"All Hail the Ultra Bastard" (Dead Tree, No Shelter) presents a set of free old-school rules that I would try, if I played.
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"Against the RPG Rulebook Spartanism" (Monsters and Manuals) warms the heart of this jaded old critic:
I reject RPG Rulebook Spartanism. I don't think that RPG rulebooks should only be designed with usability in mind. The only ones I have ever read and wanted to play, in fact, are precisely those that prioritise readability over usability. And I am going to out myself. I have played lots of RPGs over the years. But I also - and I am going to shock you, now - going to proudly declare that I own many RPG books that I have absolutely no earthly use for, but which I like because they are enjoyable to read and full of interesting ideas. I do not think it is a sin against God for a designer to prioritise the reading experience over the gaming one. I have no problem with confessing to reading things and enjoying the images they conjure in the mind as an end in itself.
While I bear no ill will to efficiency-minded GMs, some popular RPG books are not much more than glorified GM screens.
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"Think For Yourself" (New York Review of Books) is an article in which Dan Chiasson considers what is lost when we let AI finish our thoughts for us. He considers how writers from TS Eliot to Elizabeth Bishop let thoughts hang and ripen until they completed themselves. Apparently, in Emily Dickenson's manuscripts, you can get an idea of how long she paused to think of her next line by how dark the the blob of ink is in the spot where she rested her pen. From a certain point of view, this essay is all about possibility: if not the designed "possibility structures" that this blog takes as its structure, the creative space of possibility in the mind of the artist as she creates. Chiasson quotes a passage from William James laying out the idea of "active gaps" in one's mind:
Suppose we try to recall a forgotten name. The state of our consciousness is peculiar. There is a gap therein; but no mere gap. It is a gap that is intensely active. A sort of wraith of the name is in it... the gap of one word does not feel like the gap of another, all empty of content as both might seem necessarily to be when described as gaps.
He also quotes Luise Glück:
It seems to me that what is wanted, in art, is to harness the power of the unfinished... the problem is to make a whole that does not forfeit this power.
Perhaps RPG sourcebooks aren't at all the right place to look for the resonant "power of the unfinished." Perhaps...
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I stumbled onto an old blog post by Seth Kenlon arguing that "Game Books do History Better than History Books". As a historical wargamer, Kenlon has found that books about actual history are much less clear, and hence more frustrating, than sourcebooks for made-up role-playing game worlds. This seemed to me a good occasion to recommend the Penguin Historical Atlas of Ancient Civilizations by John Haywood, which is a slim and map-filled paperback that really is a sourcebook-level overview of the ancient world.
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For years and years, I've heard Tolkien's Middle-Earth criticized as too Euro-centric, and M.A.R. Barker's less-known world Tékumel, the basis for the early RPG Empire of the Petal Throne, praised by contrast as a fantasy world with serious interest in non-Western cultures. One might think Tolkien was the reactionary and Barker the liberal multiculturalist. So I was quite surprised to find out that in 2022, Barker was discovered to have been an anti-Semite and Nazi revisionist at the end of his life: under a pseudonym, he had published a novel where the hero joins up with Nazis to bring about the Fourth Reich. Tolkien, meanwhile, is very much on the record as having been opposed to the Nazi movement. Needless to say, M.A.R. Barker's stock has fallen; read details in "Ruins and Racists" by Gregory Jones-Katz, in the Baffler.
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In "REVIEW: 50 Years of Text Games," John Psmith got into some things that I hope to get into eventually in this blog, namely procedural generation and simulation as they relate to the idea of the possibility structure. Choose-your-own-adventure books and early text games are some of the simplest possibility structures out there: possibilities of a text, rather than the more abstract possibility of a narrative. But, as the review points out, you eventually run up against their limits.
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Free League Publishing, out of Sweden, puts out an impressive variety of RPGs, from original games like Mörk Borg and Vaesen to licensed games like the Alien or Blade Runner RPGs. I always wondered: why Sweden? How did role-playing games make such a cultural dent there? I learned the answer: state subsidies. Roleplaying did take off in Sweden in the 1980s, but in 1988, an organization called Sverok set itself up as an umbrella organization for local Swedish youth roleplaying clubs, and it was big enough to qualify for funding from the Swedish government. This meant that the clubs had support for getting places to meet and money for rulebooks. From Wikipedia:
Since forming a club and joining Sverok meant receiving funds (rather than paying a membership fee) many teenagers saw it as a good way of getting some gaming supplements essentially for free. The only real requirements were – and are – that the clubs need to be open for members and organized in a democratic fashion. From a governmental perspective, this ensures that a large number of people are involved in a democratic process early on in life. During these early years much of the organizing of the federation itself was done on a volunteer basis.
Imagine being a teenager, and having Uncle Sam pay for your Player's Handbook...
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"Arden Vul - Conclusions" (Writings) describes the end of a sixty-session megadungeon campaign in the Halls of Arden Vul, which apparently has over 2,000 rooms. It sounds like the players came in with a suitably epic strategy.
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"The Destined Heroes Play Style" (Patchwork Paladin) lays out the elements of what is perhaps the dominant way of playing Dungeons and Dragons today. For our purposes the point is that the players and game master aim for a particular narrative shape, where the players' characters get individualized arcs and time in the spotlight, bundling together a hero's journey for each player. This is very different from the "scoundrels in a harsh world" story that's associated with the "old school" playstyle.