Showing posts with label opinions. Show all posts
Showing posts with label opinions. Show all posts

Tuesday, September 30

the good fight

what does an average middleclass person in the developed world have to really fight for? stand up for? do capital-S Something about?

plenty of stuff, surely. but then again... fighting seems dangerous. difficult. as long as we have access to some safe-enough shelter, plentiful-enough groceries, functional-enough plumbing, a little companionship, what else could we need to really worry about? with those basic necessities secured, most of us will be content with the state of things, whatever mild to moderate chaos or metaphorical storm clouds may swirl around on the outskirts of our little routines. 

do I mean "be content with," or "get complacent about"?

photo of an art piece in downtown Indianapolis, with a neon crosswalk sign flashing "DON'T CARE" in blue all caps

both, I guess. the main difference between the terms is in the level of awareness each implies. complacency means ignorance. we can frame our implacable cockroach-like ignorance as blissful and cozy, or as a challenging opportunity to learn more stuff. or maybe as protective wall, willful and resolute. which way we see it (or if we see it at all, I suppose) is a decision to make. a mindset we get to set. more likely, multiple shifting mindsets that we trade in and out as days come and go. 

my list above of all the basics that would be worth fighting for if we had to didn't include any education, but really it should. what kind of teacher would I be if I couldn't say learning and knowledge are worth fighting for, standing up to demand, or working as hard as possible for, after all? we need good food and good information to really survive on this planet. we can't leave our brains out of the game. useful stories are what civilization is made of.

we've watched the newest Superman movie more than a few times this summer. is it a useful story? (perhaps I should ask "useful for what?" or "useful to whom?" here. stories can be made to do many kinds of work in the world. not every storyteller has the same kind of use in mind. not everyone understands their needs for safety, shelter, food, and information in the same terms as other people's.)

despite the comicbook/superhero genre not being my usual cup of tea, I did like the messages this one braided together for us. 

  • your biological family and their cultural values aren't the be-all-end-all of who you are or can be. 
  • seeking peace and justice is not easy; people will probably complain no matter what you try. 
  • success of any kind at almost any level takes a ton of collaboration: there's work for the superheros, for journalists, and maybe for the unruly canines too. 

not all fighting is physical or violent (thank goodness). inasmuch as my daily work might be considered a figurative battle-- to wrangle my modest expertise in technical writing into a series of effective lessons for a bunch of college students every semester-- to apply decently rigorous empirical methods to relevantly articulated research questions in the field of media studies-- and all the other paperwork and collaboration and sitting through meetings that attend my little academic career-- then we can say I've fought to defend my few square feet of shelter and my $600/month grocery budget. perhaps I also fight here and there for recognition, for friendships, for leisure time, for a little peace and quiet. what advocacy my life entails beyond these selfish pursuits is very small. smaller than a pebble thrown into a puddle, it seems.

professionally, I advocate for all the podcasts to have transcripts. for inclusive and non-punitive learning-centered pedagogy where students get to make a lot of decisions for themselves instead of merely following arbitrary instructions. for a rejection of the workaholic mindset that still pervades academic culture. for everyone to do their best to read more and communicate clearly and vote in all the elections.

does all of that make a difference? I'll at least say that it doesn't not make a difference, so that's something. I won't always be able to measure the difference it might be making. there is plenty of hope involved.

could I make more of a difference if I were a scrappy investigative journalist? 

more or less is not the right question here though. it'd be a different kind of difference, on a different stage, but another form of education in any case. keeping people empowered with accurate and relevant information about the present universe. meaningful work, indeed. 

but also... maybe scathing exposés about the far-reaching misdeeds of tech billionaires only bring about lasting consequences in comicbook movies with happy endings. 

what does an average middleclass person in the developed world know, really, about all the bigger things out there to fight for? all the things we could/should/might/ought to/would do capital-S Something about before it's too late? nobody can be rationally informed about everything everywhere all at once. it's too much. even if we are informed enough about reality, learning/knowing/deciding what to do about it is another set of mental battles in itself.

my currently second-most-favorite podcast Never Post published a roundtable episode on this idea, back in May. the host (Mike Rugnetta--the one and only. I know, I know, will I ever shut up about Mike Rugnetta?) notes the tension between how we use the internet and how we might wish we could use the internet. it is a global medium--that's why it was made. one of the coolest things we do with the internet is "to socialize and connect globally, which, you know, that's powerful and that's important," Rugnetta says, "but we can't act globally. [...] it's even hard to act locally given the state of especially American politics.
"And, you know, I feel like even my ability to even know how to act locally has perhaps atrophied a bit because of my focus on the importance of familiarizing myself with national and global events."

are there information diet plans out there, something akin to the handy food pyramid, but for sources of news instead of calories? probably. 

do they teach such things in grade school so everyone grows up knowing that your brain will not thrive on a diet of nonsense and trash? maybe somewhere somehow. bless everyone who dares teach grade school.

there is so much information in the world to be had. maybe I shouldn't say "too much," because that depends. too much for what? for whom? 

sometimes it does seem necessary to just stop for a little while though. to push back on all the information (the firehose, the overload, the deluge, the six-lane highway traffic jam) with a little carefully cultivated ignorance: "I haven't looked into that myself," "that's not my lane," "I trust someone else to be smart about and work on that particular problem" and so on. (this brings to mind some of Hank Green's recent vlogbrothers video in which he touches on the difficult value of trusting our fellow humans.) we can all find our own good fight to fight-- there isn't just one. 

hopefully we aren't all fighting alone and/or at cross purposes though. hopefully we have some kind of justice gang/league/squad to back us up at least some of the time. smart and good people don't only exist in the comicbooks and movies. the Green brothers are on my list of people I admire for trying to make the world better. academic acquaintances are on the list. non-profit organizations managed by people whose names I may never know are on the list. 

its been a week or so since I read this detailed breakdown of "The Dark Internet Forest" as a concept for understanding the possibilities and risks of all our globally mediated connectedness and was thus suddenly enchanted with its author, Erin Kissane. she comes back to the centrality of place-- real or physical or digital or conceptual, place is important to remember. positionality. relationality. places matter. where are you? what other places are within reach right now? who else is there? how can you join forces and do Something?

I especially loved that Kissane cites this beautiful pushback against the classic "tragedy of the commons" idea. Elinor Ostrom's book helped me write my dissertation. I should read it again sometime. 

doing capital-S something is not always (probably not often) gonna be easy even when you have a team of active, collaborative superheros to work with. it's still messy. pebbles in ponds sometimes and big splashing ordeals other times. 

flip a switch somewhere and set your mind to care at least a little. doesn't have to be about everything. just don't get totally complacent.

photo of an art piece in downtown Indianapolis, with a neon crosswalk sign flashing "DON'T CARE" in blue all caps and "CARE" beneath it in white

Friday, February 28

another spring semester

so far, this corner of the world has felt abnormally like spring for the past eight weeks, save for two days of snow-dust several weeks ago. everyone is dreading how dry and fire-prone the whole area is going to be through the summer. let us hope we have a few good monsoons in store at some point. please?

eight weeks since classes started means that half the semester is over by now. but I can still blog about a new semester even when it's halfway over, right? why not?

there isn't much to say. this semester is basically a repeat of two years' ago's with only minor updates. one section of Technical Report Writing (this time with extra usability and UX flavoring), one section of The Art and History of Podcasts (quite a bit improved since my first semester teaching it), and plenty of other academic work on top of the usual teaching: meetings galore, emails that should not be so draining to read and write and manage, various professional development adventures, research and writing of my own in small snippets.

I enjoy this teaching career, such as it has become for me, because it involves so much learning. or at least I always used to think so and say so. am I still learning anything? am I still enchanted by the process of stretching my brain in new directions, of finding little corners of wonder amongst all the mundanity of things, like it seems I always used to be? well yes. mostly yes. students and colleagues say things all the time that make me think new thoughts and appreciate new things. their questions and my questions often join forces in pretty excellent ways. it's fun.

novelty seems rarer, these days, though. there is a lot of sameness, and it feels far too easy to let the sameness subsume everything else. do older brains prefer more sameness, I wonder? or does accumulation of experience just mean that any novelty we find is easier to handwave away as not-really-that-interesting-after-all-actually-kind-of-just-like-that-other-thing-I-already-know-about? or maybe our comprehensive eyesight starts to fade somehow, rendering us less able to appreciate shining novelty even when it's just as plentiful as ever?

I'm not sure. 

what is new and notable for me lately?

with enough time and energy, and given a wide ranging definition of "notable," I could list so many things. an onslaught of information from news and social media and instant messages. knee-jerk reactions and opinions and maybes in response to all of it. the absurd loveliness of a few calm, rich summery days in February. bundles of anticipation accompanying sprouts and buds and new greenery underneath dried leaves. earlier sunrises and later sunsets. a recent trip for work to Albuquerque, including a not-for-work visit to this cute new fiber arts shop. (I bought 300g of a wool/viscose blend called "crumpet tweed." awesome name, eh?)

also, 'tis the season for (a perhaps ridiculous amount of) excitement about the tournament of books. it starts next week!

I've read only four of this year's contestants (which is four more than I usually manage to read before the opening rounds): 

The Book of Love, by Kelly Link

James, by Percival Everett

The Wedding People, by Alison Espach

and Beautyland, by Marie-Helene Bertino

I read them in that order, because that is the order in which the library served them to me--three in nice new hardcovers and one (The Wedding People) as a short and sweet audiobook. now that I've finished Beautyland, I really need to relisten to the So Many Damn Books episode about it

do I have a favourite? do I hope one of these four wins? it's hard to say. James and Beautyland have the most depth, I think; I read them both quickly and could see myself reading them again someday. the other two were excellently enchanting to me though, and both The Wedding People and The Book of Love delighted me with their neat and just-twisty-enough plots. 

but I don't like to make predictions. if I fill out a tournament bracket in the next six days it will be as random as anything might be, and I will not be attached at all to the idea of my random picks matching up with the true official judgements.

let's just see what happens next.

Wednesday, December 20

the tournament of TTRPG books, final round

the final round:
Dungeons & Dragons (5e) vs The One Ring (2e)
 

in the beginning, along with a lot of scribbly scattered notes and spreadsheets of metadata on each RPG book, I mapped out my relative prior experience with each of the 16 systems, like so:  

None-- The One Ring (2e), Cyberpunk RED, and A Song of Ice and Fire
    
Barely any-- Wrath & Glory, Scion: Hero, and Exalted 

Some-- Pathfinder (2e), Shadowrun (5e), Mage: the Awakening, and Changeling: the Lost

More than some-- World of Darkness, Star Wars: Force and Destiny, and 7th Sea (2e)

Lots-- Vampire: the Masquerade (5e) and Dungeons & Dragons (5e) 

there were some idle thoughts about coming up with a color code to go along with this, even. maybe it would've started with grey, then blue, yellow, green, up to a nice purple for the ones I've played most, or something like that? not important, I suppose. arbitrary distinctions to signify those slightly less arbitrary.

in any case, The One Ring has already vanquished one of my most-played RPGs. does it have what it takes to beat the other? 

either way, it will feel like Tolkien wins.

we recently finished listening to The Fellowship of the Ring narrated by Andy Serkis. so excellently done-- all the voices and the singing. I loved it. at least 20 years have gone by since I last read the book myself. I still mean to reread them all at some point, but who knows when. there is such a richness in that story. it is beautiful, touching, deep, and timeless. I'm not saying anything here that hasn't been said a hundred times.

last week, we gathered friends at our table to begin another D&D campaign. I'm still working on putting the finishing touches on my first-ever bard: Ennagold Lindenrill, a wood-elf from Waterdeep. the rest of the party shall include a couple of wizards, a couple of clerics, and a paladin. it's exciting to be gearing up to play once again after about a year and a half spent in other game systems.

judging these two against each other is as expectedly challenging as most of the last few matches have been. which do I value more? the focus, simplicity, and artistry of the newer book, or the flexibility, openness, and mainstream appeal of the older? which deserves this more? the world-changing system that paved the way for pretty much all the others, or the beautiful latecomer based on a world-changing fantasy that paved the way for it in the first place?


SYSTEM Dungeons & Dragons (5e) The One Ring (2e)
cover tagline = "Arm yourself for adventure."
"Enter the world of Middle-earth..."
publisher =
Wizards of the Coast
Free League Publishing
pub. date =
2014 2020
original cost =
$49.95 $49.85
length =
11 chapters / 320 pages
10 chapters / 240 pages
my exp. level =
very much lots
none prior

 

the easy part is judging these two on aesthetics. The One Ring will probably never lose on that count. I bet the designers of this book put as much attention and effort into its appearance as Tolkien himself put into the elvish language. it seems to me almost as perfect as any functional book could ever be (semi-garish cover notwithstanding). beyond the surface of the pages, too, the aesthetics of this epic storyworld come with all the depth and richness of their source material. it's lovely.

and while The One Ring is soaked in the vibes of deep green-grey forests and cozy, semi-lit hobbit holes, D&D injects all that with a little more brightness. the saturation is turned up, the gleam of adventure a little more polished against a grab-bag stage-set of fantasy. they aren't opposites, but we might say they are different shades of the same hue: The One Ring a deep piney dark-olive, like those magical woven elf-cloaks in shadow; D&D more like new grass, or spring-time oak leaves in the sun, or a green leather satchel freshly polished. you can tell serious, weighty stories in either game, but D&D will always feel lighter to me.

judging on mechanics, I have a harder time choosing which I like more. The One Ring is simple and unique. it's character creation options are very focused, its gameplay processes similarly so. destiny and heritage and lore combine to draw strong lines around the possible story arcs. player characters rotate through adventuring phases and fellowship phases. journeying, counseling, and resting are given just as much attention (if not more) than combat.

D&D divides its gameplay slightly differently into exploration, social interaction, and combat. it's close enough to the same ingredients, but used in a significantly new recipe. and much like an easy, endlessly-adapatible recipe (like this one-- so easy and so fun to mix and match with), D&D feels infinitely flexible. dial down the combat and add more exploration or skill challenges or socializing if you're feeling like it-- it'll still taste awesome. it will still be exciting. 

in terms of approachability, do these games come out equal? as I've said before, D&D has the advantage of being very well known, with an established fan base and a widespread community to help ease new players into it. practically, playing D&D can be as basic or as convoluted as you choose.

without the same relatively longstanding advantages, The One Ring does just fine. I like its organization and approach a bit better, and that beautiful simplicity earns it plenty of points here.

if we wanted to get quantitative about it, we could tally things on a rough scale like so, dividing a pool of 10 points per category between the two systems...

SYSTEM Dungeons
& Dragons
(5e)
The One
Ring
(2e)
points for aesthetics = 2
8
points for mechanics = 6
4
points for approachability = 6
4
total =
14
16

 

a close match if there ever was one, eh? and honestly, I keep wanting to fudge the points further. (full transparency: I have fudged them up and down and back already a few times. this is my tournament, so it's allowed, right?) I mean, are the aesthetics of D&D so very lackluster in my eye? and maybe shouldn't the mechanics be weighted more heavily, given that's what the game is essentially built out of? 

but beyond my trusty old three-pronged rubric... I wrote last time that I value vividness, simplicity, and consistency in these forms of interactive art. I seem to have the most imaginative fun with a clear framework in which to invent freely, wildly, with all the power of the game's limitations to help me build something cool. 

so which of these truly offers me more of that feeling?  

in another prior match-up, I also wrote that compared to D&D, The One Ring's character creation process seemed so limited, so relatively constrained. this remains pretty much my only grasped-at disappointment with The One Ring, I think. a barely-there complaint. and yet I concede that there is a nice structure to it and to everything else in the game, though. it's fitting, given the game's setting and all that. it's a great framework for narrative gameplay, narrow and vivid in its scope.

on the other hand, D&D has a bigger, wider frame. just as sturdy and serviceable, if far less technically beautiful. 

I think what really makes the most sense, to me today, is to add a fourth category and do a little bit more math. so here we go-- along with aesthetics and mechanics and user-friendliness, I'm going to look quantitatively at flexibility

and there, using this arbitrary system I've suddenly applied across this match, I'd give D&D a whole 7 and The One Ring the remaining 3. it's still awfully close, but D&D ekes out the higher score. 21 to 19. 

 

imagine approximately three seconds of a low and subtle drumroll for us, please?


the 2023 champion of the Tournament of RPG books: Dungeons & Dragons (5e)


Friday, December 15

two more very unfair comparisons: the semifinals

the semifinals
The One Ring vs Vampire: the Masquerade (5e)
and
Star Wars: Force and Destiny vs Dungeons & Dragons (5e)


initially, I imagined this could be a short post, even with the two matches put together. I'll do my best to be concise. it may not be easy.

for most of the prior match-ups, I had decently strong feelings about the winners. all that changes now. these are the four best RPGs I've ever played. to decide between them is going to be an arbitrary, subjective, and pointless endeavor. that is what it means to model a summer-autumn-almost-winter writing project on the Tournament of Books. (sidenote: the 20th annual ToB itself is very nearly underway! the shortlist of 16 was just recently posted.)

as I pondered this next step in the tournament (inbetween grading final projects and exams and such earlier this week), I thought back on my approach during the opening round, to my not-really-a-rubric, and I tied my brain into knots figuring how to quantify my sense of these games' mechanics, aesthetics, and user-friendliness. while I'd sketched out the rubric categories, I never gave them a metric. am I measuring out of 5 stars? percentage points? some other nice round number of cute somethings?

I re-read my past reviews, hoping to distill the elements I most value in an RPG and build some useful yardstick out of it. obviously, design is important to me, both aesthetically and in terms of user-friendliness. overall style and world-vibes are important, too-- I clearly go more for fantasy than for sci-fi, more for glowing heroism than for grim dystopias. (Vampire seems a glaring exception on this though. hmm...) 

additionally, I value vividness, simplicity, and consistency (not just in games but in most art, now that I think about it). I have the most fun in games that gives me nicely-defined frameworks, clear rules, and then practically infinite freedom to invent within that space. is there a more apt way to describe that? not just the logistics of it all, but the feeling? a feeling of sinking all your imagination into a marvelous, immersive vision but also having the power to make it new and yours? I hope that makes sense to at least somebody.

RPGs are especially tricky to judge because they are more than the sum of their published material. they are not static boxes; so much depends on the storyteller, the game master, not to mention the other players. if I were to judge these four in terms of how much I loved my past gameplay in each system, that might be somewhat easier. but that's not exactly what I'm trying to do here.

nor am I comparing them merely on which story or world I might like best. it is interesting that three of these four are games live solidly within circumscribed gameworlds based on pre-existing lore. D&D is the exception, and even it has more than half its roots in the fantasy of Tolkien, so. that these four have come so far mean that such specific worldbuilding feeds into the sense of vividness and definition I value so much.  

alright, alright-- I'll quit stalling. here we go.

 

The One Ring vs Vampire: the Masquerade 5e

for months I have worried that Vampire would end up against The One Ring in the final round; both were strong contenders all along, but now here they are, one fated to force the other out of the running.

atwo hardcover game rulebooks-- The One Ring and Vampire: the Masquerade

Vampire has years ago earned my steadfast affection, for whatever reasons (see its prior match-up reviews for more on that), and contrarily The One Ring is a newcomer in my life.

they are so different, aesthetically and mechanically. for approachability I'll rank them as equals. both have plenty of depth and complexity, all made passably navigable with lovely book design. isn't it interesting their covers match so well? black and white and red, with barely-there serifs on those elegantly bold all-caps titles. not many RPG books come with fancy bookmark ribbons, but these both do.

The One Ring sells itself as "rules-light," which is a point in its favor given my preference for simplicity. skimming the book the other day, I did question this label a bit though. there are plenty of rules and guidelines for an epic, detailed, highly-managed roleplaying campaign, even if those rules are designed to sit in the background and let narrative take the stage. 

the striking style of Vampire feels incomparable to me, which is a point or two in its favor. but you all heard me gush about The One Ring's design. that's what makes this so difficult a match. which artfully drawn style is the best one, for me, today? the glossy, bloody, immortal danger of the urban fantasy plot? or the warm, antiqued, semi-rustic valor of the high fantasy adventure?

I still can't decide.

-

now I've written the rest of this post and proofread it twice, still struggling to make up my mind. The One Ring is gorgeous, and simple, and it ticks so many boxes for the kinds of stories and worlds I love to consume. I really hope I get to play it again in the near future, to explore it more as a full game. 

and Vampire is so evocative and unique. as I've explained before, how often do we get a framework to fight against ourselves, to struggle for a lost humanity? it's so interesting and novel to me, despite (and because of?) the potential discomfort and challenge of its dark, gritty, violent settings.

in a truly infuriating Tournament-of-Books-esque manner, I think I'm going to give up on reaching a judgement via all these relevant, fundamental aspects of the two, and grasp desperately at something-- anything-- for which I can easily pinpoint an obvious preference. if I had to choose just based on the two books' covers, for example, Vampire would win. that faux marble look and the shiny embossed title-- it's perfect.

but doesn't that seem so cheap and superficial? I don't hate The One Ring's cover, even if its use of red strikes me as garish. almost to make up for that stark and somewhat depressing first impression, The One Ring has buckets of marvelously good art in the rest of its pages-- all those chapter spreads, the little ink-scraped edging around the call-out boxes, the sepia sketches here and there. it's so neat and fitting and cohesive.

so. 

I think that's it-- the deciding factor. after helplessly trying to compare blood-red apples to elf-grown oranges all day long, I'll choose The One Ring for its artistic and stylistic consistency. that, and the timeless allure of high fantasy.

 

Star Wars: Force and Destiny vs Dungeons & Dragons (5e) 

where to begin? I love both of these games. I've played the one more than the other in terms of hours at the table, but I'm tempted to say my Star Wars roleplaying took on a quality that could easily outpace the more casual kind I have often tended toward in my quantity of D&D gameplay.

how much does that matter? 

it matters as much as I decide that it does, I suppose.

top-down photo of two game books-- the Players Handbook for D&D and the Force and Destiny rulebook for Star Wars

in terms of aesthetics, neither of these games knocks my socks off entirely. the on-paper designs of each feel equally solid, good but nothing exquisite.

D&D has the simpler mechanics, I think: simpler character creation, fewer charts to reference, and more straightforward dice. altogether it's not more than a few fractions of a point simpler, but it's something.

on the other hand, Star Wars has the more defined world. playing as a Star Wars character has been some of the most vivid, immersive roleplaying I've ever done. perhaps the existence of all the films helps with that, providing my brain with so much visuality to remix. perhaps it's "limits are possibilities" at work once again. Star Wars is a certain kind of story with preset rules and rhymes. that framework and direction help my style of creativity a heck of a lot.

so how do we weigh the merits of a whole multiverse of magical realms and adventure against those of a vast galaxy full of pseudo-magical, destiny-rich alien interactions? which one, for me, today, should win?

relative simplicity and fantasy win again, it seems. if I must-- and in this case I must-- I pick dragons and treasure and potions and spells over any number of futuristic laser swords and spaceships. it isn't fair, but it is my verdict.


next up, the final finals:
The One Ring vs Dungeons & Dragons

Monday, November 13

long ago and far, far away

quarterfinals match 2:
7th Sea
2e vs Star Wars: Force and Destiny

if these two were movies or television shows, I would for sure pick 7th Sea. why? because oceans, rapier duels, and period costumes are just miles more to my taste than blasters, laser swords, and hyperspace. 

but these are not movies. they’re games: two fascinating RPGs that have beaten out their prior competitors by relatively slim margins. allow me to once again honorably mention Changeling and Cyberpunk RED as I marvel at the chances that have paired two strikingly different alternate/imaginary/far-far-away histories up against each other here. 

when I wrote about these two in the opening round, I noted that both have a pretty straightforward aesthetic of heroism and villainy, light side and dark side, goodness triumphing through even the thickest tangles of temptation. those aren't the only kinds of stories you'd be limited to telling in each system, but the game design lends itself to happy endings, mostly. both worlds ask for brave and impetuous, good-at-heart characters. both types of stories might be highly action oriented, or highly political, or most likely some of both. 

it's easier than anything to see a poetic resonance between the vibe of sailing ships into pirate-infested waters and that of piloting spacecraft through dangerous asteroid fields. and we absolutely must admit that the dashing, caped Lando Calrissian would fit gorgeously in either setting-- just swap those blasters for a pair of revolvers and we'd be set. 

since my earlier review of Star Wars: Force and Destiny we've acquired a brand new copy of Star Wars: Age of Rebellion and are waiting on Edge of the Empire to show up in the mail. then we'll have the whole trilogy of game books, ready for our in-person gaming group to use in the new year for a new collaborative story. so that’s something awesome to look forward to. I think I'll create and play as a human rebel this time... a refugee of Alderaan running headfirst into the difficult question of how far we should go in the fight against the empire...

in plain old down-to-earth reality, Star Wars is actually also a movie (okay, many movies, and shows, and, and, yes, yes, etc.)— but that and its relatively unique and pervasive cultural footprints are not why it's more likely to win this match. I wouldn't call myself a Star Wars fangirl by any means, though I do enjoy plenty of Star Wars media and find much of it quite touching in its way. recently, one of my new favorite podcasts released a really interesting in-depth materialist critique of the whole Star Wars franchise and (to a lesser extent) its fandoms. it's a great episode-- check it out if you have an hour to spare, or at least skim the transcript if you are at all curious and tolerant of such scholarly exuberance. the "behind the episode" bonus content is pretty neat too. there is a Star-Wars-y chart for us at the bottom, even. 

(materialist cultural critique is the coolest. and okay fine, I'll admit to being a hopeless Hannah McGregor fangirl if nothing else.)


SYSTEM     7th Sea 2e    
Star Wars: Force and Destiny           
back cover tagline = "The roleplaying game of swashbuckling and intrigue." "A long time ago in a galaxy far, far away..."
publisher =
John Wick Presents / Chaosium Inc. Fantasy Flight Games
pub. date =
2016
2015
original cost =
$59.99 $59.95
length =
9 chapters / 304 pages 13 chapters / 444 pages
my exp. level =
some 
a bit more than some


Star Wars as an RPG has been a formative sort of game for me— it was one of the first really long and epic stories I got to be a part of with other really dedicated engaged roleplayers (big shoutouts here go to Kay and Shaun and Rhett; y'all were great players for Vampire and Star Wars and bits and pieces of other stuff too). playing as Yahla, being part of her whole story arc and seeing how she faced a dozen dark challenges that I can barely imagine facing in real life, was so cool. it was a chance to play and experience and really lean into what roleplaying games are all about. so it has to win.

7th Sea does deserve plenty of honorable mentions, so let that be known (shout outs to friend Chris and Alyssa for their parts in that campaign, too). Zetallia could've perhaps been something like what Yahla was, if she'd had more time to unfold. hmm... maybe an epilogue to this tournament could be a showdown among all the most formative player characters I've been a part of. that could be interesting.

but for now, may The Force be with us all. the penultimate quarterfinal match is going to be really, really difficult.

next match-up review: World of Darkness vs Vampire: the Masquerade 5e

Monday, November 6

gateway dungeons

quarterfinal match 1: 
Dungeons & Dragons
5e vs Pathfinder 2e

does the result of this one seem obvious?

it feels more and more obvious to me the more I think about it. honestly, as much as I keep saying to myself, 'okay let's revisit this properly-- fairly-- as evenhandedly as anyone possibly can...' it just seems to tip the scales further to one side.

after all, there’s a whole chorus of 7 years of games and beloved roleplaying characters on one side, with just a single, simple, half-finished duet on the other. what else are we to expect? 

I will say, however, that there is plenty I do like about Pathfinder. its flexibility and openness, plus the more-pleasing-to-me organization of the book’s sections all come together to give it a bit of an edge in this fight. if I'd met this version of Pathfinder sooner, before pandemic times, and had the chance to play even half a dozen more sessions of it, this match would be much less unfair overall. I can see myself liking the system a lot. 

unfortunately, all these alternate universes of what-if maybe possibilities are not the one I'm sitting in right now.

right now, in this universe, I miss the reliable, accessible fun of D&D. I'm intrigued by all the Baldur's Gate 3 chit chat flying around (including the chit chat from these colleagues of mine who have a podcast all about video games). I have epilogues of three or four past games percolating in the dusty creative sections of my brain. I'm seriously pondering the idea of wrangling friends and family in various batches to run or help run a short one-shot adventure during upcoming holiday breaks. 

so it just has to be D&D that wins. it's not so popular for no reason, even if its general popularity does seem like a fairly self-perpetuating engine at this point. if we need a particular RPG system to serve as a gateway into the hobby as a whole, this one serves fairly well. 

which of the other 6 quarterfinalists will D&D have to face next? we shall see.


SYSTEM Dungeons & Dragons(5e) Pathfinder (2e)
cover tagline = "Arm yourself for adventure."
"Advance your game."
publisher =
Wizards of the Coast
Paizo
pub. date =
2014 2019
original cost =
$49.95 $59.99
length =
11 chapters / 320 pages
11 chapters / 638 pages
my exp. level =
very much lots
some

 

any predictions? I have plenty, but the rules say I have to keep them to myself for now.

as an end note here, I speculate that Nyva the half-orc paladin and Damlyn the snow goblin bard would make a very interesting pair. and their systems of origin are similar enough that we could have them adventure together easily enough, couldn't we? perhaps I'll write a little vignette about them one of these days-- a short story evoking some Good Omens meets Daredevil meets The Witcher vibes, where the pure-hearted tough one and the more cynical artsy one are mostly able to follow a shared vision, but not without plenty of amusing conflict along the way. 

 

next match-up review: 7th Sea vs Star Wars: Force and Destiny

Friday, October 27

tournament of TTRPGs: opening round review

here we are, at a midpoint in this somewhat random tournament of roleplaying games. in this post, I'll summarize the opening round matches and finally, unequivocatingly, declare winners for each.

this all started almost six months ago with a tournament introduction. since then, I've played half a dozen new RPGs and tried to articulate my opinions about them all. it's been fun. 

Jeremiah asked me which of the new one-shots we played were most enjoyable, and at the time my answer was Cyberpunk RED. looking back now, I'd want that one to share a three-way tie with The One Ring and A Song of Ice and Fire. Cyberpunk was certainly the most fun in a wild hijinksy way. The One Ring was fun in a simply beautiful and heroic way, and A Song of Ice and Fire was fun in a  sweeping, majestic way.

the others were fun too, in their ways-- just a little bit less for me: Exalted in an almost frighteningly epic way, Werewolf, in a mystical have-we-bit-off-more-than-we-can-chew sort of way, and Scion, in a extremely bombastic and colorful way.

making final decisions about all these pairs has not always been so fun or easy. a few were really very hard to choose, but I had to. for the tournament. so without further ado, here are the winners--

match #1 "Dark vs. Grimdark"
(World of Darkness vs. Wrath & Glory)
I haven't changed my mind about this one-- World of Darkness still wins for its artsy storytelling approach and flexibility. but I will say, we've played a bit more Wrath & Glory since May, and it has grown on me a little.

match #2 "Power Fantasies"
(Dungeons & Dragons 5e vs. Werewolf: the Forsaken)
I thought this might be a close one, and while Werewolf was a great experience and I'd love to play more of it, the thrills of Dungeons & Dragons pulled ahead for me in the end. is it still unfair? yeah, it kinda is.

match #3 "So Much Potential"
(Pathfinder 2e vs. Mage: the Awakening)
given than neither of these systems left me with the greatest first impressions, it was hard to choose between them, but Pathfinder wins out for thus far having provided more enjoyable gameplay overall.

match #4 "Fatefully"
(Changeling: the Lost vs. Star Wars: Force and Destiny)
this one was absolutely the most difficult. the enchanting style of Changeling still holds plenty of sway over me, but ultimately I couldn't let it win just on vibes and potential; thus, Star Wars takes it.

match #5 "Two Flavors of Epic" (Scion vs. The One Ring)
at least we can't say this one is so very unfair-- as limiting as first impressions may be, The One Ring wins for simply being so thoroughly cozy and inspiring and marvelous.

match #6 "Masked and Unmasked"
(Vampire: the Masquerade 5e vs. Exalted 2e)
not many RPGs, in my view, could stand up against V5 and expect to do all that well. both it and Exalted are intense games with some complex elements, but I find Vampire more engaging.

match #7 "Once and Future Risks" (7th Sea 2e vs. Cyberpunk RED)
this one was so, so close as well-- I had the hardest time weiging the epic historical adventure against the flashy futuristic excitement, and 7th Sea does kind of win for mere stylistic preference, all else being way too even.

match #8 "Here there be Dragons"
(Shadowrun 5e vs. A Song of Ice and Fire)
A Song of Ice and Fire truly does deserve to win here for deftly evoking a really neat and engaging world and providing mechanics for a truly sweeping game; I promise I'm not only using this as a chance to snub Shadowrun.

and a few honorable mentions:
Changeling and Cyberpunk RED earn my top tier honorable mentions. I love them both quite a lot despite the less-than-perfect-fit I feel with their mechanics. one tier down, Exalted and Werewolf earn some brownie points for just feeling really cool to roleplay in. it is not their fault that they got matched up against the two games I've played the most and have the fondest memories of.

and so we continue on into a new round. here are the new match-ups--  

Dungeons & Dragons 5e vs Pathfinder

7th Sea vs Star Wars

The One Ring vs A Song of Ice and Fire 

I almost do want to play them all again for the quarterfinals. wouldn't that be fun?

for the sake of time, however, I'm afraid we'll have to imagine all the gameplay we can and work with the experience I've been able to glean so far from these 8 potential champions. only one pair of the lot includes systems that were brand new to me when I started this thing. those two being matched together seems fair enough. 

how will I approach this second round? I think I'll revisit each book directly and reconsider aesthetics, mechanics, and approachability in context of the new contrasts of each match. I'll likely draw on my prior reviews a bit as I do so, but I'll avoid as much repetition as I can possibly avoid.

Friday, October 20

here there be dragons

opening match #8: Shadowrun 5e vs A Song of Ice and Fire 

this final opening round match-up review one has taken me a bunch of extra time for many reasons, firstly being that our mini-campaign of A Song of Ice and Fire spanned 5 whole weeks, plus a delay or two and a good session zero. thank you very much to friend Caroline for joining in on that game-- it was a most intriguing whirlwind of an adventure!

secondly and thirdly: I had been rather intimidated and hesitant about grappling with the notoriously labyrinthine Shadowrun book again. and I am a tad busier now than I was in August.

I last played Shadowrun many years ago now-- 2018ish I suppose? we and some friends ran through a short 3-session arc once in Indiana and once again in Louisiana; both were quite fun. and since 2019 I've been a fan of a narrative podcast performance version of Shadowrun called Fun City. it's good stuff. Mike Rugnetta is awesome, as are his roleplaying friends, and their voices plus marvelous sound design all come together to make the system look impressively manageable, somehow. (sidenote: I also found their Float City story arc, a pandemic side project using the indie RPG system Stillfleet, extra extra cool. someday I may need to check out Stillfleet properly. I notice it calls itself "grimdark," too. interesting.)

anyway, along with all that in-person and vicarious storytelling fun, I remembered Shadowrun being supremely complicated and overwhelming. it took me a while to work up the energy to face it again with a (hopefully, sort of, somewhat) more open mind.

the A Song of Ice and Fire RPG, conversely, was totally new. I've watched the HBO show (much thanks to all the friends who ever shared their HBO subscriptions and/or couches and homes to facilitate that endeavor), read three of the Game of Thrones books, and this past summer we watched House of the Dragon, too. there is much about Mr. Martin's world that is utterly vivid and iconic. I'd say it deserves its fame. Jeremiah and I were excited to have this tournament as an excuse to actually try out the RPG system based on it all.

once more I've kept the same outline of sorts for this review: a tidy table of metadata, summaries of the few characters I've made in each system, and then thoughts on their aesthetics, mechanics, approachability, and preliminary(ish) judgements.

SYSTEM           
Shadowrun (5e) A Song of Ice and Fire 
tagline = "Everything Has a Price" 
"Adventure, war, and intrigue in George R.R. Martin's World of Westeros"
publisher =
Catlyst Game Labs
Green Ronin Publishing
pub. date =
2019 2014
cost =
$59.99 $49.95
length =
11 major sections
/ 496 pages
13 chapters
/ 320 pages
my exp. level =           
some

none prior



previous characters

sadly, I have very thin memories of my two prior Shadowrun characters. both appeared in different renditions of "Mr. Sandman vs. the Dragon," Jeremiah's tried and true 3-session adventure. and I know both were riggers, created as such on recommendation from my husband GM, for the sake of that character type's relative simplicity.

one was named Kitza and I think her character sheet is kicking around somewhere in a box... likely buried beyond any easy reference. the other was a dwarf, I think? maybe named Pablo... or something like that? I remember something about some family of his being trafficked by a megacorporation and somehow, for better or for worse, were able to crawl free from a shipping container on some crowded docks at the end of the story. maybe. 

all in all, not much to reminisce about here. onward to the fun new stuff!

new characters

when I (finally) got around to re-reading Shadowrun and wading through its differently-unique character creation system, I came up with a mystic adept half-inuit half-Japanese elf chick named Ingyaka. she's sort of secret agent-y in my imagination-- like a stealthy, nature-loving, spirit-whipsering Jason Bourne or something. since we didn't plan a Shadowrun one-shot for this tournament, I have no idea how she'd show up in actual gameplay, and indeed I confess that I called her finished enough once I'd chosen her many magic spells. the tedium of figuring out what gear and eqiupment to purchase with even just six thousand nuyen (6000¥)--the lowest amount you can possibly start with-- didn't seem necessary just to write about it for this review.

-

character creation in A Song of Ice and Fire is much less an individual affair than it is in most other RPG systems where one expects to play as a member of an adventuring party. in this particular game, players first collaborate in creating a noble house-- perhaps one as great and powerful as the Starks or the Baratheons, or perhaps one of lesser renown, one bowing at the feet of some grander pillar of Westerosi history. ours was built along these lines-- a smaller house under the protection of and bound by honor to the great and wealthy Lannisters.

we called ourselves House Portayne, a wealthy house ruling an island of silver mines just off the west coast of the Reach, south of the Iron Islands. Caroline primarily played Lady Alasta Portayne, and I primarily played her second-born child, Tobytha. we had some input on the Lord (the chaste and humble Elrin Portayne) and other children (an older brother, Ethon, and a younger girl, Joryssa), as well as some side characters associated with the family. together we came up with a name and some basic info for our family's maester, Maester Bridon (hailing from house Wylde). later on, for my second official character, I created Gwenna Fallside, a rough castle guard who quickly earns the family's trust and becomes castellan of Silverfont Castle. for a few highly intense B-plot scenes inbetween the primary roleplaying action, Caroline and I played as Gwenna and the Maester. one of us may have gotten forcibly tossed out of a tower window to their death. very Game-of-Thones-y, isn't it? the B-plots were all very neat, adding to the deep and expansive feel of the game. 

our mini-campaign was set to span the reigns of Aegon the Conqueror and Maegor the Cruel, and we knew ahead of time that House Portayne would not survive. it turned out that we were all utterly doomed to be poisoned by jealous Lannisters and chased down by pirates trying to escape the inevitable seige of our island. little Joryssa did grow up and get married off to a son of House Reed, so maybe she and her line will survive to remember her origins. exploring the long-ago past of the Song of Ice and Fire universe like this was incredibly cool, even if all evidence of our House was hopelessly erased in the end.

aesthetics

these two games both come with quite intricate worlds-- one explicitly grown from the richly detailed, sprawling civilizations in Martin's novels and the other from the remix of almost everything else a person could want to tell a story about. both are alternate versions of something like western civilization, in a way. in A Song of Ice and Fire, we have an alternate history of European geopolitical conflicts, with zombies and magic and dragons and extra murder on top. in Shadowrun, it's an alternate near-future, with ruthless megacorporations and magic and dragons and cyberpunks all the way down. 

A Song of Ice and Fire, as an RPG system, seems to me like a vast, ornate, and orderly library of fairly traditional fantasy ideas-- spacious yet organized, and more or less tidy. it may have dozens of secret passages and a skeleton or two hidden in the corners, but generally it's presentable and logical, even if there's a lot going on. its illustrations have a soft realism, not lacking in the violence you'd expect from this particular setting, but lit by torches and candles so it all seems not quite mundane, but not quite so shocking or garish either. the book's design feels monestarial, with a tinge of rennaissance, maybe a little bit fancy-Shakespearean on the edges. there is a lot of all-caps, angular and serifed, strong and delicate at the same time, perfectly high contrast and comfortable to skim through.

conversely, the Shadowrun system feels like a massive kitchen sink full of influences. some of the art reminds me of Paul Kidby's style, which does seem fitting somehow (he's the artist who illustrated plenty of Terry Pratchett's work). other pages and spreads are more evocative of comic book and/or videogame art. like I said-- it is a mishmash. in a good way.

if this system were a physical room it would be a somewhat grimy, mostly abandoned, very magical attic full of random knickknacks, old photo albums, broken electronics, weird porcelain figurines, and wildly colorful posters, all collected over many decades and now surrounded by a tangled sea of wires and cables and spikes and jewelry. it's got all the neon-and-fishnets and glossy high-tech punk style of Cyberpunk mixed in with an animistic spookiness. we could say Pathfinder and Mage and Werewolf got put in a compost heap with all the other urban, cyberpunk techno-fantasies you've ever heard of, and Shadowrun is what crawled out, dripping with lightning and breathing fire. here, orcs and elves and magic and machines coexist with normality just like anything else that ever might have evolved on the planet Earth.

funnily enough, dragons and dragon imagery show up far more prevalently in the Shadowrun book-- little tattoo-ish line-art dragon symbols glow red in the bottom corners of every page, next to blocky page numbers and footer text-- than in A Song of Ice and Fire. Shadowrun gives us 8 lines of index entries under "dragon(s)," whereas "dragon" doesn't even show up as a unique entry in A Song of Ice and Fire's (much shorter) index; over there we only see Dragonbone, Dragonglass, and Dragonstone. that's interesting, eh? what if we wanted to play Targaryens?

mechanics

summing up the game mechanics and rules for these two isn't going to be easy. but I'll do my best. at least they have one wonderfully simple thing in common: rolling a bunch of d6s all at once based on your rating(s) in whatever skill.

for character creation, Shadowrun gives you 5x5 grid of options, across which to prioritize various character elements: metatype, attribute points, skill points, magic abilities, and extra funds for gear/equipment. for each column, you can only choose from the options included at one of the 5 priority levels. 

the Shadowrun priority table, a 5x5 grid labeled horizontally with character elements and vertically with priority levels A through E
{ the Shadowrun 5e priority table. choose one option per priority level A-E }
 

within the basic constraints of those priorities, you'll then assign ratings to 8 core attributes, a few derived stats (Edge, Essence, and Magic) that I still don't totally understand very well, and however many relevant skills you can afford. and good gracious it seems like there is an almost infinite list of skills. the actual rules even allow for making up your own skills if you find that the pre-written lists don't fit what you want to do. so how's that for flexible? if your character uses magic, a you'll also take a magic ability rating and choose some related skills and spells. there are plenty of spells to choose from, too, and they can be learned in any order.

finishing touches for your character will involve choosing qualities and spending some of the 25 Karma you start with. Shadowrun qualities work kind of like the advantages, merits, and flaws in World of Darkness-- adding positive qualities costs you a few Karma, but adding negative qualities (like addiction, a bad reputation, etc.) can earn you some of it back. Karma is one way you'll level up as your game progresses, so you don't have to spend it all at character creation, but you have to spend at least some. 

once gameplay gets going, it's pretty action focused. the whole concept of Shadowrun is that you and your party get hired as Shadowrunners-- fairly unscrupulous folks taking on dangerous semi-legal jobs on the fringes of society, hoping to get away with it every time, earn an excellent reputation, and rake in millions of nuyen (¥ = the currency of this particular dystopian future). no matter how sneaky you might be, things are bound to go wrong.

combat works using very short "combat turns" of 3 seconds each, during which each player acts according to their initiative score. for some reason, there are also 6 types of initiative depending on what kind of combat is going on-- are we in the real world, or in the matrix, or in the astral plane somewhere? the various initiative options provide different numbers of d6s, so you'll roll that number of initiative dice, add your initiative attribute rating, and that total is your initiative score. whoever has the highest score goes first, and so on, til the end of the round. then everyone subtracts 10 from their score, and those who still have a positive number can act again.

actions are divided up into free actions, simple actions, complex actions, and special "interrupting" actions. very Pathfinder-esque, overall. whatever the action or test, you'll add your ability and skill ratings, then roll that many d6s. a 5 or higher is a hit, and depending on the task difficulty, you'll need some number of hits to succeed. rolling a 1 means a glitch in whatever you're trying to do. and usually that's bad.

as your team completes shadowruns for all their shadowy clients, you'll earn cash rewards and Karma, with which you can then purchase more gear and any upgrades that make sense for your story, according to whatever you can afford.  character progression is all quite customizable. 

-

I've briefly mentioned the group House creation aspect of A Song of Ice and Fire already. once you've created your House, each player creates a character, either working from scratch or starting with one of the provided archetypes. the system here reminded me a lot of the Wrath & Glory character creations options, except there are more of them available. I do think having a good range of pre-made templates to which you then add your own flavor is really nice. 

I want to say the individual character sheet for A Song of Ice and Fire is one of the simplest I've ever seen. rather than attributes + skills, we just get one list of 19 abilities, nice and alphabetical all the way from Agility and Animal Handling to Healing, Languages, and Marksmanship, and on to Warfare and Will. scores for each normally start at 2 and go up from there. most abilities also come with a range of specialties (skill with a certain weapon, or a certain approach, etc.) that can grant you bonus dice on relevant rolls.

your characters' age will also play a major role in some of their other stats. younger characters have fewer points to spend on ability ratings, but more destiny points to start with. destiny points can be spent for bonus qualities, or they can be used in various ways during gameplay to add bonus dice or change the outcome of a scene in particularly dire circumstances. as your character ages, they'll gain more experience but also more flaws.

the system allows for free creative decision making with some things, but also gives you fun tables full of options to roll for with others. the dice may dictate which part of the continent your House is from, how established or respected they are, how much land, population, defense, wealth, and influence they have, and whether or not there's an heir or a maester or an army at your disposal. as your game progresses, you'll make House Fortune rolls fairly often to see how all those stats change over months and years of in-game time. this was some of the most fun we had storytelling the big picture-- coming up with the story of a new resource or alliance that could explain the increase of wealth for our House, or imagining the crimes or plagues that would explain a drastic dip in population added to the pure fun of rolling dice for the quantitative stats. 

on the smaller scene-by-scene scale, gameplay in A Song of Ice and Fire involves combining your ratings and speciality bonuses for each ability, rolling that many d6s, then adding up all the results. it's more math than just recognizing the 5+ dice as successes and ignoring the rest, but it also feels a little more dramatic that way too. even if you roll low numbers, if you're rolling enough dice, it might still add up to a success. difficulty levels range from "automatic," requiring no roll at all, or "easy," requiring at least 1, all the way up to "very hard" at 18 or "heroic," requiring a total of 21 or more.

critical successes are a thing only if your total roll when attacking is double the total of your opponent's defense. fumbles are optional, only if your game table is into the higher stakes of something unexpectedly awful happening when all your dice land on 1. 

there are some special rules and procedures for tournaments (jousting and other non-combat contests), battlefields and warfare (large-scale multi-unit combat) and intrigue (social combat in simple, standard, or complex modes)-- most of that is laid out in a pretty clear way as a reference.

for character advancement, A Song of Ice and Fire is an XP system, though you can also earn coin and status through gameplay. during our game at least, leveling up seemed a very gradual process. there are only three ways to spend XP in the book: it costs 10 to add or improve a specialty, 30 to upgrade an ability rating, and 50 to buy an additional destiny points. it seems somewhat limited (and expensive), but not inappropriately so.

 

approachability

neither of these games sits firmly in a category of those with cozy, simple RPG mechanics. beyond the nice, clean familiarity of the stalwart d6, there are layers of rules and exceptions and variations that make both systems at least a little more daunting for the average player. but with a good GM to guide you through it, the struggle can be minimized a great deal.

the first chapter in A Song of Ice and Fire is a primer on the world of Westeros. the book doesn't assume readers are intimately familiar with the world and in fact rehashes a good amount of the history, the map, and the vibes for us. there's enough here that you could get by without much prior knowledge of the books or show if you had to (though why that would ever be the case is a separate and valid question). 

I found it quite odd that the book uses SIF and SIFRP as its chosen abbreviations, rather than the ASoIaF that I've seen way more often out in the sea of internet discourse about the books. perhaps the 2009 publication of the first RPG edition pre-dated the rise of ASoIaF as the more ubiquitous acronym? or perhaps leaving out the articles and prepositions and conjunctions seemed more official? I have no idea, but so it goes. however odd it seems to me, I suppose it doesn't matter so very much.

the order of things may matter a bit more. the introductory chapters make sense enough-- setting, rules, character creation... but after that we bounce back and forth a bit-- chapters 4 and 5 go over general abilities and specialties, then destiny points and qualities. only then do we get into the chapters on house and lands, with all the procedures and tables for creating our house and determining its history and fortunes. that seems backwards, but I suppose the beautiful affordances of a codex mean we can reference any of its contents in whatever order we like. good crossreferences and wayfinding and beautiful visual hierarchy all make that easy enough, here.

if, despite my general pickiness about the ordering of things, I can forgive the A Song of Ice and Fire RPG book for a bit of wonky ordering, it appears that I (still, these five years later) cannot forgive Shadowrun for similar crimes. 

I hope I'm not belaboring the fact that Shadowrun is pretty intimidating as a book and as a system. the fact that there is so much detailed content pulled from fantasy and sci-fi means that it really ought to be handled and designed as carefully as possible for its readers... and perhaps they did their best? who knows. almost since I first touched this game book I have harbored persistent gripes about the mismatched non-parallel lists here and there and everywhere. on any given page, a trio of stats may be listed out A, B, and C, only to have the same stats or categories printed on a standard character sheet in the opposite order, or scrambled to B, A, C instead. why? for the sake of all the dragon-hoarded treasures in all the universes, why would anyone do this?

adding to that the relatively small text, plenty of jargon, and so many options for customization among various slightly-different categories and subcategories, I'd wager a brand new player would need to fall very deeply and very hard in love with this setting to want to tackle the complexity of learning the system from scratch. or maybe it just takes confidence to bend the system to your own creative will?

preliminary verdicts

Shadowrun, upon my revisiting it this past month, really was a lot cooler than I remembered it. one must appreciate its ambitious scope and uniqueness, if nothing else.

I found A Song of Ice and Fire quite unique as well. I'm less a fangirl of its base media, but I still think it's fair to say this game evokes Martin's novels just as well as The One Ring evoked Tolkien's for me.

my experience levels with both systems are pretty even here. both were fun gameplay experiences, both are interesting, and both are significantly different from some of the more popular or mainstream RPGs I've covered so far.

so... do I let my annoyance at Shadowrun's inconsistencies of arrangement knock it out in this first round?

yes. 

yes, I do. while I recognize my response to these things as (perhaps more than) a little bit nitpicky, those issues have frustrated my practical experience of the game in a real way. and it all could have been avoided with even the merest ounce of designery forethought or technical editing attention. that this version is the 5th edition makes it even less excusable. 

congratulations, A Song of Ice and Fire RPG. for what it's worth, I think most poeple would agree with me on this ruling, even if not for the same reasons.

what's next?  

I'll summarize my 8 quarterfinalists and articulate a few final reasons why they win in a recap post next week. after that, dear Jeremiah can help me match them up for a new round. since all the most extensive exploration and research has already been done, future rounds will probably involve much shorter, broad-strokes reviews for comparison purposes. ideally I'll cut 8 down to 4 before Thanksgiving, and from 4 to 2 shortly thereafter, so perhaps we'll crown a first ever TTRPG champion by the end of the semester. fingers crossed. 

and after that? I'm not sure. there are still so many more RPG books. maybe we do a tournament of expansion content, setting books-- like the new Tal'Dorei setting book I have barely looked at, or individual published campaign adventures? I could explore Stillfleet properly. Coyote and Crow surely deserves some attention. or it could be fun to invite a whole roster of judges besides little old me, but that would also involve a bunch more structure and planning and logistics. we'll see when and how anyone has time and energy for that sort of thing.

in the meantime, let me know-- how would you rank these 16 games if you were the tournament judge?

Friday, September 8

once and future risks

opening match #7: 7th Sea 2e vs. Cyberpunk RED

this one is quite the contrast, isn't it? I almost can't get over how strikingly different these games are. we have one all about heroism and romantic adventures on the wide open seas, where explorers will risk their lives for honor and glory to stand bravely against the shadowy villains of a preindustrial, magical world. and then the other, a game of cybertech and surveillance and hacking and drugs and shady alleyway deals, set in perhaps the most hectic, grimy, yet also sparkly version of the future, where a bunch of tortured, damaged antiheroes emerge from however much generational trauma you want to imagine, just trying to make it through the night under the echoing buzz of a corp-ruined, crime-ridden, chaos-loving city. 

while I didn't have any prior experience with any Cyberpunk RPG before this, there is plenty of cyberpunk-ish content in the world that I have seen. a handful of Gibson novels, of course. various hacker shows and hacker characters. Mr. Robot, Altered Carbon, (still need to finish watching both of those series, someday.) and even The Matrix films in their way. on top of such general pop culture exposure, I've played a little Shadowrun (more about that in the final opening match, soon-ish), and I watched husband Jeremiah playing Cyberpunk 2077 once upon a time, but none of that counts as playing the RPG of Cyberpunk RED. this one was totally new. 

7th Sea, in contrast, is a game I've got some experience with. not a ton, but some. and while we're diving into relevantly themed pop culture, surely I have ingested even more swashbuckling-esque content than I have cyberpunk, since it is often more "mainstream," we might say. all those charming Johnny Depp movies about pirates. The Mask of Zorro. Casanova. Master and Commander. The Princess Bride, even. practically any good classic adventure movie could fit the bill, from Indiana Jones to The Mummy. I'd even count the tv show Firefly, at a stretch. (and could this reenactment gun show festival thing count too, somehow?)

for this penultimate opening round, I've yet again used a similar outline of sorts: quick table of metadata, summaries of prior characters and experience with each system, new characters, then thoughts on their aesthetics, mechanics, and approachability. as I write and revise this post, I'm still deciding which way my preliminary verdicts will lean.

SYSTEM     7th Sea
Cyberpunk RED           
tagline =          
"The roleplaying game of swashbuckling and intrigue."
"The roleplaying game of the dark future."
publisher =
John Wick Presents / Chaosium Inc.
R. Talsorian Games
pub. date =
2016
2020
original cost =
$59.99 $60.00
length =
9 chapters / 304 pages
14 major sections / 456 pages
my exp. level =              
some 
none prior


previous characters + pop culture and such

our online gaming group began a grand swashbuckling 7th Sea adventure somewhere in the murky months of 2020, in which I played the young totally-not-Scottish scholar Effie McIntyre. we sailed from totally-not-Great-Britain all the way to totally-not-the-Caribbean and started exploring some spooky ruins. our storyteller wasn't loving it though, so we switched back to D&D after a bit. 

Effie and her compatriots were fun while they lasted though-- we all sailed out from the troubled Highland Marches on the Righ Eileen, a merchant brigantine captained by Effie's uncle, crewed by a trio of cousins and other NPCs. Effie's brother (Baltair-- played by dear Jeremiah) served as first mate. I remember encounters at sea and along the coasts of the pirate-ruled Atabean Islands. there was vengeance afoot, and secret societies, precious ancient artifacts and supernatural skullduggery.

some years later, we got another 7th Sea game going, this time set more firmly on the continent of Théah and its various totally-not-European nation states. for this one, friend Chris and I created and roleplayed a pair of noble cousins from Castille (i.e. totally-not-Spain)-- Zetallia Fierro Greca de Tomas de Rioja y Carleon (yes I stole her first name from Catherine Zeta-Jones because of Zorro, so what?!) and Baltasar Cabello de Carlos-Miguel de Monte Ciervo (known to and loved by his close friends as Baz). the third in our trio was a mysterious Vodacce (i.e. totally not Italian) woman called Andolina di Amati, Lina for short, played marvelously by friend Alyssa. 

same friend Alyssa happened upon and recommended to us a neat little 7th Sea podcast about the time we were getting the game started, and I jumped into that wholeheartedly. it's not live-streamed/raw-footage play like the Critical Role folks do, but for me the editing and shorter episodes make it far more digestible and enjoyable. do check it out if you like pirates and fabulous voice acting. 

our adventures with Zeta and Baz and Lina only featured a few teaspoons of pirates, relatively speaking. but what a range of adventures we did have! lavish feasts with drinking and dancing in the old castles of the Glamour Isles, deadly intrigue in the dirty streets of Carleon, voyages alongside selkies, and desperate fighting against monsters, inquisitors, and worse. somewhere inbetween all the adventure, Zetallia was given a holy vision of Theus and chosen as a prophet. I wrote a little bit about her reactions to that, and her feelings about home and family and priorities, over here.


new characters

my new 7th Sea character for this tournament is a duelist from the heart of the totally-not-France country of Montaigne. I named her Irène Valois; she is a tall, toned, somewhat vain woman-- a skilled fighter with frizzy dark hair and deeply olive skin. having been raised with all the privilege her noble family could provide, she has trained hard to become a Musketeer, to protect and serve the capital city of Charouse. she also nurtures two competing dreams: to venture east and hunt monsters in the deadly Lock-Horn Woods, or-- perhaps the safer path?-- to join the highly selective Lightning Guard and keep even the mere shadows of any revolutionary assassins far away from l'Empereur's chambers. when she has a night off duty, she loves to spend much of it looking up at the stars.

for Cyberpunk, I made two new imaginary protagonists: Cortessa the lonely, moody Tech and Jaq the brash, vengeful Netrunner. any romance they come with is surely of a very different texture than the classic swords and sorcery of 7th Sea.

Cortessa also goes by Cortex or Tex in their closer circles. I imagine them like an incredibly androgynous mix of Benedict Cumberbatch and Tilda Swinton-- curly, silvery mohawked hair, pale skin with grease stains up to the elbows. as a Tech, Cortessa tinkers and breaks and fixes and builds stuff with bits and wires, hardware and software and cyberware, scraping by as a freelancer and hoping someday to move out of the dingy streets into an actually nice, actually safe apartment somewhere in a corp arcology. will such dreams ever come true? hard to say. even if they do, they might not be as dreamy as anyone hopes.

Jaq "the jungle queen" Aranda is the Netrunner character I decided to play in our very awesome one-shot two Fridays back. she's from the streets too, but not quite so whiny or desperate about it. she is tough. or at least she looks tough enough that it amounts to the same thing.

a photo of a half-colored sketch, in ballpoint ink, sharpie, and highlighter. she's got spiky blue/purple hair, pink sequined overalls, and a chunky gold leather belt
{ a sloppy sketch of Jaq }

Jaq's only ambition is to get by one day at a time and brutally punish anyone who gets in her way. for the last several months she's been tracking down the rotten Arasaka execs who must have been behind the kidnapping of her family and the death of her 4-year-old daughter. she's going to make the corp let the survivors go or she's going to burn it all down.

our one-shot was quite an enjoyable rollercoaster of violence, hacking, stealth, and playing dress-up. it was great. maybe we will write some spin-off short stories someday.

aesthetics

Cyberpunk RED evokes all the slick and glitchy neon you might expect. crazy punk hairstyles. strobe lights. mirror shades. implants and biotech of all shapes. plus a ton of cutting-edge slang, of course. the single best word to describe Cyberpunk is 'attitude.' and we must acknowledge that attitude can never just be a regular, innocuous noun. there is far too much connotation in it now-- it is a word bursting at its seams with tension, negativity, and conflict. that vibe infuses the whole setting of Cyberpunk, setting the stage for some pretty intense stories.

and 'intense' is another good word for Cyberpunk. it is loud. bold. unabashed. aggressively nonchalant. the book itself blends the look of graffiti and old-school monospace computer console typography. there is heavy use of all-caps and small-caps and drop-caps. the setting and the system also seems to be a bit of a catch-all-- this rebooted cyberworld is to Gibson and sci-fi as D&D's ever-expanding world is to Tolkien and fantasy. from its first pages the book takes up a very "choose your own adventure" kind of layout; all the thumbnailed cross-references in the intro chapter want to be hypertext. they want you to click on them and be whisked to the right page.

every little thing has a place here in this overcrowded futuristic hive. but it feels chaotic anyway. there's too much. it will burst into dark and senseless violence at any moment. I'm seeing Cyberpunk RED as a flashier, more disco, more in-your-face version of World of Darkness. of course, it's more high-tech and futuristic, too. there's not much hope, not much safety or goodness-- just survival.

7th Sea may dabble in chaos and darkness, but it's not the senseless kind. it's a dramatic, sweeping, perfectly orchestrated sort of chaos. like the perfect long-take chase scene across a crowded ballroom. there may be villains and darkness in these stories, but none of it stands a chance against our heroes. I was describing this game to a friend last week as "Zorro + Pirates of the Caribbean + a handful of stereotypical renaissance faires" and I think that conjures plenty of the right vibes: swords. ships. lots of nautical imagery strewn about. maps and compasses. coastlines and courtiers and caped crusaders. many fancy costumes, masques, intriguing magical trinkets, and maybe a few fairy wings if you're lucky.

rich shades of brown and sepia, with touches of copper here and there, all keep the relatively simple book design feeling cohesive and authoritative. chapter headings are in nice big loopy, swishy handwritten type. the art is glowing and neat-- almost-but-not-quite like a bunch of actual portraits from the actual 17th century. it's all more like snapshots than portraits: candid moments of drama and danger, a dash of the mystical here and sprinkles of the mythical there, all laid out to evoke vast possibilities for exploration and adventure.

photo of the chapter 3 art from 7th Sea: two figures dueling against a backdrop of a palace room on fire
{ photo of one of 7th Sea's chapter spreads }
 

mechanics

character creation for 7th Sea is fairly involved, but really fun at the same time. there are no templates or sample quick-builds or other shortcuts. instead, the book invites you to start with a concept: a national origin and a shred of personality, and then build from there using a full 20 questions about their backstory, psychology, and connections in the world. from this deeply creative foundation, only then do you move on to choosing Traits and Skills, Advantages, Quirks, a virtue and a hubris, etc. characters are pretty customizable despite the relatively simple set-up of 5 Traits and 16 Skills. the range of backgrounds and advantages to choose from feels just about right-- not so many that it's overwhelming, and not so few that it's boring.

part of the variety comes from the setting itself. there are 10 nations your character might call home-- from the island nations of Avalon and Inismore to Vestenmennavenjar in the far north and Vodacce off to the south-- each one roughly based on some actual part of 17th-century Europe, but far more mystical and far less racist and misogynist, thank goodness. each nation has a few exclusive backgrounds and a few favored advantages, too.

7th Sea uses all d10s, which is familiar enough to us at this point-- 8 of the 12 systems I've reviewed so far do. but in this system they do not work the way dice work in most other RPGs. rather than simply adding up numbers and comparing them against some kind of difficulty level, a player in 7th Sea will roll their handful of d10s (based on ranks in a given Trait + Skill + any bonus dice) and then tally up how many sets of at least 10 can be made from the results. each set of 10 is called a Raise, and that's the important number. bonus dice can come from all kinds of places-- using one of your advantages, spending your own Hero Points, enacting a virtue or a hubris or a quirk, or in receiving help from other characters.

depending on where your story is at, you'll roll dice for either a free-flowing Dramatic Scene or for a more structured Action Scene. each character in the scene will have so many Raises to use to effect change. narrative control for Dramatic Scenes is shared however it makes sense. for Action Scenes, it starts with whoever has the most Raises, then in descending order. how you spend those Raises depends on how your character views the scene, its risks and consequences, opportunities, etc.your traits and skills will guide your approach to any given situation, but the system rewards narrative prowess more than it rewards having a lot of dice to roll (though of course more dice = more Raises = more potential for showing off your narrative prowess). the idea is to spur creative, narrative storytelling and build a dynamic, collaborative epic of your own. maybe it's also less math? or maybe it's just different math. 

over multiple sessions, character advancement happens in lockstep with the narrative-- each character is writing their own story, outlined in smaller "story steps." accomplishing all the steps in your story will let you level-up a Trait or a Skill related to it. Zeta's first story involved finding a mentor to teach her a bit of dueling. once she did, her Skill in Weaponry went up from 1 to 2. 

mechanically, that's pretty much all there is to playing 7th Sea: roll, count up your Raises, and tell a cool story. all the rest is true roleplaying.

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Cyberpunk RED is also all about the d10, though some d6s show up here and there. we have three options for building a character in this system: one fully custom/from-scratch process and two shortcuts or character templates, which are quite nice as scaffolding, because holy cow there are a lot of aspects to consider. to start, you choose your character's Role, and most things follow from that first decision. there are 10 Roles altogether, from Rockerboy to Nomad (and who on earth knows why they are in the order they are in-- Rockerboy, Solo, Netrunner, Tech, Medtech, Media, Exec, Lawman, Fixer, Nomad-- it's not alphabetical and I can't quite suss out any other organizing principle. is it pure random chaos? who knows). there are nifty flowcharts and tables to help you build your character concept from basically nothing but vibes: pick a Role > Run your Lifepath > Buy your Stats > and so on. it's a pretty fun process too, but does drag on a bit. some of it reminded me of the Wrath & Glory system, where you can choose and archetype and build from there. 

thankfully all the flowcharts and template options make it a little easier to make decisions about all the rest. on top of the 10 different Roles, there are 10 key Stats and like an impossible number of Skills. 30? 40? I don't even want to go count them all again, it's so many!

gameplay proper is a bit more straightforward overall, though there can be plenty going on if you've picked up lots of gear, fancy cyberware, or lots of hacking abilities. each specific Role comes with a key Role Ability. for my Netrunner, Jaq, it was the Interface ability. she starts at rank 4, which unlocks a certain number of sneaky, hacker-y "Net actions" (in contrast to "Meat actions," which are normal actions anyone can take in meatspace). Jaq has a cyberdeck with 7 programs installed-- some offensive and some defensive. in our too-short 3-hour one-shot, she used them to divert power from her sketchy landlord's defense systems, infiltrate a hospital's records and surveillance cameras, and switch a stolen helicopter into autopilot for a while. super cool. 

hacking aside, the basic mechanics of gameplay involve taking your base rating for each skill (the relevant stat plus your skill level) and then adding the result of a d10 roll. rolling a 10 is a critical success, meaning you can re-roll that d10 and add that result to your total. if you roll a 1, that's a critical failure. same deal, but in reverse-- you'll re-roll the d10 and subtract it from the total result. depending on your character build, and how lucky they are, you'll also get a pool of Luck points that you can spend to add, 1 per point, to your result.

specific stats for weapons and armor and other equipment may add bonuses or change the damage for some actions-- those are the trickier things to keep track of along the way (though no tricker than weapons or spell slots and such in D&D, really).

  

approachability

I mentioned the "choose your own adventure" layout of Cyberpunk earlier. in some ways, that makes navigating the many many sections and options in the book a fairly flexible process, provided you're paying attention to those cross references and the other wayfinding signals in the margins. I didn't always see or properly parse those things until I'd already flipped through three other sections looking for the information I needed. the order of things is a little confusing at times, so I'm glad the writers put some good thought into breaking it down and signalling where to turn. the book does work hard to make itself accessible in plenty of different ways for players with different levels of familiarity. does it always succeed? I think that depends on how each reader's brain works.

{ photo of the margin thumbnail cross-references in the Cyberpunk RED book}

with so many options for character builds, this can feel like a complex system. but much of the complexity is front-loaded, so once you get yourself set up the game itself can be pretty straightforward. basic dice, basic math, lots of fun. my view of this may be a tad skewed, given that our one-shot barely gave us a chance to get used to how our weapons and damage and health points all worked, but so it goes. 

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7th Sea has its own intricacies, but you can take your time uncovering them as you play. the 20 questions character creation is the most in-depth part of the set-up. with the core book, you've got everything you need in a relatively simple, readable layout. it's a fairly different system, but I'd hardly call it intimidating. it invites a fairly hardcore style of roleplaying and collaborative storytelling, which may not be for everyone. but still, everyone is invited.

if in comparison to other RPGs, 7th Sea seems more difficult or unwieldy as a system, I'm gonna put that down to a general oversaturation in gaming culture of d20 systems like D&D. the abundance of information out there on those systems doesn't inherently make d20 systems easier or more accessible-- it just facilitates an invitational feedback loop of "hey most people are playing these kinds of games, so maybe I'll join the party," on repeat. based on that, D&D may seem easier for most people, and it may in fact be experienced as easier, but mostly for structural reasons rather than game-design reasons (here I'm gonna attempt to cite this scholar on twitter who has made similar arguments somewhere in her feed but I cannot find the exact specific posts).

I suppose it may or may not be useful to talk about structural access vs. inherent access in my review here. but I wanted to mention it. this game is beautiful and it is well-loved and it can be awesome for players who really gel with the roleplaying style. the game seems especially designed for folks who love the voices and the improv and the in-the-moment seeing what a character will do, taking time for describing actions and faces and lines of conversation, reveling in those dramatic moments. it is different from the more broad-strokes, action-for-action's-sake sorts of RPGs in the world, and that means it might require some significant mindset adjustments for players who aren't used to it or who are expecting more quantitative dice-rolling momentum.
 

preliminary verdicts

it's almost hard to imagine more heightened contrast between any two games. no other match thus far has captured such extremely and intensely different worlds and different vibes. 

my 7th Sea experiences have been complicated a bit by interpersonal ups and downs, while my Cyberpunk adventures seem minuscule and rushed in comparison. how to choose? 

there is a sense in which the roleplaying style of 7th Sea is almost-but-not-quite as intimidating and discomfiting to me as the huge, superpowered contexts of Scion and Exalted. its invitation to creative flair within a simple matrix of approaches and dice hasn't totally gripped me as a roleplayer. and yet its setting is intensely alluring. 7th Sea is all the thrilling legends from all my favorite old stories. I think my heart wants this one to win out, even against the attention-grabbing silver chrome neon styles of Cyberpunk, just for the romance of it.

next match-up review: Shadowrun 5e vs A Song of Ice and Fire