By James Mishler with Jodi Moran-Mishler
Runemaster Rune List, including 34 new runes;
Rules for Drowning and Fear effects.
Well, ain't that something...
The more things change, the more they stay the same.
Nothing new under the sun... just certain points of view...
Addendum: Below is the post that went with it, from May 2009.
It is hardly complete and of course, completely debatable. I never really found the styles of Gygax and Arneson to be incompatible; they were merely along different points on different axes, and really both fall within the broad grouping under "High Adventure." That Gary advocated more along the lines of pure Adventure, while Dave emphasized the Role-Play aspect, does not mean their philosophies were at odds.
A few definitions are in order:
The Adventure element of gaming refers to the Character or party of Characters going forth and making their way through a setting, having adventures, killing monsters, looting and pillaging, and generally doing what adventurers do, regardless of whether the Players are emphasizing the Role-Play or Roll-Play aspect of the game. However, what is certain is that though there is a campaign setting, and the Game Master may even have some over-arching plot points and ideas for what is going on behind the scene, it is the PLAYERS that drive the game by their desire to have Adventure. In essence, Adventure gaming isn't about the destination, it's about the journey there... and there may very well be no "there" toward which one is striving.
The Narrative element of gaming is almost, but not quite, the reverse. While all the same things may occur in a Narrative game, the overarching interest of both Players and Game Master is the telling of a story within the pre-existing milieu created by the Game Master (and quite often, with the assistance of the Players). Often there is a Goal, and specific Antagonists, and all the other bits and pieces that come into play through the nuts-and-bolts concepts of the literary end of things. In essence, Narrative gaming is all about where you are going, and getting there in the most apropos and character-driven method possible.
Role-Playing gaming emphasizes the Player taking on the Role of the Character; at the furthest end of this axis, you are actually dealing with full-immersion into the character, with reams of background and names of allies and enemies, likes and dislikes, and a full list of all goals and dreams, etc. A Role-Playing game at that level might not even use scores or any sort of dice to determine results!
In Roll-Playing gaming, the Character is little more than a collection of scores and derived attributes to be used to chart the "score" a Player has at any one time. In some of these games, names are unimportant, histories are mere flavor text, and the goal is to advance the Characters scores and derived attributes ever onward and upward.
Gygaxian, Arnesonian, and Rein*Hagenian should all be understood; Jacksonian needs a little clarification. Jacksonian refers to both Steve Jackson (the British Jackson, not the American), who wrote the Fighting Fantasy series back in the day; it also refers to Gary Jackson, the fictional creator of the HackMaster game featured in the Knights of the Dinner Table. I should also note that for Dungeons & Dragons purists, you can substitute Hickmanian (Hickmanite?) in place of Rein*Hagenian if you don't want to get vampires mixed in with your dragons...
So with this post I will hit 40 posts for the year which is the third most annual posts in the ten years of this version of the blog. Not too bad, though you'd think I could have posted more with the Pandemic and all, but things just did not work out that way.
The big news today is that for the first time I will participate in online gaming, playing some 5E Dungeons & Dragons: Rime of the Frostmaiden using Zoom. Not sure how this is all going to work out, I am a bit of a Luddite, after all but I am going to give it a try. I will be playing rather than game-mastering, which in itself is a rare enough experience for me. But I definitely want to get some experience playing online before I try judging online.
Between the works of Gabor Lux and Geoffrey McKinney, I am re-working my prose style, which recently has devolved into an exercise in explosive verbosity, which has been no fun for me to read, and I can't imagine it would be fun for others, either. So I am working on tightening up my various works -- gazetteer entries, geography entries, dungeon room entries, etc. -- to focus on a less explicative and more evocative language, as was used in the old days, and which Gabor and Geoffrey have mastered so well.
Oh, and if you have found my Marvel Cinematic Universe musings at all interesting, let me know... there seems to be far less traffic on those, and no comments, so I am not sure people find it at all as interesting an areas as I do...
Anyway, that's where things stand for now. Next year should see more products published, more reviews published, and I am going to concentrate on doing some interesting blog articles.
Happy New Year to you and yours, and certainly, hopefully, a BETTER year for all...
One thing I miss about G+ is how you could just quickly post a couple of ideas and leave them hanging there for later consideration. Doing so on a blog like this is not as easy or as simple, but still is a lot better than scribbling out an easily-lost note.
One thing that has struck me recently is dungeons -- a lot has gone into discussing why dungeons exist in such ubiquity in fantasy game worlds, other than the obvious need for adventurers to go into them, raid the monster lairs within, and bring out treasures. One obvious reason, of course, is that there are actual subterranean races in the world, so naturally, they are going to want someplace to live, and unlike the surface races, who built out and up when they left the caves, the subterranean races built in and down. Another major reason discussed is for safety against large monsters, such as dragons and giants; stone buildings just won't cut it, so dungeons are more common as being easily defensible.
|You can't tell me the walls inside aren't enchanted...|
Of course, there is no system for such kinds of defensive magic at all in the game; but then, there is also no system of magic in the system for clerics of agriculture or druids to enhance harvests and such, yet it is kind of assumed that they do. So that's a system of magic that might need be detailed for long-term campaign play...