Archive for December, 2008

Choose Your Own Tragedy

Monday, December 29th, 2008

I got a copy of Kevin Allen, Jr.’s Sweet Agatha (envelope containing one 32-page full-color digest book and one 11×17 instruction sheet, $16) at GenCon, but I had to wait awhile to review it. I wanted to play it with my wife, who is as devoted to true crime and tragic drama as she is uninterested in roleplaying games. So it took awhile to convince her that this was something she wanted to do. The day after Christmas, she gave in. Now she wants to play it again.

“Play” isn’t quite the word, but neither is “read” or “build” or even “tell,” which is probably closest of the four. Many indie RPGs are not sandbox games — go anywhere, tell any story — but quest games — go there, tell that story. At their extremes — Bacchanal, Polaris, Jeepform — they depart from the RPG as she is understood and become something kindred but unlike: “co-op narratives,” or “directed storytelling,” or “scripted improv.” The designer has become the director; the play’s the thing, and the players merely strut and fret. Sweet Agatha is one of those, except the designer has no script, no narrative, and no direction. It’s a sandbox game disguised as a quest — Agatha has disappeared. Thirty pages of evocative, strange, elliptical photographs and notes and codes and pieces of her life are there for you. As you read them, you cut out “Clues,” which are no such thing. They are narrative Lego blocks, and there is no blueprint, only a color scheme. One player — “The Truth” — picks three blocks for each of nine or ten scenes. The other — “The Reader” — decides what to make of them, and where to go next, for ten scenes until the end. It’s an exquisite corpse, and indeed, Agatha may well be just that. Or she may be a ghost, or a UFO abductee, or a flake, or a drug dealer, or a time traveler, or a spy, or a murderer, or a Gnostic deity, or a nice girl who got lost. What Kevin provides is all flavor and feel; you decide the direction and the payoff. (There’s a brilliant meta-conceit planted in the booklet to give you some directions from Kevin — or Agatha, or God — if you feel the need.) While I was playing, I realized this game has amazing replay potential, getting richer as you play it more. (There’s 67 Clues provided; at most, any one game will only use 30.) As you recognize fragments of past tellings, you assign unwarranted meaning to them, as if you could re-watch Twin Peaks for the first time. This is all down to Kevin’s uncanny ability to exactly hit the notes of half-memory, half-insight, to paint the canvas without revealing the picture.

Every so often, someone wishes that gaming still had a shared universe, that all gamers could still trade stories about our own private Keep on the Borderlands. It would be no bad thing if all gamers knew where — or if — they found sweet Agatha, at last.

And So, Having Escaped the Pit

Tuesday, December 16th, 2008

At GenCon in 1998, James Wallis released an RPG, or perhaps a storytelling game, called The Extraordinary Adventures of Baron Munchausen. He graciously gifted me a copy, and I read it in about 20 minutes, as it was very short, and I spent the next three days bullyragging everyone I saw into buying it, as it was very good. Although it got me quite a nice dinner (the first of many, as it happened) from James Wallis at the time, it has caused me no end of inconvenience at later GenCons, because the number of games I can read in 20 minutes is pretty minimal, and the number of such games I subsequently demand that everybody buy on pain of being ejected from the company of civilized people everywhere even moreso. Despite this, thanks to the home-run I hit back in 1998, people at GenCon still insist on asking me what the must-read game of the show is.

Well, next year, at least, I can and shall say it is the new, expanded edition of The Extraordinary Adventures of Baron Munchausen (128-page, black-and-white, digest-sized softcover, $19.95; PDF $10.95), from James’ Magnum Opus Press, published by Mongoose’s Flaming Cobra imprint. For those who don’t know the Baron’s game from its previous incarnation, it is a game of competitive storytelling. In response to a request (“Tell us, my dear Baron, how you came to right the Leaning Tower of Pisa”), you tell an extraordinary tale of your exploits; other players pay to interrupt, or you pay to continue uninterrupted. Lies are settled by duelling. The winner (the teller, by acclamation, of the best story) pays for the next round of drinks, and play continues until closing time. The new edition contains, in addition, two variants: “Es-Sindibad’s Game,” which alters the interruption and story-requesting methods with an intriguing waft of Arabian Nights style (story requests are now collaborative, and the once-verboten “But were you not killed?” is, in this version, the only allowable interruption) and “My Uncle the Baron,” a version of the game for the younger set.

Like the original, it is illustrated by Gustave Dore, who obviously has a bright future (or past) ahead of him as an illustrator. Also like the original, it is magnificently funny, brilliantly clever, and a mandatory purchase on pain of ejection from the company of civilized people everywhere.

Go Ahead, London: Dragonmeet 2008 Con Report

Tuesday, December 2nd, 2008

Perhaps the top story from Dragonmeet 2008, which blossomed like the proverbial agave Saturday, is that its charity auction raised over £2850. From a convention with around 600 attendees. Admittedly, some of them were Irish, but that’s still a jaw-dropping amount. Happily, I found out about it in time to contribute an item or two, but all honor goes to con organizer Angus Abranson and to the attendees for their uncommon generosity.

Said attendees played a fairly dramatic swath of games — from giant Settlers of Catan to Monsters And Other Childish Things to Traveller – in the one-day event, which took place in an anonymous-looking British Moderne sort of public building in Kensington. They also swarmed the dealer’s room, keeping everyone hopping all day. I barely got to tour the hall myself, but I did note the revived edition of Oliver Johnson and Dave Morris’ much-beloved 1980s classic Dragon Warriors, published by James Wallis’ new Magnum Opus Press under Mongoose’s Flaming Cobra imprint. Which also, I should add, recently published the expanded and revised version of James’ own impossibly wonderful Extraordinary Adventures of Baron Munchausen RPG. In other British gaming news inexplicably not connected with James Wallis, Cubicle 7 was there with the new edition of Tuckey, Rhymer, & Nunn’s Victoriana, and the Collective Endeavour indie flash-mob detonated with a bang at the show, featuring a who’s who of top British indie game talent, from Joe “Contenders” Prince to Gregor “3:16” Hutton. I picked up one or two nice review copies from them, the Britishest of which is probably Neil Gow’s “Sharpe’s RPG,” Duty and Honour. Watch this space, in other words.

I attended Dragonmeet as a special guest, along with my Trail of Cthulhu co-conspirator Robin Laws and other luminaries such as John Wick and James “Him Again” Wallis. Our panels were flatteringly well attended, and suitably redacted recordings of them may turn up on the Web in near future. When we weren’t pontificating panelists, Robin and I were aw-shucks autographers at the Pelgrane Press stand; our Trail of Cthulhu scenario book Shadows Over Filmland (a dozen scenarios riffing on the great horror films of the 1930s) dropped at the show in a Special Preview Edition. And with that oh-so un-British plug gratuitously inserted, I bid you farewell from Britain. For now.