I apologize for the long gap in between blog posts, but hopefully this one will more than make up for the delay, because for this post, the Renaissance Fair is in town!
Now, let me preface this post with the statement that my interest in Renaissance Fairs and the culture surrounding them is very much a newfound one. I've only ever been to one Renaissance Fair-type event ever in my life, and it was a very small Medieval Fair event in Salem, Virginia back in around 2012 or 2013. The venue was okay but very small and mom-and-pop, not like the large carnival-like events that most people associate with the Renaissance Fair and the subculture surrounding it.
Mainly it was a bunch of small vendor tents and some people in period costume, not that much in terms of events or grandiosity. Now, that's not to say I didn't have a good time at the event, because I did. It's just that it was a small and localized affair, that's all.
Though I did buy a cool Tarot deck from there that day, so that is always a bonus.
But I mention the concept of the Renaissance Fair because I am interested in the scene as of late, and I do want to discuss how it is tangentially related to the main subject of this blog, which is role-playing games, of course.
The early history of Dungeons & Dragons has always been fascinating to me, it is what drew me into the OSR movement after all, and I really like the game as it existed in the 1970's and early 1980's. It is sort of worth mentioning that according to Gronan of Symmeria, an RPG Pub user and one of the surviving playtesters of Original Dungeons & Dragons back in the 1970's, D&D was apparently never meant to be an accurate simulation of Medieval society or even "Medieval-Authentic" fantasy, which should be obvious to anyone, but the interesting part is that D&D was supposedly partially influenced by the early Renaissance Fair culture of the 1960's and 1970's, taking on the more idyllic and whimsical view of Medieval and Renaissance Europe and combining it with the more obvious influences of High Fantasy and especially Sword & Sorcery fiction. And that caught my attention.
Most Renaissance Fairs fit into one of two categories. Either they are devoted to a very specific and idealized view of Elizabethan Britain, usually basing their aesthetics and culture off of 16th Century England or Scotland, as opposed to Italy or France, where most of the great innovations of the Renaissance actually took place.
Or they are a generic blend of Medieval, Renaissance, Elizabethan, Jacobean, and sometimes even fantasy tropes put into an idyllic and whimsical setting that is primarily focused on entertainment. In these Ren Fair settings, you may find a hodgepodge of Medieval and Renaissance archetypes, a collection of anachronistic stuff such as Vikings, Pirates, Belly-Dancers, Knights, or even fantasy archetypes such as Elves, Faeries, and Wizards all in one place, where fun and enjoyment is placed before adherence to historical accuracy.
I'd assume that any influences that Ren Fair culture may have had on D&D probably came from the latter category.
I wouldn't mind running a D&D game in the near future with the whimsical and idyllic view of Medieval and Renaissance archetypes often found in Renaissance Fairs, along with the slew of anachronisms blended together and of course, the fantasy elements as well.
Ideally, the best system for this type of game would be Advanced Dungeons & Dragons, either First or Second Edition, at least in my opinion.
Friday, June 8, 2018
Saturday, June 2, 2018
Battle Century G and the Mecha Anime Genre
I apologize for the brevity of this post, but I have had a long day and I don't have much time this evening. But despite being busy, I promised a friend of mine that I would do a post about this and so i will.
Despite being a huge fan of anime, I'm a total newbie to the Mecha genre, even though that is one of the more popular anime genres out there. My only real experiences with it are the timeless classics of Neon Genesis Evangelion and Gundam Wing,the latter of which I recently began to rewatch on Hulu.
See, overall, I know very little of the genre and its conventions and tropes.
However, a good friend of mine has introduced me to a tabletop role-playing game called Battle Century G and I've skimmed through the System Reference Document and I like what I see. Thanks to this friend, I have even got a chance to talk to the creator of Battle Century G, who has since given me free PDF copies of the full version of his game, which I will be giving a full and in-depth review of in a later post. For now, I will be discussing the base system and my first impressions of it.
The SRD is just the core mechanics and does not contain the setting fluff of the main game itself, but that is fine with me because I generally prefer to make my own settings anyway. From the first impressions of the game, it seems that Battle Century G is primarily focused on Mecha, but can be used for nearly any form of Military Sci-Fi. You could use the system not just for Mecha battles, but also for infantry, tanks, vehicles, and the like. Overall, I like that sort of potential.
The system itself is a point-buy system that has provisions for both pilot characters and the giant robots that they pilot. According to the game's creator, the goal of Battle Century G was to create a rules-medium system that had enough crunch to be a decent combat simulator and not just some story-game, but not be so heavy that the game becomes needlessly complicated.
In that regard, I'd say that he succeeded in creating a solid rules-medium system. Now, I have not gotten a chance to actually test the rules out myself, but based on what I have read, it seems good enough for me.
I'd personally love to use Battle Century G's mechanics for something along the lines of either a general Military Sci-Fi game involving an Alternate History where the Cold War never ended, or use it for an Army Men-themed campaign where the PC's are sapient toy soldiers, complete with tanks, vehicles, helicopters, and even more sci-fi stuff like robots and Mecha. I'm picturing something along the lines of a cross between Small Soldiers and Gundam Build Fighters in terms of style and theme.
While I currently have no plans for a Military Sci-Fi or Mecha themed campaign for the time being, if I ever get that urge to run something along those lines, then I would definitely use Battle Century G as my main system for such a thing.
Once I do an in-depth read of the full book and play the rules for myself, I will make more in-depth posts for both of those things.
Despite being a huge fan of anime, I'm a total newbie to the Mecha genre, even though that is one of the more popular anime genres out there. My only real experiences with it are the timeless classics of Neon Genesis Evangelion and Gundam Wing,the latter of which I recently began to rewatch on Hulu.
See, overall, I know very little of the genre and its conventions and tropes.
However, a good friend of mine has introduced me to a tabletop role-playing game called Battle Century G and I've skimmed through the System Reference Document and I like what I see. Thanks to this friend, I have even got a chance to talk to the creator of Battle Century G, who has since given me free PDF copies of the full version of his game, which I will be giving a full and in-depth review of in a later post. For now, I will be discussing the base system and my first impressions of it.
The SRD is just the core mechanics and does not contain the setting fluff of the main game itself, but that is fine with me because I generally prefer to make my own settings anyway. From the first impressions of the game, it seems that Battle Century G is primarily focused on Mecha, but can be used for nearly any form of Military Sci-Fi. You could use the system not just for Mecha battles, but also for infantry, tanks, vehicles, and the like. Overall, I like that sort of potential.
The system itself is a point-buy system that has provisions for both pilot characters and the giant robots that they pilot. According to the game's creator, the goal of Battle Century G was to create a rules-medium system that had enough crunch to be a decent combat simulator and not just some story-game, but not be so heavy that the game becomes needlessly complicated.
In that regard, I'd say that he succeeded in creating a solid rules-medium system. Now, I have not gotten a chance to actually test the rules out myself, but based on what I have read, it seems good enough for me.
I'd personally love to use Battle Century G's mechanics for something along the lines of either a general Military Sci-Fi game involving an Alternate History where the Cold War never ended, or use it for an Army Men-themed campaign where the PC's are sapient toy soldiers, complete with tanks, vehicles, helicopters, and even more sci-fi stuff like robots and Mecha. I'm picturing something along the lines of a cross between Small Soldiers and Gundam Build Fighters in terms of style and theme.
While I currently have no plans for a Military Sci-Fi or Mecha themed campaign for the time being, if I ever get that urge to run something along those lines, then I would definitely use Battle Century G as my main system for such a thing.
Once I do an in-depth read of the full book and play the rules for myself, I will make more in-depth posts for both of those things.
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