Showing posts with label play-by-mail. Show all posts
Showing posts with label play-by-mail. Show all posts

Friday, June 22, 2018

Game Review: De Profundis (first edition)


I am a fan of unusual role-playing games.  I recently acquired a copy of the first edition of De Profundis; Letters from the Abyss, A Game of Mind-warping Horror in the Style of H.P. Lovecraft.  The game is credited to Michal Oraz and was translated from Polish to English by Maja Apollonia Pica.  The book is a 32 page saddle stitched book with glossy cover pages and black and white interior pages.   De Profundis is a role playing game that asks, "How would you like to play a Lovecraftian LARP by sending letters through the mail?"




This is a review of the first edition of the game which is currently out of print.  There is a second edition that was published by Cubicle 7 Entertainment.  The second edition is available as a pdf from rpgnow.  As far as I know the second edition contains most of the text from the first edition along with some expanded content.

De Profundis is written in a meta style.  The text reads partly like instructions for a game and partly as the diary of a character plunging into madness.  The narrator of the rules describes his descent into madness as he tries to decipher a text.  I thought that this style fit the game well, as the rules of the game encourage the players to try to live out their character's madness through letters.

To play De Profundis a player creates a character and then writes a series of letters to someone from the viewpoint of that character.  The person that you are corresponding with writes you back from the point of view of their character.  The rules discuss creating characters either in the 1920s or the modern era.  The author points out that there are many famous horror stories that are told using letters, such as Dracula, and shows how letters play important roles in Lovecraft's own tales.  The characters are meant to mimic the types of people who exist in Lovecraft tales, i.e. normal people who begin to notice the horrible lie of reality around them.

The author of De Profundis describes an unusual method for making sure that your character is in the mindset of an unhinged Lovecraft protagonist.  The technique is to observe the word around you, and then slowly use your imagination to allow snippets of illusionary horror to creep in.  Go ahead and space out on the bus, did that passenger who just got off look like an alien?  It is a type of method acting where you let your mind slip into the unhinged reality of a Lovecraft character and see your world through their eyes.  The writing style of the rules helps you get into this mode as the author writes many sections from this viewpoint.

The author gives players some structure and rules for making characters and writing and sending letters.  He gives suggestions for how the framework of the game should function as well as guidelines on how characters should interact via their writing.  One thing that I liked was that the author emphasized the importance of physically writing letters.  I believe that the second edition of De Profundis has rules for using email, which I think would take a lot of the soul out of the game.

The book has two appendices.  One has a character sheet and information on how to join "The Society", which was a database of De Profundis players.  I use the past tense because I believe that this information is out of date.  The second appendix is an article on psychodrama, which is a type of improv larp.  It is obvious that the author is a fan of psychodrama and that it heavily influenced De Profundis, so it is worth a read.

Overall, I really like De Profundis.  The game has more than a hint of mystery.  There is enough missing from the rulebook to let your imagination run rampant, and there is enough of a framework to provide ample inspiration.  The most difficult part of the game would probably be finding players who are willing to actually put pen to paper and send letters through the mail.  I have started a game with one player and it has been enjoyable.  If you are a fan of Lovecraft, writing letters, or bizarre games that are off the beaten path, then I recommend De Profundis.



Sunday, January 7, 2018

2018: No Resolutions!



As we enter a new year I would like to take a look at my gaming habits in 2017 and reflect on the state of the blog.

Boardgame Highlights in 2017

One of my struggles as a game collector is finding a multitude of great games but then not actually playing them.  For years I have been interested in the game lines from Starfleet Games, such as Star Fleet Battles and Federation Commander.  Both of those games have free print-and-play demos and I have tried both of them solo.  This year I convinced a friend to try out the Federation Commander demo.  We ran a basic Federation vs. Klingon scenario.  I now own a copy of Star Fleet Battles so my goal for this year is to find an opponent for that game.

Returning to Magic the Gathering was another gaming highlight.  I have always been curious about Magic and I found someone to teach me the game about six years ago.  At that time I had steady opponents.  I played for a few years but them my Magic playing trickled to a drip, and Magic is a game that requires practice in order to be proficient.  In 2017 I started playing more and I even participated in a sealed league, which is a format that was new to me.

Play-by-Mail Highlights in 2017

I continued to experiment with play-by-mail in 2017.  I dropped Duel2, the gladiator combat game run by Reality Simulations.  I enjoy the game, highly recommend it, and will probably return to it again.  I just needed to spend my time and financial resources elsewhere.  I am still playing Hyborian War, a grand strategy wargame in the Conan universe.  Once this current game ends I will sign up for another one.  I have started a science fiction game called Starweb run by Flying Buffalo.   Starweb is an exploration/trading/combat game.  I plan on writing reviews for both Hyborian War and Starweb this year.

Role-Playing Game Highlights of 2017

I was reviewing my rpg plays over at rpggeek.com and I was pleasantly surprised to see that I started 2017 by running a Pathfinder session.  I have wanted to return to Pathfinder as the first time I ran it I didn't feel that I knew enough at the time to make it work as smoothly as it should.  That session ended in a TPK!  I continued to be a player in a D&D 5ed campaign in 2017.  I enjoy playing and I think that every gamemaster needs to play a lot in order to understand gaming better.  However I am definitely getting the urge to run a campaign and I ended the year running a Black Crusade scenario.

Life Highlights of 2017

We moved!  Moving has put some chaos into my life.  We moved into an apartment and my gaming space shrunk.  I have two FLGS in the area, both that have game nights.  I have not been to either game night yet.  I also applied for a job in the tabletop game industry.  I did not get the position, but I did make it to the second round of applicants.  Not bad for someone with no profession game industry experience.

State of the Blog in 2017

I did not write as many entries in 2017 that I would have liked to.  I had 35 posts, which is the 2nd lowest total for a year.  I was hoping to keep up Rolling Wednesday throughout the year.  I thought that posting a picture of dice wouldn't be too hard.  Well, moving really messes up our life and my Rolling Wednesday experiment did not post every Wednesday.  I also failed to make any big changes to the visual look or design of the blog.

No Resolutions!

We are in 2018 and like the title says, I have no resolutions.  My goals are what they always have been, try to play and create more.  I will continue posting to the blog.  I will continue writing reviews.  I am consciously trying to limit my acquisition of game products and enjoy what I already own.  In fact, I have a bunch of unpainted miniatures that I hope to paint soon.  When I do I will post pictures!  Game on!

Tuesday, September 12, 2017

Suspense & Decision Magazine issue 17 is out, and I have an article in it!

Suspense & Decision is a free web-published magazine dedicated to play-by-mail gaming.  Play-by-mail is an old school style of gaming.  Flying Buffalo, publishers of Tunnels & Trolls, started out as a play-by-mail company and is still running games today.  If you want to gain some insight into the current state of the play-by-mail hobby, Suspense and Decision is a great magazine to read.  Issue 17 is out and I have an article in it.  It is a review of Duel2, a pbm game run by Reality, Inc.



You can download the latest issue, or any of the back issues, from suspense-and-decision.com.  You can read my review of Duel2, which is a great game for people who have never tried play-by-mail.  Personally, I am intrigued by the ad on page 27 for something called Dark Commonwealth.  It appears to be a pbm role-playing game in supernatural Olde England.  Go grab a copy.  It's free!

Saturday, April 8, 2017

State of Gaming: Play-by-Mail

I have been very busy.  Real life events are drastically cutting into gaming time.  I would love to have 3-4 hour chunks of time to dedication to a board game or an rpg session.  Instead, I am getting 15 minute chunks of time sandwiched between frantic activity and exhaustion.  I began some play-by-mail games in order to get my gaming fix while real life devours my time and energy.  They work well because in my 15 minute chunks of free time I can prepare my turns, send them off, and then all I have to do is wait for my turn results to arrive.  I am currently playing two games and I signed up for a third.

"Your play-by-mail turn has arrived!"
Duel2

Duel2 is a game of gladiator combat run by Reality Simulations.  In the game you have a stable of five gladiators in a fantasy world.  There are elves, orcs, and other fantasy races but magic and spells do not factor into the gameplay.  Each turn you pick one to five of your gladiators that you wish to fight.  You arm them and pick their fighting strategy.  You can also challenge warriors and avoid challenges, which adds some strategy to the game.  Each turn you receive a print-out describing the fights.

I like the game.  It is simple and fun.  I have graduated from the newbie arena and am currently fighting in Aruak City.  I plan to write up a review of this game soon.  If you are new to play-by-mail Duel2 is a a great game to start with.

Hyborian War

Hyborian War is a war game that is also run by Reality Simulations.  As the name suggests it takes place during the Hyborian Age created by Robert E. Howard.  Each player controls a kingdom, and you have the choice of playing a large, medium, or small kingdom.  I am currently ruling Punt, a small kingdom.  This game is a grand simulation.  You engage in diplomacy, spying, and warfare.  When battles occur you decide how to line up your troops, what strategy to use, and what spells to cast.

The big draw for this game is that it takes place in the world of Conan.  According to the rules Conan wanders around the map and can show up in your kingdom.  The game is a good low-fantasy wargame.  I have the found the rules to be a tad confusing but I am having fun with the game.  If you sign up to play I recommend the site warbarron.com.  It has forums for people playing Hyborian War and is full of advice and strategy tips.  You will need to register for an account to view anything.

Starweb

Starweb is a science fiction exploration/wargame run by Flying Buffalo.  I have read the rules and signed up for a game.  That brings me to one of the downsides of play-by-mail, waiting for games to start.  It can take months for companies to have enough players sign up before they can start a game.  I encourage anyone reading this to try a play-by-mail game if only for the reason that we can get some games started faster!

Starweb is a game in which space travel takes place through a series of warp gates.  You spend your time exploring gates, taking over planets, and battling and trading with other players.  There are different roles, for example you can play a race of killer robots or a group of religious fanatics a la Dune.  There is an interesting game mechanic where each player bids a certain number of points at the beginning of the game.  Those numbers are averaged and then the game's stopping point is set from that average.  When the game starts I will post more about my experience with it.

I have been happy with my play-by-mail experiences.  If you want to learn more about the state of play-by-mail gaming check out the following resources:

playbymail.net

Suspense and Decision

Friday, July 1, 2016

Adventures in Play-by-Mail Gaming

The summer drags on with heat and tedium and I look for new gaming pursuits.  I am joining a play-by-mail game.  For those who do not know, play-by-mail is just what it sounds like; opponents playing a game by submitting their turns through the mail.  One of the first play-by-mail games was chess, as it is easy to write down a chess move and send it to an opponent.  Soon, more complex games were played through the mail.  The board game Diplomacy was played with nations mailing their turns to a referee, who would then adjudicate the moves and mail the results back.  Later on, games were designed for the play-by-mail format.  A play-by-mail game could accommodate many players at once, and the game rules were taken care of by a moderator (often a computer).  Play-by-mail exists today, although many companies use email for turns and some are experimenting with browser based games.

What do you get from the play-by-mail experience?

I love all types of games.  I play rpgs, wargames, board games, and card games.  I enjoy them all.  I love to figure out strategies of conquest and then implement them on the battlefield.  I love to match wits against an opponent who is trying their best to beat me.  Play-by-mail offers the chance to engage in games with many opponents.  Play-by-mail games can offer huge simulation games where  opponents control various nations at war.  Because the game is moderated by someone else, I only have to focus on my strategy.  They also have a temporal quality to them.  Orders are submitted and then I have to wait to see the results of my planning.  The wait time brings about anticipation.

The game that I am trying is Duel II.  The concept of the game is that you own a stable of five gladiators and each turn you fight them in the arena.  You decide which warriors to fight, how to equip them, and what strategy they should adopt in the ring.  You fill out a turn sheet for each fighter, slip it into an envelope, and send it off to the company.

A turn sheet for Duel II.
One of the reasons that I chose Duel II is that the company that runs the game still uses actual letters and sends your turn results in the mail.  Many play-by-mail companies have moved to accepting turns by email and emailing you the results.  I wanted to have the tactile  experience of filling out a sheet, as well as the thrill of ripping open an envelope to see my results.  Electronics and computers have provided a lot of innovation for gaming, but there is something special about holding a sheet of paper and inking a plan of action.

Recommended Resources

Reality.com is the company that runs Duel II.  They run two other play-by-mail games which are wargames that take place in the Hyborian age and Forgotten Realms.

Playbymail.net is a website devoted to play-by-mail games of the past and present.  They have a list of active games and the publish a free pdf magazine, Suspense and Decision, that is dedicated to the play-by-mail hobby.

I will bring more resources to your attention in the future!


Sunday, March 8, 2015

Book Review - Wolf in White Van


Review of Wolf in White Van by John Darnielle, with a Digression on Play-by-Mail Games



Wolf in White Van is the story of a teenager/young man who grew up in a life of enui and escapism.  He suffers a disfiguring “accident” and lives his life running a complex play-by-mail role-playing game.  John Darnielle, the author, has been called “the greatest lyricist of his generation”.  I have never heard one of his songs but after reading his debut novel I believe it.  

Darnielle’s prose has an infectious quality that creeps into your skull.  There were many points during my reading where I felt that I was sitting among the characters and watching the story.  It helped that I shared many traits with the protagonist, such as a love of Conan and fantasy and a willingness to use that fantasy to escape the doldrums of suburban existence.  Reading this book made me feel like I was becoming delusional from inhaling the smoke coming of the burning ruins of my childhood.    

The main character runs a play-by-mail game called Trace Italian. This allows him to earn money while staying at home, since his accident has left his face horribly damaged.  He invented the game while recovering in the hospital. Players in the game try to navigate a post-apocalyptic landscape in order to reach the safety of the Trace Italian, a mythical fort built by survivors.  Players are constantly making choices on their quest to security, which is forever out of reach.  The whole novel is a meditation on the choices we make and the blame we try to place when tragedy hits, as well as fantasy and reality and their intersection in our minds.

This is a thoughtful, sad, and emotional book that is worth the read.  If you considered yourself a freak or outsider during high school, or wanted to know what that felt like, then this book will give you an emotional tour of what it was like.  I give it five out of five Robert E. Howard fanzines.

Appendix A - Play-by-Mail Games, What are Those?

Play-by-mail gaming has been around since the early days of hobby gaming.  The board game Diplomacy has a long history of being played by the mail, and many early Diplomacy zines were dedicated to postal games.  The game that is shown in Wolf in White Van is of the type where a player sends in their turn, and the game moderator then processes the turn and sends back a response.  Companies usually charge per turn.  

I remember seeing ads for these types of games in various magazines during the 80's and 90's.  There was even a magazine dedicated to play-by-mail gaming called Paper Mayhem, which was published in Ottawa,Illinois, a town I lived in for a while as a youth.  It would seem that video games and the internet would choke off the need for the play-by-mail format, but there are still some companies operating games.  The biggest change is that turns are usually sent by email, but the idea is the same.  Various players send in their turns, and the moderator processes these turns (usually with a computer program) and sends back the results.


Flying Buffalo published Tunnels and Trolls, one of my favorite rpgs.  They also run various play-by-mail games.  I played one of them called World Wide Battle Plan.  It is a global war game where you control a country.  You build armies, send out spies, launch missiles and engage in diplomacy.  It was complex and interesting.

Flying Buffalo runs many games, including one based on their popular Nuclear War card game.  They have science fiction games, wargames, fantasy games, and more.


I used to see the ad for Reality Simulations in Dragon Magazine.  I never played one of their games but I did check out their website.  They run three games; a gladiator game, a wargame based in the Hyborian (i.e. Conan) realm, and an rpg/exploration game set in the Forgotten Realms AD&D setting.  If you are interested in either of those licensed settings they are worth checking out.


The only thing I know about this company is that they won an Origins Award and that they offer games set in Middle Earth.  Again, if this a licensed setting that interests you then check them out.

What do you get out of a play-by-mail game? Back in the 80's, play-by-mail was a way for hobby gamers to find and play games with other hobby gamers.  If you were the only guy in town with an interest in D&D and/or Squad Leader, play-by-mail was a great outlet for playing the games that you wanted to play.  In today's world of the internet, MMORPGs, and Target stores selling Ticket to Ride, does play-by-mail still offer a viable entertainment?

What play-by-mail games offer today is a certain level of sophistication.  These games usually offer the player a multitude of options during play.  Do you raise armies or train spies?  Do you invade the neighboring kingdom or do you build up your navy?  Many of these games gave huge turn sheets that require steel acumen to fill out.  When I played World Wide Battle Plan I felt like a NORAD commander planning tactical strikes from my bunker.  The effort put in gives a sense of accomplishment, and the interaction with dozens of players gives the games a Byzantine feel.  If you want to be a true commander of imaginary men, try one out.