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GM Theory: OSR Games You Should Be Playing

I love role-playing games, if there was such a thing as “my thing”, it would definitely be that. It should not however be a secret that I’m a card carrying member of the OSR (Old School Revival). For those in the know, the OSR is essentially a sort of loosely defined idea that in some shape or another, old school RPG’s were better then I suppose you could say new school RPG’s. Not entirely sure that is a reasonable explanation of the OSR, but I’m not here to explain what it is, I’m here to talk about some of the games that are released in the spirit of the OSR or games that proclaim themselves to be OSR games.

I do want to say that the presumption that I don’t like contemporary games or I’m some sort of Gronard because I like OSR games is far from the truth, though a common sentiment among contemporary RPG fans about the OSR. It’s a kind of strange stereotyping that takes place that if you like old school games, it means you hate new school games. This is nonsense of course, I love all sorts of role-playing games, I just happen to have my beefs with one of them which happens to be the most popular one in the world, modern, contemporary 5th edition Dungeons and Dragons. One of these days I will get to writing an article about why that is, but if you follow my blog I don’t think I hide my general distaste for the 5e ruleset. That does not however mean that I don’t like modern RPG’s, I do, my bookshelf is full of them.

In any case today we are not here to talk about what I don’t like but rather what I do like. In today’s article we are going to look at several OSR games, what makes them great and why you should be playing them! Hope you enjoy the article, release the cracken!

Old School Essentials: Classic Fantasy

Old School Essentials is effectively the 1st edition B/X rules cleaned up with a few extras. Its sort of like taking a famous painting and restoring it, its as simple as that.

I put this here first and I will be brief, mainly because all that Old School Essentials is, is 1st edition B/X rules largely unchanged. This is B/X 1st edition, but organized as a rules reference to perfection. If you run B/X D&D, the Rules Tome for OSE is all you will ever need and its definitely far superior to the original printings. Everything is indexed, categorized and laid out with a single extremely well defined purpose, playability.

Now Necrotic Games also put out The Advanced Genre Rules book and this supplement is amazing, it compiles a lot of classic early edition races and classes, adds some rules for integrating race and class, instead of the traditional just class structure. They work together so you no longer have to make a decision one way or the other, you can pretty much let your players choose, they are balanced to work in the same game. Great addition.

Now as far as how good of a game is B/X 1st edition, well that is an article in its own right but the short and sweet of it is that as far as I’m concerned this is THE BEST version of the D&D and I say that without reservation. To me, B/X and BECMI rules are D&D, accept no substitute!

Dungeon Crawl Classics

Dungeon Crawl Classics has some of the most creative and BAP (Beer and Pretzel) adventures I have ever seen put to paper, Sailors on the Starless Sea is a classic in every sense of the word living up to the Dungeon Crawl Classics name.

Dungeon Crawl Classics is a kind of combination of old school lethality, mixed in with the simplicity of the basic 3rd edition rules strip down to its birthday suit and with a layer of Gonzo style magic systems that give Rollmaster tables a run for its money. The game also uses some wacky dice to give it some unique flavor though this is largely just a gimmicky thing for funzzies.

Dungeon Crawl Classics falls into the beer and pretzel RPG category for me. The game starts out with players making 4 0 level characters each (yes a typical game starts with 15-20 characters). These nobodies get basic NPC like classes from the peasant side of the fantasy universe like candle makers, cooks, farmers etc… and these would be heroes are thrust into an adventure called a funnel where they must effectively try to get to the bottom of the adventures evil plot while being armed with pitchforks and candle sticks.

With little chance of surviving at all, players must use narrative cleverness to get through it and though most characters are likely to die horrifically tragic deaths, those that do survive the funnel become full blown first level heroes getting a choice from all of the classic D&D fantasy classes.

The funnel to me is just an absolutely fantastic concept, it effectively allows players to write their origin stories and though its clearly meant as a kind of silly one shot adventure, the system is actually quite robust once you get into hero level characters and you can turn this into a full blow fantasy adventure game.

Certainly the Gonzo style writing of the official modules, which are absolutely brilliant, does suggest that the game is meant to be taken with a great deal of humor and because the deadliness of the game remains relatively steady throughout, there is a level of old school anxiety and fear built into the game that makes this an undeniable OSR game.

Really unique concept with a great, easy to learn mechanic but one with a bit of robustness and flavor that keeps itself interesting. Great fun addition to the OSR line up of amazing games.

Forbidden Lands

A game designed from the ground up for a sandbox campaign in what can only be described as the first truly unique campaign setting I have seen in a while that breaks the typical D&D fantasy world mold.

This OSR game keeps with the spirit of the classic D&D game, but has a couple of unique twists that really separate it from the field.

It leans more towards the survivor story, where characters exist in a desolate almost post apocalyptic fantasy world where the frontier is a complete unknown. They must explore it in hopes of finding their fortune in the classic D&D tradition, but the game puts a lot of weight on the concept of survival. Food and water are scarce, supplies and weapons are not easy to come by, their are almost not towns to shop at and the result is a game where you not only need to survive the adventure, but you need to survive the elements, starvation, dehydration and the general absence of the necessities of life.

This is also a sandbox hex crawl and as players explore the frontier the DM rolls to determine what they find in the various areas which leads the players to player driven goals which I think is the key feature of the game. There aren’t large narrative stories here, the players are meant to go out into the world and make something of themselves and what that ends up being is largely driven by the opportunities the frontier presents to them.

On a high level this is a sandbox game and it can very much be run as a western marshes style campaign where you can have a large group of friends who call upon your GM services whenever they like to contribute to an ongoing story about this frontier. Much of the game is randomly generated, what happens, what the story of the game is, is going to be as much a surprise to the GM as it is to the players. Yet there is a lot of content here that will inspire GM’s that love to write and you can definitely find yourself unintentionally world building. It’s almost as if its a game designed to not only produce an adventure for your players, but a new campaign setting for you as the GM.

While there are some hiccups in the system that will require a bit of GM intervention, they are minor and easily fixed. In my book this is another great entry into the OSR must play list.

Five Torches Deep

This is old school done with new school rules which proves beyond a shadow of a doubt that the OSR isn’t just about old Gronards playing their coveted 1st edition D&D.

Five Torches Deep is a very clever attempt to bring 5th edition D&D fans into the OSR fold and it does it with style, proving that not only is classic D&D not about classic rules, but somewhere buried beneath the nonsense of 5th edition D&D rules is actually a salvageable system.

Five Torches Deep is a game that is clearly inspired by the Dungeon Crawls of old and systems like B/X with those old school sentimentality. The goal of the game, much as it was it the golden age of D&D is to go into dungeons, fight monsters and steal their stuff!

This game however is dangerous as hell and leans heavily on player centricity with a pretty heavy handed dose of narrative flexibility. There is not much to the mechanic, its very much driven by the player-gm conversation style of role-playing, what I like to call… normal role-playing.

It uses a clever durability system and time tracking system to give the game an earthy, realistic tone reminiscent of B/X rules, while simultaneously it is very much a fantasy adventure where players are going to be kicking ass and taking names.

I don’t want to necessarily quantify this one as a beer and pretzel game, but I think its a bit too deadly and a bit to linear in its approach to stretch into the more serious campaign, though the rules are so flexible and modular here that you can easily pull from other sources to make it a bit more robust. In fact I think you can very easily inject B/X classes into this game with minimal effort or expand by creating your own. The classes available act almost as design templates to show you how its done. I think most players however will find the game a bit too limited as written and much like B/X rules that is fun for the first few levels, it needs more after a while much the same way B/X does. Eventually you will want more classes, more options and a bit wider range.

Still its just so well made, straight to the point, easy to get to the table. This is one of those games where you can bring friends over like its board game night, pull it out, make characters and be playing D&D in no time flat and that in my book is a game worth having on the shelf.

Blades In The Dark

Blades in the Dark shows of the versatility of the OSR and how the OSR can act as inspiration for design, rather then an example of it. Rather then being a retro clone of something that already exists, Blades in the Dark breaks new ground in game design.

I fell in love with Blades In The Dark after just three pages of reading and though I’m yet to run it, from the stand point of a GM who needs inspiration, this game, this setting and really just the entire concept is a fucking revelation. This book gives you the feeling you might remember when you got your first D&D book, that first read through, that first day of deciding you are going to play, the excitement of not knowing what’s going to happen. This book has that kind of magic.

This is a game that is narratively focused on a very specific concept. You and your friends take on the roles of effectively criminals in a early-industrial fantasy world, with only one goal. Pull off “Jobs”, aka, commit crimes in the city and try to get away with it. From heists, to burglaries and everything in-between this is the oceans eleven of fantasy RPG’s.

The system itself is superbly designed with every conceivable issue running a game in this style might present perfectly laid out for you with simple and applicable rules that make sense the first time you read them. This book is so well written, the concept so well thought out that I can see how this game practically runs itself.

More than that though the concept is just so amazing, who hasn’t thought of running a D&D game where everyone plays a thief and you indulge in your criminal fantasies. Clearly John Harper has.

There are plenty of variations on the thief class for everyone to find something to play, the setting itself is just the perfectly executed dark fantasy and their are turns and twists ready made for you to throw into your game that there is absolutely no way your players are going to expect.

Without a doubt one of the best RPG’s I have read in the last decade, this is the new gold standard to beat for OSR games.

Stars Without Numbers

Not since TSR’s take on sci-fi, Alternity have I found an RPG that does science-fiction with the respect and a sense of completeness. Stars Without Number is to me the modern take on running science-fiction, while clearly being a throwback to running the game in the classic OSR style.

Stars without numbers proves beyond a shadow of a doubt that the OSR is alive and well and its not just about fantasy. Inspired by classic B/X rules and the classic RPG Trinity, Stars Without Numbers is a science-fiction sandbox for players to explore, yet the universe/setting is not some pre-generated science-fiction writing. This is a dynamically created world where even the GM doesn’t know what is going to be in his game until it starts. In a sense, much like Forbidden Stars, the result of playing this game is going to be dynamic world building.

This is a game that will put your improv skills to the test as a GM and though the system itself is simple, running this game I think is really the ultimate challenge for a DM. This game has every conceivable science-fiction trope that has ever existed in what I can only describe as a setting with infinite possibilities. Though its clearly inspired by Trinity, I can help but get an Alternity vibe from it, which notably is one of my all time favorite science-fiction RPG’s.

Really well written, easy to get into, its just the most perfect system for a science-fiction GM looking to create that perfect sci-fi game for his players.

Love this one, a must buy for any serious sci-fi fan.

Conclusion

It goes without saying that the OSR produces a lot of games, to create an article that covers all the good ones would take pages upon pages. I honestly could do this for days, but an article needs to end sometime.

The games I’ve chosen here are games I have either ran, played in or read, but there are many more I’m certain deserve to be on this list.

The important part here however is to present the OSR for what it is, a diverse sea of interesting games that make great alternatives to the tried and true, but sometimes rather stale accepted alternatives like Dungeons and Dragons, Pathfinder, Starfinder and the like.

These are some great games and I think as an RPG fan it’s everyone’s duty to explore games, to dig deeper and approach the entire hobby with an open mind. I find contemporary gamers who often claim inclusivity and tolerance in an attempt to appear politically modern are secretly some of the most judgmental and ruthlessly closed minded gamers out there refusing to touch anything without a Wizards of the Coast logo and casting a wide net of judgement against anything with the OSR label. Get out there and explore these amazing games, its nothing short of a tragedy to miss out on these experiences.

MTG: Arena Reviewed

Magic The Gathering is the granddaddy of the collectable card game hobby, not only was it and continues to be one of the worlds largest competitive CCG’s with a player base of 35 million, but it was also the pioneer for the digital CCG scene launching Magic The Gathering Online back in 2002 notably even before games like World of Warcraft were launched that would decades later produce modern digital adaptations of CCG’s like Heartstone.

In short, it is the original, it is the one and what we are here to answer is whether or not this old dog is still worth your time, specifically in the digital age via the current adaptations of digital Magic the gathering known as MTG: Arena.

I think I have to be honest here before I begin that I played Magic: The Gathering religiously and competitively (The table top version) from 1993 with the release of the Arabian Nights until about 2006 just after the release of Coldsnap. After that I quit the game largely because I moved away from California to Sweden where I really didn’t find a MTG scene. Suffices to say I’m an old dog, I know this game like I know my own face.

Arabian Nights was the first set I collected and played way back in the early 90’s. Magic: The Gathering has come a long way since then when it comes to art and game balance, but the actual rules of the game have not changed in nearly 30 years.

This also means that my return to magic is done so very casually and to a degree cautiously. I have no intention of collecting physical cards and I’m not interested in spending large quantities of cash or even really competing online or otherwise. MTG: Arena is free to play and so my commitment level to this project was about as non-existent as it could be, MTG: Arena would have to sell itself to me because the game itself, Magic: The Gathering, I already know everything there is to know about it. I was expecting no surprises and really, to a larger degree for this to be a very short lived foray into the nostalgic memories of the game, nothing more.

I also questioned here whether or not MTG: Arena was a cash grab, or if they found a fun way to play and enjoy Magic: The Gathering in digital form. Given that Wizards of the Coast are the kings of cash grabs, I had very little confidence that it was going to surprise me in this regard. The short answer, really to my amazement, was that they broke expectation in a pretty significant way. Yes… not only is it super fun, it’s actually wildly better then the real thing. Structured and organized in an exceptional way that makes Magic: The Gathering fun again.

Before MTG: Arena, there was Magic: The Gathering Online. While MTG: Online is still available today, I can’t think of a single reason why you would play it over MTG: Arena, Arena is just better in every sense of the word and notably it’s free while MTG: Online will require you to shell out some cash to play.

I think it’s important to say that I believe what makes Magic: The Gathering a great game, as opposed to a terrible game is the format you play. Magic as a casual game to collect and play at home with friends with constructed decks in a non-format standard way is actually a really shit game, mechanically speaking. Essentially its a pay to win game and only in a very tempered group that sticks to formats and limiting budget does the game become reasonably fun. I believe this remains true of Magic: The Gathering today, whether you play the table top version or the online version.

To me the best Magic: The Gathering experience you will ever have is in draft play. Draft play is a format in which players open fresh booster packs, draft cards in a group and compete with the decks they construct from that draft. Their are various versions of draft play, including sealed draft for example but In these drafting formats, Magic: The Gathering’s playing field equalizes. The game goes from being about trying to collect all the strongest power cards (rares) and building highly optimized super decks and becomes a game of skill in drafting, constructing and using the cards.

The Quick Draft format is great because it simultaneously provides you a chance to collect cards want and levels the playing field when facing opponents that have access to a massive collection. Make no mistake, in a standard 60 card pre-constructed deck format players with lesser collections are at a massive disadvantage. Draft tournaments fix this problem.

It’s also at its best in a competitive environment because unique opponents bring unique experiences. When you play the same people, with the same collections, using the same style and decks, the game wares out its welcome very quickly.

In short, to keep Magic: The Gathering fresh you have to play it competitively, in draft formats and playing within a single set or at least within the current standard (the last 3 sets + the core set for the year)

In comes MTG: Arena. MTG: Arena does a really great job of not only making itself accessible by having a really great tutorial sequence and giving you a great starting collection for free, but it has an amazing setup for earning rewards and giving you reason to explore every inch of the games different formats and styles of play including most notably competitive play.

Now you have your standard mode, build a 60 card deck from your collection and play a casual game against an opponent. In so doing, you earn various rewards ranging from new cards, decks and cosmetic trinkets. In addition you earn the in game currency (gold) which can be used in various methods to get more booster packs to expand your collection. You could effectively play this way indefinitely, earning rewards, expanding your collection and playing “standard Magic: The Gathering”. Like your home games however there are going to be a lot of flaws in this format and I do believe it would get boring very quickly.

Fortunately this is not however what MTG: Arena wants you to do and likely for that very reason and so it puts carrots out there for you to get involved in the higher echelons of the games competitive scene and it does this in a number of really clever ways.

First their is ranked play, which is essentially exactly as the standard non-ranked play except that it tracks your progress in a ranking system made up of various tiers ranging from Bronze all the way to Mythic, with many levels in-between. A casual gamer might see this as intimidating but here is the thing. It’s worth it! You get more rewards from playing in ranked play then you do in non-ranked play and there is no drawback to it.

Essentially the only difference is that as you advance in the ranks, you, in addition to the standard rewards also unlock ranking rewards. Even just playing 1 ranked game win or lose will earn you a booster pack and you can earn both gold, booster packs and cosmetic stuff by participating through success. There is quite literarily no logical reason whatsoever not to always be playing ranked and strictly speaking you are far more likely to meet opponents of your skill level in ranked play, then playing in non-ranked play where you are just matched up with whoever is available as opposed to someone in your current rank.

As you rise in the ranks of ranked play you earn rewards. While reaching high ranks like Diamond and Mythic is going to be a real challenge, reaching gold rank is a reasonable goal for every MTG: Arena.

More importantly is that it’s a ladder and gets you into the competitive spirit where you try to improve your decks, find ones that work well and compete for your status in the MTG community. This becomes a vary natural addictive element and really helps to solidify your first steps into a larger world.

Over time you will earn gold in addition to other rewards and this is where MTG: Arena helps you to take the next baby step to induct even the most casual of players into competitive play. They do this by making the rewards for playing in events better then simply using the gold to buy stuff in the shop and it is not based on winning anything in these events.

Essentially if you take 5,000 gold you will be able to buy 5 booster packs in the shop. However if you instead take that 5,000 gold and join a Quick Draft Tournament, you will earn 4 packs and 50 gems even if you lose every single one of your three games. But by simply playing in the tournament you automatically gain the Bronze tier in limited play, which earns you another pack. Its just economically a better way to spend your gold even if you just do it once.

Here is the kicker though, you get to do a draft tournament and if you actually win a couple of games, a very likely scenario even for the most novice of players, you will earn even more rewards. Winning just 3 matches will earn you 300 gems. Gems are the other currency in the game, for which people pay actual money. 300 gems is roughly worth 2 bucks. You can use the gems to buy more packs or other rewards from the shop, or you can just go right back around and put it towards your next tournament entry.

Furthermore you get to draft pick the cards from the boosters and after the tournament add them to your collection. So even if you suck at the game and lose every match, rather then opening a random booster and getting what you get, you can hand pick the cards you want. This may not seem immediately apparent but is actually a far more efficient way to collect cards.

Its really a win win situation and the end result I can only assume is that everyone is using their gold to enter into tournaments, in a way this economic system turns everyone on MTG: Arena into a competitive player.

Just these two key carrots, ranked play and tournament play, because they made them attractive through rewards makes MTG: Arena an amazing implementation of Magic The Gathering as a system. It’s really a kind of economic eco system that will have you exploring everything the digital version of Magic: The Gathering has to offer, eventually you will find formats and a routine that works for you and as your game improves you will find yourself not only competing regularly but doing far better then you thought was possible.

A typical Quick Draft even has you earning an extra pack and some gems even with an 0-3 record, which means that using your gold which you will earn through play is guaranteed. There is absolutely no good reason not to play in these tournaments since you are very likely to put at least a couple of wins on the board. The rewards grow quickly, if you can hit that 3-5 wins in a draft you make out like a bandit.

As I spent more and more time chasing victories, building decks and massaging my collection I came to the stark realization. The game is actually a lot of fun too.

The digital implementation of Magic The Gathering in MTG: Arena is smooth, responsive, the interface clear, easy to manage and the general balance at least of the current standard is extraordinarily well done. Wizards of the Coast has clearly learned a great deal over the years of running the game, it has developed into a far better game then I remember it being.

MTG: Arena is not without its faults however but I honestly can’t complain too much. Like many modern digital ladder games, their is an XP/Leveling system with rewards, from which you get a lot more if you shell out the money for a premium account. You get rewards for leveling up on a free account as well, but obviously the premium account showers you with them enticing you to buy into the 20 dollar cover charge for the privilege. The thing is that you actually spend 3400 gems to do this, which means that if your successful in tournaments using your in game earned gold, you could very easily pay for a premium accounts from your winnings. In fact this is not that hard to do, every couple of days you will earn enough gold to participate in a tournament. You will likely play at least a dozen tournaments if you invest your gold. If you consistently get 2-5 victories in each of these tournaments you will earn far more gems then you need to pay for a premium account. In fact, a single 7 out of 7 victory will do that.

One thing worth noting as well is that there is no tutorial for drafting, so the first few times you do this its likely going to feel very alien to you and drafting is a skill that takes time to develop. Doing it poorly results in you having a really tough time winning even a single match and drafting is not a skill you will be able to practice often because its only available when you actually participate in a drafting event, which of course costs gold or gems to enter. Drafting is not hard to learn to do moderately well, but it will cost you precious gold or gems to practice.

Secondly there is no way to trade cards The lack of card trading in a collectable trading card game is a really strange decision to an old school MTG player like me. The replacement for this function is a wild card system. Essentially periodically you will get wild cards for different rarities when opening packs. These you can use to craft any card of the same rarity. Its worth noting as well that you can’t have more then 4 copies of any card, so anytime you would get a 5th card you get credits towards your “vault” which earns you wild cards. Its an ok replacement for card trading, but this leads MTG: Arena into a separate issue of online community isolation (more on that later).

This is functional enough, but when your trying to put together a specific deck and you don’t have enough wild cards your kind of left hanging. Since collecting cards, trading them and building decks is a really big part of a CCG experience, its absence in MTG Arena is sorely missed.

Finally and I have to admit that this is a mixed blessing, their is virtually no interaction between you and your opponent above and beyond playing a match. In fact there is no interaction with any part of the community in game. There are no chat channels of any kind in the game, no trading, really no reason or way for people to communicate through the platform (aka community isolation). Now from my personal experience with the previous digital rendition of Magic The Gathering (MTG Online) I can say that the MTG community leaves a lot to be desired, like most online communities. So having them be effectively silenced allowing you to focus on the game rather then watching profanities scroll by may have in fact been the right call by Wizards of the Coast who notably doesn’t have a public forum either for any of their games. Likely hard lessons learned about the generally poor behavior of online communities.

You do have emotes where you can congratulate an opponent on a win and other such one liners, but generally even though the game is called MTG: Arena and it is an online game with real life opponents, as you play you barely even make that connection. They may as well be bot AI’s.

On the positive note when it comes to tournaments in particular you can just focus on the game and because the various event based tournaments are not precisely linked by specific players, you can participate in these events at whatever pace you like. You can join a draft, spend as long as you like building your deck and then play as many or as few matches as you like, whenever you have time. There is no pressure to “hurry up and finish” the tournament or waiting around. The pacing of the arena is very steady and at your leisure. The only obligation you really have to the online universe here is to finish the current match you’re in.

Conclusion

I have to admit I really didn’t think I would enjoy or continue to play, let alone get back into the competitive scene of Magic The Gathering when I started with MTG Arena. I was really surprised how easy and rewarding the experience has been and though I suppose I do miss some of the human interaction, overall I would say the experience has been very positive.

At its core MTG: Arena is the full Magic: The Gathering experience in digital form with all of the competitive and casual formats you would expect to see. There are always new releases coming, new challenges and interesting special events that makes logging in every day and running some games fun and worth doing and has just become the new norm for me.

Another major benefit of playing MTG: Arena is that the game handles all of the rules for you and resolves all the various effects that transpire in a logical, very clear way. This means a game that might typically take 45 minutes will take you 10 minutes instead. It cannot be overstated how much easier digital magic is versus the table top version.

I absolutely love the fact that you are always rewarded in some way for your matches, that your encouraged to compete in events and that you can do all of it at your own pace, in your own time. It’s really quite perfect especially since you can go from launching the game to being in a competitive match and back out to deal with laundry inside of 10-15 minutes. Its so convenient, smooth and easy, for anyone who has a love for the game, this platform is in just about every way I can think of quite perfect for your typical MTG fan.

Now of course it is still Magic: The Gathering and the rules for the game have not changed in 30 years. Many of the mechanical warts of the game are still there and compared to modern CCG’s, MTG certainly shows its age. You can and will get mana fucked with reasonable regularity, there are insane combos that once executed you can’t do shit about, there are trick decks that will annoy you and if you are in a rush to get your collection up, you can as always spend your rent money in short order. The game can sometimes be a bit frustrating.

MTG: Arena is certainly not enough to get me back into the physical game, in fact, it had quite the opposite effect. If I want to play Magic: The Gathering with friends, in particular in these Covid-19 days, playing the game on MTG: Arena is far superior to the real thing. I would much rather play this then spend time fucking about with Magic: The Gathering Cards.

If you have never played Magic: The Gathering and have always wanted to try it, this platform is perfect. If you already love Magic: The Gathering and want to play more, this is the perfect platform. If you already don’t like the physical form of the game, playing it online is not going to change your mind. This is the same old Magic: The Gathering it has always been. It’s a bit leaner, a bit smoother and much more accessible in MTG: Arena, but still Magic: The Gathering the classic collectable game for better or worse.

First Impressions: Song Of Ice and Fire Miniature Game by CMON

Let’s be honest here, Game of Thrones as a setting, as a franchise as, a design space for games is just an awesome place. The books and show have made so many fans world wide that there are plenty of people looking for more, but for those in the table top community you know that this franchise has also produced some of the best table top games in the market today.

You have the Game of Thrones board game which is just amazing, recently getting its own digital version. You have the Game of Thrones living card game, another smash hit in my book and now we have Song of Ice and Fire the miniature game, a new rank and file mini game adaptation. While I reserve judgement to an extent with this first impressions article as my experience with the game is limited to a few games, as my first impressions will indicate, I’m very excited about this game. There are some very good reasons for miniature gamers to take notice and today we are going to talk about this lovely game a bit from the perspective of a newbie.

Evolving Modern Miniature Games

There are many notable features in Song of Ice and Fire the miniature game that modern miniature gamers will appreciate and find familiar, in fact the game improves on many modern staples of the genre.

These improvements where born out of what I believe to be something of a golden age in the world of miniature games. There have been a metric ton of amazing mini games in the last few years and the hits just keep on coming. It all kind of started with Fantasy Flight Games who took the approach that miniature games don’t have to be complicated, that they don’t need a 400 page rulebooks and special army books and through that approach FFG produced hits like Star Wars X-Wing, Armada and Legion. This has triggered miniature game makers to re-asses the classic exception based designs and really changed the face of how miniature games are made and released. An evolution to design was started and games have been benefiting from and evolving ever since, after decades of stagnation.

Song of Ice and Fire the miniature game is among the latest of games to take advantage of this evolution and what can be said about this game is that like many modern mini games, its VERY easy to get into.

For starters the rulebook is more of a pamphlet and the rules are crystal clear with a dependable, structured core rule system that you can rely on. This has become the norm in good miniature game designs. This makes the game very approachable, very easy to teach and it really clears out that elitism that has for so long been associate with miniature gaming. SoIF didn’t invent this concept but it takes full advantage of it. It evolves it further by providing living documentation and an officially supported app to ensure players always have the latest rules and unit errata. This allows them to make changes to the game as they see fit without the frustration of our books and game material going “out of date” which is still a problem even in many modern mini games.

The next thing to note is that SoIF miniatures come pre-assembled and I can’t say enough about how that opens the world of miniature gaming up. The game assumes that its meant to be played, that it’s not a hobby that occasionally masquerades as a game, but that its an awesome game first, which you may or may not care to also make a hobby.

I know that this is controversial to say but for me personally if your game comes on a sprue, its an automatic no from me, nothing else about the game matters to me. I want to play these games, if I have to spend 20 hours gluing shit together you already lost me and I believe a lot of that elitism persona of the genre comes from this assumed hobby expectation. SoIF takes this a step further by not requiring any assembly of any kind, compared to many games like Star Wars Legion for example where while you don’t have to deal with sprues, you will still need to super glue stuff to play. Making each army a specific color so they are easy to tell apart on the board further illustrates the fact that SoIF is a game first and a hobby second, as it should be in my opinion. Don’t get me wrong, I enjoy painting mini’s to some degree, but I don’t want to be forced to if I’m busy and have assembly block my playing the game. I have plenty of miniature games on my shelf I have never played because they are still in sprues.

Another modernization I think is worth noting is that starter boxes come with ready to play and moderately competitive armies. I can’t express enough the disappointment of getting a new miniature game with a starter box only to find out that my game is still technically incomplete and what I have is not an army, but a demo of the game or worse, the game comes with the built in assumption that you will buy two starter/core sets. I hated this with X-Wing, I hated it with Armada, its literarily the reason I don’t play Legion (after buying two core sets I STILL don’t have a complete army).

Finally and I think this is fairly significant albeit minor thing, but even in the starter set you have quite a few list building options, in particular considering it is in fact a starter set. Typically starter sets are not only very limited, but there is a pre-built army in it and there is no customization or flexibility in list building. With SoIF there are choices to be made, variations to be had and I think this is a great thing. It gives you a taste of what is to come and that helps to encourage you to expand your army.

At The Table

I think that SoIF is one of those games where you can easily comprehend the rules, but there is tremendous depth in how those rules are applied to the strategic and tactical component of the game. The game is a bit deceptive in this regard, it seems like a simple game, but is almost overwhelmingly deep to the point that it can very quickly become a little intimidating.

This is a game that is extremely sensitive to tactical and strategic mistakes at the same time. Where you position your units during deployment is critical, where you position them at the end of the first round can be game changing. Make one mistake and it can cost you the match. This is a game where you can be wiped off the board in a single round and it does happen and its not because of the dice.

As such I think this game despite having a very minimal learning curve for the rules has an extremely steep learning curve for becoming even marginally competitive. There is just so much subtle things in this game that you have to remember and their are so many ways units, actions and effects can have on the game that it can feel almost impossible to keep it all in your head. Things can swing on a dime because you forgot that your opponent has some commander who has an order that lets him make an extra attack or that archer units when they shoot can shift 2 inches, or that your player has a hand of cards that can let him break various rules in the game, or that the NCU (more on that later) has some special ability that stops you from doing something you had been planning for with one of your units.

It actually reminds me a bit of games like Magic: The Gathering where if you have a high level of expertise, knowledge about the game, about the cards, about the effects, you become almost super humanly good against people who don’t have that knowledge, because you can anticipate and plan around the activities of your opponent. This isn’t a game where you can look at the board, create a strategy and execute it. You need to know in great detail every inch of what your opponents units can do, all the possibilities of his hidden hand of tactic cards, the many ways effects can combine and the subtle timing of effects that can trigger unique and devastating combinations.

These things take time and practice to learn well and I would argue that this is a game that you not only must learn how to play, but you must study if you have any hope of ever winning a match.

What this does for the game is two fold. On the one hand it can be frustrating because part of the learning process is losing, badly and often. It takes time to really pick up many of the subtle elements of the game and that can feel like a bit of a turn off as you learn the game through failure. You come to realize the rules are simple and fun, but that the strategy of the game has so many layers that this ups the stakes on the learning curve front a great deal.

On the bright side of things however, a game that challenges players, takes time to learn to play well, ultimately gives you a reason to keep playing. A game that has a basic strategy that all players work out ends up being a game about list building and who rolls dice the best, where there is no expertise beyond the basics of the game and it all boils down to list vs. list and dice vs. dice. I see a lot of games like this and they tend to lose their energy in our groups as the conversations shift from “how can I improve my strategy” to “My army sucks because my units aren’t as good/cost effective as my opponents”. The conversation essentially shifts to discussions about what is and isn’t balanced, because there are no more avenues from the perspective of strategic play. SoIF does not have that problem, which is not to say that there aren’t some balance issues here and there, but “how you use units” matters a lot more than “how good the units are” and its very easy to prematurely judge a unit in the hands of inexperienced players.

That is not to disregard a conversation about balance, but often a unit may feel unbalanced because your not using it right and that is a very different conversation.

The result of all this is a game that is deeply tactical and strategic, a game you can study, really sink your teeth into. You will drive yourself crazy thinking about the different effective ways to use your units and your cards, but beyond that because the game comes with a lot of different “game modes”, aka scenarios, each more unique then the next, there isn’t this “one list to rule them all” kind of thing in the game. You build your list, but no matter what you build, every scenario is going to create unique challenges for that list and your always going to have advantages and disadvantages going into every match as a result. The same list that gets completely crushed in one scenario may totally dominate in another.

My impression so far about the game play is that, I’m largely confused. I’m in that newbie zone still and I feel like I lose matches, not because I roll dice badly (though I often do) or because my army is shit but because very clearly and very obviously I make a lot of tactical and strategic mistakes. I can see that with every match I improve dramatically and really the conditions haven’t changed, but how I see the game has. This to me is as a whole, purely positive. I see a lot of potential in the game and as I play more matches, I’m eager to learn and play even more. This is a good place to be in a miniature game.

The Details of The Targaryen Army

The army I chose is the Targaryen army, it was a rather unplanned choice, I largely made it based on theme and maybe a bit because I knew at some point I would be getting some dragons which I thought was cool. I did not investigate the army nor chose it as a result of anything specific about how it would play.

The Targaryen army, at least as its represented in the starter set is a very fast moving, hard hitting cavalry army, a sort of glass cannon driven by hit and run tactics. My experience with them so far has been that it seems to lean a lot more on positioning and use of cards to be successful, though an argument could be made that all armies and really the game as a whole is about position and timing of card play.

There are some really interesting units, some I would argue are just amazing while others, even with my minimal knowledge of the game I recognize as absolute shit. So its a bit of a mixed bag, but there is plenty of room for adaptation and some really great army lists can be formed even with just the starter set.

I will talk a bit about the different units in the starter set here just to give you a feel for the army, but it suffices to say some of this conversation might not make sense unless you know the game rules and I will make that assumption here (that you know the rules of the game).

Jorah Mormon The Wandering Knight

Cost of 3 points, you have to wonder if this was a misprint or something.

First up is Jorah Mormont, The Wandering Knight which I start with only because there should be so little to say about this unit, yet I will say a lot anyway because he was one of my favorite Song of Ice and Fire characters. Jorah is, by no stretch of the imagination the worst unit in the Targaryen army and arguably in the whole game. It almost feels like a misprint its so bad.

The main problem is the cost of this unit, not visible in the picture here, but at 3 points, this unit simply doesn’t earn its point value, not even close. Scout Openings is a strangely tone def ability in a game that is so well designed, a short range ability you are not likely to get more than 1 use of if you’re lucky. Jorah is very vulnerable because of having only 2 health in particular to the many instant wound abilities of NCU’s and card effects. An argument could be made to use him for the extra activation, but you may very well never see an activation with Jorah thanks to this unique vulnerability. You essentially are adding a unit to your army list that almost assures your opponent will get a free victory point, it just doesn’t make sense to pay 3 army points for that privilege.

You can get a lot of mileage out of the Targaryen army for 3 points, investing it in Jorah is a terrible use of such a limited resource.

The frustrating part for me is that his ability and setup just does not fit within the game, within the setting or within the Targaryen army. Jorah from a story perspective was a volunteer serving Daenerys, while also being one of the tougher characters in the story surviving all sorts of crazy stuff. For him to be weak and expensive is a tragic misreading of the character.

Ok I have said my peace, moving on.

I would argue one of the best NCU’s in the game, a far better use of 3 points then Jorah.

Dothraki Screamers

At 6 points its a arguably bit pricey in the Targaryen army, but its a cavalry unit and that is a big advantage on the battlefield.

These guys are the staple of the Targaryen starter set, you get two of them and while I would argue that at 6 points they are just 1 point too much for a cavalry unit with no abilities, however, cavalry units in their own right offer exceptional flexibility on the battlefield so I can understand the 6 point cost here.

My argument for reducing its cost by 1 has more to do with the fact that activation advantage is a major concept of the game. The impact of activation advantage is massive in SOIF and the Targaryen army does not have that all important “low cost unit” required to put them in a place where they can compete in a game where 8-9 activations is the norm. Typically a Targaryen army will have 6 to 7 activations at best which means every match you enter you will be out activated, typically by at least 1-2 activations. It might not sound like much, but this really knocks Targaryen’s out of competitive play entirely, its very difficult to overcome an activation disadvantage. This being the Targaryen’s staple unit seems like the most appropriate place where an argument for reduced cost could be made.

At a 5+ defense you want these guys doing hit and runs on people’s flanks, which can be devastating with a 3+ attack and though they can hold their own in a fight with a 6+ morale save, they aren’t likely to be able to remain in a sustained fight for very long with a +5 armor save. Their leverage is their 6+ speed which can be increased in various ways in a Targaryen army with NCU’s like Daenery’s Targaryen, Khaleesi and Targaryen cards like Unstoppable Advance.

I would argue however that this is really a 7 point unit because fielding it without one of the two commanders for an extra point (Either an Outrider KO or a Screamer KO) is really not getting your points worth, they transform this unit from a threat to a major threat with one of the two KO’s. You will feel like you need to have them I think to get the value out of this unit and strictly speaking if you add 2 Screamers and 1 Outrider, each with its own commander you are spending those 3 points you just saved by not adding Jorah into the list, a vastly better investment in army points in my opinion.

Screamers are a great unit, though I can understand some arguments for using Bloody Mummer Zorse Riders for example as a potential alternative. While slightly more expensive at 7 points, Zorse Riders offer some built in abilities.

A 7 point unit that is in competition with the screamers.
A staple NCU in the Targaryen heavy cavalry army that doubles down on the factions main advantage.
Yet another way to get more speed and with the added surprise of ignoring terrain and ensuring your charge re-rolls.
Good on either the screamer or the outrider cavalry unit.
The only place to put them in your starter army is on a screamer.

The Dothraki Outriders

At 6 points the Outriders can have a high impact on matches, but don’t forget the Outrider KO, its arguably the best 1 point you can spend in the Targaryen army.

I think the best unit in the starter set by a fair margin, the Dothraki Outriders at 6 points while tricky to use largely do to an absence of a melee attack and short range of their bow, have incredible mobility thanks to a 6+ move combined with their Nimble ability. In fact, I’m fairly certain this is the most mobile unit in the entire game.

When fitted with their attachment (Outrider KO), they are shooting 7 dice at 3+ into units that can be assumed to be vulnerable (thanks to their Outrider KO) which when combined with shooting into a flank can be absolutely devastating even to the toughest of units. Their nimble ability also keeps them out of range of other short range units and makes it much easier for them to get into peoples flanks. All around its a pretty amazing combo and deadly combination.

This is a unit that when timed and used well will always earn its 7 point cost (never leave home without a outrider KO however). I think its well priced within the scope of the Targaryen faction and though I think I could file a complaint when comparing this unit to the Nights Watch Ranger Trackers who are effectively better and cheaper in every way as they get the Outrider KO ability built in, have better defense and a reasonably decent melee attack. I do believe that Nimble is so significant that it makes up for it.

Its unfortunate that you only get one of these guys in the starter box, I think I would rather have another unit of these guys as an option then the poorly thought out Jorah.

Dothraki Veterans

This very pricey (10 points) yet very dangerous unit requires a lot more plays to make a determination, but you cannot deny its ferocity, people will come to fear the veterans.

Finally we have the Dothraki Veterans which is our high priced, high value unit. It seems every faction gets one, but at 10 army points it is one of the most expensive units in the game, currently one among only 3 units that come in this pricey. It is more expensive then a bloody dragon for crying out loud!

The question is, is it worth it and the answer is, that I just don’t know. There is no denying its ferocity, it is absolutely devastating to get shot at with 7 dice at 3+, then get charged with 8 dice at +3 before any other effects are even applied in a single activation. With an Outrider KO or a Screamer KO you could potentially wipe entire fresh units off the board with a single attack and when you consider some of the Targaryen cards like Overrun or Khal Drogo’s cards (The Commander) like Devastating Impact, the potential for a single game winning move is very high. Your opponents are going to fear this unit and rightfully so, its a game changer.

The problem is however that as it stands, to invest 10 points into a single unit is a hard pill to swallow for any faction but in particular the Targaryen faction where if you really consider the makeup of the army we already have major activation disadvantage problems.

The cheapest unit we have is 6 points (screamer and outrider), which arguably need their KO’s to be effective making them 7 point units realistically speaking. Adding this 10 point unit into any army list means you are going to be limited to 4 units on the board at most, meaning 6 activations at best (with 2 NCU’s). That is too big of a disadvantage in a game where you will be facing 8-9 activations as a standard. In my experience having an activation disadvantage and having a unit disadvantage on the board at the same time is pretty difficult to overcome and this may very well explain why Targaryen’s are at the bottom of tournament play results, yet to win any recorded tournaments in which they were played.

I don’t think the issue with Veterans are the Veterans themselves, in fact, like the screamer I think the unit is appropriately priced in general, yet I would argue because of the composition of options for the Targaryen’s, it just doesn’t make a lot of sense to add them. We don’t have cheap options to offset high cost units and running any army but with only 6 activations is a losing proposition, it’s just too big of a disadvantage.

Devastating but situational, it can turn a loss of a unit in to a loss of multiple units.
All around great and easy to use card.

The Commanders

In the Targaryen starter set you get two commanders, Khal Drogo and the commander version of Jorah Mormont. In my humble opinion these are both excellent commanders that work extremely well within the Targaryen faction and they are both a joy to use. They come with strong abilities in their own right that punish opponents and offer some amazing surprises for your enemy and frankly both of their tactic card sets are filled with some amazing cards.

Jorah Mormont tends to be a lot more flexible than Khal Drogo and I would argue that cards like Bravery in the Face of Death and Superior Flanking are two cards you can count on using in every game. Martial Superiority is also a great defensive card that punishes opponents for attacking you. Really they are all great.

Charging and Morale checks is something you are going to be doing, so this card will always get played.
One might say situational but your a cavalry army so if your not charging into flanks and rears your doing it wrong.
Great defensive card that punishes opponents for attacking you.

Khal Drogo’s tactic cards are a bit trickier to use. The already mentioned Overrun can have insane impact on games in combination with successfully timed charges.

Addrivat! is extremely circumstantial, I find its the card I discard the most often. It requires you to activate the combat action on the NCU board to use, which means you must already be engaged with the opponent and have the initiative. In addition screamers already have sundering so they don’t leverage as much of the card as other units might, its useless to outriders because it’s melee only and you don’t want to use it with veterans because you won’t get your ranged shot – charge combination, arguably the main reason to use veterans.

To be honest I don’t recall ever actually playing this card, the circumstances when you could use the card combined with actually having it in your hand at the same time are extremely rare. Its clearly designed to combo with Khal Drogo’s ability but even there its not great since usually you will have Drogo in your Veterans unit and you don’t want to skip over your ranged shot before charging. I actually think its a terrible card in general.

The trickiest of the cards is Ride-By-Attack, it allows you to make a march through an enemy, performing a charge as you do it. Again its a very situational card because you need to be able to move far enough through a unit to get on the other side of them to do it. Additionally it doesn’t combo well with your most expensive unit as it does not allow you to use that ranged attack before the charge as the card must be used on activation. It requires considerable coordination and positioning to pull off, but can push one of your cavalry into your opponents back line so in addition to the charge you have good positioning for the next series of action. It has a lot of potential and I think becomes more relevant and significant in expert hands.

Clearly a card tailor made for whatever unit Drogo is in, but overall its just a terrible card.
Can be tricky to use, but your opponents will never expect it, it breaks the rules of the game.
This is one of the easier cards to use from the Khal Drogo set.

Conclusion

There is certainly a lot more that can be said about the Targaryen army, there are other components and cards not mentioned here that could be discussed but I think I have shown enough here to come to this conclusion.

The Targaryen army is a very mobile force that can make high impact moves that can completely decimate opponents but in the same token, it has a lot of vulnerabilities and is susceptible to terrible collapse if not positioned well and its core effects timed poorly. I think it should probably come with a warning label that says “For Advanced Players of Song of Ice and Fire” because it really does assume a lot of knowledge to use well.

As an army its biggest drawback which I think is the biggest contributing factor to its poor competitive play results is the fact that it lacks the ability to overcome the activation advantage almost all factions will have over it. The standard amount of activations for a list is 8-9, for the Targaryen’s its 6-7. This is a major problem for the Targaryen’s that keeps them from being truly competitive and there is currently no way to overcome it.

I do believe however with a bit of practice and a few expansion units, in particular the Heroes box to get some variety in the NCU’s can result in this army being at the very least fun to play. With some good player skill developments I certainly think you can get some wins on your record with the Targaryen’s, as they tend to really punish opponent mistakes.

I suspect in time their will be changes made to this army, its clear to me that units like Jorah Mormont The Wandering Knight are just too awful to be ignored and the cost of units like Screamers and Veterans are probably going to be adjusted (or their abilities adjusted) to bring them in line with the rest of the game or at least the army will get some methods to help them overcome their awful activation disadvantage.

The Targaryen Faction represent the newest addition to the Song of Ice and Fire miniature game and as such I think inevitably, as was the case with the rest of the games many factions, there will be some adjustments needed and made. CMON however seems to be very cautious about just sporadically making changes which I think is a good thing.

So far I’m enjoying my experience with SoIF, there is a lot of love put into this game, some really great design work and a really great design space to expand the game. Even as I write this article I as well as many of my gaming friends are waiting for new units to arrive to join the ranks of our armies so that is a good sign that we will continue with this great in my local gaming group.

GM Theory: What is D&D supposed to be about?

What is D&D supposed to be about? It behooves every D&D DM to ask himself this all important question and give a thorough answer so as to provide a clear cut understanding of the premise of the game to the players. Now your typical good DM will say the most natural and simplest thing that rolls off the tongue of most good DM’s, its about story. Truer words have never been spoken, however this simple answer does not really lead one to a definitive statement of the premise behind D&D or ensures story is the outcome. Sure its about story, but how do you get that story to the table? How do worthwhile stories make an appearance in our games? How do you ensure the players participation and involvement in the story is ensured?

The answer is motivation. The motivation of players participation and the motivation of their alter egos, the characters are ultimately what drive the natural invention of story at the table. Before we get into this articles primary purpose, to discuss how stories sprout in our games and what methods DM’s can use to ensure that they do, lets discuss what does not.

Fake Storytelling

I have for many years been an advocate for the OSR (Old School Revival) and there is a primary and very good reason for that. I find modern DM’s really suck at bringing story to the game, they suck at creating motivations to care about stories in which our characters participate and they fail to give life to the worlds in which the stories are told. In essence they regulate the entire thing to cliche’s. While I can say that part of the blame goes to RPG culture, really it has been specifically the way gaming systems are designed that has caused the evolution of RPG culture to become so terribly derailed and unfocused.

This has happened because the practice of “storytelling” has evolved to become the domain of mechanics. Elements that were once the exclusively the work of our imaginations and constructs on which the premise of fantasy adventure was built have been washed away in exchange for tactical battle systems and rules oriented replacements.

Modern games no longer care who is at the helm of a player character as it is the character sheet and the mechanism that drive the systems that define the success and failure of a character and not the player driving him. Your choices in modern systems are reduced to die rolls rather then your imagination, your cleverness and your teamwork with your fellow players and note when I say “your” I mean the player, not his imaginary alter ego made up of attributes, skills, feats, special powers etc..

So what are we talking about here. Well to put it plainly with examples, we no longer define what our characters do, we activate mechanical actions to find out if we succeed or fail at our intention.

For example we don’t bargain for price of a sword with a merchant, we make a diplomacy check to see if our character manages to get a deal or not. We don’t decide if an NPC is lying to us, we roll an insight check to see if our character knows whether or not someone is lying to them. We don’t define how we search a room, where we look, how thorough we are, we make a search check to determine if our character finds something or not.

By the sheer act of mechanizing these many role-playing opportunities, we cease to tell a story about our characters and reduce the experience to a series of mechanized checks to see how our characters are doing.

In an environment like this it can be difficult, ney impossible for players to find their characters soul and purpose because the truth of role-playing is that it’s magic is hidden in the detailed and mundane activities of characterization. That interaction with a merchant is the opportunity to explore who our characters are and how they deal with people of the world in which they live. Believing whether or not someone is lying is a component of mystery to be debated among the players, is it truth or a lie, we must decide, not the dice. Whether or not we find treasure in a room should not be delegated to the randomness of a die roll, but rather our attention to the details of a room that must now be defined by the DM creating the atmosphere and imagery so desperately needed for the art of storytelling.

The point here is that in a fundamental way as you remove mechanics from the game, the central focus then instead becomes the story and the motivations of the characters and as such from that grows the responsibility and independence of the players to discover the concept of story. This is what the OSR and really old school games got right. They where simpler mechanics, vague mechanics and often existing in the absence of mechanics. These omissions aren’t an accident, they are a very intentional and purposeful decision to ensure the focus of the games is where it belongs, on the story, not the rules of the game. Oddly enough, the primary driver for DM’s everywhere, modern and past alike.

The morale of the story is that good storytelling and great stories are born in the absence of mechanics. I believe no truer statement can be made about role-playing

Creating Motivation Through Abstinence

It is here then that I make a case for slim, watered down systems that focus on the players and their intent instead of mechanics as is the case in versions of D&D like Basic/Expert, the full BECMI or various clones like Old School Essentials, Castles and Crusades etc..

These systems create a basic construction kit for story by alleviating the complexity of rules and defaulting to the premise of collaborative storytelling, imagination and core concepts. In the absence of rules, players have no choice but to use their imaginations to fill in the blanks, however that still does not provide players with the fundamental premise of the game. What are the things that actually motivate players to find and advance the story.

The Goals of the Game

You have to see D&D and role-playing as a construct in which their must be a primary driver with some secondary drivers that motivate the players, so that they can in turn invent fantasy oriented motivations for their characters. In a sense the players must know what the game is about, to know what sorts of characters to create. In the absence of this construct you end up with what I call “null motivation” characters.

A null motivation character is a result of a player creating a character without an understanding of the premise of the game.

For example. In Vampire The Masquerade, players are asked to create vampire characters in a world of darkness. Now a player who understands the premise of the game, that it is a game about political power in a gothic underground world of vampires, will understand that since this is the over arching concept of what the game is about, that in turn his character must fit into that world. He must answer questions like, how will this character pursue that power, what level of morality will he apply to his actions, will he pursue that power through intrigue, wealth, force or something else? If a player creates a character in pursuit of that premise, understanding that this is the meta goal of the game, he is likely to create a character that is ready for such a place narratively. This character will be attuned to the world around him, motivated to act in it in pursuit of the core premise.

However it is entirely possible to create a null motivation character if you fail to understand this fundamental premise of the game. If you create a character that is not going to engage in the loosely defined but fundamental meta objective of the game, he will likely enter it unprepared to participate in the gothic world of horror and be delegated to irrelevance as he does not pursue or engage in the world/setting built for that very purpose. A player like this might create a lone wolf, an outsider, who finds no logic in getting involved in the plots of vampires seeking higher positions/advancement, he will have no one he views as a competitor or a threat to his own power as he likely will have none. His world becomes one in which he exists as an empty placeholder with no real reason to actually be a member of the troupe.

The outcome however, when characters are built for the core premise is undeniably the story that will emerge from that interaction. When players are motivated to act, when they have their goals defined through a core premise in this way, they will both create and use their characters in that pursuit, ensuring that a story will most certainly emerge without any need for a GM to nudge anyone into action.

I used Vampire The Masquerade as an example here because unlike D&D, the premise of the game is very strictly defined as are the rules of this political game very explicitly defined in the kindred traditions. Your goal in this gothic world is to seek power and control, but you must abide by the rules of vampire society while doing it that very much force your hand into the world of intrigue and plots to achieve your goals.

Modern D&D’s premise, its core concept is not well defined at all, in fact, its really the absence of this fundamental definition that creates the most amount of problems as the players are asked to create “generic adventurers” in a game about “adventure” without any real definition of purpose. So vague is that premise that there really is not much on which to hang your hat. There is no core fundamentals on which to base a players motivations as such players create characters in the absence of any real direction about what the game is about other then the easy to say but hard to accomplish concept of “story”. Yes story, but what story? What is going to motivate the players into action?

Traditionally the answer is “whatever story the DM creates”, but this still lacks the true motivation because the story cannot be revealed to you in advance. You know it will be a fantasy adventure of some sort, but without a fundamental premise this becomes a rather vague catch all phrase and its very likely some players will create characters that simply don’t fit resulting in null motivation characters.

This is a very common problem for DM’s in modern D&D. A quick run through any D&D community forums you will discover just how common the DM complaint that his players “Waste Time”, are “unmotivated”, or are not “following along in the adventure” are. Its an epidemic in modern D&D culture so vast, I’ve personally gotten to the point where I don’t really like running or playing modern editions of D&D.

Old School Premise

Old School D&D, aka, 1st edition B/X, BECMI and 1st edition AD&D all actually had a core premise, just like most RPG’s of the time and really even today, just like Vampire The Masquerade.

The old school premise was fundamentally built on a simple mechanic that has been regulated to being an out dated concept, but was and continues to be in my opinion one of the most important and fundamental mechanics D&D needs to ensure it functions as a game that will ultimately create a story.

The mechanic I’m talking about is the Treasure is XP mechanic (1gp recovered = 1 XP earned). In classic D&D, the core (main) way that characters gained XP was through recovering treasure. This defined a core premise of the game. At the center of the D&D, all players knew that in the end, they where treasure hunters and this was the premise on which the motivation of the player rested. Their job as players, was to lead their alter egos to wealth. This wealth could take many shapes, just like in Vampire The Masquerade, the road to political power could vary dramatically. The important thing was that a premise for the game was established.

The Unfolding Story

From an absence of direction, to a clear cut goal, the very definition of what D&D is about is made crystal clear in the classic 1st edition D&D. However there will be skeptics and its important to remember that rules like this don’t exist in a vacuum. Just like in Vampire The Masquerade there are things that govern how you go about doing it, for example the Kindred Traditions is one such barrier to success. So it is too in classic D&D, there are other, widely misunderstood pieces of logic built into classic D&D that are important to understand and must be used for the premise to work.

First is that the game was deadly, this reputation is well deserved, but part of the core premise was that when you created a D&D character, he was a mundane nobody that was setting out on an adventure, now with a clear cut goal to write their story. They were vulnerable, they could easily perish and that was a barrier to success you had to overcome.

This is connected to the concept of “who is your character”, which gives directions to the players. Who are you? You are a nobody, the game is about finding out if you, the player, can turn this nobody, vulnerable weakling into somebody. That is the story, that is what you are writing when you are playing classic Dungeons and Dragons.

The fact that the game is deadly is to remind you further and really define to the player that the goal here is not to go out and seek your death by trying to fight monsters but to find wealth while avoiding danger. You must figure out how you are going to do that. Will you venture forth into the wilderness and seek your fortune in some ancient ruins of a long forgotten city or will you stay in the safety of town to scheme a way to rob the local nobles? Will you join the ranks of the local militia in hopes of making a name for yourself or start a local adventuring guild to get other adventures to do the dirty work for you as you claim a percentage. How you achieved your goals, was entirely up to you, the game is the story of how you do that.

This was further enforced by the fact that all other methods of earning XP, namely fighting monsters was the absolute worse way to do it. To prove that point consider that a 21 HD monster, the single most powerful in the world of D&D that would require a party of max level characters earned you a measily 2,500 XP, while a 1 HD monster that you would be an even match for at 1st level earned you 10 XP. The chances of you successfully fighting your way into success without dying was virtually ZERO.

Which puts the cliche that D&D is a game about fighting monsters and taking their stuff in a much different light. It is a cliche that is regulated to the OSR, that this is how “D&D used to be”, but the truth of the matter is that this is what D&D is today, in 5e, this is the core and fundamental motivation for players today, to fight monsters and take their stuff. In classic D&D this was the absolute worst thing that you could do and the entire system from low HP of characters, a complete absence of encounter balancing, to tiny XP rewards for fighting monsters and everything in between. The system did everything in its power to discourage fighting monsters. Which is true, as a player of the old school games I can assure you that we always avoided fights like it was the worst possible thing that could happen.

So how does the story evolve from this atmosphere. The answer should be obvious. The players have a clear directive, they know the premise of the game. When they sit down to create their characters, they do so with purpose. They understand their meta motivation and when the game starts, their purpose is also crystal clear. We are here to become rich, famous and powerful, now we need a plan. That plan, that adventure, those pursuits drive the story and players will seek out whatever opportunities you put in front of them with eager anticipation. You will never have unmotivated players again.

The Conclusion

It may not be as romantic, but having a clear cut goal for your players, something on which they can put their elbows is vital to the game. Players who create characters without a full understanding of exactly what the goal of the game is, will always struggle to create meaningful characters with meaningful motivations on their own, or worse, they will have misaligned motivations that will pull them in different directions.

The best thing you can do is to establish a core premise for your game, now you don’t necessarily have to adopt the classic Gold = XP premise of old school D&D, though I would argue this is an excellent logic to have in the game as a starting point. However in the absence of a premise, you will find that null motivation characters and mismatch is inevitable.

In my next article I will focus on creating other motivations (other premises) for D&D, Gold = XP is just one in a sea of possibilities and may indeed be better left to the past, though I encourage you to try it.

Game On People

GM Theory: Creating the Perfect Game

If there is one universal truth about being a GM is that with each new campaign, with each new writing effort we are always looking for ways to improve, trying to create that truly great RPG experience that encapsulates all of our hopes and dreams for a game.

We watch shows like Critical Role and wonder, how the hell do they pull it off? Well the short answer is that they are professional actors and do create a professionally produced show for a living, which of course gives them a major advantage that most of us simply don’t have, but there is more to it than that. Even a professional show like Critical Role could fail, there are plenty of great methods for creating that perfect game and while there is plenty of advice on the subject from wonderful storytellers like Colville, Mercer and the like, since I’m currently on a high of success, I thought I would write my own article on the subject of how I finally achieved that truly great RPG experience.

First a bit of history on my RPG experiences in recent years. Now I have been running games for nearly 30 years and though I would like to claim that my success as a GM is attributed to all of the experience I gained of what to and not to do to create a great game that ultimately yielded the great results I have today, I don’t think that would be the complete truth.

Of course experience is a contributing factor to success but I don’t think you need to have 30 years under you belt to pull off an amazing game. In fact, in many ways, my long experience often works against me as you become kind of stubborn and set in your ways from running games a certain way for a long time. You begin to think that you have it all figured out and can become rather defensive about taking advice, about listening to player complaints and adapting to the many great evolution’s that take place in the RPG hobby. In essence you can become an old Gronard who thinks they have it all figured out and stop developing as a GM which is something that not only does happen, but happens far more frequently then it doesn’t. In fact it has happened to me many times and entire decades of potential progress as a GM was lost and many games ruined because I refused to change and accept certain fundamental truths.

Point here is that experience (being a veteran) is often presumed to be the key to being a good GM, and while this has some truth to it, their is a whole lot more to it then that and today we are going to crack open the knowledge basket and see what falls out as we explore some of the methods you can use that go beyond experience to create that perfect game.

The Group Dynamic is Key

All the writing, effort and experience in the world will not help you create that great RPG experience without a good group, a lesson I have learned the hard-way more times then I can count.

Now when I say good group, I don’t mean good people, good role-players or good anything else. A good group is a placeholder for a type of group that fits into the mold (your version) of what a perfect RPG experience is. They fit into your style of running and create a dynamic with each other that works at the table.

You might be tempted for example to bring together “the best role-players you know” and think that, this is the route to creating the perfect game. The reality is however that sometimes two amazing role-players when put into the same game can result in a disastrously bad game.

A good group, aka, a good group dynamic that works is something that just happens and there is no sure fire way to artificially create it, it takes experimentation. You put people in games together and it either happens or it doesn’t. When it does work its magic, when it doesn’t it may not become immediately apparent, but eventually it will slowly sink the game and derail the experience. The game might still be ok, fun even, but you will never achieve that high level of play you wish to have, that magic that comes only from great group dynamics.

So the advice here is to understand that when you form up a new group this is a testing period of the group, not an opportunity to run a campaign. If you want to achieve a great game sometime in the future you have to be ready to do some intermediate stuff to find out how the group dynamic works and be ready to make changes. Don’t create your masterpiece campaign for a new group and expect amazing results because you think your campaign is that good. A poor group dynamic can destroy any game, no matter how much work you put into it.

The goal anytime new players get together is to find out what the dynamic of that group is, what kind of fit they are for each other and for you. What are the complaints, is the focus of the game where you want it to be, do people get along, is there jealously or hostility in the group, is everyone in agreement about what is and isn’t important and good in the game or in RPG’s in general.

All of these things need to be tested and its best to run short campaigns, trying out different games, different approaches and testing the groups reaction to find out what works and more importantly who fits and doesn’t fit into the dynamics of that group.

Eventually you may realize that most of the group except for one or two people function and this is a hard realization to make. At some point you will know who in the group has to get politely asked to leave and that can be difficult, ney impossible in some cases because they might be friends, co-workers or family.

Its here where the first real pain to perfection comes in as its critical to ensure that you have a very strong, positive group dynamic that works for everyone without doubt or conflict. This is key to creating that awesome RPG experience and it actually is physically impossible to have even a marginally passable game that you will be satisfied with if the group dynamics just don’t work.

Its painful and uncomfortable to ask a player to leave a group, but often the first necessary step to take when trying to create a great troupe that will be able to achieve the heights of a truly great role-playing experience.

Don’t Skim over Character Creation

I can’t stress enough how important character creation is to the process of creating a great RPG experience. This isn’t just about vanity as a GM, aka, its not about saying “hey if you want to play in my game you need a deep robust backstory”. It’s not about control, or trying to be some sort of artist. This is a practical matter.

The reality of RPG’s is that it’s a game that focuses on the players, on their roles in the game and as such, its less important for you to know who the characters are and more important for the players to know what character they are running. Creating backstories, writing backgrounds and personalities is not something players do for you as the GM, but rather something they must do for themselves.

This is largely for their benefit and of course to a degree, for the benefit of the game as a whole. They need to understand who their characters are, how do they behave, how will they react to different circumstances, how does their world view ties into the setting. This cannot be understated, great games come from great characters and great characters are born from in depth understanding of them which needs to happen before the game starts.

Its important to understand however that in depth understanding and fleshing out of characters is not necessarily the product of great writing. In fact, some players can produce very real, very believable characters and never put a word down on paper. Its enough that they spend time thinking and planning in their head exactly who this alter ego they are creating is. So don’t be hung up on the printed word in this regard, most people are not great writers, in fact, its far more common that people don’t write at all.

The important thing here is that players do more than produce a character sheet and personality quirks. You always know your in trouble when as a GM you ask a player to tell us who their character is and they use 3rd person generalities to describe them “He’s a savage Half-Orc Barbarian that doesn’t take shit from anyone” is not a character, its a caricature.

Push for depth, push for background, make sure your players really know their characters and have done the diligence required during the character development process. In most cases this means you have to give the players time, don’t let the excitement of playing an RPG push you to the table before the characters are really ready.

Great games are not about great story writing

One of the hardest lessons and most difficult thing to do for GM’s is to realize the very humbling fact that great games don’t come from great writing, but from great storytelling. Its not what the story is, but how you portray it.

What this simply means is that the plot doesn’t need to be a complicated, multi-layer onion for the players to peel involving lots of characters and in depth mysteries. In fact, an approach like that will most likely derail your game rather then make it great.

Great RPG experiences come from the moment and the moment doesn’t have to be part of a complex plot, but rather a simple situation made to feel real and authentic. As a GM you play the cast of characters with whom the players interact and these characters are what make the story and the world feel real, authentic and believable. How you define the scenes and portray the characters is far more important then the complexity and depth of the plot and it is the secret to great GMing and a great RPG experience for your players.

Its important to note however I’m not talking about wacky voices or the use of adjectives. Imagery can be simple, while remaining authentic, choosing your words carefully knowing when to define something or when to let the players imaginations take over is a subtle but important skill to learn, though notably its much easier then trying to become a master writer.

The game lives in your players minds and its your job to paint the first strokes and let them fill in the rest. If you make the world a believable place, that picture in their head will be clearer. You can mess that up by making things too complex and too involved as easily as you can by being too vague. So find that middle ground and understand that as a GM its your job to give players space to exist, its their story not yours.

Session Pacing is Vital

Most people when they watch a movie don’t realize how critical pacing of the story is as its such a very subtle art form, however the editing of a movie, the pace at which the story progresses and the time each character in a story is given is without a doubt one of the most technical and difficult things to get right and it is no different in an RPG session with one exception. The editors of a movie can do trial and error, they can edit a movie over and over again until they get it just right where as a GM you only get one shot at it in a live session where all decisions about pacing have to be made in the moment.

This vital and often difficult skill is unfortunately one of the things that really comes from experience of running games. However so many GM’s never truly learn how to do this correctly, not because they are incapable or because its so difficult, but because they aren’t consiously aware of it.

The pressure of running a session, managing the rules, thinking about the plots, portraying the characters, defining the world… there is already so much going on that it can feel like an impossibly daunting task to also be self aware of the pacing of the game and so it is largely something GMs tend to ignore. The result is a game where pacing can bounce around in a session from going way too fast where important details and emotion are lost, or too slow where the game bogs down and comes to a crawl.

It becomes even more complicated when you realize that different settings and worlds require an adjustment, require a different pace. There is a big difference between running a horror game and running a fantasy adventure and each requires its pace.

Fortunately if you are aware of pacing in your game and make a conscious effort to control and manage it, you will very quickly find the right pacing and become proficient in maintaing and controlling it.

Its very subtle but very important component of creating a great RPG experience for your players.

Find the Right Players, or Adapt to The Players You Have

If there is one hard lesson I have learned from years of GMing that probably didn’t need to be as painful as it was, its understanding that you cannot change what you players like and don’t like. While this goes to group dynamic to a degree, this is really more about choosing the right game for the group you have and there are two approaches to this.

The first approach is adapting to your players. What this means is that when you are choosing your game, when you are deciding on the style of the game and the method in which you will present it, you must understand the preferences of the players. Its vital, that the game you are running for your group is something everyone is overwhelmingly excited to play. If for example you are running a science-fiction game because you love science-fiction, but your players want to play a fantasy adventure, that mismatch (though it should be obvious) will never work.

Preference of settings, or style or game type are irreconcilable, meaning you will not be able to convince players to like something that they have already decided they don’t and there is no sense in trying. Run the game they want to play.

Now alternatively you can find another group that matches your preferences and while it may seem mean spirited or selfish the opposite is also true here. A GM running a game that they are not into, that they aren’t excited and overwhelming eager to run will be just as big a failure as running a game the players don’t want to play. You will never successfully achieve a great RPG experience running a game you don’t like.

It has to be a perfect match and your options in this matter should be clear, run the game your players want to play and make sure you love it as well, ensure that game is like its your first born child.

Conclusion

The truth is that running RPG’s is a challenging labor of love and while it’s by no stretch of the imagination an easy thing to create a truly great RPG experience, I do believe that if you are really aware of some of the subtleties that go into creating such a game you are far more likely to achieve that far earlier in your GMing career then if you ignore them.

It’s important I believe to not get hung up on the technicalities of the game, sure knowing the rules is important, being prepared is important, but these things are the standard stuff of running a game. The more subtle things like group dynamic, focus on character creation, understanding the important distinction between story writing and storytelling, the strategy of pacing and the sort of equilibrium of picking the right game are far more subtle yet far more critical components of creating a great RPG experience.

Often these things aren’t talked about and addressed by GM’s who are eager to simply play a game and while this can be fine for some GM’s who are a little less eager to perfect, those of us who are striving for that Critical Role level experience, these subtle things become paramount. Knowing and understanding them is the key to success.

My advice is of course just one point of view, but I do attribute all of my success as a GM to the subtle changes I have made in my style and approach to running games, as they say, the devil is in the details and its clear to me that really is the case when it comes to chasing that perfect role-playing experience.

Good Luck Out There!