Wednesday, May 7, 2025
Retrospective: Star Wars: The Roleplaying Game
Tuesday, May 7, 2024
Polyhedron: Issue #25
Tuesday, June 27, 2023
White Dwarf: Issue #79
This issue marks the first one featuring Paul Cockburn as editor. His inaugural editorial mentions that there will be still more changes in store for the magazine, though these will "come in bit by bit." Cockburn also notes that Citadel Miniatures would, from this point on, include "a small warning, intended to prevent figures being sold to that part of the public who might actually be harmed by lead content." He elaborates that there had recently been a Citadel ad in a magazine "aimed at a very young audience," which necessitated this warning. Maybe I'm just old and contrarian, but I felt a slight pang of sadness upon reading this. By 1986, the Old Days (and Old Ways) were already fading ...
"Open Box" takes a look at two related Palladium products, Teenage Mutant Ninja Turtles and Other Strangeness and its post-apocalyptic supplement, After the Bomb. Both products are positively reviewed, but the reviewer, Marcus L. Rowland, expresses a preference for the "present day setting of the original game," which he feels offers "more opportunities for plot development and diversity." Also reviewed is Secret Wars II for Marvel Super Heroes, which is judged "an awful lot better than Secret Wars I." Never having seen the original, it's not clear to me whether this is faint praise or not. Two Chaosium releases, Black Sword (for Stormbringer) and Terror from the Stars (for Call of Cthulhu) get positive reviews, as does West End's Ghostbusters. Acute Paranoia, a supplement for (naturally) Paranoia earns a more middling appraisal, largely due to its "disappointing" mini-scenarios.
"Where and Back Again" by Graham Staplehurst is one of the aforementioned bright spots of this issue. Dedicated to "Starting a Middle-earth Campaign," the article lays out all the decisions a referee looking to run a RPG campaign set in Tolkien's world must make. Staplehurst covers subjects like "style" (i.e. campaign frame), rules, and even source material. He also raises the question of how closely one might wish to hew to Middle-earth as described by the good professor and the consequences for choosing to deviate from that particular vision. It's a solid, thoughtful article on a topic that has long interested – and vexed – me.
Dave Langford's "Critical Mass" has only rarely been something I've enjoyed and this issue's installment does little to change my mind. More enjoyable (to me anyway) is his second contribution to the issue, an odd little article entitled "Play It Again, Frodo." Ostensibly, Langford's assignment is to demonstrate "how closely role-playing and literature are entwined" in order to help readers convince their "serious" friends that gaming isn't a silly hobby. He attempts to do this through a series of vignettes based around famous books or movies – Star Wars, Indiana Jones, Conan, The Lord of the Rings, etc. – where he postulates that events go other (and humorously) than how they do in the originals. The idea here is that roleplaying allows to do things "your way" rather than being bound by the dictates of an omnipotent author.
"20-20 Vision" by Alex Stewart reviews science fiction and fantasy movies. The bulk of this issue's column is devoted to the film, Highlander, in which "a medieval Scottish warrior with a French accent" is befriended by "Sean Connery's Glaswegian conquistador." Stewart calls the movie "a stylish, raucous and utterly preposterous D&D scenario transplanted bodily into contemporary New York." That's probably the most succinct (and amusing) way I've heard Highlander described and it does a good job, I think, of capturing the essence of its cheesy glory.
"All in the Mind" by Steven Palmer offers an alternate psionics system for use for AD&D. Palmer's system interests me for its relative simplicity – the article is only four pages long, as well as for its more flavorful elements. For example, there's a discussion of the heritability of psionic powers, as well as the inherent connection between twins. Neither of these elements plays a major role in his system, but the fact that they're mentioned at all is in stark contrast to the dreary, tedious treatment of psionics in the Players Handbook.
"Ghost Jackal Kill" by Graeme Davis is a Call of Cthulhu scenario that's presented as a prequel to The Statue of the Sorcerer, a Games Workshop CoC adventure. The scenario is set in San Francisco and involves not only the Hounds of Tindalos, one my favorite type of Mythos entities. It also features real-world historical figures, specifically the actress Theda Bara and writer Dashiell Hammett. Normally, I tend to be leery of the inclusion of such people in RPG adventures, but, in this case, I think it works, particularly Hammett, who did actually work as a detective for the Pinkertons and drew on those experiences for his fiction. In any case, it's a good, short scenario and another of the issue's stand-outs in my opinion.
"Think About It" by Phil Masters examines the purpose and use of the Intelligence score (or its equivalent) in roleplaying games. Because it's an overview of a large topic, it's necessarily brief in its examination, but it does a good job, I think, of presenting different options and approaches to handling Intelligence in RPGs. "'Eavy Metal" provides tips on converting miniature figures, along with some nice color photographs.
"Psi-Judges" by Carl Sargent – a name that would feature prominently on the covers of many RPG products throughout the late '80s and into the 1990s – is an expansion of Judge Dredd: The Roleplaying Game focused on, of course, psi-judges. Interestingly, it's equal parts a rules expansion and a roleplaying expansion. There's information on how to play a psi-judge in the game, alongside discussions of game balance and other matters. "Gobbledigook" and "Thrud the Barbarian" are still here, but I can't deny that I miss the presence of "The Travellers." The comic's absence really hits home to me just how much White Dwarf has changed from the days when I read (and enjoyed) it regularly.
One more week!
Tuesday, June 6, 2023
White Dwarf: Issue #77
Tuesday, May 16, 2023
Attention, Traitors!
West End's Paranoia is a roleplaying game of which I have many fond memories. It's also a game I haven't played in, literally, decades and doubt I'll ever play again. Part of that is that I no longer own a copy of the rules, but a bigger part is that I'm not at all sure how well a RPG like this would work in the present day. The real world is already so uncomfortably close to Paranoia's "darkly humorous future" at times that I wonder if it's even possible to satirize it effectively.
I understand that there's a new edition of the available through Mongoose Publishing, though I've not seen it and so can't speak to how effectively it translates the irreverent and subversive spirit of the original into the very different world of the 21st century. If anyone has any experience with it, I'd be curious to hear your thoughts on it.
Wednesday, May 3, 2023
Retrospective: Ghostbusters
I mention all of this because I think it's sometimes easy to forget, especially on the old school side of the hobby, that gamers have long been quite keen on playing around in fictional worlds originally created for mass media. Much as I valorize the inventive and often idiosyncratic settings unique to RPGs, I'm also a big fan of a couple of games that make use of licensed settings and think the hobby would be diminished without them. If nothing else, licensed roleplaying games can serve as a useful entrée to newcomers.
Though I suspect that Star Wars: The Roleplaying Game, released by West End Games in 1987, is the most well-known (and successful?) licensed RPG ever, at least some of its success depends on another West End RPG, released the year before: Ghostbusters. Subtitled, "A Frightfully Cheerful Roleplaying Game," Ghostbusters is an unexpectedly good game, boasting not just a good sense of humor, as you'd expect, but also a solid and easy to use set of rules. Looking at its designers – Sandy Petersen, Greg Stafford, and Lynn Willis – this should come as little surprise. What still surprises me, though, even after all these years, is that it was Ghostbusters that gave the world not just the core of the system later used to excellent effect in the aforementioned Star Wars RPG, but also gave it the now-ubiquitous dice pool method of resolving in-game actions.
Characters in Ghostbusters have four ability scores, called traits – Brains, Muscle, Moves, and Cool – that are each given a numerical rating representing the number of six-sided dice rolled when making use of that trait. Players can associate a talent with each trait. Talents are more or less skills, like brawl, convince, or parapsychology. When a character makes use of a talent, he gets an additional three dice to add to those already provided by his trait. Other things, like equipment, can add to the pool of dice a player rolls as well. The sum of any roll is then compared to a target number assigned by the referee (called the Ghostmaster), based on its difficulty, success equated with meeting or exceeding the assigned target number.
If you understood the foregoing description of Ghostbusters' game mechanics without any trouble, that's because they're now well-established and commonplace, but that wasn't the case in 1986, when the idea of dice pool was somewhat exotic, at least in the circles in which I moved. As I already mentioned, Star Wars borrowed and further developed this system, which is no surprise, given that the two games were both West End products. What's more remarkable, I think, is that games like Ars Magica, Vampire: The Masquerade (and its sequels), and Shadowrun all evince the direct or indirect influence of Ghostbusters, making its mechanics, along with those of Dungeons & Dragons and Basic Role-Playing, among the most enduring in the history of the hobby.
Ghostbusters included or popularized several other mechanical innovations, such as the use of "brownie points" with which a player could influence the result of dice rolls, potentially blunting some of their negative consequences. "Hero points" of this sort were nothing new by this point. However, Ghostbusters enabled a player to gain more brownie points for his character through good roleplaying and achieving his character's stated goals. I can't say for certain that nothing like this had ever been done before – I'm pretty sure it had been – but, at the time, I found it revelatory. At the opposite end of the scale, the game included the "ghost die," a special six-sider where the 6 was replaced with the Ghostbusters logo. The ghost die is used in every roll and any roll showing the logo indicates a negative consequence of some sort, even if the roll is otherwise successful. Again, it's old hat now; in 1986, though, this was genuinely innovative.
Another aspect of Ghostbusters that I think deserves special praise is its basic premise. Unlike some licensed RPGs, which assume the players will take on the roles of existing characters within the media property, Ghostbusters assumes the players will create their own Ghostbusters, who are franchisees of the original, New York-based Ghostbusters of the 1984 movie. The idea is that the player characters are the local Ghostbusters of their hometown and their adventures should reflect that fact. I think it's a great set-up and, even at the time, I felt that it was a good basis for making more Ghostbusters movies, with each one taking place in a new city with a new cast of characters.
I really enjoyed playing Ghostbusters when it was first released and still look back fondly on it. Sadly, I no longer have my copy and trying to replace it is prohibitively expensive. It's a very underrated RPG for one that is so well designed, influential, and fun. I wish it were more widely known and appreciated today.
Tuesday, February 14, 2023
White Dwarf: Issue #65
Thursday, September 1, 2011
The Ads of Dragon: Paranoia
Paranoia is a game about which I've written before. It's also a game for which I have many fond memories, despite some of my misgivings about what its appearance heralded for the hobby. On that point, I think it interesting that it appeared when it did. While I'm pretty sure that the 1984 release date was, in part, an attempt to play off its pop cultural associations to Orwell, I can't help but wonder if Paranoia is the kind of RPG that could only have been written a decade after the public dawn of the hobby. By that I mean that Paranoia is clearly the product of a mature/decadent and inward-focused hobby and would thus have been impossible to imagine much prior to this point in history.
That's why I can't shake the feeling that 1984 really does mark an important year for the hobby -- the high tide of its mass market faddishness, when designers and publishers alike began to realize that the future, such as it was, lay in selling more, different games to a shrinking market of hardcore devotees. Or maybe I'm just overthinking this, as I so often do ...
Wednesday, November 24, 2010
Retrospective: The Price of Freedom
1986 is usually well outside the timeframe of the gaming products I highlight in my weekly retrospectives, but I'm going to make an exception in the case of Greg Costikyan's The Price of Freedom. Published by a pre-Star Wars RPG West End Games, back when the company produced more wargames than roleplaying games (though it had released Costikyan's earlier effort, Paranoia, two years earlier), The Price of Freedom was a game of "roleplaying in occupied America," as its cover proclaimed. Its basic premise was that, thanks to the election of a "gutless" president and the USA's signing of agreements that prohibited the continuation of the Strategic Defense Initiative -- agreements by which the USSR of course did not itself abide -- the Soviets gain the military and political upper hand that enables them to launch a successful invasion and occupation of North America. Players take the role of individuals committed to fighting the Soviets and ending their reign of tyranny.Students of history will no doubt chime in that The Price of Freedom's premise was always a ridiculous one, particularly so in 1986, a year after Mikhail Gorbachev launched a series of wide-ranging initiatives intended to reform the policies of the USSR and a mere three years before the fall of the Berlin Wall. And, if you actually read The Price of Freedom, there's little doubt that Greg Costikyan didn't think its premise plausible either, but to fixate on its plausibility is to miss the point entirely. This is, after all, a game that includes a brief English-Russian phrasebook that includes the phrase, "I am not now, nor have I ever been, a member of the Republican Party." This isn't exactly a game that takes itself too seriously.
In an amusingly titled section of the rules called "A Note to Liberal Readers," Costikyan asks his readers to "think of the game as The Lord of the Rings meets William F. Buckley" -- in short a fantasy roleplaying game, but with an Evil Empire and "orcs" grounded at least partly in the real world. Costikyan goes on to say, "The question isn't whether or not such a terrible thing could happen, but whether or not you could enjoy pretending it has." My limited experience suggests that a lot of gamers could not bring themselves to do so. Indeed, I met many who seemed to believe that The Price of Freedom was deadly serious, a kind of right-wing fever dream given life as an RPG. How anyone familiar with Greg Costikyan's earlier work could think such a thing beggars the imagination, but there it is.
And that's a shame, because, like Paranoia, The Price of Freedom is actually a well-designed little game. System-wise, it's straightforward and (mostly) uncomplicated, using a 1D20 roll under an attribute or a skill. Characters also have Hero Points that can be spent in order to save a character from death or enable them to perform an action above and beyond what would normally be allowed (such as taking two actions in a single combat round). Hero Points can only be accrued through "heroic" actions, at the discretion of the Gamemaster. What's interesting is that the Player Book, which includes everything needed to play, is only 32 pages long and much of it is taken up with topics other than rules, such as information on the Soviet occupation and how to wage a guerrilla war. The Gamemaster Book is 64 pages long and less than half of its pagecount is devoted to rules. Instead, you get several sample scenarios, adventure hooks, and advice on creating and running a campaign.
The Price of Freedom is thus an object lesson in the virtues of concision. Granted, the focus of the game is quite narrow -- rebels against the Soviet empire -- but a great deal of ground is covered nonetheless. You really could run a successful campaign with nothing more than what's in this box, which, in addition to the two rulebooks, consisted of maps and counters for use in adjudicating large combats. After all, what's a game of righteous insurgency against the godless Commies without the opportunity to engage in mass battles? The Price of Freedom is a game that knows what it's about and provides you with all the tools you need to play many adventures based on its central premise.
But, ultimately, it's that very premise that wrecks the game for a lot of people. For whatever reason, they were unable or unwilling to use the overblown fears of Soviet aggression as a springboard for a different flavor of fantasy roleplaying. Consequently, I never had the chance to play The Price of Freedom back in the day. I don't imagine the situation would be even better nowadays. It's hard, in 2010, to really remember what it was like to unironically look on the Soviet Union as a modern-day Mordor and, for many gamers, the Cold War is about as intelligible as living in fear of Napoleon Bonaparte or the Spanish Inquisition. That's too bad, because I've long wanted to run a campaign about guerrillas warfare against an implacable foe, but I've never managed to find the right inspiration to do so. For someone of my generation, the USSR seems ready-made to fill a role that, at the moment, only extraterrestrials could conceivably occupy as well -- except that aliens probably won't have an anthem as strangely compelling as the Gosudarstvenniy Gimn SSSR. Ah well.
Wednesday, June 16, 2010
Retrospective: Paranoia
Paranoia was first released, appropriately enough in 1984. Set in a sealed habitat called Alpha Complex sometime in the future after a nuclear war has destroyed human civilization, the game centers on the missions of "troubleshooters" working on behalf of The Computer, an artificially intelligent machine that acts as lord and God of Alpha Complex, both maintaining it and protecting against enemies internal and external. Paranoia's central joke -- the game is, after all, a broad satire of the Cold War and then-contemporary culture -- is that The Computer is insane, having ordered human society within Alpha Complex into something humorously inhuman and who sees imaginary enemies everywhere, most especially from secret societies (such as "Commies") and mutants. Naturally, all player characters are both mutants and members of secret societies as well as troubleshooters, fostering an atmosphere of madcap secrecy and dissimulation that plays nicely into the game's central premise.Consequently, the missions on which the characters are sent by The Computer are often absurd, based on false premises and riddled with untruths, half-truths, and outright falsehoods, because the society of Alpha Complex largely functions by lies agreed upon. Thus, characters, as well as NPCs, must continue to say and do the "right" things, even when they know that those things are mistaken or incorrect, because, to do otherwise runs the risk of one's being denounced as a traitor and executed. And while Paranoia provides each character with six clones, thereby making it easy, both rules-wise and in the game's setting, to replace a dead character, self-preservation is nevertheless a prime motivation for many, if not most, characters, especially if it can be achieved at the expense of another character's own quest for the same.
It's here, I think, where a large fault line in Paranoia lies. Paranoia is an unambiguously "confrontational" game. Or perhaps it might be better better to call it "competitive." Regardless of the term used, the GM most definitely is out to get the player characters and player characters can advance by backstabbing their fellows. Now, those of who enjoyed Paranoia recognized this dynamic as all part of the fun and, given that Greg Costikyan was one the game's designers (along with Dan Gelber, Ken Rolston, and Eric Goldberg), I think it's safe to bet that this dynamic was intended, at least in part, as a commentary on the way many roleplayers enjoyed their hobby. However, not all gamers, then or now, find Paranoia's explicit encouragement of slapstick-riddled betrayal to be enjoyable. Indeed, I've known several roleplayers who considered Paranoia to represent everything they hate about the hobby and their fellow gamers.
Now, I've always had a soft spot for Paranoia, in part because it plays to my strengths as a referee. I'm good at creating quirky, possibly insane NPCs and portraying them in an amusing, if slightly sinister, fashion. Likewise, I have little difficulty switching between Three Stooges-esque hijinks and black humor, both of which are, in my opinion, essential to a good Paranoia game. Note that I didn't say "campaign." While there are rules in the game for improving one's character over many adventures, I can't recall ever using them. Likewise, though I've played the game many times over the last 25 years, I've never run anything more elaborate than extended one-shots with it. I'm not sure that Paranoia could be played over the course of many adventures, except in very special circumstances. Instead, like many humorous RPGs, I enjoy it most as a change of pace, a "palette cleanser" to be played between longer campaigns of a more "serious" sort.
Which reminds me: a note on "seriousness" seems in order here. Paranoia is a humorous game. On the face of it, you're not supposed to take any of it seriously and I think that attempts to play the game straight bleed some of the joy out of the game. At the same time, I don't think there's any question that, like all satires, its designers meant for its critiques and commentary to elicit thought and examination about the real world. The jokes here aren't all just pratfalls and Warner Brothers-style lunacy; they're intended to serve a purpose.
In my opinion, it's here, rather than in all the player vs. player and players vs. GM silliness, that Paranoia's biggest fault line lies. Many gamers -- and rightfully so -- don't want a RPG to be used a platform for political discussion (or diatribes), however thoughtful or amusingly presented. In the hands of an unskilled referee or one with a transparent agenda, I suspect Paranoia could prove a very unenjoyable experience for many players and that's the game's real Achilles heel. However, to eliminate the political/social satire would similarly drain away the much of the zany genius that makes the game so appealing to those of us who love it. It's a fine line, one that many referees simply cannot discern, making a good Paranoia adventure difficult to pull off. But in the hands of the right referee, it can be a thing of beauty.










