Friday, April 28, 2017

Consumed by Consumerism


I didn't think I had  problem, until...

Though generally aware I'd been steadily acquiring game books lately, when I realized I couldn't even find enough space on my desk between the looming stacks to fill out a notecard, it was time to take stock. So I piled together every roleplaying volume I could remember buying over the last twelve months, and here's what I got:
   
Covers plenty of floor space, but not as fluffy as a carpet.

Oog. And I probably missed a few. The most ironic part is I'm pretty sure a year ago I entertained aspirations of "evolving" past the need for published materials and even purging my library. Not the first time I've felt that way, and not the first time it faltered entirely.

The thing of it is, my modest buying strictures and habits haven't changed, but I've experienced a dramatic increase in opportunities that match them. I cringe at the thought of paying fifty bucks for a rulebook (or worse, a hundred or more for a boxed set) but I now live in an area with two Half-Price Books and the storefront for Miniature Market offering plenty of discounted games (note many of the volumes in the above picture still have their reduced price tags on them). On top of that, I'm closer to many more game conventions than I used to be, giving me direct access to creators I already follow (there was quite a haul carried back from Gary Con IX). Also I'm more connected through online networks than before, so I'm catching publisher discounts, Lulu coupons and even notable Ebay listings more often. So both physically and online, old curiosities (Middle-Earth Roleplaying, Palladium Fantasy) are crossing my path along with idle interests (Fate, 13th Age) that were previously beyond my acceptable price range. Also, kickstarter is a seductive harpy.

Combine all that with my strong archival instinct and ... well, time to add a new wing to the Library o' Gaming.

Maybe one or two of these books has seen actual use at a table so far, which is embarrassing because I'm often chiding other people for their poor own-to-play ratios. I haven't even fully read most of them, though at least they've all gotten thorough skims.

Wednesday, April 5, 2017

I've Probably Peaked

My previous post about Marc Miller and Traveller has garnered more views than anything else I've ever posted here (and possibly anything I've ever posted anywhere). I'd love to follow it up immediately to reward the attention of the many fine and wonderful people who've newly stopped by Trollbones [in other words, capitalize on the audience building], but I'm a bit busy heading off to another gaming con' this weekend, Forge Midwest (amusingly like last week's Gary Con, also in Wisconsin) so I won't have time to put together another detailed post for a while.

I guess the glory of Milwaukee keeps calling to me.
Source: olsonj

But I do have some interesting stuff planned for when I can next get back for a long sit at the keyboard:

  • Similar to the Marc Miller post, notes from Jeff Dee, who also offered a Q&A seminar at Gary Con IX, and also refereed a game I had the fortune of attending.
  • Comparisons of my recent experiences playing several different superhero RPG's: Hideouts & Hoodlums, Savage Worlds, Marvel Super Heroes and Villains & Vigilantes 3rd edition. 
  • A retrospective on TWERPS, "The World's Easiest Roleplaying System" of the 90's, my happy experiences with it and what I've recently learned about it's history. 
  • A critical review of Stars Without Number, how it's played for me, why I like it, what I think its flaws are and what I'd like to see change for its upcoming 2nd edition.
  • Heads You Win, a satirical yet totally playable role-play rule system that fits complete on a single 4" x 6" note-card.
  • Maaayyybe finally getting back to that comparison of XP systems I started last month.

Monday, April 3, 2017

Mr. Miller's Remarks

Image originally posted by catsonkeyboards

Friday morning at Gary Con IX, I attended a seminar hosted by Marc Miller, lead creator of Traveller. It turned out to be a modest gathering, fewer than ten people, so Marc had us all pull in close and provided rare opportunity to ask him direct questions. In particular, since I've been reading the "Out of the Box" series on Tales to Astound, I was curious about the evolution of Traveller from a generic sandbox generator to a game specifically about the Third Imperium setting, and was able to put the matter to him directly a couple times.

Naturally, Marc mainly wanted to promote his current work, Traveller5, particularly a basic beginner-friendly version he'd like to produce, but he was still willing to share his memories of the old days.

I suspect some of these anecdotes are familiar to folks who've heard Marc talk about Traveller before; I certainly recognized some of his words as near-verbatim repeats of old essays of his. I'm no journalist, I was merely jotting down long-hand interesting discourse as it came up, so mostly these are the highlights of the talk organized roughly by subject, not by Q-and-A or chronologically, and quotes below should be taken as paraphrasing.

Creating Traveller


Marc Miller's inspirational reading was a stack of old coverless pulp magazines. As a young graduate he'd buy them one at a time from a local newstand when he couldn't afford any other entertainment.

The organization and format of the 1977 set of three "little black books" directly emulated the original 1974 white-box D&D set. "I'd finish a chapter then flip through the D&D booklets to see what part I should write next."

The distinctive minimalist visual style of the original set came about largely because the graphic designer (Paul R. Banner, I assume) didn't want to spend much time on it, as they were more interested in another GDW project they were working on at the time, the wargame Europa.

The iconic imperial sunburst was another example of graphic expedience; it was copied from the wargame Iliad: the Siege of Troy where it had represented the god Apollo.

Though the popularity of D&D was undeniable, the potential for a wider field of role-playing games was unproven, so GDW pursued their science fiction game with guarded ambitions. Traveller was an unexpected success. "We hoped it would eventually sell 2,000 copies, then we fast reached 10,000."

Growth and Development


The core game wasn't designed with expansion in mind, so its systems are largely self-contained. But when its popularity presented a market for adventures, GDW felt a structured setting was needed to give those adventures context, thus the Third Imperium was developed. [I wish there had been time to pursue Miller further about this process, particularly why he felt published adventures required a large-scale inter-connected setting rather than self-contained scenarios.] 

There was early resistance to the expansion of Traveller past the core game. Marc particularly remembers game reviewer Louis Pulver(?) complaining "I won't play a game the tells me what to do," when official setting material started to appear. 

Buyers demand expansions they'll never use, so designing for the market is not the same thing as designing for actual play. "They want thirty pages of combat rules, but will never run more than a brawl using five of them."

Traveller: 2300 / 2300AD was originally conceived as Traveller's replacement. Miller and GDW assumed interest in the original game would wane with age and a new game, built around then-contemporary 1980's SF aesthetics and more comprehensive rules, would be needed to keep the attention of modern gamers. There was some surprise when 2300 wasn't a hit while interest in Traveller remained steady.

Opinions and Insights


Things got a little fraught when discussion turned to modern SF literature and Marc's opinions of such. He talked about sampling current works, but still prefers straightforward action-and-engineering tales to esoteric socially-focused stories. The tension came when he openly referred to authors of award-winning stories that lacked ray-guns and spaceships as "social justice warriors" and some of the audience reacted negatively (me included) to the disparaging implication, to his mild surprise. He pointed out that he's proud to have broached non-binary gender in his latest Traveller novel, but the way he discussed it indicates he still feels that's a subject best dealt with obliquely. My interpretation of the whole uncomfortable exchange was that Marc Miller didn't mean "SJW" with the full vehemence that gutter-scum like the Sad Puppies and GamerGaters do, and probably wasn't fully aware of that context. He sees himself as liberal-minded, but in an old-hand way, "a little edgy."

Marc was refreshingly frank about parts of Traveller's publishing history that misfired. He dismissed High Guard for its long statline, too unwieldy to actually use in play, and said outright that Fire Fusion and Steel "didn't work."

I directly asked him for his reaction to players going back to a "three LBB's only" approach, who feel that the Third Imperium setting and its expectations make for a very different game than Traveller originally was. More or less, he shrugged and said it's fine if people want to do that, but he likes writing about the Imperium so it will continue to be part of his vision of Traveller.

Never did successful roll up a character with a Type S Scout. Source.