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  1.  # 1
    This OrcCon I had a moment of abstract sorrow.

    I'd wandered into the dealer's room, all rearranged in the new hotel, and right where you couldn't miss it was the Indie Press Revolution booth. It was manned by Josh Roby and Paul Tevis. So I wandered over to chat with them for a bit. We traded updates about who was at con, and what was going on and all. And after a moment, I realized that, hey, there were all these books, mostly digest format, some of them with titles I recognized. A few with names on the cover of people I've met. So I took a moment to look over the stock.

    And I missed something. That little jump, that excitement about new ideas and games, and being able to hold and skim games I've only heard things about on line. There's Steal Away Jordan on one end, and In A Wicked Age on another. Passages kinda in the middle. I knew that I expected to be just a little jazzed over the sheer potential at that table. That at least one of those games would have some shining gem in it. Or that the praise I've heard about one of these games is really justified.

    It wasn't there. And I missed it, the way you might miss a favorite cousin who couldn't make the family reunion. I'm still trying to figure out where it went. I've got some ideas, but I'm still chewing them over. But the regretful fact remains:

    I looked at a table full of new games, and I wasn't excited.
    • CommentAuthorjaywalt
    • CommentTimeFeb 20th 2008
     # 2
    Welcome to the jaded adolescence of indie roleplaying. Let's hope we get through it fast so we can become twenty-somethings.
    • CommentAuthorJesse
    • CommentTimeFeb 20th 2008 edited
     # 3
    Hey Judson,

    I, for one, am interested in more details on your experience. I know you and I look for very different things in a game, so I'm curious as to where your disappointment was focused. Subject matter? Execution? Do you just feel jaded?

    To some extent I agree with CK's recent post in that genre approaches don't really jazz me anymore. For Swords & Sorcery fantasy gaming I'm quite happy with Sorcerer + Sorcerer & Sword. In a Wicked Age... interests me pretty much because a) I trust Vincent and b) the pick-up aspect of it since Sorcerer & Sword is a little hard to play on the fly. And weird genre combos leave me cold, "It's NOIR but with FAIRIES!" unless there's some very specific underlying take beyond the color mash up alone.

    But in the last year there HAVE been games that jazz me.

    Spione & Dirty Secrets are two games that I feel have finally done two particular genres the "right way" in which no other RPG has in the past.
    Grey Ranks and It Was A Mutual Decision - Personally this is where I want design to go. Highly specific situations with highly specific structures and mechanics for addressing a particular set of issues inherent to that situation.

    Jesse
    •  
      CommentAuthorOgremarco
    • CommentTimeFeb 20th 2008
     # 4
    Really? Because i went to Conquest NW. Found exactly one indie game, which was Mechaton at a lego vendor's table, and went all squee! and bought it.
  2.  # 5
    Is it wrong that I take from this OP glee that you noticed Passages?
    • CommentAuthorjoepub
    • CommentTimeFeb 20th 2008
     # 6
    Judson,

    Let me ask you: did you see anything at the table which you already own/have played, that inspired a sense of "shit, I've had good times with that game!" Because now that I have a small library, I get way more juiced over connecting with experiences I've already had than I do with fantasizing about possible experiences.
    • CommentAuthorJudd
    • CommentTimeFeb 20th 2008
     # 7
    Posted By: Judson LesterI looked at a table full of new games, and I wasn't excited.


    Sounds like it is time for you to design a game, then.

    ...

    Am I allowed to say that?
    •  
      CommentAuthorOgremarco
    • CommentTimeFeb 20th 2008
     # 8
    My name is Ogre and I condone Judd's message.
    •  
      CommentAuthorAndy
    • CommentTimeFeb 20th 2008
     # 9
    Posted By: Jonathan WaltonWelcome to the jaded adolescence of indie roleplaying. Let's hope we get through it fast so we can become twenty-somethings.




    Agreed.

    I used to be all excited simply walking into a game store. Now, I'm not as much (unless something catches me off-guard).

    Last year at GenCon, frex, I wasn't excited by a lot of stuff that I saw here and there at the various small press booths (I already owned a lot of it, mind). And yet, I found some truly awesome things that kicked me in the nuts:
    The Dragons of Kir (a board game)
    Colonial Gothic (Vampires and Cthulhu during the American Revolution)
    Dirty Secrets (Fulfilling!)
    there were one or two others that I forget now (and I was half-and-half on Solomon Kane).

    I could have said, "Damn, GC was disappointing, because the only New Things that excited me were two RPGs and a board game!", but instead I just focused on the stuff that excited me. Like, those above games.
    And, and this is the BIG PART, all those awesome sessions I got to play and people I got to meet at the Games on Demand booth and after hours. Holy shit that was worth the trip to GenCon, not the swag or product.

    You'll learn to get through being jaded, as Jonathan said.

    Personally, I'd think there'd be a problem if you were always excited about Everything, All the Time.

    BTW, to that end, how about the rest of the con? Did THAT make you excited? I really want to know, honestly.

    -Andy
    •  
      CommentAuthorRy
    • CommentTimeFeb 20th 2008
     # 10
    I'd like to remind our viewers that the Surgeon General has issued a warning that the entire month of February SUCKS and a large part of the world gets terribly depressed during this time. So I completely sympathize with the OP but I'm hoping the feeling passes.

    Also:
    Posted By: JuddSounds like it is time for you to design a game, then.
    Posted By: OgremarcoMy name is Ogre and I condone Judd's message.
    But... my game sucks. *sniff* You guys are jerks. :..(
  3.  # 11
    Posted By: Andy
    BTW, to that end, how about the rest of the con? Did THAT make you excited? I really want to know, honestly.

    To be perfectly honest, the con at large was swimming upstream to excite me. I did get into some good conversations. I took an arbitrary 2nd place in a Container tournament that I got randomly seconded into. I played a rockin' game of Roanoke with a bunch of cool people, including two girls who were still younger than me if you added their ages together.

    It's a different thing, though. If you don't mind me chewing it over in public a bit, part of what struck me was this: I saw In A Wicked Age on the table. I thought to myself, "huh, I remember reading Vincent's notes on anyway - and there's been huge buzz about it." Then I moved on. I didn't open the book until someone at the con said "here, look at this," and handed it to me. I wasn't impressed with the book as an artifact, or as a text, based on a whole five minutes inspection.

    I think that disjoint between expectation and fulfillment is becoming more common for me.
    • CommentAuthorJarrod
    • CommentTimeFeb 20th 2008 edited
     # 12
    Posted By: JuddSounds like it is time for you to design a game, then.

    ...

    Am I allowed to say that?
    Absolutely.
  4.  # 13
    Posted By: Judd
    Posted By: Judson LesterI looked at a table full of new games, and I wasn't excited.


    Sounds like it is time for you to design a game, then.

    ...

    Am I allowed to say that?


    This is what Jesse said to me when I was trying to explain I was still okay with working within a "broken" game system to tell the stories I wanted to tell in that world. Like, if I want to play a game about Fate Witches (7th Sea). Or about Moya (D20).

    Jesse: But I don't want to do that anymore. I just want things to -work-.
    Laura: Well, I'm not there yet. I don't mind because I still feel rewarded by the story experience.
    Jesse: That just means you have to write an indie game about it.

    I pfft! at all of you. ; )
    •  
      CommentAuthorAndy
    • CommentTimeFeb 20th 2008
     # 14
    Posted By: Ryan StoughtonI'd like to remind our viewers that the Surgeon General has issued a warning that the entire month of February SUCKS and a large part of the world gets terribly depressed during this time. So I completely sympathize with the OP but I'm hoping the feeling passes.



    Oh holy crap that too. Big Time.

    -Andy
    •  
      CommentAuthorRafael
    • CommentTimeFeb 20th 2008 edited
     # 15
    I Looked at a Table Full of Games
    by Johnny Cash

    I had a moment of abstract sorrow
    I saw the dealer's room all rearranged
    I sought a game to beg or borrow
    But something inside of me had changed

    I saw Paul Tevis, I saw Josh Roby
    Who kinda looks like Ben Kenobi
    Inside the dealer's room, I took a look
    I scanned the covers of several books

    I recognized a few of their names
    Something inside me did not feel the same
    I looked at a table full of games
    I looked at a table full of games

    Wanted to feel that little jump inside
    That one of these would be some shining gem
    Or that the praise was really justified
    But I just stood and stared at them

    Like my cousin John, who hanged himself
    They stared down at me from their shelf
    I felt a sadness I cannot explain
    And the regretful fact remains

    I recognized a few of their names
    Something inside me did not feel the same
    I looked at a table full of games
    I looked at a table full of games
  5.  # 16
    Posted By: RafaelI Looked at a Table Full of Games
    by Johnny Cash


    You forgot the verse that starts "I cockpunched a man in Reno/ just to watch him cry"
    •  
      CommentAuthorJohn Harper
    • CommentTimeFeb 20th 2008 edited
     # 17
    I think this is a case where the book is one thing and the game itself is another. You don't get hit over the head with the awesome stick when you casually flip through Steal Away Jordan, or Wicked, or Gray Ranks. It's not that they're bad books (I think they're pretty good), but the really great stuff emerges in play, not in reading or browsing.

    That said, it would be even better if those books where hitting you over the head with the awesome stick while you browsed them.
    • CommentAuthorjaywalt
    • CommentTimeFeb 20th 2008
     # 18
    Posted By: John HarperThat said, it would beeven betterif those books where hitting you over the head with the awesome stick while you browsed them.

    Sure, John. But when would you find time to do all that design work?
    • CommentAuthorValamir
    • CommentTimeFeb 20th 2008
     # 19
    Let me throw in a glass half full interpretation. It goes like this.

    Years ago there was the great suckage. We owned tons of games, they sucked. We played tons of games, they sucked. We eagerly anticipated the release of the next big thing -- only to find that when it finally came out, it sucked.

    Then came the indie game explosion. The indie games were not the suck...they were actually <gasp> good. And OMG we had real fun playing them. And the margin of difference between what we'd found and what we'd been used to was huge...HUGE.

    And so every GenCon every new Hawtness became like a celebration because that margin was so large it left our feet thumping rapidly like Thumper the bunny in excitement.

    But now we've had indie game goodness for many-a-year. Now our game shelves are full of goodness. Now our play is fun.

    Now the margin between what we find and what we're used to is not so large...because what we're used to...ain't so bad.


    Really Good only seems like ohmygoshfuckingamazingsuperkewlpraisejesus in comparison to the Before Time. In comparison to what we've all been playing for the last several years...Really Good, is just...Really Good.

    That doesn't strike me as something to be depressed about. That strikes me as VICTORY!
    • CommentAuthorPaul T.
    • CommentTimeFeb 20th 2008
     # 20
    Nicely reframed!
  6.  # 21
    I don't know if this helps or speaks to anything.

    I was feeling all "meh" about gaming. Then I went to Conquest and sat down and played In A Wicked Age all day long with some people I didn't know or hadn't gamed with before. Now I feel better.

    Sometimes you just have to pick one bit of the hobby and indulge in it to the hilt for a while.
    • CommentAuthorjaywalt
    • CommentTimeFeb 20th 2008 edited
     # 22
    Ralph, if your version is further reframed as "there used to be only X style of play and we wanted Y" then I'm with you. I still think that there's a lot of times where I want Z style of play and only have X and Y, if that makes any sense. So yay for expanding the range of games that are available, but there's always more work to be done, yeah? Especially out beyond the range of X and Y. So I definitely think it's possible that some people are starting to go "More Y? Don't we have enough Y already?"

    Edit: For my money, Y is something like "rules light with conflict resolution, scene framing guidelines, relationship map, player-created setting bits, stakes setting (maybe), rotating player responsibilities (maybe), face-stabby, roll to overcome your grief."
    • CommentAuthorValamir
    • CommentTimeFeb 20th 2008
     # 23
    Sure, went more for the fun of the phraseology than any sort of precision in language.

    For me, I'm not done with Y yet. I think we've only started to get good with Y and there's alot more perfection of Y I want to see before I'll have much interest in moving on to Z.

    In fact...to the extent that pursuit of Z takes talent away from perfecting Y, I'm actually slightly...anti-Z would be too strong...how about...Z-reluctant.
    •  
      CommentAuthorjenskot
    • CommentTimeFeb 20th 2008
     # 24
    Posted By: Jonathan WaltonFor my money, Y is something like "rules light with conflict resolution, scene framing guidelines, relationship map, player-created setting bits, stakes setting (maybe), rotating player responsibilities (maybe), face-stabby, roll to overcome your grief."

    And "what are you willing to sacrifice to fight for your beliefs."
    •  
      CommentAuthorJosh Roby
    • CommentTimeFeb 20th 2008 edited
     # 25
    And it's inconceivable that the latest crop of games just isn't as good as the last one? Every single response in this thread is dismissive. Why is no one even entertaining the possibility that there might be a problem?

    From where I sit... look, it's not even that the "indie movement" is losing steam or that the relative difference in turning over new ground is diminishing as the number of quality games increases. There have been a number of games released that are little more than superficial refacing of the old standbys like PTA, with maybe a little color splashed in and a slightly different resource economy that ends up doing the same thing as Fan Mail, except only not quite as well.

    We are taking less time editing our games. We are taking less time writing our games (hello, In a Wicked Age!). We are getting less frequent and more insular playtests. Used to be games were the product of years of work; now they start at Game Chef in the spring and are turned into print products by GenCon. Maybe, if you're lucky, the designer skips a GenCon and thus puts a whole what, sixteen months into the product? And nobody seems to be willing to recognize that these changes in the production cycle have consequences for the final product.

    Here, I'll end on a positive note: you know what makes me happy? Galactic is not in print. And it's not in print because Matt isn't satisfied with how it plays. I played Business Solutions like what, over a year ago, now? Jason's still tinkering with it to get it just right. Hell, Doctor Chaos got shelved when it became clear to Ron that the project wasn't going to work the way he wanted. The measure of the integrity of publishers isn't what they print, it's what they don't print. A little more integrity, and a lot more honest self-appraisal, would do this community a great deal of good.
    •  
      CommentAuthoriago
    • CommentTimeFeb 20th 2008
     # 26
    My vote for what to do about jadedness mirrors what I'm doing in my own life: Play more. Talk less.

    Don't get me wrong. I love Story-Games and have fondness for much of the crowd here. But it's hard not to feel like there's more talking about taking action (or worse, talking about problems without talking about how to take action upon those problems) than there is just taking action. Being a publisher or designer only compounded this problem for me, but I'm actively working (see above) on correcting that by getting some gaming-just-for-gaming happening at the table again.

    Don't fret about the spread of new shit not exciting you. Go back to your shelf, find something less new that still excites you, and play it.

    The hobby will still be here when you're done.
    •  
      CommentAuthorJohn Harper
    • CommentTimeFeb 20th 2008 edited
     # 27
    Posted By: Josh Bonobo RobyAnd it's inconceivable that the latest crop of games just isn't as good as the last one? Every single response in this thread is dismissive. Why is no one even entertaining the possibility that there might be a problem?

    It's not inconceivable. I gave it a lot of consideration, in fact. But I don't agree with your assessment. You see superficial refacings of PTA and games rushed into print, while I see a crop of stellar games in the past year that offer up all kinds of wonderful, new gaming experiences.

    I'm not being dismissive when I offer a counterpoint to Judson's ennui, I'm just offering a different viewpoint. It's not that I'm failing to see a bunch of "obviously" mediocre games. It's that my value judgment of games might be different than yours (or anyone's). To take one concrete example, you think Wicked needed more writing time. I think it is beautifully written. It's a spartan style that I find very appealing, in fact.

    So yeah. I'm saying, "I see a crop of fantastic games that make me very excited." That's my honest assessment, taking into account the warts and all.

    EDIT: And to put this in a slightly different way:

    My hobby is not buying and reading awesome game books. My hobby is playing awesome game sessions. For some people, getting some errata off a website to add to a game book in order to play it better equals a massive failure of the game. For me, it's a negligible inconvenience that then allows me to have awesome game sessions, so I never give it a second thought. Like, as a book and game designer, I'm very happy that Shock: 1.1 is easier to understand (as a book) than Shock: 1.0. But as a player of the game, it has no impact on me at all. My sessions were really, really fun in either case. That's the sum total of what I want out of this hobby, as a hobbyist and consumer.
    •  
      CommentAuthorBen Lehman
    • CommentTimeFeb 20th 2008
     # 28
    Joshua: What is that viewpoint based on? I keep seeing people saying that we've taken a quality hit, but I see no evidence for it at all.

    yrs--
    --Ben
    •  
      CommentAuthorRafael
    • CommentTimeFeb 20th 2008
     # 29
    Posted By: Judson LesterYou forgot the verse that starts "I cockpunched a man in Reno/ just to watch him cry"


    Nice. :D

    You know, it seems like there haven't been any good movies lately, either. Or video games. Guess it's just the winter gloom. Reckon in a few weeks, it'll be like, what were we talking about? Look at all these cool games!
    •  
      CommentAuthorJohn Harper
    • CommentTimeFeb 20th 2008 edited
     # 30
    No good movies?! No good video games?! Man, that must be February talking. Craziness.
  7.  # 31
    Ditto what Ben said, Josh. Speaking for myself, Passages was in development for more than two years, was playtested at two Gen Cons (in addition to personal and standard outside playtesting), was edited by a third-party professional editor, was laid out by a third-party professional layout artist. You mention a handful of counterexamples yourself. I know you didn't do that with FLFS. Where are the examples in support of your premise? I don't see it.

    Edit: And, of course, the art direction for Passages was by Jenn Rodgers.
  8.  # 32
    Posted By: Rafael
    You know, it seems like there haven't been any good movies lately, either. Or video games. Guess it's just the winter gloom. Reckon in a few weeks, it'll be like, what were we talking about? Look at all these cool games!

    Where've you been? Three of the five Oscar nominees are incredible - and I haven't seen Atonement. And um, Rock Band? Seriously, I derided it from afar, but it's good. Oh, and Everyday Shooter, for PS3. That's a tight little game.

    About RPGs, I know I still want to see Grey Ranks on the table, and I've had fun with Sons of Liberty recently. It's not like there isn't fun to be had. It's more like, as I reflect, I no longer trust my anticipation. There's only indicators of goodness about every game, so it all fades to a grey blur, and nothing stands out. There are enough of them now that they can't all be best, or best for me.
    •  
      CommentAuthornemomeme
    • CommentTimeFeb 20th 2008
     # 33
    Posted By: John HarperNo good movies?! No good video games?! Man, thatmustbe February talking. Craziness.


    2007 was the best year for video games since '99 - across multiple platforms. 2007 was the best year for movies since '01 (I think that's the year...) 2007 was also a great year for fiction, non-fiction, and comic books. I feel like I could quit my job and live in the entertainment options available from '07 for several years. February indeed...
    •  
      CommentAuthorJosh Roby
    • CommentTimeFeb 20th 2008
     # 34
    Fred, come on: I'm talking here, at this moment; that doesn't mean I'm not playing -- or designing, or publishing, or playtesting, or coordinating gamer camping trips, and so on. This is not bluster unaccompanied by action.

    Ben, the opening line of IAWA is "Somebody pick an oracle." It doesn't explain what an oracle is or where to find it, just plows on through. Whether or not the game is well-designed, that's crappy instructions. The whole thing reads, not like a book or instructions for a game, but like Vincent's notes on how the game is played.

    And Justin, yes, of course there are some good books being produced. I mean, I'm the one who released his newest last weekend; I should hope it's good! I spent a ton of time and effort and care, and yadda yadda yadda -- but whether or not it is good isn't really an assessment I make in the end, is it? I know what went into it; that's a very different thing than what comes out the other end. And I know you put a ton of work into Passages, and in truth I was counting it in the "proven designs of yesteryear" category along with PTA and Dogs, which were also on the table. On the other hand, though, even you've recognized that something went wrong, or at least non-optimal, in marketing the book considering the cool reception that it has received.

    Now, folks may have considered the question seriously like John did, and come to a different assessment than I have. But what gets posted here is not the serious consideration, it's the reassuring conclusion. Over and over and over again. I've no doubt that individuals like John or Ben may have a rosier outlook on the progress of indie gaming; what disturbs me is the utter lack of dissenting voices of criticism. When everybody keeps nodding their head in unison like a cult, you start to wonder if they're all cult members.
    •  
      CommentAuthorRafael
    • CommentTimeFeb 20th 2008
     # 35
    Posted By: Judson LesterWhere've you been? Three of the five Oscar nominees are incredible - and I haven't seenAtonement.


    Yeah, you got a point there. My wife's a member of the Producer's Guild, so I saw all those movies before they came out. Now they're in theaters, I'm like, yeah. I seen it. But you're right. There have been some good movies lately. Just not for me. *cries*

    Posted By: Judson LesterAnd um, Rock Band?


    Played it. Beat it. Old news. More! Must have more DLC!
    •  
      CommentAuthorRafael
    • CommentTimeFeb 20th 2008
     # 36
    Posted By: nemomeme2007 was the best year for video games since '99 - across multiple platforms.


    Yes it was. And I played all of them.

    2007 was seven weeks ago. More! Must have more!

    Seriously, I play most major games the first week they come out. It's for work. It's totally justified.

    Anyhow, nothing came out in the past two weeks except Devil May Cry 4. Pleh. Too cheesy.
    •  
      CommentAuthorRyan Macklin
    • CommentTimeFeb 20th 2008 edited
     # 37
    At OrcCon, when Judson said this I completely agreed. Over the last little bit, I've been trying to unpack why.

    The first reason is easy: the games I was excited about last year, I bought.

    The second reason, though, cuts at the heart of our community: it's hard to get excited when I can't trust the opinions of anyone here. I read comments about how great IAWA is, or how great Play Unsafe is, and I have to wonder if I'm the only guy in the room that sees the white rhino in the room tearing stuff up. Frankly, I'm at the point where I'm done buying bad book after bad book and watching people here talk about how amazing these books are. (To be more clear: I'm not talking about these as games, but as books -- communicators of ideas -- that people ask money for.) I just don't trust the opinions here of anyone anymore. There's no sense of objectivity. The thing that I have to wonder is: maybe there never was, and I'm just kidding myself to think that.

    So, when half the books I own copies of and the other half I now am trained, by circumstance, to view with distrust and suspicion, I have to say that I'm lamenting the loss of that same feeling that Judson is.
    • CommentAuthorptevis
    • CommentTimeFeb 20th 2008
     # 38
    To jump off of what Josh said above, In a Wicked Age may be a seriously cool game, but I don't know because I haven't played it yet. And that's the crux of my dissatisfaction with the current crop of indie games. You've got to play it and see, because there's a heck of a lot stuff that aren't these books. They may be fantastic designs, but they're weak as books.

    (I picked In a Wicked Age... to demonstrate my point not to pillory it, but because it stands in stark contrast to Dogs in the Vineyard, which is the exemplar of how to put together a game text. Also, I give Vincent props for pricing IaWA appropriately; I'll gladly pay $12 for the design.)

    I'll name names here, too: Steal Away Jordan, Shock:, Mortal Coil; these are all games where I've heard interviews with their designers in which they said something vitally important to understanding the game that isn't in the book. (To a lesser extent, this is true of Burning Empires as well.) And while it's great that I've eventually been able to discover what it is, that's really disappointing.

    Why is this a problem? Let's look at an example from the world of board games: Reiner Knizia's Ra. It's tremendously good auction game. Maybe the best one out there, and certainly my favorite. The problem: the rules only tell you the rules. They don't tell you how to play. And because auction games are utterly dependent on what the other people at the table do, initial play experiences are wildly divergent. Lots of folks play it once and give up. They never the strategy of the game, the "how" of how to play it. And that's sad, because the design is so good.

    To be very clear: I'm not displeased with the state of design in the community. I'm displeased with the state of development. I used to work for a software company that I described as "building great technology, but terrible products." We solved amazingly hard problems. . . and then made it nearly impossible for our customers to figure out how to use the tools we'd built. I'm worried that the games I mentioned above, and lack of critical responses to them as texts, indicates we're heading down that road. We've spent a lot of time focusing on design, and relatively little attention has been paid to the problem of putting together a product. As result, I feel like we've gone backwards. That isn't to say that there aren't great products coming out of the community (Dogs in the Vineyard, Spirit of the Century, and Sons of Liberty come to mind), but when people talk about us as "designers designing for other designers," the books I've mentioned help me understand why that perception exists. There's an accessibility barrier that I wish didn't exist, and I don't think it has to.

    And yes, this what the event at OrcCon Ryan referred to as "the conclave" was largely about. Five hours in the bar and in my hotel room of a dozen trying to put their finger on what they were unhappy with.

    --Paul
    •  
      CommentAuthorWillH
    • CommentTimeFeb 20th 2008
     # 39
    Posted By: Josh Bonobo RobyBen, the opening line ofIAWAis "Somebody pick an oracle." It doesn't explain what an oracle is or where to find it, just plows on through. Whether or not the game iswell-designed, that's crappy instructions. The whole thing reads, not like a book or instructions for a game, but like Vincent's notes on how the game is played.


    I'm with you Josh. I played IAWA Sunday night and it not a very satisfying experience. I was explained the game by the GM. That's fortunate, because if I had been forced to figure out the game by reading the text and not had access to somebody who already knew how to play I don't think I would have bothered. I haven’t seen any feedback from anybody who has (if there is please link me). I don't think being able to understand the game from just reading the text is an unreasonable expectation.

    As it turns out even with having the game explained I still missed some critical points on conflicts. I’m not sure if that was my fault or if the GM didn’t understand and or convey them well. I’ll need to talk with him about it again.
    • CommentAuthorMoreno R.
    • CommentTimeFeb 20th 2008 edited
     # 40
    Posted By: Josh Bonobo Roby
    Ben, the opening line ofIAWAis "Somebody pick an oracle." It doesn't explain what an oracle is or where to find it, just plows on through. Whether or not the game iswell-designed, that's crappy instructions. The whole thing reads, not like a book or instructions for a game, but like Vincent's notes on how the game is played.


    Welll... no, that's not the opening line. that is on page 3. On page 2 you find the index where you can read, in big letters "the four oracles: page 28" and this text:

    "INVITATION:
    what: In a Wicked Age
    who: You and three or four of your smartest, boldest, most creative, and hottest friends
    where: In your living room, or around your dining room table
    when: Once a week or twice a month, for several weeks or a few months

    bring:
    Mixed dice
    The Four Oracles
    A deck of cards (with the jokers out)
    Copies of the sheets
    Pencils
    Snacks: tea, wine, nuts, chocolates, fruit

    For dice, you’ll need a few of every size (except twenties). Be sure you have sixes with numbers and sixes with pips, both, too.
    For sheets, you’ll need a story sheet, a character sheet for each player, a handful of NPC sheets, a few particular strength sheets, and an owe list. The first time, just write “we owe” at the top of a blank sheet; after that, keep the
    same owe list going."

    And then, with the game you received a 8-page list called "Oracles"

    So, yes, the game is not so well explained like DitV, but it's not so difficult to understand. We played it a couple of weeks ago and we "got" it rather well, with only a couple of little question that got me searching for the forum clarification the following day. All in all, a lot LESS problem we had in trying to use many indie games the first time. (I don't know if you remember my thread from last year about Carry, for example, and I have to write a thread full of question about bliss stage when I will have the time...)

    So, I agree with your basic thesis (indie games often could be explained much better), but I don't agree with your example...

    About the thread's topic... I, too, have slowed my buying rate a lot, but it's not a matter of not being exited any more. I have a long list of new games I want to play. But I ordered too many games last year (both new games and games from previous years: having "discovered" indie games in 2006, I had a lot of ground to cover), and I have still not played half of them. And many of these now have a slick new edition with more pages or better art, or rule clarifications, or are cheaper because they were published in pdf too. So now I have a rather strict policy of "buy only the games you will play in a few months, they will not fade away if you wait a little an then when you decide to play them you will buy the upgraded and corrected edition"

    A problem I have is that, having to order by mail, I can't browse the books before buying, and it's very difficult to get detailed information by trusted "good players" on new games. The people who write detailed and useful actual play threads are few and far between (but if you can get one of them to write favorably about your game, you are assured to end on my "must buy the next time" list: it's detailed actual play that gets my money, not a lot of "awesome" posts)
    •  
      CommentAuthorRy
    • CommentTimeFeb 20th 2008
     # 41
    Even as a ... Champion ... dare I say ... of In A Wicked Age I have to admit the game took a lot of reads, several posts, and even a few games and I'm still having some issues with it.
    • CommentAuthorWillow
    • CommentTimeFeb 20th 2008 edited
     # 42
    Posted By: John HarperI think this is a case where the book is one thing and the game itself is another. You don't get hit over the head with the awesome stick when you casually flip throughSteal Away Jordan, orWicked, orGray Ranks. It's not that they're bad books (I think they're pretty good), but the really great stuff emerges in play, not in reading or browsing.

    That said, it would beeven betterif those books where hitting you over the head with the awesome stick while you browsed them.


    I'll say what John Harper wouldn't. The book is bad. Bad bad bad.

    But the game? Awesome. Awesome awesome awesome.

    I can easily see not getting overly enthused over it at first glance.
  9.  # 43
    </blockquote>
    To be perfectly honest, the con at large was swimming upstream to excite me. I did get into some good conversations. I took an arbitrary 2nd place in a Container tournament that I got randomly seconded into. I played a rockin' game of Roanoke with a bunch of cool people, including two girls who were still younger than me if you added their ages together.
    </blockquote>

    Speaking of...where are my dealer dollars pal?!?

    Your Container Predecessor,

    Tom
    •  
      CommentAuthorBen Lehman
    • CommentTimeFeb 20th 2008
     # 44
    Wait. Huh.

    "A little more integrity, and a lot more honest self-appraisal, would do this community a great deal of good."

    You say this like this isn't the same thing that happens at least twice a year, every year, since 2005.

    yrs--
    --Ben
    •  
      CommentAuthorBen Lehman
    • CommentTimeFeb 20th 2008
     # 45
    Here's another thought: Reward Mechanics.

    There's a strong reward for having an only-partially functional game text.

    Why is this?

    Imagine two text, functional text, and semi-functional text. What's the process.

    Functional text:
    1) Pick up text. Read it. Get excited.
    2) Find some friends. Get them excited.
    3) Play. Have fun.
    4) Play again.

    Semi-functional text:
    1) Pick up text. Read it. Get excited but confused.
    2) Post to the forum of the designer. Have involved conversation about the game.
    3) Find some friends. Get them excited.
    4) Play. Be more confused.
    5) More internet conversations with the designer.
    6) Play again.
    7) More internet conversations with the designer.
    8) Play again. Have fun.
    9) Write on the internet about how now you get it and man is it awesome. Maybe phrase it in a stuck up "difficult to learn games" way that looks down your nose at the people playing the first game.

    Note that the reward, in terms of exposure, goes to the semi-coherent text.

    I've noticed this with Bliss Stage. Despite serious, serious editing errors (like a discrepancy about Bliss from broken relationships, and a missing rule about starting age), the game text teaches you in exhaustive and slow detail about how to play the game. Thus: zero posting about it.

    Fortunately for me, my target audience isn't y'all, so this isn't a big deal. The game plays well (I get private letters from people saying that they're having fun with it) and it's sales are remarkable, considering, which I have to assume is word of mouth in its target audience (anime fans).

    But if you're designing not for profit, but for social cred on Story Games? Oh, man, a semi-coherent text is the way to go. And I'd give that advice to anyone.

    yrs--
    --Ben
    •  
      CommentAuthorRemi
    • CommentTimeFeb 20th 2008 edited
     # 46
    Ryan,
    Be the change you want. Honest self-appraisal starts with you. Speak the power, brother! Start tearing apart texts to the designer's faces instead of just another interview!

    Grousing that it's something the community should give you because you don't trust us, well, uh . . . I was excited about IAWA long before it was in its published form. It was pretty damn playable then, and I'd bet it still is in its current form. I will go so far as to say IAWA was, before my Grey Ranks game this Monday, the best game I've ever played. I encouraged a friend to buy it, a friend who had never played a story game, and his session went extremely well. I understand that you're attacking this from a different angle, but I wanted to present at least anecdotal evidence that your view is not universal, or necessarily the direction development needs to head to bring in players.

    Then again, maybe I'm having this reaction because I'm terrible at getting games out of texts. Usually I need it demonstrated to me or go through a couple painful sessions before I 'get' it. Doesn't matter if it's a mess like IAWA's playtest notes or a slick super-procedural game like Beast Hunters. I'm coming at it from the point of view of the sort of person that no matter how well a game is written it doesn't matter until it hits the table a couple times with a 'thunk'.
    • CommentAuthorValamir
    • CommentTimeFeb 20th 2008
     # 47
    Book design is all about target audience.

    IaWA is definitely NOT how I have or am designing a game book. But that doesn't necessarily make it a bad book. Its a book very clearly targeted at a very specific target audience (I think I even used it as an example of this in some other recent thread). The target audience is "people who already know all this and don't want to waste money paying for instructions on how to play...when they already know how to play...or can just ask me on-line". Its a game targeted very specifically at people who've been following the development of the game for the last year+ several groups of whom have already been playing from piecing together forum post discussions.

    And that's fine. I doubt the Poison'd final text will differ dramatically from the ash can, and the ash can was similarly targeted. No one but story-game insiders could reasonably expect to pick up Poison'd and play it even remotely how its meant to be played based on the text alone. But based on the text PLUS Vincent's online presence...?

    What if what you're paying for when you buy the book is not JUST the book...but all of the personal attention the designer is more than happy to lavish on you. What if that means the designer isn't going to hold your hand in the text of the game but is more than willing to hold your hand on an on-line forum to help you get it. What if this is actually a new publishing paradigm that goes beyond notions of "this is a book" and begins to leverage our current multi-media age. Vincent's written more text online about play of IaWA (not to mention the even more text written by fans) then would ever have been written in a book...even a thick hand holdy one. And you get all that too for the bargain price of $12. Why isn't that considered? Why does it ALL have to be "in the book". Why is it assumed that the online stuff is just errata that wouldn't be necessary if the book had been written properly to begin with? Maybe the online stuff IS the product that you're buying, and the pamphet sized rule book is just the teaser.


    Now that's not how I designed Universalis, and its not how I'm designing Robots & Rapiers or Blood Red Sands. And frankly, yeah, it drives me a little batty. I've bitched at Ron for his Sorcerer Text for years until its become something of a running gag because he wrote to a very specific target audience of people who already "got it" and then set up shop on the Forge to lavish all the attention you could ever want to help those who didn't.

    Better or worse as a model I'll leave to individual opinion, but why isn't that approach just as valid as (my preferred approach) of writing a game that anyone can grok just from reading it?


    Last Forge Midwest there was alot of criticism like that Josh leveled above...I added my critical voice to it as well. But actually, since then, I thought 2007 was way better in terms of individual quality control than 2006 or 2005. Things seem to be better in this regard then it had been...unless there's some rash of shoddy games that just aren't on my radar...
    •  
      CommentAuthornoclue
    • CommentTimeFeb 20th 2008
     # 48
    Wow! I was thinking about whether I should add my voice into the mix. Talk about why I had a visceral reaction to IaWA as a text. Why I think it failed as a text because it failed to communicate how to play the game to me, unless I was willing to seek help on the internet or from others who went delving into forum posts. And, this is the kicker...why it seemed that the book was purposefully trying not to communicate with me as a person seeking a game experience from a designer who wanted to help me find it, but just to be a cool thing, pristine and wonderful, but enigmatic and aloof. What good is a book that doesn't try to teach me how to play good? And then Ben gives an answer...

    Posted By: Ben LehmanSemi-functional text:
    1) Pick up text. Read it. Get excited but confused.
    2) Post to the forum of the designer. Have involved conversation about the game.
    3) Find some friends. Get them excited.
    4) Play. Be more confused.
    5) More internet conversations with the designer.
    6) Play again.
    7) More internet conversations with the designer.
    8) Play again. Have fun.
    9) Write on the internet about how now you get it and man is it awesome. Maybe phrase it in a stuck up "difficult to learn games" way that looks down your nose at the people playing the first game.

    Note that the reward, in terms of exposure, goes to the semi-coherent text.


    Is that the reason? I definitely want to play this game. IaWA may be the best thing since Liquid Prell as a game. Lots of folks seem to think its the new hotness and the tinkering I've done with oracles is pretty cool stuff. But I can't really tell much from reading it. And I would be completely lost if I hadn't read what an oracle was here or on The Forge. And I still have oodles of confusion about the game mechanics and what makes good conflicts, that the book doesn't seem to want to tell me.

    Posted By: Moreno R.(I don't know if you remember my thread from last year about Carry, for example,
    Yes, I had problems with this book as well, and posted a thread of my own, but got a bit tired out trying to find answers.

    As for Judson's ennui, I can't say that I share it. I found tons of stuff on that table to excite me and you can see all the stuff I bought in the Orccon Rocked! thread. But I'm new to the community and story-gaming. I've got tons of stuff left to buy that's been around for years and years, without touching anything new. However, I am seeing new games, some of which get an awful lot of positive buzz and almost no critical analysis, which don't really seem to be completely there. Certainly not like DitV which made me want to start gaming again, or DRYH which made me never want to stop again. If I had come across some of those games first, I don't know if I'd still be gaming today.

    On a positive note, I played a game at OrcCon with John, Mercutio on S-G, and he appears also to be someone for whom story games have also renewed his sense of excitement in RPGs. I'm a 40 year old man with a wife and 2 kids. He's a grad student. Two very different people which you folks have touched and changed and excited. I think that something to celebrate. And something to keep doing.
    • CommentAuthorlumpley
    • CommentTimeFeb 20th 2008 edited
     # 49
    Look, criticize my writing, my layout, my approach, my book, sure. But my plan is for you to have fun playing my game. Ben's painting my motives wrong.

    -Vincent
    •  
      CommentAuthorBen Lehman
    • CommentTimeFeb 20th 2008
     # 50
    Let me be clear: I'm not painting Vincent's motives.

    yrs--
    --Ben
    • CommentAuthorjaywalt
    • CommentTimeFeb 20th 2008
     # 51
    Isn't some of this, assuming there is a real pattern, just the inevitable by-product of publishing getting easier and the hyperfocus on print publishing that has traditionally been a part of the community? I mean, I'm glad people are bringing it up, if they do perceive a real problem, but isn't it a time for self-reflection and looking for solutions instead of increasing criticism? I think this thread is really important, but I guess I worry about the tone and the dearth of constructive suggestions for making it better. I mean, yeah, spending more time on playtesting, development, and writing sounds like a great idea, but how do we encourage people to do that or create an environment where that is the norm without picking on projects that people have put their work and soul into? I just worry that once the mud starts flying, it'll be impossible to stop it. This is, after all, the internet.
    • CommentAuthorMoreno R.
    • CommentTimeFeb 20th 2008
     # 52
    Posted By: Ben Lehman
    I've noticed this with Bliss Stage. Despite serious, serious editing errors (like a discrepancy about Bliss from broken relationships, and a missing rule about starting age), the game text teaches you in exhaustive and slow detail about how to play the game. Thus: zero posting about it.


    Sorry, Ben. I let you down. I had a list of questions two page long that I wanted to ask you, from the one time we tried to play the game and we were so confused by the rules that we weren't even able to establish a long-term coherent SIS, but real-life problem kept me from doing so for so much time that I lost the list and now I remember almost nothing (the only thing that I remember is that we tried a lot of different way to "talk" for the anchor without finding a way that made sense to all of us)

    It's a pity... :-(


    But if you're designing not for profit, but for social cred on Story Games? Oh, man, a semi-coherent text is the way to go. And I'd give that advice to anyone.


    But only if you can write it in a way that it's easy to remember!

    P.S.: do you have a downloable errata with all these editing errors? Maybe it could shed some light to our problems in playing the game...
    • CommentAuthorptevis
    • CommentTimeFeb 20th 2008
     # 53
    Posted By: RemiRyan,
    Be the change you want. Honest self-appraisal starts with you. Speak the power, brother! Start tearing apart texts to the designer's faces instead of just another interview!


    This is why Ryan is my editor for Penny.
    • CommentAuthorptevis
    • CommentTimeFeb 20th 2008
     # 54
    Posted By: Jonathan WaltonI mean, yeah, spending more time on playtesting, development, and writing sounds like a great idea, but how do we encourage people to do that or create an environment where that is the norm without picking on projects that people have put their work and soul into? I just worry that once the mud starts flying, it'll be impossible to stop it. This is, after all, the internet.


    Honestly, I think that's why I haven't talked about this before. I haven't had a good answer to that question.
    •  
      CommentAuthorRy
    • CommentTimeFeb 20th 2008
     # 55
    Posted By: noclueCertainly not like DitV which made me want to start gaming again
    You see, IAWA got me gaming again. The text, while not perfect, really got me to think about my gaming, and the design solved things that I'd been trying to fix on my own for years. I love the game, and if that's caused me to say "I love this book" a few times and made myself untrustworthy, well that's too bad.
    •  
      CommentAuthorBen Lehman
    • CommentTimeFeb 20th 2008 edited
     # 56
    Posted By: Moreno R.
    Sorry, Ben. I let you down. I had a list of questions two page long that I wanted to ask you, from the one time we tried to play the game and we were so confused by the rules that we weren't even able to establish a long-term coherent SIS, but real-life problem kept me from doing so for so much time that I lost the list and now I remember almost nothing (the only thing that I remember is that we tried a lot of different way to "talk" for the anchor without finding a way that made sense to all of us)


    Ah, man. See, now, that sucks. What a missed opp!

    (seriously, happy to talk with you about it, privately or publically.)

    yrs--
    --Ben

    P.S. I thought I had an errata sticky in my forum. But I don't! I'll post something up.
    • CommentAuthorMoreno R.
    • CommentTimeFeb 20th 2008 edited
     # 57
    Mmmm.... the thread changed tone between my starting to write my last post and my posting it... I would like to assure Ben that I was joking about what he said because I found ironic that the author of the story-game that got us more confused than any other posted that, but I wasn't accusing him of having written a bad game. I know that at least half of the problem we encountered were cause by our own misunderstanding, and I did really want to write that post because I really did want to be able to play his game...

    Said that, it's true that from when I started reading story-games.com, there threads spring up regularly every 3-4 months, every time with people talking about problems with "a game" or another... but without using names.

    Now, I understand that it's difficult to accuse a friend of having written a bad game, but I would really like to hear some of these names sometimes. As a consumer, to avoid making bad choices, and as a user in this forum, to avoid hearing all this again two months from now...

    [edit: crossposted with Ben - OK, I will try to regroup my notes and get back to you in another thread with some questions]
    • CommentAuthorjaywalt
    • CommentTimeFeb 20th 2008
     # 58
    Posted By: ptevisHonestly, I think that's why I haven't talked about this before. I haven't had a good answer to that question.

    I hear you, Paul. For me to feel like I could get out of the publishing rat race, I had to decide to walk away from commercial publishing entirely, but clearly that's a personal decision and not something that most people are prepared to do. And even now I still feel the pressure to have a free game ready to give away to people at GenCon. I mean, WTF?, right. That's not what indie publishing is about. It's about doing things on our own terms for our own reasons, not feeling hemmed in by social pressure. But the expectations of the community, imagined or otherwise, definitely exert a huge pressure on people. Still, I really doubt that's responsible for all the games people have mentioned so far, since some of them come from folks on the fringes of the community, who don't feel the tidal pull of "publish or perish" as much. But there is certainly something really powerful there that needs to be subdued.
    •  
      CommentAuthorJohn Harper
    • CommentTimeFeb 20th 2008 edited
     # 59
    Posted By: Josh Bonobo RobyWhen everybody keeps nodding their head in unison like a cult, you start to wonder if they're all cult members.

    Do what now? I consider that a very uncharitable and somewhat hostile thing to say, Josh. What gives?

    Some people like stuff you don't like. Some people think stuff is beautiful and well done and you think it isn't. This doesn't make them simpering yes-men cultists with no critical eye. Please. I expect crap like that from the Pundit, but not from you.

    Look, if someone's game sucks, I tell them so. If someone else asks me if it sucks, I say yes. What I don't do is run to Story Games and start a thread about how game X sucks. Instead, I praise the games I love. I think this is true of a lot of people 'round these parts.


    Posted By: WillowI'll say what John Harper wouldn't. The book is bad. Bad bad bad.

    I think you meant "what John Harper didn't." It wasn't a case of reluctance. It's a matter of taste. I think those books are pretty good, like I said.
  10.  # 60
    Posted By: WillHAs it turns out even with having the game explained I still missed some critical points on conflicts. I’m not sure if that was my fault or if the GM didn’t understand and or convey them well. I’ll need to talk with him about it again.


    It's entirely possible that was my fault Will. The way conflicts work in IaWA requires a substantial shift in expectations from what is common in trad' or even other indie games. If one doesn't buy into the way the mechanics interact with the narrative, things can certainly break down quickly. And that's even with a flawless understanding and explanation of the rules - neither of which I can claim.
    •  
      CommentAuthornoclue
    • CommentTimeFeb 20th 2008
     # 61
    Posted By: lumpleyLook, criticize my writing, my layout, my approach, my book, sure. But my plan is for you to have fun playing my game.


    I appreciate that. You see, I think I will really love this game, once I can figure it out. It has the sword and sorcery stuff, which I love. And I really enjoy doing the making characters from the oracles thing. When I get a chance to play, I'll definitely come back and post about how the game worked for me and if any of the mechanics were difficult. I do wish that there was more book here so I wouldn't have to go on the forums to figure out how to play it. More discussion. More examples of play.

    Posted By: Ben LehmanLet me be clear: I'm not painting Vincent's motives.


    Uh...I didn't mean to say that Ben had the 411 on Vincent's motives here. Just that I was wondering if there is some secondary benefit that might have worked against a more comprehensive description of the game, or might have encouraged a rush to printing. On rereading it, my approach reads pretty negatively. I don't think you're being purposefully confusing Vincent, even though that's how my post came off. I do think the text could try harder to put the goods front and center where I can get at them, as you have in other games. And I think this lack of clarity can sometimes result in experiences like Will mentions above, which might have been avoided.
    • CommentAuthorDainXB
    • CommentTimeFeb 21st 2008
     # 62
    OK, for what it's worth, and speaking as a relative newcomer here:

    Is the issue of making a game 'easy to figure out' an issue of making it easy to figure out for people who have played other story games or for people who have only traditional RPG experience? Here's what I mean:

    A couple of years ago, when I first discovered the Forge, and realized that these people were talking about what I found dissatisfying in my RPGing, I started buying some of these 'weird indie games'. And liking them -- but, man, was it ever hard to get my head around some of the concepts: Unlearning a bunch of the knee-jerk reflexes of trad gaming was difficult, and then learning the new ways of thinking, that make concepts like 'gmless play' or 'story NOW' not complete nonsense phrases.

    Sorcerer would have been a good place to start, but I like buying pdfs, so I didn't plunk down for hardcopy indie games at first...
    My first Forge-designed game was Capes. The book explains procedures well enough, but doesn't explain the necessary mindset at all. Even repeated conversations on the forums didn't really help me at first. It took a while...

    Then came Octane and Against the Reich, which left my mind reeling. How could that be the whole action-resolution system? Who controls narration? Anyone? I didn't get it. (I love the breathless, excited style of the AtR text; but it doesn't convey how to play all that well, unless you already know how to play indie-style games.

    Then I bought Dogs in the Vineyard. I wasn't thrilled with the setting, but the resolution system kicked butt, and it was well-explained. There's a lot of hand-holding there, in first person, as Vincent talks you through this weirdness as if he were sitting there at the table with you. I had an indie "Aha!" moment.

    Next was My Life With Master: Cool, but I still didn't 'get it'. The game text explains it's procedures well -- but if you don't have the mental positioning to understand why the rules work the way they do -- i.e. haven't read the Forge regularly for a couple of years -- it doesn't even seem like it would work in practice. Yet it does...

    Then I picked up Universalis, and finally Sorcerer (& all the supplements), having committed to buying actual paper books. Sorcerer, as a kind of historical text of the indie game movement, explains things pretty well. Not just how to do something, but why you would want to do it. Because of the time in which it was written, it was written for a traditional RPG readership, not an indie readership. That helped a lot.

    Universalis was written much later, but it too explains the mental things to the uninitiated. I suppose that it has to, being by far one of the most 'extreme' designs out there. By this time, I was actually 'getting it'.



    --
    DainXB
    • CommentAuthorDainXB
    • CommentTimeFeb 21st 2008
     # 63
    My take on the clarity of some other indie games, in no particular order:

    Prime Time Adventures -- excellent game, excellent design; completely opaque when read from a trad point of view. Drop it on a group of people who have only played trad games, and I don't think they would be able to make heads or tails of it. "You mean we're not all together in the same scenes most of the time? You mean it's OK for PCs to be in conflict with other PCs? Huh?"

    InSpectres has design notes that tell the reader what the author intended to do, and then clearly explains rules that do it. (If Octane had been written that way, I could have had my first indie "Aha!" moment a lot earlier...)

    Trollbabe -- Very clear procedural explanations, and it actually goes a little way toward creating an understanding of what indie games try to do. I can't actually ascribe motives to anyone, but it seems to me that Ron was trying to write Trollbabe as a teaching tool, and it works.

    Galactic -- Fairly opaque to me, and I suspect very opaque to a trad readership. Still, it's an ashcan, so it can get better.

    Bliss Stage -- Reasonably clear explanation of the system (with some holes), but I suspect it would be utterly opaque to trad gamers. Possibly more accessible to people with no gaming experience whatsoever, and a background of watching lots of anime. (That may in fact be Bliss Stage's target audience, rather than indie gamers.)

    Spirit of the Century -- Very well written and well explained. Only the Aspect rules are actually that 'indie' in design, so trad gamers could understand and pick it up without too much trouble (although I have read posts from people who just don't 'get it'). I've also read posts from people who complain that the book is too long, and spends too much time explaining things... ::Sigh:: SotC or FATE 3.0 make a great 'first taste' of the indie experience for trad gamers. (Remember, the first hit is always free... :) )

    Full Light, Full Steam -- Excellent explanation of procedures, and well-explained examples to boot; but it does presume that the reader has an indie gaming background. Someone with only a set of traditional RPG experiences is going to have a tough time playing the game as it's meant to be played, and using Thematic Batteries to good effect.

    Committee for the Exploration of Mysteries -- Thorough explanation of procedures, but it expects the reader to understand the indie mindset, and does not explain that at all.

    Sons of Liberty -- Again, a thorough explanation of procedures, and it's a blast to play, but I don't think trad gamers would even recognize playing SoL as 'roleplaying' by their definitions. (I've introduced it to trad players and got that reaction -- and they've still had fun playing, which is cool.)

    Shock 1.1 -- Mostly clear in terms of it's esoteric procedures, and a truly excellent design. And. like my assessment of SoL above, although for entirely different reasons, I don't think trad gamers would recognize it as an RPG at all.

    Dirty Secrets -- Very clear, very concise, especially given it's 'peculiar' mechanics. :) There is some text devoted to explaining the mental positioning for play. I think Dirty Secrets could be used to teach indie-style play. Just follow the mechanical procedures as they are given, and the game will work.

    Polaris -- Beautiful book, beautiful text, fairly clear procedural instructions; but unless you have played indie/Narrativist and GMless before, I suspect you will flounder.

    Grey Ranks -- Complete and thorough explanation of procedures -- but again, a trad reader would be left thinking '???' and 'Is this a roleplaying game? Where are my guy's stats?' :)

    In a Wicked Age -- Although people upthread have had difficulty understanding the text, I found it to be clear and concise with regard to procedures. It contains absolutely no text devoted to explaining the design intent, or explaining what I've been calling the 'indie mindset'. (That seems to have been a very conscious decision on Vincent's part.) But if you follow the steps in the rules, the game works. In contrast to the Art, Grace, & Guts playtest rules, which were difficult for me to figure out, IaWA is very clear. (IaWA gave me my most recent indie "Aha!" moment, regarding dynamic vs static situations.)


    ...Damn, I am a wordy bastard...

    Summing up all my examples, then: I think that the trend in design lately has been to 'preach to the converted' i.e. write games for people who already play indie-style games, rather than writing games for the (slightly) broader 'general RPG' audience. This will tend to look like 'designing for other designers', but I don't think that's been any designer's conscious intent. (There I go, ascribing motives again...)

    Here's a wild thought, and probably more controversial than I intend it to be: Play Unsafe is out there (though I haven't got it yet); what if someone wrote Story Gaming for Dummies or some such? A primer on how to play these sorts of games, with explanations and examples. Then we could all point readers to that book, the way D&D books point readers back to the Player's Handbook for basic explanations. :)
    • CommentAuthorJDCorley
    • CommentTimeFeb 21st 2008 edited
     # 64
    I strongly disagree that IAWA or PTA are in any way unclear on how to play. I just followed the instructions and got the game immediately. I know for a fact that what I'm doing with these games would make the designer scream with agony and start pounding his fist on the table and bellowing, but that's been true of every designer of every game I've played since the beginning of my gaming career and I do not and cannot care. (Oh sure, they'll pretend to be nice about it...)

    What's unclear about IAWA's instructions? There's a GM, he sets up scenes and situations, you play your character until there's a conflict, you then play out the conflict, with dice, maybe scribble something on the owe list, maybe not, the game continues.

    I've run PTA with "trad" gamers, whatever the fuck that could possibly mean, and they all got it immediately. Everyone knows TV. And there's a GM there too! So what's the problem?
    • CommentAuthorValamir
    • CommentTimeFeb 21st 2008
     # 65
    I'm kinda disappointed that my post got lost in the shuffle, so I'll ask it again.

    What's wrong with a book that is extremely sketchy and bare bones in terms of its how to play text when its married to an internet presence that's extremely helpful and available to teach how to play.

    Why isn't Brief Book + Online Support just as valid a publishing model as Extensive Book?
    I mean aren't we really talking about personal preferences (and dare I say habitual comfort zones) here...not whether IaWA was a well produced book or a poorly produced book?

    Having just come off a series of threads pounding the table on alternate routes for a designer to publish...I'm a little stunned at the pretty narrow (and pretty traditional) view of IaWA as a product.
    •  
      CommentAuthorRafael
    • CommentTimeFeb 21st 2008 edited
     # 66
    Posted By: ValamirWhat's wrong with a book that is extremely sketchy and bare bones in terms of its how to play text when its married to an internet presence that's extremely helpful and available to teach how to play.


    I'm not interested in internet presences. When I buy a book, I want to be able to use it to play a game. If there's optional material on the web, that's great. I might use it.

    But I don't want that internet presence "married" to the book. Or even "engaged". I might be okay with "dating casually", but I'm pretty sure that my first choice is going to be "getting to third base in the back seat on a Friday night, and maybe I'll call you." Wait, what was the question?

    Posted By: ValamirWhy isn't Brief Book + Online Support just as valid a publishing model as Extensive Book?


    It might be as valid. But it's not for me. I want a complete book, so that I can read it and then play the game without having to do any web-surfing in the middle of a combat sequence.
    • CommentAuthorptevis
    • CommentTimeFeb 21st 2008
     # 67
    Posted By: ValamirWhy isn't Brief Book + Online Support just as valid a publishing model as Extensive Book?


    It might well be. However, I want the book to tell me it's doing that.
    •  
      CommentAuthorjenskot
    • CommentTimeFeb 21st 2008
     # 68
    Ralph, I don't have a problem with the Brief Book + Online Support model for an RPG as long as:

    - the physical product (on the front or back cover) and retailers clearly state that this is the model
    - it is a conscious choice (rather than a patch)
    - clearly states that there is online support, why it may be needed, and where to find it
    - online support includes an updated FAQ and print ready errata sheet
    •  
      CommentAuthorWillH
    • CommentTimeFeb 21st 2008
     # 69
    Valamir

    I think the objections to IaWA have been made clear now. I don't think this thread should be a class between critics and supporters of IaWA. It should be a call for much more open and honest criticism. If a game has problem people should talk about those problem. Saying a game has problems doesn't mean it doesn't have great points too. It certainly doesn't mean you can't play and love it either. I think we have hit on IaWA enough here. If people want more in depth discussion about its specific problems and strengths they should start a thread for that. This topic is bigger than IaWA. We should focus on the topic and not just IaWA.

    Now to answer your question, I don't think the book + online support is acceptable. For one thing I think it's just justification after the fact and not a conscious design decision. Many people who buy and play indie games are not active participants here or on other forums. They hear about games from a podcast or see them on a table at a con. They buy and play the games and we never hear a word from them. I know these people exist because I see them every time I go to a con. These people, along with everyone else, have the the right to expect to be able to play the game from the book alone. This is especially true if the book says "by Vincent Baker,"* because that alone is enough to make some people buy the book.

    * Yes I broke my own rule, I'm sorry.
    •  
      CommentAuthorAndy
    • CommentTimeFeb 21st 2008 edited
     # 70
    Posted By: John Harper
    Some people like stuff you don't like. Some people think stuff is beautiful and well done and you think it isn't. This doesn't make them simpering yes-men cultists with no critical eye...

    Look, if someone's game sucks, I tell them so. If someone else asks me if it sucks, I say yes. What I don't do is run to Story Games and start a thread about how game X sucks. Instead, I praise the games I love. I think this is true of a lot of people 'round these parts.


    This is me, too. I tend to not talk in public about the stuff that didn't appeal to me, unless I see a chance to respond to a specific point. Like if someone asks for advice on Game X in general, I'll give my honest opinion. But I won't start a thread or interject my negative criticisms of a game "just because".

    Here's a real life example: Back on May 23rd of last year I whispered a friend in this very forum. I told him that Full Light, Full Steam was, "hands down the ugliest laid-out RPG for its size I'd ever seen, and that includes the Game Chef and 24 Hour RPGs I've seen". I described it as "amateurish", having looked like "it was done in MS Word by a high school freshman". I told the person that it "is a tight hardback, and has some great ideas, but the inside just looks like an endless RTF file. It's dull on the eyes, and I could not get through more than a page or two without losing focus and putting it down".

    So... what, am I supposed to regularly say this kind of stuff out loud about things that don't appeal to my personal sensibilities?

    For others, they'll get right over the layout and find the awesome game inside. I don't feel that I have to come to an opinion on every product I see, and then share it with the world. If someone asks, like specifically "Has anyone seen FLFS? What do you think?" I might whisper that person with my thoughts on the layout in order to see if that would be a factor to them. But I'd rather not just come right out and start a thread saying "Hey Guys, FLFS looks like crap!" I mean, you might be cool with that (I know, frex, folks like Matt Snyder or Luke Crane are always like, "You have criticisms? Bring them on! Make them public! I don't care, I won't get too upset, really!"), but again I'd rather just save that criticism for a time when someone asks specifically about it, and I feel that I have an opportunity to give someone an honest criticism that works for them.

    But what it sounds like you're proposing is that we all stop whispering this kind of thing, and post it publicly on our blogs, forums, etc, rather than offering our dissenting opinions whenever and wherever we can in private. I'm not comfortable with punching passersby in public with my own bitter reality. I'd rather move on and just talk about the good stuff rather than yelling out the bad from the mountaintops. If that makes me one of the cult, well... I'm still waiting for my robes.

    Some people think being polite is a sign of weakness or intellectual cowardice. I simply don't agree.

    -Andy
  11.  # 71
    This post is probably a bad idea, but since when have I ever let that stop me?

    I seem to have a talent for ambivalence or middle-of-the-road-ness or something. That is, I think that the fact that the games that Judson saw didn't thrill him is... quite normal. That is... we certainly don't expect that every person reading a RPG will be thrilled to death by the prospect of playing it, do we? I mean we only expect that a certain percentage of folks seeing a new game will ever even pick it up and look through it, much less play it. Right?

    Now, the problem is that not one game thrilled Judson. While I'm fully willing to believe that this phenomenon might be caused by February, or some sort of indie gaming adolesence or something, I'm also willing to believe that these games just didn't turn Judson on.

    For instance, while others seem to like Vincent's writing style for DitV, and claim it's a great game, I don't like the writing style one bit. Nor the premise, either. I appreciate it's design, and actually have fun playing it when folks ask me to do so, truth be told. That's a testiment to Vincent's abilities. But that's not saying that as a product his book is perfect for me. Far from it.

    That might put me in a minority around here. And maybe Judson is in a minority by not liking any of the games that were on that table. But, you know, we're all individuals, and what one player finds good, another will not.


    The question it raises is whether or not quality control is suffering. I haven't read IAWA, but is it really a lot worse than DitV? I can't imagine it will be for me. In fact from the description above, I imagine it might be better for me.

    There is the perennial question of "target audience." Let's be clear here, all RPGs take this into consideration. Or, rather, what they all don't include are the 300 pages that one could include in every RPG on "What an RPG is, and how to play one well." They all - and I mean all here - assume that either people know how to play RPGs, or that they will just figure it out on their own.

    To some extent. Some do have longer descriptions of what RPGs are, and how to play them well, but they all fall short of a comprehensive manual on this. That's because these are not "How to play RPG" books. They are "how to play this RPG" book.

    It's similar to the target audience of a book on plumbing that is written for plumbers. It's not going to attach 300 pages on the pamphlet for how to repair X water-heater that runs 10 pages, that covers stuff the plumber learned in his apprenticeship. It'll assume he knows it, or will find it out somehow.

    And, yes, some of these RPGs in question do assume an "indie-ready" audience, I think. I think that's non-problematic. As long as the goal wasn't to sell the game to the "mainstream" gamer.

    Note that, interestingly this does not make these games any less accessible to the complete non-gamer. That is, the complete non-gamer is going to take a lot longer to figure out all of D&D, than they are to figure out how to play DitV. Period. The only "loss" in the assumptions that are made with some indie games in terms of the target market is that traditional gamers won't have quite the ease of entry into playing that they might have with another traditional RPG. Though their entry into indie a given indie RPG is still likelier easier than the non-gamer into either sort of RPG.

    I think that this effect is an unavoidable side-effect of the innovations that make these games the innovative "indie" products that they are. So criticizing them for being this way seems to me to be kinda pointless.

    "You've made this crazy new game, and you haven't explained it in a way that the traditional gamer will recognize!" Well no. Sorry. Not possible. Especially not without a lot of bad text that reads like, "Whereas in D&D you have Hit Points, in DitV you have Fallout..."


    All of which is not to say that every game is created equal. Perhaps this latest batch that Judson viewed *is* objectively poorer than others. But that, too, is not enough data points to call a trend. Basically you expect that some consumers will be disappointed broadly some of the time. Even while others are beaming brightly about the same products.

    Now, I could say to Vincent, "Dude, change your writing style to make it more like the textbook approach that I prefer!" But I don't think that Vincent is capable of that, nor do I think that he'd be well served by doing it... he'd probably be alienating more people than he'd be converting to his games. I have let Vincent know how I feel, just in case I'm wrong, and he can write that way well, and he decides that there are enough data points that it's a good idea to go that way. But I don't expect a change.

    Mostly because what I'm pretty sure of is that Vincent is writing his games the best way he knows how. If you've ever met Vincent, you probably have left the encounter with the same impression I have of a powerful sense of his integrity to his work. Telling him to do better is tantamount to telling the leopard to change his spots.

    Note, too, that "indie" has always meant a bit of a rough edge to products. Know what? Vincent is not a professional. I think that, somehow, that people equate the brilliance of some of the ideas that come out of the indie movement with a notion that these designers are as talented as real professional designers. I too joke about the "industry," but I'll posit that Malcolm Sheppard is more professional in his productions than most (or maybe all) "indie" designers.

    That shouldn't be shocking, right? Doesn't "indie" connote that? The products we make are simply not going to have as much polish as those made by a group trying to act professionally. Oh, sure, Burning Empire wins awards for layout, but, then, Luke IS a layout professional. So no surprise there. Vincent is not a professional writer. Given that, I think he does astoundingly well.

    It's like somebody has said, "Gee that punk band sounds a little rough." Well... isn't that part of punk? The DIY sensibility of democritization of the artform? That explicitly says that "more crappy stuff that allows for gems to rise is better than a few items selected by the pros?"

    That's key to me. This indie movement will neccessarily have a ton of crap in it. A ton. That's part of the process. That means that, at times, you're not going to like anything new on the shelf.

    I don't know about others, but I only purchase what I'm going to play. And there have been GenCon's where I've purchased zero games from indie designers. Does that mean that I think that they should not have been written and sold, just because they didn't turn me on? No, quite the opposite. I'm glad that they're turning somebody on. Or, if they aren't... if they sell zero... that's just the mechanism functioning as it should, winnowing out those entries that don't deserve to be played, which gives us a mimimum quality level check to go up against when we're publishing.

    Because we do have some slight standards, even if they're not professional ones.

    (Yes there are probably some RPGs that have not sold that somehow deserve to have, but that's a whole different point).


    To quote on of my favorite quotes from the Who:
    "This is no social crisis, it's just another tricky day for you."

    This probably seems dismissive. Am I just hiding my head in the sand? Well, here's the other most salient fact about this. The only thing I can do as a designer is to do the best job that I can. Right? Do as much playtesting as is practicable. Get the text revised until it's as understandable as I'm capable of making it. Etc.

    OK... got that message loud and clear. I'll do what I can. It'll never satisfy everyone, but, then, I only need it to satisfy a very few people to matter to me. So....

    Mike
  12.  # 72
    Apropos of Andy's point, I started my own thread to, among other things, solicit honest criticism about Passages. I got it in spades--like 200 posts worth. (Very helpful stuff; "Annotations" will be out shortly along with my revamped marketing effort.)

    So I think there is definitely something there. Most people, not surprisingly, don't feel comfortable with dishing criticism unless and until it's specifically solicited. The notable exception, of course, are formal reviews of the type Chris routinely posts to RPGnet. It is a little surprising to me that more of our crowd here doesn't post formal reviews. Though I suspect some of that has to do with the fact that many of us are designers and don't feel comfortable reviewing other designers. Maybe that is something we should try to look at and ultimately overcome?
    • CommentAuthorDainXB
    • CommentTimeFeb 21st 2008
     # 73
    JD --

    Whateverthefuck "Trad" means is: 'traditional RPG players' -- people who have played only D&D, White Wolf games, etc., traditional role-playing games going all the way back to Traveller, Empire of the Petal Throne and Gamma World: Games where there is a GM, who has ultimate authority, Rule 0 and all. Games where the player roles are a party of dissimilar characters, each fulfilling a protected niche, operating under maxims like 'don't split the party' and 'interparty conflict is a BAD THING(TM)'.

    (All of which you already sussed, since you identified the type as people you had played PTA with. :) ) And I don't doubt that you were able to play successfully with a group like that -- because you were there to teach the rules and the mindset.

    In my overly-long post above, I'm talking strictly about dropping the printed book (or pdf) on a group of people with no previous indie play experience, Forge or Story Games reading, and with no one to help them along. In other words, people just like the person I was a couple or three years ago. Color me pessimistic, but in such a sink-or-swim situation, I'm afraid that most of them will sink.

    Granted, if they don't hang out at the Forge, or here, or at least on RPGnet, there is very little chance my example players will ever have heard of any of these games in the first place, so maybe my example situation is a bit extreme. But there are stores that stock indie titles, and some indie titles can be had through RPGnow, etc., so I think it's at least plausible.

    Without access to and recourse to the Internet for Online Support, or a real live person to teach the game and it's story gaming techniques, most of the games I mentioned in my post would not be played as intended by their authors in such a situation. The ones that I believe are exceptions to that I noted.


    Ralph -- (getting back on topic)

    Brief Book + Online Support is fine for people who can get to the online support, or want to bother to get to it. It's what we essentially do now in many cases, and it works fine for us. But we're all here already. :) If one of the designer's goals for a game is to bring new players into the story gaming style of play, (and it need not be), then the Extensive Book model is IMO more effective -- or the Story Gaming for Dummies primer + Brief Book model that I suggested tongue-in-cheek.

    I also agree with John that the fact that the game is built around Online Support should be clearly stated. When I buy a game, I like it to be 'complete in the box' even when there is no box. If it requires access to other things, I want that to be explicitly mentioned.

    --
    DainXB
    • CommentAuthorJudd
    • CommentTimeFeb 21st 2008
     # 74
    The brief online book + online presence makes me edgy.

    Mind you, having an online presence doesn't make me edgy at all but having an incomplete book - something about it just makes my teeth hurt.
    • CommentAuthorJDCorley
    • CommentTimeFeb 21st 2008
     # 75
    Posted By: DainXB(All of which you already sussed, since you identified the type as people you had played PTA with. :) ) And I don't doubt that you were able to play successfully with a group like that -- becauseyouwere there to teach the rulesand the mindset.


    The hell I taught a mindset! I just said what was in the book! I don't have mindsets, or feelings, or anything like that! I am sui generis! And thank god!
    • CommentAuthorThor O
    • CommentTimeFeb 21st 2008
     # 76
    I feel like I'm visiting Bizzaro land!

    I went to Dreamation. I hadn't read anything about In a Wicked Age except that it had been released. I haven't really had much time to keep up with the Intarweb lately.I walked right up to Fred and bought a copy of In a Wicked Age first thing after picking up my badge.

    That night I read In a Wicked Age. The next day I ran In a Wicked Age for the first time based on reading the text once and nothing else. It was great! We had a blast.

    In fact, I told Vincent later that day that the text did a fantastic job of teaching me how to play the game, but was a bit frustrating to use as an in-game reference -- which I think is largely a layout issue. All in all, I thought the game was extremely easy to learn from the text.
    • CommentAuthorDainXB
    • CommentTimeFeb 21st 2008
     # 77
    So, sui generis, you came to the table, a tabula rasa, never having had any indie roleplaying game experience before, never having any roleplaying experience before of any kind, and read from the book, and played? Now that's cool!

    That's a different situation from the one I proposed, where people with traditional experience were learning an indie game using only the book. Many people have noted that non-gamers pick up indie games quicker than gamers with traditional experience.

    --
    DainXB
    •  
      CommentAuthorAndy
    • CommentTimeFeb 21st 2008
     # 78
    Posted By: Justin D. JacobsonApropos of Andy's point, I started my own thread to, among other things, solicit honest criticism aboutPassages. I got it in spades--like 200 posts worth. (Very helpful stuff; "Annotations" will be out shortly along with my revamped marketing effort.)


    Here was that thread:
    http://www.story-games.com/forums/comments.php?DiscussionID=3982

    I think that that thread, too, was a good idea. You said, "Take off the kiddie gloves. It's Wing Chun sparring time, and I'm the Mook Yan Jong". As a result, you got some serious, brutal and honest feedback (including a lot of "What the fuck is Passages, again?" comments, which in the end led to helpful developments I think). That was good, and it invited people to cut loose.

    -Andy
  13.  # 79
    So I loved IAWA. Had no problem picking up the text, reading it, and playing 15 minutes later. Zoom.

    So I wasn't a huge fan of Mortal Coil. It just never clicked for me, and seemed to be missing some situation creation stuff.

    So we all know I love Dogs. Dogs is the best designed game on the market, IMNHO.

    So I liked Full Light, Full Steam. Hell, I helped playtest and proof parts of it.

    So, despite being all in line with Josh's political stance, I've no interest in Sons of Liberty. Maybe because I'm becoming Canadian and am, like the Clash, so bored with the USA?

    So I love the way Nine Worlds looks and presents, but in play I don't actually like the game. Or just can't make it work. Or something.

    So when I look at Contenders, Classroom Death Match, Monsters and Other Childish Things, Thousand Suns, and say... Cold City (looked it up on IPR) I don't feel anything at all.

    Why? Because they aren't at a platonic standard for game making?

    Nope.

    Because they aren't for me.

    And that is FUCKING AWESOME. (Or, to please the Brits, "rather nice.")

    Like, years and years ago I was all like "you know what I hate about games -- they're all the same, all written for the same, all written by the same." Now days games aren't all the same, they aren't all written by the same -- and that means we won't like them all. We won't be excited by them all. It means we have actual fucking diversity, and that's what I've always been wanting.

    So that's one part.

    I think the other part is well summed up in Jonathan's jaded teenager comment. Or, maybe less with an edge -- when a lot of us first got into this we were fucking starving to death for good games. Now, we're well fed. When you aren't starving, its hard to get that same feeling of excitement at seeing food.
    •  
      CommentAuthorC.W.Richeson
    • CommentTimeFeb 21st 2008 edited
     # 80
    Posted By: jenskotRalph, I don't have a problem with the Brief Book + Online Support model for an RPG as long as:

    - the physical product (on the front or back cover) and retailers clearly state that this is the model
    - it is a conscious choice (rather than a patch)
    - clearly states that there is online support, why it may be needed, and where to find it
    - online support includes an updated FAQ and print ready errata sheet


    I can get on board with this.

    I go sit in my comfy chair to read my RPGs. When I game I don't use laptops, as I find them distracting. That RPG should be a complete RPG unless it says otherwise. I think "there is online support" is a lame excuse for a product that doesn't communicate well with the reader. I think some indie authors are really concerned with mechanics but don't particularly care about communicating with the reader. Mechanics are awesome, but if you can't communicate the game to the reader then I don't know what good it is.