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An Introduction <strong>to</strong> <strong>Warhamster</strong>!<br />
(for the Gamers)<br />
The <strong>Warhamster</strong>: Massively Multiplayer Table<strong>to</strong>p Dungeon Adventure Game<br />
is (pick one of the following):<br />
a) A new-fangled online gaming system with a monthly fee and serious<br />
crack-like addictive qualities<br />
b) An old-fangled generic system for universal role-playing which allows<br />
players <strong>to</strong> bend genres and morph styles <strong>to</strong> any milieu<br />
c) A ground-breaking game system that blends the full power of<br />
Narrativist gaming styles with classic Simulationist mechanics<br />
d) An large, glossy hardback <strong>to</strong>me which will outsell all previous roleplaying<br />
games<br />
e) The first game system <strong>to</strong> cop <strong>to</strong> the truth at what lies deepest in a<br />
role-players heart<br />
If you guessed (E) than you’re right; if you guessed anything else, then you<br />
have obviously never heard of 9 th <strong>Level</strong> <strong>Games</strong> …<br />
Back in the day, role-playing was really just about kicking the snot out of<br />
trolls. This was before s<strong>to</strong>rytelling, Narrativism, mythos-centric rules design,<br />
computer based role-playing map clients, PDF publishing, the internets, or<br />
open-source game licenses – heck, we didn’t even really have role-playing<br />
yet. All we had some graph paper, some pencils, and a 2 liter bottle of<br />
Coke, and whatever poorly written, poorly edited, and abysmally illustrated<br />
dit<strong>to</strong>-printed rulebooks we could get our grubby mitts on. We had a broad<br />
sword that did d8 damage, a vague idea what a dungeon was, and a mean<br />
itching <strong>to</strong> KILL SOME TROLLS – and we were happy.<br />
So, <strong>Warhamster</strong>! TMMTDAG (The Massive Multiplayer Table<strong>to</strong>p Dungeon<br />
Adventure Game for those of your with short attention spans, or acronymlexia)<br />
does not require a new video card. It features nothing new, exciting,<br />
or revolutionary. It is surely not universal. It can’t spell Narrativist or<br />
Simulationist. It is not covered in shiny, tasty cardboard and it probably<br />
won’t outsell The World of Synibarr* (heck, we’re giving it away for<br />
charity).<br />
In the end, it really comes down <strong>to</strong> one thing – games used <strong>to</strong> be fun.<br />
What’s changed? You have. You got old dude! Way old! <strong>Warhamster</strong> can’t<br />
fix that, but it can help you through this trial – by giving you a game<br />
experience that makes you feel like a 12 year old again. So, step right up,<br />
we’re gonna get OLD SCHOOL!<br />
<strong>Warhamster</strong>! knows why games were better when you were twelve. You<br />
were twelve. Everything was better. The rules were simpler. You had<br />
hours and hours and hours of free time <strong>to</strong> spend crawling through sewers<br />
and fighting gondarks! The game didn’t need <strong>to</strong> change the world. It was<br />
just about having some fun with your bros (or your buds, your peeps, or<br />
whatever else you called the rest of the Math Club when you were in 5 th<br />
grade). So, let’s hop in<strong>to</strong> our time machine** and journey back <strong>to</strong> the time<br />
when games were just plain old stupid fun. We’re going <strong>to</strong> skip the<br />
middlewoman (no reason <strong>to</strong> be sexist just cause were rolling back the dial on<br />
the old time machine) and remove all the barriers that have been erected***<br />
<strong>to</strong> killing trolls. Huzzah!<br />
So you know what you’re getting yourself in<strong>to</strong> – you have <strong>to</strong> embrace the<br />
Way of the <strong>Warhamster</strong>. <strong>Warhamster</strong>! fully cops <strong>to</strong> the ideals that traditional<br />
table <strong>to</strong>p role-players have always know, but were afraid <strong>to</strong> say out loud:<br />
1. Characters are all pretty much the same. Sure, your character may<br />
kill trolls using arcane fireballs, or perilous thief skills or devastating<br />
axe blows but your character purpose is still killing trolls.<br />
2. Adventures are all pretty much the same. Sure, your adventures<br />
may be complex political conspiracies, or world shattering epics<br />
about powerful magics run rampant, or heartbreaking romantic<br />
tragedies about unrequited love– but in the end, it’s all about going<br />
in<strong>to</strong> some dungeon and killing some trolls.<br />
3. Dungeons are all pretty much the same. Sure, your dungeon may<br />
be a twelve level sprawling labyrinth painstakingly constructed using<br />
real world architectural physics and evoking the majesty of Ancient<br />
Egyptians ruins, while subtly referencing the mythologies of J.R.R.<br />
Tolkien, but in the end, it’s just a series of connected rooms where<br />
the aforementioned characters kill the same trolls.<br />
4. Role-playing is all pretty much the same, you start out in a bar and<br />
argue for an hour about what you are going <strong>to</strong> do, and then you<br />
(insert reason you go <strong>to</strong> the dungeon), go <strong>to</strong> the dungeon, and kill<br />
some trolls.<br />
* Though, it might actually outsell World of Synibarr 2 nd Edition. But, it should. It also might<br />
outsell Senzar.<br />
** Yes, 9 th <strong>Level</strong> <strong>Games</strong> has a time machine. Jealous?<br />
*** While I assume that you thought this footnote was going <strong>to</strong> be an erection joke****, it’s<br />
actually a real footnote <strong>to</strong> explain what we mean by barriers – like role-playing, suimulationism,<br />
game mechanics, editing, comprehensive s<strong>to</strong>ry mechanics, etc.<br />
****Haha. Penis jokes are always funny.