Baron Munchausen rides again

Lock up your wine cellars! The Extraordinary Adventures of Baron Munchausen is back in print, thanks to the good works of the Mayan god Chaahk and his representatives in the home counties, Lightning Source print-on-demand.

This is a reprint of the second-edition paperback, the so-called ‘Wives and Servants’ edition originally released in 2008, with a couple of typos fixed and a new ISBN. Copies of that and the first edition were selling for ludicrous prices on Amazon (seriously, $300+ wtf) and when an international media figure told me he couldn’t afford to buy the book I figured it was time to do something. The reprint is on sale at many online bookshops but I recommend the Book Depository: the price is decent, they ship all over the world, and I make slightly more per sale there than from Amazon and elsewhere. Cover price is £11.99/€13.99/$17.99.

Baron Munchausen 2e cover(The 2008 edition was released in three versions: the limited-edition hardback Gentleman’s Edition; the softcover Wives’ and Servants’ Edition; and the Difference Engine number 3 digital edition. They are almost identical, except for a salacious illustration in the hardback which does not appear in the cheaper versions, lest it corrupt and deprave any of the more sensitive genders or the lower orders who might glimpse it.)

Because it’s print on demand I’m not offering this to regular games distributors: the margins don’t make it possible. However if you’re a retailer who’d like to order some copies then get in touch and we’ll work something out.

Work continues on the third edition of Baron Munchausen’s immortal game, with new material co-written with Alexandr Munchausen, a descendent of the Baron who by an extraordinary coincidence I met at Spiel 2012—a story which you will doubtless hear more in the coming months. Publication: sometime after Alas Vegas. Which I haven’t forgotten.

Spaaace 199

1. Gamecamp is this weekend. It’s been sold out for weeks, but if you’re in the London area and want to come, there’s still a chance you can get a returned ticket by clicking here. And if you’ve got a ticket but now can’t attend, please get in touch and let us know so we can give your place to someone else.

2. I’ve recorded an episode of the lovely podcast Shift Run Stop, which is due to go live tomorrow. I’ve no idea what Roo and Leila have squeezed in and cut out, but we talked about Gamecamp (inevitably), my Baron Munchausen game, the problem of integrating games and stories, the problems with Facebook games (including some hints about my current Sekrit Projekt), breaking the Guinness World record for non-stop AD&D, meeting one’s idols, how to name children, and much more. They’ll also be running a competition for a deluxe copy of Baron Munchausen and some Dragon Warriors stuff.

Proper updates to follow when I’m a bit less busy, not moving office and not holding a one-month-old.

Normal service has been resumed

I apologise for the lack of updates and comment-approvals. WordPress has refused to let me log in to the blog for the best part of a month. Having tried all the regular orifices I’ve finally forced my way back in through the ribcage, have performed some open-heart surgery on bits and bobs, and we should be back to normal.

What have I missed? Well, The Extraordinary Adventures of Baron Munchausen has been rereleased. The limited-edition hardcover looks gorgeous and has sold out at the publisher, so if you see a copy then snap it up. There will be a launch event for it on Wednesday next week (29th October) at 01Zero-One in Soho, in collaboration with pervasive-gaming mavens Sandpit and as part of the London Games Festival Fringe—doors 6.30pm, all welcome, free entry and booze.

The day after the Munchausen launch I’m running an all-day workshop on tabletop game design and paper prototyping at the same venue, 01Zero-One. You need to register in advance for this, but it’s only a fiver and should be fun. I’m hoping that by the end of the day we’ll not only have shared pearls of wisdom but we’ll also have a complate playable prototype of a game. This event is also part of the LGF Fringe.

And then on Friday 31st October—yes, it’s a busy week for me—I am speaking at Playful: Game Design London which is (oh yes) another part of the LGF Fringe. I asked for a nice quiet mid-afternoon slot so I could do something a bit technical about methods of generating narrative through gameplay. Instead I discover to my horror that I am the first speaker. This will be… interesting. I’m not quite sure what I’ll be talking about, but it’s unlikely to be self-generating narratives. Luckily I will be followed by the awesome Roo Reynolds, the double-awesome Russell Davies, the Hon Bros, Tom Armitage, Matt Biddulph and Alex Fleetwood, to only mention the speakers I know personally, so it should be a terrific day. Cheap at £25.

The Dragon Warriors rulebook is at the printers. And I am discussing a very interesting project with some major publishers, but for obvious reasons I can’t say a word about that yet.

Busy! Lots to catch up on. More to follow.

Release the Baron!

Update on the new edition of The Extraordinary Adventures of Baron Munchausen, which is to be released in September:

The first thousand copies of the book will be of the deluxe-format Gentleman’s Edition (black leather-effect cover with gold embossing), suitable for reading, prominent display in your library, and hurling at inattentive pot-boys. The remainder of the print run will be of the Wives’ and Servants’ Edition, having a plain white cover with simple black lettering designed to not over-stimulate the excitable temperaments of domestics and the lower social orders.

There will also be a PDF edition, available exclusively from e23 (a division of Steve Jackson Games) from August 1st. Though ideas for the title of this edition have been plentiful, none has yet hit the mark. Suggestions are welcomed, good ones doubly so, and the best shall receive a copy of the PDF in gratitude.

Award of Court

I bang on about awards perhaps too much on this blog, but it’s not often I’m up for one. Or at least the excellent Second Person (ed. Harrigan and Wardrip-Fruin, MIT Press 2007), a book to which I contributed two pieces, is up for the Best Book gong in the Game Developer Frontline awards.

As the name suggests these are awarded by Game Developer magazine, and are a real set of industry shout-outs. No ‘Game of the Year’ here: instead the six categories are Engine, Book, Middleware, Programming/Production, Art and Audio. This means the people voting on the awards will be professionals who actually know something about the field, not the usual crew of twelve-year-olds who really like Halo and don’t see why it’s not eligible for best puzzle game, or the usual crew of industry old hands who really like their EA pensions and don’t see why EA isn’t eligible for best newcomer. In short, it’s an award that means something.

Meanwhile, if you’re looking for a Christmas present for a gaming mate who thinks hard about games and tends towards narrativism rather than ludology, you could do a lot worse than Second Person. And no, I’m not getting any royalties.

Gen 'n' Tonic

Gen Con Indianapolis starts today, being Thursday, which means I can finally talk about three things. For those who don’t know Gen Con it’s the largest public games event in the English-speaking world, attracting more than 25,000 people to the four days of its show. I am not there this year, partly because my wife is very pregnant and partly because America, and in particular passing through its immigration channels knowing I could be imprisoned without charge indefinitely for no reason, scares the living crap out of me.

What do I have to talk about?

The convention kicks off with the announcement and presentation of the 2007 Diana Jones Award on the Wednesday evening, pretty much right now as I type this. This prestigious trophy, awarded annually ‘for excellence in gaming’, is the closest thing that the games hobby has to a Nobel prize. Hyperbole perhaps, but I am allowed to say that about it because I founded it. The Award itself is handed out at a party open only to industry professionals (of which there was a notable lack at Gen Con after TSR stopped running its legendary freelancer parties in the mid 90s). And this year’s winner, I’m overjoyed to announce, is The Great Pendragon Campaign by Greg Stafford. Greg is one of the great pillars of the entire RPG field and I sincerely hope that the representatives of Irish Games Convention Charity Auctions, who won the DJA last year, got the trophy to the award ceremony in time so he could receive it.

Secondly, this is Gen Con’s 40th year which is a hell of an achievement for any kind of event. To celebrate, Gen Con LLC commissioned Robin D. Laws to write a book, imaginatively titled 40 Years of Gen Con, about the event’s history. Robin in turn interviewed a lot of notable designers, personalities and people who had helped shape the event, and also me. I am told my words are in the book. It’s published by Atlas Games, priced $29.95, and is available at the show. If you’re at the show then why not stop reading blogs and go and play some games, why don’t you?

And thirdly, there’s another book released at Gen Con Indy, that I referred to a few months back. This one is Hobby Games: the Top 100, compiled by James Lowder and published by Green Ronin, and it’s five bucks cheaper than 40 Years of Gen Con. As the name might suggest it’s a list of 100 of the most important hobby-games products ever, chosen and lovingly described by 100 notable figures in the hobby-games field, from Gary Gygax, Ian Livingstone, both Steve Jacksons and Greg Stafford, down to…. me, a designer so minor that my name doesn’t feature on the press release. And it looks like a really interesting compilation of essays covering one hundred important tabletop games, old and new, classic and obscure. I’ve not seen the whole book but from the contents page and list of contributors I recommend it wholeheartedly.

As you read this copies will be on sale so I can finally break the bonds of silence and say that my contribution is about Ghostbusters, the fantastic 1986 RPG published by West End Games but designed by Chaosium. meaning it bears the fingerprints of Sandy ‘Call of Cthulhu’ Petersen, Greg Stafford, Lynn Willis, Greg Costikyan and many other notables. Not just groundbreaking and influential but also a pinnacle of design and writing, twenty years after publication it remains a brilliant example of How To Get A Licence Right. Plus of course, it’s wonderful fun to play.

Flipping through the HG:100B contents list, I note that Greg Stafford’s games RuneQuest and Pendragon are also included, making him (by my rough tally) the only designer with three titles in the book. Which is some indication of why I’m so glad he’s won the DJA.

Oh, I have two titles in there. Once Upon a Time and The Extraordinary Adventures of Baron Munchausen both made it in. I am pleased, honoured, incredibly smug, and a bit biased about the quality of the book as a result. Have a flip through it if you see a copy, make up your own mind.

And back to Gen Con for one last moment, I gather Wizards of the Coast will be making an announcement about the fourth edition of Dungeons & Dragons at the show. After they made such a comprehensive balls-up of version 3.5, the direction for 4e could make or break the backbone of the whole RPG industry. Interesting times, interesting times.

La Règle du Jeu

I finally played Puerto Rico, Andreas Seyfarth’s award-winning boardgame from 2002, over the weekend. I’ve had it sitting on my games shelf for well over a year, but for some reason I’d forgotten I’d never got around to giving it a try.

On Saturday evening I was forcibly reminded of that reason. It wasn’t the long and complex game set-up phase, but the rules or more precisely the rulebook. Puerto Rico has the worst-explained set of rules of any boardgame I’ve ever played.

For those who don’t know Puerto Rico, it is currently the top-ranked game at Boardgamegeek. To give you some idea of the competition, that’s on a list of 3804 names, and chess is #186. It’s a resource-management game of building a mercantile empire in the eponymous 16th-century city, and in terms of complexity it’s on a par with popular German boardgames like Settlers of Catan or Carcasonne.

We sat there reading the rules, four adults educated to degree level and beyond, two of us being people who design games for a living, and after half an hour none of us had even grasped the structure of the game and what you were trying to do in order to win, let alone the minutiae of each part of each turn. Every part of the rule book is bad: the structure, the language, the layout, the terminology, the component descriptions. I defy anyone to work ouit how to play the game from that set of rules as written. It can’t be done.

In despair I turned to the web. The Wikipedia entry gives a three-line summary of the game that summarises its object and structure, which was better than anything in the actual Puerto Rico rules. It also provided a link to a 150-page PowerPoint presentation that not only explained the rules in a clear and systematic way but also gave a thorough example of play that had some good jokes in it. We read through that, everything fell into place, and we played the game. And it totally rocks.

Had my broadband been down, that copy of Puerto Rico would have been on fire. Literally.

I know that it’s an old truism in the computer-game world that nobody reads the instructions. But my design background is tabletop RPGs where the rules are everything, or at least they were. First-edition Advanced Dungeons & Dragons was 512 pages, of which 509 were nothing but rules and games stats. Those other three pages were an example of play, and I maintain that without it the majority of readers would never have understood how the game should be played. When I published Nobilis, the notoriously ‘difficult’ (read: non-combat oriented) RPG, it had a 20-page example of play that walked the reader through all the major features of the game’s rules and showed them how to structure a campaign as well. And I’m intensely proud of The Extraordinary Adventures of Baron Munchausen (which I wrote) and De Profundis (which I published and wish I’d written), both of which are genre-bending RPGs in which the description of the rules is also the example of play.

Video games, of course, don’t have examples of play. They used to have attract modes, a pre-recorded snippet of play that gave prospective players a rough idea of what and what not to do, but these seem to be preserved for arcade games these days. Some games do have tutorial levels, and some of these are better than others. Halo‘s first level, which wasn’t just an introduction to the game but many peoples’ first use of the Xbox controller too, is still the best I’ve ever seen.

These days what games do have is downloadable demos. Whether it’s Xbox Live or Manifesto Games, or a cover-disc for the Luddites out there, those gaming Amish whose view of the world has not been allowed to progress beyond 2003, almost any game worth a damn will let you try it for size. And I have lost count of the number of games I’ve played for maybe two minutes, quit and deleted because I couldn’t work out what to do, or how to do what I wanted, or simply because the game didn’t play the way I expected it to. Foomph, gone, and with it any chance of selling me a copy.

What’s the most depressing sight in a video game demo? A diagram of the controller listing fifteen or twenty different functions that the player is supposed to remember. What’s worse than that? Only displaying the diagram for fifteen seconds. What’s worse still? No diagram at all… in which case either your game had better have the most intuitive controls in the world or a tutorial level, or you’re stuffed.

Understand this, demo-makers: my investment in your demo is nil. It has cost me nothing. I have no emotional capital riding on liking your game. I am waiting for you to impress me, or at least to not piss me off. If you can’t structure the first two minutes of your demo to give me a smooth and enjoyable introduction to your creation and how to play it, why should I assume that you can do better with the full retail product? And you will not get a second chance.

I admit I have been wrong before, and famously. Two notable card-games were launched at Gen Con 1993, Magic: the Gathering and Once Upon a Time, and once I grew tired of demoing the latter I went to see what the fuss about the former was. Joanne White (later editor of Scrye magazine) offered to show me how it worked. She cracked a new deck and we played a game in which, due to being dealt a truly sucky hand, I was unable to cast a single spell. I walked away thinking, “It’s a shame about Wizards of the Coast, they’ve done some nice stuff in the past but this Magic thing is going to kill them.” But that experience had everything to do with poor luck and nothing to do with the quality of the demonstrator.

Because, of course, the way that most gamers learn a new set of rules is not from reading the rulebook but from having the game explained by friends. If everyone had to learn to play Puerto Rico from its rulebook it wouldn’t be topping the charts on Boardgamesgeek right now. It was Jonny Nexus who observed that almost nobody plays Monopoly by the proper rules because almost nobody has ever bothered to read them: they just absorb them—along with interesting variants, omissions, errors and house rules—from playing the game with other people.

It’s the same with video games. Anyone can use a demo to play, but to learn to play well you’ve got to watch other players, or at least ask their advice. In the days before Gamefaqs there were tips mags, and in the days before them we used to cluster round arcade machines to witness and take notes. Video games, of course, can’t be changed by house rules but the secrets to beating them are passed on the same way. I defy anyone to work out all the secrets, tricks, hidden areas and easter eggs in any game purely on their own.

Games are social. Not necessarily in their play—though Puerto Rico is pretty dull solo—but they encourage interaction, working with others to map the territory of gamespace and dig up its secrets. Which is why the stereotype of gamers being lonely or loners is such complete tripe. A good game is a treasure hunt, and a good treasure hunt is a party.

And that’s enough about games, treasure hunts and parties for the moment, before I shoot my fat mouth off.

Footnote: my brief moment as a conduit of game wisdom, or at least my best one, concerns Area 51, the 1995 Atari arcade light-gun shooter involving zombies and aliens. 1995 was about the time that John Woo’s movies were breaking big, with Chow Yun Fat’s two-fisted pistol stylings, and Jose Garcia of Daedalus Games showed me that it was possible to emulate this in Area 51, with one person playing both Player 1 and Player 2, a pistol in each hand. Later, in a London arcade, I worked through the game this way and turned away from the machine to find—for the first time in my life—a crowd of onlookers, who all now wanted to try the same thing.