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Dungeons and Shadows

Posted by Zonk on Mon Nov 14, 2005 03:05 PM
from the two-great-tastes dept.
Table-top Roleplaying has had a big year. There have been a number of important releases from several of the well-known product lines. Sales and turnout from August's Gen Con Indianapolis event would tend to suggest that the downturn the industry has experienced recently is a temporary problem. That's good news for Wizards of the Coast's well known Dungeons and Dragons line and the FanPro published Shadowrun campaign setting. Both are heavy hitters in the world of Table-top gaming, and today I have details and opinions on what you can expect in your Friendly Local Gaming Store from the latter half of the year. Read on for a hardcore dose of nerd.
City of Splendors: Waterdeep
Eric L. Boyd
Wizards of the Coast
$29.95, 160 pages

Waterdeep is one of the largest cities on the Sword Coast, the western shore of the continent known as Faerun. Ed Greenwood's Forgotten Realms setting for Dungeons and Dragons (D&D) is the most popular setting supported by Wizards of the Coast (WotC). Stretching back more than a decade, it has an enormous backstory that can be somewhat intimidating to dive into. Waterdeep attempts to allay the fears of a Dungeon Master (DM) looking to set a campaign in the most well known city of the setting. The book offers up political intrigue, mercantile callousness, and an endless parade of Non-Player Characters (NPCs). Unfortunately, Mr. Boyd's effort to capture the richness of the setting falls somewhat short. The issue at hand is a complaint I have about several WotC products. Waterdeep is a mere 157 pages and retails for $29.95. Within those pages, the book is packed tight with information. A history of the city, notable NPC guilds and organizations, and important personages flesh out the bulk of the book's front-end. As with most D&D books there are new prestige classes, monsters, and spells. This stems from WotC's determination that every book has something for both players and DMs. At the center of the 157 pages is a mere 20 pages worth of localities within the city. It seems to me that describing the city would be the primary purpose of the book, but almost as much time is spent on prestige classes as in providing an understanding of the city's layout. At $30 a pop it's imperative that a tome either be focused on DMs, focused on players, or have good integration of the two types of content. While City of Splendors provides copious details, the inclusion of relatively weak player-oriented content dilutes the purpose and impact of the book. Players will be severely under-served by this offering, and DMs should only consider purchasing it if they know they're going to be running a long-term campaign in this particular corner of the Realms.

Weapons of Legacy
Bruce R. Cordell, Kolja Raven Liquette, Travis Stout
Wizards of the Coast
$34.95, 224 pages

Weapons of Legacy is an 'options' book that provides players and DMs with something that every gamer wants in droves: crunchy stuff. The pages of this book are filled with descriptions of noteworthy items with sometimes sordid but always interesting histories. As a result of the weight of history around the items in this book, not only are they magical but powerful to boot. Each item, whether weapon, armor, or amulet, has a detailed history associated with it. When found by a player character it appears to be a simple (usually underpowered) magical crafting, but detailed study and rituals can unlock the potential within. The enhanced features of the item are only available to someone who has followed specific rituals that directly relate to the item's history. Additionally, they must take feats to allow them access to the unlocked power. Requiring characters to invest themselves in order to get the most out of an item ensures balance. Whereas Waterdeep's diluted focus resulted in a mediocre offering, Weapons of Legacy offers plenty for both DMs and players by integrating the content for both groups into a cohesive whole. While there are classes and spells, they tie directly into the overall legacy item theme of the book and do not seem the least bit out of place. The mechanics for using the weapons are sound and DMs can chortle with glee, as the in-depth backstories associated with each item are tremendous hooks to hang adventures on. Above and beyond simply moving a campaign's plot forward, the specific rituals associated with the item provide a sense of history to the gameworld and willingly have players insinuating themselves into a campaign's plot. For folks that just need to tweak, there are even rules provided for creating new Weapons of Legacy. This book isn't for everyone, of course. Legacy items are a neat idea and the book's ideas are executed very well, but not every campaign or character is going to benefit from this tome. Despite that, if the idea intrigues you'll find a well-integrated sourcebook with interesting ideas and a lot of backstory just waiting to get your gears moving.

Five Nations
Bill Slavicsek, David Noonan, Chris Perkins
Wizards of the Coast
$29.95, 160 pages

The newest campaign setting that Wizards of the Coasts supports is Eberron. Developed after an exhaustive search through thousands of proposals, Eberron is a unique style of D&D play. Incorporating elements of pulp mystery, Indiana Jones, and gritty war stories, Eberron is very different than the high fantasy nature of the Forgotten Realms or Greyhawk. Five Nations is the first sourcebook for the setting which details the world at large. It describes the nations that once made up the ancient kingdom of Galifar. At war for over a hundred years, they've only recently found peace. Each nation has a dedicated chapter and provides a host of details for both players that might want to know about a character's homeland, and for DMs looking to set an adventure there. Besides basic histories and geography, there are some great fiddly bits strewn throughout the book. Sidebars in each of the chapters details five things that every countryman knows, for example, and there are 'daily life' examples for each nation. Each chapter also contains prestige classes and adventure hooks, the occasional monster or spell, and wraps all of these elements together into a detailed overview. The book conveys a lot of information in a surprisingly thin pagecount, and is well worth the pricetag. Simply put, this is a must-have for anyone planning on running a game in Eberron. It fills in many of the gaps the core book leaves open and offers a bevy of opportunities for adventure and intrigue. Players will find it extremely enjoyable as well, with lots of crunchy elements to empower characters and a satisfying amount of detail about a PC's homeland. Every chapter is a mini-sourcebook, and taken together Five Nations is a solid reference for every Eberron campaign.

Explorer's Handbook
David Noonan, Prank Brunner, Rich Burlew
Wizards of the Coast
$29.95, 160 pages

Where Five Nations acts as a reference to the world of Eberron, the Explorer's Handbook is a DM-specific tome that allows for intuitive mix-and-match adventuring. Most of the book is made up of locations, self-contained areas that can be dropped into an ongoing campaign or strung together to form an adventure. In addition to the adventure locales, the Handbook begins by offering extensive details on the act of traveling within Eberron. An emphasis is placed on the idiosyncrasies of airship, rail, and sea travel. Explorer organizations, prestige classes, and some equipment is also detailed, all with the idea of preparing and provisioning an expedition to a far-off place. While this section nominally offers content for players, the rest of the book is completely focused on the needs of the Dungeon Master. The adventure locations are divided into 'Points of Origin', 'Midpoints', and 'Destinations'. Each chapter collects a handful of places grouped together around a theme. Each 'Point of Origin' is a place to find or set off for adventure, such as a nightclub or train station. NPCs to staff the location, some flavour to interest player characters, and several possible adventure hooks are offered to provide a DM with everything he needs to run the locale. 'Midpoints', in turn, are more exotic places that can offer up more clues and draw characters further into the plot. An elven city populated by good-aligned undead is one such location, a trove of knowledge held by benign beings with a truly alien outlook. 'Destinations' are all obscure or hidden locations typically fraught with danger. They're the endpoints to an adventure, allowing characters answers to their questions and opponents to defeat. A variety of end-points are offered, from a dragon's astrological observatory to an abandoned city of giants. Explorer's Handbook does a competent job of guiding the DM's hand. In addition to concrete localities, the examples hand an Eberron DM blueprints for constructing the kind of pulp high adventure the setting is known for. It's essentially of no use for the average player, but a DM looking for assistance in creating an Eberron campaign could find much worse than this particular bag of tricks.

Loose Alliances
Malik Toms, Peter Taylor, et. al.
FanPro
$24.99, 128 pages

The world of Shadowrun is a complicated place. Just over fifteen years of publications with the Shadowrun (SR) name attached makes for a phenomenally rich backstory for this cyberpunk-meets-Tolkien gameworld. Loose Alliances is a tool for Game Masters (GMs) and players to understand the heavyweights of the world more fully. With an ever-increasing number of books detailing the Shadowrun world outside the city of Seattle (the traditional setting for an SR game), there are ever more opportunities to go running around the globe. Loose Alliances breaks down the movers and shakers outside of the corporate set. In Shadowrun even political movements, religious groups and the idle rich have a use for 'deniable assets', and where there's money and interest there's a hook for a GM. As with most 'background' sourcebooks, Loose Alliances is presented as a series of electronic documents on the network of pirate Matrix (a world spanning virtual reality) sites called Shadowland. Numerous commentaries from the peanut gallery should make most Slashdot readers right at home, given the wide range of opinion and bias that run through the observations. Between the posted text and the comments, Loose Alliances gives a reader a better feel for the ways in which groups of like-minded people affect the SR world. While most Shadowrun games involve characters doing illegal things for and against world-girding corporations, the metahuman rights organization down the street or a religious group is just as likely to have dirty deeds that need doing. The best sourcebooks for this setting open up the world beyond the cookie-cutter expectations some games can fall prey to, and Loose Alliances does an admirable job of exposing GMs and players to new possibilities.

Shadows of Asia
John Szeto, Jason Levine, et. al.
FanPro
$29.99, 231 pages

The 'Shadows of' series of Shadowrun books are geographical guides. Already published Shadows of North America and Shadows of Europe are joined by this guide to the east. Besides the war-torn microcountries of China and the Japanese Imperialist state, the book goes into detail on nearby areas such as the Indian subcontinent, Pakistan, Iran, Israel, and the Philippines. Though some previous sourcebooks have touched on this area of the world (specifically the Philippine's fight for freedom against the occupying Japanese), there has never before been a dedicated look at the region for the setting. The most geopolitically active areas of the region, such as China and Japan, receive long treatments discussing local history, important cities, and general trends in the country. Smaller nations receive one to two page summaries of the most important elements a runner is likely to need to know. It's difficult for me to separate my appreciation for the pure flavour information within the setting from what might be useful to the average player or GM. These types of books offer the most insight into the backstory of the gameworld, and Shadows of Asia provides GMs hundreds of little plot hooks, for localities from Neo-Tokyo to Jerusalem. They are fantastic resources for the Game Master, essentially making this book required reading if you ever plan on running a game set east of Poland and west of Seattle. For a player, though, there isn't a great reason to pick up the book. There aren't any character options and the book has more detail than most players would probably want for their backstory. If deep background is what you're after, though, both GMs and players will find that Shadows of Asia fills in a large gap in your Shadowrun worldview.

System Failure
Drew Curtis, Jason Levine, et. al.
FanPro
$29.99, 128 pages

One of the most enjoyable aspects of the Shadowrun world is that it is far from a static place. Just as time, politics, and technology move forward in real life, so too does the reality of the Shadowrun setting. Every few years setting publisher FanPro releases a sourcebook that has serious ramifications for the world at large. One classic sourcebook turned the city of Chicago into a post-apocalyptic nightmare of gang lords and killer insect spirits. Another discussed the birth of an Artificial Intelligence in the midst of a crisis situation. System Failure does more than just provide interesting color; it wipes the slate clean on the Shadowrun universe's computational otherworld called the Matrix. A terrorist attack by a group of anti-technological fanatics, combined with the machinations of the aforementioned AI manages to corrupt and destroy most of the world's communications and informational systems. The book provides the background needed to understand the players involved and the scope of the events. It's not a traditional adventure per se, but instead provides a number of tools for creating adventures. GMs can use provided adventure hooks to bring player characters into the momentous events detailed in the book, either working for or against the forces planning the destruction of a fundamental element of the Shadowrun world. System Failure is Shadowrun at its absolute best, bringing together numerous plot threads that in some cases have been brewing for over a decade. Even without the plot significance, the sheer cool factor of the events described will make for amazing campaigns with a vaguely end-of-days feel. Definitely not a book for players, GMs of the setting can use it to craft an entire campaign or just use it to fully understand the world-reshaping events that lead to the newest edition of the setting.

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[+] Generic Dungeons, Universal Dragons 241 comments
It's been about six months since we took the pen and paper gaming industry's temperature. There have been some important product releases since November, many of them well worth looking at. Steve Jackson Games continues to release books for its Fourth Edition of GURPS, and Wizards of the Coast works to expand the appeal of both the core Dungeons and Dragons (D&D) setting and the Eberron campaign world. Read on for some highlights from the world of tabletop gaming.
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  • Neat. (Score:4, Insightful)

    by Short Circuit (52384) * <mikemol@gmail.com> on Monday November 14 2005, @03:06PM (#14028767) Homepage Journal
    Articles like this are why we should have a Games section, and a dedicated Games editor.
    • We have one (you should see games.slashdot.org in your address bar right now). It's just that most Games section articles don't show up for people by default because you have to explicitly choose to see the Games category in your preferences.
    • Were I to have Mod points, I'd mod you up in a second.

      There really should be a distinct icon for tabletop RPGs, there certainly is a critical mass of pen-and-paper roleplayers on /.. The FFII icon just doesn't represent nights of cola, chips and dice-rolling.
    • Re:Neat. (Score:4, Insightful)

      by rjforster (2130) on Monday November 14 2005, @03:35PM (#14029013) Journal
      Almost.

      We need a games-that-are-not-computer-games games section.

      Kind of like "news for nerds, stuff for people who know what FLGS means"
      or
      "news for nerds, stuff for people who don't know how many dice they own"

    • Re:Neat. (Score:3, Informative)

      http://games.slashdot.org/ [slashdot.org]

      Or maybe your are suggesting a 'non-video' games section?
      • Do you think this reads like ad copy?

        "Players will be severely under-served by this offering, and DMs should only consider purchasing it if they know they're going to be running a long-term campaign in this particular corner of the Realms."

        If that's a reason why I should buy the Waterdeep book, then I sure hope WoTC didn't pay much for Zonk's review. From where I come from, this is the polite way of saying "This book is a smelly piece of poo."

  • I won't be impressed until WotC brings back Alternity. That was a blatant FOX move, pulling a line because it isn't generating the revenues of your juggernaut.
  • by RandoX (828285) on Monday November 14 2005, @03:09PM (#14028787)
    Every year someone complains that tabletop roleplaying is going to go under because of different causes. Religious nut jobs, PC games, console games, live action roleplaying. Guess what, as long as there are nerds there will be roleplaying. Too many DMs have invested too much cash to just stop.
    • Tabletop gaming is a lot more about the socializing than the game mechanics or story for most of the groups I've played with. I don't find the same thing with Console or PC games. (and I didn't enjoy LARP the time I tried).
      • The converse is just as true - while I haven't gamed in a long time, I participated in groups that for years didn't buy anything that the publishers put out. "Roll your own" was the preferred flavor...
      • > I've been playing various games for 22 years now, and look forward to teaching my daughter ethics, politics, social skills, math, physics, chemistry, history, ecomomics, and self defence through RPGs once she gets old enough.

        Social skills? Seriously, man. We obviously aren't playing with the same broad swaths of humanity if you think DnD teaches social skills!

        I do give you credit for omitting hygiene from your list, though.
        • Social skills? Seriously, man. We obviously aren't playing with the same broad swaths of humanity if you think DnD teaches social skills!

          Hahahha. Pardon me if I politely disagree. My level 14 Pacifist Healer with a base CHA of 29, modifier of +9, and CHA-check modifiers of +7 (for a total of 45) might have something to say about using Diplomacy when your party of 6 is surrounded by a horde of high-level, evil, intelligent NPCs. You'd be amazed how much you can learn from being required to say the right thin
          • -->Stand by for SHAMELESS SEGMENT OF DOOM.

            I'm sorry, citizen, but knowledge of diplomacy, parties, or level are above your security clearance.
            Perhaps you are referring to NASTY EVIL COMMIE MUTANT TRAITOROUS SCUM?
            This infraction has been noted on your permanent record.
            Please stand by for IntSec pickup for re-education and termination.
            Have a nice day.

            PARANOIA is fun because The Computer says it's fun. Stop playing non-fun RPGs! Play PARANOIA!
            -->SHAMELESS SEGMENT CONCLUDED. THE COMPU
            • Re:Indeed (Score:3, Interesting)

              Honestly as far as the RP'ing element of games, I honestly don't get too picky about that. In most of the good gaming groups I've played with it wasn't very intensely RP. Sure we had our characters and we'd say what our characters were going to do and we'd try to keep them in character, but mostly it was about just having fun.

              It's that interaction between a GM and the players that makes RP fun. You all sort of set a tone for how casual or serious you want to be and play that out. The GM can adjust thing
  • by sdaemon (25357) on Monday November 14 2005, @03:12PM (#14028813)
    all of my Friendly Local Gaming Stores seem to keep going out of business :(

    Sword of the Phoenix was sort of the Mecca for All Things Gaming here in Atlanta for...as long as I can remember. They just closed up permanently this year. The game shops (I think they were actually called The Game Shoppe) in the local malls closed up two or three years ago. About the only places I can find locally are either used bookstores with varied wares (and rarely anything new), or stores dedicated mainly to comic books or collectible card games. Other than the slim pickings there, the only option is mail-order.
    • Ah ha! (Score:5, Funny)

      by savi (142689) on Monday November 14 2005, @03:22PM (#14028896)
      If only there were a way to purchase gaming books without going to a used bookstore or using a mail-order catalogue? This sounds like ... a quest!!!

      First, we will need to bring this old bucket to the ancient witch by the village well. She will then tell us of a strange, spider-like beast lurking nearby in the woods, known only to the local inhabitants "The Interweb."

      DUN DUN DUN ...
    • by decipher_saint (72686) on Monday November 14 2005, @03:31PM (#14028972) Homepage
      I DM a large group, everything from first time RPG'ers to a few old hands and I hear things consistantly between all of them: "[we] can buy our books cheaper online".

      Much as comics receeded from mass distribution to specialty comic shops in the 70s/80s I see new RPG material and supplements going into a catalog only system. Sure used stuff and core books will probably still be staples at most comic / gaming stores, but you don't strictly need every D&D supplement that comes out every X months, there's just no market for it. And sadly when a store owner has to choose shelf space between the next niche RPG supplement or something that's really in demand it's going to be an easy decisiion.

      HOWEVER, most places that i frequent that carry a wide array of RPG stuff are usually that way because the owner or owners are passionate about the game and will try to have as many books on hand to attract the "serious" diceroller crowd. The store I purchase most of my comics and RPG stuff from (Warp 2 in Edmonton) is run by an RPG enthusiast and a couple real comic-heads and is probably one of the better places in the city to buy new material when it comes out, again, because the owner is passionate for the material he will make sure it's there.
      • The problem is that gamers tend to be less well-off financially. People who can afford to ignore the costs of their hobbies are less likely to also be able to pull 12-hour Saturdays or all-nighter Thursdays playing games, and so can't always buy from their local vendor, even though I'm sure most of us can agree that's better for the community. However, although things are once again in the bleak side of the cycle for your local game shop, they're improving for your local gamer.

        There are an increasing number of systems that available directly over the internet; I'm not talking about ordering a paper book, I'm talking about downloading a PDF or text file directly. In many cases, they're cheaper than the printed version of the same system. There is a limit to how much cheaper they can be, however; the majority of the cost of producing a professional RPG or supplement isn't in the printing. You still have to do just as much work writing, editing, procuring or commissioning artwork, etc. However, you can cut out the distribution costs, which are a good half the total price to the consumer.

        Many games now have "fast-play" rules sets for download, which are good enough for everybody but the GM, but some even have full systems available for download free. If you have a laptop this is a godsend, but more than a few gamers have downloaded these things at work and printed 'em out on the company laser printer for non-laptop use. Not that I'm recommending the latter course of action, of course. As disposable computing becomes more commonplace, I expect to see e-book readers cross a hurdle or two and supplement laptops, opening this course up to a lot of people who can't really afford a decent laptop presently.

        Additionally, I think it's only a matter of time at this point before somebody starts offering print-on-demand book sales; the only question is whether the big book chains (Borders, Barnes and Noble, etc.) beat the big printing chains (Kinkos, uhm I don't care who else, etc.) to the punch. When that happens, you'll be able to walk into your local Kinkos or whatever and walk out the door with a professionally-printed book.

        When these things combine, your local game shop may not recover, unless it focuses on dice, figures, and services; provide comfortable chairs and computers so that the local gamers can meet in your store and use your computers, and you might even be able to sell the service, IF you do it right. A really good player-locating service and an active gamer club run from your store can bring people in. Of course, places like Kinkos can fight you there, too, since many have conference rooms.

        I envision the successful gaming store of 10 years from now consisting of a small merchandise area with lots of dice and t-shirts, a concession area with cheap but profitable food and drinks, and a lot of comfy couches with permanently-tethered GM laptops and free WiFi. It would offer a web-based player locator service, ideally through a partner instead of trying to run the web server themselves. The most successful ones would be within walking distance of a Kinkos, and preferably also of a college.
    • There are two gaming shops just North of atlanta that I recommend: Dr. No's which is just north of marietta http://www.drnos.com/ [drnos.com] - run by a friend - Tell Buck/BJ that Andy sent you. And the war room is in the gwinnett area, which is north on 85 http://www.thewarroom.com/index.asp [thewarroom.com] happy gaming!!
    • About the only places I can find locally are either used bookstores with varied wares (and rarely anything new), or stores dedicated mainly to comic books or collectible card games. Other than the slim pickings there, the only option is mail-order.

      Hmm...... I know for a fact that my Barnes and Noble actually carries Dungeon and Dragons game books. I don't know how many but I do know for a fact that since I opened up one of them and started reading it.
    • (Note: ###'s are used in place of name of a company)

      I've purchased a few things from my local Comic Book Store, but unfortunately our unfriendly neighborhood huge book chain (########.######.ca) have them cheaper, and in fact, their online store is cheaper than their retail store (and by a considerable amount!). For example...

      On the Wizards.com website, the Dungeon Masters Guide II: Price $39.95 ; C$55.95

      Our local gaming shop? Just a bit over $56.
      Our local huge book store? $55.95
      Our local huge book on
    • I believe you're now looking for www.atlantagamefactory.com [atlantagamefactory.com]

      They're on 10th Street by Georgia Tech. They're doing great. RPG's every tuesday. Board games on Wednesdays and Saturdays. They're cheaper than SotP was, and the owners are all nice guys. They have a great discount too.

      Take I85/75 to the 10th street exit, go west on 10th street, they're on your right after City Cafe.

      --michael
    • by Audacious (611811) on Monday November 14 2005, @06:28PM (#14030428) Homepage
      I felt that I had to say something here.

      A friend of mine plays D&D and he used to live in Corpus Christi, Texas. One thing about CC was that there were a lot of people who wanted to play D&D et al but there really wasn't anyplace for them to meet and play. Further, it was only a few people who wanted to get together at the time and they didn't want to meet in some place where they would have to put up with all of the screaming and yelling and other problems which occur when you play in a game shop's back room or floor.

      Their solution was this:

      Get a group together and go find a cheap unused shopping strip and talk with the owners. Tell them their problem and see if the owner would be willing to rent some of the space out to them on the weekend so they could have some place to gather and play. They started out with a place that cost them $100.00 a month. It was in a bad neighborhood but there was plenty of parking because no one ever came to the shopping strip. (When I visited him there was only one shop open there for some small company.) They only used the place on the weekends and always left it cleaned up so if the owner got someone they could move in without any problems. Well, first thing they did was to pool their money to buy a small refrigerator (one of those $50.00-$100.00 models) so everyone could bring their drinks and keep them cool. Then they decided that each person would donate $0.50 for each drink so they could use the money to pay for the place. Then someone decided to buy boxes of candy and bring that. Since each drink cost about $0.25 and each candy bar only cost around $0.30 each (they sold them to themselves for $1.00 each), the club made enough money each month to pay the owner and have quite a bit left over. This allowed them to rent the space for the entire month - which they did.

      Once they'd begun renting the space for the entire month they went about getting more people to come to the club. The rules were simple. No outside food or drinks. If you wanted something more substantial than soda and candy you either left and ate outside of the club or made a suggestion on what the club should provide. But, if you suggested something, they bought it, and then no one ate it, it was then put on a list (white board by that time) of things tried and found to be not a good thing for the club to buy. This eliminated a lot of the problems and the club prospered. When I went to visit the club again, it had over 100 people in it, maintained a list of who wanted to use the club when, had a BBS set up to handle reservations and annoucements, and the club's size was well over 6000sq ft of space. It was costing them around $500.00 a month for usage and they were even thinking of moving to somewhere a bit fancier. The walls had been hand painted by the club members with pictures of dragons, castles, treasure, and what-not. They were having contests like the greatest amount of treasure obtained in a game, the highest level, and so forth. They were talking of moving to a new location that would allow them to have glassed in areas so that each of the groups didn't disturb the others while playing yet still allowing everyone to see everyone else playing and having a good time.

      And this all started with just four people who wanted to play D&D.
        • Nah! That would be more along the lines of "The Priceless Pearl" adventure.

          The Priceless Pearl Adventure:

          Once upon a time, in the land of adventurers, there were greedy people playing and adventuring. They were so greedy that no matter how much treasure was given to them they always thirsted after more. So one day a sage asked them to retrieve "The Priceless Pearl". Of course, the greedy people decided that a pearl worth that much was something that they should keep rather than share with the sage.

          So of
  • I think MMO's are replacing most table top games, I don't think table top games will ever die but, people want to experience and see and feel "real" things, instead of just imagining them.

    Just look at the kinds of PC games and video games being released, we don't want overcomplex table top games, we want simple fun, easy to get into games because of the massive constraints now on our time.
    • by Evangelion (2145) on Monday November 14 2005, @03:22PM (#14028906) Homepage
      I don't think table top games will ever die but, people want to experience and see and feel "real" things, instead of just imagining them.

      Wrong. I'd give anything to play D&D again.

      The problem simply is, that as an adult, with a job and a family, if I were to play D&D again, I might... MIGHT be able to play twice a month. And that's assuming that the other people in my group were as dedicated as I was. Which is never the case.

      In reality, we've gotten together twice in the last 6 months.

      On the other hand, I can log on to WoW and play two hours a night after the kids are asleep.

      People play MMOs because they like actually being able to PLAY, instead of schedule coordinate and then get disappointed when no one shows up.

      I don't have to worry about THAT until MC.
      • Nicely put.

        The recent success of MMORPGs like WoW have been proven to have expanded the market.

        This gives a greater chance that some of the neophytes to the genre will jump over into tabletop gaming to diversify their entertainment. Many of them are younger and have less demands on their time, thus can afford 9-hour runs in MC (and the like). Once they grow bored of the limitations inherent to computer-mediated games like WoW, it may bode well for tabletop fantasy RPG games.

        Just a thought...

        /K

      • On the other hand, I can log on to WoW and play two hours a night after the kids are asleep.

        Of course, nothing prevents you from playing any tabletop game on-line...chat rooms, IRC, etc. People have been doing this for a long time.

      • "On the other hand, I can log on to WoW and play two hours a night after the kids are asleep."

        You actually have the self-control to stop at two hours? I'm impressed. Every time I log in for "two hours" I look up 5 hours later and realize I have to got work tomorrow.
      • Amen. I *love* Shadowrun, but the exact phenomenon you describe pretty much restricted my playing of it to using a MUD (AwakenedWorlds, a pretty nice recreation of the milieu telnet://awakenedworlds.net:4000 [awakenedworlds.net] iirc), and even that I haven't had time to log into for over a month due to a killer project at work.
      • I don't really consider MMOs (or single player RPGs) to be exactly a replacement for tabletop gaming. I also no longer have the time or circle of friends to play D&D (forget the play sessions, a good DM has to spend a lot of time on prep). When I used to play pen and paper RPGs the focus was on the roleplaying and story less so on the mechanics. An MMO is heavily mechanical and rigid - there is no DM to bend the rules. I know a lot of people like to play on role playing servers but it just feels silly t
          • Of the group I game with (mid thirties / early forties in age) 1 is divorced, 5 are married, 2 never married.
            The 2 children (1 year and 4-5 years) are either put in a bedroom in their crib (the 1 year old) or put in front of a Movie of their choice for the evening. When they get old enough to understand the concepts, they will be invited to participate.

            The trick is to insure that the game does not interfere with real life. We have a set schedule of Saturday afternoons and evenings for one DM and Monday nigh
  • Other systems (Score:5, Informative)

    by ajs (35943) <ajs@NosPAm.ajs.com> on Monday November 14 2005, @03:18PM (#14028860) Homepage Journal
    D&D's d20 system is doing well, but here are the other heavy-hitters out there with large and loyal followings:
    • Ars Magica 5th ed. [atlas-games.com] winner of the Best Role-Playing Game for 2004 Origins award.
    • Vampire [white-wolf.com], Mage [white-wolf.com] another White Wolf "World of Darkness" games.
    • GURPS [sjgames.com], the generic role playing system, now in its 4th editon.
    • Hero System [herogames.com], originally designed for superhero-oriented gaming, it is now a generic system with special focus on supers, fantasy, SF and martial arts.

    All of these are great games, and I recommend that newbie role players talk to your local hobby-shop owner and get a sense of the options at your disposal, and what would fit your group best.
    • I used to play GURPS about 10 years ago. Also dabbled in GURPS Cyberpunk [sjgames.com] a little bit. Very cool stuff. I liked the flexibility much more than D&D
    • Let's not forget Hackmaster [kenzerco.com]
    • Chaosium, Call of Cthulhu [chaosium.com].

      Love that game. Good for beginners too. Simple system, and it teaches you something that I consider to be very important to a good gaming group: Never become too attached to your characters.

      And it's lots of fun. You already know you're doomed, so why not have a little fun with it? You know you gotta love a game where bragging sounds like this: "I had an investigator survive three whole games!

      Disclaimer: I don't work for Chaosium, YMMV, etc.

  • by Anonymous Coward on Monday November 14 2005, @03:21PM (#14028889)
    Um, OK:

    There is certainly a role for supplementary material and pre-packaged campaigns and adventures (I refuse the to use the "M" word). They can help stoke a GM's imagination and if they're really good they can set standards for home brew campaign settings and adventures.

    But the RPG hobby has become seriously consumerrhoidic.

    Playing the game should be the point of the hobby . . . not collecting books.
    • > But the RPG hobby has become seriously consumerrhoidic.

      yeah, i think that transition occured around 1990 when TSR started to spew books for every stupid combination: the left-handed gnome handbook, etc.

      The review above mentioned page after page of prestige classes. Same tactic: force everyone to buy hundreds of books.

      > Playing the game should be the point of the hobby . . . not collecting books.

      ideally, unless of course the books are just great reads. Like the GURPS worldbooks - even if you don'
    • I concede that for D&D, they release all kinds of books on any possible subject. Tons of adventures and all, which ends up being used once, if never.

      For Shadowrun tho, IMHO, it's an entirely different matter. The canon(official) storyline of shadowrun is incredibly rich and interesting. Most players swear by it. It advances in a somewhat realtime fashion, always going forward. They used to release a lot of 'adventures', which were mostly cool, but now they tend to expose the storyline and give you tons
  • Ahh nostalga (Score:5, Informative)

    by graveyhead (210996) <fletch&nationofcriminals,com> on Monday November 14 2005, @03:31PM (#14028973) Homepage
    I was just idly hitting alt-x (random article) on Wikipedia last week and I came across this great page [wikipedia.org].

    It reminded me why I got into computer programming in the first place. D&D modules were the 'software' of games.

    I'm not sure kids playing today have this same experience. It seemed to me for a long time that modern D&D adventures were played in cheap card games (Magic The Gathering) and in RPG computer/console games.

    It's great to hear that far from being dead and gone D&D is actually still a great pastime. Now if we could just get WOTC to hire Gary Gygax...
  • by MaineCoon (12585) on Monday November 14 2005, @03:34PM (#14029004) Homepage
    I am hoping turnout this year is good; I'd hate to see the west coast version of the conference die from lack of interest. However, it is only 3 months or so after GenCon Indy, so it might be too-much-too-soon for the gaming population at large.
  • by sammy baby (14909) on Monday November 14 2005, @03:37PM (#14029033) Journal
    There are a ton of really interesting games out there by independent authors. They don't have the marketing clout of a FASA or Wizards of the Coast, but that doesn't mean that they're not great games. Some worthy titles to start you out:
    • Primetime Adventures, by Dog-Eared Designs [dog-eared-designs.com]. A good role-playing game should feel like you're coauthoring a good drama, right? So why not make the analogy explicit?
    • Dogs in the Vineyard [lumpley.com], by Lumpley Games. Maybe the first game that gives faith the treatment it deserves in a serious game context. (Also, the author is an old friend of mine. Buy three copies!)
    • Polaris [tao-games.com], by TAO Games: about a time long ago in the frozen north, when the people were dying at the end of the world. (Very eerie, neat play mecahnics

    You have nothing to lose but your four dozen expansion rulebooks for Shadowrun.
  • by dada21 (163177) * <adam.dada@gmail.com> on Monday November 14 2005, @03:48PM (#14029152) Homepage Journal
    I own retail stores focused on "toys" for guys 13-31: skateboarding, paintball, surf, etc. As a tabletop gamer in my youth, I never looked at gaming as a business.

    My stores are "kindly" placed in towns without a nearby mall.

    For those who go to gamer stores, what attracts you to a store over buying online?

    I can't believe gaming is experiencing a rebirth. Another geeky lifestyle to piss off the broads.
  • by thesupermikey (220055) on Monday November 14 2005, @03:59PM (#14029280) Homepage Journal
    http://www.pvponline.com/rants_dd.php3 [pvponline.com]

    Years ago Scott Kurtz posted this on his website PVP.
    I have since played DnD with my little brother and his friends. While they have not become gamers they really enjoyed it.

    It seems like all of those people who say they can't play DnD or other table top RPGs because they have kids and families ought to be playing with thier kids and families. It gets them away from the video games and the TV.
  • by bahwi (43111) <incoming@@@josephguhlin...com> on Monday November 14 2005, @04:46PM (#14029647) Homepage
    While I personally prefer hardcover, softcover, or real paper, you can get the Shadowrun PDF at http://battlecorps.com/catalog/product_info.php?pr oducts_id=1617 [battlecorps.com] for $25.

    As well as a lot of other books coming to PDF(including older stuff). I got both the PDF and the hardcover because with a PDF you can search, and with a book my eyes don't bleed. =)

    Shows that the RPG industry is heading the way to e-books faster than the more traditional publishers though.
  • by rafial (4671) on Monday November 14 2005, @04:47PM (#14029657) Homepage
    D&D is certainly going strong and chugging along, but I've been most excited about the huge boom in small press RPGs over the past 5 or so year, much of which is fueled by the internet. When game authors can market and sell directly via the web, many things become possible.

    Some really good stuff to check out:

    Burning Wheel [burningwheel.org]:
    Dogs in the Vineyard [septemberquestion.org]
    With Great Power [indie-rpgs.com]
    The Shadow of Yesterday [anvilwerks.com]
    Primetime Adventures [dog-eared-designs.com]