Storygames FTW!

Gaming, Geekery

A brief descent into the dorky world of role playing games. The Origins Awards (which can be quirky) just awarded role playing game of the year to Mouseguard (a game where the players are sentient mice in a three musketeers sort of world). This is significant (and pleasing to me) because the competition was a little game you might have heard of called 4th edition Dungeons & Dragons. Talk about David beating Goliath!

Mouseguard is based off a nicely illustrated graphic novel, and is a “story game.” That is the mechanics of the game focus more on the shared story of the group than the individual characters. It is anathema to power gamers, but for folks like me who prefer the narrative aspects they are a beautiful thing. The Shab al-Hiri Roach (which I have previously discussed here) isĀ  a great example of a story game.

Perhaps the antithesis of a story game is D&D 4e. In fact, the emphasis on story and role playing has been so watered down that the game bears more resemblance to a miniatures combat game than a roleplaying game. D&D has always been a more hack & slash sort of game, but past editions have not been nearly so naked about it as 4e.

Mouseguard winning this award (even with Origin’s history of quirky wins) is a huge deal, and a great step forward for indie press games!

Please note: I seriously doubt any such win will happen at GenCon.

Last 5 posts by Ezra

16 Comments

16 Comments

  1. Chris Berez  •  Jun 29, 2009 @5:55 pm

    Mouseguard sounds really cool. Good for them on the win.

  2. TJIC  •  Jun 29, 2009 @6:10 pm

    I’ve got the RPG book. It looks interesting, but the mechanics are a bit wonky. Maybe they’re great, but they’re not very GURPSy or nerdy.

    I am, however, a huge fan of the comic on which the game is based:

    http://heavyink.com/title/451-Mouse-Guard-Winter-1152

  3. Patrick  •  Jun 29, 2009 @6:44 pm

    Mechanics schmechanics. Paranoia was one of the worst games ever made, mechanically speaking, but oh the world, and the stories it allowed players to tell.

    Halfway into my first session of the game we stopped rolling dice, because they weren’t necessary.

  4. Scott Jacobs  •  Jun 30, 2009 @12:32 am

    Ah, Paranoia… The game of constant death and rebirth…

    I also miss Traveler… Where else could you gen a character and have it die DURING CHARACTER CREATION???

    God I loved that game…

  5. Darth Doc  •  Jun 30, 2009 @7:11 am

    Actually Dungeons and Dragons has its roots as a table top wargame. The focus was on individuals characters, rather than armies, but the original engine was a tabletop miniatures engine, converted to pencil. When the so-called edition 2.5 came out, the original nature of the game began to be perverted into something unrecognizable by the First edition devotees.

  6. Chris  •  Jun 30, 2009 @9:20 am

    Every single version of D&D has had someone whining about how it destroyed the spirit of the game.

    But yes, Paranoia…. Fantastic experience, crappy game.

  7. Ezra  •  Jun 30, 2009 @10:28 am

    Patrick, I think Paranoia was definitely an ur-Storygame. The mechanics and individual characters were secondary to the story being told. Actually, West End the company that originally made Paranoia also made another proto-Storygame, the Ghostbusters RPG. It was definitely mechanics light. It did have one die with a ghost symbol on it, and if you rolled the ghost, no matter what you were doing, you automatically failed in the most humourous way possible. It was a great idea!

    I’ve literally played every incarnation of D&D and it is fascinating to watch the development from miniature combat system to individual character based role playing game back to minis combat. I actually sort of like the 3.5 version, as the best balance of the two.

    Oh Traveler! We definitely spent more time making characters than actually playing the game. It was a great system.

  8. Chris  •  Jun 30, 2009 @12:04 pm

    I loved the Ghostbusters RPG – I still have my ghost die.

  9. Tom Lawrence  •  Jun 30, 2009 @1:00 pm

    Patrick – It may or may not interest you to know that roleplaying theory and thought has evolved way beyond “mechanics schmechanics” in the last twenty years.

    For one thing, it should be pointed out than in a real sense, there are always mechanics, however much you are ignoring the text in the book and never touching the dice. Somehow, you decide what happens next, and whatever method it is you use to do that in practice IS your mechanic.

  10. Ken  •  Jun 30, 2009 @1:27 pm

    I know I am abruptly departing from law geekery to rpg geekery, but I don’t like 4e at all. Too much like a MMORPG turned into a pen-and-paper game. I rather liked 3.5.

  11. Patrick  •  Jun 30, 2009 @1:28 pm

    Tom, read the post above mine from our friend TJIC. Then all will become clear.

  12. Chris  •  Jun 30, 2009 @2:53 pm

    I haven’t actually sat down and played 4e, but reading the book doesn’t really make me want to.

  13. Ezra  •  Jun 30, 2009 @3:09 pm

    I’ve played 4e, and it really is a streamlined combat system, with almost no thought given to out of combat action. Except skill challenges, which are an attempt to make non combat actions as exciting as combat through mechanics. No roleplaying necessary…

  14. Tom Lawrence  •  Jun 30, 2009 @5:51 pm

    Patrick, I already had read the comment from TJIC. Why is supposed to be illuminating?

    I’d be interested to hear about what mechanics you ended up substiuting for the Paranoia ones halfway through the first game, thought. What means did you use to decide what happened next?

  15. Chris  •  Jul 1, 2009 @6:30 am

    No roleplaying was ever necessary in any variety of D&D, and I’m not convinced that any of the previous edition’s attempts to address out-of-combat actions with mechanics were ever particularly satisfying or interesting. So that’s not necessarily a problem for me. I just don’t find the mechanics to be all that interesting either.

  16. Chris  •  Jul 1, 2009 @6:31 am

    @Tom – the best mechanisms for resolving what happens next in Paranoia is arbitraryness and comic timing.

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