In the latest episode of our well-fortified podcast, Ken and I talk the On Words conference, Jack Vance, defensive scenarios and The Nazi Occult.
June 14, 2013
Ken and Robin Talk About Stuff: In a Non-Necromantic Context
In the latest episode of our well-fortified podcast, Ken and I talk the On Words conference, Jack Vance, defensive scenarios and The Nazi Occult.
August 17, 2012
Fast Times at the Pelgrane Booth
Thursday is always my favorite day to man a booth at Gen Con. That’s when your most devoted readers and gamers show up to say hi and grab the new stuff. Pelgrane had a record Thursday this year, with an early rush followed by a slow and steady diminishment of its stacks of books. Thanks to all the Pelgraniacs who reported for duty.
The star item this time is unquestionably Kenneth Hite’s Night’s Black Agents. Its “Bourne if Treadstone were vampires” elevator pitch makes for an easy sell. So much so that the booth may well run out of them before show’s end. If you’re planning to grab one, don’t put that off for the last minute.
I was unsure how the Stone Skin Press books would do at a gaming convention—our adventure into fiction is not directly related to the main Pelgrane mission after all. Once more the taste and sagacity of Gen Con attendees dispels my reflexive Canadian pessimism. We will probably run out of these as well. (That’s The New Hero 1 and 2, and especially Shotguns v. Cthulhu, for those joining us already in progress.) There will be a signing with many of the Stone Skin authors here at the show on Sunday at 11am, for which we’ll be holding a quantity of the books back.
Also garnering a gratifying response is the Tartarus/Terra Nova adventure double-header for Ashen Stars, combined in the Ace Double style of old. I didn’t even know this would be here, but that’s Simon and Beth for you. Turn your back on them for a minute, and they’ll print up your new product and have it out for Gen Con.
For which, see also the appearance of the Dying Earth Revivification Folio, which I also didn’t expect to see here in its tastefully arcane finished state. Since the Dying Earth RPG started it all for Pelgrane, it tugs at the heartstrings a little to see this refurbished, streamlined version to the game being exchanged for the richly-deserved terces of a discriminating clientele.
I tend to forget last year’s big thing, but Ashen Stars itself continues to sell well at the stand as well. If you’ve been thinking of picking it up, now’s the time, as the first print run dwindles as we speak. The tricky economics of reprints may force Simon to go turn the glorious color of the current run into black and white, so get it while you can.
In other news, my first but hopefully not last Writer’s Symposium event, the advanced plotting workshop, gave John Helfers, Matt Forbeck and I much to talk about. We represented a continuum of authorial pre-planning, with Matt on the mellow end and me as the obsessive who diagrams every major beat using Campaign Cartographer and the Hamlet’s Hit Points system before going to written outline. We managed to stop talking soon enough to give specific notes to writers currently grappling with their own works in progress.
Today (Friday) I will don my Pathfinder Tales author’s hat (disclaimer: not actually a hat) for a panel at noon and a signing at 1:30, where I will gladly deface copies of my new release, Blood of the City, and last year’s controversial demonic heist novel, The Worldwound Gambit.
I’m also the interviewee at a live recording of the Tome Show podcast, at 6pm, right before the ENnies.
With all these festivities planned, this had to be the day for the wonder of the Utamaro shirt. Prepare to be awed.
June 29, 2012
The Most Desirable Enchanted Item In the Entire Dying Earth Revivification Folio
If I could have one enchanted item from the Dying Earth Revivification Folio, I’d pass on the Laccodel’s Rune, the Live Boots, and even Orisant’s Impudent Monocle. Instead I’d ask my indentured sandestin to secure the following:
Motes of Exigent Social Rescue
What It Looks Like: a fine multicolored powder, in a container of your choice
What It Does: When blown into the face of another person, that person forgets an unsuccessful social interaction with you, provided that it that occurred no more than five minutes ago. The target’s basic attitude toward you reverts to what it was before the interaction. The rest of the target’s memories reform themselves to conform as much as possible to what really happened, minus your regrettable gaffe. Unless countered by other magical means, the target’s amnesia becomes permanent.
What It Costs: 1
June 13, 2012
The Dying Earth Revivification Folio Now Available For Pre-Order
In Jack Vance’s stories of the Dying Earth, the sun, and thus life itself, is universally thought to be mere moments from a sad, smoldering demise. Yet inexplicably it continues to shine, allowing the world's hyper-verbal denizens to go on swindling and pettifogging one another. This is faster and more fun than ever before with the Dying Earth Revivification Folio now available for pre-order from Pelgrane Press.
My brief with this book was to create what was in effect a new edition of the game, bringing it the improvements to the basic system we built into Skulduggery, the streamlined, generic game based on the original DERPG core rules. The goal however was not to render your purchase of the original game obsolete, but to serve as a booster kit for it. It is neither game nor supplement, then, but rather a gupplement.
Wait. That’s terrible. Forget I said that.
When you think about it, really what’s happening is that DERF is now the game, and has also retroactively turned DERPG into a supplement.
Wait, never mind that either. Semantics are the cutlass of the pettifogger.
We are sometimes told that DERPG is a buyer’s favorite game he can’t get his players to try. The Revivification Folio solves that problem for you by adopting the super-fast, card-based character generation system first presented in Skulduggery. Players can jump right in without undergoing the more traditionally detailed character creation process mooted in the original book. Within minutes they are decisively ensnared.
The quick and deadly combat system is now quicker and just as unforgiving.
Magic is simplified so that the spells you wield appear on cards. In true Vancian fashion, you play the card and have used up the spell. Enchanted items can be used multiple times but are likewise presented in easy-to-use card format.
The book comes with cards to generate your first six PCs, and with notes on replacing them when they succumb to the cruelties of a decadent world.
Also included are your first three scenarios: one in which our picaresque heroes find themselves unwillingly indentured to a hotelier-slash-arch-magician, another in which they serve as guardians to a tomb-raiding expedition, and another in which they finally secure sinecures as officials in a bucolic rural village. Nothing could possibly go wrong!
May 08, 2012
Core Resolution and Emotional Dynamics
How To Design Games the Robin Laws Way
(Part Six of Several; see part one for introduction and disclaimer)
With the core book outlined, it’s time to tackle the question of the game’s core resolution system.
(The reality isn’t so linear; thoughts about the book’s structure generally arise in parallel to ideas about the resolution system.)
If you’re designing a new game based on an existing core rules set, the choice is simple—let’s use that one. It might be dictated to you by the publisher, or a decision that you make as a designer. In the latter case, you'll obviously be constrained to the core rules sets available to you. Most likely, you’re working with a rules set by the same publisher. Or you might be using one available through a license, open or limited. We’ve already talked about the process of fitting a new game to an existing rules set; you’re presumably doing the Game X take on Y genre/setting.
If, however, I’m working from scratch, I want to design a core resolution system that creates the emotional dynamic implied by the core goal. Dying Earth, with its rolls and rerolls, evokes the comical back-and-forth of the source material. DramaSystem emulates the basic construction of dramatic scenes and otherwise gets out of the way. HeroQuest zooms out to a broader emulation of story construction, including the pass/fail cycle I later refined in Hamlet's Hit Points. GUMSHOE asks why it feels cool when heroes gather information in a mystery story, and brings that to the gaming table.
I never start out with a novel or abstractly intriguing mechanical idea and then try to build a game around that chassis. It starts with feeling. The mathematical construct is secondary; what the players are feeling when they use it is everything.
Recently I had the experience of switching from one core system owned by my publisher to the other. Before digging into the research for The Gaean Reach, I figured it would be Skulduggery-based, with bits of GUMSHOE sorted in. After reacquainting myself with Jack Vance’s delightful source material, I saw how the structure of its stories differed from the superficially similar Dying Earth tales the core rules were originally designed for. The SF novels played were more about investigation with the occasional setback than the constant picaresque reversals undergone by the likes of Cugel and Rhialto. So I shifted gears, to a GUMSHOE core with appropriate Skulduggery elements grafted on. Again this was a matter of creating the right feel, whether or not the crossover between the two systems introduces brand confusion.
March 22, 2012
Precisely Subjective
At Gaming as Women, Darla Magdalene-Shockley posits that subjective reward mechanics, dispensed for entertaining roleplaying, carry the risk of unconscious gender bias. Regarding actual play with Paranoia XP, she observes:
[W]e are all socialized very strongly to view women in certain ways. We expect women to be responsible, do the boring administrative work, and in general shut down the fun. We emphatically do not expect women to be silly. So women are less likely to be silly, and everyone is less likely to notice when they are. The Paranoia GM (despite being quite the stand-up guy) is less likely to notice and reward it.
Unexamined assumptions at the gaming table, including those surrounding gender, can certainly play havoc with what is meant to be a facilitator of gaming fun. Many people first came to RPGs as a structured way of overcoming shyness. Quiet, uncertain or casual players, whether they’re that way out of socialization or inclination, or both, will get left behind by rules that do this—and maybe feel uncomfortably singled out when the GM takes compensating measures.
On the other hand, all games inevitably favor certain personal traits over others. The vast corpus of traditional games reward math savvy, recollection of complex rules, and willingness to spend time poring over rules text searching for optimal character build choices. In this context it hardly seems unreasonable that players with confident performance and improv skills will prosper in games falling on the story side of the spectrum.
A middle ground can be found by narrowing and defining the subjectively rewarded activity. The Dying Earth and its descendants, Skulduggery and The Gaean Reach (which I’m working on now), all mechanically encourage you to weaving taglines (supplied lines of dialogue) into the session. They bribe you to talk like Jack Vance’s characters, an essential element in creating the feeling that you’re exploring his worlds.
The GM does judge how effectively you use a given tagline, but by gauging the reactions of the group to your bon mots, which takes into account an observable, gestalt subjectivity if not objectivity. Where the instruction to “be entertaining” is broad and hard to define, the metrics for taglines are clear and simple. If, for whatever, reason you’re less than voluble, taglines give you highly structured permission to seize spotlight time.
December 15, 2011
Core Activity and the Generic RPG
Or, How To Design RPGs the Robin Laws Way (Part 2 of several; see part one for introduction and disclaimer)
Professor Coldheart asks how the core activity comes into play in the case of a generic rules set:
How does the above mesh with designing a setting-free or generic RPG? I'm thinking of the last iteration of Heroquest, which was divorced from the Glorantha setting. Also, I presume DramaSystem might see a standalone book at some point after Hillfolk is released. It would appear that these don't have a "core activity" as you define it - or do they?
With a single notable exception, generic rules sets appear as follow-up products to existing games. Hero grew out of Champions. D20 Modern was an alternate D&D build designed in part to show the system’s flexibility. Like Chaosium’s Basic Roleplaying, they may serve as reference documents for GMs who will use them as a basis for their own games. They are a chassis on which the game is built; it remains incomplete until someone creates the core activity for it.
HeroQuest might be described as a hybrid of both models. It serves as a reference document showing you how to build your series, effectively enlisting the GM a collaborator in a simple game design process. At the same time, it’s as much a supplement to previous iterations as a new and improved version of the rules. And with its Glorantha chapter, which arose from the realization that most people buying the game would be using it in its established world, it backgrounds but still expresses the classic Hero Wars/HeroQuest 1 core activity: you play heroes fighting to shape the turning of an age in a world where myth takes on fantastic reality.
Skulduggery likewise grows out of The Dying Earth Roleplaying Game and exists as a reference document (preserving that game’s system at a time when it seemed like Pelgrane would not continue the license) and a blueprint for making your own Skulduggery mini-games. Although it has done rather better than Simon expected, it was never expected to become a flagship game the way DERPG once was, or Trail of Cthulhu has become.
Implicit in this approach is the argument that generic games are a hard sell, both to customers and to players. That’s why the first DramaSystem game will be called Hillfolk and not DramaSystem, and will present itself on the basis of the core activity. Even if we wind up including additional settings in an extended appendix. Otherwise we’re trying to get you to adopt a game that communicates on an intellectual level but lacks an emotional hook. Even the issue of visual presentation depends on a core activity, from which the graphic designer and illustrators can tweak the imagination and weave an arresting look. The rules are so short and simple that they can reappear in follow-up products without raising buyer ire.
The aforementioned exception is, of course, GURPS. It essentially marketed itself on the strength of its design throughline. It was the one game where the core activity legitimately could be “You can do anything!” Again the supplements become the games that elaborate the rules chassis into a playable experience. This was possible at the time because it addressed a gap both in the market and in the state of the art. No one had done a ground-up design meant to be generic from the jump, as opposed to the usual serial iterations of a core rules system. Having filled that gap, it removed the necessity for anyone else to attempt the same. Thus the return to the iterative model.
This has gone long, and there are still some more questions to cover. Let me know if you’d prefer that I steam ahead, or stop along the way to answer queries like this one.
December 08, 2011
The Two Fundamental Elements of RPG Design
Or, How To Design RPGs the Robin Laws Way (Part One of Several)
I've been asked to describe my process of RPG design, so let's kick off what will surely be a series of posts illuminated by your further questions. Should this need be said, this is my process and not a commandment for others to do likewise. If it sometimes seems like I'm making Olympian pronouncements it's because qualifiers are boring and I will have no truck with them.
Sometimes I pitch a game to a publisher (Feng Shui, Mutant City Blues, Ashen Stars); other times I am presented with a brief and asked to develop an approach (The Esoterrorists, Rune, HeroQuest.) The distinction between these two starting points is not always clear-cut.
The first step is to refine the initial brief, by identifying the design throughline and the core activity. Without the second, resulting game will be hard to pitch to gamers and to play. Without the first, it has little reason to exist in the first place.
The core activity I've talked about before. It tells you who the characters are and what they're doing. You're heroes fighting to shape the turning of an age in a world where myth takes on fantastic reality. You play troubleshooters for hire on a war-ravaged fringe of an interstellar empire. You lead an isolated tribe of raiders at the dawn of the iron age.
The design throughline is the central concept underlying game play, and your reason for creating a new rules set (to the extent that you are.) The game evokes the spirit of Jack Vance's stories of the Dying Earth. Or streamlines investigative play, so that the solution to mysteries depends not on finding clues but putting them together. Or provides a simple framework for the building of dramatic storylines.