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Dungeons and Shadows

Table-top Roleplaying has had a big year. There have been a number of important releases from several of the well-known product lines. Sales and turnout from August's Gen Con Indianapolis event would tend to suggest that the downturn the industry has experienced recently is a temporary problem. That's good news for Wizards of the Coast's well known Dungeons and Dragons line and the FanPro published Shadowrun campaign setting. Both are heavy hitters in the world of Table-top gaming, and today I have details and opinions on what you can expect in your Friendly Local Gaming Store from the latter half of the year. Read on for a hardcore dose of nerd. City of Splendors: Waterdeep
Eric L. Boyd
Wizards of the Coast
$29.95, 160 pages

Waterdeep is one of the largest cities on the Sword Coast, the western shore of the continent known as Faerun. Ed Greenwood's Forgotten Realms setting for Dungeons and Dragons (D&D) is the most popular setting supported by Wizards of the Coast (WotC). Stretching back more than a decade, it has an enormous backstory that can be somewhat intimidating to dive into. Waterdeep attempts to allay the fears of a Dungeon Master (DM) looking to set a campaign in the most well known city of the setting. The book offers up political intrigue, mercantile callousness, and an endless parade of Non-Player Characters (NPCs). Unfortunately, Mr. Boyd's effort to capture the richness of the setting falls somewhat short. The issue at hand is a complaint I have about several WotC products. Waterdeep is a mere 157 pages and retails for $29.95. Within those pages, the book is packed tight with information. A history of the city, notable NPC guilds and organizations, and important personages flesh out the bulk of the book's front-end. As with most D&D books there are new prestige classes, monsters, and spells. This stems from WotC's determination that every book has something for both players and DMs. At the center of the 157 pages is a mere 20 pages worth of localities within the city. It seems to me that describing the city would be the primary purpose of the book, but almost as much time is spent on prestige classes as in providing an understanding of the city's layout. At $30 a pop it's imperative that a tome either be focused on DMs, focused on players, or have good integration of the two types of content. While City of Splendors provides copious details, the inclusion of relatively weak player-oriented content dilutes the purpose and impact of the book. Players will be severely under-served by this offering, and DMs should only consider purchasing it if they know they're going to be running a long-term campaign in this particular corner of the Realms.

Weapons of Legacy
Bruce R. Cordell, Kolja Raven Liquette, Travis Stout
Wizards of the Coast
$34.95, 224 pages

Weapons of Legacy is an 'options' book that provides players and DMs with something that every gamer wants in droves: crunchy stuff. The pages of this book are filled with descriptions of noteworthy items with sometimes sordid but always interesting histories. As a result of the weight of history around the items in this book, not only are they magical but powerful to boot. Each item, whether weapon, armor, or amulet, has a detailed history associated with it. When found by a player character it appears to be a simple (usually underpowered) magical crafting, but detailed study and rituals can unlock the potential within. The enhanced features of the item are only available to someone who has followed specific rituals that directly relate to the item's history. Additionally, they must take feats to allow them access to the unlocked power. Requiring characters to invest themselves in order to get the most out of an item ensures balance. Whereas Waterdeep's diluted focus resulted in a mediocre offering, Weapons of Legacy offers plenty for both DMs and players by integrating the content for both groups into a cohesive whole. While there are classes and spells, they tie directly into the overall legacy item theme of the book and do not seem the least bit out of place. The mechanics for using the weapons are sound and DMs can chortle with glee, as the in-depth backstories associated with each item are tremendous hooks to hang adventures on. Above and beyond simply moving a campaign's plot forward, the specific rituals associated with the item provide a sense of history to the gameworld and willingly have players insinuating themselves into a campaign's plot. For folks that just need to tweak, there are even rules provided for creating new Weapons of Legacy. This book isn't for everyone, of course. Legacy items are a neat idea and the book's ideas are executed very well, but not every campaign or character is going to benefit from this tome. Despite that, if the idea intrigues you'll find a well-integrated sourcebook with interesting ideas and a lot of backstory just waiting to get your gears moving.

Five Nations
Bill Slavicsek, David Noonan, Chris Perkins
Wizards of the Coast
$29.95, 160 pages

The newest campaign setting that Wizards of the Coasts supports is Eberron. Developed after an exhaustive search through thousands of proposals, Eberron is a unique style of D&D play. Incorporating elements of pulp mystery, Indiana Jones, and gritty war stories, Eberron is very different than the high fantasy nature of the Forgotten Realms or Greyhawk. Five Nations is the first sourcebook for the setting which details the world at large. It describes the nations that once made up the ancient kingdom of Galifar. At war for over a hundred years, they've only recently found peace. Each nation has a dedicated chapter and provides a host of details for both players that might want to know about a character's homeland, and for DMs looking to set an adventure there. Besides basic histories and geography, there are some great fiddly bits strewn throughout the book. Sidebars in each of the chapters details five things that every countryman knows, for example, and there are 'daily life' examples for each nation. Each chapter also contains prestige classes and adventure hooks, the occasional monster or spell, and wraps all of these elements together into a detailed overview. The book conveys a lot of information in a surprisingly thin pagecount, and is well worth the pricetag. Simply put, this is a must-have for anyone planning on running a game in Eberron. It fills in many of the gaps the core book leaves open and offers a bevy of opportunities for adventure and intrigue. Players will find it extremely enjoyable as well, with lots of crunchy elements to empower characters and a satisfying amount of detail about a PC's homeland. Every chapter is a mini-sourcebook, and taken together Five Nations is a solid reference for every Eberron campaign.

Explorer's Handbook
David Noonan, Prank Brunner, Rich Burlew
Wizards of the Coast
$29.95, 160 pages

Where Five Nations acts as a reference to the world of Eberron, the Explorer's Handbook is a DM-specific tome that allows for intuitive mix-and-match adventuring. Most of the book is made up of locations, self-contained areas that can be dropped into an ongoing campaign or strung together to form an adventure. In addition to the adventure locales, the Handbook begins by offering extensive details on the act of traveling within Eberron. An emphasis is placed on the idiosyncrasies of airship, rail, and sea travel. Explorer organizations, prestige classes, and some equipment is also detailed, all with the idea of preparing and provisioning an expedition to a far-off place. While this section nominally offers content for players, the rest of the book is completely focused on the needs of the Dungeon Master. The adventure locations are divided into 'Points of Origin', 'Midpoints', and 'Destinations'. Each chapter collects a handful of places grouped together around a theme. Each 'Point of Origin' is a place to find or set off for adventure, such as a nightclub or train station. NPCs to staff the location, some flavour to interest player characters, and several possible adventure hooks are offered to provide a DM with everything he needs to run the locale. 'Midpoints', in turn, are more exotic places that can offer up more clues and draw characters further into the plot. An elven city populated by good-aligned undead is one such location, a trove of knowledge held by benign beings with a truly alien outlook. 'Destinations' are all obscure or hidden locations typically fraught with danger. They're the endpoints to an adventure, allowing characters answers to their questions and opponents to defeat. A variety of end-points are offered, from a dragon's astrological observatory to an abandoned city of giants. Explorer's Handbook does a competent job of guiding the DM's hand. In addition to concrete localities, the examples hand an Eberron DM blueprints for constructing the kind of pulp high adventure the setting is known for. It's essentially of no use for the average player, but a DM looking for assistance in creating an Eberron campaign could find much worse than this particular bag of tricks.

Loose Alliances
Malik Toms, Peter Taylor, et. al.
FanPro
$24.99, 128 pages

The world of Shadowrun is a complicated place. Just over fifteen years of publications with the Shadowrun (SR) name attached makes for a phenomenally rich backstory for this cyberpunk-meets-Tolkien gameworld. Loose Alliances is a tool for Game Masters (GMs) and players to understand the heavyweights of the world more fully. With an ever-increasing number of books detailing the Shadowrun world outside the city of Seattle (the traditional setting for an SR game), there are ever more opportunities to go running around the globe. Loose Alliances breaks down the movers and shakers outside of the corporate set. In Shadowrun even political movements, religious groups and the idle rich have a use for 'deniable assets', and where there's money and interest there's a hook for a GM. As with most 'background' sourcebooks, Loose Alliances is presented as a series of electronic documents on the network of pirate Matrix (a world spanning virtual reality) sites called Shadowland. Numerous commentaries from the peanut gallery should make most Slashdot readers right at home, given the wide range of opinion and bias that run through the observations. Between the posted text and the comments, Loose Alliances gives a reader a better feel for the ways in which groups of like-minded people affect the SR world. While most Shadowrun games involve characters doing illegal things for and against world-girding corporations, the metahuman rights organization down the street or a religious group is just as likely to have dirty deeds that need doing. The best sourcebooks for this setting open up the world beyond the cookie-cutter expectations some games can fall prey to, and Loose Alliances does an admirable job of exposing GMs and players to new possibilities.

Shadows of Asia
John Szeto, Jason Levine, et. al.
FanPro
$29.99, 231 pages

The 'Shadows of' series of Shadowrun books are geographical guides. Already published Shadows of North America and Shadows of Europe are joined by this guide to the east. Besides the war-torn microcountries of China and the Japanese Imperialist state, the book goes into detail on nearby areas such as the Indian subcontinent, Pakistan, Iran, Israel, and the Philippines. Though some previous sourcebooks have touched on this area of the world (specifically the Philippine's fight for freedom against the occupying Japanese), there has never before been a dedicated look at the region for the setting. The most geopolitically active areas of the region, such as China and Japan, receive long treatments discussing local history, important cities, and general trends in the country. Smaller nations receive one to two page summaries of the most important elements a runner is likely to need to know. It's difficult for me to separate my appreciation for the pure flavour information within the setting from what might be useful to the average player or GM. These types of books offer the most insight into the backstory of the gameworld, and Shadows of Asia provides GMs hundreds of little plot hooks, for localities from Neo-Tokyo to Jerusalem. They are fantastic resources for the Game Master, essentially making this book required reading if you ever plan on running a game set east of Poland and west of Seattle. For a player, though, there isn't a great reason to pick up the book. There aren't any character options and the book has more detail than most players would probably want for their backstory. If deep background is what you're after, though, both GMs and players will find that Shadows of Asia fills in a large gap in your Shadowrun worldview.

System Failure
Drew Curtis, Jason Levine, et. al.
FanPro
$29.99, 128 pages

One of the most enjoyable aspects of the Shadowrun world is that it is far from a static place. Just as time, politics, and technology move forward in real life, so too does the reality of the Shadowrun setting. Every few years setting publisher FanPro releases a sourcebook that has serious ramifications for the world at large. One classic sourcebook turned the city of Chicago into a post-apocalyptic nightmare of gang lords and killer insect spirits. Another discussed the birth of an Artificial Intelligence in the midst of a crisis situation. System Failure does more than just provide interesting color; it wipes the slate clean on the Shadowrun universe's computational otherworld called the Matrix. A terrorist attack by a group of anti-technological fanatics, combined with the machinations of the aforementioned AI manages to corrupt and destroy most of the world's communications and informational systems. The book provides the background needed to understand the players involved and the scope of the events. It's not a traditional adventure per se, but instead provides a number of tools for creating adventures. GMs can use provided adventure hooks to bring player characters into the momentous events detailed in the book, either working for or against the forces planning the destruction of a fundamental element of the Shadowrun world. System Failure is Shadowrun at its absolute best, bringing together numerous plot threads that in some cases have been brewing for over a decade. Even without the plot significance, the sheer cool factor of the events described will make for amazing campaigns with a vaguely end-of-days feel. Definitely not a book for players, GMs of the setting can use it to craft an entire campaign or just use it to fully understand the world-reshaping events that lead to the newest edition of the setting.

282 comments

  1. Neat. by Short+Circuit · · Score: 4, Insightful

    Articles like this are why we should have a Games section, and a dedicated Games editor.

    1. Re:Neat. by HunterZ · · Score: 1

      We have one (you should see games.slashdot.org in your address bar right now). It's just that most Games section articles don't show up for people by default because you have to explicitly choose to see the Games category in your preferences.

      --
      Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
    2. Re:Neat. by Short+Circuit · · Score: 1

      I know we have one. The problem is, I've seen some people complaining that we shouldn't.

      I should have been more clear.

    3. Re:Neat. by JavaScrybe · · Score: 2, Insightful

      Were I to have Mod points, I'd mod you up in a second.

      There really should be a distinct icon for tabletop RPGs, there certainly is a critical mass of pen-and-paper roleplayers on /.. The FFII icon just doesn't represent nights of cola, chips and dice-rolling.

      --
      Lex
      1) /. post 2) .sig 3) ??? 4) Profit!
    4. Re:Neat. by Anonymous Coward · · Score: 0

      I appreciate that Zonk contributes most of the sporadic original content here.

    5. Re:Neat. by rjforster · · Score: 3, Insightful

      Almost.

      We need a games-that-are-not-computer-games games section.

      Kind of like "news for nerds, stuff for people who know what FLGS means"
      or
      "news for nerds, stuff for people who don't know how many dice they own"

    6. Re:Neat. by Surt · · Score: 2, Informative

      http://games.slashdot.org/

      Or maybe your are suggesting a 'non-video' games section?

      --
      "Who is the Journal of Quantum Physics going to believe?" --Stephen Hawking
    7. Re:Neat. by Markus_UW · · Score: 1

      I wish I had a FLGS, my area is significantly lacking in the AD&D...

    8. Re:Neat. by CamelTrader · · Score: 1

      WTF does FLGS mean?

      --
      Your .sig is important to us. Please hold.
    9. Re:Neat. by Anonymous Coward · · Score: 1, Funny

      news for nerds, stuff for people who don't know how many dice they own

      How about news for even bigger nerds who do know how many dice they own? (Let's see, I've got seventeen d12, eighty-three d6 (52 numbered, 31 with pips), sixty-one d8 (22 translucent, 39 opaque), two zocchihedrons, and so on.)

    10. Re:Neat. by ApostateApostle · · Score: 1

      WTF does FLGS mean?

      Friendly Local Game Store.

    11. Re:Neat. by sdhankin · · Score: 1

      Friendly Neighborhood Gaming Store

    12. Re:Neat. by sgt+scrub · · Score: 1

      I thought that was what http://www.linuxgames.com/ was for.

      --
      Having to work for a living is the root of all evil.
    13. Re:Neat. by muszek · · Score: 1

      Is there a way to "specialize" a RSS feed in such manner? Like "I'm illiterate, I don't want to see book reviews; I want to see everything about Apache, etc.".

    14. Re:Neat. by sweetspooky · · Score: 1

      Well, a game is a game...either way, I still end up broke.

    15. Re:Neat. by HunterZ · · Score: 1

      I asked about this and was told that subscribers have more control over their RSS feeds. I'm a cheap bastard though, so I can't confirm it.

      --
      Arguing about vi versus Emacs is like arguing whether it's better to make fire by rubbing sticks or banging rocks.
    16. Re:Neat. by rdwald · · Score: 1

      I know exactly how many dice I own: 92. Thank you, Chessex, for your Pound-O-Dice.

    17. Re:Neat. by mabinogi · · Score: 2, Funny

      that doesn't make you a nerd.

      That makes you scary

      --
      Advanced users are users too!
    18. Re:Neat. by Artifakt · · Score: 1

      Now I'm going to have to go count all min, you insensitive clod!
      (Doesw this include the transparent blue 12 sider with the gold flecks that's been under the couch for the last three months?)

      --
      Who is John Cabal?
  2. Alternity by MicktheMech · · Score: 2, Insightful

    I won't be impressed until WotC brings back Alternity. That was a blatant FOX move, pulling a line because it isn't generating the revenues of your juggernaut.

    1. Re:Alternity by ross_winn · · Score: 1

      Well yes, and the income and profit from Alternity would keep most smaller publishers alive for years... Of course HAsbro as a whole was hemmoragging cashe while WotC was profitable. There was a lot of cutting even in profitable divisions. I still have a complete run of the game and supplements, and we can always dream of a revival.

      --
      Ross Winn "not just another ugly face..."
    2. Re:Alternity by jonthegm · · Score: 1

      And while I loved the Alternity worlds (especially Dark*Matter), I must say that the system completely blows. I'd rather just convert existing material to Unknown Armies (Stolze and Tynes ftw!) or D20 Modern (meh).

    3. Re:Alternity by thesupermikey · · Score: 1

      It seems that Alternity went away with the launch of the 3rd editon of DnD and the launch of D20. I have got back to my Dark*Matter books to see if it might be converted to D20 but no one wanted to play with me, so i never finished.

      so sad...role playing is fun stuff

      --
      Mikey
      I've always been the kinda guy to fall for the girl dressed like an eskimo.
    4. Re:Alternity by Drey · · Score: 1

      I wish I'd at least picked up the system and the StarCraft setting so I could convert it to something else.

    5. Re:Alternity by Malizar · · Score: 1

      More than likely it will nto come back, they might bring the settings back for D20 future though.

    6. Re:Alternity by Rifter13 · · Score: 1

      It's fairly easy to find the books used, it seems. At least most of them. So, it has not entirely gone away. As for an update, I believe that D20 modern and D20 future has conversions for Alternity. As an added bonus, Wizards has some documentation for converting creatures from Alternity to D20. You can reach it here: http://www.wizards.com/default.asp?x=d20modern/we/ 20031007a.

    7. Re:Alternity by jp10558 · · Score: 1

      For some reason, I really liked the alternity system for "modern" games. It hat the right mix of realism and fantasy to do a "Threshold" style game without the grittyness of GURPS or the unbelievable get shot with a shotgun to the back (not wearing a vest) and not only live, but are basically uninjured and unimpaired of d20 Modern.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
  3. D&D: No sign of dying. by RandoX · · Score: 3, Insightful

    Every year someone complains that tabletop roleplaying is going to go under because of different causes. Religious nut jobs, PC games, console games, live action roleplaying. Guess what, as long as there are nerds there will be roleplaying. Too many DMs have invested too much cash to just stop.

    1. Re:D&D: No sign of dying. by Robocoastie · · Score: 1

      Revenues of the products doesn't mean people actually play the game though. Actually gathering people up and playing at the table with chips, beer and "Monty Python's Holy Grail" playing in a vcr in the background are pretty much over. Now people just buy the books as collecting and reading hobbies.

    2. Re:D&D: No sign of dying. by TopShelf · · Score: 2, Insightful

      The converse is just as true - while I haven't gamed in a long time, I participated in groups that for years didn't buy anything that the publishers put out. "Roll your own" was the preferred flavor...

      --
      Stop by my site where I write about ERP systems & more
    3. Re:D&D: No sign of dying. by Shane+A+Leslie · · Score: 1

      I've been playing various games for 22 years now, and look forward to teaching my daughter ethics, politics, social skills, math, physics, chemistry, history, ecomomics, and self defence through RPGs once she gets old enough. Tabletop will never die - 'cuz there'z alwayz gonna be thoze of uz that like to do it old zcoool.

      --
      If no one has your back, time to move your back.
    4. Re:D&D: No sign of dying. by Chosen+Reject · · Score: 1
      Tabletop will never die - 'cuz there'z alwayz gonna be thoze of uz that like to do it old zcoool.

      So is the 's' a recent invention?

      --
      Stop Global Warming!
      Just say no to irreversible processes!
    5. Re:D&D: No sign of dying. by Lux · · Score: 2, Funny

      > I've been playing various games for 22 years now, and look forward to teaching my daughter ethics, politics, social skills, math, physics, chemistry, history, ecomomics, and self defence through RPGs once she gets old enough.

      Social skills? Seriously, man. We obviously aren't playing with the same broad swaths of humanity if you think DnD teaches social skills!

      I do give you credit for omitting hygiene from your list, though.

    6. Re:D&D: No sign of dying. by temojen · · Score: 1

      Tabletop gaming is a lot more about the socializing than the game mechanics or story for most of the groups I've played with. I don't find the same thing with Console or PC games. (and I didn't enjoy LARP the time I tried).

    7. Re:D&D: No sign of dying. by freshman_a · · Score: 1


      Actually gathering people up and playing at the table...are pretty much over.

      I don't know about that. A good friend of mine got back into table-top RP not too long ago. He is now the DM for a weekly group of about a dozen or so people. Most of the people in his group were friends of his that didn't know each other, but were all looking for a group to play with. That's one of the reason he got back into it. I know this is one isolated instance of about 12 people, but I'd venture a guess that there are probably many people out there who would enjoy playing at a table, but may not know where to find one.

      /two cents

    8. Re:D&D: No sign of dying. by AdamWeeden · · Score: 1

      Of course you can learn social skills!

      --
      I was quoted out of context in my autobiography...
    9. Re:D&D: No sign of dying. by MightyMartian · · Score: 1

      I'm on a number of mailing lists populated with table top gamers. There are also numerous Play-by-Emails, web forum games and chat games. The number of gamers may not be what it was in the late 70s to the late 80s, but there are still a lot of guys still eating potato chips, overdosing on caffeinated softdrinks and rolling the dice, or finding other ways to do the games.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
    10. Re:D&D: No sign of dying. by anonicon · · Score: 2, Funny

      Social skills? Seriously, man. We obviously aren't playing with the same broad swaths of humanity if you think DnD teaches social skills!

      Hahahha. Pardon me if I politely disagree. My level 14 Pacifist Healer with a base CHA of 29, modifier of +9, and CHA-check modifiers of +7 (for a total of 45) might have something to say about using Diplomacy when your party of 6 is surrounded by a horde of high-level, evil, intelligent NPCs. You'd be amazed how much you can learn from being required to say the right things by your DM or being attacked. :-)

    11. Re:D&D: No sign of dying. by Anonymous Coward · · Score: 0
      Hahahha. Pardon me if I politely disagree. My level 14 Pacifist Healer with a base CHA of 29, modifier of +9, and CHA-check modifiers of +7 (for a total of 45) might have something to say about using Diplomacy when your party of 6 is surrounded by a horde of high-level, evil, intelligent NPCs. You'd be amazed how much you can learn from being required to say the right things by your DM or being attacked. :-)


      I think you just proved his point.
    12. Re:D&D: No sign of dying. by Lux · · Score: 1

      Perhaps. But I posit that just as dwarves suffer a -2 CHA penalty for having an unbecomming obsession with rocks and smithery, so too does our people suffer a similar, if not greater penalty, for our tendancy to break out into stories of imaginary encounters laced with esoteric statistics.

    13. Re:D&D: No sign of dying. by Bacon+Bits · · Score: 2

      LARP killing tabletop would be like BeOS killing Linux. The extreme fringe stands little chance of ever overtaking the normal fringe.

      --
      The road to tyranny has always been paved with claims of necessity.
    14. Re:D&D: No sign of dying. by jp10558 · · Score: 2

      I'd love to figure out how the web forum or chat games ever worked out. Anyway, the biggest issue isn't finding players as much as scheduling time anymore.

      --
      Opera, Proxomitron-Grypen,GPG 0x0A1C6EE3
    15. Re:D&D: No sign of dying. by TheWormThatFlies · · Score: 1

      Actually gathering people up and playing at the table with chips, beer and "Monty Python's Holy Grail" playing in a vcr in the background are pretty much over.

      Maybe that's true where you live, but over here tabletop RPGs are looking pretty healthy, even though we have to import all our books from overseas at a ridiculous markup. Substitute "coke" for "beer" and remove the background distraction, and you have my house every Wednesday evening. Or the houses of any number of people I know.

      I think there was a period when tabletop RPGs were a relatively common teenage "phase" activity, and that phenomenon has mostly died out. You don't really get large numbers of people coming out of school today who played hack'n'slash DnD with their friends. That doesn't mean that nobody is playing anymore.

    16. Re:D&D: No sign of dying. by Shane+A+Leslie · · Score: 1

      :P Sorry, I guess my thugspeak is pretty bad.
      My gaming group ranges from 40ish, down to a couple of
      18 year olds that called tabletop (pen paper and dice)
      roleplaying "oldschool" when we introduced them to it.
      It's been interesting to see their evolution from console
      jockeys to tabletop afficandos - one of them even traded
      his old Playstation at a pawnshop for a stack of 2nd edition
      books!

      --
      If no one has your back, time to move your back.
    17. Re:D&D: No sign of dying. by Shane+A+Leslie · · Score: 1

      Her mother can handle the hygiene training, but I will be able to teach her first aid and the the oncepts of santitation (I have the basis of a campaign based around the Black Plague - one of the ways to win the scenario is to come up with the concept of sewers and public sanitation, extra points if they can figure out a way to implement it using just the skills of their characters) As for social skills, I know of many people that went from being shy introverts to outgoing sociable people because of the communications skills they picked up playing RPGs - to a certain extent I'd count myself among them. I've made more friends - most of them not even gamers - through my gaming then through religious or sabarytic(SP?) activities.

      --
      If no one has your back, time to move your back.
  4. games.slashdot.org by bobsacks · · Score: 1

    I kinda think there already is one.....

  5. The games may be going strong, but... by sdaemon · · Score: 5, Insightful

    all of my Friendly Local Gaming Stores seem to keep going out of business :(

    Sword of the Phoenix was sort of the Mecca for All Things Gaming here in Atlanta for...as long as I can remember. They just closed up permanently this year. The game shops (I think they were actually called The Game Shoppe) in the local malls closed up two or three years ago. About the only places I can find locally are either used bookstores with varied wares (and rarely anything new), or stores dedicated mainly to comic books or collectible card games. Other than the slim pickings there, the only option is mail-order.

    1. Re:The games may be going strong, but... by decipher_saint · · Score: 4, Interesting

      I DM a large group, everything from first time RPG'ers to a few old hands and I hear things consistantly between all of them: "[we] can buy our books cheaper online".

      Much as comics receeded from mass distribution to specialty comic shops in the 70s/80s I see new RPG material and supplements going into a catalog only system. Sure used stuff and core books will probably still be staples at most comic / gaming stores, but you don't strictly need every D&D supplement that comes out every X months, there's just no market for it. And sadly when a store owner has to choose shelf space between the next niche RPG supplement or something that's really in demand it's going to be an easy decisiion.

      HOWEVER, most places that i frequent that carry a wide array of RPG stuff are usually that way because the owner or owners are passionate about the game and will try to have as many books on hand to attract the "serious" diceroller crowd. The store I purchase most of my comics and RPG stuff from (Warp 2 in Edmonton) is run by an RPG enthusiast and a couple real comic-heads and is probably one of the better places in the city to buy new material when it comes out, again, because the owner is passionate for the material he will make sure it's there.

      --
      crazy dynamite monkey
    2. Re:The games may be going strong, but... by Newander · · Score: 1

      Most stores will special order stuff for you. So as long as you know Splatbook 57 will bw out next month you can have them order it for you.

      --

      Jesus saves and takes half damage.

    3. Re:The games may be going strong, but... by decipher_saint · · Score: 1

      Yes, I can order anything I want from the store, the point is it's cheaper to order online, especially in bulk.

      --
      crazy dynamite monkey
    4. Re:The games may be going strong, but... by mikael_j · · Score: 1
      The problem is, of course, that they'll still charge you what you'd pay online plus another 30% (at least, I've seen some crazy markups), especially in stores run by some guy who started the store straight out of high school in nineteeneightywhatever and who thinks that The Intarweb is just a fad...

      /Mikael

      --
      Greylisting is to SMTP as NAT is to IPv4
    5. Re:The games may be going strong, but... by temojen · · Score: 1

      Around here there's always been two. When one goes under another pops up to take it's place.

    6. Re:The games may be going strong, but... by foxtrot · · Score: 1

      The War Room is still around-- though it's moved...

      -F

    7. Re:The games may be going strong, but... by Newander · · Score: 1

      Ok, just don't complain when your store closes and you can only get stuff from the Internet retailers

      --

      Jesus saves and takes half damage.

    8. Re:The games may be going strong, but... by MadMorf · · Score: 1

      Sword of the Phoenix was sort of the Mecca for All Things Gaming here in Atlanta for...as long as I can remember.

      Oh man. I loved Sword of the Phoenix when I lived in Atlanta...
      When I was in the Air Force, stationed in northern Mississippi, we took road trips to Atlanta just to go to SOTP...

      Yeah, big nerds, we was...

    9. Re:The games may be going strong, but... by robertjw · · Score: 1

      Stupid Internet.

    10. Re:The games may be going strong, but... by Syberghost · · Score: 4, Interesting

      The problem is that gamers tend to be less well-off financially. People who can afford to ignore the costs of their hobbies are less likely to also be able to pull 12-hour Saturdays or all-nighter Thursdays playing games, and so can't always buy from their local vendor, even though I'm sure most of us can agree that's better for the community. However, although things are once again in the bleak side of the cycle for your local game shop, they're improving for your local gamer.

      There are an increasing number of systems that available directly over the internet; I'm not talking about ordering a paper book, I'm talking about downloading a PDF or text file directly. In many cases, they're cheaper than the printed version of the same system. There is a limit to how much cheaper they can be, however; the majority of the cost of producing a professional RPG or supplement isn't in the printing. You still have to do just as much work writing, editing, procuring or commissioning artwork, etc. However, you can cut out the distribution costs, which are a good half the total price to the consumer.

      Many games now have "fast-play" rules sets for download, which are good enough for everybody but the GM, but some even have full systems available for download free. If you have a laptop this is a godsend, but more than a few gamers have downloaded these things at work and printed 'em out on the company laser printer for non-laptop use. Not that I'm recommending the latter course of action, of course. As disposable computing becomes more commonplace, I expect to see e-book readers cross a hurdle or two and supplement laptops, opening this course up to a lot of people who can't really afford a decent laptop presently.

      Additionally, I think it's only a matter of time at this point before somebody starts offering print-on-demand book sales; the only question is whether the big book chains (Borders, Barnes and Noble, etc.) beat the big printing chains (Kinkos, uhm I don't care who else, etc.) to the punch. When that happens, you'll be able to walk into your local Kinkos or whatever and walk out the door with a professionally-printed book.

      When these things combine, your local game shop may not recover, unless it focuses on dice, figures, and services; provide comfortable chairs and computers so that the local gamers can meet in your store and use your computers, and you might even be able to sell the service, IF you do it right. A really good player-locating service and an active gamer club run from your store can bring people in. Of course, places like Kinkos can fight you there, too, since many have conference rooms.

      I envision the successful gaming store of 10 years from now consisting of a small merchandise area with lots of dice and t-shirts, a concession area with cheap but profitable food and drinks, and a lot of comfy couches with permanently-tethered GM laptops and free WiFi. It would offer a web-based player locator service, ideally through a partner instead of trying to run the web server themselves. The most successful ones would be within walking distance of a Kinkos, and preferably also of a college.

    11. Re:The games may be going strong, but... by mencik · · Score: 1

      That's really too bad. Sword of the Phoenix is where I bought the white box set and some of the first AD&D books I had when I was a student at Georgia Tech in the late 1970's. That was a great games store.

      Of course I sold all my D&D books on eBay a couple of years ago for about 3 time what I had paid for them back then. A great deal for me since I had long since gotten married and had kids, thus losing whatever RPG time I might have had. The books were just gathering dust. Just proves that there is hope for the rest of the nerds still playing!

    12. Re:The games may be going strong, but... by decipher_saint · · Score: 1
      Ok, just don't complain when your store closes and you can only get stuff from the Internet retailers

      The likelyhood of that is virtually nil, if the bottom fell out of the RPG market again the only casualty would be new material, the used market has been thriving since forever and will continue to do so.

      The majority of player griping came around when we made the switch to the D&D 3.5 ruleset, practically all of them found their books through Amazon or other online retailers with availability and prices local stores couldn't compete with. They placed bulk orders to save on shipping and ended up with all the books they wanted for a good 10 to 15% cheaper. Now me as the DM OTOH, I needed my books right away so I bought all my new books in store. They sold slightly higher than MSRP at most local gaming stores because of availability issues (distro snafu).

      Next time would I buy my new D&D books online? Probably.

      Would it hurt my local store? Probably not, I buy about ~$200 worth of RPG stuff a year, versus the ~$100 of comics and graphic novels I buy on a bi-weekly schedule. Not to mention used books.

      Incedentally, in my experience; If a comic store is well managed it usually takes a combination of severe market failures to shut them down, sadly most comic stores that fail are not well managed ;-)
      --
      crazy dynamite monkey
    13. Re:The games may be going strong, but... by gte910h · · Score: 2, Informative

      I believe you're now looking for www.atlantagamefactory.com

      They're on 10th Street by Georgia Tech. They're doing great. RPG's every tuesday. Board games on Wednesdays and Saturdays. They're cheaper than SotP was, and the owners are all nice guys. They have a great discount too.

      Take I85/75 to the 10th street exit, go west on 10th street, they're on your right after City Cafe.

                              --michael

      --
      Want to see every step I took to start my company? http://www.rowdylabs.com/blogs/pitchtothegods
    14. Re:The games may be going strong, but... by Newander · · Score: 1
      The likelyhood of that is virtually nil, if the bottom fell out of the RPG market again the only casualty would be new material, the used market has been thriving since forever and will continue to do so.


      I'm not worried about the bottom falling out. I'm worried that the online market will thrive and drive my local retailer out of the RPG business. It's a lot harder to chance upon that cool game that's been gathering dust on some rack at the back of the store on Amazon. I can't ask the guy at the store whose opinion I trust if the newest board game just plain sucks.

      The majority of player griping came around when we made the switch to the D&D 3.5 ruleset


      Yeah, that snuck up pretty quickly didn't it.

      Would it hurt my local store? Probably not, I buy about ~$200 worth of RPG stuff a year, versus the ~$100 of comics and graphic novels I buy on a bi-weekly schedule. Not to mention used books.


      What good is the local store if they can't even sell core books to a DM?

      Incedentally, in my experience; If a comic store is well managed it usually takes a combination of severe market failures to shut them down, sadly most comic stores that fail are not well managed ;-)
      I agree, but if we all buy our books online how can even a well managed store keep its doors open?

      --

      Jesus saves and takes half damage.

    15. Re:The games may be going strong, but... by decipher_saint · · Score: 1
      I think you should take 20 and search prior comments in this thread.

      • There will always be room for core and used RPG books in the local market (and therefore the stores that sell them).
      • Comic / Gaming stores have to be diverse to say alive. Getting undercut by online retailers over RPG supplements should not be able to crush a store.
      • If players can find a cheaper way of buying books they will, if the stores can't adjust to this then what good are they anyway?

      Not all gamers / comic fans are like you and me, they don't bother hanging out the the good old comic shop. They don't care where they get the books from as long as they can get together and play. And after all, it's not the shop that makes RPGs fun, it's the game and the people who they play with.

      I hope that the RPG market continues to grow wisely and not tank again. The 'net has been a positive force for this growth with many disaffected console or MMO players looking for something more than just paying for the privalege of increasing hollow character stats. If getting interested and purchasing online adds more gamers then who are we mere mortals to question the ethics of the free market?
      --
      crazy dynamite monkey
    16. Re:The games may be going strong, but... by Gilmoure · · Score: 1

      You need 10 copies of GURPS Basic Set, volumes 1 & 2?

      --
      I drank what? -- Socrates
    17. Re:The games may be going strong, but... by JabberWokky · · Score: 1
      Comic / Gaming stores have to be diverse to say alive. Getting undercut by online retailers over RPG supplements should not be able to crush a store.

      The problem is that the overhead of a physical location seems to confers no direct benefit to the customer... they can get the same books elsewhere cheaper. The problem is that (for good stores) there is a strong indirect benefit to the local rpg/comic/fandom community by providing a place to converge physically and meet each other.

      That doesn't matter if you're playing Final Fantasy 23 or whatever on Sony's service, but it makes a hell of a lot of difference when you're looking for people to come over to your home and spend many hours with on a weekly basis.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    18. Re:The games may be going strong, but... by cwaldrip · · Score: 1

      Ahhh... I remember SotP when they were in Lenox Mall with the whole stone wall motif. Great shop. I moved away from Atlanta for several years but always managed to check in - they moved to another spot in the mall, and then 'recently' moved out of the mall. I never got around to finding their last location after I moved back to Atlanta.

      *sigh*

      We've still got Titan Games and Comics. Although they're not what they use to once be. But that goes for a lot of us.

      /No affiliation with them, just giving info...
    19. Re:The games may be going strong, but... by Audacious · · Score: 3, Interesting

      I felt that I had to say something here.

      A friend of mine plays D&D and he used to live in Corpus Christi, Texas. One thing about CC was that there were a lot of people who wanted to play D&D et al but there really wasn't anyplace for them to meet and play. Further, it was only a few people who wanted to get together at the time and they didn't want to meet in some place where they would have to put up with all of the screaming and yelling and other problems which occur when you play in a game shop's back room or floor.

      Their solution was this:

      Get a group together and go find a cheap unused shopping strip and talk with the owners. Tell them their problem and see if the owner would be willing to rent some of the space out to them on the weekend so they could have some place to gather and play. They started out with a place that cost them $100.00 a month. It was in a bad neighborhood but there was plenty of parking because no one ever came to the shopping strip. (When I visited him there was only one shop open there for some small company.) They only used the place on the weekends and always left it cleaned up so if the owner got someone they could move in without any problems. Well, first thing they did was to pool their money to buy a small refrigerator (one of those $50.00-$100.00 models) so everyone could bring their drinks and keep them cool. Then they decided that each person would donate $0.50 for each drink so they could use the money to pay for the place. Then someone decided to buy boxes of candy and bring that. Since each drink cost about $0.25 and each candy bar only cost around $0.30 each (they sold them to themselves for $1.00 each), the club made enough money each month to pay the owner and have quite a bit left over. This allowed them to rent the space for the entire month - which they did.

      Once they'd begun renting the space for the entire month they went about getting more people to come to the club. The rules were simple. No outside food or drinks. If you wanted something more substantial than soda and candy you either left and ate outside of the club or made a suggestion on what the club should provide. But, if you suggested something, they bought it, and then no one ate it, it was then put on a list (white board by that time) of things tried and found to be not a good thing for the club to buy. This eliminated a lot of the problems and the club prospered. When I went to visit the club again, it had over 100 people in it, maintained a list of who wanted to use the club when, had a BBS set up to handle reservations and annoucements, and the club's size was well over 6000sq ft of space. It was costing them around $500.00 a month for usage and they were even thinking of moving to somewhere a bit fancier. The walls had been hand painted by the club members with pictures of dragons, castles, treasure, and what-not. They were having contests like the greatest amount of treasure obtained in a game, the highest level, and so forth. They were talking of moving to a new location that would allow them to have glassed in areas so that each of the groups didn't disturb the others while playing yet still allowing everyone to see everyone else playing and having a good time.

      And this all started with just four people who wanted to play D&D.

      --
      Someone put a black hole in my pocket and now I'm broke. :-)
    20. Re:The games may be going strong, but... by agraupe · · Score: 1

      Print-on-demand is already available at lulu.com (hardcover included!) but you can only publish things you have copyright for. The technology does exist, though, and eventually authors will skip the middleman (I think) and use this technology almost exclusively.

    21. Re:The games may be going strong, but... by Perky_Goth · · Score: 1

      and i was waiting for the "and then... they died" or something. wow. i'm happy for them, sad for me :P

    22. Re:The games may be going strong, but... by Audacious · · Score: 2

      Nah! That would be more along the lines of "The Priceless Pearl" adventure.

      The Priceless Pearl Adventure:

      Once upon a time, in the land of adventurers, there were greedy people playing and adventuring. They were so greedy that no matter how much treasure was given to them they always thirsted after more. So one day a sage asked them to retrieve "The Priceless Pearl". Of course, the greedy people decided that a pearl worth that much was something that they should keep rather than share with the sage.

      So off they went. La-la-la...high....low....here....there. Always searching for The Priceless Pearl. Finally, after months of searching (and many adventures) they came upon the lair of an ancient dragon who was said to have The Priceless Pearl. The brave, but very greedy adventurers went in to the lair and fought bravely. Finally the dragon pleaded for it's life and gave the party (altogether now!)The Priceless Pearl. The party killed the dragon anyway. When they did, all of the treasure except The Priceless Pearl disappeared (and the Dragon also disappeared [who was the sage it turned out]) . So the party left with The Pricelss Pearl and returned home.

      Once there, they tried to sell The Priceless Pearl but the first person they tried to sell The Priceless Pearl to said they just didn't have enough money to buy such a wonderful item. So they went to another buyer, and another, and another and....well, no matter what city they went to, no matter whom they brought The Priceless Pearl to - there just was never enough money to buy The Priceless Pearl. However, all manner of thieves, cutthroats, and brigands did manage to find their way to where ever the party decided to camp out and they were attacked countless times by many, many other very greedy individuals.

      Needless to say, the time finally came when it sank in that they were being a bit too greedy. I heard that they gave The Priceless Pearl to some small kid in a rinky-dink town. The kid was attacked and killed a few minutes later and some other group ran off with.... ...you guessed it -> THE PRICELESS PEARL!!!!!

      Yet another happy ending. :-P

      (And no - I was neither the DM nor a player. I heard this one second hand.)

      --
      Someone put a black hole in my pocket and now I'm broke. :-)
    23. Re:The games may be going strong, but... by NoData · · Score: 1

      Sword of the Phoenix closed?! That actually made me mist up. I haven't been permanently in Atlanta for 10 years now, and I haven't played AD&D in maybe 15, but boy, did I spend a lot of time and money at the Sword in my day. My first dice. Books. Modules. Miniatures. Everything. Back at the old Park Place location at Perimeter. And the Plaza at Lenox. (They had two stores, long before the Brookhaven spot...)

      Man. That's like a little bit of my nerd history gone. That's sad. That's really sad.

    24. Re:The games may be going strong, but... by apt142 · · Score: 1

      That's sad to hear about the Sword of the Phoenix. I had gone to Atlanta a couple years back on business and was checking out the local gaming stores. That placed rated very highly with me in so many areas. I hate hearing about small businesses like that closing up shop.

    25. Re:The games may be going strong, but... by Meagermanx · · Score: 1

      Man, PDFs suck for the price.
      When I sit and read through a rulebook, I don't want to worry about carrying a laptop around. I sit on the couch and read, then move to the table, then go read in bed. I don't want to sit and read the PDF for a 250 page rulebook.
      Then there's the price thing. Let's be honest. They're not worth it. It's just not worth paying a good $4.00 less for the lack of paper.

      I can see gaming on a laptop, but I'd rather have the paper and ink version.
      I would, however, like it if more RPG companies released their books in PDF form, let the customers flip through it and play a game, and then count on them to buy it for the convenience. I don't know if it would work, but I would like it.

  6. Video games, MMO's and RPG's supplanting table top by Funkyness1 · · Score: 2, Insightful

    I think MMO's are replacing most table top games, I don't think table top games will ever die but, people want to experience and see and feel "real" things, instead of just imagining them.

    Just look at the kinds of PC games and video games being released, we don't want overcomplex table top games, we want simple fun, easy to get into games because of the massive constraints now on our time.

  7. Other systems by ajs · · Score: 5, Informative
    D&D's d20 system is doing well, but here are the other heavy-hitters out there with large and loyal followings:
    • Ars Magica 5th ed. winner of the Best Role-Playing Game for 2004 Origins award.
    • Vampire, Mage another White Wolf "World of Darkness" games.
    • GURPS, the generic role playing system, now in its 4th editon.
    • Hero System, originally designed for superhero-oriented gaming, it is now a generic system with special focus on supers, fantasy, SF and martial arts.

    All of these are great games, and I recommend that newbie role players talk to your local hobby-shop owner and get a sense of the options at your disposal, and what would fit your group best.
    1. Re:Other systems by reimero · · Score: 2, Funny

      Let's not forget Hackmaster

      --

      ----------

      Something clever
    2. Re:Other systems by Squidbait · · Score: 1

      I'll go on record saying that GURPS is the most realistic, flexible, well designed roleplaying system ever. Mind you, I'm talking about the system ie rules, not setting. The GURPS settings are somewhat hit and miss, but some are excellent (GURPS Space comes to mind). GURPS generally requires more world building work on the part of the GM, but it really gives you the tools to do anything you want.

      Having been a long time GURPS fan, I just picked up the 4th Edition GURPS (now the Basic Set spans 2 books) which combines and cleans up rules from many previous GURPS books, and it is well worth the upgrade, a great job overall.

      Second best system award goes to Cyberpunk 2020, though the books are looking sadly dated.

      I'll also go on record saying that the d20 system is a piece of crap. That said, I play v3.5 D&D regularly because it's the lowest common denominator, and it is fun. But using it as some kind of universal rules system is a pure marketing move, it makes about as much sense as the tired Palladium rule system that was dragged from game to game, ruining potentially excellent settings like Rifts.

      Some people will say that you should use the rules as a loose guideline, reinterpret them when logic and realism dictates. True enough, but a good rules system will require less interpretation because it already accurately reflects reality. Why not use the better system in the first place? D20 plays like some hack and slash computer RPG (eg Diablo), it requires VERY liberal interpretation to produce believable results (even in the heroic fantasy world sense of believable). And character classes... honestly, haven't we grown out of those yet?

    3. Re:Other systems by Hatta · · Score: 1

      What about the Palladium system? Those were always my favorite. Do they still exist? Rifts was an awesome game, and I had a bunch of fun with their time travelling TMNT game too (go figure, heh).

      --
      Give me Classic Slashdot or give me death!
    4. Re:Other systems by Red+Flayer · · Score: 1

      The Hero System is another that works very well in lots of genres.

      I converted a bunch of AD&D 2nd edition players to Hero System, all were in agreement that AD&D lacks realism... when they realized that a single arrow could indeed kill a level 4 PC, that was a shock.

      Hero System is still a little Roll-heavy, but it's up to the GM to make gameplay revolve around roleplaying.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    5. Re:Other systems by Martin+Blank · · Score: 1

      Second best system award goes to Cyberpunk 2020, though the books are looking sadly dated.

      I have to put Interlock (the system used in Cyberpunk and Mekton) at the top of things due to its speed and flexibility. Ten seconds of action can be taken care of in a few minutes, even with five or six principles involved. Admittedly, though, I've not gotten too much into GURPS, because while it's extensible, it's always looked like it carries baggage with it. The source material has always been some of the finest anywhere, and I've frequently used it in other games. Perhaps I need to have a look at the new edition.

      I'm looking forward to Cybperpunk V3. R. Talsorian made mention last week that not only is it due in six weeks or so (a decade late), but that they know this because it's actually at the printer. (Though after looking at the excerpt published on the main page, I'm not sure whether they need a graphic artist or a spellchecker more.)

      But using it as some kind of universal rules system is a pure marketing move, it makes about as much sense as the tired Palladium rule system that was dragged from game to game, ruining potentially excellent settings like Rifts.

      What makes this worse is that Palladium explicitly forbids conversions to other systems, and actively pursues those that disobey this rule. They say that they have no choice but to do this or risk their trademarks and copyrights, though plenty of other companies have been far more flexible in this regard and managed to stay in business -- intellectual property intact. I find it frustrating that I can't work with others to come up with a much-improved system without having to worry about Palladium breathing down my back for it. It's aggravating that a mere fifteen seconds of action with four or five principles can take that many minutes (or more) to filter through.

      --
      You can never go home again... but I guess you can shop there.
    6. Re:Other systems by drinkypoo · · Score: 1

      I wasn't going to do this, but you said it twice; I think you mean principals ("A main participant in a situation") and not principles ("A basic truth, law, or assumption").

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    7. Re:Other systems by Martin+Blank · · Score: 1

      I'm usually accurate with word usage, but I do get tripped up on that one since I use it so rarely. I should have looked it up to verify.

      --
      You can never go home again... but I guess you can shop there.
    8. Re:Other systems by drinkypoo · · Score: 1

      Just trying to help... in my smartassed way :)

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    9. Re:Other systems by angaram · · Score: 1

      Here is what Gary Gygax is up to lately: http://www.lejendary.com/

    10. Re:Other systems by Lehk228 · · Score: 1
      they are either entirely full of shit or entirely clueless

      Please note that the copyright laws are such that Palladium MUST stop all "infringers" (even if we know the person loves our stuff and means no harm), otherwise, it can be argued that we have given up our copyright and anyone can use our material. That's why we ask that gamers who post their own Palladium based characters/creations, house rules, adventures, fiction, etc., include a copyright and Trademark statement like, "Rifts® (or whatever) is a Registered Trademark and copyright of Palladium Books Inc. All rights reserved, worldwide." Likewise, it is our duty to notify "other" copyright and trademark holders (i.e., other companies) when their trademarks are being infringed upon or (since our fans and our rules are involved) to put a quick stop to the infringement. If that means taking legal action, then that's what we have to do. We don't like it, but that's what we must do, under the law, to protect our copyrights and trademarks, and to prevent similar misuse of other people's intellectual property r ights. We hope you understand.


      first bold is not at all true for copyrights only trademarks

      second bold is entirely false, they just don't want any sources of palladium compatable play material that they didn't make money selling... fuck 'em
      --
      Snowden and Manning are heroes.
    11. Re:Other systems by ajs · · Score: 1

      Hackmaster is a d20 variant, which includes D&D as well (it being the original d20 game from which the system sprang).

      We were generally discussing systems, not variants and settings. Had we been discussing variants and settings, there are many d20 games that I think deserve mention (and some that are awful, such as the d20 CoC).

    12. Re:Other systems by ajs · · Score: 1

      They still exist, but are not as widely played.

    13. Re:Other systems by ajs · · Score: 1

      "I'll also go on record saying that the d20 system is a piece of crap. That said, I play v3.5 D&D regularly because it's the lowest common denominator, and it is fun. But using it as some kind of universal rules system is a pure marketing move, it makes about as much sense as the tired Palladium rule system that was dragged from game to game, ruining potentially excellent settings like Rifts."

      I'm curious why you think this. I've been a fan of game systems and mechanics since the late 80s, and I see d20 as an excellent hybrid of the old "everything is a rule" model that D&D had and the more Hero System or GURPS like idea that you can build a character modularly.

      Above all, the d20 combat system is just flat-out excellent for the amount of detail that it chooses to employ. I know of better combat systems for higher detail (GURPS 3rd ed. "Avanced Combat") and better for lower detail (Hero System), but d20 managed to peg a nice middle-ground and do it well. There are flaws, but for the most part it works well, and I like it a lot.

      "And character classes... honestly, haven't we grown out of those yet?"

      Good gods, NO! Character classes are a brilliant abstraction for the gamer who doesn't want to spend his time gaining a deep understanding of the entire system. It allows the casual gamer to pick up D&D fast, which is why D&D is the primary system for people who have been gaming for less than 10 years. This is exactly why GURPS had to introduce the template system. It's not that it adds anything to the game, but it vastly simplifies the job of the player or GM who wishes to just "do something" not sit around crunching numbers.

      Want a character that can fight well and steal stuff? Roll stats. Add one level of rogue, one level of fighter. Thank you, come again.

      Want a character that can do magic and has a berserker-rage mentality toward combat? Roll stats. Add one level of druid, one level of barbarian. Thank you, come again.

      Feats were essential, though I'm still disapointed that there is no first-class companion to feats for negative character attributes (such as GURPS disads), though.

      Of course, if you play GURPS, you're not locked in to templates, and that's great if you need that flexibility, but most gamers and GMs don't.

      Oh well, to each his own. I hope you enjoy your D&D game enough for the role playing that it doesn't matter much what you think of the system.

    14. Re:Other systems by Bishop · · Score: 1

      Palladium has some great game worlds, but their game mechanics are probably the worst system ever published. The Palladium game mechanics are inconsistent, cumbersome, and rarely fit the game world. For example, in the TMNT game in was not possible to creat the TMNT characters under the Palladium rules.

    15. Re:Other systems by Squidbait · · Score: 1
      I guess my problem with d20 is exactly what you describe as it's strength: simplicity. Sure, the combat moves quickly and plays well enough for heroic fantasy, but it lacks realism and detail. Sure, character creation is easy, but it lacks depth.

      Why shouldn't a skilled character target a vital organ and deliver a single killing blow, rather than chop hit points down from 100 a few d6 at a time? One of the things I really like about GURPS and Cyberpunk is the ease with which even a powerful character can be killed. It's just plain realistic. It's the little details that matter. For example:

      • in GURPS, if you take damage in one round, the amount taken is subtracted from your DX (effectively, skills) during the next round, as you are reeling from the blow. Now you'll say, "but then whoever gets the first shot in wins". Perhaps so. What do you think happens in a real fight?
      • in GURPS, there are crushing, cutting, and impaling damage types. Armour is subtracted from raw damage, then afterwards, crushing damage is the same, cutting is multiplied by 1.5, and impaling by 2. Weapons like maces deal a lot of crushing damage - helps penetrate armour, yet less lethal generally. Impaling weapons like daggers deal a small amount of damage, but are lethal against unarmoured opponents.
      • In GURPS, weapon skill is used to parry attacks from the opponent. Thus, two highly skilled swordsmen will probably always make their hit rolls, and usually parry. So you have...fencing! When a hit does happen, it can be deadly. Again, realistic. Various maneuvers such as feints serve to speed this up a bit so that fencing doesn't go on indefinitely.
      • How about this simple rule from Cyberpunk: head shots deal double damage. Point blank gunshots deal maximum damage (rather than rolling, eg d6 always deals 6). Thus point blank headshots almost always kill. Similarly, expert marksmen can easily kill with a single shot. When two square off, the slower one usually dies. Maybe all those westerns were on to something...
      • One last point about skills checks: GURPS uses 3d6 instead of a d20 for most actions. With a d20, all results are equally likely, including critical successes and failures fully 5% of the time each. (Cyberpunk is sadly even more guilty of this than d20, as it uses a d10). With 3d6, the rolls follow a more normal distribution - 3's and 18's are extremely unlikely, whiles 9's and 10's are very likely. Thus, highly skilled characters almost never fail at simple tasks, and skill improvements yield rapid gains at low levels and diminishing returns later on.


      I feel that realistic rules like this are really important. If a player wants to go for the more difficult head or even eye shot for a quick kill, they will be really unhappy if the rules only allow damage that is less than 10% of the target's hitpoints (as can easily happen between mid level D&D characters). Of course, the DM can adjudicate, but as I said before, he wouldn't have to under better rules.

      On character creation: the fact that GURPS added templates I see as more of a concession to beginners in a WotC dominated market than anything of real value. In GURPS, everything from attributes to skills to advantages (read: feats) is bought from a common point pool. In d20 by comparison, you can't trade a feat for more skills, or vice versa, or lower your basic stats to buy other things. And as you point out, there is no analog in d20 to GURPS's disadvantages.

      Essentially, d20 forces you into straight jackets during character creation, where GURPS give you unlimited flexibility while maintaining balance. Sure, rolling up a character using classes is quick and easy, and that's fine for hack and slash. But I prefer to spend the extra time during character creation to make something that's exactly tailored to the concept I have in mind, and I don't like the system getting in my way.
    16. Re:Other systems by Anonymous Coward · · Score: 0

      Deadlands! Can't forget Deadlands. There isn't a better wild west/horror RPG on the planet!

    17. Re:Other systems by Anonymous Coward · · Score: 0

      > in GURPS, if you take damage in one round, the amount taken is subtracted
      > from your DX (effectively, skills) during the next round, as you are
      > reeling from the blow. Now you'll say, "but then whoever gets the first
      > shot in wins". Perhaps so. What do you think happens in a real fight?

      Adrenaline prevents you from feeling the pain - maybe even from realizing you've been injured - until later. link

      > in GURPS, there are crushing, cutting, and impaling damage types.
      > Armour is subtracted from raw damage, then afterwards, crushing damage
      > is the same, cutting is multiplied by 1.5, and impaling by 2. Weapons
      > like maces deal a lot of crushing damage - helps penetrate armour, yet
      > less lethal generally. Impaling weapons like daggers deal a small
      > amount of damage, but are lethal against unarmoured opponents.

      Making a needlessly complex system which - due to its unrealistic flaws elsewhere (Strength increases damage with a bread knife just as much as with a greatsword, 10 1-point hits are just as dangerous as 1 10-point hit, arrows are either poor against armour or overly deadly, ...) - is more complicated but at best marginally more realistic than more playable systems.

      > In GURPS, weapon skill is used to parry attacks from the opponent.
      > Thus, two highly skilled swordsmen will probably always make their hit
      > rolls, and usually parry. So you have...fencing! When a hit does
      > happen, it can be deadly. Again, realistic. Various maneuvers such as
      > feints serve to speed this up a bit so that fencing doesn't go on
      > indefinitely.

      And a target has the same chance of defending against a lightning-fast, brilliantly-placed attack from the world's greatest swordmaster that he does of defending against a clumbsy swing from Joe Trainee. Not realistic in the slightest to require extra rounds of action to overcome this flaw.

      > How about this simple rule from Cyberpunk: head shots deal double
      > damage. Point blank gunshots deal maximum damage (rather than rolling,
      > eg d6 always deals 6). Thus point blank headshots almost always kill.
      > Similarly, expert marksmen can easily kill with a single shot. When two
      > square off, the slower one usually dies. Maybe all those westerns were
      > on to something...

      They were on to something, but it wasn't realism - check out how fast someone gutshot with a pistol dies in a western, and how long it takes in real life. Neither does the point-blank rule correspond to reality - bullets lose only about 1/4 of their energy after 100 yards of travel link). Of course, GURPS's firearm damage rules are also nonsensical - there is no scope for a grazing wound and 98% of all rifle bullet hits to the torso will knock the target out within seconds - so maybe these changes would fit right in.

      > GURPS uses 3d6 instead of a d20 for most actions. With a d20, all
      > results are equally likely, including critical successes and failures
      > fully 5% of the time each. (Cyberpunk is sadly even more guilty of this
      > than d20, as it uses a d10). With 3d6, the rolls follow a more normal
      > distribution - 3's and 18's are extremely unlikely, whiles 9's and 10's
      > are very likely. Thus, highly skilled characters almost never fail at
      > simple tasks, and skill improvements yield rapid gains at low levels
      > and diminishing returns later on.

      And most characters are built with high Int and Dex and tiny investments in their skills, making characters a group of absurdly talented amateurs. The level of proficiency GURPS assigns to those with high stats but minimal training, even in training-heavy tasks such as science, is laughable.

      Although it's better than the nonsensical claim that distance and speed should be added for ranged attack penal

    18. Re:Other systems by Anonymous Coward · · Score: 0

      If I wanted realism, I'd put the book back on the shelf and go outside.

    19. Re:Other systems by Squidbait · · Score: 1

      Well, of course it's not truly realistic. Perhaps we should model the world at the level of quantum physics. You can always layer on more and more complicated rules to account for absolutely everything.

      My point is that GURPS is more realistic than say, the d20 system, to a degree that at least satisfies most player intuitions. Most players will complain, and rightly so, if a they can't get a kill out of a head shot. Few will complain about the particular fraction of energy lost by a bullet as a function of range.

      There must exist some optimum level of detail or realism that produces fairly reasonable results without requiring a supercomputer to run the game. I think GURPS is closer to that optimum than other systems.

    20. Re:Other systems by webfiend · · Score: 1

      I always thought Rifts was one of the best GURPS supplement lines ever made.

    21. Re:Other systems by TheWormThatFlies · · Score: 1

      Good gods, NO! Character classes are a brilliant abstraction for the gamer who doesn't want to spend his time gaining a deep understanding of the entire system.

      (...)

      You don't have to understand the entire system in order to generate characters in a more freeform way by buying advantages/disadvantages and skills. As long as the bits are sensibly named and organised, it really isn't very difficult.

      Want a character that can fight well and steal stuff? Roll stats. Add one level of rogue, one level of fighter. Thank you, come again.

      Buy some high "hit things with sword" skills and some good "be sneaky" skills.

      Want a character that can do magic and has a berserker-rage mentality toward combat? Roll stats. Add one level of druid, one level of barbarian. Thank you, come again.

      Get a "magical ability" advantage and a "berserker" advantage/disadvantage. Buy skill in "hit things with axe".

      The difference is that with a class you get a package of qualities which stereotypically "go with" the broad characteristics that you would like. For example, what if I want a magic-using berserker who isn't particularly in tune with nature and thinks all trees are good for is campfires? Why would I want to be a druid? What magic-using class should I slot in instead? What weird baggage which totally doesn't fit with my character idea am I going to get with that?

      Sure, you can mix and match and multiclass in increasingly byzantine and unsupportable-in-character ways, or ignore some rules and swop some skills around, or apply prestige classes (which are essentially a way to get around the creative limitations of classes). Or you can just pick exactly what you want from a list.

      It may mean reading a couple of pages of lists so that you can see what is available, but it really doesn't take any more time and effort than reading through a bunch of template descriptions and trying to decide which one fits what you're trying to do the best. And it makes it easier to create unique, varied and imaginative characters that don't feel like they've just stepped off a production line clutching a McWizard 1st level starter kit.

    22. Re:Other systems by ajs · · Score: 1

      "You don't have to understand the entire system in order to generate characters in a more freeform way by buying advantages/disadvantages and skills. As long as the bits are sensibly named and organised, it really isn't very difficult."

      Hey, I'm an old GURPS guy, but if what you were saying were true, then GURPS would never have needed to introduce Templates. Go look at the simplest template fromt the 3rd edition Warriors book. It's just not a simple thing. Is 4th edition any simpler (I haven't read it yet, since I have a substantial investment in 3rd)? I mean, it's not traveller where you could die in character creation, or Champions where you needed a slide-rule to optimize your PD, but it's not as simple as "slap on a class", and that's why d20 is the ideal first system.

      Of course, any system is as good as the GM, and that's the key.

      " Want a character that can fight well and steal stuff? Roll stats. Add one level of rogue, one level of fighter. Thank you, come again.

      Buy some high "hit things with sword" skills and some good "be sneaky" skills.
      "

      And what skills would those be? On the basic D&D character sheet, there are 10-20 skills that you have to choose from. It's more a difference in attitude than a difference in the system itself. D&D gets the newbie up and playing fast. GURPS simply doesn't. I'd prefer to run GURPS any day of the week, but if I were running a game for new players, I'd probably pick a d20 variant.

      " Want a character that can do magic and has a berserker-rage mentality toward combat? Roll stats. Add one level of druid, one level of barbarian. Thank you, come again.

      Get a "magical ability" advantage and a "berserker" advantage/disadvantage. Buy skill in "hit things with axe".
      "

      Oh, but it's not so simple. First off, I have to search through dozens of advantages and disadvantages to find those, and each of them is its own mechanic that I have to learn and understand. d20 has the same things, but they are split into two categories: the stuff most characters of a certain type will want and the stuff that only some will want. The former are grouped into classes and the latter are feats. It's really not that different, just easier to use.

      "The difference is that with a class you get a package of qualities which stereotypically "go with" the broad characteristics that you would like. For example, what if I want a magic-using berserker who isn't particularly in tune with nature and thinks all trees are good for is campfires? Why would I want to be a druid?"

      I give up, why would you want to be a druid? It was just my concept.

      "What magic-using class should I slot in instead? What weird baggage which totally doesn't fit with my character idea am I going to get with that?"

      Ok, let's follow up on that. How about sorcerer. What baggage does sorcerer have? They can cast spells. They can (and there's really nothing forcing you to) have a familliar. That's about it.

      "Sure, you can mix and match and multiclass in increasingly byzantine and unsupportable-in-character ways"

      Eh? How is any combination of classes unsupportable in-character? I dare you to come up with a combination of classes that I can't come up with a decent character concept for.

      "or ignore some rules and swop some skills around, or apply prestige classes (which are essentially a way to get around the creative limitations of classes)."

      Oh now you're just being silly. Prestige Classes are just classes with prerequisites. They are a logical continuation of the concept of a class, and while the class concept has its weaknesses (e.g. each class introduces new rules which must be seperately balanced), it's a very workable system for creative role players. If you have to bend the rules to come up with a good character using d20, then fine, go play GURPS or Hero System, but most people who hit gaming for the first time have no problem selecting one of the classes, and of course the most important thing you bring to a character is role playing, not mechanics.

    23. Re:Other systems by TheWormThatFlies · · Score: 1

      Buy some high "hit things with sword" skills and some good "be sneaky" skills."

      And what skills would those be?

      Well, for the combat skill, what weapons do you want your character to use? Take skills in those weapons. That's the way skills-based systems usually work. D&D doesn't handle weapon proficiency with individual skills; by default there are classes of weapons that you automatically know how to use if you are from one of the fighter classes, and IIRC if you want to be extra good with a particular weapon there's a special fighter feat for that. Personally, I think it makes more sense to have skills in specific weapons.

      On the basic D&D character sheet, there are 10-20 skills that you have to choose from.

      I am confused. Is a number between 10 and 20 supposed to be unmanageably large? Also, that is the total number of all skills in D&D. You do not have 10-20 different skills to choose from when choosing "be sneaky" skills, for example; as I recall the choices are "Sneak", "Hide" and possibly "Disguise". Each of which has a plain, simple-to-understand name and a description.

      It's more a difference in attitude than a difference in the system itself. D&D gets the newbie up and playing fast.

      I agree that D&D is an easy system to generate characters in if you have never roleplayed before. It is geared towards producing characters that are mostly finished, except for a few gaps that need to be filled in. However, this convenience comes at a price - the trade-off is that it is far more difficult to make highly customised characters who do not fit neatly into the stock D&D fantasy archetypes.

      GURPS simply doesn't. I'd prefer to run GURPS any day of the week, but if I were running a game for new players, I'd probably pick a d20 variant.

      I can't really comment on GURPS, since I haven't played it a lot and have generally found it to be awkward and unwieldy. The skill-based systems I am thinking of are mostly Ars Magica and Legend of the Five Rings. L5R has a minor class-like component (the school in which your character has trained), but it has far less influence on your character's structure than a D&D class, and it is tied directly into the setting, since it is a system representation of a tangible quality which exists in the game world (that is, being trained in a particular samurai school). In my experience, creating characters in these systems may require more familiarity with the available options (and thus more initial reading), and more decision-making, but is not inherently any more complex.

      Oh, but it's not so simple. First off, I have to search through dozens of advantages and disadvantages to find those, and each of them is its own mechanic that I have to learn and understand.

      The way you have to read through all the classes and feats to figure out what advantages they give you and how they work? And, again, if the advantages are named sensibly, you only have to skim through them until you find something called "berserker" or "magical talent", and there you go.

      I give up, why would you want to be a druid? It was just my concept.

      My point was that your suggestion of druid + barbarian does not simply fulfil the criteria of "magic user" and "berserker". Those classes come packaged with specific other characteristics which might be completely unsuitable for the kind of magic-using berserker character that the player has in mind.

      Eh? How is any combination of classes unsupportable in-character? I dare you to come up with a combination of classes that I can't come up with a decent character concept for.

      I am sure that, given any ludicrous combination of classes, you could make up a plausible character concept to explain it. That wouldn't mean that it isn't a ridiculous situation to try to explain. And the problem here is that I don't want to roll up

    24. Re:Other systems by mink · · Score: 1

      Earthdawn was pretty good for a rich fantasy world with a good horror bend.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
    25. Re:Other systems by ajs · · Score: 1

      I'm going to cherry-pick a few points where I think we disagree, or you interpreted what I said oddly, because I don't have a ton of time, but suffice to say that I think you and I agree on a fair amount.

      " And what skills would those be?

      Well,...
      "

      You missed the fact that that was a rhetorical question which I went on to explore from there. I've played GURPS and other skill-based systems extensively, so I wasn't unsure of what skills to use, just pointing out that, when presented with a huge list of skills, each with their own mechanic, it can be quite daunting. d20 simplifies this, but there's no particular reason that d20 can't be a strongly skill-based game if you want it to be. In fact, some d20 variants have no classes at all, just huge skill lists (Call of Cthulhu d20 comes to mind).

      " On the basic D&D character sheet, there are 10-20 skills that you have to choose from.

      I am confused. Is a number between 10 and 20 supposed to be unmanageably large? Also, that is the total number of all skills in D&D.
      "

      I find 10-20 to be quite manageable, and the names are mostly clear enough that you can select them right off the character sheet without having to read the descriptions. Again, of course there are many more skills in the d20 universe, but those are the ones that you need to play D&D as a newbie, and this is a good thing. D&D is the least-common-denominator system that you can usually play with any gamer. Most have played it, and those who haven't can pick it up amazingly fast.

      "I have to search through dozens of advantages and disadvantages to find those, and each of them is its own mechanic that I have to learn and understand.

      The way you have to read through all the classes and feats to figure out what advantages they give you and how they work? And, again, if the advantages are named sensibly, you only have to skim through them until you find something called "berserker" or "magical talent", and there you go.
      "

      I don't play the systems you do, but again using GURPS or Hero System as a point of comparison, the gulf is huge. I only NEED to look over the 10 base classes, and feats are really an advanced feature of the game. If I were GMing a newbie, I'd select a generic starting feat(s) for them (in the case of our berserker mage, I'd probably go with something like Toughness or Alertness).

      "How would you create a diplomat character in D&D? One who doesn't sing, or do magic, or have an uncanny skill at sneaking up on people and shooting them, or hug trees - just a well-travelled nobleman who is good with people and skilled at negotiating his way out of all kinds of dangerous situations? D&D assumes that combat ability will be a major facet of your character, and the system is designed with a combat-heavy campaign in mind."

      First off, yes, D&D defaults to being a system for designing dungeon crawls, but you need not use it that way at all. You see, this is the trap. You have a high-level system with tons of choices made for you, so if you want to customize, you do so ON TOP of that system through role playing. For example, let's say I'm running a game, and someone says, "I want to be a diplomat." I'd say that that's a fine job (skill: Profession (diplomat); skill: Diplomacy, skill: bluff, etc.), but it's not the sort of epic hero that makes for D&D characters, so what is it that you do that's above and beyond the mere mortals who walk the streets?

      Now, specifically, I would suggest bard as your standard diplomat. The bard class requires you to choose a performance skill to base your bardly abilities on, and for a diplomat, the obvious choice is "oration". Propperly played, an oration-based bard with carefully chosen spells (you don't get many anyway, since you're a spontaneous caster) and the Bardic Lore ability can be role played as someone whose magic is entirely internalized, and who does not think about or portray it AS magic. Instead, he use

    26. Re:Other systems by TheWormThatFlies · · Score: 1

      I'm going to cherry-pick a few points where I think we disagree, or you interpreted what I said oddly, because I don't have a ton of time...

      Good idea, or we could be here for weeks. :)

      Regarding classes specifically: the example I selected was possibly not a very good one for illustrating my point, since half the problem with a non-epic diplomat is that he isn't epic, and thus doesn't fit into the D&D setting very well. And that's a totally different quibble I have with D&D.

      You have a high-level system with tons of choices made for you, so if you want to customize, you do so ON TOP of that system through role playing.

      I don't like systems in which important in-character events have no system effect, or in fact contradict the system effects. A good D&D example of this is damage. According to the rules, a D&D character has three (four?) states: perfectly fine (positive HP), grievously injured (negative HP), and IIRC unconscious (-10 HP?) and dead (-[your full HP] HP).

      If someone hits you with an axe for 30 points of damage, and you go down from 50 HP to 20 HP, as far as the system rules are concerned, you are still perfectly fine. Your ability to fight and do other things has not been impaired in any way. The only thing that has changed is the number of times that you'll need to be hit with an axe again before you are no longer perfectly fine.

      Yes, I know that the designers of D&D keep repeating that hit points are not directly tied to health. So what are they supposed to represent, then? What's a good way of roleplaying losing 30 HP? If it is an injury, then why doesn't it make it more difficult for you to fight? If it isn't an injury, then what is it?

      There's more. In the real world, armour is mostly effective at reducing damage done to you. In the D&D rules, armour makes you harder to hit. In real life, you can easily kill someone, no matter how skilled they are at fighting, with a single well-placed blow. In D&D, there isn't really a mechanism for that. In real life, a crossbow is deadly. In D&D, a crossbow fires toothpicks. In real life, if you are engaged in a mass combat you do not want to be completely surrounded by enemies. In D&D, you want there to be orcs in all the spaces around you on the map, so that you have lots of orcs to cleave after you kill the first one. In real life, you are unlikely to find two people whose hard-to-kill rating varies by a factor of ten. Etc., etc..

      Maybe it doesn't bother you when there is a large disconnect between the workings of the rules and any sensible real world explanation, but it bothers me sufficiently that I really don't like using D&D for anything that is supposed to be even vaguely realistic. The discrepancies are a constant distraction. If I can pretend that the PCs are supermen who can keep on fighting while half-disembowelled and minus an arm, it's all good. If, however, the setting is going for gritty realism, my suspension of disbelief goes out the window.

      I prefer systems in which the kind of situations and effects you want to roleplay are actually expressed in the system rules.

      OK, what was meant to be a short comment has turned into a rather long rant. :/

      My main point is that D&D is optimised for a particular kind of roleplaying game - a highly "gamist" roleplaying game, ideally focused on people with magical abilities or nearly supernatural fighting skills going on adventures and having epic battles in a not very realistic way. I don't think there's anything wrong with that kind of game, and I have enjoyed games like that a lot, but that is not the only kind of focus that a roleplaying game (even specifically a fantasy roleplaying game) can have. And I think D&D, and d20 in general, is not a very good system to use for many other kinds of games, for various reasons.

    27. Re:Other systems by ajs · · Score: 1

      Well, the whole hit points thing is another topic entirely. I'd like to finish the class discussion, but OK.

      Hit points are an abstract way of summing up all factors related to your ability to withstand incoming attack. For some classes, this means being able to roll with a punch, take a hit without physical injury, etc. Yes, at some point, we're talking about real damage, and yes, there are optional rules that make that damage affect your ability to fight.

      However, as with GURPS and many other systems that do take that into account, such rules tend to massively favor even the slightest starting advantage in a battle and make combats short and brutal (realistic? yes; fun? depends on who's playing). D&D combat is a bit more (to use the Hero System term, which derives from comics), "four color". No, it's not terribly realistic by default. Yes, you can make it more so while staying within the rules. Optional complexity can, sometimes, be more useful than optional simplicity.

      The armor thing is, again, a matter of abstraction. The idea being that a sword that would have hit you, save for your armor class, DOES hit you... it just glances off of your armor. Thus, armor only makes you harder to damage. This is why "touch" attacks ignore armor.

      "D&D is [...] ideally focused on people with magical abilities or nearly supernatural fighting skills going on adventures and having epic battles..."

      NO. D&D is designed for that, not justideally focused on it. But d20 is not D&D, so don't confuse the two. d20 actually works well, when used correctly, for just about any sort of game, save one. I really don't think it's a good supers system, so I'd use Hero System for that, even for the poor newbie who's going to be put off by the math and plethora of rules.

      Then again, for a lot of those things d20 is good at, I tend to prefer GURPS. That's preference, but compared to D&D 1st or 2nd edition... well, there really is no comparison.

      PS: Also consider checking out Arcana Evolved by Monte Cook. It's expensive, but a really, really good d20 fantasy game. Arguably much better than D&D, though purists on both sides will tell you their own story.

    28. Re:Other systems by TheWormThatFlies · · Score: 1

      But d20 is not D&D, so don't confuse the two. d20 actually works well, when used correctly, for just about any sort of game, save one.

      Well, I'm glad to hear that Cthulhu d20 has no classes, at least. :)

      PS: Also consider checking out Arcana Evolved by Monte Cook. It's expensive, but a really, really good d20 fantasy game. Arguably much better than D&D, though purists on both sides will tell you their own story.

      I've heard good things about it. Apparently it's ditched alignment, which is a great start...

    29. Re:Other systems by ajs · · Score: 1

      " Also consider checking out Arcana Evolved by Monte Cook[...]

      I've heard good things about it. Apparently it's ditched alignment, which is a great start...
      "

      It ditched a lot of things, and changed a lot of things. It's generally best not to think of it as a D&D variant (though, because of d20, it's D&D compatible), but as a genre-based system on its own. It has its own races, classes, prestige classes, feats, skills, etc. In many ways it is a unique system which just happens to have been grown out of d20.

      He has some clear pet peeves. Wish is gone. All of the Tolkein-based racial stuff is gone (he returns to the roots that Tolkein based his ideas on, and branches from there). There are no wish-like spells. Spells go up to 10th level. Levels go up to 25 in all classes, but there's no epic level system.

      It's fairly neat. I recommend grabbing it at a hobby shop and leafing through it first. It's pricy, like I said, so you want to see if you really want it first. Of course, it's not pricy if you compare it to the DMG+PHB, but your players don't have to buy the DMG in D&D... your milage may vary.

      As for alignment. I've changed opinions on alignment a lot over the years. At this point, I like it.

      I look at alignment this way in D&D: you live in a world where good and evil aren't abstract concepts, but tangible forces that are active in the modern world. You see people summoning forth undead using the powers granted to them by malevolent gods. You see gods of good granting their people the ability to heal the masses.

      We don't see good and evil this way, so it's hard to relate, but that doesn't mean it's wrong to have alignment in such a system.

  8. Write your own damn adventures! by Anonymous Coward · · Score: 3, Insightful

    Um, OK:

    There is certainly a role for supplementary material and pre-packaged campaigns and adventures (I refuse the to use the "M" word). They can help stoke a GM's imagination and if they're really good they can set standards for home brew campaign settings and adventures.

    But the RPG hobby has become seriously consumerrhoidic.

    Playing the game should be the point of the hobby . . . not collecting books.

    1. Re:Write your own damn adventures! by kpharmer · · Score: 1

      > But the RPG hobby has become seriously consumerrhoidic.

      yeah, i think that transition occured around 1990 when TSR started to spew books for every stupid combination: the left-handed gnome handbook, etc.

      The review above mentioned page after page of prestige classes. Same tactic: force everyone to buy hundreds of books.

      > Playing the game should be the point of the hobby . . . not collecting books.

      ideally, unless of course the books are just great reads. Like the GURPS worldbooks - even if you don't play gurps, they are often well-researched and useful on topics from steampunk to ancient egypt to voodoo to cliffhangers:
              http://www.sjgames.com/gurps/books/

      Plus, the Goblins campaign book is one of the funniest things I've ever read in RPG. Just absolutely fabulous.

    2. Re:Write your own damn adventures! by H3lldr0p · · Score: 1

      Playing the game should be the point of the hobby . . . not collecting books.

      Not that I wholly disagree with your sentiment, I do find that there are two problems I have with your attitude.

      The first is that the game should not be the point. Having fun should be the point. Finding the right game to pair with the group can be a difficult process, the point of which would be the finding of the system that everybody can have fun playing. Often the easiest way is to go out and buy the books. The second problem is that not everybody who plays the games has the time to either put together a system themselves or alter one they bought into something they want. The reasons for this are varied, but as I am looking at just getting married and possibly starting a family, I can see where gaming, is going to have to take a back-seat to things far more important in my life. My little system I've been working on in my spare time may just have to be put away for a while.

      On the whole, I like that there are so many books being published. More ideas are out there with more people thinking about how to have fun is always a good thing. Simply describing a hobby which you have enjoyed becomes "consumerhoidic" becuse more poeple are buying the books and supporting the underlying businesses through those transactions marks your post in a rather elitist, if not trollish, light.

    3. Re:Write your own damn adventures! by Karhgath · · Score: 2, Interesting

      I concede that for D&D, they release all kinds of books on any possible subject. Tons of adventures and all, which ends up being used once, if never.

      For Shadowrun tho, IMHO, it's an entirely different matter. The canon(official) storyline of shadowrun is incredibly rich and interesting. Most players swear by it. It advances in a somewhat realtime fashion, always going forward. They used to release a lot of 'adventures', which were mostly cool, but now they tend to expose the storyline and give you tons of hooks, but no exact adventures details. Heck, even old adventures were pretty loose, compared to D&D. Even campaigns are structured in acts following the storyline, but what actually happens is up to the GM... and players.

      Now, most of the books now are background materials which makes incredible sources for adventures. Also, what is fun in SR is that, most of the info given in the books are... gossips. Very few things are the real deal, most of it is rumours, which may be true or not. The way it works, it gives so much power to the GM and gives so much fuel for ideas.

      I'd say it's a win win. As a GM, I do tons of stuff outside of the official storyline, but I usually always end up putting my players right in the middle of the official storyline, without them knowing, which usually ends up with a big WTF later on.

      This is what makes Shadowrun fun. Just the rules without any background would make shadowrun a really ordinary, run of the mill but 'cool' RPG. The rich background and characters are a big part of the game. For this, the books are an excellent source of background.

      So yeah, you don't have to buy books, but for SR, the last few books I bought, I was so close to GM orgasm that it was worth it so much. Arcology Shutdown was especially evil, and so, so awesome. All the credits goes to the incredible gang of freelance writers for Shadowrun.

      Heck, I would buy Shadowrun sourcebook just to read em even if I had no plan to actually play SR, heh.

    4. Re:Write your own damn adventures! by RexRhino · · Score: 1

      While you are correct that the game should always be the most important thing, I think that the books shouldn't be neglected as an item of themselves.

      I am far more likely to purchase a game is the graphic design is excellent, the artwork is excellent, it is hard cover, and is a desirable object. There are RPGs that I purchased that I have never played... but I enjoy reading the books, getting the background story of the setting, looking at the artwork, etc.

  9. Ah ha! by savi · · Score: 5, Funny

    If only there were a way to purchase gaming books without going to a used bookstore or using a mail-order catalogue? This sounds like ... a quest!!!

    First, we will need to bring this old bucket to the ancient witch by the village well. She will then tell us of a strange, spider-like beast lurking nearby in the woods, known only to the local inhabitants "The Interweb."

    DUN DUN DUN ...

    1. Re:Ah ha! by JabberWokky · · Score: 1
      Yes... the problem is that the quest usually ends (especially for younger 20-something gamers) with them allying with the Spider and slaying the local used bookstore and comic/rpg/fen community that socialized there.

      Yay! You screwed your neighbors!

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    2. Re:Ah ha! by Anonymous Coward · · Score: 0

      Yay! You screwed your neighbors!

      Impossible. The average Slashdotter has never screwed anyone, and never will.

    3. Re:Ah ha! by Meagermanx · · Score: 1

      So you want people to spend extra money, not to mention time, investing in a store they don't know or care about that didn't have the selection they desired, just so that a group of geeks can talk about how dumb Yu-Gi-Oh! is?
       
      They're running a business. That's not how business works. Either you sell a wide selection of products at a = price, or you go out of business.

    4. Re:Ah ha! by JabberWokky · · Score: 1
      You are absolutely correct. That is how business works. It is likely that most if not all local game stores will eventually go out of business because they can't sell at competitive prices with online only businesses.

      I just said that there is a loss of the benefits that are inherent in a physical store. Those less tangible benefits are insufficient to most customers, especially ones that grew up with the idea of internet shopping.

      I don't say it shouldn't happen or that some sort of goofy movement against the shift should be started, I simply say that there are losses inherent in the move to online specialty bookstores that are a shame.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
    5. Re:Ah ha! by Meagermanx · · Score: 1

      Well, let me start by saying that the internet is a gigantic hub of commercial competitiveness. There are the eBayers, the scammers, the Ebay scammers, the personal business people who sell their own stuff, the CafePress people, the major corporate outlets, ETC. The only things they all have in common are their love of money and their necessary shipping charges. The second one is what has to be focused on.
      Even with Amazon's orders over $25.00 or $50.00 or whatever being free, it's a step in the right direction, but it's still not there. That's what the local businesses have going for them. They should be able to provide the same book at at least the same price.
      As long as I can go pick up the book and flip through it, I'm happy to pay a local retailer the same price for a gamebook.

      That said, I think it's important to mention that my local retailer, Vintage Stock (There are other stores on the other side of town, I think), doesn't carry a large supply of gamebooks. They have a small shelf of Vampire: Masquerade, or whatever it's called, the core D&D 3.5 books, a Rifts book, a Conan book, and a few others.
      After reading about all these cool RPGs, I would like to be able to go flip through some of the books before I purchase one.
      I'd like to get some All Flesh Must Be Eaten stuff (I have the core rulebook), I want to check out Paranoia, I want to find an old copy of Teenage Mutant Ninja Turtles and Other Wierdness. I would love to play that. Do they have those? Do they have used rulebooks? The cool, old stuff I missed out on because of my parent's "Roleplaying is evil" point of view? Nope.
      Honestly, that's all I want, and I'm willing to pay my local gamestore the same price to get it today and have a chance to flip through it.

    6. Re:Ah ha! by JabberWokky · · Score: 1
      There are much better gaming stores than what your local store sounds like. It sounds like a comic store with a RPG sideline, which is pretty common.

      That said, even the best can't compete with the internet vendors; they have to carry actual stock and also earn enough profit to pay rent. That's the reality, and it pretty much means the internet vendors are able to undercut retail prices and beat their inventory. Good if you know what you want, bad if you like flipping through and picking up quirky games or browsing a rack of figs. Froogle beats anybody's inventory.

      The internet has made it easy to find any given subculture. It's also homogenized subcultures and made them very shallow. The global culture makes it easy to find someone 2,000 miles away who likes original edition Marvel, but it's hard to find a neighbor with decent gamer/social skills who likes it.

      In the end it's a tradeoff: a global culture has made it easy to find 10,000 people who like almost everything I like... and made it harder to find a good neighbor who might be able to show me something new. There are pros and cons on either side, but I don't think there's any question which direction things are going.

      --
      Evan

      --
      "$30 for the One True Ring. $10 each additional ring!" -- JRR "Bob" Tolkien
  10. GURPS! by Crazy+Man+on+Fire · · Score: 1

    I used to play GURPS about 10 years ago. Also dabbled in GURPS Cyberpunk a little bit. Very cool stuff. I liked the flexibility much more than D&D

    1. Re:GURPS! by jcr · · Score: 1

      Also dabbled in GURPS Cyberpunk a little bit.

      It's all fun and games until somebody gets raided by the FBI.

      -jcr

      --
      The only title of honor that a tyrant can grant is "Enemy of the State."
    2. Re:GURPS! by ajs · · Score: 1

      D&D is much more flexible today than it was. 3.5 is a modular game system in many respects, though it still does not have a decent way of genericizing magic and other powers the way, say, Hero System does, but the draw-back of Hero System—and to a lesser extent, GURPS—is that it requires the player or GM to do much more work. The problem with the D&D approach is that different, but similar mechanics tend to diverge in terms of game balance and functionality.

      In D&D today, you basically just have a character with stats, class levels (total of all class levels is character level), feats, and skills. In GURPS terms, this would map to abilities (though D&D abilities include some of what you would need GURPS advantages and disadvantages for), templates, advantages, and skills.

      You can manage these four parameters as you wish within the constraints of prerequisits and some arbitrary limitations (such as the Paladin class limitation that you cannot take levels in another class and then come back to Paladin... once you stray, you're done).

      I'm not a big pro-D&D guy (though I do run a game using it), but certainly you shold give it another glance if you're still comparing it to 1st or 2nd edition.

  11. Doom? by SnoopJeDi · · Score: 1, Interesting

    I'm not a table-topper, is Doom: The Boardgame considered a roleplaying game? Still interesting to read the rules posted on their site (they even have setups for DM and CTF?!)

    It's been quite an interesting year for table-top games in general, not just roleplaying.

    1. Re:Doom? by Newander · · Score: 1
      I'm not a table-topper, is Doom: The Boardgame considered a roleplaying game?

      No. It's a board game. A really cool board game.

      --

      Jesus saves and takes half damage.

    2. Re:Doom? by Drey · · Score: 1

      No, it's considered a board game. If anyone reading has tried it and enjoyed it, you might want to try Descent: Journeys in the Dark. It's Fantasy Flight's new board game set in the Runebound universe (from the board game of the same name) but with the Doom: The Board Game mechanics.

  12. Re:Video games, MMO's and RPG's supplanting table by Evangelion · · Score: 5, Insightful

    I don't think table top games will ever die but, people want to experience and see and feel "real" things, instead of just imagining them.

    Wrong. I'd give anything to play D&D again.

    The problem simply is, that as an adult, with a job and a family, if I were to play D&D again, I might... MIGHT be able to play twice a month. And that's assuming that the other people in my group were as dedicated as I was. Which is never the case.

    In reality, we've gotten together twice in the last 6 months.

    On the other hand, I can log on to WoW and play two hours a night after the kids are asleep.

    People play MMOs because they like actually being able to PLAY, instead of schedule coordinate and then get disappointed when no one shows up.

    I don't have to worry about THAT until MC.

  13. Re:Video games, MMO's and RPG's supplanting table by StarvingSE · · Score: 1

    IF this is true, its just sad. MMO's are just dumb and mindless for the most part. Its not that they aren't fun for a quick fix of gaming pleasure, but to really be competitive in the game you have to put hours and hours of grind into your character. Click on things, kill things, get experience, sell your stuff on ebay. Table top games are fun because you actually get together with your friends in meatspace, you get the interaction, and you work the mind by imagining your surroundings and trying to figure out problems as a group. Maybe this is why the current generation seems to be lacking in basic problem solving skills

    I valued my time playing table top games all night long either at the local game store or at someone's house. I think its sad that this is something my future children may not get to experience.

    --
    I got nothin'
  14. Critical Hits by Sir_Eptishous · · Score: 1

    The campaigns I used to DM, we used the first edition rules as a loose framework and then integrated loads of our own rules. Especially pertaining to combat, critical hits, spells, psionics, etc;

    By the time WotC had taken over D&D, we essentially had our own game system...

    --
    We play the game with the bravery of being out of range
  15. Ahh nostalga by graveyhead · · Score: 4, Informative

    I was just idly hitting alt-x (random article) on Wikipedia last week and I came across this great page.

    It reminded me why I got into computer programming in the first place. D&D modules were the 'software' of games.

    I'm not sure kids playing today have this same experience. It seemed to me for a long time that modern D&D adventures were played in cheap card games (Magic The Gathering) and in RPG computer/console games.

    It's great to hear that far from being dead and gone D&D is actually still a great pastime. Now if we could just get WOTC to hire Gary Gygax...

    --
    std::disclaimer<std::legalese> sig=new std::disclaimer; sig->dump(); delete sig;
    1. Re:Ahh nostalga by Sir_Eptishous · · Score: 1

      Yes, the old school D&D'ers are coming out of the woodwork.

      I still have every module TSR put out between like 79' to 87'.
      Some great stuff. I know WotC is trying to live up to that rep, and Eberron looks like fun, but I still can't shake my GreyHawk memories.

      I DM'd the Drow series modules (Giants to QOTDWP) probably 4 or 5 times...

      --
      We play the game with the bravery of being out of range
    2. Re:Ahh nostalga by withears · · Score: 0

      >I'm not sure kids playing today have this same experience. It seemed to me for a long time that modern D&D adventures were played in cheap card games (Magic The Gathering)

      Excuse me while I clean the coffee of my screen.

      MTG = "cheap" card game. Yeah, right.

    3. Re:Ahh nostalga by snuf23 · · Score: 1

      Ah Expedition to the Barrier Peaks what a classic module. So much fun having the party blow themselves up accidentally trying to figure out how to use the futuristic technology.
      I was a big fan of Gamma World and its predecessor Metamorphosis Alpha as well.

      --
      Sometimes my arms bend back.
    4. Re:Ahh nostalga by Gojira+Shipi-Taro · · Score: 2, Informative

      IIRC, that module was a re-working of a Metamorphosis Alpha module that was run at an early GenCon.

      It was always one of my favorites, and one that I hope has been "transcribed" to the NeverWinterNights engine. I love the conversions that I've seen of all the old modules.

      I usually wound up DMing when I did play as a kid, so it's nice to have a method of playing the old classics.

      --
      "Oh my God. This is terrible. This is the end of my Presidency. I'm fucked."; ~ Donald J. Trump
    5. Re:Ahh nostalga by Red+Flayer · · Score: 1

      I had an incredibly good time with Gamma World, that was hard to replicate with AD&D... why?

      Because of the profusion of rules in AD&D. GW had a nice small rule set, and everything else was up to the GM, which woorked out quite well for me, since I had a great one.

      Nothing spoils a nice table-top session like a rules-lawyer player.

      OTOH, I played in some fun Rolemaster campaigns, and if you like rules, you'll love Rolemaster.

      --
      "Trolls they were, but filled with the evil will of their master: a fell race..." -- J.R.R. Tolkien on Olog-hai
    6. Re:Ahh nostalga by Anonymous Coward · · Score: 0

      Actually the one they need to hire is Dave Arneson.
      He's the one that came up with most the game mechanics, and still attends conventions and runs games regularly.

    7. Re:Ahh nostalga by GebsBeard · · Score: 1
      I was a big fan of old Gamma World. I still have a mint copy of the 1978 GW ruleset, including box. I always thought Legion of Gold was one of the 5 top modules ever produced in any gaming system, ever. Damn shame there were so few good modules available, really only GW1 and GW2 were of early AD&D module quality.

      If you want to check out a really killer bit of old school GW fun Google for Bigfella Machine and check out the New West and New South.

  16. Traveller by Sir_Eptishous · · Score: 1

    Anybody remember the fantastically easy 2D6 system that Traveller used.
    Man, I miss that game.

    --
    We play the game with the bravery of being out of range
  17. I remember the old days... by Howard+Beale · · Score: 1

    Playing D&D, Runequest, Melee/Wizard/The Fantasy Trip back oh so many years ago. Hell, my friends even had a Wargaming company going for a while (Jersey Devil Game Company/Centurion). Early 1980's Origins conferences at Widner College...

    Ah, the memories...

  18. Re:Video games, MMO's and RPG's supplanting table by umbrellasd · · Score: 1
    Wrong. I'd give anything to play D&D again.
    Apparently you would not. Just give up the wife, kids, and job, and you're back in business!
  19. GenCon SoCal This Weekend by MaineCoon · · Score: 2, Informative

    I am hoping turnout this year is good; I'd hate to see the west coast version of the conference die from lack of interest. However, it is only 3 months or so after GenCon Indy, so it might be too-much-too-soon for the gaming population at large.

    --
    Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
    1. Re:GenCon SoCal This Weekend by d.valued · · Score: 1

      I went to GC:SC last year as a Magic judge, and since I was the night shift guy, all I had to do was....

      umm..

      stay awake.

      I chose to not sleep at GC, and did so almost successfully (I sacked in a couple hours early Sunday.)

      Problem I can see at GCSC this year is that the timing is off.

      -> WotC's MtG Worlds are the same weekend, in Japan.
      -> Pinball Expo is the same weekend, in Chicago. (In case you didn't know or care, only one company still produces pinball, and that's a Chicago company. Also, this month's LJ has an article about RTLinux replacing a destroyed pinball motherboard. )

      Beyond that, I'm also going to WolfCon on Black Friday. Much better waste of time than thronging shops.. ok, I'll admit it, I'll do a 6am run on the shops before heading to the con ;)

      --
      I used to be someone else. Now I'm someone better.
      Real life is underrated.
  20. For those of you who can't tabletop might i sugges by damarshal · · Score: 1

    www.awakenedworlds.net Its a MUD usind 3rd ed Shadowrun rules and it rocks. Flat out the best SR based game on the net.

  21. Re:Video games, MMO's and RPG's supplanting table by kafka47 · · Score: 1

    Nicely put.

    The recent success of MMORPGs like WoW have been proven to have expanded the market.

    This gives a greater chance that some of the neophytes to the genre will jump over into tabletop gaming to diversify their entertainment. Many of them are younger and have less demands on their time, thus can afford 9-hour runs in MC (and the like). Once they grow bored of the limitations inherent to computer-mediated games like WoW, it may bode well for tabletop fantasy RPG games.

    Just a thought...

    /K

  22. Re:Video games, MMO's and RPG's supplanting table by afabbro · · Score: 1
    On the other hand, I can log on to WoW and play two hours a night after the kids are asleep.

    Of course, nothing prevents you from playing any tabletop game on-line...chat rooms, IRC, etc. People have been doing this for a long time.

    --
    Advice: on VPS providers
  23. Support your local indie game author! by sammy+baby · · Score: 4, Informative
    There are a ton of really interesting games out there by independent authors. They don't have the marketing clout of a FASA or Wizards of the Coast, but that doesn't mean that they're not great games. Some worthy titles to start you out:
    • Primetime Adventures, by Dog-Eared Designs. A good role-playing game should feel like you're coauthoring a good drama, right? So why not make the analogy explicit?
    • Dogs in the Vineyard, by Lumpley Games. Maybe the first game that gives faith the treatment it deserves in a serious game context. (Also, the author is an old friend of mine. Buy three copies!)
    • Polaris, by TAO Games: about a time long ago in the frozen north, when the people were dying at the end of the world. (Very eerie, neat play mecahnics

    You have nothing to lose but your four dozen expansion rulebooks for Shadowrun.
    1. Re:Support your local indie game author! by Arandir · · Score: 1

      Dogs in the Vineyard

      I've played that game. It's not my cup of tea, but it was very interesting, very well done.

      --
      A Government Is a Body of People, Usually Notably Ungoverned
    2. Re:Support your local indie game author! by wrecked · · Score: 1

      I just checked out your links. You may be interested to know that the artwork for Polaris is heavily inspired from an early 20th century Danish illustrator named Kay Nielsen. If you google his name, you can find more biographical information and artwork by him.

      Apparently, there are no books with his artwork in print. My wife and I were extremely fortunate to come across an antique edition of "East of Sun, West of Moon: Old Tales from the North" a few years ago; paid $125 Cdn for it. His artwork is amazing, and I can see why the developers of Polaris would use him as an inspiration.

    3. Re:Support your local indie game author! by crazyjimmy · · Score: 1

      Dood, FASA died a few years ago.

    4. Re:Support your local indie game author! by sammy+baby · · Score: 1

      Uh. Yeah.

      Hey, further proof that I'm old skool!

    5. Re:Support your local indie game author! by Anonymous Coward · · Score: 0

      Wow!

      "East of Sun, West of Moon: Old Tales from the North" is not only
      out of print, its copyright has expired, AFAIK.

      Ever thought about scanning the illustrations and putting them up on
      the Internet as a public service? You might even be able to make some
      money off of it (Google ads, or sell an enhanced-resolution CD).

      Think about it.

    6. Re:Support your local indie game author! by sammy+baby · · Score: 1

      Amazing stuff - thank you for the heads-up!

    7. Re:Support your local indie game author! by MadMoses · · Score: 1

      Heyhey, who are you? This is the German buddy of Vincent ;)

      --

      Do not be alarmed. This is only a test.
    8. Re:Support your local indie game author! by JongWK · · Score: 1

      Not really. FASA still exists as a legal entity of sorts (beats me why :), but all the Shadowrun development is done by FanPro [www.srrpg.com]

    9. Re:Support your local indie game author! by sammy+baby · · Score: 1

      Hello, German buddy of Vincent!

      I'm an old-college-friend of Vincent (and Meg). I have occasinally posted on his blog, although not recently, probably with the same nick.

    10. Re:Support your local indie game author! by MadMoses · · Score: 1

      Ah cool, I know Meg, too, from this year's GenCon. Tell'em I said hi! ;)

      --

      Do not be alarmed. This is only a test.
  24. Re:Video games, MMO's and RPG's supplanting table by briancarnell · · Score: 1

    "On the other hand, I can log on to WoW and play two hours a night after the kids are asleep."

    You actually have the self-control to stop at two hours? I'm impressed. Every time I log in for "two hours" I look up 5 hours later and realize I have to got work tomorrow.

  25. Re:I believe it was William Shatner who put it bes by z3r0w8 · · Score: 0

    I know people always say this in response to gaming posts or other seeming kids' past-times. So, how about posting what a life is? Just some generalities would be nice...

    --
    -----
  26. You forgot a good one by Weaselmancer · · Score: 1

    Chaosium, Call of Cthulhu.

    Love that game. Good for beginners too. Simple system, and it teaches you something that I consider to be very important to a good gaming group: Never become too attached to your characters.

    And it's lots of fun. You already know you're doomed, so why not have a little fun with it? You know you gotta love a game where bragging sounds like this: "I had an investigator survive three whole games!

    Disclaimer: I don't work for Chaosium, YMMV, etc.

    --
    Weaselmancer
    rediculous.
    1. Re:You forgot a good one by javamagnoman · · Score: 1

      That reminds me of another good one http://en.wikipedia.org/wiki/Paranoia_(game) Usually the "winner" is the sole character with any clones (from 6) left alive..and everyone else is dead...and the computer doesn't suspect it was you..

    2. Re:You forgot a good one by deceased+comrade · · Score: 1

      I was a beginning role player not long ago, and my first game was Cthulhu, and i miss that game like nothing else, the group has disbanded to a point, but Cthulhu is a great great great game, its honestly scary sometimes and (in my opinion) is WAY easier than d20 systems, percentile just makes sense. Plus my group of friends had a somewhat... slanted... idea of what an G-Man would do when confronted with problems; he would of course lob explosives at said problem! We also played a lot like someone might play grand theft auto; ie we stole cars from mobsters and fired thompsons on their bosses. Oh such good memories. But then again i have played Eberron the same way, which resulted in many a laugh. (Can you set 200 warforge free and program them to steal clothes at all cost? the pillaging is wonderful afterwards if you happen to be a criminal [our DM has since decided we're too crazy to let loose in eberron])

  27. Go north my friend!! by ChatWithaNinja · · Score: 3, Informative

    There are two gaming shops just North of atlanta that I recommend: Dr. No's which is just north of marietta http://www.drnos.com/ - run by a friend - Tell Buck/BJ that Andy sent you. And the war room is in the gwinnett area, which is north on 85 http://www.thewarroom.com/index.asp happy gaming!!

    1. Re:Go north my friend!! by sdaemon · · Score: 1

      I've checked out the War Room before, wasn't terribly impressed (but that was before SotP vanished). Haven't seen Dr. No's, I'll have to check them out, thanks.

      I miss Oxford, Too and Oxford Comics & Games.

    2. Re:Go north my friend!! by ChatWithaNinja · · Score: 1

      Oxford was great when it was in its prime. and yeah, sword of the phoenix was the best, period. Going there once a month was always an event with my gaming group.

    3. Re:Go north my friend!! by gte910h · · Score: 1

      Try out www.atlantagamefactory.com in meatspace on 10th street in Atlanta. They're 4 minutes off the freeway. --Michael

      --
      Want to see every step I took to start my company? http://www.rowdylabs.com/blogs/pitchtothegods
    4. Re:Go north my friend!! by sdaemon · · Score: 1

      gracias. this is gtg503e, btw. for a few more months at least :)

  28. Re:Video games, MMO's and RPG's supplanting table by StandardDeviant · · Score: 1

    Amen. I *love* Shadowrun, but the exact phenomenon you describe pretty much restricted my playing of it to using a MUD (AwakenedWorlds, a pretty nice recreation of the milieu telnet://awakenedworlds.net:4000 iirc), and even that I haven't had time to log into for over a month due to a killer project at work.

  29. Hmmm.... Big chain bookstores do carry the books by technoextreme · · Score: 1
    About the only places I can find locally are either used bookstores with varied wares (and rarely anything new), or stores dedicated mainly to comic books or collectible card games. Other than the slim pickings there, the only option is mail-order.

    Hmm...... I know for a fact that my Barnes and Noble actually carries Dungeon and Dragons game books. I don't know how many but I do know for a fact that since I opened up one of them and started reading it.
    --
    Ooo man the floppy drive is broken. No wait. The computer is just upside down.
  30. Re:Video games, MMO's and RPG's supplanting table by Anonymous Coward · · Score: 0

    Try NBOS's Screen Monkey [http://www.nbos.com./ It helps alot with the scheduling :)

  31. Re:Hmmm.... Big chain bookstores do carry the book by sdaemon · · Score: 1

    Huh. The B&N by me quite specifically does NOT carry any D&D books.

  32. Re:Video games, MMO's and RPG's supplanting table by Altus · · Score: 1


    I agree... though clearly the poster is in a strange situation... since being into D&D usually guarantees that you will not end up encumbered too much by things like a wife and kids....

    --

    "In America, first you get the sugar, then you get the power, then you get the women..." -H. Simpson

  33. Re:Hmmm.... Big chain bookstores do carry the book by fireduck · · Score: 1

    That is unusual, as all of the B&N near me (Southern California) have at least 1 shelf full of role-playing books (mostly D&D). Local Borders also stocks a variety of RPG texts, as well.

  34. Shameless plug ;) Great D20 SciFi by Yottabyte84 · · Score: 1

    A good friend of mine writes RPG books, and I figured I'd mention some of them here. He's written some great D20 based SciFi stuff, Dead Stars, and the followup Universial Decay. I helped playtest these, and they're great fun. The item creation system is a lot of fun, you can customize pretty much any of you gear. In the two campains I played in, I played a hacker/technogeek in the first, and a tough gun-toting cyborg. It was a lot of fun, I enjoyed it more then any other RPG i've played in. The Dead Stars rulebook is free, and Universial Decay is inexpensive. Please check it out if you have a chance, it's worth your time.

  35. Ask Slashdot: Profit!!! ? by dada21 · · Score: 3, Interesting

    I own retail stores focused on "toys" for guys 13-31: skateboarding, paintball, surf, etc. As a tabletop gamer in my youth, I never looked at gaming as a business.

    My stores are "kindly" placed in towns without a nearby mall.

    For those who go to gamer stores, what attracts you to a store over buying online?

    I can't believe gaming is experiencing a rebirth. Another geeky lifestyle to piss off the broads.

    1. Re:Ask Slashdot: Profit!!! ? by Gryftir · · Score: 1

      Why do I go to stores?

      To flip through books, see if there is something interesting that I want to buy.

      To see if there is a new game I might play.

      To post advertisements for my game, and look at other people's adverts to see if I want to play in theirs.

      To buy dice by the scoop.

      --
      http://www.santacruzbynight.com/index.shtml Santa Cruz By Night Vampire Larp
    2. Re:Ask Slashdot: Profit!!! ? by Newander · · Score: 1
      A store that carries some of the more obscure games. I can stumble across a cool game at a store, that's not going to happen often online.

      Space to play is also a draw. A room with tables and maybe a pop/snack machine is all that's needed.

      Host events. Tournaments, game nights, whatever. Just make sure that the gamers have a reason to come in.

      --

      Jesus saves and takes half damage.

    3. Re:Ask Slashdot: Profit!!! ? by painandgreed · · Score: 1

      To look at before I buy, but usually, it's instant gratification. When I want something, I want it NOW! I don't want to place an order and wait a few days to weeks to get it. I want to drive down to the store and bring home my prize ASAP. Other than that, it's usualy a place to hang out, hear the owner talk about the latest news and products, and if you're lucky actually play some games.

    4. Re:Ask Slashdot: Profit!!! ? by Hannah+E.+Davis · · Score: 1

      I love my local gaming store because the people there are nice, the selection is insanely good (3 or 4 big bookshelves totally packed with new stuff, plus a bookshelf filled with used game books), and they have tables in the back where people can sit down and play for free. They also have a lot of boardgames for people who aren't into pure pen and paper stuff, including way more mainstream stuff like monopoly and chess, and people are encouraged to play those games in the back as well.

      I went there for a game day organized by a local gaming club one time and had the opportunity to try out Warhammer Fantasy Roleplay. At one point during the game, one of the cats living in the apartment building next door wandered in through the window above the gaming tables -- apparently it is a frequent visitor to the store. While furry paws, character sheets and miniatures don't exactly mix, I was cat-deprived, so getting both my gaming fix and cat fix in one day made me very happy.

      While it might be cheaper to buy online, gaming is all about getting out and being social (it doesn't work very well without a group to play with), and a gaming store is a great place to meet fellow gamers, share stories, learn about upcoming game days, and just hang out and play games.

    5. Re:Ask Slashdot: Profit!!! ? by Quince+alPillan · · Score: 1

      I concur with the parent. Also...

      • Being able to browse a book is a big plus.
      • To meet others of like mind
      • Tips, tricks, and stories from other DMs/Gamers
      • To be able to browse the D&D section without the strange stares from "normal" people in regular bookstores...
        • ...or being sent to the basement, in the dark, without stairs, to a bathroom with a sign on it that says "Beware of the Leopard" because that's where the D&D section is.
      • To get an honest review from someone who's used the material you're considering
        • Even use the material in a local game before buying!
      • To get a deal that you might not find somewhere else (used books?)
      • To find out what the latest and greatest new thing is
      • To laugh at the unbathed White Wolf players with cloaks and medalions. :)

      All jokes aside, the key ??? is being able to listen to what your customers want rather than what some geeks on Slashdot find ideal in a game shop. You'll notice most of my ideal aspects were mostly social. That's the reason I go to a game shop as well as lots of other people. If you're welcoming to the local gaming element, people will stop by. The longer they're in your store, the more likely they are to fail a will save vs. buying new shiny things.

    6. Re:Ask Slashdot: Profit!!! ? by CDarklock · · Score: 1

      > what attracts you to a store over buying online?

      People.

      The fundamental reason I want to play RPGs instead of WoW is because I will be sitting at a real table with real people that I can see.

      I'm perfectly happy to play yet another DM's personal clone of Monty Python and the Holy Grail, no matter how bad it is, if I get to sit at a table with other human beings having FUN. It's the same reason I like playing round-robin multiplayer video games; I don't want to yell and scream over a microphone, I want to play a while and then pass the controller. It's not about the game, it's about the people, and the game is just an excuse for all of us to sit in one place and hang out with no serious purpose.

      The same thing happens with a store. I'm perfectly happy to walk into a store and buy more dice I don't need just to hang out and chat with the owner. I'm even willing to help pack boxes and stock shelves and set up displays.

      It's an unspoken arrangement. I'm not just a customer, he's not just a merchant, we're members of the same underground subculture. I expect that he will occasionally give me a discount or even pass me something for free, or just track down the hard-to-find rulebook I keep complaining about wanting. He expects that if I want to buy something game-related, I buy it from him, without whining about the prices being a little higher than they are online.

      Now, if I could just find some seriously hardcore gamers in the Seattle area...

      --
      Microsoft cheerleader, blue flag waving, you got a problem with that?
    7. Re:Ask Slashdot: Profit!!! ? by 80sCartoons.net · · Score: 1

      For me, there are several pros/cons for both the Internet/retail stores.

      Retail store:
      Being able to flip through a book to see if it's what I want.
      Getting to pick out dice in person.
      Talking to other geeks and finding out about upcoming local geeky events.
      Getting to look at new products I didn't know were out yet.
      Not having to wait for something to be shipped.
      Not having to pay shipping costs.

      Internet store:
      Convenience of shopping from work/home.
      Not having to drive to the nearest gaming store, which is about 13 miles away.
      Often has discounted prices.
      Don't have to worry about getting to the store and finding out they're out of what you want.

      There's something special about going into a gaming store, though. Can't quite put my finger on it, but it's there.

    8. Re:Ask Slashdot: Profit!!! ? by ockegheim · · Score: 1
      The fundamental reason I want to play RPGs instead of WoW is because I will be sitting at a real table with real people that I can see.

      One of these shops opened recently in Melbourne, and there are almost always plenty of people (OK, men- women go to other shops and do beading) painting their figures and playing their games. And while I as a WoW player think "nerds" to myself as I go past, they're interacting and gaming with real live people, and I'm gaming with 14 year olds from god knows where.

      --
      I’m old enough to remember 16K of memory being described as “whopping”
    9. Re:Ask Slashdot: Profit!!! ? by Anonymous Coward · · Score: 0

      You can't browse the contents of books online. Because of that, I don't tend to order books online unless I'm already looking for a specific book. If I don't have anything in mind, I go to a store where I can look through the book before I decide to buy it.

    10. Re:Ask Slashdot: Profit!!! ? by dR.fuZZo · · Score: 1

      You can gleam a lot more about a product by looking at it in person than by looking at it on your typical online shop (which, if you're lucky, has a picture and the blurb that came from the company.)

      And... there are actual people there that you can talk to about all this geeky stuff.

      Over the years (as they've closed, unfortunately) I've bounced from game store to game store. The ones that are friendly and don't do anything noticeably dastardly tend to get my repeat business. Since the only place to get many tabletop games off-line is usually a small local store (as opposed to the giant chains where you'd often buy music or video games) it tends to come with more customer loyalty.

      If I buy a video game from Best Buy, I don't see the owner of the store there in person, I don't generally talk to any employees or other customers about gaming. That's not the case with most gaming stores.

      --
      -- dR.fuZZo
    11. Re:Ask Slashdot: Profit!!! ? by Anonymous Coward · · Score: 0
      • To browse. There are some books I know I want; those I can buy online. It's the books I don't know whether I want, and the books I don't know how badly I want -- or the books I don't even know exist -- that I go to the game store to check out.
      • To meet other gamers. It's a social hobby; you need other people around to do it.
      • To get information on what's coming down the line from people who are supposed to know what they're talking about.


      A good game store, in my eyes, has a broad selection of games, especially independent and small press games. (I can buy Dungeons and Dragons and White Wolf games anywhere. I can't buy Little Fears anywhere but a game store. It's okay if you don't carry a lot of small press games because they don't sell, but if I have to order most games, why should I order them from you instead of Amazon or Warehouse 23? It also probably has gaming space, but that's not necessary.

      A good game store takes special-orders and follows through on them. (A really good game store orders things you will probably like before you even realize they're out, and keeps a copy behind the counter for when you come in.) A bad one takes special orders and then loses them, or tells you that the company is out of business or the book is out of print. (That's just telling people "We don't want your business. Go order it online instead.")

      A bad game store often has lots of gaming space and loud people in it. (One of the worst gaming stores I was ever in - it was within easy walking distance of a school, and during the Magic craze the owner figured out that he could sell booster packs to 10-year-olds and make a killing. Unfortunately, this meant that his fairly small store was full of shouting, yelling, shoving, Magic-playing 10-year-olds. At least their mothers made them shower once a day; it's not worth going into some of the people I have met at conventions, some of whom needed to be reminded that their hotel room had a shower in it, with soap.)

      A bad game store has nothing in it I can't get at Barnes & Noble. I'm a moderate fan of D&D, but since a milk crate containing about $350 of D&D books was stolen from my car, I haven't played or run any of it. I'm really not interested in shelling out the cash to replace them, either, so a store that only sells D&D and d20 products is not going to sell much of them to me. And even before they were stolen - I already had all the d20 books I really wanted.

      A bad game store has staff that are full of misinformation. If I ask about a game I know to be forthcoming soon, and I am told that the game is out of print (huh?) or that the publisher has gone out of business (huh?!?), the store has lost a sale and possibly also a customer. This was really a problem before many people got on the Internet; now, it's still a problem, it's just that there are other sources of information and the sales staff who say "oh, that's out of print" or "oh, that company is out of business" are making it clear that they're just too lazy to take a special order.
    12. Re:Ask Slashdot: Profit!!! ? by Anonymous Coward · · Score: 0

      >For those who go to gamer stores, what attracts you to a store?

      The hot chicks.

      (No, I'm not kidding. ...I live in Scandinavia.)

  36. RIFTS by TheZorch · · Score: 2, Interesting

    Now there is a game. I started out playing D&D at the Role-Players Guild at Henry Ford Community College, and then one of guys asked if I wanted to try RIFTS.

    I was instantly hooked. A post-apacalyptic world filled with magic, Anime inspired high-tech weapons and magic combined with technoogy, demons, an oppressive goverment that makes Hitler's Nazi Germany look like a paradise, a nation of vampires, and Atlantis ruled by trans-dimensional overlords. The average lifesapn of character in most games was about an hour, though one guy usually got killed within the first ten mintues. I'm one of the few who managed to survive the many skirmishs we had with black marketeers and the dreaded CS, and our DM had crafty and cunning (not to mention excessively disfiguring) ways to try and kill us all off.

    With the concept of multiple dimensions, magic coupled with science, and using rifts to tranvel from one world to another RIFTS would make an excellent MMORPG.

    --
    Michael "TheZorch" Haney
    thezorch@gmail.com
    http://thezorch.googlepages.com/home
    1. Re:RIFTS by MightyMartian · · Score: 1

      Until life got busy this year, I was GMing a table top Rifts game. I still GM a PBEM game which is going into its third year. Rifts has one of the best environments out there for roleplaying, but suffers from an extremely crapping gaming engine. The combat system is a ruddy mess, there's too many skills and the attribute system has virtually nothing to do with the rest of the mechanics save for a few savings throw modifiers. The variant I use for the PBEM is highly simplified, and in the table top realm I was (and will again when I have the time) move over to Fudge.

      --
      The world's burning. Moped Jesus spotted on I50. Details at 11.
  37. Re:Video games, MMO's and RPG's supplanting table by JavaScrybe · · Score: 1
    --
    Lex
    1) /. post 2) .sig 3) ??? 4) Profit!
  38. Re:Video games, MMO's and RPG's supplanting table by Gulik · · Score: 1

    I think MMO's are replacing most table top games...

    Which, to me, is very strange. The thing I love most about tabletop RPGs is the way that the game world can (depending on the way your GM likes to run) mold itself to be appropriate to the players and their characters, and the way that characters tend to be exceptional (again, depending on how your GM runs). Our GM made it very clear that adventurers were special -- the dozen or so people born to be the world-shakers of their generation. In most of the MMO games I've heard about (I confess I haven't played any, so this impression may be entirely uninformed), you have tons and tons of "special" people. Which is fine, obviously, if that's what you like, but I wouldn't think the two kinds of play would appeal to the same kinds of players.

  39. Re:Video games, MMO's and RPG's supplanting table by anonicon · · Score: 1

    I know the feeling. I'm lucky in that I have 5-6 friends who also have jobs, family, etc., but who genuinely enjoy D&D. We live near the same city (Cincinnati), so our host puts out a schedule of 4-5 dates when he and his wife can host the game over the next 2 months, and then we all reply to say which dates work for us and which don't. By process of elimination, we usually end up with 1 date where we can all make it, and we agree to get together then ("then" always being 2-6 weeks in advance). It takes a little work, but we all get together about once every 6-7 weeks while working our way through the campaign.

    FWIW, we've already worked through several chapters of a big campaign over the last 14 months now, and my PC has grown from level 5 to level 14. Since it's all for fun (and we're all in our 30s or late 30s), we really look forward to that 6-8 hour night of gaming to eat, bullshit, blow off steam, and disconnect from the real world for a little bit with our friends.

    Peace,
    Chuck

  40. Solidarity brother by pr0t0 · · Score: 1

    I hear ya Evangelion!

    Last year a few friends and I started "poker night". It was every other Wednesday. We started off for a few months with MTG, but then decided we'd try a D&D campaign. There were four guys and one girl (unbelievable I know...she's stripper-hot too). We are all in our thirties and some are married and/or have kids. We were going pretty strong for a couple of months, but there are always things that eventually have to come first: working late, can't get a sitter, dinner party, in-laws are in town, host is selling his house, etc., etc., etc.

    Eventually we had to abandon the whole thing. We've talked about trying again, and I'd like to do a Shadowrun campaign. It's just SO hard to everybody on the same schedule.

    That's the appealing thing about MMORPG's. We still have a game night (Tuesdays) for Guildwars, but you don't need everyone there to have fun. We use Skype or TeamSpeak instead of typing which helps make the experience a little more interactive. And we can game with friends who live across the country, and in once case, in another country.

    Yours in the bond.

    --
    I'm sorry, but your opinion seems to be wrong.
  41. Shadowrun Information by dashifen · · Score: 1

    As a long time Shadowrun enthusiast, I guess I'll mention that the three books listed in this article are already available both at FLGS and online in pay-for-download PDF format. Expect more books for that line to be released in the coming months to expand on the core rules for Shadowrun Fourth Edition including books detailing magic and spirits, cyberware, weapons, melee skills, vehicles, and hacking -- which replaces decking and rigging in fourth edition.

  42. Why? Ordering online is cheaper! by mindaktiviti · · Score: 2, Informative

    (Note: ###'s are used in place of name of a company)

    I've purchased a few things from my local Comic Book Store, but unfortunately our unfriendly neighborhood huge book chain (########.######.ca) have them cheaper, and in fact, their online store is cheaper than their retail store (and by a considerable amount!). For example...

    On the Wizards.com website, the Dungeon Masters Guide II: Price $39.95 ; C$55.95

    Our local gaming shop? Just a bit over $56.
    Our local huge book store? $55.95
    Our local huge book online store? $37.48
    i####### Member Price: $35.61 (i####### is $20 for a year)

    So you can save $20 ($17 USD for those who still think Canadian currency is equivalent to monopoly money) on ONE BOOK! Free shipping for orders over $39.

    Here's an even better one: Special Edition Dungeon Master Guide
    List Price: $105.00
    Our Price: $70.35
    i####### Member Price: $66.83

    So just by purchasing online you can buy another book essentially for free and still pay a few dollars less, and have it all shipped to your house.

    Comic Book stores need to figure out a way to either get more involved with their gaming community in order to have customer loyalty, or just go online, because saving $20 CDN($17 USD) on each book is just too much to give up for keeping the little guy in business.

  43. palladium by Anonymous Coward · · Score: 0

    all dorks need to dork up on Palladium and Rifts, http://www.palladiumbooks.com/
    go ahead, dork it up
    not an ad, really, i just really enjoy the Palladium world and i never see it mentioned anywhere, but as some others have posted already, getting x number of people together for a night is more difficult when you are in your 30's and don't have the time while it is so much easier to jump online and track down people with xfire and play whatever they are playing.

  44. Some important advice. by Anonymous Coward · · Score: 0
    I would have put this in your journal, non-anonymous even, if there had been any that weren't archived. Consider it friendly advice.

    Important Stuff

    • Please try to keep posts on topic.
    • Try to reply to other people's comments instead of starting new threads.
    • Read other people's messages before posting your own to avoid simply duplicating what has already been said.
    • Use a clear subject that describes what your message is about.
    • Offtopic, Inflammatory, Inappropriate, Illegal, or Offensive comments might be moderated.


    Finally, something that's not listed, but gets mentioned on Slashdot every day: Don't copy other people's copyrighted works. And if you do anyway, at least give them credit.

    --Short Circuit (Only anonymous 'cause this is offtopic.)
  45. Re:Video games, MMO's and RPG's supplanting table by snuf23 · · Score: 2, Insightful

    I don't really consider MMOs (or single player RPGs) to be exactly a replacement for tabletop gaming. I also no longer have the time or circle of friends to play D&D (forget the play sessions, a good DM has to spend a lot of time on prep). When I used to play pen and paper RPGs the focus was on the roleplaying and story less so on the mechanics. An MMO is heavily mechanical and rigid - there is no DM to bend the rules. I know a lot of people like to play on role playing servers but it just feels silly to me, the game structure is too obvious for me to want to play pretend. "Milady, please come forth and take the head of Van Cleef, after you I will take his head as well seeing as he appears to have one for everyone in the group."
    I like MMOs and they are a social form of gaming but they are pretty far removed from D&D.

    --
    Sometimes my arms bend back.
  46. For Gamers who have kids by thesupermikey · · Score: 4, Interesting

    http://www.pvponline.com/rants_dd.php3

    Years ago Scott Kurtz posted this on his website PVP.
    I have since played DnD with my little brother and his friends. While they have not become gamers they really enjoyed it.

    It seems like all of those people who say they can't play DnD or other table top RPGs because they have kids and families ought to be playing with thier kids and families. It gets them away from the video games and the TV.

    --
    Mikey
    I've always been the kinda guy to fall for the girl dressed like an eskimo.
    1. Re:For Gamers who have kids by ChozSun · · Score: 1

      I have a kid but on Saturdays after he goes to sleep, I go and play RPGs.

      I have tried to fill the void with MMORPGs but those fall incredibly short of all the things that you can do in PnPRPG.

      I have yet to see any MMORPG where you could possibly change the world around you or die trying. I don't understand why we don't have more MMORPG worlds with permenant deaths AND no senseless killing in order to level.

      --
      ChozSun
      ChozSun.com
  47. In other news... by Arandir · · Score: 0, Troll

    In other news, this is also a good year for hamburgers, as both McDonalds and Burger King have introduced new products!

    To me, the introduction of new WotC products is as about as exciting as new hamburgers at McDonalds. In other words, "yawn." To me, much more exciting news would have been the release of the new "Tekumel". Or those juicy rumours in the RQ world. And surely there must be news from the Steve Jackson corner of the market?

    Frankly, if I can buy the game at a mainstream bookstore, I'm not interested. If the game had a booth larger than 200 square feet at GenCon, I'm not interested. If it says d20, WotC or Hasbro anywhere on the cover, I'm not interested. And for the same reasons I'm not interested in McDonald's hamburgers, Budweiser beer, or Microsoft Windows.

    --
    A Government Is a Body of People, Usually Notably Ungoverned
    1. Re:In other news... by John+Nowak · · Score: 1

      Frankly, if I can buy the game at a mainstream bookstore, I'm not interested. If the game had a booth larger than 200 square feet at GenCon, I'm not interested. If it says d20, WotC or Hasbro anywhere on the cover, I'm not interested. And for the same reasons I'm not interested in McDonald's hamburgers, Budweiser beer, or Microsoft Windows. Er... because you're too cool for them or what?

    2. Re:In other news... by jonthegm · · Score: 1

      No, it's because he hasn't read the Eberron Campaign setting. It seriously got me back into D&D after years of HERO.

    3. Re:In other news... by Arandir · · Score: 1

      Er... because you're too cool for them or what?

      I don't eat McDonald's hamburgers because they're tasteless. I don't drink Budweiser because I prefer beer. I don't run Windows because it insults my intelligence. And I don't play d20 because it's geared towards an audience thirty years younger than I am.

      --
      A Government Is a Body of People, Usually Notably Ungoverned
    4. Re:In other news... by Anonymous Coward · · Score: 0

      No, you said you won't do buy anything for sale at a mainstream bookstore. You've got the elite, "If it's popular, it's crap" attitude.

    5. Re:In other news... by 2short · · Score: 1


      Almost all my gaming has been HERO. I always liked the seperation of special effects from generic powers, vs D&Ds laundry lists of spells.

      Of course, I'm going to play whatever my friend who GMs wants to, and he too has converted from HERO to D&D. Also because of Ebberon, but in a different sense. His name is Keith Baker...

    6. Re:In other news... by a42 · · Score: 1

      No, you said you won't do buy anything for sale at a mainstream bookstore.

      Bzzzt. What he actually said (emphasis mine) was: "Frankly, if I can buy the game at a mainstream bookstore, I'm not interested."

      Personally I wouldn't go that far, but I understand the sentiment. I don't dig D20, never have. I said it when it first came out and I'll say it again: D20 is the worst thing to happen to the RPG industry in a very long time.

    7. Re:In other news... by Arandir · · Score: 1

      You're correct, I won't buy a game at a mainstream bookstore. If you go check, all the games at the big chain bookstores are WotC d20 games. Usually it's a quarter shelf of D&D rules, followed by three shelves of fluff supplements.

      There are three styles of gaming, known as the G.N.S. model. Basic d20 is heavily Gamist, can be somewhat adapted to Narrativist if you bang on the rules hard enough, but is very unsuited to Simulationist. But Gamist gamers tend to be the younger crowd. By the time they graduate from college, most gamers have "progressed" to narrativist or simulationist styles where D&D and d20 are weak.

      --
      A Government Is a Body of People, Usually Notably Ungoverned
    8. Re:In other news... by a42 · · Score: 1

      If you go check, all the games at the big chain bookstores are WotC d20 games.

      For the most part, yes. There are occasional exceptions though. From time to time I'll see some GURPS or even Call of Cthulhu. (The latter is exceptionally rare.) The variance probably has to do with store employees who also happen to be gamers.

      Basic d20 is heavily Gamist

      I was bored with the Gamist nature of D20 before either term existed, so I feel your pain.

    9. Re:In other news... by Arandir · · Score: 1

      I was bored with the Gamist nature of D20 before either term existed, so I feel your pain.

      In my current (non-d20) game, a player submitted three pages of background story, not including two pages of contacts. While he is the exception and does live out on the end of the bell curve, you're lucky if your average d20 player even bothers to think up a surname for his character.

      I suspect that most gamists consider their character to be nothing more than a collection of abilities and items.

      --
      A Government Is a Body of People, Usually Notably Ungoverned
    10. Re:In other news... by Anonymous Coward · · Score: 0

      Still, the sentiment remains. If he can buy the game at a mainstream bookstore It's crap. If he were to say, "D&D is crap", I'd be fine with that. I'd disagree, but he's entitled to that opinion.

    11. Re:In other news... by g-san · · Score: 1

      Fie on thee who modded this troll.

      Know ye even how to kill a troll?

      What do you expect from an article posted by zonk, the level 1 moron?

      This quote says it all...

      Wizards of the Coast's well known Dungeons and Dragons line

      Hmmm... I just checked the inside cover of my DM's guide and Players Handbook, Unearthed Arcana, Dungeoneer's Survival Guide and Fiend Folio... no mention of these Coast Wizards of which he speaks.

      Arandir is making a point here.

  48. Indeed by sterno · · Score: 1

    You could reasonably argue that tabletop RPG's would be going away if there was a 100% replacement for them. I don't play RPG's as much anymore because they are way too time consuming, but I've found that they provide a lot of unique things that I don't get from other sources.

    MMORPG's that I've played are, in essence, all the dull parts of RPG'ing with good graphics. Lots of hacking and slashing of NPC's (dice rolls), and that's the bulk of it. There's a social element to it, but frequently the social element is hindered by all of the leveling, etc. In a well run RPG campaign, the GM/DM can adjust the level of the enemies and the party's characters to suit. Leveling a character was always of secondary concern in tabletop RPG's.

    MUD's are like MMORPG's minus the good graphics :).

    Card games are fun and fast, but are not really the same thing as an RPG. Generally the same groups of people would play MTG as would play D&D, Rifts, etc. But what people got out of it were quite different.

    Now, if there was an on-line system that gave the same sense of presence as a table-top game and gave control of everything to a skilled GM, then you might have a table-top killer. On-line automated systems can never quite provide the same thing.

    --
    This sig has been temporarily disconnected or is no longer in service
    1. Re:Indeed by Blakey+Rat · · Score: 1

      MUD's are like MMORPG's minus the good graphics :).

      Not all of them. There are at least three MUDs I know of that are actually RP-Enforced (as opposed to just clicking the "RP Enforced" checkbox at Mudconnector.com.) They're out there, you just need to find them.

    2. Re:Indeed by sterno · · Score: 1

      What does RP-Enforced mean?

      --
      This sig has been temporarily disconnected or is no longer in service
    3. Re:Indeed by Blakey+Rat · · Score: 1

      Well, on Mudconnector.com, it means nothing since every MUD admin who registers checks the box regardless of whether they enforce RP or not.

      But basically it means that all actions performed by your character are In Character (IC) actions, and that IC channels are separate from Out Of Character (OOC) channels (and don't mix.) So if you grab a sword and go out into a field and start killing a whole bunch of cattle on a RP-enforced MUD, don't be surprised if a farmer comes out to confront you. (This is as opposed to most MUDs, that work like MMORPGs... i.e. kill whatever the code lets you.)

      The easiest way to tell if a MUD is RP-friendly or not is to ask the administrators whether the TELL channel is IC or OOC. If they say it's IC, leave... it means either the admin doesn't know what IC means exactly, or that every character in this world has telepathic powers, either way it's bad news for RPers.

    4. Re:Indeed by sterno · · Score: 2, Interesting

      Honestly as far as the RP'ing element of games, I honestly don't get too picky about that. In most of the good gaming groups I've played with it wasn't very intensely RP. Sure we had our characters and we'd say what our characters were going to do and we'd try to keep them in character, but mostly it was about just having fun.

      It's that interaction between a GM and the players that makes RP fun. You all sort of set a tone for how casual or serious you want to be and play that out. The GM can adjust things to fit as the story progresses. One of the common things I've seen in RP'ing that doesn't translate well into a video game is the GM smackdown.

      For example, a friend of mine was in a group that ran accross a gazebo. They were completely convinced that there was something evil about the gazebo. They used detect evil, detect magic, and time and time again the GM told them it was just a gazebo. After about the 4th or 5th attempt to determine it's malevolent intent, the GM had had it and the Gazebo came to life and whooped the party's ass.

      That won't ever happen in a completely computer given game. It would be hard to even manage it in a computer driven game with GM interaction because, to pull that off, you'd have to assign the gazebo anthropomorphic characteristics in real time. Sure can have some preconfigued elements to allow you to smack characters around a bit, but it's just not as flexible and not quite the same.

      But man if you could pull that off it'd be awesome :)

      --
      This sig has been temporarily disconnected or is no longer in service
    5. Re:Indeed by proggoddess · · Score: 1
      This friend? http://users.rcn.com/aardy/faq/rgfdfaq4.html#E15

      In college, I was on Shattered Kingdoms MUD which was very RP-enforced. My character was a bard, although the closest in-game class available was swashbuckler. Being an A student IRL, I wasn't able to spend a lot of time killing mobs. However my character ended up around 25th level before I left college, and I earned most of my experience and levels from roleplaying.

      Now that was cool! I've never heard of another MUD letting people level from roleplaying bonus experience. Especially to the extent that I did.

      --
      --The Programming goddess from Gorflaz
  49. Re:Video games, MMO's and RPG's supplanting table by Discopete · · Score: 2, Interesting

    Of the group I game with (mid thirties / early forties in age) 1 is divorced, 5 are married, 2 never married.
    The 2 children (1 year and 4-5 years) are either put in a bedroom in their crib (the 1 year old) or put in front of a Movie of their choice for the evening. When they get old enough to understand the concepts, they will be invited to participate.

    The trick is to insure that the game does not interfere with real life. We have a set schedule of Saturday afternoons and evenings for one DM and Monday night after work for the other. If something critical comes up, the person with the issue just lets the DM know and the game goes on. It helps that we all live within 10 minutes of each other.

  50. Re:Video games, MMO's and RPG's supplanting table by Short+Circuit · · Score: 1

    I wanted to start a different kind of D&D game, but never had the time. But I did lay out the ground rules.

    The idea was to make email-based games practical. Instead of relying on face-to-face interaction between PCs and a bunch of NPCs, the PC interacts with his lieutenant (me), and his lieutenant interacts with other NPCs. This has a side-effect of putting the PCs in positions of power, wielding mighty kingdoms and/or business empires.

    It ought to be fun, but I haven't had the time to set it up and run it. College+Work does that to a guy.

  51. Projected Gaming by r4NGe · · Score: 1

    We have had a campaign going for years now. We are currently using the most awesome setup ever and I am going to be taking some pictures soon to prove it. Till then, heres a link to the flash based software I developed to project onto the table. http://www.r4nge.com/fm/

  52. Re:I believe it was William Shatner who put it bes by John+Nowak · · Score: 1

    Don't worry about it. People who post stuff like that are just disappointed that they haven't done anything in their own lives, so they jump on everyone else who reminds them of this.

  53. Drew Curtis? by otis+wildflower · · Score: 1

    Mewonders if this is the same Drew Curtis of FARK infame?

    jes' curious...

    1. Re:Drew Curtis? by amrust · · Score: 1

      I seriously doubt it.

      He would have shamelessly self-promoted it on his site, if so. Like he does with all his radio show appearances and such?

      --
      VOTE!
    2. Re:Drew Curtis? by JongWK · · Score: 1

      Yes, it is Fark's very own Drew Curtis. =) Regards, Jong-Won Kim Shadows of Asia (Korea) & System Failure (Aftershocks) co-author.

    3. Re:Drew Curtis? by amrust · · Score: 1

      w00t I did not know that. Cool.

      I'm emailing a friend about this right now.

      Thanks for the clarification JongWK!

      --
      VOTE!
  54. Re:Video games, MMO's and RPG's supplanting table by sammy+baby · · Score: 1
    On the other hand, I can log on to WoW and play two hours a night after the kids are asleep.


    I cannot, but my daughter is about 1 year old and is still staying up until about 10 pm, and waking up around 6 most days.

    On the other hand, I can occasionally schedule a night to be out and play with friends.
  55. Why only game books and it's Barnes and Noble by technoextreme · · Score: 1
    On the Wizards.com website, the Dungeon Masters Guide II: Price $39.95 ; C$55.95

    Our local gaming shop? Just a bit over $56.
    Our local huge book store? $55.95
    Our local huge book online store? $37.48
    i####### Member Price: $35.61 (i####### is $20 for a year)

    Yeah. It only seems to work for game books though if Im going through Barnes and Noble. They list an additional 20% discount for their books. I wonder why. (Yes it wasn't that hard to figure out which company you were talking about. The $20 discount card gave it away.)
    --
    Ooo man the floppy drive is broken. No wait. The computer is just upside down.
    1. Re:Why only game books and it's Barnes and Noble by mindaktiviti · · Score: 1

      Actually it was Chapters.ca (since I'm in Canada). :) But I'm sure they both have similar prices. Oh and Chapters and Indigo were two separate companies but now are one giant company and are basically the equivalent of Barnes & Noble here in Canada.

  56. Re:Hmmm.... Big chain bookstores do carry the book by Anonymous Coward · · Score: 0

    But unless you're looking for the core books, the chances of them having the specific book you're looking for is pretty low. You have to weigh whether it's worth going to the store for the chance of picking up the book and supporting your local store, or just buying online where you know it's available.

  57. Shadowrun by static0verdrive · · Score: 1

    It is so refreshing to see some Shadowrun content on slashdot. Shadowrun is so well put together and fun to play (and relatively easy to pick up). A few years after not getting to role-play I got into D&D to get my fix but hated the dice rules. They have since grown on me, but all in all I will always miss the SR dice system and the universe is so much darker and more fulfilling. Check it out if you can.

    --
    ========
    77 77 77 2e 6d 65 6c 76 69 6e 73 2e 63 6f 6d
    1. Re:Shadowrun by cheesee · · Score: 1

      While I do love Shadowrun to death, the main problem with it is while its easy for players to pick up, its a nightmare for GMs. Each different archetype has completely different styles of play and rules. While it can be played with just the core rules you are really missing alot if you don't include the expansion books for each archetype. That means learning the rules from 6 books and which ones don't override core rules. It can be a nightmare for new GMs and can lead to bad experiences for new groups. Playing with someone who has been running Shadowrun games for a while is a great experience however and something all tabletop gamers should try atleast once.

      --
      Got Shadowrun? Awakened Worlds
    2. Re:Shadowrun by Onan · · Score: 1

      Really? Maybe it's because shadowrun was the first game I ever played or ran, but that hasn't been my experience.

      That especially doesn't seem to come up in light of that fact that "archetypes" are just vague suggestions for areas of specialization that characters might--or might not--have. The basic rules of skills, attributes, combat, magic, hacking, driving, etc are not hugely complex, and are consistent across all characters that may use them.

      This seems much simpler than a d&d-style system with "classes" that have pages of arbitrary and inconsistent abilities. ("Saving throws are made with these values plus these attribute modifiers. Oh, but paladins also get their charisma modifier to all their throws, in addition to their other modifiers. Why? They just do.")

      After being spoiled by shadowrun, I can't help by see any game that involves classes or levels as being hopelessly broken.

  58. Got something that's not a press release? by Anonymous Coward · · Score: 0

    *HUGE YAWN*

    I was At Gencon, and from this article I'd assume that the convention was solely made up of of Wizards of the Coast, and FanPro and their "revitalizations" of older systems they bough out from TSR and FASA, but the dozens of others of game writers for the tabletop world arn't apparetly worth a word..

    How about something might pass as new, like Privateer Press's Iron Kingdoms setting, they did so well after GenCon they're in a delivery crunch because they only expected orders to double..

  59. NWN by Rinisari · · Score: 1

    Waterdeep is mentioned heavily in Neverwinter Nights. In fact, the entire first chapter is based on Waterdhavian creatures.

    1. Re:NWN by Anonymous Coward · · Score: 0

      There are plenty of CRPGs that have more to do with Waterdeep than NWN. Many of the Gold Box games involved travelling to Waterdeep; the first Eye of the Beholder game was set in the sewers of Waterdeep (and in subsequent games the party was also based there, working for Khelben Blackstaff), and I think that even the introduction to Baldur's Gate mentioned that the city was South of Waterdeep. Waterdeep is very much a key city in the Forgotten Realms, and you really can't avoid it in any FR setting.

  60. Shadowrun 4 is also in PDF format by bahwi · · Score: 2, Informative

    While I personally prefer hardcover, softcover, or real paper, you can get the Shadowrun PDF at http://battlecorps.com/catalog/product_info.php?pr oducts_id=1617 for $25.

    As well as a lot of other books coming to PDF(including older stuff). I got both the PDF and the hardcover because with a PDF you can search, and with a book my eyes don't bleed. =)

    Shows that the RPG industry is heading the way to e-books faster than the more traditional publishers though.

  61. Check out the small press by rafial · · Score: 4, Informative

    D&D is certainly going strong and chugging along, but I've been most excited about the huge boom in small press RPGs over the past 5 or so year, much of which is fueled by the internet. When game authors can market and sell directly via the web, many things become possible.

    Some really good stuff to check out:

    Burning Wheel:
    Dogs in the Vineyard
    With Great Power
    The Shadow of Yesterday
    Primetime Adventures

  62. Pass the Torch by Billlagr · · Score: 1

    I agree with a number of the comments above. There does seem to be fewer shops, or I've noticed that new ones open that close almost as quickly. The one that I (used) to buy from is still going strong and has been for almost 20 years. I suppose they offer something more to their customers - range, service - that makes them a success, and they're just getting bigger all the time. I can totally relate to the time constraints. Before kids, I used to play AD&D every Sunday, plus I played two or three Play by Mail games, and MERP, Palladium, and the one where you create super-heroes..the name slips my mind for the moment...The PBM's fell by the wayside..then AD&D became fortnightly...monthly..occasionally....now its been about 3 years or so. The good news is though, I'm breeding a whole new generation of players. My 6yo son found my AD&D books and asked what they where, and when I told him, he wanted to play. So out came the original red box Dungeons and Dragons set! He loves playing and I'm sure that his brother will as well when he's older. So WotC - I'm creating future markets for you. Long Live AD&D!

  63. Re:gay -gay!-GAY!!!!! by rafial · · Score: 1

    Well it certainly makes *me* happy!

  64. The industry has abandoned the small game shop. by Valdrax · · Score: 1

    Sword of the Phoenix was sort of the Mecca for All Things Gaming here in Atlanta for...as long as I can remember. They just closed up permanently this year.

    I hear your pain, man. Sword of the Phoenix was a great little shop, and its death is part and parcel of the continuing polarization of the industry into two camps -- the small indy game industry and the far more familiar mass-market supplement factories.

    Neither of these camps really support the local game store anymore.

    The former category relies on the internet for distribution. The cost gap between on-line publishing and paper publishing is a blessing and a curse for this group. Distribution on-line is wider and cheaper and it encourages single book RPGs that don't require twenty supplements a year just to keep the business alive. On the other hand, the disappearance of this market from retail distribution has drained small gaming stores of a vital market for interesting content unavailable in mainstream stores.

    That brings me to the latter category -- the mass market machine RPGs. WotC, White Wolf, etc. no longer need small game stores to push their product. They have Barnes & Noble, Borders, Amazon.com, etc. to push their endless churn of products.

    The only games that don't fall into either of these two categories today that you can find in game stores are the games that no one wanted to buy in the 90s (or even the 80s!) that are still sitting on the shelves. This isn't exactly quality product, people. That's why it's still sitting on the shelves years later.

    Game stores are dying because publishers don't need them anymore. That's the cold, hard truth, and it's sad to see.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
  65. Slashvertisement Section by Valdrax · · Score: 0

    Articles like this are why we should have a [Slashvertisement] section, and a dedicated [Slashvertisement] editor.

    Here ya' go. I fixed a couple of typoes in your post.

    Seriously, though, this is nothing more than a list of the latest crap churned out of the supplement factories with a short blurb about why you should buy them all. This isn't a review; this is a catalog. To be honest, this is the most disappointed I've been in Zonk since his first dupe a couple of months ago. He's kind of been my benchmark for a what a good Slashdot editor should be.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    1. Re:Slashvertisement Section by rk · · Score: 2, Insightful

      Do you think this reads like ad copy?

      "Players will be severely under-served by this offering, and DMs should only consider purchasing it if they know they're going to be running a long-term campaign in this particular corner of the Realms."

      If that's a reason why I should buy the Waterdeep book, then I sure hope WoTC didn't pay much for Zonk's review. From where I come from, this is the polite way of saying "This book is a smelly piece of poo."

  66. The Article is Wrong by dogolopee · · Score: 2, Insightful

    As Game a Writer/Playtester/and player who is also friends with a number of people who work in the industry (from writing to owning bookstores), I can say that Table-top Roleplaying has NOT had a big year. Wizards of the Coast and some of the larger game companies have faired alright, but have not had that great of sales. Overall, the industry has had a mediocure year at best. Yes the larger companies have released a few books. But the books mentione in the story are by no means "important" to most gamers. Sales and turnout from August's Gen Con Indianapolis were not that great, and there were few products released, let alone many signifigant ones. The new Mage game from White Wolf was a flop at GenCon, as were most the games premiered. The Serenity RPG (which you could have signed by Ron Glass) sold out and has done well. This article looks liek nothign more than another advertisement for Wizards of teh Coast. The earlier /. article on GenCon was also nothing more than a thinly veiled attempt to kiss Wizard's ass. The industry is still seeing hard times. People are playing as much if not more than they ever were, but are purchasing less. From a player/GM perspective it is hard to incorperate a new book a month into your game. For a GM with a life, you may not have time even read a book a month. OK my rant over.

  67. Plug following: by Anonymous Coward · · Score: 0

    Ghost Orb is a tool that I've found useful for helping get back in touch with the 'old crew' even though we've all moved away. There are even 'pick up' professional games available, but I've never played any.

  68. PBEMs by MightyMartian · · Score: 1

    The big thing about Play By Emails is that, to a large degree, mechanics have to take a back seat. There's simply no reasonable way to run a combat session with the delays that come with email, and online dice servers are only one more thing to add to it. Generally I encourage my players to think cinematically, to think of the game in terms of story, rather than in mechanics.

    --
    The world's burning. Moped Jesus spotted on I50. Details at 11.
    1. Re:PBEMs by Short+Circuit · · Score: 1

      I was really looking forward to the game; I even had a couple excellent roleplayers lined up to play gods. That would have been fun.

      Playing by email could probably take a whole different perspective if you chose to forgo PC-NPC interaction mechanics, and treated emails like long-distance correspondance. For the (ahem) *rare* scry spell, a telephone or VOIP call could suffice. (Telephone for me; I'm not on a good enough internet connection for even the crudest of VOIP protocols.)

  69. Re:Why? Ordering online is cheaper! by Monkey · · Score: 1

    I have the same dilemma. While I'd love to support my local gaming store, I find it really hard to justify paying 35% or more in additional cost on almost all products. There have been lots of times where I've seen new WoTC D20 releases listed on E-Bay for $9.99 as well.

    Big empire online sales are killing the revenue model of the local reseller. I'm not sure if anything can be done to save them, because Hasbro is not going to quit distributing to huge volume channels like Amazon or B&N.

  70. Re:Video games, MMO's and RPG's supplanting table by Anonymous Coward · · Score: 0

    In many ways, it's the machanics that broke our game up. Some of the players simply HAVE to game the system, rather than let the GM be the GM. Then you sit there for 2 hours arguing how many people can fit in a door, or the "I wasn't there, I was over here" issues, etc.

    With the MMOs, the DM is the game itself, and all you see arguments about now are ninja looters. You can "WTF I didn't do that!" all you want, but the game says you did, and the mobs pounced. No do overs, time to move on. Call it a bug if you want.

  71. And you know what? It's true. by MattW · · Score: 1

    Anything you know you want to buy before you get to the store is doomed to die out unless it has a compelling reason to be in a retail space. It's time for those stores to adapt their business model to a new reality. That reality is: people can buy books cheaply online.

    What does a local game store offer which is unique?

    Personally, if I were looking to do that sort of thing, I'd be interested in doing a sort of modular nerd paradise. Here's what I'd want to offer:

    (1) Food. Food is high margin and if someone is there already, you have a captive audience. Sell pizza, hot dogs, nachos, coffee, ice cream, etc. Perhaps do periodic pickups from takeout places, and offer your customers menus and add on a delivery charge. Take this an extra step and you can potentially get a license and start offering alcoholic drinks. Beers+pool is old school. How about beer+D&D?

    (2) Gaming. Offer LAN gaming by the hour with some sort of "club discount". I think I'd want to try to ensure the computers were mostly used by having X computers at a profitable $Y/hr charge. Then you also sell a "club card" for unlimited play (free or perhaps super discounted) that could be used; but those gamers would be limited to a certain percentage of the systems (first come first serve) and would have to renew their lease every so often (say, each 30 minutes). At such time as the pay-only PCs got close to filling up, the number of "club" PCs would shrink automatically. In other words, hourly rate customers get priority.

    (3) RPG sessions. Interview independant contractor GMs. Here's what you do: you have for-pay GM sessions where you supply a library of books, a table to play at, a clean, well-lit environment, etc. You charge to be in the game, and you share the revenue with the GM, and you get the best people playing. I can't speak for everyone, but I know that I've played with GMs where when our game ended, I would gladly have paid money to play. Now, this isn't likely to be a mainstay income, but I think the idea of picking up some extra money while playing with some very dedicated players would appeal to the would-be GMs and provide a revenue stream. RPG sessions come with a discount at the food area.

    (4) Video games? I think I'd want one wall full of classics people would still pay to play - well maintained copies of stuff like Street Fighter II (maybe super, or Super:turbo), Race Drivin, Ms. Pac-Man, etc - classics new and old.

    In other words - Nerd Heaven.

    And meanwhile, you'd situate the whole thing away from town in a cheap-rent area. Why? Because frankly, your money is going to come from people willing to spend hours and hours there, and those people won't mind a bit of a drive. The quick-stop people won't give you the business you need.

    Would it work? I don't know. It would be cool, certainly.

  72. Geez, mainstream settings in the news by ChozSun · · Score: 1

    Those are by far not the hottest thing coming out. The only thing I want for Christmas is A Game of Thrones RPG. (Yes, I am going to drop $100 bucks for the Deluxe Edition.)

    The only suckness is that it is based on D20 OGL (it would have been so much better if it ran on AEG's 7th Sea engine but I can live through it). But any suckness is overcome by the greatness that is George R.R. Martin's A Song of Ice and Fire world.

    I guess I don't mind D20 but I do mind the crappy magic items (my +10 beats your Epic Damage Reduction... wtf). Give me AGoT with very little magic whatsoever and replace it with character development, drama and politics any day of the week.

    --
    ChozSun
    ChozSun.com
    1. Re:Geez, mainstream settings in the news by Dracil · · Score: 1

      I already did. The quality of the book is superb! It's possible the highest quality RPG book I own. It's also about 3-5x more expensive than the rest.

    2. Re:Geez, mainstream settings in the news by ChozSun · · Score: 1

      I don't mind the price so much. Besides, it is AGoT.

      --
      ChozSun
      ChozSun.com
    3. Re:Geez, mainstream settings in the news by Gareman · · Score: 1

      The deluxe edition also contains the Tri-Stat rules.

  73. Re:Video games, MMO's and RPG's supplanting table by RedWizzard · · Score: 1
    I think MMO's are replacing most table top games, I don't think table top games will ever die but, people want to experience and see and feel "real" things, instead of just imagining them.
    Tabletop RPGs and computer based RPGs, particularly MMOs, are fundamentally different experiences and neither one will replace the other. The richness of player interaction and flexibility of a tabletop RPG will never be fully duplicated by a computer game and the real time play of MMOs doesn't work for tabletop games.
  74. Re:D&D: No sign of dying. (Paranoia fiends uni by d.valued · · Score: 2, Interesting

    -->Stand by for SHAMELESS SEGMENT OF DOOM.

    I'm sorry, citizen, but knowledge of diplomacy, parties, or level are above your security clearance.
    Perhaps you are referring to NASTY EVIL COMMIE MUTANT TRAITOROUS SCUM?
    This infraction has been noted on your permanent record.
    Please stand by for IntSec pickup for re-education and termination.
    Have a nice day.

    PARANOIA is fun because The Computer says it's fun. Stop playing non-fun RPGs! Play PARANOIA!
    -->SHAMELESS SEGMENT CONCLUDED. THE COMPUTER IS YOUR FRIEND.

    If you have a chance to crack the core rulebook for PARANOIA, seriously, do so. There's the End Citizen License Agreement (7. TERMINATION. You may be terminated.) and a great segment called, "If Popular Fantasy RPG worked like PARANOIA ("Wait! Did you almost call us 'Comrades'? That's a Commie word!")
    And it's a blast getting players to stab each other's backs so many times they just gush.. blood....

    If you don't believe me.. visit this site: http://www.poet.caligrean.com/ and see the Bush team playing it!

    --
    I used to be someone else. Now I'm someone better.
    Real life is underrated.
  75. HARP by Anonymous Coward · · Score: 0

    My favourite system is High Adventure RolePlaying (HARP) (http://www.harphq.com/ . It is a relatively new fantasy system based on rolemaster, with all the complexity stripped out. I know of a couple D&D GM's who switched their campigns to HARP in the middle just because they loved harp so much.

  76. Re:Hmmm.... Big chain bookstores do carry the book by Gilmoure · · Score: 1

    Do they smell better?

    --
    I drank what? -- Socrates
  77. Selective Glaucoma by Valdrax · · Score: 1

    Whoops, it would of course be the one review I didn't... err, I mean, couldn't read. It's all due to a rare form of selective glaucoma that makes my eyes go all blurry whenever the words Faerun or Elminster comes up in text.

    --
    If it's for-profit but free, you're not the customer -- you're the product (e.g., the Slashdot Beta's "audience").
    1. Re:Selective Glaucoma by Meagermanx · · Score: 1

      Elemenstration Cycle.

  78. All are down but one rock in the clashing waves: by Qbertino · · Score: 1

    Palladium Books.

    www.palladiumbooks.com

    The simple fact that they've done nothing but RPGs and survived to this very day earn my greatest respect. And they still have all the cool stuff and are regularly publishing new books. Very cool and a nice suprise for Xmas. :-)

    --
    We suffer more in our imagination than in reality. - Seneca
  79. Re:Video games, MMO's and RPG's supplanting table by LordAnki · · Score: 1

    www.dndonlinegames.com - play by post gaming.

  80. Re:Why? Ordering online is cheaper! by Lord_Dweomer · · Score: 1
    Is it just me...or does anybody else feel that the reason game shops are closing up is because nobody wants to purchase books at such an absurdly astronomical price? I understand your figures were in $CAD, but WoTC must be smoking something good to think that they are charging a fair price. They've practically doubled the price of the books since 3ED.

    --
    Buy Steampunk Clothing Online!
  81. Heroscape is fun, and quick and easy.. by ylikone · · Score: 1

    if you want to play table top D&D but don't want to be bogged down by all the rules and time required, check out Heroscape! It really is an awesome and quick game to play which isn't overwhelming.

    --
    Meh.
  82. Re:Video games, MMO's and RPG's supplanting table by Blakey+Rat · · Score: 1

    "Milady, please come forth and take the head of Van Cleef, after you I will take his head as well seeing as he appears to have one for everyone in the group."

    There are volunteer-run free RP MUDs that have solved that problem, if you go seek them out. None of them have graphics, but if you're into table-top games you probably don't mind reading a lot of scrolling text.

    I recommend The Eternal Struggle. http://www.esmud.com/

  83. Re:Video games, MMO's and RPG's supplanting table by snuf23 · · Score: 1

    Absolutely, the MUD world is often much closer to tabletop roleplaying than any MMOs I've played.

    --
    Sometimes my arms bend back.
  84. Re:Why? Ordering online is cheaper! by Bishop · · Score: 1

    TSR was selling books at a lose from about the mid eighties until their demise. That is why those books were cheaper then the WotC books. It is expensive to publish a hard cover book.

  85. Shadowrun NOT at its best by Anonymous Coward · · Score: 0

    Only, Shadowrun's been totally gutted (Deckers are now "hackers") and transformed beyond my liking. I was a big fan of this game since the original version came out many moons ago, but I can't buy the new edition. Oh well. Nice knowin' ya, Shadowrun.

  86. Re:Video games, MMO's and RPG's supplanting table by swillden · · Score: 1

    The problem simply is, that as an adult, with a job and a family, if I were to play D&D again, I might... MIGHT be able to play twice a month.

    I have a semi-solution to this: I play with my family. It's a different sort of experience than playing with adults, or even near-adults, but it's still quite a lot of fun. I had to learn a different sort of DMing, one that worries less about balance and challenging the players because kids (mine are ages 12, 10 and 8) like being powerful more than they like being clever -- and they aren't very good at being clever. My wife plays, too, and she helps keep them from doing really stupid things, but she was never really a gamer and still doesn't quite get the idea of the immersive story. Still, she keeps them from doing things that are so nonsensical that I would simply *have* to kill them off.

    Besides being fun, in my role as the all-powerful DM, I can also sneak in some "fatherly" lessons about life and morality. Some are obvious, like the fact that they get more experience points for resolving a problem without violence (though there are plenty that absolutely require the traditional swords 'n sorcery approach), and some are more subtle (to kids, anyway), but I can shape the flow any way I see useful.

    We don't play that often, perhaps once a month on average, and rarely more than about three hours (I'm amazed the youngest one stays interested that long). It's enough to get my fix, though, and seeing my kids plowing through the Monster Manual really makes me chuckle.

    --
    Note to ACs: I usually delete AC replies without reading them. If you want to talk to me, log in.
  87. Re:Video games, MMO's and RPG's supplanting table by Goldsmith · · Score: 1

    I couldn't disagree more. I think as MMOs spread, you will see more tabletop gaming. WoW is a very poor replacement for D&D, but it gets people over that "nerd" barrier which seems to exist for tabletop games, which are inherantly more fun (as there does not need to be anything you don't want to do). As for simplicity, there are plenty of very, very simple tabletop games out there, you probably just have not seen them. Personally, I relish the opportunity to get into very complicated game mechanics.

  88. Re:Video games, MMO's and RPG's supplanting table by Taulin · · Score: 1

    One of the best parts of getting together to play P&P games is just that...getting together. Even when not much gaming is done, the night is still a success.

  89. Re:gay -gay!-GAY!!!!! by Anonymous Coward · · Score: 0

    What, the tabletop gaming or the being gay?

  90. RPGs via IRC by jiawen · · Score: 1
    While it doesn't completely eliminate the scheduling problems, there is playing via IRC. There are a half-dozen different programs out there for doing chat-based gaming. I've reviewed some of them on my site. Some of the apps are really quite good, with maps, miniatures, dice servers, PC and NPC records, etc.

    Playing via IRC is an especially good idea if you're stuck somewhere where you can't find players. It's not too far-fetched to have a game with two people in Australia, one in the UK and a GM in the US.

  91. RPG.net by jiawen · · Score: 1
    One of the biggest RPG forums out there is RPG.net. 1.3 million posts on the RPG Open section, several million more elsewhere on the site. Lots of friendly folks with good ideas.

    Enworld is probably the biggest D&D-focused forum out there. I can't vouch for its quality, though, as I'm not into D&D and don't hang out there.

  92. Light entertainment, by Sean-Khan · · Score: 1

    that's how I refer to D&D. It's fun to play, like it may be fun to watch well done hollywood action movies - just don't start to think it too thoroughly. Latest D&D editions pretty much popularized roleplaying - we've even got D&D for dummies!

  93. Frickin' Palladium... by dR.fuZZo · · Score: 1

    Ah, truth be told, I haven't played any tabletop RPGs in a good long while, but Palladium ranks among the worst RPG companies out there.

    Way back in the early 90's they told all the gaming magazines that they couldn't publish any info for Palladium games. There were some mags at the time that had standard fare such as adventures for different game systems. Kevin Siembieda at Palladium just couldn't stand the notion that someone else might put out a scenario meant to be used for one of his games. (As far as I know no other companies had problems like this at that time...) I recall one editorial saying that they weren't even going to review Palladium products so that they could make sure to stay clear of Palldium's laywers.

    Also around that time, before Magic: The Gathering came out, Wizards of the Coast were a tiny little company. They put out a very well written book called _The Primal Order_. It detailed how to use gods in an RPG. In an appendix, it had conversion rules for using The Primal Order with a large number of different game systems, including (you guessed it) Palladium. Guess who the only game company to call in their lawyers was? (Hint: it was Palladium.)

    I won't go on, but from everything I understand, Kevin Siembieda is something of a lawyer-happy jackass.

    --
    -- dR.fuZZo
  94. D&D ruleset in action by Anonymous Coward · · Score: 0

    Never Winter Nights. Sure it did not hold true to the ruleset but someone has made the effort with a MOD.

    Bonds of Blood, a RPG server (although not strict) that can be found on GameSpy in RPG section or direct connect to 24.17.57.241:5121

    Please give it a try.. but be warned, life is hard under the Dictator.

    +~Princess~+

  95. Re:Video games, MMO's and RPG's supplanting table by Zixia · · Score: 1

    I know a lot of people like to play on role playing servers but it just feels silly to me, the game structure is too obvious for me to want to play pretend.

    Yes, you cannot get rid of that element of play simply through a bit of role-playing. What you can do, though, is lay down a policy of staying in-character so that people who want to role-play won't be distracted by everyone else talking about what was on television last night.

    The RP servers don't make it more of a role-playing game as such, but it can make it less of a mechanical system, as people are more likely to spend time talking in-character than on other servers. I have found the RP aspect has enlivened the game beyond simply pressing buttons on many occasions.

  96. It was the Secret Service by rjforster · · Score: 1
  97. Rich Burlew - Order of the Stick by Adhoc · · Score: 1

    Explorer's Handbook
    David Noonan, Prank Brunner, Rich Burlew
    Wizards of the Coast


    Hey, it's Rich Burlew, kids! Author of one of my favorite webcomics, Order of the Stick. D&D oriented comic with stick figures that are more expressive than most wecomics full figured drawin's. Share and Enjoy. Umm, that's all.
  98. Re:D&D: No sign of dying. (Paranoia fiends uni by alva_edison · · Score: 1

    I agree there has been many a time when my Troubleshooter team and I have gathered to drink Bouncy Bubble Beverage, eat Cold Fun, and carry out our Mandatory Bonus Duties. Always remember; there are Traitors everywhere and you have 6 colnes for a reason.

    --
    He effected a bored affect.