Dungeons and Possums made a post recently called “RPGs That Influenced Me.” It’s a good read, and Possum asked for others
to make their own posts about the games that influenced them. That’s what this
is.
This whole thing rambles on a bit longer than I intended, but
I’ve wanted to write a post for a while now that details my journey through the
RPG hobby. This was pretty much an excuse to write that. I skipped over a bunch
of stuff that I could write several pages about (WBS, Rolands’ Cavern, etc.).
You’ll have to hit me up about that later. In person, at a con, with booze is your best
bet.
Anyway, here’s my journey…
Hello, old friends. |
The Beginning
- Teenage Mutant Ninja Turtles & Other Strangeness
- Batman: the Roleplaying Game
- Hero System: 4th Edition
I’m kind of an outlier among gamers, because I didn’t start
with D&D, nor did I have anyone introduce me to the game. As a kid in the
80s, I was only marginally familiar with D&D as some kind of fantasy
property, but I was a total sci-fi nerd (Doctor Who, Star Wars, and Star Trek)
and didn’t care for anything without robots and spaceships. As I got older, I
was vaguely aware that D&D was a game my uncle played, and there were ads
for it the superhero comics I read, but that was it.
Any excuse to repost these guys. |
I ran TMNT all thru junior high. It was the
only game I had. The only place to find other RPGs was 20 miles away at the
Waldenbooks in Sandusky. That means if I wanted to run superheroes or cartoon
kung-fu insects, I had to kitbash my own rules with TMNT as a base. Seems like
I’ve been homebrewing systems since the very beginning!
When I got to high school, I became more mobile, as I
suddenly had older friends with cars. I could finally peruse that RPG section
at Waldenbooks! At the time, I still
wasn’t interested in D&D (although by this time, I had met people who
played it). Instead I wanted superheroes. In 1989, Mayfair put out a stripped
down version of the DC Heroes game called Batman: the Roleplaying Game, to coincide
with the release of the Tim Burton Batman movie. I played that for a little
while until I discovered the Hero System:
4th Edition. Because it was a generic system, I had to come up with my own settings
by default. I played a variety of campaigns with Hero System for a few years—supers,
sci-fi, and finally... fantasy. All of them with campaign worlds I created on my
own (Navistar!). I’ve always loved world-building.
At Last, Dungeon
& Dragons
- Dungeons & Dragons 2nd Editon
My friends enjoyed my other games, but eventually, one of
them asked “Look, if we buy you the books, will you just run D&D for us?”
Well of course I couldn’t turn them down. A few weeks later I had a shiny new copy
of the Advanced Dungeons & Dragons
Players Handbook. I read through it and was hooked. It’s probably not coincidental
that this also about the same time I got heavy into Fritz Lieber and Michael
Moorcock, along with all the Dragonlance
novels. I ran 2nd Edition AD&D all through High School. I still have a pretty good collection of brown and blue "Complete Whatever" handbooks. Like before, I used my own homebrew world (Questor!). This was well past
the golden age of modules, so I never got to play with Keep on the Borderlands
or the Isle of Dread. Instead I ran a lot of stuff out of Dungeon magazine in
all its 90s boxed text and purple prose. Also Ravenloft, one of the few prefab game
worlds I would ever use in 30+ years. I ran AD&D all through high school and into
college.
The Respectable Young Man Turns Splatterpunk
- NightLife
Despite my appreciation for Ravenloft, I never cared much
for horror movies. That changed after highschool. When I was about 19, I got
heavy into horror movies, especially the
weird, super-violent Italian stuff and the cheap splatter-fests on the shelves
of the dusty and sketch video rental places that popped up all over Sandusky, Ohio.
By this time, I could drive myself and had a lot of downtime
between classes at ye olde community college. I spent that time off-campus poking around video
stores and Hobby shops. I found NightLife
by Stellar Games on a wire rack in A&B Cycles.
NightLife, I has it! (Also ACE Agents) |
NightLife came out about a
year before Vampire: the Masquerade and was totally overshadowed by that angsty juggernaut. But NightLife was different. You played as punk-rock
monsters who never resented their inhuman natures. The game took place in a not-quite-yet-apocalypic New York City as envisioned by a bunch
of Ohio guys who had never actually been to New York. Brad McDevitt’s mohawk'd daemons and sexy zombie ladies
struck a cord. Like D&D before it, I found this game at the right time. At this point in my life I was getting heavy into black metal, industrial, and mid-90s
darkwave. While playing NightLife, my friends and I listened to the Crow, Demon Knight, and Mortal Kombat soundtracks on continual
loops. A couple of us even started using some of the slang used by PCs in the game
when we went to metal concerts at Peabody’s in the Cleveland Flats. Vampire was
for mopey losers, NightLife for was the
hardcore crowd. We sure thought we were sexy dangerous badasses.
We Become Sexy Dangerous Badasses
- Mind's Eye Theatre
- Changeling the Dreaming
- Demon the Fallen
- Vampire the Masquerade
- Werewolf the Apocalypse
For one reason or another, my gaming died for a few years.
Part of that was due to moving to a new town. Part of it was due bad romantic
relationships. But eventually I got back into gaming thanks (?) to LARPing, the World
of Darkness, and the late 90s Bowling Green goth scene. I moved to Bowling
Green, Ohio in 1998. By the weirdest of coincidences I wound up living three
apartments down from Brad McDevitt, creator of the aforementioned NightLife. It’s a crazy story that I won’t
go into here. Brad and I are still friends, and he's been super suportive over the years.
I pretty quickly became part of the burgeoning goth scene in
Bowling Green. I hadn’t gamed much in the past three years, and had only LARPed
once before in Cleveland. But there was a new World of Darkness LARP starting
up in the back of the bar where the Wednesday night goth night was held. This
was my introduction to the World of Darkness. The game was terrible, and it
consumed our lives. I mean, no one got
lost in the steam tunnels or anything, but LARPing was all we talked about and
was the primary social outlet for a bunch of us. A lot of in-character
rivalries became real-life animosities. Like I said it wasn’t great and ran too
long. But that’s not important. What’s important is that the LARP was where I
met the woman that would become my wife.
Look at these two edgy fucks. |
Goth night on Wednesday. World of Darkness on Sundays. Lots
of booze, eyeliner, dancing, concerts, and clove cigarettes in between. That was my 20s.
- QAGS Second Edition
- Dogs in the Vineyard
- Prime Time Adventures
We got older. Goth night died, and I got tired of dressing
like a vampire (Ivy, not so much). D&D 3rd Edition came out, we
played it, and got thoroughly sick of it well before 4th Edition
made me decide I never wanted to play D&D again.
I don’t have the space here to go into great detail about
how I found QAGS and weaseled my way into becoming part of Hex Games. I did it,
and those Hex guys are some of the best friends I’ve ever had. QAGS got
me to love rule-light systems. With only six stats and one die, you can put an
entire character on an index card. It worked really well for the free-form
online roleplaying I was doing at the time, too. Because the Gimmicks and
Weaknesses were so broadly defined, they were almost free-form as it was. This is
also about the time I discovered "story games." At the time, I was working at the college, and I had a lot of time to listen to these new things called
podcasts. These podcasts introduced me to story games—a movement, it
seemed, started by people who were also sick of D&D.
I never got heavy into GNS theory, and I think I can count on my fingers the number of posts I made on The Forge, but I liked story games a lot. I still like story games! The basic philosophy of story games seemed to be, “you write systems that promote the kind of gameplay you want.” If you want players to get
into difficult personal complications, then you reward them for doing that. If
you want players to try and steal treasure without engaging monsters, you
reward them for that.
The two games that really influenced me were Prime Time Adventures and Dogs in the Vineyard. PTA taught me a lot
about scene economy and pacing. It taught me how to set things up so every
character eventually gets their own spotlight. Most importantly to me, as a
guy playing a lot of free-form online chat games, it taught me how to establish
interesting scenes. At the end of every scene, you should have learned
something new about the character or something should have changed in the
world. If not, then you’re wasting time and playing house. I still generally hold by this
rule.
Dogs in the Vineyard
blew my mind, man. Vincent Baker’s writing style was unlike anything else I
had encountered, and it changed how I write and present games. He wrote DitV
and presented the rules as though he was sitting across the table from you, all in second person. “Okay, you do this, then you roll these dice. Now I roll these
dice and do this.” It was amazing. DitV also pounded the lesson into me that,
when preparing for an RPG session, you shouldn’t come up with plots or stories,
you should come up with situations. “Here’s the town as it stands now. Here’s
what happened to get it to this point. Here’s the NPCs and what they want. Here’s
what will happen if nothing happens.” After the railroady plots, pages of boxed text,
and convoluted meta-plot of 90s AD&D and World of Darkness, this was
revelatory. It totally revamped how I run games.
The OSR and the return of D&D
- Labyrinth Lord
- Dungeons & Dragons 5th Edition
- Dungeon Crawl Classics
Aside from a bunch of convention games I ran for QAGS with the Hex crew, I ran story games almost exclusively for several years. Dogs in the Vineyard, Apocalypse World, Fiasco, Monsterhearts, Spirit of the Century (not actually that story gamey, I think), Smallville (ditto). I don’t think my players ever liked them as much as I did (although Ivy really loved Dogs in the Vineyard and the Fate Accelerated game she ran based on Fables). But story games were what I wanted to run, so that’s what we played.
At this point, though, you should realize how my taste in games always change. Eventually, story games started to lose their appeal. I got tired of feeling like all my games had to “mean” something. I
missed the simple joy of going underground someplace where I shouldn't be, taking stuff that didn’t belong to me, and maybe killing a monster along the way.
Thankfully, I was still listening to gaming podcasts, and about this time there
was this sudden surge in “retro-clone” games like Labyrinth Lord and OSRIC. It
wasn’t called the OSR yet, but a lot of people were rediscovering the simple
joy of B/X D&D and its old-stlye brethren. I eventually convinced my game group to let
me run some old-school elf games. I especially enjoyed Beyond the Wall and Other Adventures. The fairytale vibe appealed
to me, and the playbooks had a lot of what I liked with Apocalypse World. Real-world interpersonal
problems within my game group would be the death-knell of those games, sadly. I
did manage to run a few Labyrinth Lord games online, however, thanks to the advent of G+ and Roll20.
Eventually D&D 5th Edition came out, and much
to my surprise I loved it. It reminded me that yes, I actually did like mainstream
D&D. My kid was 16 when Fifth Edition
came out, and was ready to join our game table. So that was a major bonus, too (they played a frighteningly effective Assassin).
I have a whole separate blog post about Dungeon Crawl Classics and why I love it. You should go read that. None of my praise has changed. The best thing I discovered about DCC,
though, is the wonderfully supportive and creative fanbase that sprung up
around it. Zines, websites, and third-party publishers, all with the awesome
support of the Goodman Games crew. It’s great, maybe my favorite
fandom for just about anything.
Today
And that’s it! That’s where I am today, a 40-something petite bourgious ex-goth gamer dude. I skipped over a whole bunch of stuff. I barely got into all the (embarrassing) online chat-based
roleplaying I did through my 20s and 30s. I didn’t talk at all about my
podcasting adventures with Monkeys Took My Jetpack, Porcelain Llama Theater, Of Steam Steel & Murder, and others. I didn’t mention Deadlands (pre-Savage Worlds), Zorcer
of Zo, Dragonstar, Houes of the Blooded, Fiasco, or Stars Without Number. Those are all stories for another time, I
guess. Hit me up anywhere if you want the gory details.
AAAAAADVENTURE TIME!!! |
This is the post I wish I'd written! Great job. I can't agree more about DitV and Baker. When I picked up that book the first time I read it cover to cover in a single sitting and was absolutely awestruck by a game for the first time in ages. I haven't played it now in a number of years, but I played it heavy for awhile and "revelatory" certainly covers how I felt about it.
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