Monday, 30 December 2019
A decade of game design
Posted by
Scott Malthouse
And so it comes to the end of the decade as swiftly as it began. I'm 10 years older, 10 years wiser and 10 years more handsome. I do flatter myself.
This last decade has been the most profoundly productive of my life, which makes sense because I was just 22 all those years ago, nary a year out of academic life and very early into my game design life. The people I've had the pleasure of meeting, both on and offline, and the projects I've worked on were merely contained to my wildest dreams in my early twenties.
To come out at the end of the decade with a release from Osprey Games is wonderful. To have created one of the most popular solo games on the market with Quill was something I could have never expected. To be in Spanish bookstores with a storytelling card game in Cuentos de Animas would have floored me in my twenties. To be working with some of the people I'm now working with for 2020 is a dream.
Like many, I tend to get imposter syndrome and I have compared myself to successful designers in the past, ones far more talented than me. I think the next decade is a chance to try to consider that I'm not an imposter. I work hard. Over the last 10 years my PR career has thrived to the point that I head a team. I do this demanding job while putting many hours into game design, shunning weekends to write. Not that I'd change this - I do it because I love it.
I hope the 2020s will be laced with opportunity for more game writing and collaboration. I hope that Romance of the Perilous Land is a success and I get to write more books in that world. I hope I get the chance to work with Paizo in Pathfinder 2e or Wizards of the Coast on Dungeons and Dragons. I plan to continue producing new material and Quill is a priority. I hear you.
I want to end this post with a thank you. A thanks to you, fair readers; a thanks to anyone who plays my games; and a thanks to those who have given me opportunities over this past decade. Cheers to you.
Saturday, 28 December 2019
Influences and inspirations
Posted by
Scott Malthouse
As the year draws to a close I wanted to catalogue my current influences and inspirations on my game writing in a post. This is very much a naval-gazing exercise.
Literature and writing
Literature and writing
- Lovecraft
- M. R. James
- Arthur Machen
- Tolkien
- Dunsany
- Robert McFarland
- Robert Chambers
- Terry Pratchett
- Leigh Brackett
- Sir Arthur Conan Doyle
- Edgar Rice Burroughs
- Edgar Allan Poe
- Alan Moore
- William Blake
- Sir Thomas Malory
- Howard Pyle
- Mary Shelley
- Charlotte Perkins Gilman
- Alex Raymond
Art
- Aubrey Beardsley
- William Blake
- Alphonse Mucha
- Medieval illumination
- 17th/18th century chapbook engravings
- Arthur Rackham
- Ivan Bilibin
- Brian Froud
- Wendy Froud
- Harry Clarke
Film and Television
- The Detectorists
- Mark Gatiss
- John Carpenter
- Merlin (BBC)
- Blackadder
- Hilda
- Universal Monster movies
Games designers
- Simon Washbourne
- David Black
- Nate Treme
- Ken St Andre
- Ian Livingstone
- Steve Jackson
- Dave Arneson
- Gary Gygax
- S. John Ross
- Gavin Norman
The above is very white male dominated, which is something I'm keen to address in 2020, but I do suppose I do have antiquated tastes.
Friday, 20 December 2019
Have a very Perilous Christmas
Posted by
Scott Malthouse
So, Romance of the Perilous Land has been released in the UK. From the looks of it the US will follow on Christmas Eve and parts of Europe in January. Thanks to everyone who has sent me pictures of their perilous deliveries and for the kind words about the game. This is a culmination of more than 3 years of work and I'm humbled by the messages I'm getting. The fact it was featured in Tabletop Gaming Magazine's best games of 2019 is really the icing on the cake.
I'm hopefully going to be running an online Yule one shot with a few people over the Christmas period, so prepare for a report.
I'm hopefully going to be running an online Yule one shot with a few people over the Christmas period, so prepare for a report.
Saturday, 7 December 2019
Stuff I've been up to and things
Posted by
Scott Malthouse
I've been doing a terrible job updating here, so let's get back in gear.
Dragonmeet
My biggest highlight last week was being on the Osprey Games stand at Dragonmeet launching Romance of the Perilous Land (full release is Dec 12). Tiring day, but I met so many great people, including lots from Anchor, G Plus, Twitter etc. Was great to finally meet people in person. I was joined by Graham Rose, who wrote Paleomythic, the other game launching Osprey's RPG line. Super lovely chap and Paleomythic is ace, so check that out.
Aubresque
I've launched a project where I turn Aubrey Beardsley's art into a BX setting. It deals with beauty, corruption, vice and greed in a fantasy Paris - you can find out more here.
Romance of the Perilous Land makes Best Games 2019
I was overjoyed to discover RotPL is in Tabletop Gaming Magazine's special Best Games of 2019 issue. Yay!
Cuentos de Animas
Spanish readers might be interested to see that English Eerie has been converted to print by new publisher El Refugio de Ryhope. It's a gorgeous book, with a set of cards included. Get it here.
Saturday, 23 November 2019
Romance of the Perilous Land gets a thumbs up from Tabletop Gaming Magazine
Posted by
Scott Malthouse
It's a few weeks until Romance of the Perilous Land is released to the public and the folks at Tabletop Gaming Magazine have given it its first review.
In short, it's positive. Hurray!
I've also written a blog post on the Osprey site talking about the setting and system.
Sunday, 17 November 2019
D&D 4e: a daring triumph of design
Posted by
Scott Malthouse
I was up in the early hours of the morning the other day after travelling back from New York and suffering from jet lag fun times. I decided on a whim to open up the 4e Essentials Rules Compendium and read it pretty much cover to cover because that's the kind of cool nerd I am. When I used to play 4e in my two year campaign I loved the Compendium. Its digest size made it easy to sling in my backpack and it's really easy to read.
Fourth edition is maligned, and there are some fairly good reasons for that. It entirely revamped the game of D&D - it broke its own rules and altered the way the game was run. Sprawling billion room dungeons were replaced for the most part with larger set-pieces created for the larger than life combat the game necessitated. The spell lists of editions gone by were stripped away in favour of individual class spell powers. Hell, saving throws were pretty much removed - existing only for a few occasions (roll over 10 and you're golden). Abilities pretty much only focused on combat - very few had good roleplaying potential. 4e was a system shock, it was plunging your head into a bucket of ice.
But when I read the Compendium I realised how tight this game is. This is engineered, perhaps over-engineered, but it works. I read through some Dungeon adventures originally put out on DDI (remember that?) and Reavers of Harkenwold. Oh my, Reavers of Harkenwold. I've not run it, but this is a really great-looking adventure and others have corroborated this.
It struck me that in completely redesigning the game, the designers took a huge risk, but honestly I think the positives outweigh the negatives. Like, they really do - you just have to realise that you're playing a different D&D experience and lean into it.
While back in the day you had some class and racial abilities (still my favoured way to play), in 4e you fly right out of the gate with crackling lightning hands, magnificent duelling abilities and healing upon healing. You're not a pot washer with a stick - you're a Hero. These powers (daily, encounter, at-will, utility) basically put everyone on a level playing field. The 4e experience obviously skews towards big combat, it was specifically designed this way, and powers make combats exciting. You're not just attacking with strength or dex - powers allow you to use other abilities, meaning no dump stats. Everyone had a role. Literally. Controller, striker, leader and defender - yes, videogame parlance, but useful. Immediately you know what your character is about when it comes to combat, but there's no reason you can't have multiple roles.
4e knows it's a game and makes playing more intuitive as a result. I really don't hate measuring in squares instead of feet. From a game perspective - because you're playing a game - it makes sense. This extends to other aspects of its design.
Why all the focus on combat? Because combat is structured. You know where you stand with combat because of the feedback loop.
This obsession with engineering a program that we call D&D translates the best to monster design. Kobold isn't just a little dragon chap with a spear. Now Kobold could be a Kobold Soldier, a Kobold Slinger, a Kobold Knight etc. Each plays differently, having their own roles. The DM immediately knows how to play an artillery monster and the tactics section makes this abundantly clear. They're also not just prodding you with a spear anymore - they're using powers, status effects, auras - lots of them. A goon might allow an ally to move after an attack, or have an aura that helps its fortitude. When I DM'd 4e I couldn't wait to see how enemies played. The game made it super easy to build an encounter. Plug and play.
Everything was an encounter. Why? It all comes back to the feedback loop. If the designers could make exploration like combat, it would once again free up DM bandwidth. Enter, skill challenges. Yes, these were confusing and badly explained. But at the heart of them, skill challenges were a daring piece of design. They could represent a group effort over five minutes, five hours, five days, or even five months. They never really were explained well, even in Essentials, but I admire what they were going for.
I'm going to wrap this up here by saying that no edition is better than the other. Each offers a different experience. It's a flavour. 4e is inspired by videogames, but that's not a bad thing. The designers dared to have a vision, even if that meant entirely reinventing the most popular roleplaying game ever.
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