Archive for February, 2009

San Ramon Holiday: DunDraCon Con Report 2009

Monday, February 16th, 2009

Every year at this time, I flee Chicago in February for the sun and safety of the Bay Area, which responds by dumping nine inches of rain on me all weekend. Fortunately, I spend much of that weekend indoors at DunDraCon, one of the oldest continuing roleplaying game conventions in existence. And it is continuing; attendance was right at 1400, a little bit down from last year, unsurprising given the current economic degringolade.

And it is a roleplaying game convention; at DunDraCon, the RPG is king and all others must follow in its train. (That said, boardgaming boomed this weekend as it seems to be doing all over.) Anchored by the booth of Oakland’s amazing Endgame store (part-owners of IPR and thus proud sponsors of this very column), the dealer’s room still draws a few manufacturers: local boy Chaosium, former local Hero Games, plus Goodman Games, Troll Lord, and Flying Buffalo. Robin Laws’ Mutant City Blues RPG (short form: CSI: Gotham City) debuted here and sold out immediately, as it well deserved to (and since it is published by Pelgrane Press, likewise an IPR-owning company, that is all you will hear of it in these pixels despite its wonderful premise, deft rules, and gorgeous layout); the other standout debut at the show was probably Urban Fantasy Hero by the redoubtable Steve “Writes” Long.

The truly great thing about DunDraCon, even more than the intermittent sunlight and the commendable RPG focus, is its dedicated seminar track. The con reliably packs a room for discussions of such things as alignment, real-life weapon wound trauma, and city design, all for the purposes of bettering your RPG experience — it’s far more like an SF convention than a game con in that respect. Those conventions, and DDC, prove that a market for such discussions can be built; the reason that a game convention might want to turn its attendees into interested, intelligent consumers of their hobby can be left as an exercise for the reader. Or perhaps as the topic for a seminar somewhere.

Dry Bones Gonna Rise Up

Sunday, February 8th, 2009

Consider this the most comprehensive playtest review in history. I’ve probably logged more hours playing one or another form of Chaosium’s Basic Role-Playing engine — the core of Call of Cthulhu, RuneQuest, Nephilim, Stormbringer, Superworld, and Ringworld, to mention only the games that I’ve played with it — than every other RPG system combined. Including, I should add, using it as a “generic” engine for games from wild multiversal action to steampunk to Westerns to space opera to, well, occult horror investigation. I’ve also, for what it’s worth, written plenty of rules for it professionally, mostly for Nephilim and for Mongoose’s latest iteration of RuneQuest.

So I was glad to see that Sam Johnson and Jason Durall did a pretty darn good job of creating a core book for the game I’ve been running, off and on, for the last 25 or so years. Basic RolePlaying: The Chaosium Roleplaying System (399 pages, black-and-white softcover, $39.95) takes all those Chaosium core books and filters them down into one generic RPG system. Surely everyone knows by now how BRP works: human character stats go from 3-18 (the new book offers point-builds as well as random rolls), skills go from 0% to 100% (the new book has rules for skills over 100% now), you roll percentile dice under your skill, and bang. Armor subtracts from damage, and you can get as crazy as you want with hit locations, but it’s still basically “d100 and a cloud of dust” with characters that are almost always gratifyingly fragile in combat. That, and the robust skills engine (this book’s skill list is a macedoine of Chaosium’s greatest hits), let the game explore other sorts of scenes besides fights. Magic? Depends — this book has superpowers, mutations, magic (a la RQ), sorcery (a la Stormbringer or CoC), or psionics (a la ElfQuest). Pick and choose, or mix and match. Gear, likewise; monsters, again likewise, taken from other Chaosium games and generified. Most of the specific Chaosium games have specialized mechanics and rules; most of them are somewhere in here, usually as optional rules. (The best? The passions mechanic from Pendragon. Use it.) But the core is the same game we’ve all been playing since 1978, when Steve Perrin looked in his white box and said “I’ll bet I could design better rules than this.

In my experience, BRP remains excellently suited for any game in which combat is dangerous and something important reliably happens outside combat. It breaks down for demigods, but it breaks cleanly — there’s not enough rules to become cumbrous. BRP is also excellently suited for the modular attachment of any other, non-Chaosium game mechanics that you happen to like: at one time or another, I’ve added Ars Magica magic, GURPS advantages and disadvantages, and the old Marvel SuperHeroes superpowers (I’m not a fan of percentile superpowers) to BRP with less trouble than it took to type this sentence. (Not for the same game, I hasten to add. Although…) In short, it’s the cleanest, simplest, easiest generic system around. This is not to berate baroque (GURPS), complex (HERO), challenging (FUDGE) generic systems — but it’s nice to have a really good loaf of white bread, too.

And now it’s in one book, not 20.