Further Down The Rabbit Hole
(Why Didn’t I Use That Gag In Part I?)
(I mean, it’s not like there’s such a thing as “too lame and predictable” for this blog.)
OK, when we last we left our intrepid bunny, (who is named Hickory, just in case you forgot) I was distracted by trying to figure out why the paging mechanism wasn’t working and it seems to have been related to a backslash in the category name. Now that that’s been taken care of (I hope), I can get back to writing.
We were discussing Dexterity… well, more technically, I was discussing it and, in theory at least, you were reading it… though hopefully the new comment system will lead to a few more posts here and there… and this led to the fact you need dexterity to carry things, and that led me to go off on a tear about how the cover and interior art of the book promises one kind of game (humanoidish rabbits with at least iron age technology) and the actual rules of the game deliver something completely different, namely, a much more “low key” experience where you play a sapient but decidedly non-humanoid rabbit, the ultimate in anti-powergaming. This was way ahead of trends from the 1990s, where “munchkinism” was sneered at and the more inept and useless you were, the better. (And this led, in turn, to the trend where the game text and the game rules were horribly out of sync, a trend mostly exemplified by White Wolf, which had endless pages of black-on-dark-grey prose discussing your gloom, angst, and personal horror, and then even more pages, oddly enough far more legibly laid out, which detailed a seemingly infinite list of cool, kick-ass abilities. “This is a storytelling game of personal discovery” said the marketing, and “Here’s detailed and complete mechanics to RIP someone’s HEAD off and then SPIT down his THROAT!” said the rules. Or, sort of, the opposite of Bunnies & Burrows, which sold you this and then gave you this.
And it took me like an hour to learn enough CSS to get that to work, so, please, click “Read more” to read more!