These days -- given my lack of time, focus, and a regular gaming group -- I prefer short and sweet roleplaying games with basic, intuitive mechanics, an engaging setting, and low page count. In my earlier gaming days, during high school, college, and early in my professional life, I had plenty of time to digest the material in vast rulebooks and numerous setting supplements, pondering adventure possibilities and running games for friends. But I’ve been re-examining what I look for in roleplaying games as I wander through middle age and develop material for publication with such concerns in mind.
For the sake
of discussion I’d define a short and sweet roleplaying game as a core rulebook
under 32 pages (preferably 16) with intuitive mechanics and an engaging yet
concise setting I can introduce to new players within 15 minutes (assuming we
use pre-generated characters, which I often use at convention games as I’ve discussed before). Such material includes iconic graphics (artwork and maps) I’d
expect in any professionally published game to provide a visual sense of the
setting. I certainly own and have enjoyed a host of games with core rulebooks
that don’t fit the short and sweet definition above; but lately I just don’t
have the appetite or time to sit down with a hefty rulebook, leisurely digest
its heady contents page-by-page, and allow the mechanics and setting to sink in
to percolate ideas for adventures and campaigns for my non-existent band of
regular gamers.
The classic
Moldvay-edition of Basic Dungeons &
Dragons through which many during the “Golden Age of Roleplaying” (the
early 1980s) found their way into the roleplaying game hobby doesn’t fit this
mold (it’s 64 pages long), especially when one considers it was boxed with a 32-page
adventure module that, arguably, formed an integral part of the beginner game
experience. I recall spending an entire weekend doing nothing but reading the
materials in that boxed set, trying to wrap my head around the numerous
complexities of a full roleplaying game. Granted, that wasn’t necessarily
intended as a “kid friendly” game by today’s standards, though it served the
role as “beginner friendly” in its own time.
I realize
page count remains a poor standard by which to measure a game, given graphic
design considerations. For instance, R.Talsorian’s excellent Castle Falkenstein had a hefty page
count, but the layout, writing style, and abundance of incredible artwork
helped make it easily digestible. Monte Cook’s phenomenally successful
Kickstarter game Numenera also seems
to buck this trend, promising within its tome of a rulebook to offer amazingly
inspirational artwork for the setting (one billion years in the future) along
with the usual multitude of gamemaster and player tips from the rock-star game
designer.
I’m far from
the model of a short and sweet game designer. While Creatures & Caverns 2nd Edition comes in short at 24 pages,
it’s not really a deep roleplaying game (more of an introductory “proto”
roleplaying game) and reflects more my earliest gaming experience more than
anything else. I generally avoid creating game systems, preferring to play D6 System variants or trying other
engines that fall within my ideal for short and sweet games; but I’m developing
something now that, while it might fall into the category a concise core
rulebook, has the potential to expand into something larger. As I move material
for that game into the playtest stage and begin flowing text into a preliminary
layout, I’m finding some encouragement in how few pages some of the core rules
take. I’m still not sure my own efforts at designing a concise game will fall
within my own narrow-minded expectations for a short and sweet roleplaying
game, but I might come close.
So what do I
expect in a short and sweet roleplaying game? I like original mechanics --
particularly with a clean core mechanic on which other rules build -- but
nothing overly complicated. I expect quick but meaningful character generation:
options, whether rolling/distributing attribute values, selecting spells and
equipment, and determining special talents or feats, should all allow players
to easily craft a character they’ll enjoy playing. Sometimes character
archetypes (or templates, if you prefer) help achieve these character creation
goals. I like to get a solid sense of how to do anything with the rules and a
good feel for what’s possible within the setting; an introductory adventure
usually helps demonstrate both, with a map of the setting with one-sentence
descriptions for key locations to provide a rich sandbox environment. Some
might find these like something on the level of “quick start” rules with a bit
more meat on the bones.
I’m by no
means a connoisseur of short games, but several stand out in my recent memory
as providing a nice balance of quick reading/reference and considerate
mechanics
Old School Hack (26 pages): Kirin Robinson’s Old School Hack approaches perfection in its balance between
brevity and innovative rules. Enamored as I am of the old school renaissance
movement in roleplaying games, far too many of them -- whether well-designed or
hastily compiled -- ramble on with pages of tables, weapons, monsters, spells,
and other old-school goodness, which appeals to gamers who enjoy immersing
themselves in this degree of detail, but not necessarily to one who still
cherishes his Moldvay-edition Basic/Expert
Dungeons & Dragons rulebooks. Old
School Hack offers some innovative mechanics for old-school-style
dungeon-delving action with a clear, easy-to-reference layout which essentially
devotes a single page to each core game topic. He manages to include character
sheets, class summaries, and all the usual bits for retro-clone roleplaying
games (combat, armor, healing, monsters, treasure, magic items, experience).
Although the game offers no specific setting, it works perfectly in nearly any
typical dungeon-delving medieval fantasy campaign.
Risus: The Anything RPG (6 pages): S. John Ross’ classic, long-lived game
distills character elements to clichés and provides numerous examples and
options for running with the basic yet intuitive rules engine. While it’s
written with a wonderfully playful sense of humor -- and might seem best-suited
for humorous games -- Risus works in
nearly any genre. While the Risus
“core rules” consist of six pages, they don’t contain a default setting,
instead providing a game engine framework to use in nearly any milieu one might
imagine. The game certainly blossoms with possibility when combined with Brent
Wolke’s concise 10-page, graphically gorgeous setting packs designed specifically
for Risus (accessible from the sidebar on his engine of thwaak blog); everything from fantasy dwarves and
ancient Egypt to steampunk and American War of Independence. Risus also receives additional support
from a host of fans (all referenced at the Risus website).
Mini Six (36 pages): While valiant efforts exist to carry on the rich
heritage of D6 System gaming --
notably Wicked North Games’ sci-fi steampunk Westward -- AntiPaladin Games’ interpretation of the D6 System remains the most concise
iteration of the game engine pioneered by West End Games’ Star Wars Roleplaying Game (and initially presented in the
legendary Ghostbusters roleplaying
game). In 36 pages Mini Six not only
offers a summary of the system’s core rules but provides optional rules to plug
in according to one’s taste in D6,
plus a host of campaign setting outlines across the full range of genres. It
offers a quick framework upon which I can easily hang any particular setting
which catches my attention at the moment, whether original or media-inspired.