Thursday, April 28, 2016

What is going on with the Gygax Memorial Fund?

Merriam-Webster lists as a second meaning for the word stakeholder one that has a stake in an enterprise

It is my contention that all of us, myself included, that donated money to the Gygax Memorial Fund (hereinafter referred to as GMF) are stakeholders in the effort. As such, we have a right to know what is going on; what has been done to finalize a site? How is the money being spent? What is it being spent on? Just how much money is there in the GMF?

Recently, Tenkar’s Tavern ( a blog at http://www.tenkarstavern.com/) asked a series of questions of Gail Carpenter Gygax, most of which went unanswered; some of the answers raised more questions.
Why were so many tax returns for GMF only made public recently (since Tenkar’s inquiries), which is at variance for WI requirements for transparency of all organizations  operating as a 501-c-3 Not-For-Profit entity?

Looking over the myriad papers, all sorts of things stand out

The single biggest head-scratcher is realizing that apparently none of the money in GMF is invested in ANYTHING! In the part of the required filings where investment (interest is accounted for in this section) proceeds are recorded, there is a glaring zero. Where is all of this money (close to a quarter of a million dollars) “sitting”? In a checking account earning zero interest? Is this a sound business principle?

One of the avowed principles of the GMF is to provide scholarships; the GMF could have provided a $2500 scholarship on the lost potential of last year alone.

I have never done real well with higher math and business principles; I’m OK at arithmetic ‘cuz I use a good old calculator. Totaling up the tax returns available online, they seem to indicate that GMF received $244K between 2010 and 2014. The most recent statement shows that the GMF has $222K
.
One document shows a person working .10 (1/10th) of an hour per week; that’s six minutes a week or 5 hours for the year. When I asked that person about it, he had absolutely no idea what it was about. How does someone work just six minutes per week?

Who is on the Board (or whatever name your organization uses for the group that oversees and directs it’s activities)? When were they elected? Why was an original member not informed that he had been replaced? Where are the organizational meeting minutes (as required by WI statute)? Are the meetings open to interested parties? Stakeholders?

In a year that saw almost no income “because of illness”, how was $1700 (four times the income for 2014) spent on “office, conference and meeting” expenses?

What were the 260 hours claimed spent doing?

Just what is the target $$ goal of the GMF? How much do you think you will need to accomplish your goals?

Has there been any success in changing the minds of the city officials that seem adamantly opposed to the location you want? What is the location that you have now, but don’t wish to use?

What is being done on the website? Why have you listed as “Audio Visual Engineer” a person that has had no contact with GMF for some years?

When will all the relevant, and required, documents be made available?

Why has there been no visible progress for close to two years now?

On behalf of the thousands of stakeholders in GMF, what the heck is going on?

Thursday, March 31, 2016

When Others Tell You What You're Doing, and they haven't got a clue

I was awarded a Masters Degree in Education by Xavier University in 2005. I state this not as a boast, but to establish the basis for what I am going to discuss at length: teaching and learning.
 I use terms that apparently offend differing parts of slightly more than half of our society for various reasons unbeknownst to me. Those terms are: lady and female (in my world, those of our species not born with a penis). I always assume one to be the former until proven otherwise. I have a wife, a daughter, grand- daughters and a great grand-daughter and expect them to be viewed by others similarly. I am a product of the Boomer generation and make no apology for that.

Recently, my efforts to bring more ladies into RPG’s have been misunderstood, impugned and insulted. What follows is how this all came to be. If I repeat something here I said elsewhere, I’m either sorry or it is important. In general, I use the term “wargaming” as the tent that holds us all, boardgamers, minis players and RPG’ers.

Several months ago my wife stunned me with a request to put together a D&D adventure for her and a bunch of her lady friends from Zumba class, none of whom had any RPG experience. I put together a very linear adventure (not so much “railroading” as limiting potentially distracting factors) with the intent of analyzing early actions for the lessons to be learned; sort of learning-on-the-fly. I gave them pre-generated Player Characters with minimal info; all they had was their six stats, their THAC0 and their HP. I explained each in about 30 words or less on a handout and we were playing in 15 minutes from sitting down to the table.

Four hours after beginning they had chased down the wicked bugbears who had stolen their patron saint’s finger to put in their soup, retrieved said phalange and rendered the bugbears hors de combat, and they all had a working knowledge of RPG’ing. We played with a single sheet of paper, a writing utensil of some sort and a handful of dice. Oh, yes, we also freely exercised our imaginations, had numerous laughs and wondered where four hours had gone so quickly.

I realized that I had touched upon something dormant in our hobby—rules overload and how this affects someone wishing to participate in the hobby we love. That stack of books we all lug around is really intimidating; newbies (of either sex) often feel that they will be at some sort of disadvantage if they don’t know everything in those books when they first sit down at a table.

How shocked would you be to know that I had the only set of rules for at least three quarters on the whole campus, and possible in all of southern Illinois in ’74-’75? The only reason someone in the group (well over a dozen avid RPG’ers ) finally broke down and bought a set was because I was graduating and taking mine with me to my new job at TSR.

I have taught in co-ed schools and I have taught in same-sex schools. The two types of schools have radically different dynamics. I have worked with every age of student, from pre-K to HS. More studies than I can count or care to list here have had some very interesting research results when studying classroom dynamics and environments. To sum up, very briefly: learning occurs differently in same-sex classrooms than in co-ed settings. I am not a shrink, nor have I read much in that field except as it might pertain to education and class rooms, so I claim no special expertise in this subject. Percentage-wise, more girls excel in the STEM fields in all-girls schools than do in co-ed settings. There are all sorts of social and societal forces at play here, as well as which students’ families can afford private schools which virtually all same-sex schools are today. In the end. what it ultimately boils down to is comfort; how embracing, inclusive and comfortable is the learning environment?
Girls learn differently when not in the presence of boys; the same is true for boys when not around girls. All sorts of factors are at work here: less fear of embarrassment in front of the other sex, no showing off for the other sex, no being thought of oddly for showing interest in something not associated with your sex, the list goes on and ends with just less distraction.

From the beginning in Prussia, scores of years ago, wargaming was a male, military pursuit. It was serious business, used to train men to more efficiently kill, maim or capture more of the other sides’ men in war. As the wargaming hobby evolved, from serious killing-efficiency exercise to parlour entertainment for the wealthy, it remained a male pursuit, by and large.

It is too easy for us in the 21st century to declaim how horrid things were in the past in terms of today’s values and standards, but that is what they were then. If a woman was interested in something such as pushing brightly colored blocks of wood representing units of troops about on a large table, she was the one thought to be “odd”. (Gaming has always had a close relationship with Irony.)
I started The Dragon magazine (the original name I gave it) in 1976. It was not until 1978 that we got our second female subscriber (out of about 2700). I am sure there were ladies buying copies in stores, but I had no way of knowing where or how many or who, or what, etc. I got very few submissions from female writers, and almost always used ones I did get, no matter how badly they needed editing. I sought out lady artists; they were damned few and far between. I continued that trend with Adventure Gaming, my later magazine. This was in the early’80’s and still less than 5% of my subscribers were female.

I am going on about this to show how I have been wargaming for over 50 years now, almost exclusively in the company of males, until relatively recently.

After the success of the little thing I put together for my wife and her friends,  I thought to do something like it for conventions, and maybe turn it into a teaching tool of sorts. I have spoken to lady gamers who do not role-play; fear of the seeming immensity of the rules is a factor. I have seen females of all ages sitting on the edges listening but not playing; I want to change that. I want to do it in a non-threatening setting that has so far worked very well; I have two more tests scheduled at NTRPGCon and GameHole. For GH, I intend to run a ladies-only game for experienced players.

My intro-game is in no way wussed down; the danger is there or it would be no fun. It is a hell of a lot simpler because I play D&D the way it was played at The Dawn of Role-Playing. It is enough to tell the player to “roll a d20 and get a 12 or higher”; looking up the various charts and tables is a buzzkill; that’s what the DM does.

I am beginning to understand J.D. Salinger a little better lately.

If I had started a game club at a school, I would have introduced them to RPG’s in the same way: boys-only and girls only introductions; they will both learn it faster that way. Only after that would we start a “mixed” campaign. Given that beginning, I would expect the co-ed groups to be much more equally balanced as to leadership and problem solving roles being filled more equitably.
The issue has arisen that my game is mis-advertised as “For Ladies Only” if a male is the DM. Supposedly, my games place any lady players in it “in my power”. The idea that a DM somehow “has power over” the players I find abhorrent and counter to everything I have ever published, edited or written.

The Dungeon Master/ Game Master/ Ship Master/Person behind the Screen has control of the game, not the players. We try to exercise that control sparingly; a good example might be not letting the party find a level that is not yet done by not letting them see a hidden door or secret passage. Another example might be subtly trying to get the party to rethink a scheme they are set upon embarking on that you know, deep in your bones, is not a very good idea as it entertains very little chance of success and likely to end in a very gory and unsatisfying conclusion.

No DM can control what the players do. Where do you think TPK’s (Total Party Killed) come from? Wandering Volcanic Eruptions? I have not had a single party spontaneously combust.

I am genuinely sorry for any player that has suffered under a DM with a “me v. them” mindset. Those are the people that work at summer camp so they can lord it over and terrorize the younger campers, instead of showing them how to catch a fish or shoot a bow or whatever campers do today.

I am asked repeatedly “How can I know if I’m a good DM?”. My answer is still the same’ “Do your players come back every session? If the answer is ‘Yes’, you’re doing fine.”

I intend to run my “Ladies Only game” again at North Texas RPG Con and at GameHole Con. I offer a comfortable, non-judgmental environment in which persons with different plumbing than mine can come and learn through doing. No control, no lording. Just fun.


To my naysayers and haters I say this; I know what I am doing and I have been doing RPG’s longer than 98% of those doing them today. That you would ascribe to me your fears, prejudices and past bad experiences without asking my intent or studying my efforts is a sad commentary on yourself, all alone in your tiny echo chamber.

Monday, March 21, 2016

Two great cons, too close together


I am a very lucky gamer; I get to go to around half a dozen cons per year (seven in ’15, five in ’16, who knows in ’17?). The fact that I am retired is one enabler; tickets for airplane rides and nice hotel rooms when I get there is the main motivator for me to go play games with strangers all around the Eastern U.S. Some days it is very cool to be Tim.

I just enjoyed two cons only two weeks, and 1063 miles, apart. The 1st was TotalCon (full name-Total Confusion Con) #30, in Mansfield, MA; the 2nd was GaryCon VIII, in Lake Geneva WI. They are both run by dedicated volunteers for the most part, and both are great fun.

In chronological order:

TotalCon (hereinafter referred to as TC) has been going for 30 years now; they know what works for them and their market. Nearly all the volunteers that I have met over the several times I have been asked to come are avid gamers of one sort or another. They have the best kids’ programs and games of any con I have ever attended anywhere.

2016 (Feb 18-21) was no exception; it was a great con despite all the obstacles thrown up by the new ownership of the Holiday Inn. (I was apprised of their worries well before the con; everyone had their fingers crossed.) The new owners fumbled the ball badly, not once but several times. There were a lot of grumbling attendees, but I hope that by now they have realized it was not all, or even very much, the fault of the organizers. Refurbishing was supposed to be done by Feb. 1-it was not. Over five dozen parking spaces were lost to trailers, construction stuff and dumpsters. At least two halls were so full of detritus and scrap that you could not pull a small suitcase through them. Rooms were not ready; I went from supposedly being closer to the action to being shuffled to the farthest wing of the complex. (Have I forgotten to mention that the con virtually takes over an entire, rather larger, Holiday Inn complex, complete with indoor pool and spa?)

Other than the hotel hassles, as far as I could see TC went off without a hitch. It was certainly a pleasant change from last year, when the snow was piled higher than second- story windows.

I had my own tubular meat side-missions. Jenn Gerber took me to Casey’s Diner in Natick for their “All Around”. It is a very nice dog with a pleasing snap when bitten, on a steamed roll that we would call here in the Midwest a New England Split or a Clam Roll, topped with mustard, onions and relish. Very tasty and highly recommended. For such a tiny diner (that you must go to to fully appreciate the funky ambience) it makes a mighty dog, and some of them are gamers.

The next day Angelia Parenteau took me to the New York Diner in Woonsocket, RI. It seems that folks from RI, sometimes known as Swamp Yankees for reasons unknown to me, don’t eat hot dogs. At least, they don’t call them that; they advertise Hot Wieners or Hot Weenies. What Angie got me to try are known as “gagguhs” (a linguistic mutilation of the word gaggers); thankfully, they are better than their name would seem to indicate; mustard, onion and meat sauce comprise the toppings. The dog was good, the meat sauce interesting but the bun was a standard hotdog bun and somewhat uninspiring.

When you go to a given con a few times, you begin to make “con friends” that you only see there and hope to see each time. TC is no exception; I have made many con friends there and look forward to seeing them each year.

Home for 10 days and then off again:

Another Tale from the Red Road

The Mad Mage, my bombardier/navigator, and I got an early start on Wed AM; first stop for us is always Corkys Dogg House in Cedar Lake IN, a tradition I started with The Axeman (Rich Franks) when we went to the last Lake Geneva Game Convention before Gary died. It is my annual truly authentic Chicago Dog experience. This year, tho’, was different; I went for the Polish sausage. First you must understand that the Vienna Beef Co makes one of the best mass-produced Polish in the country. There is  a certain method of cooking it that I think was once called “Maxwell St. style”. You take a frozen sausage and drop it in the fryer; when cooked the skin is crunchy and crackly and the insides just right for eating. Memory did not disappoint.  It was sublime. The Mage (Jim Wampler) treated himself to a pair of them this year; Damn the Chron’s, Full Gulp Ahead!

The weather this year was downright cold. I know, I know, I used to live there, but that was 35 years ago; Cincy weather has been much milder. And my bones are older.

Gary Con VIII (hereinafter referred to as GC) was going to a new venue- The Grand Geneva Resort. It used to be, way back when, The Lake Geneva  Playboy Club. Yes, the same site we tried (in ’77, I think) when it was the Playboy and nearly killed GenCon.

With no half-nekkid Bunnies about for many years now, the Grand Geneva has morphed into quite a posh place. GC would not be able to negotiate room prices anywhere near what they do get now if it took place “In Season”. I had a gas fireplace in my room…

For the first time since GC 1, I had two events with only three players signed up. I am guessing that whatever perverse thrill drove players to seek violent and notable deaths in my previous adventures has worn thin. All those TPK’s were fun for us all, but as the singer sang, “… the thrill is gone.” I am going back to storytelling and puzzle- and mystery-solving. There will be plenty of hazards, fear not, but I now wish to ferret out more subtle minds to duel with and confound. I love pitting myself against the collective mind of the party. (Probably more on this in another blog)

As luck would have it, I had tossed a new favorite game into my pile of stuff when I packed my car. The game is War of Kings, a Kickstarter project I backed because it had neat pieces and has since turned into a favorite for 2-6 players; the 6-player is brutal. I offered to run back to my room to get it and teach it to them. I had played with one or more of the guys in both groups, so I did not have to persuade very hard. I figured that I owed them 4 hours of gaming, so what the hell? All six guys loved it and we had two really fun games of 4 players each time. They were all skilled players and the game is subtly simple, so both contests were spirited. I think I may have sold a few copies…

I ran my infamous “mouse-game” and we had a great time, and everyone lived, to boot. (Sorry, no spoilers)

The Finals of Circus Maximus were great on several levels: all the players were skilled at the rules; all were paying constant attention; we used my custom track that is 44 squares longer and finished in about two hours. Lots of mayhem, three chariots flipped and one driver trampled. All in all, the mob was pleased.

My big moment came at the Charity auction. I had made the offer to allow my scraggly ponytail to be snipped for charity. I am happy to say that I got $200 for it; I turned down an offer of $400 to shave my head. All in all, we raised about $12,000 for the charity. When you consider that GaryCon can raise $12K with an attendance of about 1200, it makes you think what GenCon, with an attendance of well over 50K, could raise at its Charity Auction if it really tried. The gage has been tossed.

The transition into the new venue was not without problems; however, the majority of them were not visible to the general public and so little suffering resulted. As this con has run a tighter ship each year, I am confident that they will grow into this new venue just a like a hermit crab grows into a new whelk shell.

The “GaryCon Vibe” was present, even in new digs. I have decided that this past Con is the last that I will attend and NOT see all the old friends I mean to. Every year there are old friends that I know are at the con but I keep missing; from now on I am leaving Sat. night open to catch up with them and be in better fettle to return on Sunday to Cincy.

Frank’s party was outstanding, I got to spend some time with some old friends, got to spend some quality time with new friends—GaryCon VIII was great. I hear the resort is already taking reservations.





Tuesday, February 2, 2016

How I helped to pull the rope that tolled the bell for OD&D

Everything printed after the original three little booklets having to do with OD&D (the game as it was played before the publishing of AD&D) was about suggestions, not rules. One of the founding tenets of D&D as it was played in its formative years of ’74 to ’77 was about rulings, not rules. Another was that it was expected that Dungeon Masters (DM’s) would mine for ideas wherever we could find them: books, fairy tales, movies, old comics, the pulps--all were fair game for ideas upon which to build an adventure or campaign.

OD&D (what the original, first version has come to be called) was simple, as in rules light, certainly not simple to understand in reading the three. (Often the term “Old School” (OS) and “OD&D” are used more or less interchangeably.) Every DM sculpted his campaign as he (they were all males in the beginning) saw fit. DM’s in those heady, halcyon days when everything was new and wonderful were direct descendants of our Neolithic ancestors who threw sheep shoulder bones into the fire and read the cracks. We “read” something just as exotic—platonic solids made of pretty colored plastic and covered with numbers. (The original d20’s  had no “-teens”, just 0-9 twice. We rolled a d6 alongside to add 10 or not.) There were no Jump Across a Chasm charts; we had Dexterity (Dex) and Strength (Str) we could factor in to determine the chance of a Player Character (PC) making it. Folks with high Dex stood a better chance of jumping the chasm through which a raging torrent flows; they rolled a d20, the DM rolled a d20 and the DM made a ruling. Was it arbitrary? Mostly not. I treated dice like Nordic runestones; rolling high numbers was good; rolling 4 or less often meant it did not work out so well—everything in between was where we read the cracks in the sheep shoulders (and most of the time I paid no attention whatsoever to the die I rolled). Oftentimes, just “rolling under your Dex” was all it took.

We all as DM’s created our own worlds in which things worked in certain ways. Don’t like psionics? Fine, they don’t exist in your world. Think that vampires as presented are too tough or not tough enough? OK, make them fit your world. Think something ought to work a certain way, or not work a certain way? No problem, they worked the way you felt “right” in your world.

When I took the first set of rules to the Southern Illinois University-Carbondale’s Strategic Game Society (The SIUSGS) in the autumn of ’74 shortly after the GenCon I attended that summer, a few of the guys (no lady members, back then as all we played were boardgames and miniatures (minis)) asked to see them, just to look at them. They were flustered and could make little sense of them just casually scanning; it did not seem to bother anyone in the slightest that only I “knew the rules”. We played 6 or 7 times a month for at least six months before any of the dozen or so players felt like buying a set of their own. It was two months before anyone else bought dice. The point? You did not need a bookbag full of books to play Old School. You did not have to familiarize yourself with dozens of charts and tables to be able to play. All you needed was dice, pencil and paper and imagination. We had no minis in the beginning; we used dice to teach ourselves mental spatial reference skills. “Greg, you’re blue; Tom, you’re green and the orcs are red”. To this day I prefer an OS type of melee, where it is flowing and fast and one-on-ones only happen later in subsequent rounds; you might be fighting three goblins but have hit each one only once so far… .

By now most everyone knows that TSR published the G Series of modules to serve as a common framework for convention games and tournaments (which were, in and of themselves, a perversion of the game’s ethos). We had to standardize play and grade behavior against a rubric.
The untold story up to this point is why we published the Supplements. I will give you my perspective:

Greyhawk (GH) was the only “true” supplement in that it contained the Alt Combat system and a few other things that simply could not be squeezed into the three original little brown-boxed booklets referred to often as the 3LBB’s—the three little brown books. It was truly supplementary material to flesh out the game. At first it was thought that miniatures gamers (the original target audience) would be more comfortable with the standard weapon damage. At some point someone had a “What were we thinking?” moment and admitted that minis players were already inveterate tinkerers , and Damage by Weapon Type was born.

As GH was named after Gary’ campaign, it was widely perceived as “Gary’s supplement”. Wishing to be fair, TSR told Dave that he could have a supplement also, and refine and tinker with the overall system should he wish to. This became Blackmoor, the second supplement, so named for his seminal campaign. As he stated frequently before his death, Dave was not very happy about “his supplement”. (The reasons behind that have all been dealt with at length in other venues. I go into a chunk of all that on the thread I have on Dragonsfoot.org.) In it we introduced new ideas and suggestions for building a temple and cult around it and making it a focus in a campaign as an example for others to mimic; remember that “borrowing” was encouraged. We showed players ways to go underwater and adventure. We were literally trying to open minds to possibilities. It was the last true supplement; the following books were horses of different colors.

Gary had very distinct ideas on how he thought his game should be played. One quirk? He found it intellectually incomprehensible why anyone would wish to play anything but a human Player Character (PC). He found the idea of “half-breeds” to be repugnant, and not just half-orcs, either. He simply could not wrap his head around it at first. However, he knew there were some battles he could win and some not worth fighting, especially if they drove sales. There were other challenges to the game, which brings me to the subject of hubris.

Dictionary.com defines hubris thusly; “…excessive pride or self-confidence; arrogance.” We had a little pride, but a lot more arrogance, now that I look back on it. We absolutely felt that we “knew” the way the game “should be played”. We fought off the waves of sexual weirdos on the East Coast with their fascination with Girdles of Sex Changing and more; no Moms were going to let their kids play that stuff. We outlasted the hordes clamoring for Spell Points, the most unbalancing feature at the time that would have had wizards ruling the worlds. (Another of Gary’s quirks was that he really did not like wizards and that human fighters should be the heroes of the campaign.) We persevered against the adherents of critical hits and hit locations; didn’t they realize that fighting a really bad guy with something like a Vorpal Sword was going to cost them limbs causing them to bleed out? We preserved the original abstract concept of hit points. We felt that these challenges to the game, as well as many others too numerous or petty or insignificant now to name, needed to be quashed so that the game remained true to Gary and Dave’s vision.

At one point a bunch of would-be “improvers” flat-out told us we did not know what we were doing and should let the game out into the world, giving up all rights. Now that was arrogance.
We shaped and guided the evolution of the game with the supplements.  When magic began to proliferate, we saw a way to shape it and expand it in an “approved”’ fashion with new spells and artifacts. We also addressed an area of imbalance overlooked for some time; monsters with psionic powers like Mindflayers were too horrible even in a fantasy game as they wielded an unstoppable weapon. So we came out with a psionics system that was grotesquely misunderstood and misused from its very publication. (As the author of a great deal of it I acknowledge that it could have been done better and explained more clearly—hindsight.) This was Eldritch Wizardry. These were always presented as suggestions and ideas, never rules. It said so in every Foreword I wrote, but we also hoped that our “gentle nudging” would steer the game back.

Time passed and the game continued to grow as well as expand in unexpected directions. Level-creep--PC’s at high Levels that were never considered, let alone allowed for, began to proliferate. In the early years PC’s “retired” at Lvl 9 or 10 and a new PC started; this level-creep was eating up the game. We were getting pleas for help from DM’s and players alike.

The tipping point came one day in a letter I had to open  that day that spurred a supplement almost that very  week. (I must have “had the duty” that day; we took turns opening and reading mail to TSR.) In this powerful thought provoker, a bewildered DM wrote the following, more or less (I will paraphrase a bit): 

“Dear TSR, I don’t know where to go with my campaign next. Last session, my players went to Valhalla. They killed Loki, all the Valar, a dozen Valkyries, Thor and Odin and destroyed the Bifrost Bridge. “ 

I read this aloud to Gary and Brian; when we picked ourselves up off the floor or regained our senses, as the case may have been, ( I swear to you that this is true) we knew level-creep had gone too far. That week saw the impetus for one more supplement gather enough steam that I set out to edit the last of the RPG-oriented supplements, Gods, Demi-Gods & Heroes. This was the closest to a rule book that we came; we felt that PC’s should not be powerful enough to knock off gods. So we gave them really high amounts of HP: Odin 300, Thor 275. We charted out character levels undreamed of in the original game.

One other crucial point to consider about the supplements is that they produced money on a regular basis and helped the company grow. They were predictably reliable cash cows.

Earlier I mentioned that we ran a lot of tournaments at game conventions. They were huge moneymakers for us, particularly at GenCon where we got all the admission and event fees. Even with modules, we were still finding it nearly impossible to find a large enough pool of DM’s that thought enough like us to feel completely comfortable. It also came to pass that various lawsuits came to be filed at this time that caused a desire to create a new brand. TSR came to the conclusion that it was time to actually codify D&D; thus was Advanced Dungeons & Dragons born, and the death knell of the loosey-goosey, fly-by-the-seat-of-your-pants OS style of play. There were so many things we did not see coming, the most reprehensible of which is the rules-lawyer.

I have told the story elsewhere: Gary and I spent a week in his office at the end of which the general outline of Basic D&D and AD&D had been laid down. Basic was toned down for younger players and made simpler to understand for easing them into it. AD&D was a tarted-up, codified version of OD&D that would now compel everyone to play the same. Worse, it was now a whole hell of a lot less engaging to the imagination; everything could be found on a chart or table. OS, or OD&D if you will, is more mentally engaging and more challenging than all the subsequent editions, not less. It is also tons simpler to play.

The sequencing of the releases of those first three hardbounds was a masterpiece of marketing. We knew everyone would have to have the whole set and released them in an order sure to sell them all well, and it did. And it killed the OS style of play for a great portion of then-current players; new players only saw AD&D.

So why do I continue to play OD&D when I mid-wifed AD&D? Because it is all the things 1st Edition AD&D (1E) is not. It is not slaved to charts and tables, although it has some. It is not arguable; it works that way on my world because I say so. It is about gathering information, not relying on Skills and Abilities to do the work for you. It is about playing well, having fun and living to fight another day.

I see a dearth of those skills and abilities in newer versions. I think that in some ways OS required a higher caliber player as well as requiring trust at the table; I see the art of running a great table being less respected (and practiced). I actually had a young man in a game at GaryCon tell me I was doing it wrong one time and that I was not being fair; the table stared in open-mouthed amazement all the while. I told him that I was sorry he wasn’t having any fun and that he was free to leave the game; he did not ask for a refund, although I am sure I could have gotten him one.

Old School-style was more difficult and much more nuanced than what later editions engendered. It required more roleplaying, it required asking lots of questions; thus was “the caller” born. The term “the caller” surely had many other synonyms, but it was a vital role in early role-playing. When the entire party started to ask questions for one reason or another, the DM could be overcome by the cacophony. The caller had to be able to sort through his compatriot’s babble and then turn around to the DM with a coherent set of questions, as well as making sure that all his party was heard; sometimes the player that hardly ever opened his mouth had a spectacular insight. Contrary to what you might be thinking, the caller was not always the “dynamic leader-type” that every group seemed to produce that made decisions or swayed the decisions through force of will. But that role was one hell of a character builder. Ofttimes, the caller was the one that led the party in exploring.

Another salient point to keep in mind is that we gamers then (yes, I count myself in that group) were not all possessed of the greatest set of social tools and skills, not all of us, anyway. (I was an exception in that I had been four years in the Navy during Nam, been an NCO, l was married and had a child while going to college; also four years is a lot of time in which to mature.) Lots of players “found their voices” playing RPG’s, gaining self confidence and self assurance. I am not making this up; one of the more common themes I hear at cons is how playing RPG’s (particularly D&D) brought people out of their shell and into a social world.

The caller’s day is done; charts and tables and skills and abilities have all superseded that role; thinking creatively has been stifled; if it isn’t on a chart or table, it can’t be done. In one of my games at GaryCon one time, I had a dwarf PC kill two huge polar bears single-handed. That was not on any chart, but in OS, it could happen. It’s all fantasy, after all.

I guess what I have been leading up to is not another Edition War salvo, but simply this; OS/OD&D involved more roleplaying, not less, and more thought and consideration and just plain thinking. OS may be simpler, but in no way is it easier.


Several trademarks referred to belong to other people and companies.

Wednesday, January 20, 2016

Twisting in a wind of words




Fact: I don’t rank video games with our game types; I see digital games and I see tangible games. I have not been into video games since my son who is now 36 had an Atari.

I was vaguely aware of this Gamergate shit when I saw some seminars were cancelled at an event in Austin. I thought they were some sort of electronic bullies or vandals; I had no idea of the misogyny involved. I deplore their behavior; they seem to be a bunch of teen-aged cyber-bullies and assholes. I have not read any of their manifestos, so I had no idea that they had made an otherwise ordinary word used in medicine and science to describe one half of our species into a pejorative.

I think more people that are not male (just what term can I use?) would find a lot of enjoyment playing RPG’s. (BTW, an apostrophe to indicate plural acronyms is correct by all the style books I have followed. It might be changing, but it is not there yet; it is not indicative of the possessive case.) As a former teacher (a real teacher, not someone with honorary degrees and being brought up on sexual abuse charges; thanks for that comparison) I was quite good at crafting teaching aids and handouts, as well as having developed a very effective tool that involved role-assumption/playing  in the classroom.

In my opinion, role playing has become too rules-heavy. Most of the excessive rules are about stuff you may never do or encounter as a Player Character, or only do so after a considerable time playing. In that instance, you learn by doing. I do not like Skills and Abilities ratings for that reason; I am firmly entrenched in the ethos of the Old School about learning by doing and never being afraid to try something. So I figured out a method to boil it down to the basics needed to have fun.

I wanted to run games for only not-males; Jim Ward and Merle Rasmussen have done so in the past and related how much fun they were; I briefly sat in on one of Jim’s, observing. I wanted to try it for myself and thought to accomplish two tasks, teach the basics and run a fun adventure.

Through innocent use of otherwise ordinary words I have offended some people, for which I apologize. I did not know that the word “Female” had been used as a pejorative in a war of words of which I was ignorant. I did not know that offering to boil down the mass of rules was going to be seen as some sinister insinuation that not-male gamers are too dumb.

By restricting to only beginners that were not male, I thought to provide a friendly and fun atmosphere. This is based on classroom experiences; nobody wants to sit there thinking they are missing out on something or the only one not getting it. Frankly, I do not wish to introduce RPG’ing to a bunch of younger males (at least not below 12 or 13); that is based on classroom experience. In that regard, and that one only, you can label me sexist.

I was vilified by someone I do not know in a public forum, instead of being contacted (God knows I am easy enough to get hold of) and informing me of the concerns my listing apparently raised.  Had that happened, I absolutely would have done a quick edit (I sent the same description to GaryCon and have not heard a thing about it except several inquiries about signing up.) Attacking a stranger, in a public forum is a cheap shot, in my opinion. (I do not consider myself some sort of celebrity and am constantly humbled by the people that see me as that); I’m just an old dude that still plays games,  likes to write adventures and was once involved in the beginning of our modern hobby, involved with a minute section of the population.

When attacked, I defend vigorously. I felt I was unjustly attacked and attainted for a word that has more than one meaning and is a pejorative in a tiny percentage of the population. I hope my attacker got a warm rush of satisfaction.

I really am sorry, and a bit befuddled, by all that has transpired over a listing in a convention website. I am not guilty of any of the behaviors that my words have been twisted into, and never have been.
I have been told that the instigator of this likes to stir the pot. I would not know because I cannot recall having met her; I did Friend her on FB when I saw a bunch of mutuals but I probably “know” less than 10% of my “Friends”; there are over 2000 of them. I never even saw her initial post on my Wall.

So what is the “politically correct” term for members of our species possessing ovaries and not testicles? I still intend to call infants baby boys or baby girls; if they change their mind later I will change what I call them.


So, having gotten all of that off my chest, I reiterate that I am sorry some people were offended when they read what I wrote. But this game is still off-limits to males.

Monday, January 18, 2016

Much ado about nothing- PC in RPG's

It seems that I have become the January Whipping-boy for some disgruntled female gamers for a description I submitted for a game I plan to run at TotalCon for ladies only. This is what I submitted
:
For Ladies Only—This adventure is written specifically for the wives, girlfriends and daughters of gamers, as well as those females wishing to delve into the field without a lifelong commitment. It has been boiled down to the basics of role-playing as it used to be: A sheet of paper, some dice, a pencil and some numbers on that paper accompanied by an open mind and a sense of adventure. Ladies, come see what the fuss is about.

Apparently that description makes me something of a misogynist in some eyes. Why?

The adventure I have created sprang from a favor I did for my wife. She came home one night from her Zumba class and asked if I could put together a small adventure for some of the ladies from her class, which I did. The ladies were interested in seeing what all the fuss, or interest, was all about. We had a great time and I think one or two might do it again with others of their acquaintance.

I have been a gamer for close to 53 years. Until the advent of D&D, followed by its many clones, the gaming hobby was at least 97% male. At GenCons in ’74 and ’75, I can recall no more than half a dozen females (not named Gygax) present and a couple of them were clearly either bored girlfriends or an older sister stuck with taking a younger brother for the day. RPG’s came along and the ratio of females began to increase. In all the adventures I have run at all the cons I have attended since 1975, the percentage of females at my table has never, ever, exceeded 30%. (And I am pretty sure I have never gotten a rep for being nasty to ladies, in games or in real life.)

Since 2006, when I got back into the industry, I have been fortunate enough to have been invited to cons all over the US, east of the Rockies. I have had the pleasure of working the GenCon Auction for several years. I bring this up only to point out that I have had a lot of contact with gamers all over at least half of the country—a pretty wide polling sample.

Lots more ladies are now gaming; I think that is wonderful because in RPG play they often bring a different perspective to the table. I base this on my experience running games that had ladies in them. When thinking back about parties that have survived con adventures of mine, I think the preponderance of them contained females. Given that I am noted for lethal games, and given the fact that many con gamers seek a glorious Viking’s death to provide yarns for those left behind, I think the survival of those particular parties is worthy of note.

When I have spoken to many lady gamers I know that do not RPG, but are wicked-good boardgamers and some great minis players, not to mention a couple of chariot racers I have lost to, their most common response to why they don’t RPG is something having to do with being intimidated by “All those rules and rulebooks.” (I paraphrase a little here, but the gist is true.)

When I started my first campaign in 1974, I had the only set of rules for at least eight or nine months, and the only set of “funny” dice for about two months. We had outrageous fun without all the paraphernalia so common today. At my con games, the only things allowed on the table are writing utensil, character sheet, dice and the compendiums of all the OS spells and prayers that I put together. This is what I am rendering it back into-simple fun.

There are any number of other reasons why ladies might be reluctant to “force” their way into what they see as a “guy thing”, or what they have been told is a male thing. Ridicule and snide remarks are the two I heard most often cited; just being made generally uneasy or being made to feel an interloper are others. Some just don’t want to embarrass themselves in a roomful of guys. (Nor would I care to embarrass myself in a room full of ladies.)

(I have also been taken to task for calling them “lady gamers”. A 15 year old girl playing at my table is not a “woman” yet; when she turns 18 she is legally an adult. I would not dream of calling female gamers “girls”, either. I always treat, and refer to, a female as a lady until she proves otherwise.)
So, NO, I do not think all the ladies present at cons are “just girlfriends drug along”, or any other such silly crap attributed to me or my words.

ALL I want to do is offer a safe, fun and easy intro into RPG’s for those of the female sex that might be interested in learning from someone that has been doing it longer than most.

Why do some people see insult and offense when none is meant, or inferred?  The little bit about “lifelong” commitment should have tipped you that I had my tongue at least partially in cheek.

Another question: why do some people take to social media without first talking to the individual involved? How dare they presume what my motives are?

By the way,  I hold a Master's in Education; I am reasonably certain that I know what I am doing.


Sunday, December 27, 2015

Gaming in 2015

Gaming, in all its forms, is alive and well going into 2016. The increasing popularity and sales of games of all sorts, but particularly boardgames, is a continuing phenomenon defying traditional models. The last three times boards did really well were during recessions. Hasbro is running ads that entice families to play a game together. This is wonderful; we have known the social value of gaming for decades.

Goodman Games continues to kick butt with their “…Crawl Classic” titles; they have a new Kickstarter kicking off any day now for a post-apocalyptic beauty called Mutant Crawl Classic; I have seen early manuscripts and it is a gem.

Asmodee and Fantasy Flight have combined, which I view to be a good thing as it will strengthen them both. Maybe we will see reprints on what would appear to be orphan titles. ‘15 saw several smaller companies fold their tents and steal away into the night, while other merged, combined or worked out co-op deals to streamline costs.

In 2015 the gaming hobby called out a serial offender on Kickstarter who has now changed his name and is again soliciting money to fulfill things he already got the money for. What a bozo; we’re not that gullible, Ken.

Iron Wind Metals, the spiritual successor of Ral Partha, had a successful KS and revived an entire line once RP’s called Chaos Wars; minis, rules for using them and an RPG adventure I wrote as a stretch goal for them that has bad-guy PC’s.

As 2015 winds down, there are three movies dealing with RPG’s in work, although two are locked in legal wrangling that has been going on seemingly forever. The whole situation stinks; movies do not belong in court suing each other. What bullshit…

Speaking of bullshit, the end of the year saw some very pointed questions being voiced concerning the long-awaited and long overdue Gygax Memorial to which so very many of us contributed. The answers I have seen have been most unsatisfactory; vague, dismissive and illusionary. Questions concerning why the website has been virtually dead since Spring, why there has been no effort to keep the public informed as to any progress or plans—none were fully or openly answered. Other questions have been raised about the legality of actions not taken by the 501-c-3; it would appear that is has been illegally run, not according to the laws and regulations of Wisconsin concerning the transparency of not-for-profits charted in that state.

One reason for the lack of action might be that Gary’s 2nd wife spent months and 10’s of thousands of dollars to steal Luke’s, Ernie’s and Alex’s surname from them, or at least the free use of their name in anything whatsoever remotely connected to games and gaming; there are dozens of areas; I saw the legal filings. This led to a fracas with Gygax Magazine, where apparently she “graciously allowed” the magazine published by two sons named Gygax. As part of a settlement with the mag and TSR Games, the parent company, she demanded that all parties to the mag and all shareholders in the company sign a thing saying we would never talk nasty about her. As I was the Contributing Editor for the mag, and a tiny stockholder in the company, I was told I had to sign. I essentially told them “that’ll be a cold day in Hell.” My name was removed; Luke and Ernie left the company.


I am baffled at the lack of perspicacity by her, thinking that I would sign away any future journalistic endeavors or rights to speak out whenever I choose about what I choose. But when I think about it a moment, it becomes less of a surprise when I consider that this is the person that pulled every one of Gary’s products off the market upon his death, as well as tried to go around and commandeer anything he had collaborated on with anyone. Speaking impersonally and objectively, anyone with the slightest hint of familiarity with history knows that upon the death of an artist or author the demand for their creations is immediately spiked. For someone seemingly out to milk every nickel out of her dead husband’s name, you’d think she would have milked that cow dry, too. Now she owns the trademark on a brand that has decreasing recognition value with each year. Right now I would speculate that a full 30% of gamers have no recognition of the name; that number increases every year. She killed his final system, the system he was proudest of.  There is a lasting tribute…