This is the actual book cover, FYI |
Friday, June 26, 2020
Blast From The Past: Dominion Tank Police
Friday, June 19, 2020
Mastering The Game: Gatekeeping and your game
NOTE: I wrote this a while back and wasn't sure if I should post it or not. Given the events of the last few weeks, I thought it was even more relevant. So, here we go...
Today, I'm going to go on a bit of a rant. I apologize in advance.
Lately, I've been watching some videos about gatekeeping in table top gaming. And I'm a little bit angry. Okay, more than a little bit angry. But, I'm going to tell you about my gaming experience through the years before I get to the topic at hand.
When I first started gaming, way back in the mid-90's in middle school, I played with a bunch of white guys. Now, part of that is because I'm from the whitest city. No joke. Of course, that's because of racism in the past. Something that I have no control over. As I grew older, I came to understand that and I understood what it was and what it meant. There was institutionalized racism in the city. Make no mistake about that. There's no getting around that and that shaped my world view when I was younger, but I've tried to understand that's not right and to be better than those who came before me.
Ahem. Back to my point. I was a nerd in school. I was one of those fat, white kids. I even had braces and glasses. Thankfully, I didn't have bad acne. Just imagine being that in school in the 90's. It wasn't fun. I've got stories that would curl your toes. So, for me, RPGs were kind of a safe haven. I could be strong and powerful, I could save the day, I could get the girl and live happily ever after. It was a place to escape the harshness of my reality. And, for many of the people I gamed with, they were in the same boat. We were nerds. We were outcasts. We were the people that nobody liked. Hell, I didn't even like some of them and they felt the same way about me.
When I entered high school, which was a much different environment than middle school, and probably saved my life, I linked up with a new group of nerds. We had fun and played games. And we weren't total social outcasts. In fact, our group started to grow over the years. The more interesting thing was that we weren't all dudes. Sure, we were mostly dudes, but we had some girls in our group, too. The big game, which I didn't join until the last year or two of high school, was run by one of our teachers. When I started, we had only a few of us who played, maybe five total. As the group started to expand (I think we had a dozen players by the end), we ended up with a fair share of female players. I want to say that a third of the group was female. Some of those were girlfriends of players. But, and my memory might be rose tinted, we didn't make a big deal out of it. They were part of the group. They might have been teased a bit for not knowing the rules at first, but I don't think it was because they were female. It was something all newbies had to deal with. I do admit that at that time, I did have a bit of a problem with girl gamers. Because I was bitter and angry and not in the right place mentally. However, I did know these girls and had to take a step back. I realized that I was wrong and corrected my behavior. I was by no means perfect, but I did change.
After high school, some of us kept playing as that DM went back to school had had some life changes. Our group was the DM and six players. Two of which were female. One I had known since high school and another I didn't know too well. I believe the her and her boyfriend were coworkers of the DM. Anyway, it wasn't that big of a deal that we had ladies in the group. They played and we all had fun. I do have to say that one of them (who was a friend for many years) was, for several years, wasn't that good at the game and only really played one character. But, she had a chance to grow and develop, and became a solid player. And you know what? We all started out like that. I had a type for many years (usually an anti-hero) that I would play in every game. And most of the people I started playing with had their own character they would play, just with a different face. It's how most people start out, doing the one thing they know or seem to enjoy the most.
Which brings me to my point today: Gatekeeping (don't ask me why, I just needed to get to the topic at hand). Don't bullshit yourself, it does exist. It might not exist in your game, with your group, but it does exist. I've seen it. Anything that's insular or not popular develops a “group think” and tends towards the homogeneous. For many nerds of my vintage, and older, we were told we were going to hell, we were bullied, we weren't allowed in polite society. So, we retreated to our little worlds. Not just role playing games, but video games, card games, and miniature games (to name just gaming things) became our fortresses. These were we found safety and comfort. Where we could have fun and live out our fantasies. And, when you're an “Other” it's easy to be turned against “Others” that aren't you. Toxic masculinity develops because when you can't get a date, it's easier to blame the girls rather than looking at your own faults. Plus, you can't avoid the culture you're living in, even if you're not truly part of it, so you manifest it in different ways. You might not be a six foot tall blonde, blue eyed barbarian, but you can play one in a game. I could go on, but I'll spare you.
I can understand, for some younger gamer that might be stumbling across this, they might not be able to relate. The world has changed over the last 30 years. Nerds are popular and big money (these two things are linked, in case you didn't notice) these days. Nerd things, once the haven of straight white male outcasts, is now very popular with people of every race, religion, color, nation, sexuality, gender, and so on. There are groups composed of all different folks, no matter where you go.
And there's going to be people who can't accept that. There's things that go around about how “girls weren't interest in D&D until it became popular, fucking hipster bitches.” Yeah, I've seen that. And I can understand why people say that. I don't agree with it, but I do understand it. There's a difference. When I see that or hear someone say it, I respond with something like “Are you sure? Did you ever ask the girls if they wanted to play?” And there's usually silence in response. I think many people would have played D&D and the like had they been offered the chance. And, thanks to the massive upswing in popularity of RPGs, they now feel like they have the chance.
How does this relate to running the game? Simple: If someone asks if they can play, don't disqualify them just because they're female. Or non-white. Or look like the guys who used to beat you up in high school. Now, I'm not saying that you have to let anyone and everyone join your game. Ask them questions, get a feel for them as a person. If they're totally new to RPGs, let them in if you're up for that. Personally, I can't play in games with newbies. I end up stomping all over them, verbally, and trying to take charge. Because I know what I'm doing. And that isn't fair to them, so I don't play with newbies. However, as a DM or GM, I'm much more forgiving. I can help them with stuff without being overbearing. I can sometimes jump in and be like “I don't think that's a good idea because...” And the dynamic is different. As a player, you're there for YOUR fun. When you're running the game, you're there for EVERYONE'S fun, not just your own. Does that make sense?
I don't say no to people who don't look like me. I've played with, and run games for, a whole bunch of different people over the years. Men, women, gay, straight, bi, white, brown, whatever. It doesn't make a difference to me. And it shouldn't matter to you, either. If role playing is important and fun for you, you should do your best to share that experience with others, especially those who haven't had the chance before. Don't call people “normies.” Just stop that shit. People are people. Players are players. New, old, long in the tooth, it shouldn't matter. If your players are saying stuff because someone is different, you shut that shit down hard and fast. If your players don't want to play with newbies, ask them to give them a chance. Don't let your older, more experienced players rag on the new ones. Try to get them to help them along. Nicely.
Pretty much, I don't care who you love, what you look like, what your sex is nor what your gender is, or who or what you worship. I just want to have a good time. If what I think is a good time and what you think a good time is, then you're welcome to join my table. It's that simple.
Friday, June 12, 2020
Let's Review: Last Days - Zombie Apocalypse
Friday, June 5, 2020
Setting Showcase: Urban Arcana
Name: Urban Arcana
Produced By: Wizards of the CoastIf you remember my review of the D20 Modern core book, you might remember my mention of this campaign setting. And you might also remember how I mentioned that it got it's own source book. Well, this is it. Let's get started.
The basic set-up is that magic exists, monster exist, and there's also sorts of techno-magic, but the average person isn't really aware of it. Because of The Shadow. Yes, that's the word they picked. What is the Shadow? Well, it's partly a veil that keeps the monsters and magic hidden from normal humans. It's also the border between our world and the world where the monsters and magic comes from.
This world, the one full of elves, magic, Beholders, and so on seems to be Greyhawk, which was the main D&D setting at the time, but they did keep it rather vague. You see, when something comes through the Shadow, their memories get a bit fuzzy. They still know who they are, that they're not native to this world, and will be able to work some of their magic (if they have any), but that's about it. Some can recall names of the gods they revered, others can recall bits and pieces of the societies they left behind. They don't give you too much detail, as they felt you would want to make it “your world” and they also said that the game wasn't about “armed marines going into the magical world.” That also means that going through the Shadow is a one way trip.
When it comes to keeping the magical stuff hidden, they use that good old stand by of “people see what they want to see.” For example, there's a very powerful Mindflayer that pops up. To most people, he appears to have a very large beard that might seem to move. If you're In The Know, you get to see him in all his horrific glory. Assuming you can see past his illusion, that is. For most other races, it's easier. Dwarves, elves, gnomes, halflings, and those kinds of folk can pass pretty easily for human. So can orcs and goblins. Oh, and don't forget about the Drow. They really want you to know there's Drow in this game. So much so that they put three of them on the cover. Don't get me wrong, I like that cover. It's just that there's a lot of Drow in the art.
Since d20 Modern was an almost direct port of the d20 system of D&D 3.5, creating characters get a little wonky. In the core book, everyone was human, so you got the extra skill point and feat, and didn't have favored classes. Well, they had to change everything back, as well as deal with ECL or Effective Character Level, since most races you can imagine are covered in this book. Not just the ones from the PHB, but a lot of the iconic races from the Monster Manual. Drow (as I've mentioned), orcs, Gnolls, Trolls, and so on. There's actually a really good picture of members of these races like a police line-up holding up their ECL on a card, which is great for quick reference.
In order to help convert many of the D&D classes, there's a lot of Advanced and Prestige classes to smooth over the transition. Of course, magic in this world isn't nearly as powerful as it was in the other world, so the characters won't be as powerful. Another interesting thing is that the world of Urban Arcana is very closely tied to the Plane of Shadow, so a fair amount of the spells and magic are related to that than anything else. You might not be able to throw around as many fireballs, but you'll probably be a lot more stealthy.
Speaking of magic, the list of magic items in this game is fantastic. Eldritch cellphones, Bumper of the Ram, Chain Saw of the Psycho, Decoder Ring, Camera of Soul Stealing, and Universal ID are some of my favorites. There's a more than you'd think and they do give guidelines for converting others from D&D. I would have love to have seen a whole book of the weird and wacky things they could have come up with. There were some third party supplements that came out, but they were mostly science fantasy or knock-off ShadowRun stuff. Now do you see what I was mentioning the whole “Shadow” thing?
There's also guidelines for converting more monsters from D&D, mostly dealing with the missing spells, in addition to the list they already have in both the core d20 Modern book and this one. And don't forget about the Menace Manual, which I'll probably cover in another article. There are several interesting and unique monsters in here, but my favorite is probably the Living Dumpster. If I ever get to run a game of this, that one WILL turn up...
There's a few reasons why I really like this book, but the setting isn't one of them. I have to admit that I'm really (really, really, REALLY) tired of the “hidden world” stuff we see in Urban Fantasy. I feel like it's tired and worn out. What I really wanted to do, and did run a brief game of using this, was something like Bright. But actually good. And not based on a fantasy world advanced to the modern age. I do like having the “well, there's a bunch of fantasy things in the world now” kind of like ShadowRun but without the cyberpunk elements. I honestly would have also loved a thing where you DID have marines invading a fantasy world. Like Gate, but again, actually good. I'll get around to writing that novel. Eventually.
No, I keep this book around partly for the art. While there is some Christopher Shy (who I do not enjoy), there's several pictures in here that just knock in out of the park for me. When they blend the magical and normal in just the right way, I love it. That mash-up just works for me.
There's also a random table for adventure ideas, just like in D&D, but very much more in line with this world. A skyscraper made out of bone appears in the middle of a city, in what was a vacant lot. That sounds like a good adventure. There's also a lot of maps for locations and rules and tables for making your own city. If you ignore the magical stuff, you could use it for any setting.
Maybe some day I'll play this game the way it was meant to be played. Or revisit my own version of the game. Or maybe I'll make my own version of ShadowRun. Or something else entirely. Time will tell.
If you've read this and you liked the sound of it, go out there and find yourself a copy. If nothing else, it can give you ideas for your own settings and campaigns. Just... Good luck finding it.