Showing posts with label economics. Show all posts
Showing posts with label economics. Show all posts

Wednesday, 18 February 2015

In the House, or hanging out in the shed for now...

Not content with one sporadic gig here, I have a first post up over at the House, probably the start of a weekly series looking at what the member blogs have been up to, and going off on tangents.

This one covers basing miniatures and how it can be seen as an element of roleplaying, plus a potentially hobby-shaking development in the understanding of what miniatures might be, then representing low gravity in games. There's some interesting discussion in the comments as usual.

It's also worth saying that if you're a blogger and not a House member, but you want a bit more traffic, have a think about joining up. The info's all here. There's no widget to add and the essay is just a joke, but you can play along if you feel like it. You don't even need to link back to the House or put up the network logo, but it might be neighbourly.

This could be especially relevant to your interests if you're primarily a roleplayer and the blog is listed with the RPGBA, which looks like ceasing operation in a couple of months.
_

Monday, 25 August 2014

Edition whoring; fifth and seventh; and things unseen

So we've lived to see a fifth D&D and a seventh 40K. Who'd have thought it, back in 1974 or '87?

I've been reflecting. The more editions, the more I think the magic, and the truer quality, was in the first, in OD&D and Rogue Trader; and the more I think that after any new thing appears, if we love it, the way to honour what it represents is to carry on truly developing, to push the limits in corresponding ways, not just rework.


Thursday, 21 August 2014

The Return of the Jedi and/or the Rise of the Galaxy

I'd think that in a leg of western history that looks heavily shaped by and for the internationalist, disaffected and atheist 'nerd' with a moderately idealistic view of nature - I'm generalising and conflating a bit - the Ewoks would be more popular.

After all, they're an ungainly, galactic everyman, underdogs who come good, mastering a tyrannical aggressor with their own tech, even taking the first steps in a new paradigm.

And if not absolutely popular, at least relatively, compared with, say, the Jedi, presented as physiologically favoured, aristocratic alpha warriors not so much seeking progress by intelligence as led by an abstraction to restore a presumably established religious order.

Why this dissonance? Is it just the Jedi having more readily identifiable individuals, or traditional hero figures? Or is it the personally empowering mysticism of the Force, or the Jedi access to not just spiritual but worldly power? Or is it something more subtle..?

Tuesday, 12 August 2014

Firepower of that magnitude: FFG, GW and licensing

Fantasy Flight's X-Wing has been causing a great disturbance in the FLGS, being unusually accessible with its well-known setting, light rules and prepainted miniatures. And soon there'll be Star Wars: Armada, for battles with capital ships.

Saturday, 9 August 2014

Waiting for Ragnarök - Oldhammer to win by default?

It's true. There's a new Space Wolf codex out for 40K, the fourth since the codex cycling began, and all three original characters - Ragnar, Ulrik and power armoured Njal - are still available, over 21 years after they first appeared in White Dwarf.

Friday, 8 August 2014

Fifth edition thoughts - the depriving background?

A quick comment on a piece of fifth edition D&D.

At first I was generally positive about the idea of the so-called 'background' - the personality traits, ideals, bonds and flaws. Now I'm not so sure. It seems more gimmicky as time goes by, more predetermining of narrative as if establishing the characters for the first chapter of a novel, a set narrative, rather than supporting an exploration of another world - and ourselves - wherever it leads; and a shortcut avoiding the need for fuller player engagement, or further restricting player freedom.

Why play to someone else's prewritten background if you can decide one for yourself or start vague, as light as in a DCC funnel, or with a single word or less, and let specifics emerge in play, based on choice and the elaboration of the world in the interaction between players and GM, and characters, factions and landscapes? I'm genuinely curious as to the justification. Surely not just to save more of that increasingly precious time..? If so, I've got a suggestion - do less. None of us have to do everything we're sold.

Wednesday, 6 August 2014

What's made 40K pay?

My post on aesthetics in 40K, Von's follow-up and Patrick's comparisons produced some solid discussion and several insights. This builds on it.

The success of GW's various games hasn't given it a license to print money, but once the company captured a critical mass of attention* it's quite possible it did gain a set of very powerful tools for keeping the money flowing. Thanks to the responses to certain events over the past few years we've probably all got a better idea of what they might be.

* I'm thinking especially of the UK in the early days and the benefits of importing D&D, opening shops in so many towns and having White Dwarf in newsagents large and small, especially as WD moved towards coverage of GW exclusively, and of course creating one or maybe two major settings and several major systems amid a whole constellation of smaller. It's worth bearing in mind that a tabletop game producer can't sell one key piece of the puzzle - fellow players, who have to be numerous enough to make play worthwhile.

Once the interest was there, and assuming the interested parties had their own income or the income of parents or others to fund it, transfers of cash could well have been regulated by a set of general processes I'm going to call elaboration, recodification and devaluation in the case of three primary, and rotation in the case of a secondary.

Thursday, 31 July 2014

The Rule of the Jungle and the self-invasive species

This just squeaks in as my contribution to this month's Blog Carnival, hosted this time round at Hereticwerks with the theme Invasive Species.

It's partly inspired by the recent release of sixth seventh edition 40K and rerelease of past fifth editions of D&D, and maybe the latest report from GW, or some of the reaction to it. It's for tabletop gaming in general, so no specific system, a form of propluristemic content. It's an off-the-wall rule or regulation for more fully marketizing the gaming group.

In the wording of the rule, a gamer providing support is a Financier, but this could vary by setting: maybe Lender or Rentier for pseudomediaeval or historical settings, anything from Bloodsucker through Shareholder to Saviour for modern, depending on tone, and for an overblown grimmer and darker setting maybe Splitgripper, Souldealer or God-Enabler.
                                                                                                                              

The Rule of the Jungle


Sunday, 17 November 2013

Up and at 'em = down and out?

Thanks to the film Gravity the Kessler syndrome is getting plenty of discussion at the moment. That's the idea that objects colliding in orbit could trigger a cascade, with the mass of debris produced potentially rendering spaceflight very hazardous, keeping us on the ground, grounded.

It's easy to imagine it used as a weapon, but for sci-fi and fantasy it could make for a strange new world - one not so far from the world we're in now.

Monday, 7 October 2013

Wolf tickets and pack tactics, and man's best friend




A fairly well-known blogger who withdrew from the online community after a problematic Kickstarter has started posting again. Not everyone seems to have noticed yet. Those that have noticed seem divided, and some seem to think it inappropriate he's back at all.

I'm not going to defend what happened, partly because I don't know all the details - and who does? - partly because a solution was found to move the project forward regardless.

But precisely because none of us do know all about it, and because rumour can take on a life of its own, and because the herd mentalities are still a factor in human behaviour, even ours, I would say we should slow down. I'd guess most of us agree that legitimate criticism is reasonable, even healthy, but witch hunts aren't. In our hobby, we know that.

It's not just a bit of harmless fun either. Gaming seems to be a big part of the life of this person and has been a source of income in the past, possibly a major source. If we do stigmatise now, we may even prevent him earning a living in the only way he readily can.

Gaming is no totalitarian system. Ever heard of the wolf ticket? We don't have the right to judge who eats. If you're not ready to forgive yet, or just won't give a second chance full stop, don't read his posts or buy any of his products. Just step back: live and let live.

The same with Mike Nystul. He's not a punchbag. Maybe he messed up, but he could well be homeless now. How long should he suffer? And who decides? If we don't know the whole story, we can't be sure it won't one day happen to us, despite best intentions.
_

Sunday, 28 July 2013

Ban tabletop gaming..?

Following that post on banning Warhammer from last week, look what's just turned up at Slashdot.

A request for details of the web filter that may be introduced in the UK reveals it could also block "esoteric material". What does esoteric mean..?

Choose your dictionary. From the entry at Wiktionary:

  1. Intended for or likely to be understood by only a small number of people with a specialized knowledge or interest, or an enlightened inner circle.
  2. Having to do with concepts that are highly theoretical and without obvious practical application; often with mystical or religious connotations.
  3. Confidential; private.

That's pretty open. Could it cover niche interests - like wargaming and roleplaying - not always shown so positively? Or dungeons, dragons and made-up worlds, god-emperors and grimdark sci-fi? Could it just collect them up accidentally? Or not so accidentally..?

That's even before we get to "violent material".

In fact, it looks like it could be extended to cover any non-mainstream interest. Blocking an interest could mean it vanishes or declines. It could mean whole areas of knowledge being hard to find or access, maybe lost. With a tool like this you could remake a world.
_

Thursday, 18 April 2013

Then they came for the lizards with guns...

Check out this post at Faeit 212 for a look behind a curtain of fear. This time it's Blight Wheel Miniatures daring, it seems, to be inspired by what may be the same old ideas.

Have a read of this bold claim: "There are an infinite number of ways in which an armed mutant komodo dragon could have been depicted". There's one for the metaphysicists...

And get a load of the demands. The question may be: what doesn't GW potentially own?

If this is the best they can do, how will they cope when major opportunities come along?

Update: If that's not enough big boy bodyslamming for one day, there's this thing now too. Following up the thinking at Aldeboran yesterday, resistance ain't futile - it's fertile.

Update: And if this decision and this one reflect a wider trend, the tide may be turning.
_

Monday, 15 April 2013

Universal soldiers and a past and future polycosmos

Thanks to John Till and Chirine ba Kal I recently found Bronze Age Miniatures. They have some real gems in 32mm, but the models that stand out for me are the three here.

They're up as 'space adventurers', but beyond maybe the trousers and a possible pistol on one hand they could be in many times and places. Are they sci-fi, fantasy, modern?

For 40K they could cover hive gangers, mercenaries or renegades, or some unknown faction, and they'd probably fit Infinity too. They could be D&D adventurers old school or new. They'd also work for pseudo-historical gladiators and Earth-bound post-apocalyptic.

Lightly armed? Maybe that facewear could be a kind of mandiblaster or banshee mask.

It makes me wonder...

Why do so few producers make near-universal models? Or, rather, what happened to the wide-open worlds of the past, the '60s, '70s and '80s? Have our minds closed..?

Wednesday, 3 April 2013

On those missing xeno/form/s

I'm not talking so much about the Tau delay. If I had to guess, I'd guess that's GW paring down its initial commitment to a release. If sales are falling, they might feel reducing that risk will help.

I'm talking most about the new post at Future War Stories: Where The Frak Are All The Aliens? It goes wider than many in its thinking, and it's still a pertinent question, maybe more so than ever. I recommend reading it. And thinking. Plus if you need the answer to Fermi's Paradox for any spacefaring campaign, just roll 1d10 on William's list.

Also, re the post title, I feel 'xenos' is almost a derogatory term, but 'xenoform' is a little fairer. After all, to talk about other lifeforms is to colour them with our view of what life is.
_

Tuesday, 2 April 2013

A defence of Read Magic, and battlefield power gain




This is for D&D, and any game with magic, psionics etc., including wargames like 40K.

A defence of Read Magic

The prompt is the discussion here at Like Being Read To From Dictionaries on the point of the Read Magic spell, and possibly a lack of clarity in the rules. I think Nagora gets it.

What's Read Magic? Put simply, in OD&D etc. just looking at magical script - at the text of a spell on a scroll say - isn't enough for a spellcaster to read it, and, if it's a spell, to learn it: it needs to be deciphered first, i.e. translated from the system and even the scrawl of the writer, a little like understanding a prescription maybe. There's a spell for that - Read Magic - but it means forgoing another potentially more useful spell to learn it.*

Thursday, 14 March 2013

Game stores, House of Paincakes and your blog too

Loquacious has answered my question at House of Paincakes on what she thinks boosts game store creation and helps a store thrive, and what a keen community could focus on. She's a store owner too so if you have an interest in the future of tabletop gaming at the tabletop, have a read.

This is also a good time to remind people of what HoP is: a major blog network with a strong but open authorial voice and excellent regular writers. Any blog on tabletop gaming can join, right here.

The blog rolls are heavy on wargaming right now, but that will change if a wider range of blogs join. If you want to spread the word about the kind of game you like, go and do it.
_

Wednesday, 27 February 2013

A simple architect builder

The machineries didn't get going so I missed the deadline for that Hill Cantons stronghold contest.

As a form of compensation, and an outlet for my interest in it, here's an architect builder, for when your character needs to know who's available to build a stronghold, or who they've gone and hired.

It's aimed at rules-light roleplaying, but it could also be used to inspire modelled terrain pieces for wargaming: did battle ruin all those buildings?

Thursday, 21 February 2013

OD&Ds in 2013, and a brief history of the early game

Brendan and I are having a discussion over at his blog, Untimately, about a rerelease of Original Dungeons & Dragons (OD&D), and the value this has. You might be interested, especially if a favourite game or faction has ever been left hanging, as with some GW IP.

Saturday, 16 February 2013

Pathetic enough yet?




The sun is shining on our world and it should for billions of years more, rainclouds or not.

If you saw the link in the appendix to the last post, you can probably guess that I think Dr Bargle's recent post makes an argument important to early gaming. Truth is, I think he may be right. On the essential point: that the pathetic has an often overlooked value.

A question. Why strive for, say, credible probabilities for weapon damage, or worry about associated mechanics, if the character or faction you play, and the party of adventurers or army as a whole, represents incredible probabilities or is by nature disassociated?

Who are these people anyway? How did they get that skill, or that weapon, how did they find themselves in that situation? How do they support themselves? Whether they steal gold or invade worlds, the question remains: if they buy food and drink at the last homely house or carry it out from the provisioner, or if their empire provides the rations and the laser rifles, where other than through these individuals do these things come from?

How many people must there be active in a near-subsistence society to produce enough surplus for adventurers to survive beyond the farm, how many to prepare it, transport it, help store it safely? How much tithe or tax must flow in from the subject worlds to fund a galactic conflict, and how many millions - or trillions - must work in the factories or on the ships to keep that infrastructure moving? From cradle to grave, there would exist social, economic and political structures - feudalism say - to keep the source of survival in motion, a system to ensure there's nowhere to go, no way out but escape. Escape.

But why does an escapee from the grind, or even the privilege, have any particular skill beyond that needed to escape? And how much good will that do them on the fringes or beyond? Some may make it. A few may thrive, as best they can. But what are the odds they all end up together, and so complementary in their range of impressive abilities?

Why not just throw the rules out the window and assume they make all the key rolls?

Wednesday, 13 February 2013

Old school tactical roleplaying - a simple core ruleset




It may be the best time since the mid-1980s to start playing in the expansive style of the early tactical RPGs, and a new golden age for production and play.

That said, there are still barriers to entry. The range of rulesets, supplements and ideas emerging from the OSR and beyond can be overwhelming, and references to past work and debates on fine points can be confusing and may be discouraging potential players.

This post is an attempt to offer a simple starting point. Purists may dislike it, but it may help the interested potential player grasp the whole and grow the hobby. It's not a full system, more a distillation of themes and a generalisation for the early leaps. I'm using a similar approach with a drop-in campaign at a local game store and it's helping no end.

All we really need to know to get playing is how to create characters, how to explore, how to perform actions and how to resolve encounters, so that's what this will cover.