I have been convinced that I have misjudged Luke Crane's game designs.
I have been sold on trying out Mouse Guard.
Basically, the concept of Beliefs finally clicked for me - I was reading a Narrativism explano-thread over at Giant in the Playground (because, apparently, I am still a wee bit obsessed with definitions and Forge wonkery), and then I read a review of Mouse Guard at a site called... ew... Gnome Stew.
They started talking about how Beliefs are part of MG, and it dawned on me that, yes, a character's Belief(s) could really be like their own personal Premise - something to hang their moral choices on, with a little structural presence additionally. Cool!
Now, one might fairly ask, "Do you *really* only get excited about a game if it supports Narrativist play?" Well, what gets me down is a game that's Incoherent; I think the past few months have shown me that all CA's, when supported effectively, can be just as enjoyable for me as good ol' Story Now.
To be fair, my yearning for Gamism is fairly limited, and extends to mostly D&D-esque fare. The thought of playing a comic that I didn't find hugely enjoyable, in a style that doesn't usually grab my attention, didn't sound very interesting. I guess if you could fix one of those things I'd be sold on it.
Speaking of, anyone ever play the Slaine d20 RPG? Ha, just kidding - no way, man. No goddamned way. Ick. I love(d) the comic, yeah, but I think there are some pretty sharp limits to what kind of system, overall (wish I had a link to someone I once read who claimed d20 wasn't really a complete game system) I would wade through for preferred content.
Naturally, writing the preceding paragraph has convinced me that I must write the actually-good Slaine RPG. Sigh. Just got back to writing my novel, too...
/out
Showing posts with label mouse guard. Show all posts
Showing posts with label mouse guard. Show all posts
Monday, September 20, 2010
Friday, March 6, 2009
A Song of Melting Ice and Guttering Fire
It saddens me to see such a beautifully-illustrated product as this be party to such pedestrian design. Ho-hum, a hybrid CA. Ooh, metagame Currency! Ugh, a table for weapon rules. Blech, a separate section for combat rules. Blarrrrgh, two different resolution systems, one with target numbers and one without.
It's like someone found a really amazing artist to do the pikchurs, and then took every "Mike's Standard Rant" from the Forge forums and cobbled things together into one game. One thing that is pretty cool: the designers went halfsies on that whole "stats vs. skills" design aspect, such that there are no stats, only twenty or so Abilities that cover the combined ground of stats and skills (the ground they'd get in most games, anyway).
The art, which is awesome, reminds me of Richard Corben's work (Bloodstar was one of my favorites growing up) and that of David Petersen (of Mouse Guard fame), feels too good for this game. The game isn't some horrible creature; it's just so bog-standard (at least in the fast-play rules preview available at the Green Ronin site) that it feels like it doesn't deserve such evocative images.
The Game of Thrones series has super-strong themes, an intensely detailed setting (but the basic movers and shakers aren't hard to understand, thankfully), and characters that feel real and authentic. To have yet another crack at an RPG adaptation of the series be so ... typically mainstream makes me want to go and design my own version of it. I swear, though, this is yet another series where noble houses, respect, and reputation are all major-league forces, which means I don't need to make something out of a whole new cloth - some minor adaptation of Mask of the Emperor would suit the series quite well.
One major thing that'd need to happen, though, is rules for monsters. Well, maybe not new rules, per se, but certainly the injection of overtly supernatural beings, beyond what the Sorcery rules can accomplish. The monsters all still involve people, rather than just being flat, boring obstacles for the protagonists to overcome, so that's cool. I'm also wicked-excited about making the Black Brothers the new Heralds; they are so Aloof it's not even funny! I'd been considering taking the Monk role along with me when I adapted Mask to a Christian Medieval setting, and I think the vaguely-Catholic-Church nature of the Seven-faith in Westeros would work great for Monks. I'd need to swap out the Way, or something, but letting Black Brothers be the "fightin' Aloofs" instead of the Septons would at least maintain the fighter-y options for people wanting to play Aloof characters. Good times.
Edit: upon reading a bit more of the sample game, I noted that the full stats for the sample characters are incredibly brief, almost Mask-brief. This mitigates the game's other flaws somewhat, though its resoundingly incoherent CA (Gamist and Sim, back and forth!) still puts the nails in the coffin for me. Ah, well. Simple rules do not mean good rules, although they do help.
It's like someone found a really amazing artist to do the pikchurs, and then took every "Mike's Standard Rant" from the Forge forums and cobbled things together into one game. One thing that is pretty cool: the designers went halfsies on that whole "stats vs. skills" design aspect, such that there are no stats, only twenty or so Abilities that cover the combined ground of stats and skills (the ground they'd get in most games, anyway).
The art, which is awesome, reminds me of Richard Corben's work (Bloodstar was one of my favorites growing up) and that of David Petersen (of Mouse Guard fame), feels too good for this game. The game isn't some horrible creature; it's just so bog-standard (at least in the fast-play rules preview available at the Green Ronin site) that it feels like it doesn't deserve such evocative images.
The Game of Thrones series has super-strong themes, an intensely detailed setting (but the basic movers and shakers aren't hard to understand, thankfully), and characters that feel real and authentic. To have yet another crack at an RPG adaptation of the series be so ... typically mainstream makes me want to go and design my own version of it. I swear, though, this is yet another series where noble houses, respect, and reputation are all major-league forces, which means I don't need to make something out of a whole new cloth - some minor adaptation of Mask of the Emperor would suit the series quite well.
One major thing that'd need to happen, though, is rules for monsters. Well, maybe not new rules, per se, but certainly the injection of overtly supernatural beings, beyond what the Sorcery rules can accomplish. The monsters all still involve people, rather than just being flat, boring obstacles for the protagonists to overcome, so that's cool. I'm also wicked-excited about making the Black Brothers the new Heralds; they are so Aloof it's not even funny! I'd been considering taking the Monk role along with me when I adapted Mask to a Christian Medieval setting, and I think the vaguely-Catholic-Church nature of the Seven-faith in Westeros would work great for Monks. I'd need to swap out the Way, or something, but letting Black Brothers be the "fightin' Aloofs" instead of the Septons would at least maintain the fighter-y options for people wanting to play Aloof characters. Good times.
Edit: upon reading a bit more of the sample game, I noted that the full stats for the sample characters are incredibly brief, almost Mask-brief. This mitigates the game's other flaws somewhat, though its resoundingly incoherent CA (Gamist and Sim, back and forth!) still puts the nails in the coffin for me. Ah, well. Simple rules do not mean good rules, although they do help.
Labels:
mainstream games,
MotE,
mouse guard,
song of ice and fire
Monday, March 2, 2009
Thoughts on the Mouse Guard RPG and Luke Crane games in general
[Fair warning: I've yet to play any Luke Crane RPGs; I've only read Burning Wheel and some of Mouse Guard, so what I have to say is highly speculative.]
For those of you not familiar with the comic book Mouse Guard, I highly recommend it for the aesthetic appeal alone. It's sentient, bipedal mice in a world without humans; they wear little cloaks and have weapons and castles and the like, and the titular organization's goal is to mind the roadways of their little world, thwarting predators and the like.
Sadly, as beautiful and clever as it is, I've yet to be engaged very much by the storyline. The conflicts the characters face are gorgeous and lush, yet somehow hollow and a tad forced. The lovingly rendered yet ex-nihilo legend of "Black Axe" (a traitorous villain with a titular weapon) seems tacked on, although David Petersen, the creator, spins the tale with all his artistic talents operating at full capacity.
This all being said, I was wondering if the RPG translation of the series would have potential for greater storytelling powers, but thus far I don't know what to think. In the RPG text itself, the designer (Luke Crane) puts it right out there as far as the point of play: the game-master throws challenges and obstacles at the players, and they play their Mouse Patrol the best they can to overcome them. That's a straight-up, definitive example of Gamism, right there.
I have never played an explicitly Gamist RPG; I've played a few games that were highly Sim, with lots of Gamist tactical content thrown in, but never anything that went right out and said, "This game is about winning and losing. The rules are here to determine when and how that happens." Kudos to Mr. Crane for clear Creative Agenda in his design this time around. I was inclined to agree with Ron Edwards about Burning Wheel, and without putting too many words in Edwards' mouth, the agreement runs toward the analysis of BW being "motorboat" Narrativism: design that almost nails Addressing Premise, but falls just short and instead roves off into highly Simulationist, High Concept play.
If you don't believe me, compare the section on Beliefs and Artha (make-yer-own-Premise Narrativism, which is unique, I believe) with the Lifepaths section of the Character Burner (such theme and panache in those different Race Chapters!). Artha and Beliefs encourage a sort of internal regulator for the character and the decisions the player makes, but as to what sort of story all this is for, Crane has left it up to play groups to determine. In the Character Burner, there's no question that he can beautifully portray something akin to a whole barrel of story seeds, even if the attached mechanics are based on "realism" more than player agency (in terms of helping to tell the story, not in terms of raw power).
My point? Well, I feel like this is Crane's take on almost-Nar-but-really-Gamism. That claim is quite a stretch, I admit, but here's one little tidbit from an RPG.net review that gave this idea a germ of life:
"The Nature rules deserve some special mention. All creatures in MG have a Nature specific to their species. Mouse Nature is used for Escaping, Climbing, Hiding, and Foraging. Nature can be called upon for these basic activities, but it can also be substituted for any other skill. Doing this, 'going against your Nature,' risks taxing your Nature, and there are risks to reducing it by too much, or for that matter, for raising it too high through advancement."
Does that not seem like a two-steps-removed crack at Premise to anyone else? It seems as though there is a line for PCs to walk with regard to acting "properly Mouse-like", but if I recall, this was something that wasn't really established in the comic. At least, not in Series 1: Fall 1152. This bit makes me think, "Mouse Nature... as opposed to what?" It's intriguing, and it makes me want to go back to the bookstore and find out the rest of that mechanic, to see what Crane is on about.
For those of you not familiar with the comic book Mouse Guard, I highly recommend it for the aesthetic appeal alone. It's sentient, bipedal mice in a world without humans; they wear little cloaks and have weapons and castles and the like, and the titular organization's goal is to mind the roadways of their little world, thwarting predators and the like.
Sadly, as beautiful and clever as it is, I've yet to be engaged very much by the storyline. The conflicts the characters face are gorgeous and lush, yet somehow hollow and a tad forced. The lovingly rendered yet ex-nihilo legend of "Black Axe" (a traitorous villain with a titular weapon) seems tacked on, although David Petersen, the creator, spins the tale with all his artistic talents operating at full capacity.
This all being said, I was wondering if the RPG translation of the series would have potential for greater storytelling powers, but thus far I don't know what to think. In the RPG text itself, the designer (Luke Crane) puts it right out there as far as the point of play: the game-master throws challenges and obstacles at the players, and they play their Mouse Patrol the best they can to overcome them. That's a straight-up, definitive example of Gamism, right there.
I have never played an explicitly Gamist RPG; I've played a few games that were highly Sim, with lots of Gamist tactical content thrown in, but never anything that went right out and said, "This game is about winning and losing. The rules are here to determine when and how that happens." Kudos to Mr. Crane for clear Creative Agenda in his design this time around. I was inclined to agree with Ron Edwards about Burning Wheel, and without putting too many words in Edwards' mouth, the agreement runs toward the analysis of BW being "motorboat" Narrativism: design that almost nails Addressing Premise, but falls just short and instead roves off into highly Simulationist, High Concept play.
If you don't believe me, compare the section on Beliefs and Artha (make-yer-own-Premise Narrativism, which is unique, I believe) with the Lifepaths section of the Character Burner (such theme and panache in those different Race Chapters!). Artha and Beliefs encourage a sort of internal regulator for the character and the decisions the player makes, but as to what sort of story all this is for, Crane has left it up to play groups to determine. In the Character Burner, there's no question that he can beautifully portray something akin to a whole barrel of story seeds, even if the attached mechanics are based on "realism" more than player agency (in terms of helping to tell the story, not in terms of raw power).
My point? Well, I feel like this is Crane's take on almost-Nar-but-really-Gamism. That claim is quite a stretch, I admit, but here's one little tidbit from an RPG.net review that gave this idea a germ of life:
"The Nature rules deserve some special mention. All creatures in MG have a Nature specific to their species. Mouse Nature is used for Escaping, Climbing, Hiding, and Foraging. Nature can be called upon for these basic activities, but it can also be substituted for any other skill. Doing this, 'going against your Nature,' risks taxing your Nature, and there are risks to reducing it by too much, or for that matter, for raising it too high through advancement."
Does that not seem like a two-steps-removed crack at Premise to anyone else? It seems as though there is a line for PCs to walk with regard to acting "properly Mouse-like", but if I recall, this was something that wasn't really established in the comic. At least, not in Series 1: Fall 1152. This bit makes me think, "Mouse Nature... as opposed to what?" It's intriguing, and it makes me want to go back to the bookstore and find out the rest of that mechanic, to see what Crane is on about.
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