My History with Role-Playing Games

A few years ago I had never played a Role-Playing Game, but I’d definitely heard about them all of my life. I’d almost gotten to play a game of D&D 4th edition with a friend in school, but it looked too complicated and he/we didn’t find anyone else who wanted to play. I was still interested, but I didn’t feel like I had the energy, time, or money to invest in games with complicated systems that were in 350+ page books that I couldn’t get in any local store (I hadn’t access to Amazon yet). But I was aware of and in some cases a part of the RPG culture for most of the time I can remember.

Fast-forwarding to 2014, when I had moved out, and had been a part of a fairly successful board gaming group for a few years, I was investigating more possibilities of games to play, going in every direction that seemed interesting. At the time Dungeons & Dragons was going through a re-brand with D&D Next, which was soon being released as 5th Edition (which is just called Dungeons & Dragons on the books for some reason). It seemed to be created and marketed in such a way as to attempt to attract new players (but don’t all new editions do that?). It seemed that there would be no better (foreseeable) time to get into the game; the starter set had just come out and there was no convoluted supplements, expansions, or errata to deal with. And if I was going the get myself and a group of people interested in playing that starter set seemed like the best bet, so I ordered one.

I was quite surprised when it arrived (after a bit of a problem with the USPS) that even with my general knowledge of the subject and excited-ness to learn the book was hard to get through. Even this 30-page mini version of a 350+ page book was incredibly boring to read. I couldn’t believe that this product that was created for, and marketed toward, new players seemed so unfriendly to those new players. And after trying and failing a few times to read the starter rules I shelved it. But not before I looked up a few “simple” “1-page” RPGs online. I gave them a once over and thought maybe I’d play them, and if they went over well I’d take another look at D&D (at least I understood the little ones). But in the end my excitement had waned enough that I just put them in the box and forgot for a while. The box sat on the shelf unused. Occasionally I would think about playing one of the smaller games but it always seemed to be in the wrong place. For more than a year I barely looked at and RPG.

But then, when I was moving again, my games were getting shuffled around and I wanted to pick a core set of games to keep in a location where I could play them. In general I picked one game per genre and on a whim I put the only Role-Playing Game I had into the mix. I never got the play it with that group, and I probably wouldn’t have, considering I didn’t finish reading how to play myself, but I though maybe one of those smaller single-page games would hit the table at some time. Even still, just having it around and visible again piqued my interest once more. But, once again, I started looking at the smaller RPGs that were easily accessible and inexpensive. I went to see if any of them had been updated and amazingly some had been, and new ones (at least ones I hadn’t seen before) were floating around. I downloaded some more pages, organized them and started reading the more thoroughly. I really liked how much game was being put into these little packages. And that I could create the world I wanted to play in with them and didn’t feel restricted to what the games’ creators had come up with because of the structure of the game. I do know that I could do something similar with D&D, and create my own world, but when reading about the game or starting to play, the focus on (very) high fantasy and magic is obvious and very difficult to shake. I personally am more of a medium fantasy type of guy and games almost don’t exist in that category, preferring to go from Conan straight to Lord of the Rings. I liked being able to shape the world how I wanted it to be, and even with such tiny games (usually 1-page +”expansions”) I could still take the mechanics I liked and keep them in, throwing out or changing the other “suggestions” the game offered at my leisure. In fact the smaller size made it easier to do that, as I didn’t have to comb through hundreds of pages to find potential inconsistencies.

But still I couldn’t find the perfect one for me. I combed through forums, blogs, and RPG websites to find as many as I could and printed out the best ones (I’ve got 22 currently in the binder) and starting to look more seriously at the systems that were “universal” or just of a somewhat different theme. And there are a lot of good ones out there, but they still didn’t feel quite right. 1-page didn’t seem long enough for me, there needed to be a little more depth to the system, but 10 or more pages was more than a “simple” system could handle; at least I didn’t want to read that much for something I had to print off myself and seemed like it should be flushed out a bit more into a small book. I wanted something in-between. The “universal” games were generally longer in rules, but lacked the focus and mechanics shaped by the scenario that the “themed” games had (RISUS being a great example here). It seemed I wanted something like the “Dead Simple” RPG system. One that was essentially the same from game to game, but had various tweaks with each of the different themes to make it work.

After hours of searching and not finding just the right thing I wanted I got the great(?) idea to create my own system. That way I could control how everything worked and make it, if not the perfect system, just that much closer to the game I really wanted. I had jotted down a few notes previously about how I would’ve liked to improve RPG systems, so went back to those notes and started revising them. I found that with a little tweaking I got something workable in my head, and then that amazing thing that happens when you’re working on a project started happening; things just started to fall into place. The more I worked, the ideas just fit together and kept coming. Of course, this comes with the less-than-amazing part where I have to write it all down. And as I started doing that I found that the project quickly grew in scope. What I had envisioned as a simple “5-page” game that I might go back to and add a few things later became (first a little more squished to keep it 5 pages and) something that looked a lot more like a full game. Not one of the modern 300-pagers but closer to the “classic” home-printed, staple-bound games. Suddenly I had 5 pages of rules, 5 pages of game master guide, 5 pages of monsters, and then extra stuff about potions, spells, hirelings, stores and more. And suddenly I needed more games to research how they handled different gameplay aspects. I didn’t want to copy but I also didn’t want to flail about blindly for mechanisms or balancing. So I looked into a newer, smaller systems I could easily get my hands on to compare, most notably Chris Gonnerman’s Basic Fantasy RPG.

And after a few weeks of working on it I found out about a local RPG group starting up in my area (a rare thing in a small town) and I was able to join and start playing a game. (I had played several single sessions and playtested my system before so I wasn’t a complete n00b) It was D&D, but as it turns out that system is a lot more fun to play that it is to read the rules (I did have a good general idea of how to play before going in, just something I picked up from the internet and the video circles I watch in). It also gave me an excuse to purchase the rulebooks, which actually have way more fascinating information that the starter kit books but are still not excitedly written. Everything was stacking up. I had both smaller and larger systems to use as comparisons and I was working through what was now to become my RPG system and various “supplements”. I called it RPG LTE: Swords and Sorcery for various reasons, but mainly because I thought it was a good name and one that is expandable with other RPG LTEs to come in the future.

My plan was to finish up the “core rules” in three 5-page parts (consisting of: Game Rules, Game Mastering, and Monsters) and then follow that up with several single page supplements and a small book of this “beta” that would be available in limited quantities (I have already printed books with a PoD service, but I had no idea that would be the easiest part). That got all muddied up as I finished most of the final supplements before finishing the “monster” section (when creativity calls, sometimes you gotta follow it). So I printed the beta book and have had it along with several of my other books at the art shows and cons I attend. And, after a few more tweaks, I gave the beta a “soft” release on my website a few weeks ago, to which this is the follow up, and there will soon be a “hard” release with a post that is more focused on the game itself and what it is trying to accomplish.

That’s been my “journey” so far, and I’m sure it’s far from over. Hopefully as I continue to acquire, play, and work on RPGs I can keep this story going, learn more, and have fun indefinitely. It’s always hard, especially in this day and age where people do so much, to get a good role-playing group together and even harder to keep it together. But actually getting the games played, and exploring the world as well as the mechanics is a great experience, and one I will hopefully have many more times, with many more systems in the future.

-Austin

Book Review – The Perpetual Motion Machine by Paul Scheerbart

The Perpetual Motion Machine by Paul Scheerbart is a “nonfiction” book from the turn of the 20th century that documents the attempts of German novelist and “optimist” (my term) to create a perpetual motion machine. The book has several portions that are journal entries and several “essay” portions that talk about the effects of the machine. Interspersed in necessary areas are 26 diagrams of his attempts to create the machine.

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Needless to say, the man wasn’t successful (though, on the final page, he claims to be), but the book is still an interesting read. The outside presents itself as a more scientific work, but right off the bat, the author describes himself as seeing wheels at all times of the day and how he is driven to attempt to create his machine. There is little sense behind why he keeps pushing on, beyond his relentless optimism that there is a solution. Quickly, though, he dreads a solution, as he is afraid of the military using the invention for war, or he fears that providing infinite energy to the people of the world would destroy civilization, not bring it up. At times, both their being and not being a solution are equally terrible to him.

The machines presented in his diagrams are themselves quite simple and it’s easy to understand why they don’t work if you have a basic understanding of forces. Some have wheels spinning in the wrong direction, but most would require friction to be completely absent. Indeed, all of the models he constructed never did work, but he blames his lack of mechanical ability for this and not the idea that a perpetual motion machine can’t work. He has plumbers and mechanics set up the devices and they don’t work either. Nevertheless, he applies for patents anyway.

The meat of the book, though, is really his essays on what the future would be like with such a machine. He describes tasks that would be difficult even with such machines as “simple”: how easily mountains could be moved and transportation refined, and how all of the energy needed by humans can be provided by the “earthstar”. It’s all a bit crazy. His first attempt at making the machine was caused by the insertion of a “perpetual motion car” in one of his stories, where the cab was hung inside a wheel that drove one on forever. My first thoughts, of course, are how does one stop or get in and out? Neither of these potential problems are addressed, and the idea of the machine is jumped to with gusto. The diagrams do show an evolution from this point, but are all very basic and one loses interest slightly with each new one. Fortunately the book is quite short, and it never gets down to a position that is boring. The essays and diagrams are presented in a manner that prevents the reader from becoming bored, and keeps them in the thought process.

The talk of how cities, money, and war will change because of invention is at its best based on very simple theories and not in any particular fact. But, then again, the machine is impossible so the theories are impossible. He starts with talking about how we will exist on other planets, but decides Earth is good enough. This is repeated when he talks about how the financial institutions will fall, but then he wonders what he’ll have to do to continue existing. He is right to believe that inventing such a machine would make him rich, and perhaps equally right that he would either become a target, or his money would become worthless afterwards. All the musing about this makes it easy to climb into his head and understand what he is trying to say a little bit better. Paul is relatable and empathetic as a narrator and author (at least in this text).

But is the book good? Yes, it’s crazy, but good. Seeing how another mind that doesn’t work very similarly to the “common” idea of a person is fascinating. The idea of perpetual motion and the world that such a device would create is equally fascinating. Even knowing that the man is obviously an eccentric (crazy) and that the idea won’t work doesn’t diminish the book. Looking into another’s thought process is always and enlightening experience, and something can certainly be learned from this book, even if it is far removed from a way to make a perpetual motion machine.

Where to Start…

So… I’m gonna talk… About stuff…

But seriously, this article isn’t going to be my usual article (is it too late to say I’m mainly a humor writer? My latest blog/article posts make me think it’s too late.) Not that this’ll be sad or anything, just different.

Now, I’ll be the second to tell you I’m not the smartest in the world (the people I know who are in school would be the first), but I think I can be a reasonably insightful person. And when I start writing I can write (type) like there’s no tomorrow (but there are hand cramps). The real problem is knowing where to start. Over the years I’ve developed many theories and views that intertwine to the extent that I have no idea where to even begin to explain them, because each piece requires another piece to fully comprehend. The ideal “book” in that case would be circular, one where it simply starts somewhere and then ends in that same place. Even more ideally, the language and concepts would be simple enough that one could simply jump in anywhere and start reading until they looped back around to that point.

Unfortunately, due to the very reason that so many things relate to each other, a book like this would end up being much less like a circle and more like a choose-your-own-adventure book, or a food web, with many complex ideas growing from or branching off of smaller “stepping-stone” or “building-block” ideas.

But what are these ideas that form the basis of all other ideas? Is the idea of a language to communicate ideas the basic idea, or merely a tangential one? And there are even more basic ideas even further down. And higher “ranking” ideas are necessary to understand the smaller ones. We’d need a word made up of letters to express the idea that perhaps a letter is the smallest idea. It isn’t, but that’s what we’d need. The problem here is that new ideas are infinitely majuscule and miniscule. In science (or all of the physical world, really) a Planck-length is the shortest measurable distance, there is nothing smaller, nothing ever gets smaller or acts over a smaller distance. But in our minds we can easily imagine something say… Half the size.

Now what does this have to do with my inability to figure out where to start? Well, first off, it showcases my ability to write something completely tangential to what I intended to talk about whenever I feel I am unable to start something. It also really means that there is no good place to start anything. There are an infinite amount of topics to discuss that could lead to greater understanding of the central (undefined at the moment) topic. Of course, this also means there are an infinite amount of topics that could lead to misunderstanding of the topic as well, and that infinity is likely larger.

Now looking at what I have just written, infinity seems quite large, and diving into something that could lead to infinity seems quite daunting. But I find that the projects I simply start end up being better than all other projects (mainly in that they aren’t really projects until they’re started). So, I guess that’s really the answer: just start, start anywhere, you don’t need a good place, and if you find the “best” place retroactively, place it in front. Make things better, work at them, but start anywhere. Starting is better than staring at the monolith of work in your mind and doing nothing.

Of course you might like to start at the monolith.

Review – Escalada 3.5 x 5.75 Pocket Journal

So, you’re out and about, you’ve just finished your last pocket notebook and are looking for a new one. You happen across one. It’s got 80 sheets of thick sketch paper and is only a couple bucks. It even looks kinda nice in its faux-leather binding. Is this small Escalada journal a good buy? Let’s see.

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We’ll start with the binding. It’s surprisingly good, it flexes well and doesn’t break under standard usage conditions. The binding, as well as the cover is of course cardboard covered in faux-leather with a slightly unattractive sheen. This layer holds up alright, though it does start to peel and rub off at the corners which is very unsightly. It also gets gummy in high temperatures and begins to take the shape of whatever is next to it, so where the elastic band is there will be a permanent set of grooves. But it hasn’t melted or gotten sticky in the time I’ve used it and I live in the middle of the desert.

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The paper is 80 sheets of 74 lb drawing paper. It’s thick but flimsy, it feels as if it’s falling apart sometimes and ink bleeds through and can be easily seen on the other side in some cases. Yet I have had no instances of marking on the next page. It has an easily visible grain and does at times warp ones drawings, mostly pencil though and not very much. The roughness is a bit unsightly to me but that’s just personal preference. Despite the flimsy feeling of the pages they are very stout and remain ridged most of the time. They resist bending, however I feel that if they did bend they would soon fall apart.

It’s an alright pocket sketchbook. It’s cheap, both in price and manufacturing, but it does do its job well enough. Just carrying it in a bag or a case won’t do much harm to it, especially since it only has eighty pages and can be run through fairly quickly. However, if your life is a bit more rough and tumble than most this is not for you, it will look ugly shortly and fall apart not long after. It does best if you’re looking for a notebook to store in your bag or somewhere on the cheap and don’t have too much preference as to the quality of the content you put in it.