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So, this piece started off as a short narrative about a couple of GMs who run really great games, but it might have spiraled a teensy bit out of control and ended up as a long meditation on different modes of consuming RPGs.

The Games I Love to Play

While at PAX, we had the pleasure of playing in a game of Fortune’s Fool with Pantheon Press‘s Rob Trimarco and Jason Keeley. They had planned on running the introductory adventure that we had run several years ago the first time we met them, but when they realized we wanted to play, Rob suggested with glee that Jason “just make something up on the fly.” I had a little heart attack; as you all know, I’m a planner, so I would hate having to ad-lib in the middle of the chaos of a convention, but Jason seemed into the idea, and off we went.

I won’t spoiler the original fantastic demo adventure for FF, but just know that it involves saving Pinocchio from a very bad event on his seventh birthday. This follow up adventure returned the characters to his home on the evening of his eighth birthday, but Gepetto had gone missing, apparently kidnapped by a large man smelling of wood chips and death. I won’t spoiler this adventure, either, except to say that it involved a magic Ferris wheel, people being turned into donkeys, and a ghastly workshop.

What most struck me about our game session, though, was how much it differed from our weekly Vampire session, and how much both of those tended to differ from other games I’ve played.

Our Vampire ST knows the goals of every NPC during the span of the upcoming game, and if we cross paths with an NPC, he knows the backstory of each one inside and out so that it’s easy for him to explain what that character would do to us if push comes to shooting, as it so often does. He plans his NPCs carefully, and the rest of the story evolves logically from their needs and wants. In fact, if you catch him in a good mood and ask about one of the NPCs’ backgrounds, you can easily get a short story about what happened from the time that NPC was a child until now. His NPC backgrounds are always fresh and interesting, including lots of unexpected twists and turns. Things in our ST’s world always make sense, and if they appear not to make sense at a given point, it’s just because we don’t yet know the whole story. Our job usually involves uncovering it. We progress with caution because the world is dangerous and the plots are meant to hurt us, but it’s absolutely thrilling when we make a discovery about how pieces of the plot fit together. During play, our ST remains very calm, because we really can’t derail him; he simply works out the NPCs’ logical response to whatever madness we’ve decided to do. Of course, I also think he remains calm because it drives us insane when we know we face (im)mortal danger and he sits there placidly staring at the ceiling.

Keeley, on the other hand, personifies energy. He races from idea to idea with a lot of shouting and gesturing. Not everything in his games has a logical reason for existing; in fact, many things seem purposefully illogical, but it doesn’t matter because everything in his worlds floats in an atmosphere of childlike wonder that makes details symbolically and atmospherically sensible even if they don’t fit together logically. His games have a breathless, vertiginous feel to them that suits the whims of the Fortune’s Fool universe; the tide sweeps players from one event to the next out of the sheer delight of seeing what kind of wackiness will happen around the next corner. I haven’t talked to him at length about the depth of his NPC backgrounds, but they don’t seem to work in quite the same way as the NPCs in our Vampire game; NPCs stand in for familiar fairy tale types, so players ‘know’ them immediately upon meeting them, and the puzzle comes from uncovering the ways in which they deviate from expectations. (I said quite a bit about this in my review of the FF campaign, too. It’s a delightful use of the familiar.) I certainly don’t mean by any of this that his adventures are saccharine; on the contrary, they’re often just as creepy as our Vampire adventures partly because the game so skillfully juxtaposes the cute with the grotesque.

Despite their extreme differences in style, these two GMs run some of the best gaming I’ve every played, partly because both show a willingness to let their players engage fully with their worlds. Whatever we ask, we can try, and the mechanics assist rather than hinder us. Theoretically, most RPGs work this way, but in my experience, some games and some GMs just wind up making the players think more about mechanics than story. A great gamer can tell a nuanced story with almost any system, but I do believe that system matters; if you have a sheet full of powers and a bunch of monsters that only respond to certain powers, you’ll spend your brainpower working out the relationship between those things instead of asking questions about how the monsters got into the Royal Society meeting house in the first place.

When I play games with the GMs I most enjoy, I feel as though I’m going head-to-head with another first-class mind in a strategic game of investigation and question. Can I figure out what’s at stake? Will I have the resources to outwit the limitations on my character sheet and find a workaround that can happen regardless? In games I like less, I feel as though I’m pitting my wits against the game itself: can I figure out how to use these skills most effectively to anticipate and react to what someone has set up? I think of a Pathfinder con game in which we were supposed to know from lore to use a particular kind of spell on a particular kind of creature; the ‘challenge’ of the encounter was in having purchased enough product to anticipate the correct answer and to match a specific skill to a specific encounter.

The Games I Love to Run

It’s a strange thing to say, but I’m not really sure I would have liked playing in my own Warhammer campaign all that much. In spite of its significant problems, I still love the unwieldy WFRP3e and loved running it. The crazily rich Warhammer universe (and all of its passionate fandom) provided plenty of interesting, quirky, engaging background to use when planning my games, and the design of the rules made it easy to create and run many different types of encounters effectively. Note, though, that I say “run encounters” rather than “tell a story”; even as much as I wanted my players to immerse themselves in the Warhammer universe and love it as I did, I ended up thinking of our games primarily as a series of individual puzzles that the players could solve using different skill sets.

booksI think my GMing suffered from our emphasis on gamist play. I inadvertently encouraged that play in a few different ways, I think: miniatures and terrain tended to make my players focus on the tactics of winning rather than on narrative, and my choice of a rules-heavy system like WFRP3e probably didn’t help, either, as my players and I constantly had to shuffle the bits that reminded them to think about mechanics during our sessions. In some ways, focusing on rules so much made running the game easier, as I could always refer back to the game designer’s decisions. By the end of our campaign, I found myself increasingly dissatisfied with the types of interactions my players had with the setting. I wonder if I could run WFRP3e differently now, or whether the limitations I experienced were intrinsic to the system itself or to my own way of thinking about gaming.

Mouse Guard, as much as I love it, can suffer from some of the same problems. You can’t design a MG game around encounters, but the system encourages you to create sessions rather mechanically, focusing on things like the time of year and the assigned task, leading you to think more about what the players will do than about a fictional world spinning on its own axis. The system attempts to ‘assist’ RP via mechanics, which meant at our table that RP occasionally happened because of mechanics rather than because of narrative logic.

I suspect my love of running mechanical games comes from the fact that I’m a bit of a control freak. If your rules strongly suggest particular solutions, you can cut down on the possible outcomes you must anticipate. While I love not knowing what to expect as a player, I didn’t always love it as a GM. Now, my players didn’t seem to mind my style too much; in fact, they were more eager to railroad themselves than I was to railroad them, often asking after the session, “So, what were we supposed to do? Did we miss anything?” They enjoyed guessing the anticipated answer. As a player, though, I find the feeling that I’m playing through an interactive book irritating. I want a hand in dictating the storyline, not just a chance to react to it.

The Games I Love to Read

When browsing a store bookshelf, I tend to find myself drawn to quirky, rules-heavy systems, partly because I like the notion that an unusual ruleset can push players past their usual narrative strategies. The less I understand the logic behind the rules of a given RPG on the first read-through, the more likely I am to love it. Trying to work out why the rules to a game like Freemarket or A Thousand and One Nights seem so unintuitive to me at first glance forces me to rethink my own preconceived notions about narrative. Reading these games has made me a better GM, and I know they make me a better writer of fiction.

What Does All This Mean? (Or the tl;dr Section)

First, that I’m crazy.

Second, that my bookshelf is filled with RPGs that we will never play.

Third, not all of the groups I love to play with are likely to love my GMing style.

I wonder, though, how many of us realize that we have slightly different preferences when playing, running, and reading games. Although we like to think of these as equivalent areas of competency, they aren’t quite the same, nor do all of us scratch the same creative itch by GMing, playing in, or reading RPGs. I never feel that I’ve wasted money if I’ve bought a system that I’ll never play if that system makes me think differently about gaming; I never feel as though a particular GMing style simply ‘doesn’t work,’ although it might not mesh well with a specific system or group of players. Yet acknowledging that we can have different modes of consuming RPGs can make us better at choosing the products and groups that will fit us best, and that makes everyone at the table happier.

My vampire’s hapless, disheveled, Bugles-eating professorial ghoul may die on Thursday at our game, and if not on this Thursday, some other future Thursday. Given that he’s involved in a turf war between clans in an increasingly unstable Domain, it’s really pretty likely.

Intellectually, I’m prepared for it, because it makes sense in narrative terms. Still, that doesn’t mean that I–as a player, not just as a character–am not going to be really upset when it happens. (My only consolation is that I suspect our ST is going to be upset, too, because he’s also rather fond of that particular NPC.)

Now, my ghoul isn’t a super valuable +12 sword of macguffin-slaying that ends up turning the tide of the game. In fact, the Doc has generally been more trouble for my character than he’s worth, as he has a tendency to be imbibe at all the wrong times and take books from the Tremere at all the other wrong times, leaving my character to answer drunken text messages and discuss lending library hours with a hostile clan when she ought to be running from something dangerous and toothy. Yet I like the NPC enough that I have put serious thought into retiring my PC just to move him out of the Domain to safety.

I’m just going to stop for a minute to let that sink in: I’m tempted to retire a PC I love to save a relatively minor NPC.

Part of me is really horrified to admit that. I’m fairly certain this puts me squarely into the “unquestionably insane” category. On the other hand, I think it indicates how much I’m enjoying this particular game.

Between the upcoming peril and an interesting conversation elsewhere on the internet, I got to thinking about the relationship between good RP and the extent to which any given group of players allows itself to be vulnerable around a table. By definition, all roleplaying requires a base amount of vulnerability, as you’re telling a group story. Yet some groups reveal things about themselves more comfortably than others, and some GMs/DMs/STs encourage that sharing better than others.

I have to say that my own tendencies in this area aren’t always great. When under pressure–in both RL and in game–I have a tendency to turn into a manic Oscar Wilde. This is why people like to sit next to me during meetings. If given free rein, I’ll do much the same in game. Even when I’m at my comedic best, though, those moments only go so far in furthering the storyline itself, and they invite other players to riff off of the comedy, not explore the atmosphere or the framework of the moment.

In many ways, my (and many of my friends’) impulse to be funny is a reaction against revealing too much at the gaming table. I’ve noticed that we often do it when things get rough, either when we aren’t sure how to tackle a particular difficult task or when we are being asked to respond to a story element that may get emotionally tricky. It’s an avoidance tactic, and many gamers feel they have the right to it, since we game to have fun. Yet I’d argue that many of us game to stretch ourselves intellectually and emotionally, too, and that’s where the comedy routine weakens the aims of gaming.

Let me back up for a minute. I was sitting in a meeting a few days ago next to our Vampire ST; as usual, I was being funny via text message with a handful of friends around the table. Then I was struck by the realization that I would never want to be sitting across the table on the other side of a negotiation from my ST, especially one in which we disagreed. It’s unlikely to happen, since we’re in different departments, but I suddenly realized that he knew more about my negotiation strategies, soft spots, stalling tactics, and overwhelming desire to collaborate (even when it’s an incredibly poor choice) than people who have known me for years. Ditto for the other players. It struck me suddenly that I played this particular game more honestly than I had played a game in a long time.

Don’t get me wrong. I’ve had a lot of outstanding gaming over the last few years. Yet still, I’m fairly certain our Vampire game is the most satisfying RPG I’ve played in a long time, partly because we have built a table around which we aren’t afraid to take some risks. Quite a bit of that comes from having a group whose gaming goals match so completely.

Let me give some examples of varying goals. My WFRP players were deeply invested in the bizarre storylines of that game; they weren’t minmaxers in the traditional sense, and they weren’t always all that interested in the mechanics of the game. They wanted to find out what was going on behind the scenes, and did a lot of snooping around to figure out why things were as they appeared. A handful of recurring NPCs elicited some strong feelings (the annoying orphan Waltrout was one and an actor-turned-kidnapper named Klaus was another,) and they loved lightheartedly bantering with one another, constantly egging the dilettante on to ask about getting her clothing cleaned in the Inns they visited or suggesting to the Priest of Sigmar that he indulge his desire to start fires. Overall, narrative motivated them, both the prewritten narrative of the adventures themselves and the evolving narratives they were creating on their own. The group had a lot of warm, positive interactions in character, but for the most part, they were light and without much long-term consequence. I will take quite a bit of responsibility for this as the GM, since the Warhammer world tends to fascinate me; I undoubtedly encouraged my players to look at the world and its narratives more carefully than, say, the NPCs or the combats.

The Pathfinder group I played in years ago and still play with intermittently during summers solved puzzles. Where could we best orient ourselves to kill the monster in this particular room? How might we negotiate the best deal for this doodad we need to finish the adventure or steal it if nobody had a decent negotiation skill? Was there a skill or item that negated the problematic spell just cast by the NPC, and if many of us had it, who should best spend the charges to use it? Again, we had a lot of fun tabletop banter, but a good two-thirds of it was out of character; we talked about the game much as you’d talk about a board game and dipped into character when we had to do a negotiation or somesuch.

Our current game has slightly different stakes: can we outwit and out-negotiate these NPCs, most of whom elicit pretty strong feelings? Can we keep doing it week after week, despite the drastically changing fortunes of our Domain? Can we find out what those NPCs don’t want to tell us openly? With which PCs and NPCs will each of us build relationships, and will those turn out to be short-term alliances or long-term friendships? Certainly we go “do stuff,” but the majority of things that we do in game have the reward of increasing our characters’ reputations and opening new doors to build relationships.

When pressed, most of us would say that most RPGs can encourage all of these types of play, and most games do have a smattering of each these elements from time to time. Generally speaking, though, any given player will likely have more strength in one area than in another. A given system will likely encourage one kind of behavior over another. Most of us play in groups with a split talent pool: you’ll have one player who wants to build relationships, a couple who want to solve puzzles, and one who wants to discover narrative. These players often get stuck negotiating the added complexity of the ST/GM/DM’s own vision of ideal play and the extent to which the chosen system allows that play. Once in awhile, though, you luck into a group where all the players have the same main goal and execute it equally well; once every Brigadoonish number of years, you’ll luck into a group with a unified play style that has chosen a system wisely and that has an ST who manages that play style well. At those moments, then, players can take risks at the table without worrying that their play detracts from another player’s game or from the ST’s vision of the game as a whole. For me as a player, that’s when the real magic happens, as everyone around the table seamlessly supports each other in the goal of good gameplay. That’s also when a player decisions feel truly meaningful because the scope of play has narrowed enough that events can have a genuine impact on a dynamic game world–like when it feels reasonable to retire a PC to save a hapless little ghoul.

GW recently announced pre-orders for their new Chaos Space Marines army, and the items are selling fast, despite the usual griping about GW’s pricing model. (Apparently this is the most expensive Codex yet.) They’ve also released a handful of special miniatures which might work perfectly for your 40K game, especially if you’re playing Black Crusade. These include the cheerful Warpsmith, the happy little Apostle, and the delightfully welcoming Daemon Prince, not to mention the fun Forgefiend/Maulerfiend kit with its 67-components’ worth of choices. I could just see that last one as a recurring NPC. In fact, that last one is the only thing I’ve seen that might make me get out my Collector’s Edition Black Crusade and run it. I will call my NPC Maulerfiend Spot, and it will follow the PCs around ALWAYS.

I’m an overpreparer, so I don’t generally use things like random dungeon rooms. In fact, I tend to run games without dungeons. Still, I’ve played in enough games that had delightful dungeon crawls that lasted for session upon session, run by a GM with a bunch of random monster generation tables and an endless thirst for blood and death to know that such things can be fun.

…for the GM.

Anyway, I did recently see a neat set of last year’s Kickstarted Dungeonmorph Dice. Each face of these dice shows the picture of a different dungeon room, and when rolled and put end to end on a table, they produce endless strange maps of dungeoneering goodness. You can even get the images on the die faces as a font for Mac/Windows/Linux so that you can produce your own maps in any word processor. A quick check of the map symbol key shows that the dungeons include plenty of landmarks and points of interest that could encourage roleplay beyond hack n’ slash, and a GM could easily write a series of encounters based on the symbol key before rolling (or letting a player roll.)

If you like the idea of random dungeon generation that can be done on the fly and that allows your players to interact with the “tables,” this product might hit the spot. Or mark the X. Or something. Wait…is that the symbol for big owlbear which kicks my ass?

I know many of you have been out at GenCon, playing your fill of games and seeing more stuff to buy than you could possibly purchase in a lifetime. I just thought I’d mention a neat Kickstarter project that has some really great potential: Brass Monkey’s Dragons Gameboard.

This nifty little package would let you display a battle map on a TV or large computer monitor for your players to see during tabletop gaming. Each of them could, in turn, manipulate their own tokens on the map via smartphones or tablets.

I absolutely, positively LOVE this idea. Using individual handheld devices at the table would keep my players engaged (and would keep their phones on something game-centered instead of on Twitter or Facebook.) A system like this cuts down on prep time, too; I wouldn’t have to set up a table full of cardstock buildings and minis, spend the morning keeping the kitten off the table, and then switch out a million tiles and buildings mid-session when the PCs moved to a new area. On the other hand, I personally dislike the art style here–I’d like to see something that looks more like an actual hand-drawn map, something less griddy/pixelly. The games I tend to favor don’t focus on strategic battles, so I use maps flavor more than for tactical clarity, and a bunch of colored blocks don’t really add much flavor to a game. The project promises to remain open source, though, so DMs would have the opportunity to implement their own tilesets and could undoubtedly figure out how to make use of the system for other sorts of RPGs.

This project is definitely one to keep your eye on; Brass Monkey has a solid idea, and for those with limited table space, it might mean the difference between making your home a viable place to play and always having to tote your minis and chips to someone else’s house.

I was in a not-so-local but still friendly gaming store the other day where they had a table dedicated to Wyrd Miniatures/Worldworks Games Terraclips for Malifaux. These sets feature lovely, full-color building pieces in modular sheets on hefty punchboard (1.7mm thick, to be exact.) You can clip the sections of wall, flooring, and roof together with the little terraclips made of transparent plastic so that they don’t mar the overall look of the terrain. I only got a quick look, but they seem high-quality and versatile enough to fit multiple scenarios. Best of all, a disassembled and boxed set takes up about the same space as a couple of RPG rulebooks. The Malifaux set would work well for any dark-ish city setting, (general WFRP and Mordheim both leap to mind,) and Worldworks has several dungeon sets coming soon that includes lava pits, rooms full of gold, and sarcophagi. These strike me as a nice compromise between easy-to-damage cardstock buildings and difficult-to-store plastic or resin models. I hope they plan to keep expanding the line! In fact, if this product line keeps growing and the space in my apartment keeps shrinking, I might end up replacing my own shelves of cardstock scenery with these.

I have a love-hate relationship with RPG maps. I love the beautiful, professionally-created ones that FFG makes, and I hate my own when they fall short. During campaign prep, I often regret not having a degree in graphic design (a field in which I have absolutely no interest other than this.) On the other hand, I find in my own group, maps tend to decrease the bickering about what’s going on and increase the suspense. My party tends to think that if something’s in the picture, it needs explorin’, which can lead to some hilarious moments when they sidle up cautiously to an innocuous (but mysteriously on-the-map) table.

I generally use Campaign Cartographer in spite of its steep learning curve–which I have to learn again each time I use it because I use it so seldom. I had high hopes for Ortelius, but as I said here, it doesn’t yet seem to fit the bill, so I find myself returning to CC over and over again. Yet I do hesitate to pull out CC when I only need a quick little image; it can take me an incredibly long time to remember how to use it, and I hate having to move from my Mac to my PC to work.

I was excited, then, when the link to Pyromancers’ online mapping software floated across my Facebook feed the other day. (Thanks, Rob!) This free, web-based mapping program doesn’t have the extensive graphics library of CC, but it does have quite enough to make a very nice sketch of a generic dungeon, tavern, or ruin, and you can import your own existing graphics if you’re feeling up to a bit of clicking around. I easily figured out the commands in about two minutes. You can save the maps you’ve made onto your hard drive; export them as PNGs, JPGs, or PDFs; or share them via an online gallery. The program supports both hex and grid maps, and will mark coordinates for you for ease of tactical use.

Here’s the simple tavern map I made start-to-export in about three minutes:

The website offers a way to include a map in a forum post and have players manipulate tokens on the map directly from the forum itself. I’m not playing in any forum-based games, but for those wanting to do online play, this solution might be just the ticket.

Overall, Pyromancers offers a great set of tools on their website. It strikes me that contributors to fan supplements and e-zines might make great use of this tool, and it’s certainly useful for any GM looking for uniquemaps. Do check it out!

Emirikol, one of the most active members of the FFG Warhammer community, recently started a thread to gauge interest in a 3rd edition scenario contest. He’s going to sponsor the prizes himself, and the submissions will likely start a new little library of convention scenario content on the Liber Fanatica site. Although there’s currently some discussion about what the final submission requirements will be, Emirikol’s hoping to give us GMs a choice of convention scenarios that we run at local cons to widen the fanbase–something we’re currently sorely lacking.

I’ll probably enter if the competition goes official. If you’re at all interested, see the proposed details below, then throw your hat in the ring by responding to the thread here.

Proposal: 3rd Edition Convention-Playable Scenario Contest:

PROPOSED Deadline: November 1st, 2012

Assumptions: It is assumed that GMs running the scenario have access to the Core set, Winds of Magic, Signs of Faith and Adventurer’s Toolkit (i.e. everything included in the Player’s Guide and GM’s Guide). References beyond those should be summarized in a sidebar where possible.

Minimum Scenario Content: Scenario must be all-new/original.  Not including pre-generated characters, the length should be from 10-40 pages or between 5000-13,000 words and be playable in 3.5-4 hours. Part-II should be added as a separate entry if scenario is expected to go over this time with additional expected play-time listed (shoot for an additional 4 hours). Adaptations to previous editions may be included in a separate appendix.

Submission Formatting Recommendations: 11 or 12 point readable fonts 2-column except for appendix, maps or handouts, and 1 inch margins maximum.

Pre-Gen Character Formatting: If pre-generated characters are included the following format is recommended: Section 1 – Character sheet, Section 2- summary of cards needed, Section 3 – Attitudes towards other PCs. It is ok to instead reference specific Liber Fanatica 7 pre-gens rather than including new ones, but you may wish to include attitudes towards other PCs section.

Formatting layout: Page 1 – Title Page with Blurb, Author(s), and legal disclaimer.  Other minimum formatting requirements: rank/career minimum expected to play, course of expected play (scenario synopsis), background, content (by Act and Encounter). It does not have to be a railroad, but it does require a “most common course of expected play.”

Stat Block: It is assumed that all GMs have the Core Boxed Set, but not the Creature Guide or Creature Vault. Monsters found in the Core Set may simply be referenced, otherwise more complete information or summary side-bar. NEED STAT BLOCK FORMAT

Judging: Liber Fanatica and anyone who wants to help, including writers who submit (can’t vote for your own).

1e, 2e adaptations: Appendices with 1e, 2e, or Zweihander adaptation stat blocks, etc. do not count towards word count.

Prizes : Each author that meets at least minimum content standards get a copy of DLSS (official print copy, max 1) and hosted on Liber Fanatica website. Runner up gets the printed J2BFP.  Winner gets: Journey to Blackfire Pass (with cardstock pregen’s- official copy) and some gift certificates or dice or something (TBD).

I am totally in love with the concept of The Penguin Harlequinade. The whole ‘system’ (inasmuch as you can call it a system) just fascinates me, and I’d love to play/GM it. On the other hand, I can’t for the life of me think of a group who would be willing to do something quite this free-form or acting-school-esque with me.

For those of you unsure of whether you want to take a look, the completely free ‘rulebook’ is quite short. The game itself involves simply acting out a scene (usually with some bizarre goal) while using chips to accomplish tasks that one wants to accomplish. In order to get chips, though, each player must either say a random quote from his or her character sheet–somehow making it make sense in the context of the scene that’s occurring–or take an scene item from the Mayhem Pot, which includes directions like “Take violent offense at the next thing said. Challenge the speaker to a duel. Do not back down.” I want to see this. I want to do this. I want to see someone do this!

Of course, part of me (inevitably) somehow wants to adapt this system to the Warhammer world. While I love the fantasy world above all other RPG worlds, I somehow think this would be even funnier as a Space Marine (Opera.) Hmm…

At any rate, has anybody played this? How did you get a group together? Have you done any other radically open-ended RPGs? How did you prep your group to do them?

After poking around the Profantasy Software site the other day to look at something or other, I noticed the Dioramas Pro module for Campaign Cartographer 3 and picked it up. I’m not a master craftsman of cardstock scenery, by any means. After all, I started this blog by talking about my love-hate relationship with glue. Still, I like to make scenery for my campaigns, as I find that my PCs find it easier to tell the story at hand if they have a shared visual space on which to base the narrative. In my head, I was going to craft highly evocative Warhammery scenery to match the prewritten modules and/or strange and bewitching buildings to match my upcoming Skaven scenario. How cool would it be to have a building for the Garden of Morr that actually had little black rosebushes all around the building? How neat to have buildings that had been heavily “modified” by Skaven engineers (who, of course, don’t exist)?

For full disclosure’s sake, I should say that I only played with DP for one afternoon. Like everything else from Profantasy, DP has a steep learning curve, but it hardly seems impossible; I could easily figure out how to use the tools available, and the quickstart guide helped immensely. I could quickly make a series of different types of buildings that would stand up serviceably when I glued them together. It’s also very easy to change the scale of your building to accommodates different games. What’s less exciting, though, are the visual details provided within the program for decorating the buildings. Bleech. Simple line windows and doors–nothing like the buildings I would want to create. It’s possible to export the skeleton of your building and put it into Photoshop or Pixelmator so that you can do some graphic manipulation there. In fact, I’m pretty sure that’s what I’ll use DP to do. Still, it would be nice if it were easier to export the images, and even nicer still if the graphics sets in DP were a bit more elegant.

I’m not sure I’m pleased with this purchase. I like the flexibility of crafting any kind of structure I want, but honestly, I’m not sure how often I’ll use it. Part of me wishes I’d just bought some blank cardstock building skeleton files that I could manipulate in Pixelmator. (Those must exist, right?) Still, I think that’s more of a failing of my not really considering how the product was designed than a failing of the product itself. DP seems quite powerful if you’re into the “engineering” side of things. It’s just that I’m more on the “put funny visual jokes on the side of the buildings” side of things instead. Lesson learned about rampantly consuming things I don’t need, I guess. At least until the next intriguing thing I don’t really need comes along. 🙂