Pencil and Paper ramblings…
January 21st, 2005 | Published in Books, Games, Ramblings
Steve Jackson Games, purveyors of such fine products as Car Wars, GURPS, and Illuminati, has started to sell electronic (PDF) versions of many of their publications. Without draconian copy-protection technology or other whackiness.
Q. Are the files in e23 copy protected?
A. No. That would interfere with your use of them. We just have to hope that we can sell enough to honest people to make up for what gets stolen by the kiddies and cheapskates.
Sadly, life is such that pencil + paper gaming is never likely to become a serious hobby for me again. When I was a student (highschool, dropout, and university) I used to play all the time. For the full length of one glorioius summer we had 5-7 people playing at least weekly, if not more often. From these times emerged such things as my love for King Crimson, and such strange insider funninesses as “Grope the Mega”.
Ah, me. Good times, good times.
Now, however, I’m a grown up and all my friends are grown up, and most of my friends don’t live anywhere near me (distributed, for the most part, evenly across North America from Nova Scotia to California and back again). Scheduling is nearly impossible, even for the local crew (all, like, 4 of us), and so forth.
Games like World of Warcraft sort of fill that gamery urge for me, but it’s a different animal than P&P gaming on almost every level. It wears a thin mask that makes it look a little bit like a “role playing game”, but it’s not. There’s no role playing. There’s no creativity. There’s no bending the rules. There’s no chance to stock your rogue’s pack with thin wire, chalk, packets of the Dust of Disappearance, thin bladed saws, silk rope, fine lockpicks, a bag of marbles, tiny caltrops…and other such “just in case there’s an emergency” items. Quests are static and unchangeable — everyone who runs a particular quest does the exact same thing — there’s no opportunity for a Dungeon Master to tweak the details to fit the party.
I miss proper P&P gaming. Even if Never Winter Nights had managed to deliver a module creation/editor system that wasn’t eye-stabbingly difficult to use (in other words, one that regular creative DM types could pick up and actually do something interesting with in about, oh, 2% of the current time it takes), it wouldn’t have been the same. As soon as you add graphics and sounds to this, it stops being a vehicle for imagination.
There is only one generation of gamers who grew up pencil and paper gaming. The original Dungeons & Dragons (Chainmail) was produced by Gary Gygax in 1971. The year I was born. Zork (arguably the first mass-market CRPG) was released in 1980. The Atari 2600 (for many of us, our first home game console) came out in 1982. Now the world is saturated with XBoxes, PS2s, GameCubes, high end gaming PCs, Game Boys, and an ever growing collection of other new gaming devices.
P&P gaming is a fringe thing, relegated again to the nerd world of back rooms at comic/game shops with big folding tables, bad chairs, too much Coke, and huge bags of chips. Video gaming is mainstream. In the end, however, will anyone think back, 20 years from now, and fondly recall that one time in Halo when they were the Master Chief and blew up hundreds of The Flood to finish the level? Will there be the same warm nostalgia I feel when I think back today to that time when my not-too-bright but hellishly-strong fighter (nicknamed “Slay” by the rest of the party) hauled out her gleaming bastard sword (shields are for pussies), ran through that guarded jail, and killed everything that moved before the mage could even get his wand out?
I bet not.
World of Warcraft is a good game, but it’s not a collaborative piece of interactive fiction. It’s fiction, and it’s interactive, but it’s not a collaboration. I miss that part most of all.
Ah, good times.