Wednesday, 26 March 2014

A Defined Role

I've been thinking about Roleplaying games a lot lately. Possibly the recent fortieth anniversary of Dungeons & Dragons and the associated articles have put in my head. Ther';s a pleasing circularity to the relationship between wargaming and role-playing. Role-playing was originally a development of historical wargaming, that went on to inspire fantasy and science fiction wargaming, which in turn have influenced historical wargaming. There's probably a blog post in that. But this isn't it.

One thing that is striking, and easily forgotten, about role-playing games, is that in the late 1970s and early 1980s, they were a huge craze. In many ways this was very unlikely. Consider what a roleplaying game actually requires. You need a group of at least two, but preferably three or four, ideally willing to regularly give up a good two or three hours of time together. On top of that, the game places a hugely disproportionate burden on one player, namely the games-master, dungeon-master, referee or whatever else you want to call him or her.

As well as controlling all non-player characters, describing the setting and keeping track of everything that's going on. This player either has to read through adventure books, in detail, possibly adapting them to suit the group, write fresh adventures from scratch on a weekly basis or have the improvisational skills to make it all up as they go along. Often, this player is the only one that fully understands the rules. This a hugely demanding role, requiring a combination of actor, accountant, writer, editor, rules master and referee. Frankly, given the requirements of the job (and it pretty much is a job), its amazing that any role-playing groups were able to get off the ground. Let alone that it became a craze.

There is another oddity about role-playing games. The genre sells itself on the idea of complete freedom. The players can be anything or go anywhere. And yet, so many of them are built around the same basic template. The players roles are a band of highly specialised and dedicated killers committing acts of small-scale genocide against a variety of semi-humanoid opponents in exchange for money that is mostly spent on equipment and training to make them even more effective killers, set in the backdrop of a world whose disaster management is so poor that in times of crisis they have no choice but to recruit a band of freelance troubleshooters. This is the essential template of most role-playing games. The settings vary, fantasy of one sort or another is standard, but the same basic template has been exported to science fiction, the wild west, pulp adventure serials and even various periods in history, albeit with a few liberties taken.

Of course this doesn't represent all role-playing. There have been a number of games that have emphasised other aspects of human experience and have reduced the emphasis on violence. But the interesting thing about these games is that they are taken as being reactions against the norm. And, weirdly, there has recently been a sort of reaction against the reaction in the form of the “old school renaissance” in which a number of games have appeared that actively try to be more like “traditional” role-playing games.

Part of the reason for this emphasis on combat is the fact the RPGs grew out of wargaming. Obviously a game genre that developed from wargaming is going to have an emphasis on combat. But beyond this, it also develops out of a tradition of confrontational gaming in which two, ostensibly, evenly-matched players, attempt to defeat each other on the field of battle. RPGs transfer that conflict to a similar, but slightly different context, in which the group takes on the games-master. It's significant that many early RPGs treat the player/game-master relationship as strictly confrontational.

But, when you think about it, why should that be the case? The concept of RPG's, a collection of players taken through a scenario by a games-master, could have developed from board games, experimental theatre, book groups or any number of places. Why did it develop out of wargaming in the first place?

I think part of the reason is the demands placed on the games-master. Given the amount of work required to be a good games-master, any reduction in the workload is going to be helpful. The advantage of the simple confrontational setup, is that it significantly reduces the amount of work that has to be put into the scenario. Writing, adapting or improvising a complex plot that can go in any direction is a lot more complicated than filling a dungeon, cavern or evil Wizard's tower with monsters is a much simpler task. And the players know what to expect and don't react against the template. At least not in groups that actually work.

If seen from that point of view, Role-playing games could only have grown out of wargaming. It's the only setup that makes it practical.

And yet, by placing such an emphasis on clearing monsters out of dungeons (or variations on that idea), RPGs place an inherent limit on their central concept that leaves them fatally exposed to their competition. I'm talking about computer and video games. The kind of “do anything, go anywhere” that RPG's could theoretically offer isn't anything that video games could duplicate, even today and certainly not in the early 1980s. On the other hand, populating a dungeon full of monsters is simple.

So the very limitation that allowed RPGs to develop in the first place is the very thing that ensured they would be overtaken by something that could do the same thing just as well, but with less effort. Of course pen and paper RPGs have continued to influence the development of computer RPGs to the point where MMORPGS even replicate the need for groups of people to set aside time to play together. But, by taking over the role of games-master, they replace the most difficult part of the experience.

Monday, 17 March 2014

Experiment update

There are now only seven copies of Warhammer Visions, which means one has been sold or stolen which, to be fair, is one more than I expected.

Monday, 10 March 2014

The experiment continues

As of this morning, there were still eight copies of Warhammer Visions at the railway station Smiths. If there is a market for this, it hasn't mobilised yet.

Tuesday, 4 March 2014

A small experiment

There were eight copies of Warhammer Visions in the branch of WH Smith at the station this morning. Let's see how many are left at the end of the month.

I suspect a reasonable number of people will have bought the first issue simply to find out what it was about. The second issue is more indicative of whether there is actually an audience for it. Personally, it has no appeal to me whatsoever, but I concede that others may not share this view.

Friday, 28 February 2014

More-ish

Recently, I've been doing my best to cut back on the amount of miniatures I've been buying. For the first time in about five years I skipped the "Call to Arms" show in Theale, on the grounds that I would just bring back more stuff that I didn't have time to assemble or paint. Of course, I blew it slightly by taking a trip into London and buying two more models for Bushido instead.

Bushido has acted as something of an exception to my "no new models" rule, largely because I want to keep up to date with the Temple of Ro-kan faction. But the fact that I have allowed this exception, says something about the effectiveness of GCT's marketing.

Games Workshop games are all but armies for me. I pick an army and buy models until it feels big enough. And then GW try to encourage me to start a new army. I don't expect to collect every model or unit available for the army and I may even restrict my choices to make it more thematic. While I wouldn't describe any of my armies as "finished" exactly, they are all of a size were I don't feel any great pressure to add any more models to any of them.

Oddly, Games Workshop's release pattern helps reinforces this behaviour. Every five years or so they release a new army book, I buy it and maybe one or two units or characters and that's it. My army is up to date. I don't feel the need to replace my existing models. Take the new dwarf book, I will probably grab it, King Duregar and a Gyrobomber and leave it at that. I won't replace my carefully painted metal hammerers with the new plastics any more than I replace my beloved metal miners when the plastic miners came along.

Bushido is different. For some reason, Bushido doesn't feel bounded in the same way as my Warhammer armies, so every time a new release comes along for the Temple of Ro-Kan, I buy it. Due to a combination of the small number of models required to play the game and the relatively low cost of each, I have started thinking of my Bushido models as a "collection" and not an army. Which means I need to buy the lot. Because new models are released every two months or so, there is never a natural pause and so I keep buying.

Bushido isn't the only game to do this. Warmachine/Hordes, Infinity, Malifaux, Helldorado, even Anima Tactics if it was more organised, all depend on a model of steady and constant releases, which keeps you army/gang/warband/crew in a permanently incomplete state.

It reminds me of when I was seriously into Magic the Gathering. Every time a new expansion appeared I had to buy a few boosters or feel like the game was leaving me behind. Consequently, the collection was never complete only constantly expanding. This is great for the company, as they get a steady income. The drawback is that players have to be pretty devoted to the game to keep up. Part of the reason I never really got into Warmachine was because I couldn't get the old models assembled painted and on the table before the next expansion came out, not when there was so many other games out there. As a marketing strategy, it encourages the fanatic at the expense of the casual gamer.

Of course much of the pressure is self-imposed. I have more than enough Bushido models to game with and I really don't need any more. And yet the pull is still there and, for the moment at least, I can keep up with the new releases without it totally monopolising my time.

In the last few months I have found myself drawn back to games that have effectively "died." Games Workshop's Epic and Mordheim and Confrontation. It's the lack of new releases that is the draw in these cases. With no more support coming, the games are "finite" and I can concentrate on painting and gaming with the models I have without feeling a compulsion to buy any more. Except, of course, for those last one or two Mordheim models I might get from Ebay...

Monday, 17 February 2014

And so it begins?

News is in that Hasbro have formed a partnership with a 3D printing company.

Of course the news report is all about 3D printed Transformers and "My Little Pony", but Hasbro owns Wizards of the Coast. Could we be seeing 3D printed Dungeons & Dragons miniatures in the not too distant future?

Thursday, 13 February 2014

Wrong Impressions

It's funny how seeing a small part of something can you the wrong impression of the whole.

The thing that first attracted me to Malifaux was the slightly gothic, slightly cartoony concept art, combined with who well it had been translated to the first metal models. I still love those early designs. They put me in mind of some of Tim Burton's best work, think Edward Scissorhands or Sleep Hollow, or, perhaps more accurately, the Nightmare before Christmas or the Corpse Bride. It was a look that also snuck into the Series of Unfortunate Events. A kind of caricature of gothic turned up to 11.



Take a look at the early Rasputina, with top hat, stripy stockings and pure white skin. Or Nicodem, with his ridiculously high collar, super-sized top hat, dark glasses obliterating his eyes and Judge Dredd chin. It was a look I wanted to recreate as perfectly as possible in 3D when I painted the model.

Early Nicodem...

...and my early Nicodem model

This is pretty typical for me. I have bought games, warbands, gangs, whole armies on the strength of a single illustration or a model that appealed and for whom I had to find a home. It's a tendency I have tried to reign in in recent years as it has left me with more than a few attractive but unplayed games.

In the case of Malifaux, I am reaching the conclusion that the creators idea of the game world was quite different than the one I assembled in my head from the art work. The first clue came in the rule back, which laid out a background story far darker and grimmer than the slightly playful, dark humour I had expected. But it has become increasingly apparent with the release of Malifaux second edition and the redesigned plastic models.



Gone is Rasputina's hat and stockings in favour of what could only be called practical cold weather gear. While her spindly Ice Golem, has been replaced with a hulking brute, and the previously playful Ice Gamlins have become far more sinister This is a world that, for all its fantasy elements, is far more grounded in reality than the one I thought I was entering.

Not that there's anything inherently wrong with this approach, it just doesn't appeal to me in the same way. My Malifaux models are now lying somewhat neglected as a consequence. It all goes to show the danger of over committing to a game based on a partial understanding of what it's supposed to be.