Showing posts with label Terms. Show all posts
Showing posts with label Terms. Show all posts

Friday, August 4, 2023

7 Maxims of the OSR

Back in the aughts and the 2010’s, a decade ago now, there was a movement in older RPGs that I was part of - the “Old School Renaissance” or "OSR". The OSR still hasn’t really been defined, or at least its definitions have always been in conflict, now more than ever as it becomes a subject of nostalgic veneration. It’s uncontroversial to me (I’m sure others will feel incandescently differently) that one of the hallmarks of the OSR was the creation of instructive maxims about how to enact its desired play style. That play style in turn depended on and created an exploration focused elevation of player choice in a strongly referee controlled setting. The maxims of the OSR were commonly offered to newcomers and now linger in the communities of the PostOSR, where they are too often repeated as if they are unalterable, clear truths obvious to everyone. They aren't and they weren't. Like most maxims, aphorisms, and pithy bits of commonsense, these distillations of OSR gaming wisdom are useful … but only up to a point, and they work best as reminders for people already familiar with their goals.

Trampier from the 1st Edition Monster Manual

These days it feels like the Post OSR spends a lot of time reinventing things that people wrote on blogs in 2010, or stumbling into the same well known solutions and declaring they have "fixed" the play style. Part of this is a lack of information for people new to these kind of games, exacerbated by the lack of citations among the hundreds of retro-clones that claim to be OSR games. There's little help for this, and as much as introductions to OSR theory like Philotomy’s Musings, Matt Finch’s Quick Primer for Old School Gaming, or Milton, Lumpkin and Perry’s Principia Apocrypha are useful documents and helpful introductions, the majority of OSR wisdom exists as scattered blog posts and in the minds of people who have engaged with the play style over the past 20 or so years. People don't read blogs anymore, but even if they did ... these bloggers, designers, referees, and players have a tendency to fall back on maxims when asked to explain elements of the play style, and it’s not the most efficient way of communicating craft and knowledge.

Worse, as the actual creation of the maxims recedes into the past, clouded by memory's failings and wearing into the grooves of dogmatic repetition, they have begun to take on the force of natural laws rather than suggestions or explanations of design decisions and play culture. The power of nostalgia and orthodoxy transforms simplifications and shorthand for larger, complex concepts into definitions that are frequently misinterpreted or carried to lengths that subvert their original meaning and damage the very type of play they were meant to support.

YOU CAN NEVER GO HOME AGAIN

Maxims have such a power in the OSR because it was forced to deal with the convoluted history of early Dungeons & Dragons. It’s often, and falsely, claimed that the goal of the OSR was to play games in the manner of some ideal past table: Gygax’s basement in Lake Geneva, or “the way D&D was meant to be played”. While some undoubtedly tried, this claim and any efforts towards it that actually happened is mostly nostalgic invention, a blend of cognitive distortions and bias that includes: rosy retrospection, survivor’s bias, selective abstraction, the masked-man fallacy and the halo effect. The problem being, that even where it’s discernible through faulty memories, self aggrandizing claims, and lies made up during IP litigation, the play style of early RPGs was constantly in flux. Dungeons & Dragons showed a great deal of conflict and transformation within play style from the first, and even within the 1974 edition. For example, the "Alternate Combat System" alone suggests an entirely different play style then the combat rules for Chainmail that were originally intended for the game. Worse, depending on one’s prior experience or influences a variety of play styles and design approaches all seem to fit within the description of “Old School” RPGs. The bloggers, referees, forum wits, and designers of the OSR struggled to articulate exactly what they wanted, which wasn’t uniform among them in the first place.


Instead of representing a “rediscovery” of a fully functional set of rules, procedures, design ethos, and play culture of Gygax's golden age -- somehow lost or destroyed by some ever growing cast of villains (the Hickmans, the Blumes, Lorraine Williams, Patricia Pulling and the Satanic Panic, Dungeons & Beavers, Hasbro, Vampire Larpers, Organized Play, or ... as always ... Young People), the OSR was always a place of invention, adaption, and revaluation. The OSR play style, to the degree any exists, was a new thing that evolved over time in the 2000's and 2010's, influenced by and partially formed from original early RPG texts and long-term play experiences of its members -- but necessarily taking in the various ideas and work in RPGs from 1974 to the present. Pithy maxims acted to anchor this decades-long aggregation of hundreds of peoples’ ideas and experiences into vague statements of general principle. "Rulings not Rules" is a phrase that one shares like a secret handshake, even if it's meaning isn't especially clear. Such statements are great for forming group identity (far more pleasant and long lasting than railing against a cast of villains and blaming them for a rupture from the nostalgic ideal) … but they don’t actually explain how to play the game.


7 MAXIMS to DeCODE
Maxims differ from aphorisms in that they present themselves as little truths, almost with the force of natural laws. Aphorisms instead ask their audience to think about them, and often hint at paradoxes or complexities in a way maxims don’t - and again this is where maxims are great tools for forming group identity, but less effective at teaching or giving their audience any sort of deep understanding.

The following maxims were common in OSR spaces and continue to be cited in much of the discussion around OSR and Post-OSR play style. I haven't generally listed their originators, though I suspect that most of them can be traced to a specific blog post or forum thread, largely because I am lazy, and they are always presented outside of their original context. Without it, they have changed meaning with time, and each is an effort to condense and simplify complex concepts or even arguments from or between numerous other contributors. Instead, all I can offer is my criticisms of the maxim (based on observations of how I've seen it used) and then my personal understanding as someone who was there, or at least peering though keyholes and standing in the shadows, when most of these maxims were hashed out. Generally this is a positive reading. 

Thursday, June 16, 2022

PROCEDURALISM

 

SLOUCHING TOWARD PROCEDURALISM

“Here we come across another, very positive feature of play : it creates order, is order. Into an imperfect world and into the confusion of life it brings a temporary, a limited perfection. Play demands order absolute and supreme. The least deviation from it "spoils the game", robs it of its character and makes it worthless.”

- Homo Ludens

Homo Ludens is a foundational work in the scholarship of games or “play” and of cultural history more generally. Written by the Dutch historian Johan Huizinga and published in 1938, it defines play as a distinct natural activity that exists outside everyday survival, only for the purpose of freedom and fun. However, a major element separates play from other leisure activities
play requires rules.

Play produces “games” or what RPG communities like to call “systems”, each of which has a set of rules, even the games of animals. Huzinga’s example is dogs playing at fighting, pretending to be furious. The dogs nip and mouth each other, but never bite to injure as they would in a real conflict. Even the play of puppies has unwritten rules that fall largely into the concept of “fairplay”, exactly the same concerns that dominate human play, including RPGs. RPGs though are a complex game, and have correspondingly complex sets of rules, including unspoken ones.

Rules come in more than one variety as well, especially in complex games. In RPGs we often focus on what I differentiate as “Mechanics”; rules that largely cover how events within the fiction of the game work. What dice we roll and what they mean when the system models a fight for example. Mechanics are almost always the primary focus of rule books, because without them it’s impossible to play the game at all, or at least it’s impossible to play as a distinct system, and that’s the goal of most designers: to share their distinct vision of play with others.

Yet there’s another sort of rules. Rules about why and how we play more generally that I will call “Procedure”. Procedures are a form of rules for outside of play itself, the rules for using the rules. While mechanics define why and what is happening in a game, procedures define how it happens at the table. Procedure is the way we, the players, do something in the game.

This is a somewhat loose definition, and there’s overlap between procedures and mechanics
edge cases where rules may be both, where they serve different purposes at different times, or where it’s hard to tell which category they fit in. However, the existence of troublesome borderline rules isn’t grounds to dismiss this entire distinction, because most of the time the distinction is intuitively obvious, and more importantly it’s useful. The distinction between mechanics and procedure allows one to look at games: rules, design principles, ethics, and cultures of play in a new way, viewing what might seem like eccentricities as necessary parts of the entire rules structure, interrogating them as potential elements of intentional design. However, even with this distinction in mind the relationship between how, what, and why in a rules-based system is complex, but this complexity isn’t just for RPGs or games, similar issues appear with all complex rules-based disciplines and there are applicable tools available for a better understanding of Procedure.

I am not adapting my definitions of procedure from Huizinga, or from the theory of games at all. Instead, to dig into the meaning of Procedure, I went to theory of another rules-based structure, an older and more fiercely contested space, with far more theory around the distinction between substantive and procedural rules—legal theory.

Proceduralism is a significant approach in the theory and practice of law, and especially American jurisprudence. This may feel like an odd leap, from law to games and back, but it’s not entirely my own, it's also Huizinga’s and he makes a compelling argument that the legal system shares many elements with a game or contest.

“The judicial contest is always subject to a system of restrictive rules which, quite apart from the limitations of time and place, set the lawsuit firmly and squarely in the domain of orderly, antithetical play. [...] The lawsuit can be regarded as a game of chance, a contest, or a verbal battle.”

- Homo Ludens

Wednesday, October 6, 2021

A STRUCTURE FOR CLASSIC EXPLORATION PROCEDURE


The Procedural 

Dungeon  Crawl

The “Procedural Dungeon Crawl” gets mentioned a lot on All Dead Generations” and many of the pieces here describe its theoretical underpinnings -- but what exactly is the Procedure in the Procedural Dungeon Crawl? Not “What is Procedure?” in some abstracted way, but specifically, what Procedure does one follow to produce a Turn of Classic Exploration play?

Below are two lists that breakdown how I would run a Turn of Exploration in both a Classical way (using OSE similar clones or 1981 Moldvay Basic [B/X] mechanics) and how I actually run my own games (using house ruled 1974 Dungeons and Dragons.) Both function just fine with the other rule set however (some movement distances are different, and by the book OD&D adds procedures for incidental traps that I omit because not every square foot of every dungeon has broken pit traps in it) as they are Procedure rather than mechanics.

Before I go into detail about how and why they work, here are the “Classical” and my own “Neo-Classical” (with plentiful ideas from other bloggers and designers) methods of running an Exploration Turn as I understand them:

CLASSICAL EXPLORATION PROCEDURE

TURN BEGINS
A. Referee calculates and Players note equipment and/or status changes due to passage of a 10 minutes.
B. Random Encounter Die Events are resolved. (Can Open Encounter Procedure).
C. Referee describes surroundings (Can open Encounter or Combat Procedure).
D. Players ask questions about surroundings or events and the Referee clarifies.
E. Players state actions.
F. Referee confirms player actions with clarification of any mechanics used.
G. Actions are resolved. Any movement is calculated.
H. Players note any status or equipment changes on Character Sheets.
I. Roll Random Encounter Die for next Turn.
TURN ENDS



NEO-CLASSICAL EXPLORATION PROCEDURE

TURN BEGINS
AA Referee describes surroundings (Can open Encounter or Combat Procedure) and applies Exploration Die results from the prior Turn.
BB. Exploration Die Events are resolved and noted. (Can Open Encounter Procedure)
CC. Players ask questions about surroundings or events and the Referee clarifies.
DD. Players state actions.
EE. Referee confirms player actions with clarification of any mechanics used.
FF. Actions are resolved.
GG. Players note any status or equipment changes on Character Sheets.
HH. Roll Exploration Die for next Turn.
TURN ENDS

Monday, July 26, 2021

Classic Vs. The Aesthetic

AESTHETICS


“Clewd the Fighter straps down his heavy heater shield and loosens his arming sword in its sheath, while behind him Sister Agata’s kneels, her mace resting on the flagstones and lips moving in a prayer to St. Cuth the Chastiser. The rest of the party stands behind: Rastar the wizard - impassive, Dougal the thief, picking his nails with a barbed knife, Blackleaf the elf, eyes unfocused thinking back to some riot of flowers or bloody skirmish in the forests of his home three hundred years before, and three stalwart hobilers in thick hauberks recruited from Fort Tribulation and wielding 12’ bec de corbins. The band is ready, and with a shout Clewd kicks open the rotten oak and rusted iron bands of the damp swollen door, bursting into another of the square stone cells beneath the ruins of Castle Doomeye.

Squealing goblins scatter for their crooked spears and rusting implements of war, surprised by the adventurers. In the guttering light of a torch held by one of the Fort Tribulation Stalwarts, the band sweeps through the humanoid’s lair. Black blood splatters, and the goblins fall to blade and bone crushing mace before they can organize resistance. Only Blackleaf can understand the subhumans’ cries for mercy, their gurgling mongrel tongue incomprehensible to the people of law and civilization, but Blackleaf delights in their terror, as his people and the teeming goblin filth have waged a war of annihilation for ten thousand years. In moments the chamber is still and the brave adventurers, inured to the stink of split bellies and ferric tang of blood, ransack the goblins’ corpses for a handful of copper trinkets and braided rat tails.

Dougal grunts, sniffing a dubious, yellowed goblin sausage before tossing it back onto one of the foe’s corpses and points to the damp swollen door on the other side of the room. Beyond the maze of dungeons and gray stone corridors continues, winding ever deeper. Shockingly regular and featureless, only a mad wizard could conceive of and construct such a place to conceal golden treasure and ancient sorcery.”

NOTE: THIS POST IS NOT ABOUT THE USE OF HUMANOIDS OR THE RACIALIZED OTHER IN DUNGEONS & DRAGONS. OBVIOUSLY GYGAXIAN VERNACULAR FANTASY IS STEEPED IN UNEXAMINED MID-CENTURY AMERICAN CULTURE AND ATTITUDES ABOUT RACE. ONE CAN'T CHANGE THIS BY DECLARING HUMANOIDS COSMICALLY EVIL, OR NOTING THAT D&D IS JUST A GAME, AND THE ISSUE PERSISTS OR EVEN WORSENS IN CURRENT EDITIONS WHICH REMOVE NUANCE AND MORAL DECISION WITH A TENDENCY TOWARDS COMBAT FOCUSED PLAY.
THIS POST IS ABOUT HOW AESTHETICS  (SETTING, PLAYER EXPECTATIONS, THEMES AND IMAGERY) INTERACT WITH MECHANICS AND DESIGN PRINCIPLES. 


Dungeons & Dragons has specific aesthetics, the most frequent a product of the particular vision and play style of its early pioneers, changed and complemented by the way their games evolved and refined through the art of early TSR publications, and in the half century since. The Mid-Western campaigns of Greyhawk and Blackmoor were a pastiche pulp Swords and Sorcery, Tolkien and wargaming ephemera. While the earliest art and description for Dungeons & Dragons is haphazard and fairly fantastical in nature, much of the late 1970’s Dungeon & Dragons art suggests a knowledge of and concern for historical arms and equipment. Especially in the work of some artists, characters are fully armored and wield a variety of authentic looking weapons. Gygax’s particular interests also push in this direction, with the increasingly detailed (and apocryphal) equipment lists of AD&D and his indulgence of an uneducated obsession in medieval weaponry. Gygax’s first editorial in Strategic review is an odd pseudo-historical (it was used by “primitive” and poor peoples) justification of why spears are ineffective in Chainmail while his second is a compilation of loving description and mechanical details for varied polearms that doubles the size of the Original Dungeons & Dragons weapon list.

I call this “Gygaxian Vernacular Fantasy” -- a bricolage of Tolkien, Conan and Osprey Publishing’s Medieval Warrior series full of dungeons, evil humanoids and +1 swords that is incredibly influential. The paragraphs of fiction above are an exaggeration of the form, emphisizing its retrograde and unexamined morality, and by now it should look quotidian. In the 1970’s it was novel, and useful for early Dungeons tying down the more fantastical elements of Swords & Sorcery with the details of medieval wargaming. It has been highly successful since, creating the basic understanding of "fantasy" seemingly worldwide. Yet, that very success has led to some of the present difficulties in writing for it or playing it.

Monday, December 17, 2018

What is a Dungeon Crawl?

The blinding blackness of the underworld held back only by the sputtering light of your candles, lanterns and torches -- dim points in a vast ocean of darkness. Dank stone walls close in the and the weight of earth and stone above grinds down on a maze of corridors, galleries, vaults, tombs, caverns and ancient fortresses.  You trespass in the domains of long extinct subterranean peoples - the histories of their underworld unclear or unknown, their wealth abandoned and unclaimed. The darkness is full of death, yet it draws fools and fortune hunters with whispered intimations of gold for the plundering, only to devour them -- the dead's monuments melted candle stubs and mummified corpses clad in rusted mail laying forgotten in dusty endless halls.

The Rakshasa - 1977, Dave Trampier
AD&D Monster Manual
This is the stereotypical setting for fantasy table-top games, the titular ‘dungeon'. Acknowledge for a moment that the ‘dungeon’ is an utterly bizarre conceit, a setting that has few if any corollaries in the real world, an expansive multi-level maze of tunnels and rooms beneath the earth filled with treasures and home to monsters. Despite the absurdity, there are plenty of ways to justify and visualize this classic setting in the context of fantasy world building.

Planning and running the exploration of such dungeon, or at least running it well, is a bit more complex than a fictional origin and a few evocative descriptions of stone corridors or caverns teeming with bats. Running a RPG in a dungeon setting requires an understanding of a play style that’s fallen out of favor or been set aside in recent years and editions, and benefits from mechanics and adventure design principles that can at first glance appear antiquated or burdensome. The earliest editions of Dungeons & Dragons were designed with a vast underground maze drawn on graph paper as the playing field, primary challenge, and largest, first, part of the setting: this is not true of more modern editions and adventures, including 5th Edition, which are designed with the idea of the adventure as a series of encounters which together create a story.

This difference in design is the first important element in running a dungeon crawl -- a dungeon is spatial environment, not a narrative one. There is little or no predetermined story. few events are designed or even expected to happen in a dungeon crawl campaign. The players characters tend to be less complex at the beginning then contemporary players may be used to and their motivations and personal backgrounds aren’t intended to be the source of future narrative. There are (often confusing) ways of talking about these conventions and how to play older editions that depend on gnomic phrases like: “Rulings not Rules” and “Heroic, not Superheroic” (both from Matt Finch’s excellent Quick Primer for Old School Games) ... they won't always help one understand older systems. Instead a larger framework is needed.  For me that framework is Proceduralism, the idea that dungeon crawl play depends on a set of often unwritten rules regarding how and when to apply the rules that determine success or failure in the fantasy world.

There is plenty to say about the interplay of mechanic, procedure, and table expectation that produce the Dungeon Crawl, but I also want to talk about how one might use a contemporary system to create a play style with some of the same elements and feel as that older style of adventure. Old School primers such as Finch’s may offer some ideas on ‘design principles’ and ‘game ethos’ (Ben Milton & Steve Lumpkin’s Principa Apocrypha is similarly interesting and more approachable source also available online), but without the ruleset to support them, cultural notes and a set of aspirational maxims will only go so far. This blog will try to note the distinctions between more contemporary play styles as well as considering if what sort of rule changes to 5th edition might make it better support "Dungeon Crawl” play.

WHAT IS A DUNGEON CRAWL?
Obviously a Dungeon Crawl is a setting, adventure, or part of an adventure where the characters spend the majority of the time exploring some kind of maze of rooms: a cave system, a buried city and hidden tomb or whatever else doesn’t stretch suspension of disbelief too far. Yet the dungeon need not be underground and it might not be a maze. An abandoned city is another traditional location which works well for Dungeon Crawl play and any location can function as a dungeon. Others have written about the nature of the dungeon more eloquently than me, but a definition of the dungeon that focuses on its mechanical elements and design principles should be more useful to the Referee then one that looks to its metaphysical purpose.

Interestingly, the first edition of Dungeons & Dragons has almost nothing to say about the existence or nature of the dungeon.  Though Underworld & Wilderness Adventures (booklet 3 of the 1974 edition) is about dungeon crawling, it doesn't explain much about what one is, choosing to immediately launches into peculiarities and specific rules regarding the exploration, lighting, and design of dungeons. The 'why' of the dungeon is assumed, even in the first edition of the Dungeon Masters Guide, Gygax assumes the dungeon is a known quantity and is far more interested in justifying and describing how one might play the game in non-dungeon environments: the wilderness, under the sea, on alternate planes of existence. The Guide spends pages and pages describing these environments, their fictional relationship and underpinnings, as well as the rules that make them mechanically different from the default environment of the dungeon--but it doesn't discuss dungeons very much.

The assumption of the dungeon as default setting is such an inevitability at the publication of the Dungeon Masters Guide, in 1978, that it's section on "THE ADVENTURE" (after an admonishment to draw a map) begins:

"Naturally, the initial adventuring in the campaign will be those in the small community and nearby underground maze."

- Dungeon Masters Guide (First Edition - 1979) Gary Gygax, pg. 47.

The idea of an underground maze filled with monsters, traps, and treasure is already so natural after four years of Dungeons & Dragons that it needs no explanation.  It's a central concept to Dungeons & Dragons, yet there is very little about how to run a game in one in the AD&D Dungeon Masters Guide (or Player's Handbook).

Even the sections that seek to aid new referees in running dungeon adventures are, much like those in the 1974 edition, short expositions of specific mechanics such as underground movement and searching speed. Rather then offer a theory of dungeons or how adventures in them work (something that the Guide does with wilderness and other types of adventure) Gygax provides the partially keyed map of a dungeon level beneath an old abbey along with examples of play. Examples are a great teaching tool, but they rarely address the foundational ideas and goals of a task. There are also some hints in the Appendices, including a large section on random dungeon generation, but Gygax's assumption that readers will already use and understand the underground maze as the chief location for adventure is absolute.

Little has improved today, though perhaps the knowledge that underpinned Gygax’s implacable assurance has withered. The 5th Edition Dungeon Masters Guide, while it's discussion of how to place Location Based adventures within the game is still limited, does a better job of encouraging their adoption, and notes a key conceit of the Dungeon Crawl that make it distinct.

"Within a dungeon, adventurers are constrained by walls and doors around them, but in the wilderness adventurers can travel in almost any direction they please. Therein lies the key difference between dungeon and wilderness: it's much easier to predict where the adventuring party might go in the dungeon because the options are limited- less so in the wilderness."

Where the 5th edition fails is that it doesn’t seem to understand what this limitation means. It doesn’t point out how the spatial limits of the dungeon work with mechanics that emphasize supply and randomized risk exploration.  It doesn't recognize that the dungeon emphasizes player navigation choices as it's limited but primary narrative or that it's goal is to elevate exploration to a coequal part or pillar of play. 5e’s advice on designing locations is limited to using them as backdrops for challenges, encounters, and longer external narratives that often depend on limiting player choice. Perhaps because of these omissions, the modern Guide seems reluctant to embrace the dungeon, despite a note that "Many of the greatest D&D adventures of all time are location-based. Creating a location-based adventure can be broken down into a number of steps."  Subsequent years and many published official adventures for 5E show that location based exploration really isn't the system's focus, or at least remains unsupported.

Old Games

Let’s talk about old tabletop roleplaying games - specifically the kind of games played in the 1980’s and recently depicted in the nostalgia driven Netflix series Stranger Things. I played a lot of Dungeons & Dragons in the 80’s - in basements on rainy days, or around kitchen tables when someone’s parents were out of town. I started playing it again in 2011 around my own kitchen table with fellow 30ish professional types out of a sense of nostalgia and then online with other fans, many of whom were also rediscovering the game after years of absence. We never really thought to play the new editions, just pulled a book (or in my case the 1979 white box set) from parents’ basements or the back of closets and started up again where we left off as teenagers.

Larry Elmore's cover from the 1983 Basic D&D Set
Only after exposure to the online classic gaming community and younger players who were more familiar with the 3rd and 4th editions of the game, World of Darkness, Pathfinder or other more modern games did I really realize how much Dungeons & Dragons had changed with its newer editions, and how much after the release of the 5th edition there was a resurgence of interest in tabletop roleplaying games. Still, I’ve been a bit shocked looking at the new adventures produced by Wizards of the Coast, the differences from the way that I learned to play and like to play are jarring. I’m don’t want to claim that all modern adventure design is bad, ineffective or leads to games that aren’t fun, but it’s often not where my personal interests lie, and there’s plenty of other people who are happy to offer advice on how to design, run and play modern style adventures. For me it’s enough to talk about how and why classic style games are designed and work the way they do and how to design, run and play them - both with older systems or mechanics, but also ideally with more current editions of the game.

To understand old games and the way they were played the first odd thing to grasp is a bit of information about the 1980’s - there was no meaningful internet. The Dungeons & Dragons community was limited to the players in one’s immediate community with a little input from the rules and modules, perusal of hobby magazines like Dragon and perhaps attendance at local conventions. For most players and GM’s running early editions of the game there was no one to teach them how to play or how the rules worked except for someone else who’d learned by word of mouth - maybe someone at a hobby shop, or an older more experienced player. Every old Dungeon’s & Dragon’s game is therefore using a set of house rules. The concept of Rules as Written wasn’t especially important and debates over rule inconsistencies were argued out a 1,000 times by 1,000’s of different groups of players with almost no chance of definitive clarification and no authority to appeal to. This atomization combined with the smaller amount of gaming material, lower amount of fantasy cultural references, and less refined rule sets made for a community whose first principle is creativity.

In that spirit, it’s important to understand that it’s your game, players and Game Master together. Any changes you make at your table will be better than what a distant author provides. Better for your game, because you are the people most intimately involved with it and will play for your own enjoyment. Be bold, change things and remember: whatever you do it will be an improvement on what’s provided here or in your rule books.


Old Games

Let’s talk about old tabletop roleplaying games - specifically the kind of games played in the 1980’s and recently depicted in the nostalgia...