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Sometimes the Box is Too Small

Mark Buetow
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You can't limit the questing imagination to the mere contents of an adventure game's box. Read on to see what I mean.

It was late in my high school years and I was hanging out at a friend's house when I noticed he had a copy of Talisman sitting there. I asked if I could borrow it. Several years before, in the gaming career of my late elementary and middle school years, I had received Talisman and played the heck out of it. When I played it again these several years later, however, it just didn't strike me as really great fun as it once was. Fast forward to today. A friend of a friend has the newest version of Talisman. We played once. It was, frankly, dull. How come? Have I outgrown it? Is it the mere case of "you can never go back" to the magical feeling of when you first played an epic game like that? That's probably part of it. But answer is really this: Talisman isn't really fun for me because we play roleplaying games (RPGs).

A few years back, at a big sale at a Barnes & Noble, I grabbed a copy of Return of the Heroes. The first time we played it, it was fairly interesting. Though my daughter really enjoys it, subsequent plays haven't generated any excitement for me. Why is that? Well, like many of these games, once you've seen the monsters and quests and things, you anticipate them and know what's coming, if not always in the same order. Besides, our regular group had embarked upon some adventures playing Dungeons & Dragons (4th Edition). Even though we were using a published module (H1: Keep on the Shadowfell) the adventure unfolded according to the actions of the players, generating a tapestry of unscripted action and humor.

I run a Tuesday gaming group with some teens at a local library. Included in our gaming was some more D&D 4E (a homebrew campaign that has faded) and some Tunnels & Trolls (7th - 7.5 Editions). After diving headlong into the hobby, one of the guys, Josh,(fonebone10) said he wanted to GM a game of Call of Cthulhu (2nd - 6th Edition). We began with some of the stock adventures included in the book and recently finished a short adventure which Josh had written himself. I recall one of the coolest parts of one of the stories. We were headed up into the attic of a house. One of the kids' characters was about to peer up in there when he was grabbed and pulled up. In a moment his body was flung back down to the floor, a hole where his heart had been! The player was stunned. We were all shocked. It was hilarious and freaky at the same time. Cthulhu is an easy RPG and a creepy sort of fun (attended by all the campy RPG jokes that are typical of a group). So when my regular group (includings kids of my main gmaing buddy) got a copy of Arkham Horror they really loved it but I didn't. I've played one full game. To be honest, I didn't read the rules myself so part of my play was that I was being pulled along by others who knew what they were doing. Yet the game was fairly predictable: they directed us as to what we should do and the monsters they encountered in multiple playings they already knew how to handle. It was a bit of rote dullness as a game experience. Why? Because I've played the RPG which has limitless possibilities!

In expressing my thoughts here on the genre of the "adventure/quest" game, I don't mean to disparage any of those games. They are fine games. Back in the day I loved Dungeon!. I've never played Descent: Journeys in the Dark, or Runebound (First Edition), or Prophecy. And I don't think I'd really want to. The fact is, adventure games with a board and a finite pool of cards and encounters just aren't that fun for me. (And, let's face it; expansions just give a bump of interest and are too soon a known quantity). When you first play, they are interesting because you haven't seen everything yet. After that, they become for me exercises in tedium as you go through the material in a mechanical fashion. In a roleplaying game, the possibilites are endless and the story is going to unfold much differently and with a whole different atmosphere at the table. (An exception might be something like DungeonQuest (third edition) which is not an attempt at "serious" adventure but a lighter version of the theme for laughs).

We all have our favorite genres of games. I love epic fantasy and sci-fi. When it comes to enjoying the "adventuring" game, I find I am drawn to the roleplaying experience as the best way of enjoying the "quest." And that's speaking as one who pretty much does all the GMing! The fact is, for certain themes, RPGs are the better choice for creating the "narrative" that every good game should create. After all, one of the best parts of the hobby is the ability to retell the events of a game. Sometimes it's as mundane as "Hey, Grandma, remember that time we crushed Grandpa and Dad because I had that doulbe-marriage in Pinochle?" Other times it's more action packed as in "Remember that time that Smythe ran throught the German trenches with that flamethrower?" Sometimes it's the epic tale of a bad die roll. "Remember when the party was approaching the gate quietly and Kragnok rolled a '1' on his stealth check? 'Kragnok! Stop banging the pots and pans!'" Games are fun because they make memories from which you can tell good stories. And RPGs by nature do the best job of this, in my opinion. (Pehaps what finally spurred me to write this post, which has been percolating in my mind, is that we've just begin a Pathfinder Roleplaying Game campaign using the Serpent's Skull Asventure Path.)

I guess, in some sense, those adventure games constricted by a familiar deck don't spark my storytelling imagination like a good RPG session does. That's not to say that all boardgames lack this ability. (One of those examples above comes from Combat Commander: Europe which paints vivid pictures of battle.) It's not even to say that those of you who like those games aren't able to tell stories from what happened. It's just me. Just my opinion. I prefer the open-ended "undiscovered country" of a good RPG to the limits of an adventure game constrained by what's in the box. Sometimes, the box is too small. It can't contain all the amazing possibilities that an RPG opens up.

So how about you? Do you like adventure games? Have you taken it to the next level and played an RPG? Is there room in your gaming universe for both or do you prefer one over another? Of course it's great we have all kinds of games both board and RPG. The hobby is richer for having both types. But my own experience is richest in those particular settings when we're roleplaying.

I'll play an adventure or quest game with my daughter or my friends although they're not my cup of tea. But set up the GM screen, get out the polyhedrals and crack open a well-written module and we are transported to a world where anything is possible and an epic saga will be written and told. And that's epic fun!
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Subscribe sub options Wed Oct 12, 2011 4:08 pm
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David Janik-Jones
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Hi Mark,

I'll take a stab at answering your question.

Since I started gaming in the early 1970s, I've played all sorts of games. The classic AH/SPI/S&T/Yaquinto wargames. The earliest versions of Chainmail and D&D (the white box set, mine signed by Gygax and Arneson and long since sold). Traveller. RPGs of every stripe. Every tactical WW2 game ever made (or close enough). Euros. Ameritrash. Lots of games. Lots of fun.

And like you, narrative and storytelling drive a game for me.

It's interesting you mention the Combat Commander Series. In the tactical WW2 genre I do love the utter elegance of Barry Doyle's Valor & Victory game, but the one thing that keeps driving me back, obsessively to the Combat Commander Series series of games ... and also arguably the finest WW2 wargame ever made, Up Front ... is the fact that CC and UF titles provide a rich storytelling experience and narrative to WW2 combat.

RPGs provide that same experience. I must admit to not playing RPGs right now, partly because I can't seem to find the time as a nearly 49 year old dad, but largely because many of them have become exercises in statistics and mechanics and rulebooks that have turned into tomes. The sheer amount of tables and details in, say, D&D 4th edition, bog the storytelling and narrative aspects down so much, they bore me to death. I want fast, swashbuckling, excitement not 20 minutes of dice rolling to clear out a small guardroom of orcs. I find mechanics of hit points silly. Magic systems with lists weird. Dice rolls to succeed, odd.

Interestingly, I find my view of many of today's well-known RPGs reflective, on some levels, of the whole ASL vs CC (or insert other title here) arguments that swirl around the wargaming hobby; complexity and design for effect, and realism etc.

Thankfully, there is a whole realm of indie RPGs that rethink many of the core mechanics and fundamentals of the RPG gaming scene that have slowly drawn me back into the realm of wanting to play RPGs again. Mortal Coil, Dog in the Vineyard, A Taste for Murder, Dan Bayn's Wushu, the recently released Do Temple of the Flying Monks, unique ones like Lady Blackbird and Stars Without Number and Apocalypse World, etc ... all these provide new ways of playing RPGs that emphasize storytelling and narration over dice rolling, tables, and standard mechanics. There are sites now devoted to the best of these indie RPGs and storytelling games. And young RPGers who have grown up on more freeform narrative-focused RPGs, rather than CRT-laden die-fests.

In the end, I too love adventure games. Any game, in fact, that provides a story I can tell and a narrative that envelopes the players while they play. That magic. And except for a small handful of rare boardgames that are as much narrative as mechanic/theme (CC? UF?), I would agree that the best imagination and storytelling happens in RPGs.

Thanks for posing the question.

(Now, where's that story-driven, simple, WW2 RPG that is purely narrative, without hexes and chits or even cards, I wonder? Something I can play by talking out the scenario. Or is UF or CC it right now?)

P.S. I should have added that much like your Arkham RPG experience ["I recall one of the coolest parts of one of the stories. We were headed up into the attic of a house. One of the kids' characters was about to peer up in there when he was grabbed and pulled up. In a moment his body was flung back down to the floor, a hole where his heart had been! The player was stunned. We were all shocked. It was hilarious and freaky at the same time."] I read once about a mechanism in some homebrew WW2 man-to-man combat game ... for damage you draw a card from a standard playing deck. The deck never gets replenished. You draw an ace of spades ... you die. No arguing or save rolls or anything. Your character simply is killed in combat. Brutal, shocking, but narrative and in the theme of the world you are playing at.
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  • Edited Thu Oct 27, 2011 4:56 pm
  • Posted Thu Oct 27, 2011 2:24 pm
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Mark Buetow
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Thanks for replying, David.

We're just getting into Pathfinder which you probably wouldn't like as it's mega crunchy with rules and rolls and the whole bit. But it's a lot of fun. I don't mind the complexity of it. But I do appreciate the simpler RPGs and have tried some of them with the kids I game with on Tuesdays.

But there's nothing like a good story, is there? And that's what makes a good game great, that it leaves you with a memory you can recount as easily and with as much excitement as if you were recalling something that really happened in the real world!

Cheers!
 
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  • Posted Fri Oct 28, 2011 3:31 am
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