Brancalonia: D&D Meets a Lighter-Hearted Blades in the Dark

Those of you who’ve been with me for a while know that I’m not a big fan of the systems used for D&D. The older and wiser I get, and the more I come to understand game design, the more I see the justification for the choices the system makes. It seems that a lot of times, my upset with the design choices are amplified by traditional (mis-)interpretations of the intent of those systems. At the end of the day, D&D is a game people love, and there’s nothing wrong with preferring that system over others. For me, though, I prefer my games a little harsher and grittier, and while I think D&D should best be considered a toolkit along the lines of Fate or Cortex (certainly not marketed that way but treated that way by DMs by long tradition), I find that it would take as much or more work to kitbash D&D into something approximating what I want as to design a system particular to my tastes. In fact, a few weeks ago I got some of my gaming friends together in our first post-vaccination meet-up to discuss putting together a fantasy game using highly-modified D&D rules (for all my complaints about the system, I listen to actual play podcasts and get a desire to play all the same). Instead of spending a lot of time discussing changes and systems, as I’d expected, we relatively quickly came to the decision that they’d (and I don’t disagree) that I devote my time to setting and system for Avar Narn and that they help playtest rules.

That’s a long walk to the real beginning of this post, mostly to explain that I don’t usually review or spend a lot of time on D&D-related books or systems as part of the blog. Brancalonia, though, is just that captivating.

Brancalonia is a setting (with rules modules) for 5e D&D, taking place in a “spaghetti fantasy” version of late-medieval/early modern Italy. Those of you who know my background understand that my interest is immediately piqued. Even without my deep love for the Renaissance in Italy, a mashup of fantasy and the spaghetti western genres sounds like two great tastes that taste great together. In execution, the “western” influence gives way more to the Renaissance themes of misrule, the Commedia Dell’Arte, and the best parts of early-modern humor. The fantasy is low without being gritty (think of a greasier, sleazier, ne’er-do-well with a heart of gold sort of vibe).

The mechanics of the system accomplish this in several ways. First, the restriction of characters to level 6 (a common change to evoke “low” fantasy in D&D without much fuss), though there are character advances that may continue to occur after hitting maximum level. Second, the inclusion of subclasses that evoke the feel of the setting without requiring massive overhauls of the core D&D classes. Third, a bevy of rules additions (more than modifications) that reinforce the feeling of Brancalonia. Short rests are changed to a full night and long rests to a week in line with the suggested rules modification in the Dungeon Master’s Guide. The long rest is then incorporated into a downtime “Rollick” system.

Other rules include a system for Brawls (a non-lethal combat type indicative of both semi-good-natured contests between rivals and conflicts between criminals who know that drawing steel changes the context of the fight into something of interest to the authorities–to say nothing of lethality), methods for tracking characters’ bounties for their misdeeds (and the potential consequences thereof), the aforementioned “Rollick” system and rules for relationships to the characters’ band and company as well as an upgradable hideout. The standard D&D economy is changed not by complex changes to numbers in costs but by the vast lowering of the amount of gold characters are likely to have at any given time, limitations on magic items, a system for squandering winnings (reminiscent of Barbarians of Lemuria) and rules for “shoddy” equipment–what the characters will most often be using.

I make mention of Blades in the Dark in the title of this review not simply because it’s the previous game I reviewed, but because the systems in Brancalonia remind me of a (lighter) version of Blades in the Dark crew rules. Rather than managing the relationships between rival gangs as in BitD, the Knaves of Brancalonia are “Bounty Brothers” more often than deadly rivals. But the game does follow the same sort of job–downtime–job cycle as BitD, with a simple but perhaps more formalized system for managing the group’s hideout and its available amenities (described as Grandluxuries). The jobs set to a group of Knaves is implied to be a little more varied, both in context and geography, than the heists of Doskvol.

Also like BitD, characters regularly engage in their vices during downtime in Brancalonia, though the results in the latter are more often amusingly complicating than the self-destruction of the former. The best summary of the relationship between the two, I think is that Brancalonia takes itself less seriously, creating a picaresque tale of rowdy louts rather than a depressing story about desperate criminals.

Some notes about the writing itself: the game was originally written in Italian, and I get the feeling (or make the assumption) that part of the mastery of the feel of the setting is the immersion of the writers in both Italian culture and European history in ways that a Yank like myself can only dream of. The translation into English leaves a text that is clear and easy-to-understand–as well as very well-written. The book could have used some more editing, but the issues I find are typically minor mispellings and particularly the omission of certain letters in words (including within chapter titles!). Still, I found nothing that endangered comprehension or that reasonably compared with the first released draft of the latest Shadowrun rules.

I really can’t over-emphasize how well-written the setting material is. Not only from the standpoint of well-constructed and stylistically-impressive sentences, but also of language that evokes the feel the setting aspires to. I imagine both the original writers (the team of Epic Party Games) and the translator (Sarah Jane Webb) are to be commended for this feat. To boot, the artwork is amazing and highly evocative. I daresay that it’s worth the price of admission alone.

I must admit a certain forlorn agreement with all of the “What our party thinks it is/What our party actually is” memes when I see them, and herein lies another strength of Brancalonia–its tone is that sort of light-hearted foolishness often achieved by players of fantasy RPGs to begin with, so what may be considered a falling-short of the transcendent heights of “great roleplaying” in other conditions is right in with the theme and style of the game in Brancalonia. This alone is a huge strength.

If you’re a less-experienced GM looking for the style of BitD in an easy-to-run system, or a group who couldn’t care less about roleplaying as “Art” so long as everyone is having fun (always the first principle of committing free time to an RPG, I think, even if you want to make “Art” as well), a group looking for a grittier but light-hearted D&D setting, a new gamer wanting to learn to play RPGs, an aspiring designer looking for an excellent example of setting writing (rather than excellent worldbuilding–it may be that, too, but there’s so much material to draw on to create the setting that I’m not sure that it deserves that categorization), or a veteran gamer looking to do something decidedly fun and different, Bracalonia is definitely worth checking out.

Is it just me, or are we in something of a golden age for Italian game designers? I think of The One Ring as well and expect we’ll see more games of note from this group of designers as well.

Post-Run Thoughts on Shadowrun 6th Edition

A ways back, when I did my set of posts on Shadowrun characters, I promised that I’d be doing a system review in the near future. I’m not sure that this qualifies, formally speaking, as a review, but I am going to share what I think about the system after having run a few sessions now.

As you might have gathered, I was excited about the 6th Edition system when it first appeared. I like the idea of Edge as something more like Fate points and, in theory, that it supplants the need for the endless lists of modifiers in previous editions of Shadowrun. I was much more forgiving than most about other complaints about the system–and particularly the problems with the first printing of the rulebook. A lot of that, really, is likely due to the fact that I got my copy in PDF, which had already been updated with errata by the time I read it, coupled with the fact that my familiarity with Shadowrun lead me to naturally assume things that were not originally included in the rulebook–things like how much Essence you start with.

Character creation is more or less what you remember being from 3rd, 4th or 5th editions with the Priority System and some amount of Karma to round things out (IIRC, more Karma than was standard in previous editions. I have developed some gripes with character creation and advancement, though.

First, I’ve noticed what I think are some balance issues in the Priority Table. Because spells cheap in Karma cost and the Adjustment Points granted by the Metatype selection on the Priority can be used to increase your Magic reason, there’s actually very little reason to choose the higher-tier selections for Magic use compared to selecting a lower tier, using your adjustment points to increase Magic, your Karma to buy some extra spells, and having more Skill and Attribute Points.

Second, I personally think that there’s too much of a gap between the tiers for Skills and Attributes–I’m not sure that you can really create a viable character if you chose Priority E for skills or Attributes.

With the amount of Karma available at chargen, it also strikes me that Physical Adepts may be more powerful than characters augged for a similar role. As an Adept, you can take three levels of Initiation, take extra Power Points at each level, and start with nine Power Points.

These balance issues would likely be resolved by using an entirely Karma-based character creation system with some limits on how much Karma can be spent where and how.

But that leads to another issue–Attributes and Skills cost the same amount of Karma to increase, and the value of some Attributes over others doesn’t necessarily give parity. Agility, for instance, applies to a lot more skills than most of the other Attributes. And, given that raising an Attribute–any Attribute, I think–increases your effective rating in more than one skill, this is problematic.

Character generation is one thing, and the more I look at it, the more the shiny new facade falls away, revealing cracks in the plaster underneath. The more damning issue, though, is that while the new use of Edge is a great idea in theory, it doesn’t really simplify things in play very well.

Now, instead of tracking lots of little modifiers, I have to track different pools of Edge, make sure I’m distributing Edge (as appropriate, without sufficient guidance from the rulebook), make sure my players are tracking and spending Edge, and keep in mind all of the different basic Edge spends and special Edge actions available. The worst part though, is how unnatural the system feels in play. With Fate or Cortex Plus/Prime, the economy and use of points is relatively straightforward and intuitive after a short time playing. Here, though, I’m supposed to hand out Edge points when using a dice pool modifier feels more appropriate and then use those Edge points at a later time–when it may not really feel appropriate or connected. Worse, I’m not sure it really simplifies much. Sure, I don’t need to track how many rounds were fired in the last turn to calculate a recoil modifier for this turn, but a simplification of the amount and types of modifiers or the use of an advantage/disadvantage system would do much more with less.

There are other places where the attempt at a more narrative approach to Shadowrun feels less than fully-realized. Spells are a huge example here. SR6 attempts to simplify spells somewhat by adding some variables that can be applied to spells rather than required the choice of a Force Level (such as expanding AoE or adding additional damage). But that system could be used to require so many fewer spells and give sorcerers so much more flexibility and the opportunity is lost. A few examples: (1) allow the caster to modify the base spell to touch or area of effect and eliminate the need for different spells with the same general effect but different minor parameters; (2) allow the caster to modify Illusion spells to affect technology rather than having two separate spells; (3) Allow the caster to add on the additional Heal spell effects rather than making her use spell selections for six different minor variations.

This is the second time recently I’ve come across a system that I think I like on reading but don’t in practice–the previous being the new edition of 7th Sea, where I find the core mechanic more limiting and cumbersome than freeing. I guess that that means that designers are taking more risks to push mechanics in new directions than has perhaps been the case in the past, but with mixed results for major titles. I see some influence from Dogs in the Vineyard in 7th Sea, the former being a game I love from a design perspective but would probably never run. But, as a smaller title, the price of admission easily covers exposure to the innovative mechanic, whereas the greatly heightened production value of 7th Sea means a much higher buy-in. That’s a discussion for a different time.

In running the past few sessions of Shadowrun, I’ve admittedly been ignoring much of the RAW, using dice pool modifiers when it seems more appropriate, simplifying hacking rolls, etc. I don’t think that, as a GM and within the art of running a game, that there’s anything wrong with that so long as what’s being done is consistent and allows the character stats to have comparable effect on results as they would using RAW. But that’s not a good sign in terms of game design, and I’m finding myself sorely tempted to go back to Fate or Cortex to run the game. Alas, I can foresee the groans from my players at the lost time in learning and going through SR6 chargen only to change to a simpler system a few games in, so I’m not sure I’ll try to make that sale.

Without getting overly technical or formal in reviewing the system, what I’m finding is (for me personally, your style of running games may achieve a completely different result) that the system is encumbering my running of the game more than facilitating it, giving me too many mechanics when I want fewer, and not enough when I could use a little more. As much as I’d like to continue liking the SR6 system, at the end of the day, I’m not sure that there’s a worse conclusion I can come to.

As I’ve hinted at in other posts, I’m really not a fan of D&D, because it doesn’t lend itself to the types and styles of games I like to play. But it’s well-loved because, despite its relative complexity (and I think it’s fair to say it’s really middle of the road as far as that goes), it supports a certain type of gameplay and approach. I’d argue that the OSR has so much support for exactly the same reason, though that approach is somewhat different from D&D 5e and at least partially stoked by nostalgia.

Shadowrun remains one of my favorite RPG settings, so I’ll probably continue to buy the books to keep up with setting material, but that doesn’t mean I’ll feel great about doing so.

Can I make SR6 work for a long campaign? Yes; yes I can. Will I feel like I’m fighting with the system all the way through? Probably.

 

 

Pre-Review: Shadowrun 6th Edition (Beginner’s Box)

In this short review, I’m going to focus mainly on changes in the Sixth Edition of Shadowrun (as they are explained in the Beginner’s Box) to earlier additions. I’ll do a full review when I get my grubby hands on the main rulebook in early-to-mid-August with the rest of the plebs.

The info on the tin says that the Sixth Edition is a “streamlined” version of Shadowrun, and the Quick-Start rules in the Beginner’s Box bear this out. Those familiar with Shadowrun will see much carried over from previous editions: rolls are generally Attribute + Skill to form a dice pool of d6s, 5s and 6s are “hits” which are compared to the Threshold in a simple test or the hits generated by the opposing person/object in an opposed test. Rolling more 1s than half the dice pool remains a “glitch,” and something bad happens.

The first change you’ll encounter in the new rules (in their simplified form in the Quick-Start) is how Edge is used. Each character still has an Edge attribute and starts each scene with a number of Edge points equal to the attribute. In contrast to earlier editions, Edge flows much more freely now and is expected to be spent more like the Plot Points of Fate. Mechanical effects can be chosen by spending between 1 and 5 Edge points, and the expenditure of 5 Edge points, with GM permission, can even be used to “Create a Special Effect,” much giving the player agency to add a new fact, event, or trait to the scene at hand–essentially an interposition into the narrative itself (again, much like Fate).

This new Edge system, at least based upon the Quick-Start, seems designed to take the place of large lists of modifiers to rolls seen in earlier editions. Edge is awarded when one character is on the better end of a large discrepancy between Attack and Defense Ratings, when the situation gives the character an advantage over others (low-light vision in a darkened room, for instance), or when the GM awards Edge for good roleplaying decisions (based on the wording it’s unclear whether they mean this as a “reward” for playing the character well or for creativity in approaching problems or both). The Quick-Start does not include any lists of modifiers to combat rolls (recoil, lighting, distance, etc.), giving the impression that Edge is to be awarded in lieu of having to track lots of numbers. If this bears out in the full ruleset, I think that this is an excellent idea, basically (in my mind, at least) taking a cue from more narratively-focused systems to streamline the mechanics.

Another big change I appreciate (if I’m reading the rules correctly) is to how initiative enhancement works. In previous editions, those characters with Adept Powers, Wired Reflexes or the like took additional turns in a Combat Round, meaning that they essentially were multiple times faster in all aspects than unaugmented characters. This created an impression that characters intended to have a lead roll in combat situations had to have initiative enhancement. The Quick-Start rules give everyone a single turn in a Combat Round. A character gets one Major Action, one Minor Action, and an additional Minor Action for each Initiative Die the character has. So, most characters will have one Major Action and two Minor Actions per turn, with (if the numbers for initiative enhancement translate) at most five Minor Actions. Four Minor Actions may be exchanged for an additional Major Action. This means that the most augmented characters will (at extensive cost in nuyen and Essence, presumably) be able to make two attacks in a turn at a maximum. This is a much better balance (in my opinion), make characters without augmentation much more viable in combat, and is probably how I’d run things even if the Core Book changes this.

Attacks remain opposed rolls similar to previous editions. The “Soak” roll following a defender losing the opposed roll remains as well, and I wish we’d seen some additional streamlining here by using a flat deduction from damage.

Although the Quick-Start rules contain no modifiers for recoil (or recoil compensation)–and I don’t expect the Core Book to either if I’m understanding the design philosophy correctly, it does retain Fire Modes–Single Shots, Semi-Auto (two rounds fired) and Bursts. A Single Shot does not modify the base rules, while Semi-Auto trades dice from the Attack Rating (for determining Edge, not from the Attack Roll) for additional damage and Burst Fire allows you to do the same or to split your pool between two targets (as if you’d fired at both in Semi-Auto). This maintains tactical options without resort to the dizzying amount of potential modifiers we Shadowrunners are used to.

Matrix and Rigging rules are, necessarily, simplified in the Quick-Start, but the Matrix rules look like they have become much more task-focused rather than the complexity of placing marks and then resorting to all other manner of shenanigans to achieve effects. GOD is still in control (of the Matrix). The result is a simplified system allowing a more seemless move back-and-forth between meatspace team members and deckers/hackers/technomancers. Shadowrun has needed this approach for a very long time, though it remains possible that the Core Book complexifies things and mucks it all up.

Riggers get two pages of rules, mostly some quick notes about which Attributes to use when “jumped-in” and some brief vehicle rules. The attention to “Meters per Combat Round” for vehicle distance seems a relic of former rulesets entirely unnecessary to this approach, but your mileage may vary.

Only sorcery is treated in the Magic rules here; the rules seem to have been streamlined here as well. The greater part of spell mechanics are now determined by the category of spell (retaining the standard categories of Combat, Detection, Illusion, Health and Manipulation), with individual spells now differing in smaller details (area of effect, target type, etc.). Drain remains a separate roll from casting (which again, I would have preferred to see streamlined out).

So far, so good–while I have some nitpicks and places I’ll likely houserule to further streamline (and it’s likely that I’ll want to use this ruleset), I think the design philosophy has by and large gone in the right direction.

What remains to be seen, of course, is the complexity of character creation, particularly in how augmentations (cybernetic, bioware or adept powers) and resources such as nuyen and contacts are worked out. Based on the weapons and decks described by the Quick-Start, the customization options for gear have been simplified in favor of ease of use, and the Edge system also seems to indicate that the details of what certain augmentations do will be left to the provision of Edge rather than factoring in tons of modifiers. I’d very much like to see character creation that no longer takes hours to do correctly. While I must admit that I find character creation in earlier Shadowrun editions an amusing exercise for its own sake, for actually running games a much-abbreviated design process is a must.

My understanding is that we’re about two weeks out from the release of the Core Rulebook, so expect a full review shortly after that!

Nootropics for Writers

Disclaimer: I am not a doctor; this post is not intended to be medical or nutritional advice. It is only a description of some of my own experiences. “Dietary supplements” like the ones discussed herein are insufficiently regulated by the Food and Drug Administration or other agencies and there are no serious standards for the protection of consumers or for claims made by manufacturers. I highly recommend that you consult with medical professionals before making a decision to use any supplement, chemical or “herbal treatment.” Proceed at your own risk.

I don’t, as a rule, take drugs that are not prescribed for me or available over-the-counter for the short-term remedy of mild conditions. As I’ve expressed elsewhere on this blog, I suffer from clinical depression due to a chemical imbalance in my brain. It is well controlled under my current pharmaceutical regimen, and I have no desire to threaten that careful balance. I have never used an illegal substance and have no desire to start. I don’t smoke.

That said, if you tell me there’s a way to make myself a more productive writer, you can bet I’m going to investigate. While I’m passionate about writing, my brain tends to work in short bursts rather than long slogs and I personally find that much-vaunted “flow state” elusive more often than not.

As a writer of speculative fiction (mostly fantasy but with an interest in science fiction as well), I happened to come across the idea of “nootropics” while doing research into ideas and theories about human enhancement.

As best I can tell, there is a subculture evolving, partially an overlap with the more general “maker” and “biohacker” subcultures, devoted to the use of nootropics. You will find myriad sites and forums where advocates compare their personal “stacks.”

It starts with something we are all experientially aware of: some substances seem to have positive cognitive effects when administered in proper (and safe) doses. Caffeine is the most common and widely used of these substances, it seems, and it is in fact a part of most nootropic “stacks.”

The lists of nootropics is relatively long, ranging from things like gingko biloba to hardcore prescription-strength drugs like modafinil–a military-grade amphetamine alternative. Some of the substances touted for nootropic qualities act individually, while others supposedly provide greater effects when combined with other nootropics.

Most of those experimenting with nootropics (and I think it’s still safe to say that all nootropic usage is experimental at present given the lack of strong scientific support for usage or for most of the substances put forward) develop a “stack.” The “stack” consists of a collection of nootropics to be taken together, in hopes of maximizing effect.

For those who would rather not compile information and develop a stack for themselves, there are several commercially-available stacks such as Qualia.

Because I am not recommending that anyone use these substances, I’m not going to detail the particular ones I used to develop a stack for myself to see if there was anything to this whole idea.

But I will report my experiences. Over a handful of trials of the same stack (spread out over time–none of the substances in my stack, with the exception perhaps of caffeine are supposed to be addictive, but I’m trying to stay on the side of caution), I have experienced greater focus and even what I’d call “flow state.”

I would describe the most immediate effect I experienced as increased focus combined with maintained situational awareness. This is an odd sensation, but not unpleasant. While writing after using nootropics, I did experience increased word counts (as a measure of productivity) and longer periods over which I could sit and focus on writing, which is different from my typical experiences. So, yes, I did experience what I would call noticeable improvement in cognitive function, particularly for the purpose of writing productivity.

HOWEVER, I have a number of reservations as well. First, I cannot be sure that what I experienced is anything more than a placebo effect. My evaluation is, after all, entirely subjective. Further, I cannot be sure that nootropics were the direct cause of the increased productivity–I’ve been simultaneously and very consciously working on developing my writing focus and discipline. In an age of constant-partial attention, I’m not unconvinced that my difficulties writing for long periods of time or focusing for extended writing sessions are a matter of bad habits rather than chemical brain-states. Along with this, I have to question whether there are better–non chemically-dependent–measures for the achievement of the same effect. Is it possible that meditation, mindfulness exercises, actual exercise and other means could be used to do the same thing? I don’t know for sure, but I have a suspicion that the answer is “yes.” After all, the brain is a highly sophisticated organ, one which we do not understand nearly as well as we’d like to think in this information age. I think it’s probable, likely even, that there are natural ways of tapping into the body’s and brain’s natural ability to increase focus and creativity that do not rely upon the introduction of foreign substances to them.

So, if the question begged by this post is “do nootropics help writers to write?” then the definitive answer I can give is “maybe.” While I did experience some effects in productivity (going from writing about 1500 words in a sitting to writing 2500), I can’t be sure of causation in any logical or scientific way. And I can report that there are times when I naturally match the productivity I experienced without the need for a collection of horsepill-sized supplements. Further, there is no good information on the long-term effects of nootropics, and that alone should be concerning.

Given my lack of medical background, I’m not qualified to make a recommendation about the use of nootropics. Even though I personally experienced perceived cognitive enhancement through their use, I’d highly recommend that other strategies–development of habits, regular exercise, a routine where writing occurs at the time you naturally feel most creative and focused, careful curation of the writing space to be inspiring and free from distraction, etc.–be implemented before even considering nootropics as an aid to the writer’s craft.

When it comes down to it, we all want something for nothing. We writers all want some panacea, some magic trick that makes us brilliant authors without having to face difficulties. Combine that with the myth of the suffering artist, that we must either be crazy or despairing to be creative, and its easy to see why nootropics might be an enticing idea for the aspiring writer.

But the struggle with the craft, the wrestling with turning images, thoughts, ideas and emotions into words of power on a page, therein lies the true magic of the craft. For that, there are no shortcuts, no miracle drugs, no ways but the hard way. And at the end of the day, isn’t that one of the reasons we feel so driven to do it?

200 for 200

WordPress tells me that, in the roughly two-and-a-half years since I started this blog, I’ve posted 182 posts (this will be 183). Considering my goal has been a minimum of one post a week (even though sometimes posts come in bursts following periods of silence rather than on a regular schedule), I’m pretty proud of that.

But I aspire to more, so I’m setting a goal for myself, one with which I very much need your help! Here it is: I want to have 200 followers through WordPress by the time I hit 200 posts. I currently have 137 WordPress followers, so that’s 63 new followers in the next 17 posts.

If you like what I do here and want to help me reach a wider audience (and perhaps be motivated to do even more), here’s what you can do: (1) invite your friends and followers to come take a look at the blog and follow if they like what they see; (2) repost your favorite posts from this blog on your blog; (3) “like” articles and posts that you, well, like; (4) comment on posts; (5) send me a message about what you like (or don’t) and what you’d like to see more of; (6) generally tell your friends.

Here’s what you can expect to see in some of those next 17 posts: at least two new theology posts I’m working on, one of which is called “Is God’s Will General or Specific?” and the other of which is titled “Jesus’ Anti-Apocalyptic Message;” a review of Wrath & Glory RPG; some preliminary notes on the Dark Inheritence 40K Campaign I’m currently writing; some more notes on the development of Avar Narn RPG; at least one Avar Narn short story.

That certainly doesn’t cover 17 posts, so I’m free to take some suggestions or requests.

All it takes is clicking a few buttons to help me reach more people; please take a little time to spread the word!

Red Dead Redemption 2 Review: Your Own Private WestWorld

I ride up to the crest of a hill, my trusty mare stamping at the earth as we come to a stop. Across the valley (modeled after Colorado, it seems), a stagecoach pulls into view, rolling down the deep ruts of a well-traveled road, unaware of the danger that awaits it.

I check my pocket watch. It’s right on time, like my informant at the train station promised. Through binoculars, I can see two men riding atop the wagon, one driver, one riding shotgun. A few riders flank the vehicle, rifles in hand.

Nothing too serious. With the right tool, I’ll make quick work of the guards and the driver. If my lock-breaker won’t do the trick, a well-placed stick of dynamite will open the strongbox that holds my reward. I just need my lever-action rifle to kick things off, the one I’ve customized with dark wood covered in dark leather, black metal accented with gold engraving.

Unfortunately, I have to open up a menu and scroll through more than a dozen longarms to get what I’m looking for. It’s a game, so maybe I could live with that, but I’m tacitly asked by to ignore the massive hammerspace my horse must have in the invisible quantum field that surrounds my saddle. Having to choose what to take with me when I leave camp would have been far more interesting.

That’s been my experience of the game in the (frankly embarrassing) amount of time I’ve spent on it. Things seem great until the game’s systems ruin the immersion with rigid, often-nonsensical responses.

On an HD TV and and Xbox One X, the game is stunningly beautiful–except for the people. Their expressions are just a bit much, their faces waxen and on the wrong side of the uncanny valley. Not too beautiful, but still inhuman.

The physics of the game veers from the believable to the frustratingly sudden. I’ve lost a number of horses (typically after reaching the max level of bonding–and thus unlocks–with them) to having them suddenly run headlong into trains or wagons (after I’ve jumped onto said train or wagon). Likewise, in the midst of thrilling chases, I’ve been launched ragdoll-like, my horse crumpling beneath me on some unseen sharp edge of the terrain.

But it’s not the physics of the game that really destroys the immersive potential. It’s the asininity of subsystems of the game that infuriate. For a game about the last outlaws of the Old West, it makes little sense to include an “Honor” system that rewards not doing many of the game’s draws–robbery, theft, gunfights and bucking the law. What’s worse, the Honor system has nothing to do with getting caught by others. Even without witnesses, you lose Honor for looting a body or taking something that’s not yours. That’s not fun.

This is exacerbated by the fact that “restoring” or improving your Honor to a high level (where there are in-game perks) is tedious and uninteresting. Help people in radiant events while traveling, kindly greet all the people you come across, perform repetitive and dull chores (“move this from here to there” in camp). There’s nothing interesting about being a white-hat in the game except for mechanical benefits. Being a roleplayer first and foremost, I see that as exceptionally bad form in design.

The “law enforcement” system also makes little sense. There is one fun/interesting aspect: witnesses to crimes will try to run away and contact the sheriff or other members of “the Law.” You can chase them down and threaten them to keep them from tattling. Unfortunately, everything’s downhill from there. The witnesses don’t actually have to run to a specific point to summon the Law–once they make it far enough, they simply disappear to be replaced by lawdogs.

The excitement of this is further diminished by a number of other flaws: rob a store and an alert automatically goes up to the law when the robbery begins (unless you’re robbing a business’s secret side business). Wearing a mask only slightly delays identification of you as the perpetrator, even in a place where no one should know your name. Of course, if you can evade fast enough, you can leave the scene of the crime, hide out for a few minutes, and come back like nothing ever happened. Without changing your appearance.

Be identified while committing crimes and a bounty will be placed on your head–this bounty increases for each infraction, but killing an officer of the law only raises it by $20. According to the internet, the 2016 value of that amount is about $2,891.65.

If your bounty gets high enough, bounty hunters will start to seek you out–though they appear randomly and without cause for being able to track you down in the wilderness. Of course, you can avoid this by going to any Post Office and paying off your accumulated bounty. Apparently the Old West works off of the ancient Germanic weregild system rather than 19th century American justice.

This is complicated by the fact that many of the “iconic” outlaw activities of the Old West net very little income compared to bounty you’re likely to generate during the activity. For instance, robbing a train got me about $100 in goods and cash while generating a bounty of $380 for defending myself from the near-instantaneous onslaught of lawmen from their hiding places in the wilderness where they must have been waiting for just such an offense to occur.

Playing the game, I can’t help but compare it to WestWorld. The game seems more like an Old West themepark than any verisimilitudinous experience. Scripted actions, often clearly weighted toward “game balance” rather than any sense of authenticity serves as a constant reminder that the whole thing is a conceit, a game. NPCs are robotic and caught in activity loops, wooden and predictable. Actions have only short-term consequences before everything is reset to its “natural state.”

The story missions are mostly good and the characters within Dutch van der Linde’s gang have at least a modicum of depth–though most of the dialogue is canned and you have very little opportunity to control Arthur Morgan’s treatment of his companions (which, again, makes the Honor system seem arbitrary and ridiculous).

Red Dead Redemption 2 is being hailed as a massive success in open-world gaming, but I just can’t agree. The game doesn’t do anything that Witcher 3 didn’t do better–and more believably. And when a fantasy setting feels more real than a pseudohistorical one, its hard not to think that the creators have strayed pretty far from the goal.

Is the game fun? Yes, yes it is, but only as a game. Does it feel like the systems of Grand Theft Auto have been conveniently ported to the Old West without much scrutiny. Yep. If you’re looking for immersion that gives you an easy time imagining yourself in Arthur Morgan’s shoes, you’ll find ocassionally satisfying bits (particularly while hunting, where animal behaviors are linked to some real-world expectations–at least in terms of diurnal/nocturnal cycles) but you’re ultimately going to be disappointed. I don’t regret picking up the game (even in limited edition at full price) and I have enjoyed the time I’ve spent on it, but I just can’t help but feel that the game could have been much more.

I’ll probably keep playing it for the time being to kill time, but not without the feeling that I could be employing my time to higher and better purpose. If I manage to finish it before Fallout 76 drops, then I’ll finish it. If not, I doubt I ever will. Certainly not in the near future given the games set to release before the end of the year or in 2019.

Review: Warhammer Fantasy Roleplay, Fourth Edition

Warhammer Fantasy Roleplay, First Edition, was the first fantasy roleplaying game I ever owned. It was the early nineties, and like all good Christian parents, mine denied me access to Dungeons & Dragons, fallout and carry over from the demonic-worship craze of the late eighties. As we all know, but I didn’t question as a child, there was nothing inherently demonic or evil in D&D (the opposite mostly, though one of Tom Hanks’ early films told a different story). But, not knowing better, they allowed me this gem of a game, darker, grittier, and far less wholesome than the high-fantasy cheese of AD&D.

Ownership of this vaunted tome (which I lost or gave away or sold somewhere along the way, much to my present chagrin) had a very formative effect on me. It solidified my love of roleplaying games, proved the gateway into my miniature gaming hobby, and gave me my first real taste of dark fantasy (a penchant I cannot shake even now). As someone, even in elementary school, deeply interested in medieval and early modern history and wanting some semblance of verisimilitude in my roleplay, it’s little wonder that WFRP, warts and all–no, warts especially–has a special place in my heart. Before high school, I’d also purchased several of the Rolemaster FRP books so, though I didn’t know it, 80’s “realism” in RPGs became my foundation.

I never ran or played a game of First Edition WFRP, though I did manage to collect most of the books at one point or another. When Second Edition was released (I was now in college), I scrupulously and slavishly purchased each of the books as it was released and ran a few games with those rules (though I admittedly used the Riddle of Steel rules, released close in proximity, for those Warhammer Fantasy-based games I most enjoyed). My miniature gaming had focused mostly on 40K, but something about the Tolkien pastiche smashed up with a more historically-influenced setting always called me back to WFRP in my gaming (of course, the first edition of Dark Heresy had not yet been hinted at even–though that’s a story for when I review Wrath & Glory, I suppose).

Likewise, when FFG published the third edition of WFRP, I couldn’t help but go all in on that system as well. For all of the quirks and fiddly-bits of the 3rd edition (much of which I found very innovative and fascinating from a design standpoint), I ran some of the most narratively deep scenes based on those strange custom dice. The board-game like pieces really did provide some opportunities for building unique subsystems to support the story, from chases to countdown clocks. The “stances” adapted just enough from Riddle of Steel (which remains one of my favorites for three reasons: (1) at the time of its release, I was a study group leader for the Association for Renaissance Martial Arts and deeply invested in the study of real swordplay; (2) the writer of TRoS was also a member of ARMA, one with whom I’d had the fortune to spar with; (3) there are design ideas, like spiritual attributes, that I still find amazing, even if I now find the combat system too intricate for my gaming needs and desires) to sate my desired treatment of combat at the time.

I don’t want to participate in “you-should-have-been-there”-ism too much, but I will relate one fascinating development in one of the WFRP games I ran. When the PCs stumbled across some warpstone, one of the characters decided to squirrel some away to sell later. As it tends to do, the warpstone started to have an effect on this character, and a fellow PC (a staunch and suspicious Kislevite), discovered this. While the first character slept soundly, the Kislevite snuck up on him and, pressing the barrel of a pistol to the first character, ended the foolish threat to the party. What surprised and pleased me was the response of the murdered character’s player: “Yeah, that’s what you should of done. That was not going to go well.” That’s mature roleplaying from dedicated players. Drama!

I should also note that, perhaps the result of my fumbling with Rolemaster, I’ve never been a huge fan of d100/Percentile RPG systems. I fully admit that this is a personal thing and not some objective complaint about that style of system itself (my preference, almost certainly a side-effect of my playing White Wolf games, Shadowrun and TRoS, is for dice pool systems).

When I heard that Cubicle 7 had the contract for Warhammer Fantasy Roleplay, Fourth Edition, two things excited me: first, I’ve found the One Ring to be both the most faithful RPG version of Tolkien’s world yet and mechanically innovative to boot; and, second, I’d hoped that the new ruleset would veer away from the d100 system used in the past (as Wrath & Glory has done). One of those things proved true.

Perhaps the best compliment I can give WFRP4 is that it’s a percentile system I’d actually consider running. Even with my preference for the Fate or Cortex Plus/Prime systems, this ruleset reinforces the grittiness and darkness of the setting in what I feel merits the additional crunch. Reading the rulebook has also reminded me that, second only perhaps to D&D/OSR rules, how much material there is out there that could be easily adapted for subsystems or alternative/house rules for WFRP4. I’ve found myself very interested in some of the things that the Mythras system has done with d100, and then there’s all of the Chaosium, Runequest, Zweihander (particularly appropriate) and Rolemaster stuff out there as well.

My personal confession to the versatility and playability of percentile RPGs is not the point of this post, however. Let me instead focus on the (many) things that I really enjoyed about this system, especially as an iteration of the first and second editions (which I’ll assume you’re familiar with).

First, the art is beautiful. Andy Hepworth and Jon Hodgson, who worked on The One Ring illustrations also worked on this tome, and the artwork is similar to that of TOR: watercolory, somber and evocative of the setting’s tone. As I said in my Witcher RPG review, the artwork itself is almost worth the price of admission–but I’m a very visual person.

Additionally, in the style you’ll remember from the FFG version of the game, much of the setting information is given in-character through letters and reports. The beginning of the book combines pictures with a skillful economy of words to highlight the Empire, giving just enough detail for even a newbie to the setting to run a session that a seasoned veteran would say, “Yep, that feels like Warhammer.” I just love this.

I’ve gotten ahead of myself, though. I really should have led with the thing that I love most about WFPR4–its transparency that the players and GM should make the setting their own personal version of the Warhammer Fantasy world, supplemented with reminders about this throughout the text on the subjects of both mechanics and setting, and supported by optional rules and reminders that rules that don’t fit your game should be ignored or changed.

Let’s talk about some of the changes to the previous incarnations (of course skipping the outlier that was 3rd Edition). Fourth Edition has “softened” character generation and brought it into the world of “modern” gaming. Where the early editions of the game relied entirely on random generation of player characters (yeah, everyone wants to be a Ratcatcher, but no one wants to play the poxy doxy), the latest edition has kept the random generation tables but has given rewards to sticking to them rather than making them mandatory. For instance, for your starting career, you first roll one result. If you take that result, you get a substantial XP bonus you can either hoard or spend on starting upgrades to your character. Didn’t like that result? You roll two more, and if you pick one of the three, you still get an XP bonus (though not as substantial as when you only had the one option). Don’t like any of the three results? Just choose what you want to play. No XP bonus, sure, but at least you’re playing something you find interesting. This goes for most aspects of character generation.

Above, I mentioned the Spiritual Attributes of The Riddle of Steel RPG. While WFRP4 doesn’t use those per se, it does join the forefront of modern player-driven (narrative) gaming by giving both the individual players and the group as a whole ambitions. Ambitions are short- and long-term goals that, when completed, grant XP for character improvement (in addition to the normal XP of session survival and accomplishment). Like 13th Age’s “One Unique Thing” or Milestones in Fate, they give the GM some guidance on what players are interested in dealing with in the narrative of their game.

As well, ambitions are a call-to-action for players to learn about the game world (so that they can craft good ambitions) and help define those elusive both most-important aspects of character–character itself (as in the inner life, personality, beliefs and psychology of a fictional entity beyond the mechanical numbers on the page).

My other favorite new thing in Fourth Edition? The “Between Adventures” chapter. These optional rules recall the “township events” of Warhammer Quest (God that we would get an updated version closer to the original instead of the bastard “End Times” game that was produced–oops, my rabid fanboy is showing). I spent a good deal of my youth (when I was but had not realized that I was an introvert) playing that game. In WFRP4, the Between Adventures chapter gives the players interesting complications that might arise while not in the wilderness fighting orcs or Chaos as well as endeavors that might be undertaken to gain small–but perhaps lifesaving–advantages during the next adventure. It’s a clever way to provide for some roleplaying opportunity and character development without having to devote large amounts of playtime to characterization–though if that’s what your group wants, there’s no reason you can’t do that, either!

Much of the rest of the rules will prove familiar to the player of the first or second editions–nasty critical hits, rules for corruption and disease, limited magic, careers that range from the extraordinary to the ultra-mundane (if historically accurate), Skills and Talents, etc.

Petty magic is back for those who missed it (I did). Each Career now has four tiers of advancement, so the Apprentice Apothecary and the Master Apothecary are within the same write-up instead of spread across four different careers that represent incremental steps in the same line of work and training. Character social status (as within the Bronze, Silver and Gold tiers of society) is more explicitly treated and made relevant to gameplay. Task difficulty has been more effectively balanced (Very easy tasks are now +60 to Attribute+Skill Ranks) given the relatively low attribute and skill values of starting characters. Advancement, XP and skill ranks have been streamlined in a way I find to be an improvement.

First and second edition adventure material should require little or no adaptation to be usable, and previous mechanics or careers will be relatively easy to adapt.

In short (though perhaps it’s too late for that), if you liked the first and second editions of WFRP, you’re very likely to enjoy Cubicle 7’s take. If you didn’t, I’d take a look anyway.

The main competitor for WFRP4, I think, is the indy-game Zweihander (itself an iteration of WFRP2), though Shadow of the Demon Lord may be a better fit for those who want a game closer to classic D&D but heavily influenced by modern gaming mechanics and the approach and feel of Warhammer (the creator, Robert J. Schwalb, worked on WFPR2 among other things).

The release of the book has very much tempted me to return to the Empire circa 2511. If I do, I’ll probably even use this ruleset rather than trying to adapt to a more narrative-focused system, as WFRP4 seems a decent compromise between massive crunch (which I ideologically though not practically miss) and the narrative-focused games to which I’ve become more focused.

Have you had a chance to read through the book? What did you think?

Stealing History (for your stories)

If you follow this blog, you know that I’m a huge fan of history. Do you know what I’m an even bigger fan of? Good stories.

Yes, at its best, history is a collection of “good” (narratively speaking, not factually or morally speaking, necessarily) stories. There are heroes and villians, drama and plot twists, the exciting and unexpected. The academic historical approach concerns itself not with the strength of the narrative, necessarily, but with the determination of questions like: “What was life like back then?” “Why did X event happen the way it did, or at all?” “What might patterns in history tell us about the future of humanity?” and, perhaps the biggest bugbear of all, “What actually happened?”

These are great questions, and an understanding of historiography is a significant boon to the worldbuilder in her craft. At times, the truth is even stranger than fiction–what delight when we stumble upon such usurpations of our expectations!

But let us set both historian and worldbuilder aside for this post, shall we? What I’m interested in, here, are stories. Stories that come from history, yes, but which are not beholden to the determination of historical fact. Let us talk of the writer’s craft, of the art of good storytelling, and that ephemeral search for inspiration.

Some of the most enduring fiction takes the seeds of history–even if only for context–and waters them to blossom into something apart from, and often more existentially significant, than the history that spawned it.

Some examples:

One: The legends of King Arthur, placed as it is within an array of historical contexts (often not far removed from the storyteller’s own anachronistic understanding of history), but always concerned with issues of Englishness (perhaps it’s more fair to say “Britoness”), chivalry and good rulership. From Geoffrey of Monmouth to Sir Thomas Mallory (or T.H. White and Disney, for that matter), the story has morphed and grown as a contemplation of these ideas quite apart from any historical basis.

Having studied at the British Library and the National Archives as part of my senior honors thesis on “Henry VIII’s Use of Arthurian Legend as Tudor Propaganda,” I can say with some confidence that there never was a King Arthur (though there was a Prince Arthur–Henry VIII’s older brother who died young), but I can also say definitively that that doesn’t really matter to the value the King Arthur story has even in the modern age.

Two: The early tales of Robin Hood lack the moral fortitude or noble birth of the hero, having more in common with medieval tales of Reynard the Fox than the Disney fox. At least as of current scholarship, the likeliest origin of the Robin Hood tales is with a supporter of the Lancastrian uprising around Nottingham in the 1320’s (see the excellent “Our Fake History” Podcast for details in two forty-five-minute sessions). But origins mired in 14th-Century factional strife and medieval vendetta rather than a “rob-from-the-rich-and-give-to-the-poor” morality seem not to have stopped stories about “Robin of Locksley” (previously Robert, Earl of Huntington) from carrying the imagination from the late middle ages to the very modern (cue Bryan Adams, Kevin Costner, Cary Elwes and Mel Brooks). The history of Robin Hood tales also demonstrates that the stories took on a life of their own completely independent from any historical basis–and perhaps rightly so, because these stories tell us something about popular ideas of morality versus the law, bad rulership and justice undone. They’re stories about a certain view of the world.

Three: Romeo & Juliet. While I’m particularly a fan of the Baz Luhrmann film, this story originates with a very real set of historical events–a much surer foundation than either Arthur or Robin Hood–but stands wholly apart from those events.

You see, the original author of the story, Luigi da Porto, was the nephew of Antonio Savorgnan, the leader of the Zambarlani faction in Venetian-controlled Friuli in the early 16th-Century. Da Porto was also a student of the famous humanist Pietro Bembo. On Fat Thursday in 1511 began the “Cruel Carnivale” in the city of Udine, the culmination of long vendetta between the Zambarlani, formed of Savorgnan, his peasant militias and the artisans and poor folk (mostly loyal to Venice) on the one side and the Strumieri, composed of the rural nobility and their retainers (mostly loyal to the Austrians and the Holy Roman Emperor) on the other. A large number of Strumieri nobles were murdered during Carnivale, some of the rural castles sacked and burnt, many others driven to flee for their lives.

But on that Fat Thursday, just as the violence and chaos was ramping up, da Porto had the good fortune to see the beauty Lucina Savorgnan (Antonio Savorgnan’s second cousin) sing at a party that evening. As the story goes, he fell in love with her (though she married another and I’m not sure whether the love was ever requited). This experience, set against the backdrop of dueling factions (quite literally) in northern Italy, caused him to write the original Romeo & Juliet  that provided the basis for Shakespeare’s enduring tale.

Yes, da Porto’s story takes some liberties, transferring the scene to Verona and putting the lovers in opposing factions rather than on the same side. But the context of the story–exile as a common form of punishment, lasting feuds that contiunously claimed the lives of family members and retainers, violence and unrest in the streets that the government could not contain–all of this comes from a discrete historical time and place, and the direct experience of the author.

So where am I going with these examples?

For the writer, who isn’t particularly bound by what “actually happened,” history provides a veritable treasure trove of ideas to develop into plots, settings and stories.

In writing the Game of Thrones series, G.R.R. Martin drew heavily upon–but did not allow himself to be bound by–the history of the Wars of the Roses.

The writers of the TV series Black Sails pulled not just from Treasure Island (itself borrowing heavily from the fictitious Captain Charles Johnson’s A General History of the Robberies and Murders of the most notorious Pyrates) but from the most recent scholarship on early modern piracy to tell its tales convincingly, using many historical persons but taking plenty of liberties with them.

Tolkien borrowed more heavily on the literature of the Anglo-Saxons and the ancient Nordic-Germanic peoples of Europe than their histories in creating Middle Earth (taking even the very name from Viking mythology), but none of that literature is divorced from its own historical context.

The History Channel has been recently making its money off of historical fiction (and reality TV) rather than “serious” history, and on the far-more-humorous end is Comedy Central’s Drunk History and its inebriated retellings of historical events renacted by well-known actors.

The writer can rip from history the juiciest bits without being encumbered by historicity or the concerns of historiography. Reading, listening to or otherwise devouring history will provide a steady diet of interesting plots and “what if” prompts that need not be detectably related to the events that created them. In that sense, the histories devoured don’t even have to be very good (academically speaking) histories–we’re not concerned with the truth of the situation here.

And that opens up to us a second realm for our burglary–mythologies and superstitions. Having recently binged the entire series of the Lore podcast (well worth the time), I cannot number the story ideas that came to me during my listening, many of which are so easily adapted to my own Avar Narn as to surprise even the skeptic within me.

It doesn’t matter whether the Thunderbird is real or what people who claim to have seen the Mothman of Point Pleasant actually saw–the story is what matters! A few tweaks and twists, your own personal touch a different setting and off you go.

If you haven’t bought into the idea that all great artists steal ideas wherever they can, think about this: only God creates ex nihilo; we humans create new things by combining old things in new ways. Lean into it.

And here is one place where I can rejoice in, rather than lament, the almost complete lack of historical literacy of the average modern person–most people are not going to have any idea who Shackleton was or what happened to the Mary Celeste (even in the general sense since, as far as I can tell nobody knows what happened to the Mary Celeste). So when you take such a cosmic egg and hatch your own original story from it, who will be the wiser? Even better, those who do see the influence will feel so smart about recognizing it that they’ll like the story more not less. I speak from arrogant experience. Ask K.

In other words, for the fiction writer especially, there is much to gain and little to lose by raiding history for its secret stories and unpolished gems of ideas. Grab your whip and your fedora (but forget to say, “It belongs in a museum!”) and get searching!

To get you started, a few of my favorite historical podcasts, all of which have been mentioned above or elsewhere on the blog:

(1) Hardcore History by Dan Carlin. To me, this is the end-all-be-all of historical podcasts, Well researched, inimitably told and stretching through multiple three-plus hour sessions per topic, my only complaint about Mr. Carlin’s work is that there isn’t more of it (which, given the investment of time and effort into what he does put out is entirely understandable). The best aspect of Hardcore History? Mr. Carlin’s ability to imaginatively communicate the idea of being there.

(2) Lore by Aaron Mahnke. Mr. Mahnke tells stories of myth and superstition in a captivating way, leaving any judgment of the reality of the events retold open to the listener. When the truth just doesn’t matter and the topics range from the spooky to the outright bizarre, you have a veritable gold mine for fiction writers.

(3) Our Fake History by Sebastian Major. In a voice that sometimes  reminds me of Mr. Carlin above, Mr. Major dispels common (and not-so-common) (mis-)conceptions in history “to figure out what’s fact, what’s fiction, and what is such a good story it simply must be told.” That last part is the undeniable bread-and-butter of the writer, so need I say more?

Quick and Dirty Review: The Witcher RPG

I only found out about a week ago that R. Talsorian Games would be putting out an RPG for The Witcher, so I fortunately only had about that amount of time to wait before sinking my teeth into the new game. This stands in contrast to Netflix’s upcoming Witcher TV show, which seems to be coming to us only at a laborious pace.

Regardless, I’m a big fan of The Witcher books and setting, and I’m a firm believer that The Witcher 3 video game is hands down the best video game made to date. So an official RPG for this world certainly caught by attention. Not only for the setting itself–my own Avar Narn setting is a gritty fantasy world and I’m always looking for innovative design ideas that might influence my own eventual RPG design.

A brief caveat: this game was (as far as I could tell) just released on DriveThruRPG.com last night (at the end of GenCon, where I believe that hardcopies were available). I picked up my PDF copy on DriveThru for $24.95. A hgher price than many RPG PDFs I’ve purchased, but not as high as several others in my collection.

I do have a day job, so this review is based on a quick read of the book. Take that as you will.

R. Talsorian is known for the Cyberpunk RPG, a classic in the development of roleplaying games as a whole, though a game I’ve never played. The rules are derived from that system, though crafted to fit more particularly with the dark fantasy of The Witcher.

I will say this about the rules–they are sensible, and relatively easy to grasp in their various parts, but there is a complexity to them that makes me think, “Ugh. A fight’s going to take forever.” The attacker rolls for damage, the defender rolls to dodge, the difference between the numbers is compared to determine a hit or critical hit. Hit location is rolled. Damage and critical hit results are rolled (criticals make use of charts that vaguely remind me of The Riddle of Steel RPG and its successors). Those things are all great for creating a gritty feel for combat, but there are a number of ways that all that dice rolling for a single action could be made more efficient.

Still, if D&D is your go-to, I don’t think that you’ll find that this game plays slower than that. And, between the two, I’d take this combat system over D&D and its derivatives any day. It may have a lot of rolling, but its somewhat intuitive and at least interesting under its own mechanics. Sorry, I digress.

I will say, though, that tracking weapon endurance points is a bit much. It’s one thing to have weapons break at dramatic moments, or to have a system that encourages players to have their characters maintain their equipment, it’s another to have to knock off a point of reliability every time I use it to block (though there are exceptions that allow for blocking without sacrificing weapon endurance in certain circumstances).

The other gripe I have is not necessarily a gripe with the rules but a potential pitfall for any RPG that does this setting justice–players who have characters who are not witchers or mages may find themselves greatly overshadowed. Careful planning and discussion before a campaign begins may be warranted to ensure that players are all on the same page.

To me, a “regular” guy (to the extent that RPG player characters ever represent average people, even within the game world they occupy) forced to deal with monsters is perhaps more interesting than a witcher who does–Geralt excepted, mostly because I don’t believe it’s his being a mutant monster-killer that makes him most interesting.

The rulebook misleads on this front a little, I’m afraid. While continuously making clear that most monsters take half damage from non-magical or non-silver attacks, it seems implicit within the writing that the designers just don’t believe that non-witchers would ever have access to silver weapons. I just don’t find that plausible.

It should also be noted that the game is licensed from CD Projekt Red, and thus based on the video game Witcher 3 rather than the books directly. There are some optional rules to bring the game more in line with how things work in the books when that divurges from the game.

As for the look of the book: the layout and artwork are exceptional; the end result is surely a thing of beauty. Combined with fairly extensive background information on the world of The Witcher, I think that this book is a must-have even for a fan of the setting who doesn’t have any interest in roleplaying games.

But for those who do, the gamemaster section of the book has some excellent advice for gamerunners. There are plenty of roleplaying game books that are valuable in particular for their advice to the GM (and a growing number of books dedicated solely to that task), but this is a nice additional benefit.

The Witcher RPG releases at an interesting time, I think–the early draft of Warhammer Fantasy Roleplay, Fourth Edition just dropped recently. Both are gritty fantasy settings full up with desperate surivors over heroes, where adventuring is not a glamorous or desireable profession. Both are intricate settings with deep history and a rabid fanbase. Both games have, I think, pretty similar levels of “crunch” to them (though, to be honest, I hate the terms “crunch” and “fluff” attributed to games). In other worlds, they fill the same niche, a more mature-by-design setting for fantasy games compared to D&D and other “epic” fantasy games.

Is the RPG market big enough for them both? On the one hand, I’m not sure that it matters. They’re both out and I wouldn’t expect a whole lot of supplements for The Witcher RPG (though I won’t mind being surprised). If history is any indication, WFRP4 will have more supplements than the biggest guy at the gym. Certainly, there are loads of high-fantasy games and no shortage of designers trying to make it with new ones (or their own particular flavor of OSR games, for that matter).

In some ways, The Witcher RPG reminds me of the Artesia: Adventures in the Known World rulebook, a RPG that uses a pre-existing-ruleset-that-is-fascinating-but-more-complex-than-I-really-want-to-run to bring to life a fantasy setting born out of traditional fiction that I very much love.

Given that, I expect that The Witcher RPG will fill a similar role in my collection–an RPG that is fun to read but that I’ll probably never run.

Review: Far Cry 5: No There There

As a writer of both fiction and theology, the premise of the latest Far Cry game (creatively entitled “Far Cry 5”) quickly piqued my interest. Where the previous games in the series played upon the otherness of exotic locales, the latest installment brings the action close to home, setting us in (fictitious, though the geography is based on real geography in the southwest corner of the state) Hope County, Montana, a strange community of traditional heartland folks, stereotypical “preppers”–and a mysterious and dangerous cult calling itself the “Project at Eden’s Gate.”

The premise of such a location is full of narrative possibility, particularly in the current political and religious background of America. Here are some of the things I hoped to find within the game:

  1. Some investigation of the interplay between certain types of Christian fundamentalism and the Prepper mentality. Though entirely unscientific, my own experience with Prepper culture (some of which is through personal encounters, but most of which is through the admittedly not-entirely-trustworthy media of the internet and reality TV) seems to indicate a strong correlation between pre-millennial dispensational theology and Prepper culture. On the more disturbing end are those with even more extreme spiritually-based conspiracy theories that create within them the fears that lead to prepping for the end-times. Here, I should mention an unsettlingly-common belief that demons or fallen angels have infiltrated American government (and/or foreign governments) and are purposefully driving us to apocalypse. Yikes! This whole subject merits a post of its own, I think, but that’s for another time.
  2. Narrative that deals with the interplay between Trumpism and Christianity–the ways in which Trumpism distorts Christianity into a self-justifying parody of itself and the ways in which more honest Christianity defies the values of Trump and his compatriots.
  3. Tension between cult beliefs and traditional Christian beliefs.

Was I naive to expect any of these things? Of course I was. On the other hand, as video games are pushing into a more maintsream and respectable narrative medium, we should be expecting our games to push the envelope, to make philosophical arguments and investigate both theological ideas and political ones. Spec Ops: The Line is an excellent example of a game that’s already done this, as are the Bioshock series (is there much that’s more interesting than a well-crafted video game that investigates a philosophical system like Rand’s Objectivism?) and games like Heavy Rain.

And to be fair, the game starts off in a misleadingly promissing way for my hopes. You play as a rookie deputy sheriff in Hope County, Montana; the game starts with you in a helicopter as part of a joint sheriff’s office and federal agent task force to arrest Joseph Seed, the “father” and prophet of the Project at Eden’s Gate. Walking through the Eden’s Gate compound, surrounded by tense believers with automatic rifles, knowing what you’re there to do creates a great dramatic moment with which to launch a story.

It gets better. You approach Joseph Seed to arrest him, and he does not resist. He does tell you that God will not let you take him. Exactly what you’d expect a cult leader to say. But his prophecy becomes reality. As you return to the helicopter and it attempts to take off, fanatical cultists swarm the vehicle, with some even throwing themselves into the rotor to cause the chopper to crash. Joseph leaves the wreck remarkably unscathed and with the obligatory, “I told you so.”

That’s where the narrative peaks, unfortunately–right when it poses the following fascinating questions:

  1. Was it divine intervention that Joseph Seed walked away from the crash, or was it simply fanatical human action combined with coincidence and luck? This search for an understanding of whether some felt but unprovable synchronicity lurking behind human events is real or merely imagined is a fundamental existentional question.
  2. As a corrollary to the first, is Joseph Seed right? Is he a prophet? Of course, we never really get a clear view of the theology of Eden’s Gate, so this question falls quickly by the wayside.
  3. Has America, through its recent history, culture and politics created a landscape ripe for the likes of extremist cults?
  4. What do you do when faced with a violent cult using the trappings of Christianity but promoting patently non-Christian courses of action (Eden’s Gate are murderers, thieves, abusers, drug pushers, kidnappers and a whole slew of things that you’d think would give some of its members pause, but this is never really addressed). Is violence a legitimate means for the Christian to resist evil being done in the name of Christ (though I don’t think that Joseph actually ever mentions or alludes to Jesus in the game if I remember correctly). Under what circumstances? Can a cult like this really be taken down by violence, when the expectation of violence and aggression from external sources feeds directly into their eschatological expectations?

Instead, we are treated with a two-dimensional bad guy, a stereotype onto which the elements of religiosity have been crudely grafted. Joseph Seed is made to look distinctly like David Koresh of the Branch Davidians, complete with 90’s-style yellow-tinted aviator glasses. He quotes (paraphrases, really) the Book of Revelations, but never mentions any other part of the Bible and never makes any concrete theological assertion–only claiming that the end is coming and people must repent and be cleansed of their sin. By sin, he apparently means the extra-biblical “seven deadlies.” One minor caveat to this–the signboard of the church in Fall’s End (the one non-Eden’s Gate church in the game) does have a reference to a verse (but not the text of the verse) in Jeremiah that warns to beware of false prophets.

The game sends you on a blood-soaked path of murderous resistance to Eden’s Gate without sufficient self-awarness to question what that really means, underlining it only with a repeated chorus of “America, Fuck Yeah!” The other characters in the story are likewise various survivalist and prepper stereotypes that bleed into a muddy morass that deprives the game of any real humanity.

And the cultists aren’t really even that convincing. Turns out, it’s drugs, not beliefs, that create the fanaticism of the “PEGgies,” as the game calls them. The enemies are dehumanized and the bodies in your wake only a tally of progress. This may be lamentably American, and perhaps that disturbed me most about the game (kudos to the writers and designers for that if it was intentional and not a sad symptom of our culture).

If you came to this post looking for a review of what gameplay is like, I’ll have to direct you elsewhere, as there are already a plethora of reviews to handle that. But I will admit that, if you like the previous Far Cry games, you will enjoy playing Far Cry 5. It’s the “theme-park” experience to be expected in this line of games and it does have a humor and gameplay style deep enough to entertain. I played through the entire campaign and–so long as I didn’t think about it too much–enjoyed it.

But I finished the game disappointed, as is common when some narrative promises us great ideas and interesting story in the previews but fails to adequately exploit and explore those ideas in the actual doing of the thing. In my struggle to ideologically bolster the lackluster storytelling, I even watched (yesterday) the half-hour movie teaser that Ubisoft made for the game (it’s on Amazon Video). This did nothing for me (though I did like the one they put out for The Division some time back).

And maybe that’s the greatest commentary about current culture to get from this game, whether the creators made the commentary intentionally or just happen to magnify this running theme. And that’s the idea that much of American Christianity is really only the cultural stylings of the faith appended to ideas that may be “American” but almost certainly aren’t Christian–the idea that Christianity is a style of doing things rather than a substantive approach to existence. Then again, that could be a concern of mine fully projected onto the game in a desperate attempt to create some meaning where I could find none.

That ultimate emptiness and sense of unfulfilment was all that remained after I finished the game and when I think back on the hours I spent playing it–a great opportunity lost by the writers, either because they did not understand the subject matter well enough to intelligently comment on it while coopting the trappings for the style of their game or because they opted not to make any particular commentary for fear of hurting sales. That’s understandable in a commercial sense, and money often influences all forms of art. But I can’t help but feel that it’s a cop-out anyway.

So, for the TL;DR (I know, it should be at the beginning, not the end): Far Cry 5, a game to play for mindless fun and a few cheap laughs, but don’t expect any depth. There is no there there.