Showing posts with label Dungeon Crawl Classics. Show all posts
Showing posts with label Dungeon Crawl Classics. Show all posts

Friday, February 21, 2020

GM 101: Adversarial Dungeon Mastering

GM 101, Episode 7 - Adversarial Dungeon Mastering

Using the power of the Dungeon Master, there are many obvious ways one could screw the players in a game. But there are also way you may be unintentionally hindering the players or passive-aggressively acting in an adversarial manner. Don't be the "Gotcha!" DM.

Wednesday, April 10, 2019

Amazing Alternatives to D&D

Dungeons & Dragons is the big brand that everyone recognizes, but there are dozens and dozens of other table top role-playing games out there. Here is just a small sampling of fantasy and science fiction games that you might also enjoy.

Shoot! I totally forgot to mention Numenera which is also Kickstarting a source book for 5th Edition, to add some science-fantasy to your D&D!



00:00 Introduction - 45 Years of Dungeons & Dragons
02:15 The One Ring / Adventures in Middle Earth
07:20 Castles & Crusades
09:30 Other Old School Revival Games
     OSRIC
     Swords & Wizardry
     Labyrith Lord
     Basic Fantasy
10:35 Runequest
12:00 13th Age
     I didn't spend enough time on 13th Age - Backgrounds and ICONS are awesome.
13:00 Tunnels & Trolls
14:20 Lone Wolf Adventure Game
20:20 Dungeon Crawl Classics
22:30 Mutant Crawl Classics
24:30 Hackmaster
29:00 Mouse Guard
31:30 Savage Worlds 
33:40 GURPS Dungeon Fantasy
36:15 The Expanse
39:00 Paranoia
40:40 Deadlands, Metamorphosis Alpha, Dragon Age, Fantasy Age, Dungeon World, Apocalypse World, Shadow of the Demon Lord, Warhammer Fantasy Roleplaying, Dr Who

Wednesday, December 5, 2018

PAX Unplugged: A First Time Critique

Ran into some friendly faces at the Loews bar.
So, I started to write this PAX Unplugged post and it appears on the surface to be a bit of a polemic. I had a lot of fun as a first-time attendee, but I also experienced its shortcomings.

This post is not intended to be a hit job. However, my critiques are unabashed. It would be inaccurate to assume I was disappointed overall as I quite enjoyed the convention. However, I saw a lot of potential unfulfilled. So, here’s your trigger warning:

The following post is unflinching in its critique of PAX Unplugged.

The TLDR version is that it’s a good convention that could be a lot better with some relatively simple adjustments. So, that’s my disclaimer.

Security


I have mixed feelings about the security at PAX Unplugged. I understand that a large event like this needs to appear secure, but it’s almost entirely theater.

First Day lines were pretty long, and there was an big
issue letting people by the queue for the main theater.
Of the several times I had to pass through the security line, the security workers barely glanced inside the backpack and passed it along the table past the metal detectors (meaning any concealed weapon would not have been found). Only once did one of the gatekeepers actually look inside with real effort.

Secondly, the groups of people bunched up in lines by the doors would have provided a juicy target for any crazies. So basically, security is an inconvenience for attendees, raises the costs of the event, and offers only a tissue paper shield of safety against anyone who actually intends harm. I guess that’s just the world we live in now because that’s true of most event security, not just at a PAX event.

Wednesday, May 30, 2018

Did the OGL save D&D?

Teos Abadia (@Alphastream) posted a “controversial” tweet about the Open Game License (OGL) which spurred a good debate about D&D and RPGs in general. I wanted to write more about that… not as a virtual poke in Teos' eye (whose ideas contribute greatly to the community), but more as a reflection of how I think the OGL has benefited the hobby as a whole.

@Alphastream wrote:
My unpopular opinion: I don’t think the OGL does much to keep our game alive. Real “life” comes from active community and active developing rules. You can keep playing the same old edition, but that is unlikely to thrive. Look at 5E for thriving.
So, I think I know where he’s going with this. If I am not taking him out of context, the opinion is that a new edition has the power of active designers publishing new materials, as well as an active player community. Whereas “old” editions slowly dwindle because there is little new development and new players aren’t really being brought into the community.

He’s not entirely wrong. D&D 5th Edition thrives because of the very active designers and players in the community, creating enthusiasm and outreach to a broader audience.

But I think that he missed the point of the OGL/d20 SRD as a “savior” (for lack of a better word) of D&D. The OGL was a preventative measure to ensure that D&D (as a concept, not a brand) would continue to be played as a tabletop RPG, rather than a shuttered intellectual property. The OGL was really an insurance policy against a large corporation acquiring the brand and sitting on it.

As Ryan Dancy wrote: "I also had the goal that the release of the SRD would ensure that D&D in a format that I felt was true to its legacy could never be removed from the market by capricious decisions by its owners." (Paizo forums, Nov 23, 2010)

You see, when a company like Hasbro acquires an IP like D&D, that doesn’t necessarily mean its future as a pen & paper tabletop game is assured. D&D as a brand is valuable for video games, movies, board games, and other future media (VR? Augmented Reality?).

Luckily for us, Hasbro (it seems) recognized that the value in the brand has tabletop at its heart and has given Wizards of the Coast the autonomy to grow the tabletop part of the brand in the best ways they are able… but it could have gone very differently.

The other point I think Teos didn’t closely consider is that the OGL is largely responsible for a large portion of the growth of RPGs as a hobby outside of D&D. This is the critical detail, in my mind, of how the OGL benefits the hobby. The OGL is largely responsible for the success of nearly all of the 3rd party publishers out there, making content not just for D&D, but also other IP developed under the OGL.

Paizo, Goodman Games, Kobold Press, Troll Lord Games, Green Ronin, Monte Cook Games, Frog God Games… the list goes on. Most of these companies were founded during d20 era when WotC published the d20 System Reference Document. The OGL allowed these nascent publishers to build D&D content (or D&D-like games) without having to worry about hiring costly lawyers to advise on all the IP and copyright restrictions (hazards) of publishing D&D-adjacent titles. The OGL was a one-stop shop for avoiding WotC/Hasbro lawsuits.

After these publishers established success using D&D as a stepping stone, many of them moved on to build other games. Pathfinder, Numenera, 13th Age, Castles & Crusades, Dungeon Crawl Classics, Mutant Future, Spycraft, Cypher System…  Manyof these spawned directly out of the d20 SRD, while the others are new creations that grew due to the economic benefit provided by the OGL. These publishers have also grown their own player communities within the hobby.

Final Thoughts


While the OGL may not have “saved” D&D, as a brand, it certainly has provided the hobby the fertile loam upon which independent publishers have grown and flourished which has, in turn, created a healthier ecosystem for D&D and its brethren.

In that way, the OGL has preserved D&D (and other TTRPGs) for future generations, regardless of what company holds the brand.

Pre-Order Dragon Delves
The new 5e adventure collection
Dragonbane Box Set
Classic old-school RPG from Free League