Showing posts with label futureshock. Show all posts
Showing posts with label futureshock. Show all posts

Saturday, 31 March 2012

Stop Acting Dead*

Warning: content-free opinion piece on Teh Industry and Its Woes follows. 

* Acting dead: a Bruce Sterling coinage that means "...being irrationally averse to spending money where it matters, in a misguided attempt to “save” money to the point that the behavior paralyzes you." (source)


Doing a little window-shopping on ebay, amazon, etc. recently, I noticed the prices that old D&D books can potentially command in the second-hand market:

£60 for a "buy it now" BECMI Rules Cyclopedia,
£70 for a Champions of Mystara boxed set,
£99.99 for a used copy of X10 Red Arrow, Black Shield,
£104 for a copy of T1-4 Temple of Elemental Evil!

Call me an old skinflint - but even with the value of money being what is it today - those are crazy prices for decades-old second-hand books.

And then it occurred to me - once again, and with renewed force - that the company which currently owns the rights to the D&D brand name and to nigh-on 40 years of archive material, are being fools to themselves by not supplying the market demand embodied in these numbers.

The plain fact is that a lot of the people interested in 'the old stuff' are simply not going to buy the shiny new One Game to Rule Them All currently being developed. Chances are that said shiny new toy won't offer the kind of gamer who like out-of-distro games anything that they want or need. These long-standing participants in D&D-as-hobby want support for the games they play; not another New Coke experience. The occasional fake scarcity sop to the alienated base fools no-one.

It's a dazzlingly simple equation:
  • There are people out there who have money - real money - to spend on their gaming. Some of these people will provably put $1,000 dollars or more behind a project they believe in.
  • WOTC own a great swathe of out-of-print IP of proven value.
  • Technologies to put this out-of-print product into the hand of paying customers at little up-front cost to the company actually exist.

Yes, I know that that the HASBRO/WOTC coprophage corporate department consider the internet beyond their walled garden to be the source of all evil. And that they look on pdfs as naught but a license to steal. But the market has shown (again and again and yet again) that people will pay real hard-earned cash to have physical access to Not Brand X approximations of the buried treasures gathering dust in WOTC's hoard. Heck, D&D4E's biggest competitor product was a retro-clone.

This is the second decade of the 21st century and - thanks to the internet, and a lot of very clever technologies being developed by some very clever people - the genie of abundance is out of the bottle. Torrents, print-on-demand, ebook readers, tablet computers, and honest-to-goodness freaking replicators are things that exist in the real world. Last spiteful thrashings of broadcast monoculture dinosaurs notwithstanding, ETEWAF (Everything That Ever Was - Available Forever) is practically within our grasp as a culture.

A sane corporate strategy would acknowledge that we are no longer living in the 1950s and would exploit the potential of these new technologies to give the punters what they want. To do otherwise is to set yourself up as a future case study, rather than a viable business.

A company could potentially make a lot of money supplying pent-up demand for their archival material, rather than insisting that their (stubborn, willful, famously unappeasable) hobbyist market consume the latest de haut en bas brainwave from the bunker. This applies to the movie industry, the music industry, the games industry: any business where the main product is brain fodder rather than physical products.

Making money off Classic D&D is - or should be - a trivial problem in 2012:
  • WOTC already owns the content (art, text and trade dress).
  • Half-decent layout monkeys are cheaper - and work quicker -  than game designers.
  • Print-on-demand obviates the problem of unsold stock.
  • Even in a world of free, people will happily pay for stuff they want.

WOTC is in the 'selling D&D' business. All that old out-of-print stuff in their archives - OD&D, B/X, BECMI, AD&D: it's all D&D! Is there no-one in the Renton silo who can work out that the necessary "2. ???" that leads to "3. Profit!" is something different from the tactic they already tried - with dubious success - in 2008 and 2010?

Tl;DR: WOTC needs to stop acting dead and start acting like a 21st century company. Fr Dave makes a similar case in more measured, less grandly sweeping terms.

Edit (2nd April 2012): So Wizards only went and hired odd-but-lovable Zak S (Vornheim, DNDWPS, you may have heard of him) as some sort of consultant/alpha-tester/ambassador to the hobbyist diaspora. This could be awesome if they don't screw it up.

Sunday, 23 May 2010

Cinnabar: Mapping the Infinite City

"Cinnabar? It's no Utopia. There are more options here than you've had before. That's all. There's diversity on an asymptotic curve that never quite touches total breakdown."

Curse you, Tom Fitzgerald! Your mention of extropian science fantasy in the comments to my last post got me thinking about what use one of my favourite New Wave sci-fi novels might be in my game. How could you possibly know that was my Achilles Heel?!

M. John Harrison's Viriconium, China Mieville's Bas-Lag and Jeff Vandermeer's City of Saints and Madmen (one word review: over-rated) seem to get all the love in the esoteric urban fantasy stakes, but Edward Bryant's Cinnabar stories beat them to it by years, and did it with style too. Fine by me, it keeps Cinnabar more of a well-kept secret that I can mine for my own dirty purposes without others calling me on my packrat-ism.

What good then is The City at the Centre of Time for an old school D&D game? Well, in accordance with my recently evolved idea that "the right answer is always the wilder and more audacious of those on offer" (didn't Feynman say something similar?), I think the answer is: plenty.

Cinnabar is a city built around a time vortex and governed by an AI going slowly mad from the strain of synchronising itself across helical time. The burg is described as:
"...a flux of glass towers and metal walls perched atop red cliff crumbling down to a narrow strand of beach..."
and is a post-scarcity dream of genteel urbanism filled with Clarkean sufficiently advanced science (bioengineering, time travel and outright weird sh*t), helical time distortions, and an array of characters bored to the edge of madness by the ennui of their immortal lives.

"And this" said Timnath Obregon "is the device I have invented to edit time."
The quartet of faded and blurred ladies from the Craterside Park Circle of Aesthetes made appreciative noises; the sound of a dry wind riffling the plates of a long-out-of-print art folio.

A few of the more memorable/exploitable elements of the setting:
  • Parlours filled with generations of embalmed ancestors.
  • Giant ravens and revived prehistoric sharks acting as spies and proxies for warring omnidisciplinary scientists (*cough* wizards).
  • Memory scrubbing and personality overwriting.
  • Factional strife between bio-modified heterogynes and Luddite natural birth fanatics (the Neo-Creelists)
  • Intra-city teleportals (known as the Klein Expressway)
  • Living animal statues embedded in concrete to stop them from wandering off.
  • The Network, a combination public infrastructure/entertainment system, which hosts shows by sex star Tourmaline Hayes and action star Jack Burton (famous for doing all his own stunts).
  • Cougar Lou Landis - a deconstruction of the heroic archetype in a city that only looks to heroes to provide some variety in an interminable existence.
  • Catmothers - Nanny/bodyguards for the children of the elites. Genetically modified cats with their maternal instincts refocused on human children.
There's no way I'm not going to rip all this off with the greatest of glee!

Perhaps the oddest thing about the city is that it is described as becoming wilder and ever more expansive the further in toward the centre one travels. Birds are described as travelling in widening gyres to avoid the confusion brought on by time distortions, and characters talk about time compression as one approaches the singularity at the heart of Cinnabar:

"Its the same phenomenon that would make Anita and the others in Craterside Park think we'd have been gone only a short while, regardless of whether we've spent several subjective years at City Centre."

This is the exact opposite of the time dilation which supposedly occurs in a singularity in the real world and, combined with all the other elements involved, makes Cinnabar something of a challenge to map.

Whether you want to use the Cinnabar singularity as written, or make a journey to the centre of the city a one way trip into a timelike infinity (as in the Stephen Baxter short story Pilot, reprinted in the Vacuum Diagrams collection) is up to you. I'm torn between the Narnia/Oz conceit of no time having passed at home, or having ancient and long-forgotten things from the distant past erupt from the inner regions of the city at irregular intervals.

Perhaps the simplest way of doing so would be to treat the wild reaches at the centre of Cinnabar as an inverted wilderness map, with the city as centre point for expansive exploration of its TARDIS-like forgotten areas. Given how big a factor the warped nature of space and time in the city is, this isn't as absurd an idea as it might first sound.

Picture your classic hex map (the one here is from turn-based card PC game Armageddon Empires, chosen purely for prettiness):



The centre hex, rather than representing the city itself, represents the entire world beyond Cinnabar. The wider world receives short shrift in the original book, being described as comprising no more than "The desert. The greenbelt. The city. The sea", and a disused elevated railway to a long-unvisited city known only as Els (I'm sure the striking resemblance between this far-future SoCal and the self-absorbed worldview of La-la-land is no coincidence...). As the city acts as the gateway between the two wildernesses ("beyond Cinnabar" and "within Cinnabar") it really makes no odds.

The robot-groomed greenbelt surrounding the city would be the ring of hexes surrounding this solitary central hex. The greenbelt might need to be modified slightly for the chaotic and hostile conditions of a D&D world; perhaps into the kind of active defence/free fire area the Neo-Victorian enclave of New Chusan had in Neal Stephenson's Diamond Age. After all, one can't have riff-raff turning up uninvited...

Surrounding the greenbelt hexes on the map, but within them in terms of topography on the ground, would be the commonly visited, inhabited areas of Cinnabar itself in all their ferment and glory:

"The Tancarae Institute, Craterside Park, the Neontolorium, Serene Village - where the irredeemably elderly live, the Klein Expressway, the Balloonworks-"

Take your favourite fantasy city sourcebook (or better still, a sci-fi one) and crank the whimsy, spectacle and self-indulgence knobs up until they break off. Cinnabar should be thrilling, OTT and always full of the next big thing. The inhabitants crave novelty to the point of mania. Don't forget the dark undercurrent of ennui, despair and casual cruelty though. Citizens may be inviolate under city law, but you do know how they discipline Catmothers, right?

Spoiler: Implanted memories of the litters of kittens these hybrids could never have. At any time their masters can have their mind replay the memories as if the death of their litter was happening all over again.

Beyond the ring (outlying in terms of topography, innermost in terms of cartography) comprising the currently active areas of the city would lie the largely unfrequented centre; interior suburbs inhabited by people tired of the bustle of Cinnabar proper or opposed to the omnipresent panopticon of the Network, or left deserted on human life by the changing tides of ideology and fashion:
"The capacity of Cinnabar is so much greater than its actual population. I assume the inhabitants of Cairngorm grew weary of this austerity millennia ago and simply moved on."
Things would gradually becoming more desolate, outlandish and seemingly impossible as one travelled further in. The Klein Expressway connections would become ever patchier, and things out of their rightful place and time would become more commonplace.
"It appears to be a Tyrannosaurus Rex. They're presumed extinct."
[...]
"Obregon peered over the lip of the chasm; he could not see the bottom. He looked to the sides and saw that the abyss had no apparent limit in either direction. Directly ahead, the other side of the chasm was about ten metres distant. "This is impossible" he said "There's go geologic feature like this in Cinnabar."

This is where all the post-apoc ape world, transhumanist dystopia and alternate evolutionary history fanfic stuff you feel ashamed to include in an otherwise fine and upstanding D&D game can hang out. Me? I just consider it another vista to be tainted with my own grimdark gonzo vision. ;)

Ultimately, after as much travel, adventure and confusion in the laws of nature as the DM finds entertaining, travellers would (Terminus* willing) reach the singularity which powers Cinnabar and creates the space-time distortions characteristic of the city. This would be the functional and philosophical area beyond the edge of the map; but not, however, the end of the line:
"What you see is the innermost point of the time vortex over Cinnabar. Yet this is not in itself the destination of the time flow; the anomaly is both hole and tunnel, exiting somewhere and somewhen else."

* A ruling singularity AI called Terminus: did the people who designed the city never hear about the power of names? Did they really expect that to end well? Bloody urban planners and their (apparent) failure to understand the importance of mythic resonance...

So, Cinnabar. That (or a decadent, introverted city state so similar as to be its' near-identical twin) is definitely being included as part of the wider Wilds when (if) I ever get around to mapping them. See it while access is cheap, and while it's still there.

"It's a tall mountain."
"Well that can't be helped" said the double helix "Dream quests are known for their arduousness"

edit: feel the power of the grogblog hivemind! Posted at about the same time as my half-formed brainwurble:

Saturday, 10 April 2010

Link Dump + a Pessimistic(?) Thought on Cheapness

Ten classics Gustave Dore should have illustrated, but didn't (@ Garden of Unearthly Delights) - I have nerdboners for Dore.

Human powered cranes (@ Low Tech Magazine) - ancient man lifts 632 times the normal human limit, sneers at puny moderns and their 'machines'.

Treadwheel Fans (@ Low Tech Magazine) - Victorians use Wheel of Pain to make prisoners "grind the wind", vast quantities of drugs implicated.

Comic Book Cartography blog - includes Principles of Kirbytech, Kamandi's continent and secret base cutaways.

and, from the depths of the yesterweb: Cone swarms ( @ halfbakery.com) - traffic cones + simple AI = lulz.

Unrelated to the above:

I was nosing through the games section of one of our local FLGSes during my lunch hour today, having been initially attracted by the big boxy beauty of the Warhammer: Invasion card game (yeah, I have a dysfunctional love/hate relationship with GW licensed properties).

Awful to say, but none of the high gloss, high production value (and appropriately high priced) books or boxes on offer appealed to me. Nor did any of the other gamer juju presented for my delectation:
  • Map tiles/layouts? Cool! - But I have about half an acre of those already...
  • Premium dice? Cool! - But I already have more dice than brain cells...
  • Cthulhu minis? Cooool! - But I know where I can get bits cheap to kitbash my own...
  • C[-ataan, -arcassone] Eurogames? Cooooool! - But who wants to learn a whole new game when we've got so many old ones to replay...
Maybe I'm too price conscious a consumer, but everything that initially leapt into my hand under the impetus of the "Oooh, pretty!" factor I ended up looking at twice and rejecting.

"Why do I want this block of shelf beautifier at £stupid*, when I can legally download [other stuff I could name] for free, print it for pennies, and know it'll get used to death in actual, real world play?"

* Thanks to exchange rates and an egregious tax regime (import duties, VAT, and other such 'tax on tax' taxes) we in the UK end up paying in Sterling for our games roughly what Americans pay in dollars. It has ever been thus, and ever has it sucked.

Maybe the sheer profusion of good, cheap-to-free gaming material available on the internet has spoiled me (in accordance with the unalterable principle that "you can't beat free"), or maybe I'm just a tight-fisted auld fart, but sorry FLGS: no sale. My gaming gelt is instead reserved for forthcoming OSR releases. Freeware, print-on-demand, or small press game material may not have the 'pretty pretty princess' production values of the marque rulesets, but they have a combination of utility, flexibility and availability that big name games using traditional distribution channels can't match.

I'm sure there's something big and important about the state of the industry and hobby represented in that little personal anacdote, but I'm no pundit. I'm just a guy who walked into a store wanting to spend some money on something he could use in his game, but who walked out disappointed.

Oh well. At least I've managed to nab the one KEW "Kane" book I was missing. (at last!) And, unexpected bonus, my newly arrived, dirt cheap from the interweb tat bazaars (I paid less for it than the 95p cover price from 1980!) copy of "Death Angel's Shadow" was signed and dated by the man himself.

PS: Yes, recent content-free waffleposts nonwithstanding, there is actual gameable content coming down the pipe.

Saturday, 18 July 2009

More on Gadget Madness

Mishlergate, Trollsmyth, Squaremans, Noisms, now Warren Ellis:

...she was thinking, "yeah, it plays music, but what else does it do?" She didn’t ask, but, knowing her, I wonder if that was going through her head. Whether that’s what goes through the heads of her Western generation, the third (?) internet generation. Where’s the controller? What else does it do?

This is what pen-and-paper gaming has to contend with.

The rising generation of the late noughties aren't any more ignorant then we were in our youth, nor do they suffer from a lack of imagination. They do, however, expect far more interactivity from their hobby materials than we ever did.

They are accustomed to instant feedback and intuitive operating systems, not the enigmatic blink of a command line cursor or obscure esoterica hived away in half-a-dozen different places. They want to poke it and see a response. They want to see what else it does.

Who says their way is wrong?

Just some brain fodder.

Sunday, 12 July 2009

Gadget Madness - it is coming

(a 7E player, some years hence)

OK, so first Rob of Bat in the Attic tweaks my Luddite nerve with his wild-eyed prophecies of Kindle gaming. And now Matt Colville of Squaremans is seriously talking about people using the next generation of iGadgets as the medium for enhanced reality RPGs.

That does it! I'm mining the lawn. Has the technophobic wisdom of Hollywood taught us nothing? Ain't no Skynet running my games for me!

*Dons tinfoil hat. Stocks tinned food, ammunition and lead minis*

"An intriguing game. The only way to win is not to play."
-- WOPR, Wargames

edit: And now James Mishler (who knows of what he speaks) predicts the inevitable doom of RPGs in terms more commonly heard from Dmitri Orlov, Jim Kunstler or the guys over at Coming Anarchy than from fun-loving game designers. Like Cold War armageddon docu-dramas Mr Mishler's thoughts are scary, but definitely worth your time.

link to James Mishler's prophecies of doom added 15/07/2009
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