Showing posts with label Glorantha. Show all posts
Showing posts with label Glorantha. Show all posts

September 22, 2016

My Events at THE KRAKEN

Along with such illustrious names as Sandy Petersen, Jeff Richard, Ian Brumby, Jason Durall, and Michael “Mob” O’Brien, I will be doing the guest thing at THE KRAKEN, October 7-10 at Schloss Neuhausen, Germany.

This year THE KRAKEN celebrates the 50th anniversary of Glorantha and, of course, the 500th of the Reinheitsgebot, Germany’s most beloved set of government regulations. And did I mention that it’s in October?

To celebrate the Glorantha bit, I’ll be running two games: one Hillfolk, the other HeroQuest, both set in the early settlement period immediately prior to the events of King of Dragon Pass. The first may inform the other but no one will have to play both sessions to follow the action. This is important because slots in each game are made available via a lottery system.

I’ll also be taking part in the following panels:

Sharper Adventures in HeroQuest Glorantha: inspired by the best-selling convention chapbook of the same name, this examines ways to make your Glorantha-games more dynamic and player-driven.

Fix My Game, Robin! The perennial GMing master classs panel gets an imperative name.

Advanced Gaming Lore: More tips and tricks, and a free-ranging Q&A.

And here’s where we get to the Reinheitsgebot part—I’ll also be helming a German beer tasting. Root for your favorite product of the German brewing industry to win my seal of approval! London bookmakers heavily favor the Doppelbock but the truth is in the tasting.

THE KRAKEN is no mere convention, but a gaming retreat. I’ll take my trusty mic along to talk to event organizers to explain just what that means, gathering audio to recycle on future editions of Ken and Robin Talk About Stuff.  And since I’ll be in the same room as Sandy Petersen it would be remiss of me to fail to snag an interview with him as well.

As of this writing, one slot has opened up for a full attendee package including accomodations. One can also attend as a day guest, if one happens to be in or around Germany’s least populated region. Book here. Cake has been promised.

Not in Germany but want to check out the proceeds? You’re in luck; they’ll be recording everything for their YouTube channel. Might a mysterious new chapbook be announced?

And if you’d like to celebrate the Gloranthan anniversary with a special feathered message for Greg Stafford, join the duck army.

For more on THE KRAKEN, follow on G+, Twitter or Facebook.

June 06, 2014

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.

October 26, 2011

Toppled Silo

King of Dragon Pass sold as many units in its first six weeks of release as the game’s desktop incarnation did over its entire lifetime. As Sarah Newton pointed out over on the Twitter:

I guess it just shows the difference in reach once you break out of the "silo" into the global app market.

I think that’s exactly right. Moreover, KoDP serves as an exemplar of a shift in marketing eras. Back in the old-timey mists of 1999, computer games were items primarily sold in brick and mortar stores, packaged in largish cardboard boxes full of nothing. These stores ran on a pay for placement basis, renting out prime endcap space to manufacturers. Glossy magazines provided the main avenue of promotion. To snag coverage, you had to fit within one of four sharply delineated categories. King of Dragon Pass, with its mixture of storytelling and resource management, is and was sui generis. In the era of silos, originality turned out not only to be a minus, but a powerful barrier to entry.

Today we have shifted from the silo era to the recommendation era. Computer games are digital files sold through portals for whom a wide assortment of categories and deep stock are competitive advantages. Through social networking, creators can alert core customers for a niche game like KoDP to the portal, and let it do the rest. The portal provides the opportunity to break out of the niche. New players who have never rolled a d20 and have no idea who Greg Stafford is are now discovering the world of Glorantha.

And not all of them are even Scandinavian.