamesmastering. Really fun.

Next I went on to another Panel on "Game Design" with Rob D, Luke, Fred Hicks, Russ Collins, and Don Corcoran. That was really interesting. The guys talked about the Indie scene and where it's going and the challenges. Then when Luke came in they wound up grilling me on my game. I think it went really well in so far as they asked me really challenging questions and I actually produced answers that made sense to them. Nice. It also gave me a chance to really think about the goals of my game and how I'm executing them. Very cool. I got some good bullet point statements out of it for sure.

Generally I milled around and met people and bought a slew of Indie games to read. I want to compare the Indie game rules to my own system. The most important aspect has to do with how the Indie guys are attempting to forge new directions in terms of the the Gamesmaster-Player relationship. There's a lot of friction over the concept of "Player Empowerment" and I want to get a handle on it, and see what the Indie rules have to say. I got 'Dogs in the Vineyard', 'Polaris', 'Universalis', 'Fae Noir', and 'Shadows of Yesterday'. They look great. I'm about halfway through DitV now. So far so good. I particularly like the setting so far. Interesting.

The adventure to New Jersey was great. I'm really really glad I went. Afterwards I got references to links to various useful forums and started this thread at theRPGSite: DexCon 10, Indie Explosion! - Photos which you will see turned into a huge flame war. Wow. Did NOT expect that. However, in the end I think it may have resulted in more good than bad, perhaps. You can catch some of the positive fallout at Q&A: Luke Crane.

This week I've spent assimilating this material and working on a new document which is titled "Aspects of Gamesmastering". More on that another time.

- Mark