Fantastic Settings
The other day Starr picked up a book for me, one that I’ve been meaning to read for years: Carl Sagan’s The Demon-Haunted World: Science As a Candle In the Dark. I’m enjoying it, but he’s preaching to the choir, and I’ve not yet gained any new insights from the book. On the other hand, I also finally have a copy of tltrent‘s In the Serpent’s Coils waiting in line, and I’m looking forward to reading that one. In my opinion, “Young Adult” fantasy and science fiction is where much of the good stuff is happening right now. Say what you want about Harry Potter, but Sorcerer’s Stone was a better read than many of the transcribed D&D adventures that pass for fantasy novels these days.
Speaking of transcribed D&D, Gary Gygax’s recent death caused me to drag out some of the old adventures I’d saved since the mists of First Edition, with an eye to running them again. In particular, I’m looking at the old S-series: “Tomb of Horrors”, “White Plume Mountain”, and “Expedition to the Barrier Peaks” (a particular favorite).
Now, I know these were convention tournament modules, but I was struck by the lack of role-playing, or even much of a plot besides “collect loot and survive to the end”. The adventures are full of unfair puzzles, insta-deaths, and places where the GM will have to do some blatant railroading if the party’s not going to wipe (no running back from the graveyard to rez!)
If I were to run them now, and the basic concepts are juicy enough to make the idea interesting, I’d have to do some major re-writing for my audience. I’d want map revisions, monster changes, and some serious story integration. It wouldn’t be a trivial task, even discounting the problem that the adventures were designed for experienced First Edition AD&D characters. What game system do I want to use – a D&D version, Earthdawn, Herc & Xena, an alternate-universe Shadowrun? (And in most of those cases, which edition?)
Yeah. This is kinda turning into a campaign, which is too bad; I’m not sure I can spare the time right now, fun as it sounds. The urge to run “Barrier Peaks” near Roswell using the Deadlands setting may have to wait.
Addendum: The sentence “the chest contains 10,000 gold pieces” was obviously written by someone who had never counted out 10,000 quarters, say, and then tried to carry them around for any length of time.
Three decades of playing roles
I’m pretty sure I began playing Dungeons & Dragons around 1978 – after Star Wars but before Star Trek: The Motion Picture. I vaguely recall hearing about it from school friends, but have a clear memory of sitting in a sickbed opening the box my mom had purchased for me. The game came with cardboard chits you were supposed to shake in a cup for random rolls, but there was a dice accessory available that she got me soon after: 5 Platonic solids of very very cheap plastic. The 20-sided die was marked 1-10 (0, really) twice: you had to mark half the faces with a colored Sharpie to know which ones were 11-20.
And thus began a minor addiction…
Never deal with a Dreadlord
Just watched Unlimited Escapism, Vol. 0, by “Baron Soosdon”. 14 minutes of wild visuals and trance music… nicely soothing on a Woden’s Day evening.
This image of Petite Nikita, however, made me want to run a Shadowrun (2nd ed.) game set in a highly-technological future of Azeroth…
I doubt that anyone would be thrilled to find that their back-alley street doc was an undead Forsaken 🙂
Sixth World v4
So FanPro is going to release Shadowrun 4th Ed. in August. Since I never got around to getting much for 3rd Ed., this isn’t as painful to my wallet as it might be; and I’m not the type to go all “end-of-the-world” just because a game company changes a game I like.
Some notes from their blurb:
* The core mechanics are completely revised to be simpler and more streamlined for quicker, easier and more consistent play.
* Matrix 2.0! An all-new level of wireless “augmented reality” overlays the real world, unleashing hackers to be mobile digital wizards.
* The year is 2070 five years since the System Failure took down the old Matrix, nine years since the passing of the comet unleashed wild and unexplained magic in the world. The Sixth World has changed. Some of the players are familiar, but there are new faces – and new forces – at work in the shadows.
* Complete rules and world information in one volume playable the day you buy the book!
Simpler core mechanics? Uh-oh. After the oopses in 1st Ed., Shadowrun’s core mechanic became pretty dang easy. Simple enough to run fast, just complex enough to easily simulate various challenges and results. This seems a lot like fixing something that wasn’t broken.
IMHO, major Matrix changes have been desperately needed since 1st Ed. Deckers have never functioned well as part of their character groups, and the system bore little resemblance to any sane method for using computers. The Matrix has also suffered from the SF problem of reality quickly surpassing technologies proposed for six decades from now. A re-work is a great idea.
The Matrix goes down? I would think that in the mid-21st century, that would be just short of apocalyptic for world civilization. I mean, imagine today’s turmoil if every means of electronic communication failed for a few days… OTOH, major changes to a game world can be good for it sometimes, allowing new players to jump in and long-term players to get interested again.
One-book gaming: this is part of what sold me the original Shadowrun, back in the day. It helped sell me Paranoia XP, as well. I hate that if I want to buy any d20 game, I have to own a few 3.5th Ed. D&D books first. Good for FanPro!
I’ll buy it, I know I will. But as always, when I GM, I reserve the right to throw out the bits I don’t like.