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Topic: fantasy heartbreakers: a theory
Started by: xiombarg
Started on: 6/23/2003
Board: RPG Theory


On 6/23/2003 at 7:01pm, xiombarg wrote:
fantasy heartbreakers: a theory

Working at rpgnews.com has gotten me thinking about Fantasy Heartbreakers again. Slap me down if this insight is trivial and/or someone already popped out with it and I missed the thread.

A big part of Heartbreakers seems to be a lack of familiarity with anything besides D&D. Yet, it seems to me a lot of gamers ARE familiar with at least a couple of games other than D&D. So why do Fantasy Heartbreakers get made?

Because the gamers with larger exposure find a game they like and go with that. That is, they find D&D unsatisfying, check out another game... and never create their own game, because what they want is out there. They play GURPS or Storyteller or Traveller or whatever. It's only those whose have never seen another game that feel the need to tinker with D&D and create their own to meet a need that already exists. It's self-selecting -- the sort of people who do their homework never make a game in the first place.

Those with the wider experience never make a Heartbreaker at all, so of course there's a bias towards those who are only familiar with D&D -- these are the people most likely not to realize what they want is already out there. Linking in with the wholekit-bashing thing from other threads, most gamers are satisfied with a particular system or two, with perhaps a few house rules, and the dis-satisfied ones are the ones who never realize that they can buy an elf miniature off the shelf, so they end up sculping one from scratch.

Those few who DO do their research, and still don't find what they like... Well, they end up here, making their own games.

Does that make sense? I think this links into Mike's Standard Rant #1 and Chris's standard rant.

Forge Reference Links:
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On 6/23/2003 at 7:37pm, Valamir wrote:
RE: fantasy heartbreakers: a theory

I agree with your principal, but, of course, your use of "only" and "never" is bit overstating the case.

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On 6/23/2003 at 7:41pm, Bankuei wrote:
RE: fantasy heartbreakers: a theory

Hi Loki,

As a minor point, consider some of those sacred cows or assumptions about games that I mentioned in my rant. Even folks with quite a bit of experience with many games still are trapped in the "this is the only way a game can work" mentality. Stuff like, "you gotta have stats, skills, kewl powers, splats, initiative, damage rules, etc".

I could probably walk up to 8 out of 10 gamers, who have played pretty much any commercial product on the shelves, and show them Inspectres and watch them trip out. I'm sure at least 3 out of 10 will say that such a game is unplayable, not just for them, or their group, but for anybody, anywhere. Now sure, these numbers are all speculative and whatever, but consider walking up to joe-schmoe gamer and how many of those sacred cows have never been questioned.

I'm going to venture that those assumptions are what give us Heartbreakers more than anything else. You can shift the numbers, change the stats, add new races, kewl powers, give us 200 pages of setting, but ultiimately Creative Agenda and System weren't really examined closely in most of the Heartbreaker cases. You still have the same "engine, same chassis" and a new body, and hoping a new paint job will make it "go faster".

Thoughts?

Chris

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On 6/23/2003 at 8:44pm, xiombarg wrote:
RE: fantasy heartbreakers: a theory

The thing is, considering some of the innovative nuggets Ron points out in his Heartbreakers essay, that it's not just "new paint, same chassis". I think a lot of these designers WANT a new chassis, but have no idea how to build one -- or that there's one like they want available.

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On 6/25/2003 at 2:34pm, Ron Edwards wrote:
RE: fantasy heartbreakers: a theory

Hello,

I think that Heartbreaker game-writing can spring from a couple of sources.

The first is pretty much as described: the authors aren't familiar with games beyond some variant of D&D, or with very few alternatives that aren't especially alternative (e.g. Warhammer).

The second, though, concerns the emotional angle, based on some of the points in my D&D history article. It's perhaps a desire to heal D&D play in some way.

Best,
Ron

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On 6/25/2003 at 4:10pm, WDFlores wrote:
RE: fantasy heartbreakers: a theory

I find myself relating strongly to the various reasons for fantasy hearbreakers already posted above (and likely discussed elsewhere, including in the articles). I'd probably qualify as a near perfect guinea pig for testing them out. Especially that one about lack of exposure. When you live in a place where the only RPG material on the shelves within 500 miles are D20 and White Wolf's WoD series (and maybe CoC if the stars are right), lack of exposure is a fact of life. ;-) Paypal doesn't even accept my credit card!

The inexperience leads to a lack of awareness of the many different ways roleplaying games can be made and played. This, coupled with the sincere desire to make a "kewl new thing" ends up with someone like me going off to write that uhm "great Filipino RPG" and ending up with a steampunk heartbreaker. Scary.

A desire to "heal" D&D is I think simply the momentum that gets a heartbreaker going. At it's core the heartbreaker pitfall is primarily a lack of awareness.

(After the small amount of time I've been spending here at The Forge, I can now hear my sacred cows moo in terror ;-)

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On 6/25/2003 at 4:28pm, Cadriel wrote:
RE: fantasy heartbreakers: a theory

Ron Edwards wrote: The second, though, concerns the emotional angle, based on some of the points in my D&D history article. It's perhaps a desire to heal D&D play in some way.


Wow. That kinda blindsided me, and made me realize: when the AD&D community and the Internet really hit it off in the mid-'90s (I refer specifically to the old AOL TSR Online, which I loved dearly), this sentiment was absolutely endemic in the fanbase. Everybody knew implicitly that AD&D was broken badly, and didn't satisfy the devoted players, but for the most part we were loyal to it. There were reams of material devoted to reworking the rules in a different direction. Discussions on how you were altering the game were constant. But...the fixes were never really coherent, and there was no objective standard for most to strive toward. I think, given an opportunity, a lot of us would have made Fantasy Heartbreakers of our own.

I think D&D3e, which doesn't give fans nearly the same reaction (i.e., you don't assume that the average DM will be making massive rules adjustments), will more or less stem the tide of Fantasy Heartbreakers, at least for the time being.

But there's another culprit that I think bears mentioning here: the overall decline of fantasy literature since the 1970s introduced us to doorstop novels written by the dozen. The Heartbreakers seem to show (some) signs of being a part of the current mainstream of fantasy, a mishmash of assumptions piled atop of assumptions. Gaming is part of the stream now, and it all feeds back into itself.

-Wayne

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On 6/25/2003 at 6:08pm, xiombarg wrote:
RE: fantasy heartbreakers: a theory

Cadriel wrote: I think D&D3e, which doesn't give fans nearly the same reaction (i.e., you don't assume that the average DM will be making massive rules adjustments), will more or less stem the tide of Fantasy Heartbreakers, at least for the time being.
Or refocus them. Look at all the mediocre d20 worlds out there. It seems that most people just wanted a semi-decent ruleset to publish a custom D&D world with -- and it's easy to grandfather in stuff specific to your world with Feats and Prestige Classes, without re-writing all the rules.

But there's another culprit that I think bears mentioning here: the overall decline of fantasy literature since the 1970s introduced us to doorstop novels written by the dozen. The Heartbreakers seem to show (some) signs of being a part of the current mainstream of fantasy, a mishmash of assumptions piled atop of assumptions. Gaming is part of the stream now, and it all feeds back into itself.
Shhhh! Don't get Ron started on the difference between D&D fantasy and "real" fantasy! ;-D

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On 6/25/2003 at 6:21pm, Bankuei wrote:
RE: fantasy heartbreakers: a theory

Hi Ron,

The second, though, concerns the emotional angle, based on some of the points in my D&D history article. It's perhaps a desire to heal D&D play in some way.


Emotionalism tends to play heavily in gamers, ranging from the usual fanatic love/hate of System X to a lot of other cherished ideas(Impossible thing, anyone?). How much of this do you think ties into folks looking for a "perfect" ruleset to fix their social contract issues?

Chris

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On 6/25/2003 at 6:42pm, Marco wrote:
RE: fantasy heartbreakers: a theory

I always assumed it was an attempt to improve on something the general experience of which they already liked. And yes, I'd noted that these guys weren't as in the dark as one might assume (they may not know online or niche-market games--but I bet most of them know Gama World and White Wolf and Hackmaster and Call of Cthulhu).

Judging from what I've seen here: every game created by someone with a history of bad experience could be an attempt to "heal D&D" (or whatever they started with).

-Marco

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On 6/25/2003 at 9:12pm, Cadriel wrote:
RE: fantasy heartbreakers: a theory

Marco wrote: I always assumed it was an attempt to improve on something the general experience of which they already liked. And yes, I'd noted that these guys weren't as in the dark as one might assume (they may not know online or niche-market games--but I bet most of them know Gama World and White Wolf and Hackmaster and Call of Cthulhu).


Well, you must remember that one of the big criteria for something actually being a Fantasy Heartbreaker is that it's mostly conversant with roleplaying games through the filter of (A)D&D's basic assumptions, such as classes and levels, and the real shame is that they have so much passion and love invested in what is basically a retread of things that have been around for a long time.

Judging from what I've seen here: every game created by someone with a history of bad experience could be an attempt to "heal D&D" (or whatever they started with).


Not really. When Ron said "heal D&D," it struck an immediate response with me because I've been there. You have no idea of the dimension of the love/hate relationship so many people have gone through with Dungeons & Dragons as a system. A lot of players very dearly love D&D, but at the same time it doesn't work for what they want in their game and they get frustrated with it. For so many people, that involved a billion and one different adjustments to the system (I remember drawing up a document of what modifications I was using at one point!) to try to get it in working order. Some people develop new systems to incorporate these modifications, lovingly re-creating many of the assumptions of D&D as they do, and voila! - a heartbreaker is born.

Good game design is never "healing D&D." It's always sitting back, asking "What do I want to achieve with this game?" and going about designing a system that, quite frankly, achieves it. It has nothing to do with the very confused emotional reaction that leads in to the Fantasy Heartbreakers.

-Wayne

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On 6/25/2003 at 9:18pm, Cadriel wrote:
RE: fantasy heartbreakers: a theory

xiombarg wrote:
Cadriel wrote: I think D&D3e, which doesn't give fans nearly the same reaction (i.e., you don't assume that the average DM will be making massive rules adjustments), will more or less stem the tide of Fantasy Heartbreakers, at least for the time being.
Or refocus them. Look at all the mediocre d20 worlds out there. It seems that most people just wanted a semi-decent ruleset to publish a custom D&D world with -- and it's easy to grandfather in stuff specific to your world with Feats and Prestige Classes, without re-writing all the rules.


True enough - I was thinking more in terms of system, which seemed to me to be a big part of Fantasy Heartbreakers (especially the attempts to "fix" perceived errors in the D&D rules, oftentimes by creating more complex alternatives). Settings will be mediocre; I've never found that they really improve gaming all that much beyond atmosphere (Dark Sun had that by the buckets, for instance, but it got worse instead of better with every supplement that was released).

But there's another culprit that I think bears mentioning here: the overall decline of fantasy literature since the 1970s introduced us to doorstop novels written by the dozen. The Heartbreakers seem to show (some) signs of being a part of the current mainstream of fantasy, a mishmash of assumptions piled atop of assumptions. Gaming is part of the stream now, and it all feeds back into itself.
Shhhh! Don't get Ron started on the difference between D&D fantasy and "real" fantasy! ;-D


Hey, I agree with the entire Literature chapter of Sorcerer & Sword - I think I've read a solid third of the material listed. :-)

-Wayne

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On 6/25/2003 at 10:14pm, Ron Edwards wrote:
RE: fantasy heartbreakers: a theory

Hi there,

Chris wrote,

Emotionalism tends to play heavily in gamers, ranging from the usual fanatic love/hate of System X to a lot of other cherished ideas(Impossible thing, anyone?). How much of this do you think ties into folks looking for a "perfect" ruleset to fix their social contract issues?


I think that's the central point. We're seeing a big conceptual confusion regarding what "rules" are supposed to be able to do. When a person thinks that a subcultural set of strictures will themselves account for and replace actual social contract - for any imaginable activity - that person is socially dysfunctional, not only in the eyes of people who like that activity, but in the eyes of anyone outside the activity. Such individuals cluster together out of default.

Sports, sexual orientation, nationalist or political groups, you name it. Same phenomenon in all of them.

All of the Infamous Five threads Social Context and Pervy vs. Vanilla are aimed at this issue.
Mainstream: a revision
Actual play in the stores
Social Context
Vanilla and Pervy
The Forge as a community

All of them spawned numerous daughter threads as well, most of which are referenced in the fifth one above.

Best,
Ron

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On 6/26/2003 at 12:04am, Marco wrote:
RE: fantasy heartbreakers: a theory

Cadriel wrote:
Well, you must remember that one of the big criteria for something actually being a Fantasy Heartbreaker is that it's mostly conversant with roleplaying games through the filter of (A)D&D's basic assumptions, such as classes and levels, and the real shame is that they have so much passion and love invested in what is basically a retread of things that have been around for a long time.


I think the big criteria for a game being a Heartbreaker is giving it a good pat on the head.


Judging from what I've seen here: every game created by someone with a history of bad experience could be an attempt to "heal D&D" (or whatever they started with).



Not really. When Ron said "heal D&D," it struck an immediate response with me because I've been there. You have no idea of the dimension of the love/hate relationship so many people have gone through with Dungeons & Dragons as a system. A lot of players very dearly love D&D, but at the same time it doesn't work for what they want in their game and they get frustrated with it. For so many people, that involved a billion and one different adjustments to the system (I remember drawing up a document of what modifications I was using at one point!) to try to get it in working order. Some people develop new systems to incorporate these modifications, lovingly re-creating many of the assumptions of D&D as they do, and voila! - a heartbreaker is born.

Good game design is never "healing D&D." It's always sitting back, asking "What do I want to achieve with this game?" and going about designing a system that, quite frankly, achieves it. It has nothing to do with the very confused emotional reaction that leads in to the Fantasy Heartbreakers.

-Wayne


I think it's both more logical and less pretentious* to assume that they liked the assumptions in D&D but not necessiarly their mechanical expression. Remeber: it isn't the designers getting their hearts broken. And it isn't me either.

* I am not saying this to offend you: I'm refering to a number of things (many of them not in your post) but the idea you can state baldly that it's a "very confused emotional reaction" that leads to game design is exemplary. No matter what I thought of a game you designed I would never attribute your effort to a confused emotional reaction. When you do this you are moving from speaking for yourself (if you'd written a heartbreaker and were expounding on why you did it I'd have no argument) to speaking for other people--in a way I'd imagine the vast majority of them would find both incorrect and insulting.

-Marco

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On 6/26/2003 at 1:07am, Cadriel wrote:
RE: fantasy heartbreakers: a theory

Marco:

What I mean by the confused reaction to D&D is the love/hate relationship for the game. My main point was actually trying to compare how my own reaction and the reaction to many I knew at the time to AD&D to what happens with the creators of Heartbreakers. I was offering my own reaction as part of an attempt to understand what was going on in creating these games; this is, after all, the topic of the thread.

-Wayne

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On 6/26/2003 at 1:29am, Marco wrote:
RE: fantasy heartbreakers: a theory

Cadriel wrote: Marco:

What I mean by the confused reaction to D&D is the love/hate relationship for the game. My main point was actually trying to compare how my own reaction and the reaction to many I knew at the time to AD&D to what happens with the creators of Heartbreakers. I was offering my own reaction as part of an attempt to understand what was going on in creating these games; this is, after all, the topic of the thread.

-Wayne


Yes. I get that. And when you continue to say "what happens with the creators of Heartbreakers" you are continuing to speak for many people you don't know about things you have no information about. Many of them are presumably proud of their creations and built them for reasons unrealted to a "very confused emotional reaction."

It reads as though you either do not understand, or do not believe that a person could build a game you'd identify as a heartbreaker for any other reason than yours.

That's not cool.

The reason you attribute to anyone who does that, a "very confused emotional reaction" is something that I suspect most designers of anything would find insulting.

That's *really* not cool.

Also: I think I'm the only person who posts on The Forge with *any* regularity who sees this thread in that light. That doesn't make it any more correct, nor does it make it any more polite. These are real books, written by real people (in many cases, I expect while there might be a single name on the cover, there will be others who worked on it). Until they come and discuss what or why they did what they did, speaking for them, like that, is not a valid form of discourse.

-Marco

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On 6/26/2003 at 2:17am, Cadriel wrote:
RE: fantasy heartbreakers: a theory

Marco:

I think you're overreacting a lot, and more than just here (the Incoherence thread is what springs to mind). It sounds nasty to say it, but what is essentially at issue here is why people develop games that, while made in love and with all good intention, are frankly bad. My own offering springs from something Ron said that struck a chord with me from my days as a devotee of AD&D, and a recollection of a very powerful love / hate relationship. I feel fit to generalize from my own experience not because I want to feel superior, but because I was awash in the AD&D culture of the mid-to-late '90s, where my sentiment was shared quite openly among devotees of the game. We all knew that AD&D had something very powerful that we wanted (moreso than any other games for a lot of people), but we had to struggle with a system that got in the way a lot.

You are harping on the phrase "very confused emotional reaction" too much. I use it to describe the simultaneous love/hate relationship a lot of AD&D fans, myself included, had with the game. You seem to be trying to make it into a massive attack by me on the creators of the Heartbreakers, but such is not the case. It is extrapolation from my own part of a shared experience into the possible domain of others, in this case those who went beyond rules mods into making full-on roleplaying games that, for all the love and effort put into them, fail to do anything but recreate a variation on D&D.

You seem to object to the entire purpose of this thread, in which case I'm not the one you should be taking this up with. But frankly, I think that the Heartbreaker as a phenomenon is a fairly interesting thing and bears some scrutiny. That can't always involve having the authors come in and give personal commentary, but frankly: their work is open for public consumption, and thereby for general critique. Part of critiquing a work is attempting to get at the motivations behind its creation; read legitimate reviews of any art form and you'll find that. If they wish to clarify their intentions, then that's fine and that's their wish. But other people don't need to wait on their approval to make commentary.

-Wayne

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On 6/26/2003 at 3:35am, John Kim wrote:
RE: fantasy heartbreakers: a theory

Marco wrote: It reads as though you either do not understand, or do not believe that a person could build a game you'd identify as a heartbreaker for any other reason than yours.
...
Also: I think I'm the only person who posts on The Forge with *any* regularity who sees this thread in that light. That doesn't make it any more correct, nor does it make it any more polite. These are real books, written by real people (in many cases, I expect while there might be a single name on the cover, there will be others who worked on it). Until they come and discuss what or why they did what they did, speaking for them, like that, is not a valid form of discourse.

Well, Marco, I post regularly and I share similar sentiments. I have frequently been disturbed by condescension towards what people call "heartbreakers". Unfortunately, I'm still not familiar with any of the twelve games that Ron originally defined as "heartbreakers" in his two essays. Thus, I feel I can't say a whole lot about the topic. On the other hand, I sometimes get the impression that others talk about these games as well without having played them or even read them.

Cadriel wrote: It sounds nasty to say it, but what is essentially at issue here is why people develop games that, while made in love and with all good intention, are frankly bad.
...
You seem to be trying to make it into a massive attack by me on the creators of the Heartbreakers, but such is not the case. It is extrapolation from my own part of a shared experience into the possible domain of others, in this case those who went beyond rules mods into making full-on roleplaying games that, for all the love and effort put into them, fail to do anything but recreate a variation on D&D.

OK, here's the thing. D&D in its various incarnations are fun games. Heck, even here on the Forge it has tended to top the list of "Games Most Enjoyed" in the profiling surveys (along with Call of Cthulhu and Sorcerer). Ron's lament over the heartbreakers he reviews is that they don't go far enough from D&D -- because in his agenda he wants to see more variety in indie RPGs, which is a fine thing. However, Ron does describe the "heartbreaker" games as being impressively GNS coherent and well-articulated, as well as filled with creativity.

If you are looking for something which is entirely unlike D&D, then yes, they are probably not what you are looking for. But that doesn't mean that they are bad. Of course, as I said, I haven't read them so I am going mostly on what Ron has to say. I'd be interested in seeing other people's reviews of them.

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On 6/26/2003 at 4:03am, Marco wrote:
RE: fantasy heartbreakers: a theory

Cadriel wrote: Marco:

I think you're overreacting a lot, and more than just here (the Incoherence thread is what springs to mind). It sounds nasty to say it, but what is essentially at issue here is why people develop games that, while made in love and with all good intention, are frankly bad. My own offering springs from something Ron said that struck a chord with me from my days as a devotee of AD&D, and a recollection of a very powerful love / hate relationship. I feel fit to generalize from my own experience not because I want to feel superior, but because I was awash in the AD&D culture of the mid-to-late '90s, where my sentiment was shared quite openly among devotees of the game. We all knew that AD&D had something very powerful that we wanted (moreso than any other games for a lot of people), but we had to struggle with a system that got in the way a lot.

You are harping on the phrase "very confused emotional reaction" too much. I use it to describe the simultaneous love/hate relationship a lot of AD&D fans, myself included, had with the game. You seem to be trying to make it into a massive attack by me on the creators of the Heartbreakers, but such is not the case. It is extrapolation from my own part of a shared experience into the possible domain of others, in this case those who went beyond rules mods into making full-on roleplaying games that, for all the love and effort put into them, fail to do anything but recreate a variation on D&D.

You seem to object to the entire purpose of this thread, in which case I'm not the one you should be taking this up with. But frankly, I think that the Heartbreaker as a phenomenon is a fairly interesting thing and bears some scrutiny. That can't always involve having the authors come in and give personal commentary, but frankly: their work is open for public consumption, and thereby for general critique. Part of critiquing a work is attempting to get at the motivations behind its creation; read legitimate reviews of any art form and you'll find that. If they wish to clarify their intentions, then that's fine and that's their wish. But other people don't need to wait on their approval to make commentary.

-Wayne


I'm not askin' you to wait for their approval--I'm tellin' you that legitimate reviews of art don't do what you're doing: playing telepath.

Reviews of paintings discuss the emotion invoked in the viewer and make references to the technique and even go back to discuss knownrelevant events in the artist's life.

They don't say: "I came out of a bad relationship and wanted to paint an ugly picture of a girl. Picasso and all those like him had bad relationships with women."

You want to discuss their technique? Go for it. You want to discuss *your* reaction? Sure. That's all good and vaild.

You want to say it's "bad?" Fine. Say whatever you think.

If you happen to have some evidence that someone designed a game for those reasons or can say "During the 80-85 period, Joe Designer's AD&D games were marked with inter-party rivalry" -- hey, you're a critic.

But presently you don't do any of that. And it's pretty obvious. And it don't come off so good.

You don't gotta agree that I'm right--but hey, it's some information about how you're being read. And yes, I have told Ron I don't like the term. This is an example of why.

-Marco

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On 6/26/2003 at 4:06am, Marco wrote:
RE: fantasy heartbreakers: a theory

John Kim wrote:
Well, Marco, I post regularly and I share similar sentiments. I have frequently been disturbed by condescension towards what people call "heartbreakers". Unfortunately, I'm still not familiar with any of the twelve games that Ron originally defined as "heartbreakers" in his two essays. Thus, I feel I can't say a whole lot about the topic. On the other hand, I sometimes get the impression that others talk about these games as well without having played them or even read them.


I'm glad to hear it. I've often admired your clarity of thought.

As for your comment about how they're not "bad"--I agree with that too. It's sparklin' clear to me that the people who built them wanted to capture the basic essence of D&D. It seems like they did. Doing what you set out to do is never poor workmanship.

-Marco

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On 6/26/2003 at 3:11pm, xiombarg wrote:
RE: fantasy heartbreakers: a theory

Woah, woah, woah, woah.

As the originator of this thread, the whole point of it is to speculate on what's going on with the authors of Fantasy Heartbreakers, using what information we have available. If the authors of any of these games are available to comment, then wonderful -- I'd be glad to add some hard data to my speculation. But, currently, as we have only the games themselves to work from, that's the data we're using.

Whether or not Fantasy Heartbreakers are bad or good is off-topic. I'm only interested in why people make them.

Also, in terms of the idea that "legitimate reviews of art don't do what you're doing: playing telepath"... Well, um, I see that in art reviews all the time, though I'd phrase it in a less pejorative way. Lacking access to the author directly, sometimes its all a reviewer CAN do.

However, this is all perilously off-topic. Marco and John, while I value your input, and find it interesting insomuch as you wish to contribute ideas as to why Fantasy Heartbreakers exist, claiming that such threads are offensive is off-topic. If you want to start a thread in, say, "Site Discussion" about the intent of such threads, I welcome you to do so, and would willingly participate in such a thread -- but it isn't on-topic for this one.

Now, whether such talk is offensive or not, Marco seems to assert that the real motivation behind a heartbreaker is to capture the "essence of D&D" with better mechanics. If this is so, why do several of them seem to rail against the assumptions of D&D even as they validate them, such as assuming characters will be greedy and then moving to counteract this?

Also, the idea that the authors want to improve on D&D is perilously close to asserting "A is A". We KNOW that's one of the author's motivations -- but why don't they, say, question more of D&D's assumptions? I assert it's because of lack of awareness that those assumptions CAN be questioned. (That doesn't mean the authors of the Heartbreakers are bad or wrong.)

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On 6/26/2003 at 4:10pm, John Kim wrote:
RE: fantasy heartbreakers: a theory

xiombarg wrote: As the originator of this thread, the whole point of it is to speculate on what's going on with the authors of Fantasy Heartbreakers, using what information we have available. If the authors of any of these games are available to comment, then wonderful -- I'd be glad to add some hard data to my speculation. But, currently, as we have only the games themselves to work from, that's the data we're using.

Fair enough. However, the authors in question might have different motivations. My request would be: people who speculate should bring up which of the heartbreakers they have read, which makes clear the data they are working from. That is, someone who has read only Forge and Deathstalkers might come up with different ideas than someone who has read only Darkurthe Legends. Unfortunately, as I said, I haven't read any of the 12 in question. I have read Sovereign Stone -- does that count as a heartbreaker?

xiombarg wrote: Also, the idea that the authors want to improve on D&D is perilously close to asserting "A is A". We KNOW that's one of the author's motivations -- but why don't they, say, question more of D&D's assumptions? I assert it's because of lack of awareness that those assumptions CAN be questioned. (That doesn't mean the authors of the Heartbreakers are bad or wrong.)

Hmm. Even before your assertion, you assume that the author's simply failed to question the parts of D&D they imitated. There is another possibility: that the similarities to D&D are there because they were intended. That is, the authors did consciously question whether to use a particular mechanic -- and they concluded that it was one of the parts of D&D which was good for their purposes.

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On 6/26/2003 at 4:17pm, Marco wrote:
RE: fantasy heartbreakers: a theory

xiombarg wrote: Woah, woah, woah, woah.

As the originator of this thread, the whole point of it is to speculate on what's going on with the authors of Fantasy Heartbreakers, using what information we have available. If the authors of any of these games are available to comment, then wonderful -- I'd be glad to add some hard data to my speculation. But, currently, as we have only the games themselves to work from, that's the data we're using.

Whether or not Fantasy Heartbreakers are bad or good is off-topic. I'm only interested in why people make them.

Also, in terms of the idea that "legitimate reviews of art don't do what you're doing: playing telepath"... Well, um, I see that in art reviews all the time, though I'd phrase it in a less pejorative way. Lacking access to the author directly, sometimes its all a reviewer CAN do.

However, this is all perilously off-topic. Marco and John, while I value your input, and find it interesting insomuch as you wish to contribute ideas as to why Fantasy Heartbreakers exist, claiming that such threads are offensive is off-topic. If you want to start a thread in, say, "Site Discussion" about the intent of such threads, I welcome you to do so, and would willingly participate in such a thread -- but it isn't on-topic for this one.

Now, whether such talk is offensive or not, Marco seems to assert that the real motivation behind a heartbreaker is to capture the "essence of D&D" with better mechanics. If this is so, why do several of them seem to rail against the assumptions of D&D even as they validate them, such as assuming characters will be greedy and then moving to counteract this?

Also, the idea that the authors want to improve on D&D is perilously close to asserting "A is A". We KNOW that's one of the author's motivations -- but why don't they, say, question more of D&D's assumptions? I assert it's because of lack of awareness that those assumptions CAN be questioned. (That doesn't mean the authors of the Heartbreakers are bad or wrong.)


System Does Matter would seem to apply to mechanical rules as well as GNS mode of play (despite the fact that here, I almost always see it applied to GNS mode*). Therefore a proliferation of different rules along the same themes would be expected (although I'd have thought that would have generated a lot of excitement over, say, Runebearer early on, really). If one looks at it in that light, the answer is trivial**:

The designer observes players or characters are greedy. He doesn't like it. He puts in a rule to counteract it. If that rule doesn't work for you that's just more evidence that a given rule doesn't strike everyone the same way. I submit that Cadriel's statement that the games are, frankly, "bad" is evidence that the avenue of speculation is highly and un-fruitfully biased. John makes that point very clearly.

If I were to start a thread on why indie games get made and postulated that they were "the result of emotionally troubled people who couldn't cooperate with the majority of the gaming population and therefore had to create games that would only attract other like-minded players", would you see that as valid, insightful, and worthy criticism? I wouldn't. I'd be kinda offended.

-Marco
* if you say it *is* applied to mechanical rules via GNS mode discussions, we can discuss that in PM.

** This is an application of Occam's Razor.

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On 6/26/2003 at 5:16pm, WDFlores wrote:
RE: fantasy heartbreakers: a theory

John Kim wrote: There is another possibility: that the similarities to D&D are there because they were intended. That is, the authors did consciously question whether to use a particular mechanic -- and they concluded that it was one of the parts of D&D which was good for their purposes.


This just occured to me: Would this be considered Drift? That is, the "desire to heal D&D" in the form of fantasy heartbreakers are examples of Drift but on a completely massive scale. What many of the authors of say D&D-based heartbreakers are doing is really just trying to drift D&D into a form that fits their needs (based on all the stuff that's already there).

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On 6/26/2003 at 6:26pm, xiombarg wrote:
RE: fantasy heartbreakers: a theory

Marco wrote: If I were to start a thread on why indie games get made and postulated that they were "the result of emotionally troubled people who couldn't cooperate with the majority of the gaming population and therefore had to create games that would only attract other like-minded players", would you see that as valid, insightful, and worthy criticism? I wouldn't. I'd be kinda offended.
That's fine. Personally, for me, whether I was offended or not would depend on the context, and without such a thread in existance, there isn't much I can say. I think that someone making that assertion would be wrong, and I'd respond to them, but I wouldn't be particularly offended, per se.

Again, however, this is off-topic for this thread. Marco, please, if you want to discuss this, please take it to another thread. See the post by WDFlores for what I'm looking for here.

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On 6/26/2003 at 6:29pm, xiombarg wrote:
RE: fantasy heartbreakers: a theory

This just occured to me: Would this be considered Drift? That is, the "desire to heal D&D" in the form of fantasy heartbreakers are examples of Drift but on a completely massive scale. What many of the authors of say D&D-based heartbreakers are doing is really just trying to drift D&D into a form that fits their needs (based on all the stuff that's already there).
I think this is distinctly possible, depending on the Heartbreaker in question. In essence, once the "patch rules" that are the result of Drift get to the point where one can argue that one isn't playing D&D anymore, then the idea that one should create one's own game could easily come about. Lots of non-Heartbreaker indie games come about this way.

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On 6/26/2003 at 6:31pm, Marco wrote:
RE: fantasy heartbreakers: a theory

Roger that.

I stand by the System Does Matter assessment. I think seeing the development process as drift makes a lot of sense as well.

-Marco

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On 6/26/2003 at 6:42pm, xiombarg wrote:
RE: fantasy heartbreakers: a theory

Very well, then:

System Does Matter would seem to apply to mechanical rules as well as GNS mode of play (despite the fact that here, I almost always see it applied to GNS mode*). Therefore a proliferation of different rules along the same themes would be expected (although I'd have thought that would have generated a lot of excitement over, say, Runebearer early on, really). If one looks at it in that light, the answer is trivial**
Well, if you go back to my original post, I mention that my insight might be too trivial to be worthwhile to bring up. I'm a firm believer in Occam's Razor myself -- though I'm also a firm believer in brainstorming and tossing out ideas.

Yes, such a proliferation would be expected -- but I'm not sure that all Heartbreakers agree about what D&D -- or roleplaying -- is, and yet they are still grounded in the game thing, Old D&D.

Part of what I'm not getting is why all these theories have to be mutually exclusive, considering that each Heartbreaker is, in essence, a unique artifact, as it were. Contrast Deathstalkers with Neverworld.

Plus, part of the behavior that I'm trying to explain isn't just the creation of Heartbreakers per se, but the whole Heartbreaker tendency to label as "innovative" and "new" ideas that have been in the RPG industry since '77. (I assume it's not offensive to point out that many Heartbreakers claim innovation where they're just re-inventing the wheel.)

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On 6/26/2003 at 11:55pm, M. J. Young wrote:
RE: fantasy heartbreakers: a theory

I think I've got a couple things to add; but I want to begin with

What Kirk wrote: Also, in terms of the idea that "legitimate reviews of art don't do what you're doing: playing telepath"... Well, um, I see that in art reviews all the time, though I'd phrase it in a less pejorative way. Lacking access to the author directly, sometimes its all a reviewer CAN do.
C. S. Lewis, close friend of J. R. R. Tolkein and several other well known authors of the day (Dorothy Sayers, Charles Williams, others), commented somewhere about this very phenomenon. He complained that he'd many times read critics speculating on what some book meant, or what inspired it, or how it related to real-world events. He said that his impression was that they were never right, although not having kept any kind of record of it all he could say with certainty was that they were almost always wrong.

So yes, it is common, even if it's pretty silly.

I'm finding this interesting, in part because there is a sense in which Multiverser might be construed as such a game, at least in a development sense. It's been compared by at least one critic to OAD&D, and knowing something of how it came into existence I can see that.

My own background was rather solidly in TSR games, and particularly OAD&D, along with three other incarnations (AD&D2, BD&D, BD&D2), Star Frontiers, Gamma World, and Metamorphis Alpha, that I recall. I had some small exposure to Traveler, GURPS, and a few other games.

E. R. Jones, by contrast, had played and run scores of games, and read hundreds.

What led him to create Multiverser was in essence the feeling that the games he had seen didn't let him do what he wanted. He had for years been cobbling bits of other games onto D&D, making it run a bit different here and there, adding sci-fi elements and alternate universes under different rules, expanding character abilities and options, and otherwise adjusting the game to accommodate his wishes--and finding that he was creating a monstrosity. He started stripping things back to basics, getting rid of mechanics that didn't do what he wanted and producing what were often vague and unformed notions of what would work better.

He brought it all to me, because I was particularly good at finding flaws in mechanics and building better ones.

There are two interesting factors in this.

One is that neither of us were ever unhappy with D&D for what it did. We were unhappy only that it didn't do other things. I liked playing sci-fi; I liked long campaigns in which characters kept going and growing and becoming new things over time. D&D didn't support that. But that was not an incoherence of the game--it was my own wish to play more than one game, impacting against the fact that running and playing these games is very time consuming and it's difficult to be involved in more than a couple for any length of time. He still ran a D&D game which was in its essence very close to the books (a lot of setting variables such as an altered monetary system, some added classes and races, tinkering with special abilities to increase the overall power of player characters, and a few other tweaks). We enjoyed the game for what it was, but wanted something that would do what it didn't.

The other interesting thing is that neither of us thought of ourselves as "fixing" D&D. We thought of our efforts as creating a new role playing game that would do everything gamers wanted (yeah, well, that's probably fairly common for isolated game developers--and the Internet was not really commonly available then). We tried to take lessons from what we had seen elsewhere and apply them here.

Examples of things we tried to use from elsewhere could be adduced:

• Attribute checks were something we'd seen in many games, but certainly in D&D. We created two levels of such checks, which was something he was already using in his D&D games.• Relative Success actually was an expansion of an idea from a Star Frontiers supplement, Zebulon's Guide to the Galaxy. That was the first place in which I was aware of a combat attack roll also being the basis for damage. It was too complex--requiring a comparison to a chart to determine damage. We stripped it such that the chart was not necessary, and the roll would determine how well you hit. Once we'd done that, it was a short step to applying the same idea of how well you did to all skills, and then to devise the other side of the coin, the relative failure rules, how badly you failed.• I've always suspected that the General Effects Roll was based on something from some other game, but Jones never told me where he got it. I think it was probably in a 3d6 version originally; I pressed for 3d10, partly because we were using d10's extensively for skill resolution already, and partly because I liked the one in a thousand ends.

It's worth noting in this regard that most of this was not conscious. I realized as I was looking for a mechanic to make combat swifter that a single roll system for attack and damage would do so, and that it would support a lot of other aspects of the game system we wanted to support (that characters with greater skill would perform better in more than one way, e.g.), and that I'd seen something like it done once. We weren't trying to cobble together parts of other games; we were trying to develop working mechanics based on what we knew from years of play.

So we, at least, were not trying to heal D&D. We were trying to create a game that would take gaming to a new level, where D&D was unable to go.

So now you've heard from a designer.

Oh, I've seen Mark Kibbe's game (Forge: Out of Chaos), but I haven't played it. It does have the look of someone's home rules variation on D&D. Not that that's bad, but rather that I, at least, get the feeling he didn't question too many things. He seems to have been trying to make D&D do what it already did, but a bit differently. I didn't play it, so I can't say how successful he was.

--M. J. Young

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