Showing posts with label WFB. Show all posts
Showing posts with label WFB. Show all posts

Sunday, 10 February 2013

Back at the Brushes


I thought it past time that I dug the paints out again. Child #2 is now one year old, and as the prospect of being involuntarily transformed into one of Cameron's 'skivers' looms, I thought it best to engage myself productively. Oh, and I'll need to brush-up on my ability to colour things in before I set to work producing my Oldhammer Chaos warband.

So I dug out one of my favourite unpainted models, a pre-slotta Citadel Joseph Bugman. I've also got a very similar slotta version of this character, and a much later, much bigger, and very different version of the vengeful brewer. So, skills still up to the task?



He needs a bit of static grass before he can stagger drunkenly into battle, but that's one down for 2013.

[I'll try to answer some of the misconceptions about my last post soon - if anyone is bothered - but I will say that when I write "A rant, in which I play the pseud, before growing tired and irritable" would tell people in a pretty direct way that the style of the post was taking the piss out of myself and of my prejudices. Of course the content has pissed people off too - with people mistaking what I have called the 'pathetic aesthetic' with simply being a synonym for low level play, simple grittiness or low fantasy, or even with being a plain old 'dick GM'.]  

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,
- affecting of moving the feelings.
From the Greek pathos: suffering.


Now that I have your attention, are you ready? Ok? Ok.

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'.

Consider Fighting Fantasy. Juvenile reading, yet possessing a far more genuinely mature aesthetic than many  contemporary games. Titan, the world of the Fighting Fantasy gamebooks, is one in which there are umpteen master wizards (mostly bad or mad), in which YOU might fight animated statues, ride on griffons, fight a topiaric monster etc. A world of high magic. And YOU will have a minimum SKILL of 7 and STAMINA of 12, making YOU far more powerful than any normal man. But the design of the books as a game produces the pathetic aesthetic; there are plenty of death traps, and choices that lead to the lines 'Your adventure end here'. And even if these are avoided, YOU are more likely than not to die in a way that isn't dramatically satisfying, whether through slow attrition or the lack of a magic gee-gaw. And look closer at the setting; are there are more pitiable bunch of monsters than the inhabitants of Firetop Mountain or the Citadel of Chaos?  Much of the world is pitiable, the ever-present prospect of failure renders YOU pitiable. And that is before we consider the YOU that is the Creature of Havoc.

Consider the design of Old School D&D. These are games in which PCs typically have low hit points, are subject to Save or Die effects, and in which adventuring includes an emphasis on resource management (what could be more pitiable than being trapped in the Underdark with no food, dwindling light, and a Cleric who went dungeoneeing to kick ass and cast Cure Light Wounds, but is all out of Cure Light Wounds?). And these PCs are the product of random character generation - which is a feature of many games with the pathetic aesthetic - the opposite of point-build character design. One manifestation of the pathetic aesthetic is about playing with the hand that [cruel] fate has dealt you, not choosing flaws and drawbacks, whether for dramatic effect or as an exercise in character optimisation. D&D PCs can still do awesome stuff. They are far better than a 0 level human,  and a skillfully played adventuring party can put terrible monsters to the sword (and spell and burning oil, and henchman's spear and wardog's teeth). But if the players want their PCs to do this, or to experience other awesome elements, they have to find it through play, not in what is written on their character sheet before they even begin. And they might well die trying in a way that makes little dramatic sense. A D&D PC is not Aragorn, destined to return as the King, and they might not even die like Boromir. In both creation and death a D&D PC might well be pitiable.

WFRP1e. Do I actually need to say anything here?

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.

In miniature gaming the visual aesthetic is more central; you are shoving little men across a table. But look through the photos of the battles in early WFB – those Dwarfs look wide-eyed with fear as the Skeletons climb the hill towards them. And what are the Dwarfs defending? A farmhouse, perhaps. What does the equivalent picture for WFB8 look like? The Dwarfs are on steroids, huge hulks with snarling faces, and they are not defending a barn but the legendary Tower of SKULZ. Think of the early scenarios and the characters they contain. In the Magnificent Sven you might play a disgraced Dwarf inventor scrabbling for treasure and reputation in Lustria. In Terror of the Lichmaster you play a handful of Dwarf miners and a hamlet of ordinary humans as they defend their homes from the terrifying undead led by Mikeal Jacsen. These are pathetic battles, and all the more interesting for it.

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...

The loss of the pathetic aesthetic in fantasy gaming has to do with a number of things. When I were a lad, all this were fields, and computer games gave you three lives and then you started from the beginning again. Computer games now are amazing. They tell stories that critics compare favourably with contemporary books and films. But to ensure that you see these stories, these games are built on a playstyle of save, save, save; catastrophic failure, or even serious negative consequences, are never permanent. Unless you choose them to be (or have made a metagame mistake in your save strategy). Success is given, if you put in the time (and read the walk thrus). Computer games dominate our broader gaming culture, and the removal of a genuine risk of ignominious failure - an essential part of the pathetic aesthetic - has been largely removed from this culture.

Computer games have influenced table top RPGs in other ways too. When someone recommends that you use a computer programme to manage the bookkeeping required to create and run an RPG character, it should be a joke. But it is not. High levels of complexity make it difficult to provide for and accommodate player choice in play. How can a GM make stuff up on the fly with such complex 'natural laws'. This results in a front-loading of player choice, concentrated in character design. Naturally, many players optimise and go for TEH AWESUM. And, if a GM cannot accommodate player freedom in play, the 'railroad' that the players walk down has to be one at which they will succeed. The more the game is a railroad, the more any failure is the fault of the GM rather than a result of player choice. It is not pathetic if the GM kills the PCs, just weak.

And then there is 'balance'. Contemporary RPGs are seemingly designed so that all PCs, when  properly optimised, contribute equally to an encounter. 'Encounter' has been reduced to combat (that the PCs can win) or a skill check (‘social combat’? that’s wrong on so many levels), and 'contribute' to a mechanistic intervention. So all characters need to bring TEH AWESUM as if this was an MMORPG. Ugh. Smash the computers and sing the name of Ned Ludd. But not before I have finished writing my rant on this one.

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...

You young folk just don't know how to have fun these days! Not proper fun anyhow, what with your Xstations and would Wiboxes. Games companies moved from catering to older hobbyists to targeting a younger, casual market. Well, a couple of the big beasts did, but these monsters dominate the tabletop gaming culture, and what they think gaming is, or should be, matters. Targeting a younger market is good business sense; there is more money in it, and the market refreshes constantly. Do I, as an adult gamer, need any more Dwarf miniatures? No. Will I ever? Well, I will never need more, but I might buy one or two, maybe even go on an eBay binge from time to time. Which makes me a bad customer, even if I am a good gamer. But this younger, casual market is not the kind that will enjoy a pathetic aesthetic, they are not going to wait for awesome things, they are not going to work for it, and if they do have to spend many sessions playing their snowflake PC into awesomeness, they are not going to accept that their Dragonborn Paladin has died a dramatically meaningless death. They deserve better, they have been told, as they have put in the work to get there. The notion of games as work is another malign influence of  computer games; grinding up levels rather than playing for the sake of playing. Who would have thought that it would be older people trying to teach younger people about the virtues of play for its own sake?

An unwillingness to accept the pathetic aesthetic stretches to adults too, who have mistaken fantasy gaming for a storytelling medium (or some dramatic art). They want plots and story, and they want it first. Old School play places the game first – the act of play – and if there is a story to be told it the story of play. A standard denigration of Old School games runs; "Why would I want to play someone who might die at level one? I want my PCs to have a story like the heroes of fiction." To which I say, "read a book, watch a film, idly daydream, or play a computer game (save early, save often)". Proper fantasy gaming embraces the pathetic aesthetic. It not only defines it, but the pathetic aesthetic is done better by fantasy gaming then any other medium. Any other form of fantasy gaming is badwrongfun![2]

[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

Covering Warhammer Fantasy


Three covers:

1989

1994

2002

Which aligns with your vision of the Warhammer world?

Tuesday, 25 October 2011

Zhu's Oldhammer Contract



Inside: Dwarfs in the Jungle!

In other news, I've being playing too much Blood Bowl lately. FUMBBL, the free online Blood Bowl website, is an excellent way of getting a Blood Bowl fix when the logistics of arranging a tabletop game are eating away the fixture list. Anyone else on FUMBBL?

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 ‘Battle for the Pass’ scenario. And the game was more or less won on turn one, as D’s elite unit decided, unwisely, to turn and face the 30 Longbeard Rangers, led by a Thane bearing the Battle Standard, and with a Rune of Battle on the unit Standard, deployed in ‘horde’ formation. I rarely use Rangers, being a very conservative player – hence, Dwarfs, but after seeing the havoc they cause when they scout in amongst an enemy’s battle line, I think I might play against type. Gyrocopter, Miners and Rangers next time?

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

Okay, I'll return with a fairly light posting. It's been a busy time painting hills for my dwarfs shoot their cannons from, and then the dwarfs and cannons to put on those hills. And I paint slowly. Very slowly. So very slowly.

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.

Wednesday, 22 September 2010

Lead Poisoning


No posts in a while… I’m not dead, but I am suffering from an acute case of lead poisoning. All I have done for the past few weeks is paint miniatures and play Warhammer Fantasy Battle.

My Dwarf army – the Dwarfs of the Kingless Halls, of Karak Angaz, the Industrious Hold, haven’t been performing that well in the field. In fact, the ineffectiveness of the Engineers’ Guild, with cannon balls falling short or bouncing long for the few rounds it takes for the Goblin Wolf Chariots to reach them, might well prompt a re-ordering of the power structure of the Hold. From syndicalist utopianism to military rule, perhaps?

This lead poisoning hasn’t just been eating my time, but also my imagination and my money. Right now I’m scouring eBay for the bits of an Empire mortar I need to build a Dwarf bombard (to be played ‘counts as’ a Grudgethrower). That’ll scatter those hordes of Greenskins!

Tuesday, 6 July 2010

Standard Magical Items


In the real world, flags and standards are powerful items. A simple arrangement of symbols can evoke strong emotions; flags and standards can conjure pride, rally faltering courage, even generate fear. Some are sacred, and emotions generated when these flags are defiled points to the real power of these objects. And this is in a world where the only magic at work is the reification of abstract symbols by human cultures.

So why, in other worlds in which there are such things as magical symbols, in which heraldic banners flutter from every petty stronghold and trail from the lance of every knight errant, is there a paucity of magical flags?

In Warhammer Fantasy Battle (WFB), the power of flags is a standard (pun intended). Most units receive bonuses (magical and mundane) from the banners that they carry into the fight. But in Dungeons & Dragons (D&D), magical flags, banners, and standards are curiously rare. On US Independence Day, Dungeons and Digressions posted a list of some interesting magical flags that could be used in any fantasy role-playing game. I like the 'Flag of Allegiance' -

Those who behold this flag within sixty feet must make a saving throw or else are charmed by the flag bearer and will surround and follow him, protecting him and the flag with their lives if necessary. The spell is only broken if the flag should touch the ground or if the bearer can be interpreted in any way as disrespecting it.

- not because it is unusual, or strange, but because it is essentially the real world power of a flag made magical and amplified.

Photobucket
"Stop looking at my chest, Top Hat, and defend the symbol of La Révolution!"

I am thinking of the use of magical flags to defend cities, to protect ships, to hearten Orc raiding bands... and the sort of role-playing encounters these items could enable.

Saturday, 3 July 2010

Warhammer World Sportsnight


Blood Bowl is set in a Warhammer World. Not the grim world of Warhammer Fantasy Role-Play (WFRP), nor even the markedly lighter world of Warhammer Fantasy Battle (WFB). The world of Blood Bowl is violently silly. I do wonder what a game of WFRP set in this version of the Warhammer World would play like. There is enough background material in the various rulebooks, companion books, magazines, annuals, and even novels, to layer a Warhammer World devoted to the Cult of Nuffle over the grimdark world we already know. I would love to hear from anyone who has done this, whether for a one-off game or for a Blood Bowl-themed campaign.

Blood Bowl Stadium
When they said that their home ground was a fortress...

A few days ago, D retrieved his 3rd edition Blood Bowl (and Dungeonbowl) and we played a human v dwarf game. His human team sported their 15-20 year old paint jobs, while the dwarfs rumbled across the field flashing their bare lead. The first half was played without the four-minute per turn rule; it is a little difficult to play to that rule when you are consulting the rulebook on a more or less continuous basis. By half-time it was 1-0 to the humans, gifted a touchdown when their catchers broke the iron-wall of dwarven defence and we misinterpreted the mechanics of passing and catching. The second half was played with the four-minute per turn rule in effect, which made for a much more urgent, exciting, even tense playing experience. The game flowed - at least, the board game that D and I were playing flowed, the game of Blood Bowl that was being represented on the board was a static battle as the dwarf team ground its way upfield, eventually scoring a touchdown against the four remaining human players able to stand upright. Final score, 1-1, with the humans counting 2 dead, 2 seriously injured, and 4 knocked-out.

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Miniatures, miniatures, miniatures. I have never used them when playing RPGs. I am not a great painter, never had the money to collect many, and given that the strength of using miniatures is in creating a vivid visual representation of the scenarios being described, I could not see the point in using a miniature to 'stand in' for some other monster or character. That the game takes place in the imagination is surely the very point of RPGs. Isn't it?

But miniatures, miniatures, miniatures. Before this game of Blood Bowl I had rescued by 1st edition Space Hulk from storage, and had made a start painting up a few genestealers in the classic blue/purple colour scheme. And while I am still not a great painter, I am a hell of a lot wealthier than I was when I was a teenager. So where does that take me? Straight past a fully-painted Blood Bowl team, a star player or two, and towards Warhammer Fantasy Battle, building a dwarf army, and some kind of Chinese hell in which tiny little plastic and lead men beg me to paint them to a standard that I can never achieve, and yet my disappointment only sharpens my appetite for more. And more.

A hell of a lot wealthier than when I was a teenager? Not for much longer.