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	<title>Fudgerylog &#187; Editorials</title>
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	<link>http://www.fudgery.net/fudgerylog</link>
	<description>Better role-playing through dead reckoning</description>
	<pubDate>Mon, 17 Nov 2008 18:34:33 +0000</pubDate>
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		<title>General Gaming Resolutions for 2008</title>
		<link>http://www.fudgery.net/fudgerylog/2007/11/16/67/</link>
		<comments>http://www.fudgery.net/fudgerylog/2007/11/16/67/#comments</comments>
		<pubDate>Fri, 16 Nov 2007 15:20:15 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
		
		<category><![CDATA[Editorials]]></category>

		<category><![CDATA[Events]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/2007/11/16/67/</guid>
		<description><![CDATA[I missed two gaming events this month that I very much wanted to attend, but the lack of funds was an insurmountable obstacle. Aye, the Miniature War Gaming Day at Fort Meigs was affordable enough for someone with a reliable source of income, and so was U-Con in Ann Arbor, Michigan, but my source of [...]]]></description>
			<content:encoded><![CDATA[<p>I missed two gaming events this month that I very much wanted to attend, but the lack of funds was an insurmountable obstacle. Aye, the Miniature War Gaming Day at Fort Meigs was affordable enough for someone with a reliable source of income, and so was U-Con in Ann Arbor, Michigan, but my source of income is not reliable and barely qualifies as a source. So, here are a few early resolutions to help me have a better gaming year in 2008:</p>
<ul>
<li>I will endeavor to find a better job or a second job.
<li>I will endeavor to get my manuscripts (both old and new) published (after a hiatus of too many years).
<li>I will preregister for <a href="http://www.originsgamefair.com">Origins</a>, <a href="http://ut-bash.com/bashcon/">BASHCon</a>, and <a href="http://www.ucon-gaming.org">U-Con</a>, and run events at all three conventions.
<li>I will attend Miniature War Gaming Day at <a href="http://www.fortmeigs.org/index.html">Fort Meigs</a>.
<li>I will participate in a weekly board game club in my city of employment.
<li>I will play at least one board game, card game, role-playing game, or war game per week in my city of residence.
</ul>
<p>One wouldn&#8217;t think it would take resolutions to encourage one to participate in a voluntary hobby, but this hobby requires planning and the co&ouml;peration of others, so it&#8217;s a wee bit more challenging to manage. Running events at conventions (and even just attending conventions) presents a variety of other difficulties, many of which involve money. And then there are the distractions. Despite all the distractions that compete against gaming, though, the single greatest obstacle is an insufficiency of funds. &#8216;Tis time to remedy that.</p>
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		<title>Promoting Clarity in Gaming</title>
		<link>http://www.fudgery.net/fudgerylog/2007/10/09/59/</link>
		<comments>http://www.fudgery.net/fudgerylog/2007/10/09/59/#comments</comments>
		<pubDate>Tue, 09 Oct 2007 16:15:24 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
		
		<category><![CDATA[Editorials]]></category>

		<category><![CDATA[Fudge]]></category>

		<category><![CDATA[Role-Playing Games]]></category>

		<category><![CDATA[D&amp;D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/2007/10/09/59/</guid>
		<description><![CDATA[To promote clarity in gaming is to promote gaming itself. If one wants to reach others, one attempts to communicate with them. Most game companies do not wish to exclude potential customers, but sometimes their adherence to old habits of convenience (such as the ridiculous overuse of acronyms and initialisms) is more an obstacle than [...]]]></description>
			<content:encoded><![CDATA[<p>To promote clarity in gaming is to promote gaming itself. If one wants to reach others, one attempts to communicate with them. Most game companies do not wish to exclude potential customers, but sometimes their adherence to old habits of convenience (such as the ridiculous overuse of acronyms and initialisms) is more an obstacle than a selling point.</p>
<p>In <a href="http://www.fudgery.net/fudgerylog/2007/10/02/38/">Deliberate Obfuscation in Gaming</a>, I touched upon the undesired effects of gamer jargon on gaming itself as I see it. <b><i>Fudge</i></b> is, I believe, the exemplar of how role-playing ought to be introduced to prospective players. In <b><i>Fudge</i></b>, all traits are spelled out, values are described with adjectives rather than numbers, and most terms use plain language rather than arcane terminology. There are very few exceptions, the primary one being the convention of using dice notation, which in the case of <b><i>Fudge</i></b> means referring to 4dF for example (where <b>4</b> is the <i>number</i> of dice rolled and <b>dF</b> is the <i>type</i> of dice rolled, i.e. &#8220;roll 4 Fudge dice&#8221;).</p>
<p>If I have any misgivings about the way <b><i>Fudge</i></b> deals with jargon, it is that it failed to go further. Admittedly, anyone who has ever played a role-playing game knows what is meant by GM, PC, and NPC (that&#8217;s game master, player character, and non-player character to those who haven&#8217;t), but it would have been nice if those terms could have been discarded along with all the other unnecessary trappings.</p>
<p>&#8220;GM&#8221; or &#8220;game master&#8221; is the non-trademarked descendant of &#8220;DM&#8221; or &#8220;Dungeon Master&#8221; (of <b><i>Dungeons &#038; Dragons</i></b> fame). As such, it is burdened with some of the same negative connotations that have been associated with <b><i>Dungeons &#038; Dragons</i></b> (rightly or wrongly) over the years, e.g. the GM as infallible expert; the GM as the opponent of the players; the GM as liar (E. Gary Gygax&#8217;s famous advice to DMs about ignoring unfavorable dice rolls made behind the DM screen or rolling dice for the sake of creating suspense come to mind); and, of course, the GM as omnipotent god, or rather, megalomaniac. The abuses by some game participants with the ostentatious title of &#8220;game <em>master</em>&#8221; have inevitably led to the flight of some players from gaming altogether, and the defection of others to computer &#8220;role-playing&#8221; games and story games. Consider how different things might be if &#8220;GM&#8221; had never meant &#8220;game master,&#8221; but rather &#8220;game <em>moderator</em>.&#8221; &#8220;Moderator&#8221; far more accurately conveys the duties involved &#8212; preparing (and sometimes writing) the scenario, organizing the event or session, setting the scenes and describing situations, applying (and being aware of) relevant rules, arbitrating conflicts, ensuring participation opportunities for all players, and faithfully playing the roles of the characters encountered by those of the players. There is nothing in the term &#8220;moderator&#8221; to encourage or even suggest the despotic behavior adopted by some GMs. As far as newcomers to role-playing are concerned, &#8220;moderator&#8221; is a more accessible and self-explanatory term, and perhaps a wee bit more mature, too. It promotes not only clarity in gaming, but better <em>playing</em> as well.</p>
<p>&#8220;PC&#8221; is far more widely associated with &#8220;personal computer&#8221; and &#8220;political correctness&#8221; than the gaming term &#8220;player character.&#8221; For the sake of clarity, might it not be better simply to use the term &#8220;player character&#8221; and dispense with the initialism? Otherwise, if something is supposed to apply equally to PCs and NPCs alike, does one then refer to Cs? In most cases, it is sufficient merely to refer to &#8220;characters.&#8221; <a href="http://www.sjgames.com/general/guidelines/writers/charactercharacter.html">Too Much Character</a>, an article from the <a href="http://www.sjgames.com/general/guidelines/writers/">Authors&#8217; Guidelines</a> of <a href="http://www.sjgames.com">Steve Jackson Games</a> recommends avoiding even the term &#8220;character&#8221; as much as possible, suggesting the use of terms such as &#8220;adventurer&#8221; or &#8220;explorer&#8221; or others more appropriate to the genre. This is advice well taken, although I think &#8220;character&#8221; and even &#8220;player character&#8221; have usefulness especially in the writing of generic rules. One must take care, however, to distinguish between &#8220;player character&#8221; and &#8220;player,&#8221; as many role-players are aware.</p>
<p>&#8220;NPC&#8221; carries neither gaming nor non-gaming baggage. It is purely functional. &#8220;NPC&#8221; means &#8220;non-player character&#8221; and there can be nothing confusing about that. Or can there? Is the GM not a player? Or is the GM merely a referee? (It depends on one&#8217;s style of gaming, I suppose.) Is &#8220;GM character&#8221; preferable and does it make a difference if it stands for &#8220;game master character&#8221; or &#8220;game moderator character&#8221;? Is &#8220;moderator character&#8221; acceptable? Those are all poor alternatives. If we wish to promote clarity, what is the best way to express the term even to newcomers? If we accept the use of plain language as the best means of promoting clarity, then perhaps we can co-opt terms outside the hobby (just as &#8220;role-playing&#8221; was, incidentally). Perhaps &#8220;supporting character&#8221; might be used, or &#8220;extra&#8221; in the case of characters of minimal importance, or &#8220;antagonist&#8221; in the case of hostile characters. We already use terms such as &#8220;patron,&#8221; &#8220;contact,&#8221; and &#8220;dependent&#8221; in many role-playing games, and <b><i>Dungeons &#038; Dragons</i></b> made frequent mention of &#8220;henchman&#8221; and &#8220;hireling.&#8221; None of these terms, however, seem to convey quite the same meaning as &#8220;non-player character,&#8221; which may, in the end, be the least bad generic term for characters not played by the moderator.</p>
<p>I usually avoid the PC/NPC problem by referring to &#8220;characters&#8221; when a rule affects both types equally, and, when it does not, to terms specific to the genre or situation. As a last resort, I use &#8220;player character&#8221; or &#8220;non-player character&#8221; rather than &#8220;PC&#8221; or &#8220;NPC.&#8221; Regrettably, &#8220;GM&#8221; may be too firmly entrenched to be dislodged in the near future, and I continue to use it in my <b><i>Fudge</i></b> writing since it is prevalent in the original rules,  but in my own usage it shall always stand for &#8220;game moderator&#8221; and I would like to see &#8220;GM&#8221; eventually replaced by &#8220;moderator&#8221; throughout the gaming hobby and industry.</p>
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		<title>Deliberate Obfuscation in Gaming</title>
		<link>http://www.fudgery.net/fudgerylog/2007/10/02/38/</link>
		<comments>http://www.fudgery.net/fudgerylog/2007/10/02/38/#comments</comments>
		<pubDate>Tue, 02 Oct 2007 14:56:11 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
		
		<category><![CDATA[Editorials]]></category>

		<category><![CDATA[Role-Playing Games]]></category>

		<category><![CDATA[D&amp;D]]></category>

		<category><![CDATA[Fudge]]></category>

		<category><![CDATA[Traveller]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/2007/10/02/38/</guid>
		<description><![CDATA[Sometimes a little issue reminds one of a bigger issue. In this case, the little issue is that of the occasional difficulty of interpreting a role-playing game&#8217;s attributes so I can include them in my List of Attributes by Game. Sometimes the only access I have to a game is its character sheet, which is [...]]]></description>
			<content:encoded><![CDATA[<p>Sometimes a little issue reminds one of a bigger issue. In this case, the little issue is that of the occasional difficulty of interpreting a role-playing game&#8217;s attributes so I can include them in my <a href="http://www.fudgery.net/omnium-gatherum/lag.html">List of Attributes by Game</a>. Sometimes the only access I have to a game is its character sheet, which is often available as a free download on the publisher&#8217;s Web site. This is problematic if the names of the attributes are abbreviated. Normally, they can be understood easily enough. STR is commonly taken to mean Strength, DEX is Dexterity, etc., but some are not quite as obvious. INT, for instance, is usually Intelligence, but it could also mean Intellect or Intuition. In the case of a game such as <b><i>Aftermath</i></b>, WT could be Wit or Weight and WL could be Will or Willpower. This is inconvenient for me, but how does it affect those who are curious about role-playing and are researching it themselves?</p>
<p>The big issue, of course, is the traditional barrier to newcomers entering the hobby. I started role-playing in the early 1980s when the role-playing hobby was entering the zenith of its popularity. At that time, there were several factors that made the hobby very attractive to me. First, I was fascinated by the concept of playing a game that was essentially a regulated and cerebral form of my favorite activity as a child: playing make-believe. The second factor that attracted me to role-playing, once I became exposed to it, was its arcane terminology. If one could refer to a creature&#8217;s AC and HD, or cite a spell&#8217;s requirements for somatic components, or mention alignment or level, it made one feel clever. I was suddenly no longer just a miserable adolescent misfit, but an enlightened member of a secret brotherhood privy to obscure knowledge. It was satisfying to know a code that was incomprehensible to others.</p>
<p>As much as I initially enjoyed that aspect of the hobby, I must confess that its existence delayed my enjoyment of it. Before I knew what role-playing was, my brother had begged our parents to buy him the <i>Monster Manual</i> because he liked the pictures. For my brother in particular, this book was a dream come true: page after page of illustrations of one exotic creature after another. We could understand most of the descriptions, of course, but the list of statistics beneath each heading was a mystery indeed. I would read them with no comprehension at all of AC: 6 or Treasure Type: D or Damage: 2-12. What on earth? These things mean nothing whatsoever to an ordinary person.</p>
<p>After I had started playing <b><i>Dungeons &#038; Dragons</i></b>, I would see articles about <b><i>Traveller</i></b> in <i>White Dwarf</i> and puzzle over streams of numbers that accompanied character names, such as 759C6B. Although I consider the hexadecimalization of character attributes interesting now, at the time it was nothing but a deterrent even to investigating the possibility of playing <b><i>Traveller</i></b>, especially since it was only available in shrinkwrapped little black books and box sets at the time, thus preventing any elucidation.</p>
<p>For a subculture in search of self-identification and the presentation of an aura of high intellect and obscure knowledge, gamer jargon seemed to serve a purpose. In reality, it further isolated gamers from the mainstream, made them objects of ridicule, made it more difficult to comprehend for newcomers who might wish to learn more about role-playing, and generally served no useful purpose.</p>
<p>I think the new wave of role-playing games ought to embrace an aesthetic and moral principle long promoted by the <b><i>Fudge</i></b> role-playing game: Make things easily understandable in plain language. Where jargon cannot be eliminated, minimize it. The emphasis, after all, ought to be <em>role-playing</em>, not drafting legal documents. Deliberate obfuscation in gaming only hinders the hobby.</p>
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		<title>Yet Another D&#038;D Edition</title>
		<link>http://www.fudgery.net/fudgerylog/2007/08/31/51/</link>
		<comments>http://www.fudgery.net/fudgerylog/2007/08/31/51/#comments</comments>
		<pubDate>Fri, 31 Aug 2007 16:04:42 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
		
		<category><![CDATA[Editorials]]></category>

		<category><![CDATA[Gaming News]]></category>

		<category><![CDATA[Role-Playing Games]]></category>

		<category><![CDATA[D&amp;D]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/2007/08/31/51/</guid>
		<description><![CDATA[Most game companies want their prospective customers to know what they are offering with as little fuss as possible. Most game companies will go out of their way to provide a little information for free about a product that is no longer a secret. This is not the case with Wizards of the Coast. It [...]]]></description>
			<content:encoded><![CDATA[<p>Most game companies want their prospective customers to know what they are offering with as little fuss as possible. Most game companies will go out of their way to provide a little information for free about a product that is no longer a secret. This is not the case with Wizards of the Coast. It was announced at Gen Con 2007 that <b><i>Dungeons &#038; Dragons, Fourth Edition</i></b> is in the works, but I have seen no press releases, and the company Web site requires one to download video files, podcasts, or subscribe to a newsletter to get any information whatsoever. If there <em>are</em> any ordinary, information-laden text pages on the subject within their site, it is cunningly hidden. It is all unfortunate, but utterly unsurprising (considering the company).</p>
<p>Why, you may ask, would I be interested in the fourth edition of a game that I started boycotting when its second edition was released? The <em>only</em> glimmer of interest it holds for me is the involvement of <a href="http://mearls.livejournal.com/">Mike Mearls</a>, some of whose work was originally known to me in <a href="http://www.mearls.com/old_site/index.html">this incarnation</a>. Mearls is a sharp game designer, original thinker, and a very funny satirist. I am happy he is making a living doing what he loves, but I lament the misuse of his considerable powers, which would be better served (as far as I am selfishly concerned, if not his finances) in creating unique games and supplements for those games. That being said, his involvement in the project lends it <em>some</em> potential validity, which is why I would like to learn a little more about it. When the new edition is released, I <em>will</em> take a closer look for curiosity&#8217;s sake.</p>
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		<title>Mana Everywhere; It&#8217;s Like Manna</title>
		<link>http://www.fudgery.net/fudgerylog/2007/07/19/47/</link>
		<comments>http://www.fudgery.net/fudgerylog/2007/07/19/47/#comments</comments>
		<pubDate>Thu, 19 Jul 2007 17:54:30 +0000</pubDate>
		<dc:creator>Gordon Cooper</dc:creator>
		
		<category><![CDATA[Editorials]]></category>

		<category><![CDATA[Role-Playing Games]]></category>

		<category><![CDATA[Rules]]></category>

		<guid isPermaLink="false">http://www.fudgery.net/fudgerylog/2007/07/19/47/</guid>
		<description><![CDATA[House rules for magic systems are not in short supply. Whether you are searching for variants of your favorite system, adaptations from one game system to another, or unique systems that have been fashioned by skilled craftsman who suffer for their art and offer it to the world without monetary compensation, they are abundant. One [...]]]></description>
			<content:encoded><![CDATA[<p>House rules for magic systems are not in short supply. Whether you are searching for variants of your favorite system, adaptations from one game system to another, or unique systems that have been fashioned by skilled craftsman who suffer for their art and offer it to the world without monetary compensation, they are abundant. One thing I <em>wish</em> were abundant were house rules for magic systems that do not use the word &#8220;<i>mana</i>.&#8221;</p>
<p>Once upon a time, game designers were content to use one term, for the most part, to describe the harnessing of supernatural forces. It was called &#8220;magic.&#8221; There seemed to be an infinite number of ways to explain the source of magic or how it works (if one felt the necessity) ranging from innate psychic gifts to channeling the energy of the Positive Material Plane to tapping the ambient magical field of one&#8217;s immediate surroundings.  Any of these are enough to spark the imagination and possibly inspire one to conjecture about the &#8220;physics&#8221; of magic in a particular setting, even possibly leading to ideas for new adventures and background stories.</p>
<p>Then someone decided to take a word, a very specific word with a very specific religious meaning belonging to a very specific culture, and reduce it to a generic rules term. That word is <i>mana</i>. Looking at a variety of online sources, I note that the term in general has been diluted over the years, so I am forced to admit that game designers and rules hackers are probably not solely responsible for the word&#8217;s overuse:</p>
<blockquote><p>
1 : the power of the elemental forces of nature embodied in an object or person<br />
2 : moral authority : PRESTIGE<br />
(<a href="http://www.m-w.com/cgi-bin/dictionary?book=Dictionary&#038;va=mana">Merriam-Webster Online Dictionary</a>)
</p></blockquote>
<p>or:</p>
<blockquote><p>
(in Polynesian, Melanesian, and Maori belief) pervasive supernatural or magical power.</p>
<p>  — ORIGIN Maori.<br />
(<a href="http://www.askoxford.com/concise_oed/mana?view=uk">AskOxford</a>)
</p></blockquote>
<p>or:</p>
<blockquote><p>
a generalized, supernatural force or power, which may be concentrated in objects or persons.<br />
[Origin: 1835–45; < Polynesian]<br />
(<a href="http://dictionary.reference.com/search?q=mana&#038;r=66">Dictionary.com</a>)
</p></blockquote>
<p>At one time, <i>mana</i> meant the supernatural power present in a being or object that could be released from its containment and utilized by another by destroying said being or object. It was tied to a belief system held particularly by the Maori, and it was especially important to concepts of divine and tribal authority.</p>
<p>Why someone thought <i>mana</i> would be an excellent word to be applied generically to magic in a fantasy setting of predominantly Western European influence is baffling. Medieval Western Europeans did, in fact, have a concept of magic as a force that could be locked within beings or objects, and they had words for it, too: &#8220;quintessence&#8221; and &#8220;prima materia.&#8221;</p>
<p>Perhaps it was once considered a nifty idea to use the word &#8220;<i>mana</i>&#8221; instead of &#8220;magic.&#8221; Perhaps it was thought to be exotic. Perhaps, even, it was thought that it would be more believable to have in-character conversations about <i>mana</i> than magic <em>in a medieval European fantasy world</em>. Read that sentence again. Yes, as absurd as it sounds, I think it may have been part of the rationale.</p>
<p>To most people, the presence of <i>mana</i> in a text about mostly Western magic is probably not as jarring and unaesthetic as it is to me. For my serious games, I like to immerse myself in another world, much as I like to do when I am reading a good novel. To me, a wizened alchemist muttering something about <i>mana</i> is about as convincing as the Sheriff of Nottingham using the phrase &#8220;crime scene investigation&#8221; or Robin Hood discussing the merits of &#8220;wealth redistribution.&#8221; If it were a comical interpretation, sure, anything goes. For that matter, the party can greet strangers with &#8220;aloha&#8221; and have luaus every night of their journey to Mordor. For serious games, however, I think <i>mana</i> is best limited to traditional Polynesian or modern cosmopolitan settings.</p>
<p>Incidentally, I do think that a traditional Polynesian setting would make a rich environment for gaming. The possibilities are&#8230; fascinating.</p>
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