Sunday, 10 February 2013
Back at the Brushes
Friday, 8 February 2013
The Old School is Pathetic – A Rant
A rant, in which I play the pseud, before growing tired and irritable.
Pathetic [pəˈθɛtɪk]
adj.
- arousing pity, sympathy or compassion,
- arousing scornful pity or contempt,
- miserably inadequate,
What I am arguing is this; old-school D&D, WFRP1e, early WFB, W40K1e, and other old school fantasy games, hell even Fighting Fantasy, all have a healthy dose of the ‘pathetic aesthetic’ running through their design. Not only their art, but also the setting and the game design itself. This is in contrast to many contemporary games, which have abandoned the pathetic aesthetic in favour of a concentration on designs - art, setting, and the game itself - which evoke awe (or at least, are meant to). Hereafter, this juvenile aesthetic will be referred to as TEH AWESUM. A lot of people have written lately about what the OSR means (or means to them). I could have posted some photos of the lovely products of the OSR that are in use at my gaming table. Ho hum; you can buy those books from Lulu too, you'll learn nothing from me there. Instead I will introduce the pathetic aesthetic, which I think binds the best elements of a diverse Old School of gaming together, and suggest some reasons the gradual elimination of this aesthetic from contemporary gaming.
None of this is to say that Old School games did not contain plenty of things designed to make the gamer go 'wow!', but these were (almost always) tempered with elements that aroused pity over awe. And do not confuse the pathetic aesthetic with being 'dark' or 'gritty' of with the laughable labelling of material designed to titillate teenagers as 'mature'.
Roleplaying games take place in the imagination, so it is the system (and setting) that produces the aesthetic of the game as much as the visual art. At least, that is my excuse for having written so much without mentioning the art! Early D&D art shows brave men and women (and Elves, Dwarfs and Halflings) engaged in dungeoneering, a high risk activity. And if something is risky, then there must be a good chance of failure, of [permanent] negative consequences. These adventurers are frightened, likely doomed. The same is true of WFRP1e and Fighting Fantasy. Even when the adventurers are doing something awesome, they are not TEH AWESUM superheroes that dominate the aesthetic of contemporary games.
Oh, and as for Rogue Trader; have you ever seen a universe so filled with the pitiable? And Realms of Chaos? Those were awesome books, but they were about playing once mighty heroes that were destined for ruin as a post human monster...
Fantasy miniature gaming has seen the malign effect of tournament play and another intervention of 'balance'[1]. The drive to balance gradually eliminates the pathetic elements of the game leaving only TEH AWESUM. Of course, the designers could have kept these games as being about pathetic Dwarfs and pitiable monstrosities, but once one army had a unit that could bring TEH AWESUM to the table... (see the next paragraph). Curiously, a balanced battle should evoke pity. Want to see a real balanced battle? Try the Somme; two armies lined up against another, with little manoeuvre, no subtlety, just endless bloody grind and big bombs. Yup, WFB8 with tournament-optimised army lists. But if we are all children who think the big bombs are TEH AWESUM...
[1] Did these game designers learn nothing from Appendix N? It is the conflict between Law and Chaos that is exciting, not Balance!
[2] I am smiling when I say that. But if you look in my eyes you will see that I really do think that you are playing it wrong.
Saturday, 24 November 2012
Tuesday, 25 October 2011
Zhu's Oldhammer Contract

Friday, 8 July 2011
Against the Ogre Horde

D brought his ‘Imperial Ogre’ army over for a battle recently. And very fine does it look. Several gangs of Golfag’s Ogres, bulked out with a diverse range of Citadel Ogres from before they adopted Central Asian fashions, with support from some wonderfully converted Ogryns serving as Leadbelchers and Halflings taking the place of Gnoblars, this really was a Warhammer Army with a ‘classic’ look. I’m looking forward to seeing them fully painted.
With the game set at 1500 points, we rolled up the ‘
Perhaps I'm not that reckless. After smashing through his elite unit and General, which caused the Halflings to flee in panic (they had stopped for 'second breakfast' in the first round) the Rangers wheeled around, drawing fire from his Leadbelchers but unable to catch them, no matter how fast they pumped their short Dwarven legs. The rest of his army was determined to stay out of the way of the Rangers, who were supported by an advancing block of Slayers. Advancing, his remaining Ogres were whittled down by the Organ Gun and a unit of Thunderers garrisoning a building. My unit of Dwarf Warriors, with hand weapon and shield, that contained my General, sat and waited.
I knew that they couldn’t win a fight against Ogres. They knew they couldn’t win a fight against Ogres. We all knew that they were only in the army because they were all painted up and based and contained some lovely vintage metal. And, even supported by the Organ Gun and the Thunderers, they couldn’t win a fight against Ogres. But they could hold them just long enough for the Slayers to get within charge range…
As you can see from the pictures, more painting, more painting, LOTS more painting, is needed.
Monday, 6 December 2010
Flora, Fauna, and Fora
First, here is Head Injury Theatre's guide to the stupid monsters of D&D. D&D has lots of 'stupid' in it, but then D&D does consist of hundreds of books spread over 30 years. Some of these monsters are actually 'bad', in the way that lots of very early D&D was 'bad'. I don't want to have my players explore by routinely tapping the ground in front of them with a 12" pole because deadly traps are that commonplace. There's no heroism, adventure, or cleverness in that. It might remind us of the old days, and despite my fondness of old school RPG rule systems and game settings, the idea of dungeoneering being a series of escalating death-puzzles is about as exciting to me as D&D being World of Warcraft, now with added paper! I want my players to role-play their characters, be heroes (or villians, or snivelling sneaks) and have fun doing so. Which is why this is a bad monster.
It's not that it's stupid, it's that it's bad. Just how are a party of adventurers meant to cope with that. How will the players not feel that they've been 'cheated' when the ceiling drops down on them and kills them. Put The Lurker Above, and its kin, in your game, and you've got henchmen taking point once the players re-roll their characters. Heroes all.
Anyhow, I've been living my online gaming life around the Dragonsfoot (for all my classic D&D needs) and Bugman's Brewery (for my WFB Dwarfs) fora recently, and do recommend that if you interested in these game systems you check out those sites.








