Tag Archives: Gaming

System Hack: Colony Sim Cortex Foundation

Let me tell you, I’ve been playing a lot of RimWorld over the last month. The new Odyssey DLC adds a whole dimension to the game that was previously fairly difficult to access: Exploration. With a gravship, it’s possible to go to so many more places on the map, and thankfully they added more things to see on that map as well. Odyssey adds to and enhances the gameplay loop of RimWorld, but thanks to the gravship’s function as a mobile base, that gameplay loop is largely maintained even with the changes.

Thinking about how the gameplay changes and doesn’t change with the addition of the gravship proved to be a good way to start thinking about the gameplay loop of this System Hack. When I’m playing RimWorld, what are elements I want more of that the game isn’t really going to provide? What pieces of the game, on the other hand, are best left to a computer? The trouble with developing an approach to a colony sim RPG is that the genre and its best examples are fairly broad, and you need to make some narrowing decisions very early on.

As I said earlier when discussing my design goals, I’m not trying to emulate RimWorld. Rather, the goal of the game is to provide a similar conceit that leads to storytelling. We are going to be using a few setting concepts from RimWorld to ground the setting of the game, and we are going to be focusing at least notionally on the idea of a colony, a homestead of a handful of people who are trying to make their way on a new world. There are going to be things we want to lean into, like relationships, that can be given significantly more depth at a game table than on a computer. There will be others, like tile-by-tile building layout, that are probably best left on the PC. Ultimately the three elements we want to build from are going to be creating characters, building the settlement, and exploring the world.

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Rules, retcons, and rightsholders: The tough road for superhero RPGs

Back in November of last year while talking about network effects and how they make you play D&D, I dropped a little bomb. I stated that there has never been a good mass market RPG in the superhero genre. At the time, no one took the bait, but I can imagine some easy dissent there. What about Champions? What about Marvel Super Heroes? How can you possibly hate FASERIP? But yet, I do maintain my position. While there have arguably been good superhero games, none of them have reached mass market popularity and, by the way things are going, none of them ever will. It’s not the fault of any particular game or its design, at least not directly. Instead, the instinctive way that a game designer wants to approach comic book superheroes is one that’s fundamentally at odds with ever seeing broader popularity.

Of course, as one would naturally surmise, that means there’s a different way to write a superhero game that could see broader appeal and generally be more easily used to tell superhero stories. We were even close to having a game that fit in this template actually see some measure of success; what killed it was of course nothing to do with the game but rather the other reason that superhero games can never really succeed, licensing. So let’s look at the flavors of superhero games we get, the flavor of superhero game we want, and why the two aren’t likely to match.

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What actually happens when your group switches games?

It’s known that table dynamics affect play as much as (and some argue more than) what game you’re sitting down to play. And although both game and player are important, player aims often get talked about less or even disparaged through ‘taxonomies’ which typically valorize the playstyle of the author instead of providing objective analysis. Games are simply easier to discuss and critique; even movements which seemingly downplay the primacy of mechanics end up spending a lot of time discussing written material in the form of modules and settings which rarely if ever lead to the best gaming experience (because of, once again, player dynamics).

I started puzzling over this a few weeks ago, and wanted to return to the discussion at hand because I think it’s an important part of figuring out what you actually want to play. Needless to say, the ‘what’ in this sentence must necessarily be broader than what book you aim to pick up and puzzle through, but that’s always been the case: Even within a single game, editions, supplements, and pre-written material would always enter consideration before a single person sat down at the table. And, of course, the play outcome is still wholly dependent on the group even after the material choices are made.

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Network effects make you play D&D

As children of the social media age, we’ve heard the term ‘network effects’ before. Network effects are the observation that, for certain goods and services, their utility (benefit to the user) increases the more people are using them. The classic example is a social network like Facebook: The more of your friends are on a social network, the more useful it is to you. Services with strong network effects are also built with strong switching costs; a network effect is only defendable if there’s a disincentive to join multiple networks at once, and if leaving one network for another is difficult. This is why extracting your data from a service like Facebook is a pain, and why these services try to prevent you from exporting your contact list at all costs. Make the service more useful by getting more people on it, but then make it hard to leave so these people stay.

What does this have to do with RPGs? There are few direct network effects or switching costs involved with the act of playing a game: You find a group of your friends who are willing to play (and maybe learn) the game, then you play it. If you want to play something else, you put it down. For better or worse, though, roleplaying games are a hobby which involves multiple points of interaction and modes of social signaling. And while the hobby may not have switching costs, it does have barriers to entry. These are both real barriers, like finding a group of people you play well with, scheduling multiple game sessions, and spending a fair amount of time prepping campaigns and characters, as well as imaginary ones, like the amount of effort it takes to learn the next new system, and the risk of playing the ‘wrong game’. It’s important to acknowledge perceived barriers to entry because that’s where network effects within the hobby begin to affect your behavior; specifically, indirect network effects are quietly encouraging you to play D&D.

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On Escapism

I think I’m getting tired of cyberpunk.

I’ve been deep into the cyberpunk genre since at least high school, reading, watching, and playing everything I could find. It was science fiction that actually resonated with me; computers and body modification and AI all seemed much more pressing, more real than space travel and distant planets, let alone magic and wizards and vampires. When I played Cyberpunk 2020, something I started doing at about 16 years old, I embraced the dystopia of the setting and leaned into the idea that a better way to play the game was a grittier, grimier way to play the game. Even as I lightened up a bit about black market modifiers and blunt trauma damage, the game was an inherently grim one. One of my gaming friends in college reflected on a Cyberpunk game we played where his character was killed at the hands of another PC, the second of a series of exchanges that killed half the party in the span of two sessions. It was actually a great ending for how much intrigue had built up between the characters, but it could still be summed up in three words:

“The future sucks.”

Those are the watchwords of not just Cyberpunk 2020, but arguably the entire genre. Neuromancer is not a book about a hero who changes the world, it’s about a character who, through acting in his own self-interest, releases one of the biggest existential threats the world has yet seen and then nothing happens. William Gibson, Neal Stephenson, George Alec Effinger and other preeminent cyberpunk authors were at their best when writing characters who accepted the worlds around them even as the readers were drawn in to how alien yet upsettingly familiar they were. Good cyberpunk made you think because, like all good science fiction, it was the issues of the present cast upon a vision of the future. The problem is that those visions of the future are here, and yeah, the future sucks.

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Guide for the Perplexed: Retail Institutions

Welcome to the second installment of Guide for the Perplexed! Last time I introduced three of the largest RPGs that aren’t D&D, games with long enough histories and big enough communities that they’re easy to get into and find players. Now I’m going to talk about a different angle for finding games and finding players: The places you go to shop for games.

I’ll be the first to admit that it’s a lot easier to find games online; between DriveThruRPG and itch.io virtually every game imaginable is one click away (and the two publishers that don’t use these sites are huge and have their own). That said, the ‘friendly local gaming store’ can not only give you access to games, but also advice and even networking. Admittedly the reputation of the game store has been pretty negative for a lot of the hobby’s history; game stores were historically seen as unfriendly to women and minorities and the progenitor of many horror stories as a result. Luckily this is changing, and as even D&D itself is aiming to become more welcoming and accessible, few stores are going to stay in business without putting some effort into the ‘friendly’ part of the moniker.

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Guide for the Perplexed: Biggest Names

Imagine for a moment that you’re a recent entrant into the tabletop RPG hobby. In all likelihood you entered via D&D; the longest lived brand in the hobby almost certainly holds a majority share of hobby sales and definitely of hobby mindshare. If you wanted to stay in the realm of D&D, that’s easy; the game has the largest community by far, the volume of official supplements is solid, and the third party support is massive. Even if you tire of D&D 5e itself, there are a number of directly comparable games to play; you can go Pathfinder if you want something more granular and more complex, or go to the OSR for something more imagination-and table-driven. But let’s say you want something different. How do you figure out what’s going to appeal to you?

Guide for the Perplexed is going to be a series of articles looking at finding new games outside of D&D. The key angle here is accessibility: These games will be easy to find and it will be easy to find other players. To that end, I’ll be looking at three different approaches to finding new games: Games which have the outright largest player bases, games which are easy to find at your local game store, and games with active communities online. As the series progresses the discussion will not only be about the games, but also about the channels that the games come through. Gaming at your local gaming store isn’t just about what books you can find on the shelf, it’s about the events being offered. The same goes for local gaming cafes or even your local library. Similarly, ‘online community’ can mean a lot of different things, but it’s important to see which ones are welcoming and support gameplay, including subreddits, forums, and living communities.

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Invention and Innovation in TTRPGs

Invention is a word that most people understand. Inventing is the process of creating something new, and thanks to the patent office we even have broadly accepted standards for what constitutes an invention (novel, unique, non-obvious). Innovation is a bit more difficult to put a finger on, in no small part due to its continual dilution as a popular buzzword. Broadly, though, innovation is the combination of invention and value creation, the ability to make new things useful. I’ve actually talked about the invention/innovation dichotomy before, when I opined on how Most Games Don’t Matter. Indeed, a lot of the gap between invention and innovation in the tabletop RPG world is the gap between the hundreds if not thousands of games that come to market and those which actually make a market impact. That said, I don’t need to retread the grounds of how oversaturated the RPG market is. I want to discuss the innovation that does occur and what it actually means to bring that innovation to market.

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The TTRPG Fleet

If you hang around in bicycle spaces long enough, you’re going to hear someone say ‘n+1’. This is a joke among the cycling community: “The correct amount of bikes to own is n+1, where n is equal to the number of bikes you currently have.” Needless to say the collector’s impulse in the cycling hobby runs strong, and even if you aren’t interested in trying all the brands or vintage frames or anything like that, you still may find yourself in the throes of n+1. After all, you start with a mountain bike, want to try a road bike, then you need a gravel bike, and a cross bike, and an endurance road bike, a climbing bike, a pub bike, a fixie…

It’s no wonder the collector’s impulse is even stronger within RPGs; you can get twenty hardcover sourcebooks for the price of a relatively cheap bike. And yet, collecting RPGs comes with a stronger risk of missing something. There are many, many bikes out there to enjoy, but at the end of the day you’re still going to be riding bikes, and the forty miles you put down on one bike will still help your legs when you pull out the next bike. The TTRPG hobby is a bit different; playing Masks and playing Pathfinder aren’t going to be similar experiences or pull in the same direction.

While RPG reviewers such as myself are often the ones most liable to try and catch all the RPGs like so many Pokemon, there is another way to consider approaching RPGs and actually playing them, and it comes right from bicycling. N+1 may be a joking mantra, but most cyclists have neither the money to acquire a collection of bikes nor the time to ride them. Instead, most cyclists end up with their ‘fleet’, a group of two to eight bicycles that cover the range of disciplines and experiences they want to have. While having twenty Italian road bikes may not amplify your understanding of cycling, having both a road bike and a mountain bike is something that pretty much every cyclist can understand, collector or not.

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