Thursday, 22 September 2016

Everything Old Is New Again...

One thing that I’ve learned over a lifetime of roleplaying is that the rules are far less important than the story being told. Gamers tend to fall into two heaps: those who feel comfortable within a completely mapped-out mathematically-modelled reality, and those who prefer a looser, story-based narrative wherein the choices of the players and the referee drive the action along. I much prefer the latter style, although it has issues of trust and mutual understanding to overcome, as opposed to the “rules-lawyering” of the first model which, to me, smacks of insecurity and competitiveness. Some people want everything on a level playing field, all the buttons and switches equally available to all participants, while others are there for the colour and the mood.

Over time I have tried games that support both styles of play. Most superhero roleplaying is of the number-crunching variety – “Champions” and the like – as is anything to do with Mecha, or systems derived from the Palladium games company (“Rifts” – the bestselling roleplaying game that no-one ever plays). The “Dungeons & Dragons” re-boot – 3rd Ed. – was championed by rules lawyers who tried to kill the storytelling aspect of the old standard by pinning everything down to dice rolls and complex charts. The effort underscored to me that it doesn’t matter what the rules are, it’s what you do with the genre and the story you’re trying to tell. Rules are props; you use them or toss them as the situation demands. I’ve introduced many people to “Dungeons & Dragons” and I’ve always used AD&D – it’s what I learned how to roleplay using and it’s easy, light and fun.

I’ve found that the best games are ones where the rules – either implicitly or explicitly – support their genre. Top of the heap for me (you may be surprised to learn) is “Pendragon”. The rules for this classic game are simple, elegant, and inextricably tied to what it means to be a knight in King Arthur’s court. The most rule-intensive part of the process is character-generation, which often puts new players off; after that, players and referee conduct themselves as questing knights and their character choices directly influence the way the rules produce outcomes. It’s a game where the story moves along on the strength of dice rolls and those rolls are influenced directly by the players’ tactics and decisions. The experience, at the end of the day, is that you’re telling the story of a knight, not rolling dice around the table.

The key element here is mood. If the game can be played such that the mechanics don’t affect the atmosphere of the story, then it’s a success. “Deadlands” was a game that completely missed this point. There was so much to enjoy about the genre of this game – its environment and the possibilities of story-telling – but when you got down to it, all the cards and dice and coloured paper clips pushed the story to one side in favour of the number-crunching. I wrote several scenarios for this system for roleplaying conventions and the first thing I chucked was the rule system: it was just too clunky.

A little-known classic that crossed my radar was “Feng Shui”, a game about 80s action movies. Again, the simple rule system sits nicely in the background waiting only for moments of resolution to discreetly raise its head; otherwise, playing this game is like running through some weird blend of chop-socky, steroidal, gun-toting B-grade flicks with a synth-pop soundtrack (watch “Kung Fury” and you’ll know what I mean!). It’s not a game to run a campaign with; rather, it’s beer and skittles roleplaying, and it’s heaps of fun.

The final game on my list is “Toon”, or rather, the sitcom version it generated entitled “Teenagers From Outer Space”. In this game you play alien teenagers newly arrived on Earth and trying to integrate at a typical American TV high school. All of the standard tropes come into play here – cheerleaders and quarterbacks, nerds and slackers – with the extra silliness of alien superpowers thrown in. Once more the rules are light and don’t detract from the story – this is a game intended to make you laugh, so not breaking the mood was high on the designers’ ‘to do’ list. I like this game so much in fact, that I wrote a convention module using it, about the high-school-aged offspring of the Old Ones of the Cthulhu Mythos. Here’s what I came up with:



All this kind of leads me back to my main point: if you let the rules get in the way, you stifle your creativity and you lose the point of what you’re trying to do. Of course, my favourite game of all is “Call of Cthulhu” (goes without saying) because the BRP system is light enough and flexible enough to cover everything without ruining the storytelling. I’m hearing a lot of quibbling about the 7th Edition of the game and I’m wondering if the new rules are simply re-creating the debacle that was D&D 3rd Ed.? If there’s no mood, there’s no Mythos; if you need to drop everything to roll dice in order to orchestrate a car chase, then there’s something very wrong going on here. I’m not against taking out the old vehicle and slapping on a new coat of paint, but if it’s not broken, why try to fix it? I’m sure many people will be asking themselves this question before shelling out their cash for a possibly inferior product...

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