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David J Prokopetz

@prokopetz / prokopetz.tumblr.com

Social Justice Henchman; main website at prokopetz.net
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Finally creating a pinned post of my games. I’ve included all titles I’ve been involved with in some capacity, not just ones where I’m the author; when I’m not the author, I’ll note my role in (parentheses).

This post will be updated over time to reflect changes in the status of these projects, so if you’re looking at a reblog, feel free to click through to the original and see if it differs.

Last updated: 2024-01-28

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Every indie CRPG needs:

  1. Colourful pixel art
  2. Rocking soundtrack
  3. Abstruse metatext
  4. Dialogue that goes "bwup"
  5. Gratuitous EarthBound reference
  6. Meditations on human mortality
  7. Gender-ambiguous weirdo with a knife
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hi! have you seen the TTRPGS for Palestine bundle yet? and do you have any recommendations from it

https://tiltify.com/@jesthehuman/ttrpgs-for-palestine

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THEME: TTRPGS for Palestine

The TTRPGs for Palestine Bundle is going from April 12 to May 7, so there's not much time left to get it, but here's some recommendations of some really awesome games that you can find in it.

Gubat Banwa, by makapatag.

GUBAT BANWA is a Martial Arts Tactics and War Drama Tabletop RPG where you play as martial artists poised to change the world: Kadungganan: the cavalry, the wandering swordsmen, the tide turners, the knights-errant, the ones to call in darkest night in a world inspired and centering Southeast Asian folklore.

Witness, grand warriors, honorable gallants that trudge and toil under kings and haloes. Witness, KADUNGGANAN, that refulgent name. That blasted name: WITNESS NOW. The end of days is upon us: and the new world MUST BE BORN. Bear your blades, incant your magicks. Cut open your tomorrow from the womb of violence. Inscribe your name upon the very akasha of this world. 

Gubat Banwa is designed for fans of 4th edition D&D, with in-depth character abilities that make you feel both unique and powerful, in a colourful and flavourful world full of vibrant cultures and clashing conflicts. The game uses an action economy with different action options carrying different weights, which also reminds me quite a bit of Lancer. If you want a game that pushes you to strategize with your friends and weigh your advancement options carefully, you want Gubat Banwa.

GUN&SLINGER is an RPG geared for short, episodic sessions about a weapon and a wanderer. A Maestro and two players (Gun and Slinger) set out into a dead planet mutated by a god's forgotten child and hunt strange bounties, investigate the world and unlock hidden powers. During play, they seek to learn the nature of what’s hunting the Slinger, figure out why the Gun is sentient and discover how the world died.

This game is specifically for three players, using the rules of Go Fish as a resolution system. Gun & Slinger is all about using your resources to the best of their ability, and your resources might exist on your character sheet, but they also exist as cards in your hand.

What really intrigues me is the lore that’s baked into your character sheets. One of you is a wanderer in a twisted world, tempted by strange powers that guarantee to change you into a monster. One of you is a sentient magical gun, borne by that wanderer and designed to deliver death and pain.

Gun & Slinger has expansions included, allowing you to instead play as a wanderer possessed by a demon, a mech and a pilot fused as one, or someone who bears a cursed sword. I think the fact that it requires a small table and the fact that the characters’ lives are tied together makes this a high-stakes, terribly intimate game.

In a ruined and terraformed world where most of humanity is under the yoke of a brutal regime, the former workers of a once-remote factory - now known as The Collective - have risen up to create a future of freedom from oppression. You are an Ace - a highly skilled pilot referred from a Division in The Collective and assigned a humanoid combat vehicle known as a Frame. You and your Strike Team of fellow Aces must take on The Collective’s greatest threats, ensure its survival, and carve a path for its continued success.

Apocalypse Frame takes mechs and fits them into the LUMEN system, which centres competency as well as fast but effective rounds of combat. The game includes a variety of different threats, allowing you to tailor your campaign to your group’s tastes, and the tailoring doesn’t stop there. You choose both a division that your character belongs to, and then one of three mechs within that division, allowing players to share similar fighting styles but differ in weapons. You can also modify your basic frame, adding general modular systems alongside systems and armaments that can come with your mech, making character creation and progression exciting for folks who love tweaking and tailoring to their heart’s content.

If you’re a fan of Armored Core or Battletech, you’ll want to check out Apocalypse Frame.

No matter what they tell you, there’s still weirdness and wonder everywhere. You just have to know where to look. At the edges and cracks of ‘normal’ life we exist, we persist, and we resist: the monsters, the magicians, the anomalies, the freaks, and the outcasts. We gather in the shadows, trying our best to live our lives in a world that, when it doesn’t exactly fear or hate us, doesn't even believe in our existence.

here, there, be monsters! is a rules-lite response to monster-hunting media from the monsters' point of view. It's both a love letter and a middle finger to stuff like Hellboy (and the BPRD), the SCP Foundation, the Men in Black, the World of Darkness games and the Urban Fantasy genre in general. It is an explicitly queer, antifascist and anti-capitalist game about the monstrous and the weird, in any flavor you want, not as something to be feared, but to be cherished and protected.

Here, There, Be Monsters is a love-letter to anyone who has been made to feel monstrous, as well as an homage to media such as Hellboy, the SCP Foundation, and Men in Black. It’s urban fantasy meets organized power structures, and as the monsters, you’re here to burn those structures down.

This game uses descriptive tags to slap onto your characters to represent what they can do. You can choose from a number of different monster character backgrounds to give you guidance towards, and there’s plenty of monsters both in the base game and in the game jam wendi ran back in 2022. If you want a game of power, anti-capitalism, and punching up, this is the game for you.

Pale Dot is a collaborative storytelling game for 2-5 players about a crew of non-human cosmonauts leaving their planet to explore a strange solar system, finding threads to unravel the unknown along the way. It is fantastical, surreal, and perhaps very unlike humanity’s own ventures in space exploration. Though one thing is universal: leaving home is terrifying, dangerous, humbling, and a catalyst for changing one’s perspective. 

Pale Dot is a GM-less game where players work together to create an alien setting and subsequently envelop it in cosmic mystery, embodying cosmonauts called Dustlings, as well as one of 5 different settings. During their journey they will be able to travel to 24 different locations within their solar system, each with several prompts for improvisational scenes. Each player will also have to manage the integrity of their cosmonaut and their shared ship while avoiding space's many perils.

The cover for Pale Dot gripped me the first time I saw it; a tiny creature in an astronaut suit, looking up in fear at something in the sky, as vegetation blooms inside their helmet. You play as the Dustlings, non-human but sentient species exploring the Cosmos, a strange, horrifying and wonderful universe that changes those who venture into it.

Mechanically, Pale Dot uses a GM-less structure similar to Dream Askew, but there feels to be a much bigger emphasis on the setting your cosmonauts explore, rather than the cosmonauts themselves. Your characters are assembled traits, drives and equipment, almost all of which can be expended to cause or solve problems. Each player is also responsible for at least one setting element, such as The Cosmic Wilderness, The Wondrous Endeavour, or The Omnipresent Danger. As you visit locations, different elements will be prompted to influence the scene, while your cosmonauts try to navigate the scene and try to finish the mission. If you want a game that is collaborative and evocative, I definitely recommend Pale Dot.

A never ending abstract landscape of rhythm and soft glamour. Wander the halls, rooms, and chambers. Encounter strange Denizens and get to know them better; befriend them, fall in love, just chill. Try and fill out your own blurred edges. Fractal Romance is a tabletop role playing hangout. You will pick up a character to play and explore the Fractal Palace, generating its infinite sprawl and the Denizens that inhabit it, as you play.

Fractal Romance is all about searching; for something you need, something you want, or even for who you are. It feels rather surreal, perhaps like a dream dimension that you are moving through. The game uses a deck of cards to generate rooms, as well as the denizens of this gigantic, dream-like palace. This game uses rather simplistic playbooks, each asking you to choose three descriptive words, and then uses cards to fuel your character’s actions: you have things you can always do, things that cost a card to do, and things that you must do in order to draw another card.

If what you want out of a game is a chill time with friends, moving from one vibe to another, and generating emotional stories for your characters, you might want to check out Fractal Romance.

You are big. Big arms, big tits, big thighs, big brai- you're big where it matters. In addition to a heaving, throbbing body, glistening lightly with a thin sheen of pleasantly fragrant perspirant, you have one singular unifying trait  - come hell or high water, you are going to help.

Himbos of Myth & Mettle is a high fantasy, high camp role playing game of epic proportions (of body), for 2-5 players, one of whom will act as Game Guide.  The rules center around a simple roll under mechanic and prioritize narrative flair and cinematic descriptions. Himbos is inspired by many classic fantasy properties (and could be considered OSR adjacent) , but leans towards a more garish, salacious and queer (gay or odd, pick your fighter) style of play. It is designed with comedy and flamboyance in mind, but is not without it deeper and darker touches. It's definitely not grimdark, but there will probably be blood. Think classic fantasy pulp in style, but contemporary sensibilities, modern rules-lite mechanics, and a player philosophy centred in helping, kindness and being fucking hot.

I’ve heard rave reviews for Himbos, and I think the idea of leading an entire group of well-meaning but possibly over-ambitious adventurers is a great set-up for a game full of laughs. Himbos is very much designed for a light-hearted evening of fun, flirting, and fucking up (but in the best way).

Other Games from the Bundle I've Recommended:

Space Taxi, and Creation Myths, by GothHoblin.

Caltrop Core, by Titanomachy.

Souvenirs, by Rémi Töötätä.

Eldritch Courts of Some Repute, by AlanofAllTrades.

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prokopetz

My knowledge of superhero comics isn't deep so much as it is frustratingly eclectic. Like, I might well completely fail to recognise a character who's been a regular member of the X-Men for thirty years, but if you need somebody to explain from unprompted memory the complete plot of Spanner's Galaxy, I'm your guy.

Can I explain the particulars of the latest retcon to Superman's origin story? No. Can I explain the particulars of how, in the Archie Comics continuity, Adolf Hitler's suicide by gunshot in April of 1945 was canonically caused by the Teenage Mutant Ninja Turtles? Yes, I can.

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altonascends

Would you be willing to explain this one please

I'll try to keep this short, so:

The Archie Comics Teenage Mutant Ninja Turtles continuity posits an "original" timeline in which Hitler did not commit suicide by gunshot, but rather, killed himself in some way that left his brain intact, allowing it to be retrieved and preserved by Nazi scientists. Decades later, the brain winds up in Shredder's hands, who uses it to power a time machine stolen from an alt-future version of Donatello. (Note: this is actually much more complicated than I'm making it sound!)

When future!Donatello recovers the time machine, he's unaware that Hitler's brain has been installed in it, and unwittingly revives it while attempting to reverse Shredder's tampering. The brain instinctively transports itself back to Nazi Germany, where it constructs a robot body and allies with its past self. The Turtles subsequently go after it, and end up fighting both original-flavour Hitler and Hitler's robot brain.

Fast-forwarding past a lot of unhinged bullshit, we arrive at the future!Turtles in a standoff with original!Hitler. Robot!Hitler has been defeated, and the portal back to the future!Turtles' time period will soon close for good. However, original!Hitler has them at gunpoint; they don't have time to fight him before the portal closes, and if they ignore him and attempt to leave, he'll simply shoot them in the back.

Thinking fast, future!Leonardo gaslights Hitler into believing that he's already dead and in Hell, and that the Turtles are demons who've come to steal his brain. Hitler panics and shoots himself in the head, thereby establishing the timeline of our world in which he committed suicide by gunshot. Owing to the confused nature of subsequent events, it's genuinely unclear whether or not this causes a time paradox.

Clear as mud?

No, that's the really funny part. All this would make some sense if it was situated within the Eastman and Laird continuity. It is not; the Archie Comics TMNT is explicitly a spin-off of the 1987 Saturday morning cartoon adaptation (though its events are not recognised as part of that continuity's canon for, uh, tolerably obvious reasons). I need you to picture that version of the Turtles – or their post-climate-apocalyse future selves, anyway; like I said, it's complicated – doing all this.

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juniepops

due to the thesis inherent in seinfeld's writing the principal cast of the sitcom would likely not survive a visit to silent hill as they would be unable to achieve the personal growth necessary to overcome the monsters facing them

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prokopetz

Equally, owing to the show's strictly episodic format, they'd spend an eternity trapped in a ceaseless vortex of pain and death without hope of resolution or respite, and then next week they'd all be fine.

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onetruefool

Kramer reveals he's been to Silent Hill at least twice before this for unrelated reasons

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prokopetz

My knowledge of superhero comics isn't deep so much as it is frustratingly eclectic. Like, I might well completely fail to recognise a character who's been a regular member of the X-Men for thirty years, but if you need somebody to explain from unprompted memory the complete plot of Spanner's Galaxy, I'm your guy.

Can I explain the particulars of the latest retcon to Superman's origin story? No. Can I explain the particulars of how, in the Archie Comics continuity, Adolf Hitler's suicide by gunshot in April of 1945 was canonically caused by the Teenage Mutant Ninja Turtles? Yes, I can.

Avatar
altonascends

Would you be willing to explain this one please

I'll try to keep this short, so:

The Archie Comics Teenage Mutant Ninja Turtles continuity posits an "original" timeline in which Hitler did not commit suicide by gunshot, but rather, killed himself in some way that left his brain intact, allowing it to be retrieved and preserved by Nazi scientists. Decades later, the brain winds up in Shredder's hands, who uses it to power a time machine stolen from an alt-future version of Donatello. (Note: this is actually much more complicated than I'm making it sound!)

When future!Donatello recovers the time machine, he's unaware that Hitler's brain has been installed in it, and unwittingly revives it while attempting to reverse Shredder's tampering. The brain instinctively transports itself back to Nazi Germany, where it constructs a robot body and allies with its past self. The Turtles subsequently go after it, and end up fighting both original-flavour Hitler and Hitler's robot brain.

Fast-forwarding past a lot of unhinged bullshit, we arrive at the future!Turtles in a standoff with original!Hitler. Robot!Hitler has been defeated, and the portal back to the future!Turtles' time period will soon close for good. However, original!Hitler has them at gunpoint; they don't have time to fight him before the portal closes, and if they ignore him and attempt to leave, he'll simply shoot them in the back.

Thinking fast, future!Leonardo gaslights Hitler into believing that he's already dead and in Hell, and that the Turtles are demons who've come to steal his brain. Hitler panics and shoots himself in the head, thereby establishing the timeline of our world in which he committed suicide by gunshot. Owing to the confused nature of subsequent events, it's genuinely unclear whether or not this causes a time paradox.

Clear as mud?

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prokopetz

Well, now you've done it. You started thinking deeply about what the social and political infrastructures of your imagined world would have to look like for that weird porn scenario you came up with to make sense, thereby establishing a very specific set of mental associations, and now reading about residential zoning laws gives you a boner.

I know how to spell "bureaucracy" for completely normal reasons. Please do not ask what they are.

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Well, now you've done it. You started thinking deeply about what the social and political infrastructures of your imagined world would have to look like for that weird porn scenario you came up with to make sense, thereby establishing a very specific set of mental associations, and now reading about residential zoning laws gives you a boner.

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prokopetz

Being as Dracula Daily is starting up again in about three days, I think this is a perfect opportunity, as we follow along this year, to play the PG-13 game.

For the unfamiliar, the PG-13 game is as follows: you are allowed to insert one and only one instance of the word "fuck" into the text as written. For maximum impact, where do you put it?

First word of the inside cover~

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Whenever I see someone complaining about production values in preschool television going down the toilet these days, I've gotta wonder: did I sleep through some era of elevated production values for preschool-targeted media? Like, sure, children's television with decent production values has always existed, but such shows have never been the median. When I was a kid the median for preschool television was some dude in a cheap Renfaire costume arguing with a sock puppet and playing the recorder. There was one set, two speaking characters (if you count the puppet), and no script at all, and by God, we liked it that way.

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juniepops

due to the thesis inherent in seinfeld's writing the principal cast of the sitcom would likely not survive a visit to silent hill as they would be unable to achieve the personal growth necessary to overcome the monsters facing them

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prokopetz

Equally, owing to the show's strictly episodic format, they'd spend an eternity trapped in a ceaseless vortex of pain and death without hope of resolution or respite, and then next week they'd all be fine.

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prokopetz

I just received a large brass coin with an emblem of a cartoon rat on it in the mail. It was literally the only thing in the envelope – there wasn't even an explanatory card. I presume this is a reward from one of the several dozen crowdfunded tabletop RPGs I've backed over the course of the past decade, but I genuinely have no recollection which – if any – of them it might be, so it's honestly all a bit sinister.

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jdragsky

Hi David "Prokopetz" Prokopetz,

I did this to you. Me, personally. That rat is caused by my hand. Consider it a "just in case" safety measure, should you ever get lost and need to choose between two guards or two paths.

See you,

Jay Dragon

Wizard of the Possum Creek

(genuinely fr this is me and this is so fucking funny, do u actually wanna know what its for or do u enjoy the mysteru)

No, I'm sure I'll figure it out eventually. I will remark, however, that it is in fact extremely funny that you chose to mail the rat coin in a separate, unmarked envelope without accompanying documentation. 10/10 fulfillment, would back again.

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prokopetz

Entry-level baddie in an indie Legend of Zelda clone: *uses an elementary pathfinding algorithm to walk around a one-tile obstacle rather than rubbing its face against it trying to take the shortest path*

Me:

Image

The exact same baddie: *busts out the high school vector math and aims its ranged attacks where I'm going to be rather than where I am*

Me:

get good scrub.

The funny thing is that the overwhelming majority of games which market themselves to the "git gud" crowd don't bother having their ranged baddies lead their shots at all – they just stick a mild homing effect on the projectiles and call it a day.

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prokopetz

Honestly it's weird that roleplaying as we know it evolved from historical wargaming.

Like for example DBA rules contain some suggestions for running campaigns with narrative and "propaganda" so I wouldn't say that it's something incompatible, and 0E looks way more like wargames than say PbtA games do, but storytelling games were a feature of artistic salons for way longer and they appear much closer to roleplaying than rulesets for reenacting ancient battles on tabletop.

Salon games didn't have skill checks but neither did wargames and it's strange that nobody came up with simplistic skill checks to add uncertainty and realism to the game

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I think the line is a lot clearer when the role of dice and rules in tabletop roleplaying games is correctly understood.

"Uncertainty" and "realism" are, at best, secondary to what the dice are actually doing. Even most tabletop RPGs get it wrong when they try to explain themselves – they'll talk about the rules as something to fall back on to prevent schoolyard arguments (i.e., "yes I did!/no you didn't!") from derailing the story, when in fact it's the exact opposite.

If we look at freeform roleplaying as an illustrative parallel, we see that, while newly formed groups may in fact fall to bickering when a consensus can't be reached about what ought to happen next, mature and well-established groups tend instead to fall prey to excessive consensus-seeking: the impulse to always find an outcome that isn't necessarily one which everybody at the table can be happy with, but at the very least one which everybody at the table can agree is reasonable – and that's a lot more constraining than one might think.

In this sense, the role of picking up the dice isn't to build consensus, but to break it – to allow for the possibility of outcomes which nobody at the table wanted or expected. It's the "well, this is happening now" factor that prevents the table's dynamic from ossifying into endless consensus-seeking about what reasonably ought to happen next.

Looking to the history of wargames, this is precisely the innovation they bring to the table. Early historical wargames tended to be diceless affairs which decided outcomes by deferring to the judgment of a referee or other subject matter expert, but the use of randomisers increasingly came to be favoured because referees would tend to favour the most reasonable course, precluding upsets and rendering the outcomes of entire battles a foregone conclusion. This goes all the way back to the roots of tabletop wargaming – people were literally having "rules versus rulings" arguments two hundred years ago!

(This isn't the only facet of tabletop roleplaying culture which has its roots in wargaming culure, of course. For example, you can draw a direct line from the preoccupation of early tabletop RPGs with punishing the use of out-of-character knowledge to historical wargaming's gentleperson's agreement to refrain from making decisions based on information that one's side's commanders couldn't possibly have possessed when re-creating historical battles.)

To be clear, I don't necessary disagree that salon games could have yielded something like modern tabletop RPGs. However, first they'd have had to arrive at the paired insights that a. excessive consensus-seeking is poison to building an interesting narrative; and b. randomisers can be used to force the breaking of consensus, and historical wargames had a substantial head start because they'd figured all that out a century earlier.

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canageek

One slate correction based off of playing at the world, war games started with heavy use of randomizers, then went diceless for many years based on the influence of a very well respected German general. However American war games were an offshoot of the earlier dice based German branch via the influence of Tottenham.

This is very much a summary of like two chapters of the book that chart the exact influence of every war game on every other war game.

It is totally correct that there was a lot of argument in military circles about rulings versus rules he and the 19th century. There was also a lot of argument about how complex the rules should be and realism versus ease of play.

What I did find fascinating is how much of the complexity of those war Games simply came from trying to do percentages using only six-sided dice, and how if polyhedral dice had been available the history of wargames may have been very different because you cook drastically cut down how many tables you needed to cross reference.

Yes, that was poor phrasing on my part; I should have said something along the lines of "early historical wargames went through an extended phase of favouring diceless play". I certain didn't mean to imply that the genre had started out exclusively diceless – I just wanted to highlight the importance of wargaming's flirtation with diceless play in figuring out what randomisers are good for.

As an aside, I think part of the potential confusion on this point comes from folks comparing modern tabletop RPGs to modern fantasy wargames, based on the idea that the former sprang directly from the latter. Tabletop RPGs and fantasy wargames are more like two parallel branches of the same evolutionary tree, which split off from historical wargaming at about the same time, and what historical wargames actually looked like at the time of that split can be illuminating.

It wasn't simply a matter of injecting roleplaying elements into a medium which had previously lacked them. Modern fantasy wargames have drifted away from including prominent roleplaying elements in order to more cleanly distinguish themselves from tabletop RPGs as the lines between the two genres became brighter. Those lines weren't always so bright; many early fantasy wargames would probably be considered tabletop RPGs by modern standards. Indeed, some historical wargames of the period might well be considered tabletop RPGs by modern standards!

One of my friends regularly plays Kriegspeil as if it is a LARP (sending dramatic "Surrender or Perish" messages to the enemy, etc), fully aware that they're surrounded by Serious Wargamers (tm) who consider it to be a Serious Wargame.

Congratulations to your friend for being literally the only person who's doing it right.

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prokopetz

Honestly it's weird that roleplaying as we know it evolved from historical wargaming.

Like for example DBA rules contain some suggestions for running campaigns with narrative and "propaganda" so I wouldn't say that it's something incompatible, and 0E looks way more like wargames than say PbtA games do, but storytelling games were a feature of artistic salons for way longer and they appear much closer to roleplaying than rulesets for reenacting ancient battles on tabletop.

Salon games didn't have skill checks but neither did wargames and it's strange that nobody came up with simplistic skill checks to add uncertainty and realism to the game

Avatar

I think the line is a lot clearer when the role of dice and rules in tabletop roleplaying games is correctly understood.

"Uncertainty" and "realism" are, at best, secondary to what the dice are actually doing. Even most tabletop RPGs get it wrong when they try to explain themselves – they'll talk about the rules as something to fall back on to prevent schoolyard arguments (i.e., "yes I did!/no you didn't!") from derailing the story, when in fact it's the exact opposite.

If we look at freeform roleplaying as an illustrative parallel, we see that, while newly formed groups may in fact fall to bickering when a consensus can't be reached about what ought to happen next, mature and well-established groups tend instead to fall prey to excessive consensus-seeking: the impulse to always find an outcome that isn't necessarily one which everybody at the table can be happy with, but at the very least one which everybody at the table can agree is reasonable – and that's a lot more constraining than one might think.

In this sense, the role of picking up the dice isn't to build consensus, but to break it – to allow for the possibility of outcomes which nobody at the table wanted or expected. It's the "well, this is happening now" factor that prevents the table's dynamic from ossifying into endless consensus-seeking about what reasonably ought to happen next.

Looking to the history of wargames, this is precisely the innovation they bring to the table. Early historical wargames tended to be diceless affairs which decided outcomes by deferring to the judgment of a referee or other subject matter expert, but the use of randomisers increasingly came to be favoured because referees would tend to favour the most reasonable course, precluding upsets and rendering the outcomes of entire battles a foregone conclusion. This goes all the way back to the roots of tabletop wargaming – people were literally having "rules versus rulings" arguments two hundred years ago!

(This isn't the only facet of tabletop roleplaying culture which has its roots in wargaming culure, of course. For example, you can draw a direct line from the preoccupation of early tabletop RPGs with punishing the use of out-of-character knowledge to historical wargaming's gentleperson's agreement to refrain from making decisions based on information that one's side's commanders couldn't possibly have possessed when re-creating historical battles.)

To be clear, I don't necessary disagree that salon games could have yielded something like modern tabletop RPGs. However, first they'd have had to arrive at the paired insights that a. excessive consensus-seeking is poison to building an interesting narrative; and b. randomisers can be used to force the breaking of consensus, and historical wargames had a substantial head start because they'd figured all that out a century earlier.

Avatar
Avatar
canageek

One slate correction based off of playing at the world, war games started with heavy use of randomizers, then went diceless for many years based on the influence of a very well respected German general. However American war games were an offshoot of the earlier dice based German branch via the influence of Tottenham.

This is very much a summary of like two chapters of the book that chart the exact influence of every war game on every other war game.

It is totally correct that there was a lot of argument in military circles about rulings versus rules he and the 19th century. There was also a lot of argument about how complex the rules should be and realism versus ease of play.

What I did find fascinating is how much of the complexity of those war Games simply came from trying to do percentages using only six-sided dice, and how if polyhedral dice had been available the history of wargames may have been very different because you cook drastically cut down how many tables you needed to cross reference.

Yes, that was poor phrasing on my part; I should have said something along the lines of "early historical wargames went through an extended phase of favouring diceless play". I certainly didn't mean to imply that the genre had started out exclusively diceless – I just wanted to highlight the importance of wargaming's flirtation with diceless play in figuring out what randomisers are good for.

As an aside, I think part of the potential confusion on this point comes from folks comparing modern tabletop RPGs to modern fantasy wargames, based on the idea that the former sprang directly from the latter. Tabletop RPGs and fantasy wargames are more like two parallel branches of the same evolutionary tree, which split off from historical wargaming at about the same time, and what historical wargames actually looked like at the time of that split can be illuminating.

It wasn't simply a matter of injecting roleplaying elements into a medium which had previously lacked them. Modern fantasy wargames have drifted away from including prominent roleplaying elements in order to more cleanly distinguish themselves from tabletop RPGs as the lines between the two genres became brighter. Those lines weren't always so bright; many early fantasy wargames would probably be considered tabletop RPGs by modern standards. Indeed, some historical wargames of the period might well be considered tabletop RPGs by modern standards!