tmh (10/28/82)
I have played several types of role playing games and have found that the major drawback to all of them is the weaknesses of the referee. When I was part of the University of Illinois C-U club (one of the best gaming clubs in the world due to GDWs participation and such noted members as Greg Novak(Fire and Steel(System 7) and Guilford Courthouse) and Dave Emigh (various published D&D scenarios) ), we played several of a different type that I will attempt to explain below. These games were based on a given scenario and rules tailored or created for that scenario. We played mainly miniatures in the part of the club I was in and often used rpgs or near rpgs to generate battles. Several of the games were purely rpgs however. The difference between these games and the standard published ones is that charecters are "key figures" in the scenario, not a peon trying to work their way up. So you as a player control the course of "history". Every player is given a specific set of victory conditions tailored to his position. For example one of our games, run as most of them are by Greg Novak, was a mythical kingdom based on the H.Beam Piper book John Kalvin of Otherwhen with no J. K.. Each player was a Baron and only loosely tied to the other Barons. However, the chuch holding much secular power (as it alone knew the formula for gunpowder) was causing unrest among many of the people of Wessex. Barons were forced to chose between the church and the masses while watching their own borders. The main drawback of the game was the fine tuning i.e. in this case there was no reason for Barons to conduct themselves properly and anarchy resulted. In the meantime we found people do the strangest things... One Baron burned the fleet so he could go off pirating after plundering his own capital. The priest/general of the church through a coup against the Archbishop because the eccesiastical army was tired of fighting a guerilla war and the Archbishop wouldn't listen to the general until his Holiness was in jail. One Baron started the game by turing himself into a pirate. The constable kidnapped another Baron he was providing safe conduct for.... In another game the scenario was a small expanding colony on the West Coast of Africa was having problems with the natives(1/3 highland Scot, 1/3 Zulu and 1/3 Pathan with a battle cry of "Hoot man swazi there is no God but Allah and John Calvin was his prophet") throwing a Jihaad led by the Madhi. Players were either a figure in the home country military, the local colonial government, or a native leader (a history professor at Illinois State played the Madhi). The funniest thing about this game was that (with no aid from the referee) every pridiction the Madhi made came true. Also as players were chosen sort of at random it turned out that the most savage players ended up as Europeans and the most civilized leaders as native cheiftans. We had a blundering European general, sort of a Elphinstone in Afganistan type, loose the entire army and leave the colony defenceless as the natives swept out of the hills. While the head of the Madhi army Bey Teotihuacan came across as the Sandhurst type British officer "Oh good show what too bad you lost, well you can go home if you promise not to fight me again, will you have some tea?". Another native cheif definately went to Oxford. The hardest part of these games is forcing people to play a role, but even with one or two bad apples it is worth it in the long run. It requires the referee to do a lot of prelimiary work and frequently the game degenerates if the referee give people their heads. One of the best ways we have found to score these games is have each player write out his own victory conditions given his situation (note that they need approval by the referee) and let the game go from there. This allows each player to give his charecter his own personal flavor (power, greed, peace or whatever). He either fears his fate too much or his deserts are small that dares not put it to the touch to win or lose it all, Tom Harris ihldt!tmh BTL Naperville P.S. I have played/refed a fair amount of Traveller and agree that the basic game is dry, but with supplements and a good referee (one who has imagination and will tailor the charecter skills to fit the individual giving bonuses for more diffucult portrails). It is unbeatable for that type of game. The best Traveller game of all time was called Narapoia (the felling that you are out to get everyone else). I had the honor of playing in it as a Fremen from New Dune and was given skills in self discipline (which allowed mods on rolling for things requiring patience and concentration) and desert survival. This game won Don "the Major by God" Rapp the dedication in the game "Snapshot".