Being in the Main the Mouth of Olde House Rules

Tuesday, April 2, 2024

Arsenic & Old Lace (a Review)...

The free-kriegsspiel revolution (or FKR; sometimes free-kriegsspiel roleplay) has been getting a lot of attention lately, which seems inevitable given renewed interest in the pastime's wargaming origins. But this style is far more than the minimalism it's known for. Instead, imagine that complexity is transferred from the rules to the narrative. This is free kriegsspiel in its purest form, and one most aspiring products fall short of by necessity...

Enter Arsenic & Old Lace by Tainted Edge Games. This release doesn't shy away from narrativism, embracing its promise by way of an evocative (and overlooked) backdrop; namely, The Thirty Years War, noting that this isn't history as it was, but how it was believed to be, complete with its cunning men, wise women, and mercenaries hardened by the endless conflict plaguing the land. It's an adventurer's paradise.*

The book is laid out like a period handbill, with woodblock-styles artwork to heighten the game's atmosphere. Narrative is everything, which includes the visual; and after an explanation of the system's core premise, the reader is offered a list of suggested readings (and viewings) to further reinforce the primacy of narratives as the guiding light of this approach. From here the rules proper begin, in keeping with the FKR spirit...

Characters each choose a vocation, including the aforementioned cunning men (and wise women) and mercenaries, but also thieves, witch hunters, and woodsmen. Each is offered as a descriptive narrative. What can they do? Whatever their definition allows for. And how is success decided? By rolling against a target number set by the Storyteller (a variation of the GM), supplemented, for added flavor, by some mechanical flourishes...

Resolve is a combination hit points/spendable luck point provision You spend it staying alive and/or improving dice rolls. Destiny is granted at the onset of an adventure and otherwise accumulated whenever the character rolls a natural 20 (we love this). Spending a point of this turns a failure into a success, albeit at a price, adding additional nuance to the emerging storyline. What happens? Ask the narrative. Does it work? Roll the bones...

From here the rules veer into seven appendices, covering everything from random encounters to potential spells. Magical effects are negotiated with the Storyteller, but with narrative (and historical) guardrails to impose balance. There's a total of three charts, extraordinary even in rules-light fare, and no monster lists (most enemies are human anyway) because imagination, through the narrative, is enough to give them life.

Of course, all of this relies on the same high-trust dynamic characteristic of the OSR in general; but taken to a whole new level. Narratives are rules, and rules provide the atmosphere expected of a simulated reality. Rules serve at the pleasure of the narrative, which means the perfect FKR just might read like a good story. Arsenic & Old Lace exemplifies this style, making it an essential addition to any FKR collection...

*Yes, it has black-powder rules and would work nicely with Barons of Braunstein.

Tuesday, March 5, 2024

Gratification in the Gaming Age...

There's no doubt we live in an age of instant gratification. There isn't much we can't get immediately. Instant books, instant food, games, and instant movies and/or television (binge watching is a guilty pleasure in our personal orbit). Nice, and who's complaining? When hunger strikes, it's nice to get DoorDash. General Tso's is delicious, while pants are definitely overrated. Let's not pretend this fact isn't hot-buttered awesome...

Ditto for tabletop games. Steam makes us wait at least 10 minutes; but Drive-thru is nearly instantaneous. A universe of gaming goodness awaits a clicking finger. And again, who among us would dare to complain? In the time it took to write these words, someone picked up the complete Pits & Perils (and may they enjoy their purchase), underscoring just how good this is for everyone involved. Speedy delivery rocks; but what gets lost?

Things are precious because they're rare. Or infrequent. And that's the price we pay for this windfall. At the risk of waxing nostalgic, I remember the following well...


(1) Ordering my dungeon Hobby Shop catalog and waiting two weeks, only to order some miniatures and wait several more, checking the mailbox Christmas Story style. 

(2) Waiting all month for the next issue of Dragon (with a subscription).

(3) Patiently saving my allowence for some desired thing. The pleasure of a monthly trip to Pizza Hut. Next week's episode of (insert show here), seasoned by the waiting.

Speed is good, and variety better. Truly we live in a golden age. But if things are precious when they're rare, and it's sometimes better to wait, how do we square that circle and get the best of both worlds? Maybe we have to cut ourselves off from the glut of options, imitating yesterday's deprivations today. Yesterday was unintententional. There wasn't as much, and fewer ways to deliver it. These days, we need a more conscious approach... 

Curate a wishlist, schedule purchases in imitation of a middle-school budget (few of us are rich, so this part's easy), and maybe control social media time. Kickstarters are the very definition of delayed gratification, but proceed with caution. I'm not so old I think living was better with less; but just like we need to exercise to make up for the physical activity we lose in our sedentary lifestyles, maybe we should engineer that specialness ourselves.

Tuesday, February 6, 2024

No Clouds Above, No Men Below...

Ageism might be the last acceptable predjudice; and given the young/old divide implied by the OSR, you definitely see this in the gaming community. Case in point: last week on Facebook (because it's always Facebook), some grognard posted a meme waxing nostalgic about their younger days and marathon sessions. No putting anyone else down, no ugly edition warfare, just reminiscing about a happy childhood. Well along comes the inevitable contrarian, who suggested it sounded like "old man yells at cloud" stuff...

Really? Also, absurd. So here goes. Simply (1) being old, (2) preferring older editions of whatever system, and (3) enjoying happy memories doesn't make you the proverbial old man (or woman) yelling at clouds beyond the rather thoughtless imaginations of some. By this reasoning, every grognard should immediately burn their rulebooks and rend their garments over these false memories of happiness. If you're denigrating the younger generation and their rulebooks, you are this guy. But simply liking your favorite stuff is far from it.

I get it (and rather suspect it's tit for tat). The young are denigrated ad nauseum for being born decades too late. Their games, famously forgiving, are too soft (as though generation X stormed the blood-stained beaches at Normandy). It's Marxism. Storygamers are entitled swine (take that, Forge). This is old man vs. cloud multiplied, and every bit as ridiculous as the reverse. Games are played for fun, and each offers a different experience. Unless a ruleset involves bona fide homicide, it's hardly Hitler's invasion of Poland...

But it's not all bad. Last year (also on Facebook) someone posted a gag module called Against the Grognards. I pointed out that grognard implied the aged, broad brushing them as stereotypical Boomers who resist everything. What they meant was Gatekeeper, a sadly universal phenomenon transcending generations. And you know what? My Facebook friend agreed, changing the title and making it all the funnier. Laziness is easier than nuance, accounting for much confusion. But preference and nostalgia alone are no offense.

Tuesday, January 2, 2024

Action: Reaction Rolls, Take Two...

Reaction rolls seem pretty old-school to me. It's just the sort of sandbox, create-the-world-as it-happens provision that early gaming thrived on. But like the grappling tables, it might be one chronically ignored by later generations who inevitably simplified their new hobby through selective application. It happens. Don't like [insert mechanic here]? Vote with your feet and leave it out, all the easier if it seems extraneous to being with. Monsters are the bad guys, so roll for initiative already. That's my experience anyway; yours may vary...

But if you want to incorporare reaction rolls and keep it simple, you have options:

Take One: Assign predispositions to enemies in advance. Most are irredeemably hostile, doubtless explaining why so many have abandoned (or otherwise ignored) the idea straight away. Those foes amenable to bargains or bribes can be identified in advance, with terms and conditions spelled out. The Goblin Chief is wicked, but appreciates bribes of 100 GP or more per the GM. This is implied in certain rulesets and bears elaboration.


Take Two: Once again; the above, in some form, is close to standard practice, with countless iterations befitting the milieu. Another approach, for the adventurous, is to rework a game's entire system, merging combat initiative and enemy reactions in a single roll. One player rolls for the entire party (a rotating duty) with enemy reaction and initative as indicated:

2-4      Hostile; enemy takes initiative and attacks immediately
5-7      Negotiable; monsters hold initiative, but may pause for sufficient overatures
8-10    Hostile; party holds initiative and may attack or attempt to bargain
11-12  Negotiable; characters win initiative, but the enemy displays hesitation  

Of course, any openess to negotiation is lost with hostile action from the party, noting that superior players will already know to inquire about an enemy's non-verbal cues, saving themselves needless bloodshed. The GM will still need to establish temperment in advance, adjusting accordingly. This approach has the added benefit of being easy to remember in battle, and easy to tailor to conditions. Reactions are only positive when conditions are met, meaning that Take One (above) still applies. A great choice for Mydwandr.

Some enemies are always hostile, others always amenable to negotiation. In these instances, dice indicate potential attack order only. The rest comes down to the fine art of game mastery. That's because while the dice can generate outcomes, only a seasoned referee can translate entries on a table into a natural and seamless narrative where player decisions matter. Reaction tables are old-school because old-school rests on a sandbox stocked with random outcomes seasoned by strategy. But it needn't be difficult...