Kobolds Ate My Baby! Super Deluxx Edition
Kobolds Ate My Baby! Super Deluxx Edition
By Chris O’Neill and Dan Landis. Illustrated by John Kovalic. (Dork Storm Press, 2005; $14.99)
I’ve previously mentioned in a comment thread that when it comes to tabletop role-playing games, I lean toward the rules-lite side of the equation. I’d rather have a system that allows flexible play, with minimal die-rolls and looking up charts, and greater focus on the “role-playing” instead of the “game.” Given a good Game Master, rules-lite games can feel as close to realistic as any of the more simulationist systems. My favorite RPG of all time, Fudge, has managed to adapt and handle any other game system, setting, or style I’ve thrown at it. In fact, it’s almost the only system I use. Any RPG that comes out I translate into Fudge…
…with the exception of “Beer and Pretzels” RPGs, in which sheer simplicity and ludicrousness are the norm.
Most rules-lite systems are geared toward the Beer and Pretzels genre: RPGs that are played for comedy and speed and with minimum planning and plenty of bad bad bad beer. Risus is the Beer and Pretzels equivalent of Fudge, a complete generic system (six pages long!) usable for quick ‘n’ silly RPGs late at night. I might discuss Risus in another post—it’s interesting both as a rules-lite system and as a purposeful parody of all other early RPGs. Fudge also deserves a long review, because it’s so wonderful that it’s a shame it isn’t spread like a beautiful pandemic to every corner of the hobby.
But today I bring you the most popular setting-specific Beer and Pretzels game, a funny and witty spoof on the concept of “cannon fodder” in Dungeons & Dragons: Dork Storm Press’ Kobolds Ate My Baby! Super Deluxx Edition, written by Chris O’Neil and Dan Landis—and hereafter abbreviated KAMB! (The manual loves exclamation marks! With a passion! See!)
If a single positive resulted from the work of that woefully misinformed but correctly acronymed organization BADD (Bothered about Dungeons & Dragons), a group that waged a crusade to stop children from jumping into the Bags of Holding that they learned to construct from an $11.99 hardcover rulebook purchased at a hobby store, it was the computer RPG
Fourth Edition Dungeons and Dragons has been with us for about a year now; long enough for the gaming community to get a pretty good taste of it. I’ve been hearing various reports from gamer friends about the system, and opinions of it have fallen across a roughly tripartite spectrum, from favorable to neutral to negative. Among these views, though, there is agreement that this isn’t the same old Dungeons and Dragons. Fans of Fourth Edition sometimes call it a “transformation,” or point out, “This time around they didn’t have any sacred cows. They were ready to change anything.” Critics have generally agreed that “It might be a game some people like, but it’s no longer D&D.”
The death of Gary Gygax, co-creator of Dungeons & Dragons, marks the passing of an era. Gygax changed the face of fantasy like no other since J.R.R. Tolkien or Robert E. Howard. D&D brought people together, forged lasting friendships, and introduced a whole new generation to classic fantasy — in the process firing imaginations, heavily influencing the fledgling computer and video game markets, and laying the foundation for the billion-dollar online RPG industry. Just as importantly Gygax invited — indeed, demanded — that his readers become creators themselves, and the young fans he inspired eventually became some of today’s bestselling authors, including Raymond E. Feist, Margaret Weis and Tracy Hickman, R. A. Salvatore, Ed Greenwood, and dozens of others.