Monday, November 11, 2019

The Middle Kingdom -- a Metatopia Roundup

Soooo...

We're back from Metatopia. It was freaking awesome. I came, I saw, I tested my game, it actually functioned as a game, and I have a zillion things to re-do, but I feel basically good about it.  I had some wonderful experiences and panels and thoughts about the con itself and the atmosphere which I need to think on some more, but which are broadly good.

Also, I played some amazing stuff, which I will more or less try to describe herein.

First thing, Friday I played a psionic cop game called Psicom, by Jim Dagg, which was awesome both for being pretty much my whole raspberry jam, but because of the other two playtesters, who were these dudes. Seriously, if you can play a game that has action in it with Stras, DO THAT THING. He is a full on Anime hero at the table and it is everything. John is also the nicest dude, though Jim is also the nicest dude, so it was all very happy. Instaback, instabuy.

I didn't do much else on Friday since I was stressing about my Hi-Test, which I also won't go into, as I wanna unpack and do design talk for it on another post. So skipping to Saturday, when I played Immortal Flight by the incomparable Shoshana Kessock. It was really neat; I am allll about playing some Nephilim just living in the world, and it's incredibly evocative. "The Midnight Song". Shivers. and there was a Rabbi at the table too, so we got fully down with it. Mechanics are interesting; I'm really looking forward to this one moving forward.

Another playtest for me, then we played Throne of the Void by the above mentioned Stras and John of Off Guard Games. Harbinger puts it most eloquently here:


This one was especially interesting because we got to play with Rob Donoghue, who is a political cutthroat in intergalactic space politics, but who I mostly chat with as a fellow Scrum Master and Agile development evangelist. Seriously, he did Lean Coffee Friday and Sat morning of the con and it was awesome. Also, it was my first real experience with a Forged In The Dark game by folks who really Feel that system, and I am into it.

Last game Friday was Wracked, by Matthew Malis, another ATL dude who Harbinger knows from LARP-stuff. Really strong concept-- dead folks who have escaped hell and are working for the Reaper in order to secure Redemption. So thematically similar to Immortal Flight in some ways, but not in others. Very strong Vice/Virtue mechanic, which I liked better than the way such is used in Mage, tbh. Dice mechanics were a lot like the ones I'm currently using in At What Cost, which is not a bad thing-- great minds and all! Definitely had fun, and am looking to see where it goes.

Sunday, I had one more test, and then B and I played a game called Vigilance, by AquaVertigo Games. It... was about people who come from the dead in pre-antiquity and function as Living Laws tied to constellations.

...as you can see, I maaaay have played to a theme a bit in my game choices.

Vigilance had a really cool dice pool mechanic, and was again, thematically very strong. The personal story mechanics, once I got them, are very evocative and pull you in well. Yeah, I pretty much hit the jackpot on all the games I played for subject and intensity. While many of them did deal with similar themes, they had interesting and unique things to say about them, and contributed something different in their own way to the craft.

Also psi cops and space politics, which I am forever here for.

And that is Metatopia Roundup #1, and the one I most wanted to get out, because whatever else, the awesome games I played deserve some shoutouts, and the awesome people who ran them as well.

G'night to all of you out there, and here.


Thursday, November 7, 2019

Long time passing

So, given that I've completely neglected this thing for a whole year While Things Were Happening... hi!

Metatopia starts this evening and starting tomorrow I'm doing Alpha Tests for a game that I really should be talking about here but I haven't and booooo to me.

The Game, or the hollowed-out shell of a game in it's nascent, trembling, baby-bird form is At What Cost, and it's meant to deconstruct advancement so that all character building/creation is in play, and goes on all the time. The hope is that this bakes all of that stuff into social goals and character development, so that build speculation is a statement about the character in the character's voice, rather than meta-chat. We'll see how that goes.

And I'm really making this post to procrastinate from yet more game prep, so... urm, I should y'know... get on that.

...I should also mention though two things:

first, I was on another Tome Show episode on MEGADUNGEONS last November that I neglected to mention, go clicky link if that sounds fun. I've another one on Secrets in Games that will be up at some point, and let's see if I actually link it in a timely sort of way this time.

Also, Shieldhaven & Sam Dillon are doing a whole series with the Tome called Edition Wars, which is quality content if you're a D&D history nerd, which I am.

Also, for if you like Talisman (the board game), did I ever mention that I was a writer on an RPG version of it? Because if you're interested in the playtest/quickstart of it, that's available.


Oh boy, what else have I been up to... um, Grim War II is on hiatus, but Reign II: Realities had a successful kickstarter that I totally failed to mention here because I'm the worst, except that I am super excited about the arcane and impenetrable setting that Shieldhaven and I wrote for it. I think it's my goal to always be writing the Nobilis 2nd Edition Heartbreaker, that folks will like, stick on some shelf and admire occasionally but be completely baffled about how to actually play.

...hm, what's that? Am I have rolling anxiety attack right now?

Well yes. Yes I am. So glad you noticed.

Peace.

Metatopia highlights to come... either tomorrow or sometime next year, maybe.

Friday, September 7, 2018

The One About Cons

This year, Harbinger and I went to GenCon for all 4 days, and Saturday only of Dragon*Con. So I am going to talk a little about those, though it's been... a minute since GenCon, and I have likely forgotten everything, or most things.

The really awesome part was that we got to play- and run- a bunch of games. I definitely want to do more GMming at GenCon, though getting to run around and do whatever is a blast. We played:


  • Most of a session of Grim War II (a sequel to this), run by Greg Stolze, though I had to leave in the middle to run a game, which I'll talk about later.  Note: I am one of the writers on the game! Whee! 
  • A playtest of the Talisman RPG by Pegasus Spiele, run by Ian Lemke. This is mostly notable because Harbinger and I are also writers on this game, and this was the game that we both spent a lot of the con running. I can't talk about this a ton, except that yes, it is a conversion of the board game to an RPG, and it is very much in Alpha-Alpha versions. 
  • 13th Age: Carnival of Masks (I think that was the name), which was fun and awesome, and deeply enjoyable. I forget the GM's name, but she was pretty excellent. I played a Ironforged Cleric who was forged out of a sacred reliquary, and was stolen by the Thief Icon dude, who he felt he owed for teaching him about the rest of the world.
  • Shadow of the Demon Lord, run by James Introcaso, which kind of... happened late, late, late one night in Open Gaming after we'd been hanging with some folks in the Alexandria RPG Game Library- which, by the by, deserves all the donations, as it is awesome. Seriously, they have amazing stuff, and are a fantastic resource. As for the game, it was absolutely balls-out gross and crazy in the best way. It all sort of blurs, except I was playing a changeling and I kind of really enjoyed the single d6 resolution mechanic. 
  • The King in Yellow- Gumshoe-based horror; I kickstarted this one, and was super excited to play it. Not sure what I think about Gumshoe, except that I think it's really hard to write adventures for it which aren't deeply railroady. I was playing an androgynous muse bohemian type, which was like... barely roleplaying. Also, our dice were cold as ice for the main battle part of it. And there were a lot of /awful/ French accents. The GM's was kind of amazing. This was the one game that Harbinger did not join me for, as he was running more playtests. 
  • Illimat - Dealers' room demo! Resulted in us purchasing the game. It is gorgeous.
  • Dragonfire - Another dealers' room demo! We did not get this one, though it was very tempting. Just too much of a time sink.

Now, Panels!

  • Over The Edge, which was kind of a... bizarre cabal meeting where 5 True Believers, Jonathan Tweet and Cam Banks worked to convince one Interested Seeker to Immigrate to Al-Amarja. A note that I backed this kickstarter for embarrassing sums of money.
  • Eberron, which involved Kieth Baker looking for ideas for what else people wanted to see re: Eberron content. 
  • Ars Magica, in which the room scandalized John Nephew by insisting that the actual magic mechanics were more important to them than the Order of Hermes. Which is a vast oversimplification, but the real important part is that now Harbinger has agreed to run Ars Magica for a bunch of us, which is excellent.

I feel like we might have done some other panel, but I don't recall. At some point, everything blurs. Also, I should really get into what we purchased game-wise, but I do want to post this someday. Lots of good stuff. 

As for Dragon*Con... well, that was pretty much a trip to the dealer's room and some room party time, though we did get to play Secret Hitler, which I have mentioned in the vague elsewhere. Actually playing it... well, it does make you confront that most useful competitive RPG mechanics can be pretty easily classed as fascist- a number of the fascist policy abilities are char powers in the Battlestar Galactica board game. Would play again though... it probably deserves it's own post, here or in the ol' Cringing in Terror DeadNazi blog. Now, the list of Cosplays we saw, since that's the most important part of D*Con (nobody but nobody was getting into any panels; they were all crammed): 

* fewer Deadpools and Harley Quinns than years past
* Some excellent T'Challas and Erik Killmongers
* A decent number of Pearls, Steven Universe, and Rose Quartz
* A fairly excellent Slipknot
* Classic Mario characters seemed to be the by quantity winners as far as property goes. 
* Probably the best Billy Dee Williams Two-Face I've ever seen
* A spot-on Mad Eye Moody
* A fantastic Thormund Giantsbane, who was only a bit shorter than the dude what plays him
* At least 3 classic Scarlet Witches. This makes me incredibly happy.
* A dude playing DKR Bane, with two giant mastiffs (they were his service animals). He was standing in front of a real van legit painted as the Mystery Machine from Scooby Doo. There might have been some cognitive dissonance going on here. 
* Some MtF Crossplay, but less than at GenCon. My favorite was a pair of middle aged dudes doing the two creepy twin girls from the Shining. 

Anyway, that's what all stands out in my head at the moment. I'm working on some game systems of my own, also, so y'know, I should actually post about that sometime, when I actually... post. Ever. Yeah. 



Friday, July 20, 2018

Hope and other failings.

I'd hoped I'd have managed some more posts before this Tome Show episode I'm on  dropped, but oh well. It's there! Huzzah!

Let's talk Kickstarters! Right now, I'm backing Reign 2nd ed and Over The Edge 25e, and encourage you to do so also! I'm also doing a bunch of writing for some books right now, or will be doing so soon, but I can't really talk about any of them at the moment, so... well, hopefully I will remember to post here when I can do so.

Well, we can hope.




Wednesday, May 23, 2018

Oh hey, thing!

So yeah, I'm on The Tome Show tonight, discussing Midgard Heroes as I oh-so-smoothly insinuated in my terribly conveniently timed latest roundup post. So if you're here from that, s'up?

Otherwise, I should mention that we had session #83 of Harbinger's game on Sunday, which was really excellent for me, as my Fighter, Lanth accomplished yet another major goal, and got to do some serious and convincing weight-slinging as far as convincing other people to do the needful and not be assholes (NPCs, not the party). Also, the party actually agreed on a plan for actually actives next steps against the main (so far) campaign level threat. This highlights something the game does that I really super love, which is Birthright style Magic-is-tied-to-the-land. Lemme 'splain.

There's these gigantic (typically) stone creatures called Domain Sentinels, who were created in ancient days to protect certain magically designated areas of land, or, well, domains. My character's race, the Veytikka, seem to have some kind of connection also to the domains, or at least to providing legitimacy somehow to people who want to rule it- but that's my impression from some things that've happened in game. Not least of which involves the first time we met a Domain Sentinel, on the first floor of a dungeon which is basically a nod to Od Nua from Pillars of Eternity. This one was a 10 foot tall stone quadruped which trapped each of us in this ray of blue light and asked us creepy, enigmatic questions. And the one Lanth got was, "Is there a threat to the domain?"

I said no at the time, but as shit got ever closer to the overhead rotary device, my opinion has shifted, and now we're basically collecting Sentinels to turn against the evil angel that is busily seeking to sow chaos and destruction in all the living world. So that's fun.

But really, I love this kind of mecha-monster ally deal, and it potentially lends itself to some fun, non-horrible, more allied Shadow of the Colossus type play, in the long run. Anyway, the session was much more heavy on the social side than the combat side this time, which is often pretty awesome when it's well seeded and has a strong foundation (this did, it was a number of pay-offs from really old previous encounters), and the combat, when it came, was done in such a way that we only barely survived it, only barely defeated the horrible curfew-enforcing armored air elemental thing that was beating the snot out of us, and then only barely avoided getting the tracking curse it'd placed on us cured before the local military police found us and made our lives that much more short. All in all, a good time.

And looking back over that, I should really get into more details about the pretty awesome and terrible situation we're in, but it's late, and I need to cut like, 50 words or so from my 200 word RPG that I will maybe actually remember to send in this year.

Thursday, May 17, 2018

Over a year and roundup time.

...Wow, I suck so much. I promise you that the lack of posts in the past... years has been from lack of time, and in no-wise lack of topics. So let's walk through some Roundup stuff, shall we?

Running

I'm running Liel, my D&D game, and... that's about it. I'm enjoying the hell out of it though. I like running games... maybe more than playing them. I want to talk more about this soonest, especially because we just went through about 3 sessions of the players dying, being dead, and then making themselves not dead again, which meant it was a fairly good test case for ideas I put forth in that article I guest wrote for Tribality that one time. I think it went pretty well, and it was also a nice example of a theme that bears repeating: When the players pick up all the hints and figure out what's going on, they should probably just win.

...because, y'know, I need more blog topics. Right.

Playing

Aurikesh - Harbinger's D&D 5e game. Continues to be great. I'm mostly focusing on my Blademaster 2 weapon fighter, who is level 7 now and feels like an unstoppable badass. I need to get my Tomelock and my Royal Sorcerer caught up more. That said, my main is well in the middle of accomplishing one of her major character goals, so I've got that going for me. 

Granite Sledge - Standsinfire's 5e game. Planescape on a boat! A big, rocky boat. I am playing a Lamia Monk, which is really interesting... StandsInFire created cool rules for her; I'm blood of Abraxas. The game itself is gonzo in a good way... thing

Forgotten Realms - Harbinger is also running a 5e Realms game with me and a couple of friends. I am playing a gnomish Mystic Theurge who worships the god of runes... really, I just wanted to play a Theurge. So far, I like it pretty well... it sure is a wizard who gets to use cleric spells. Not super special, except thematically. 

Over The Edge 25a - Harbinger has run a couple sessions of this, and basically, I always want more. I've said this before, but MAN do I love the playtest dice rules so far- I feel like I could run almost anything with them, particularly if I want something very light, that is heavy on the RP.

Cuphead - does anyone really play this game, or does this game play them?

Love Nikki- Yeah, I said it. But seriously, it hits all my weak points- collection, completionism, aesthetics, and exploration. It's a time and money trap like no other. If you value your cash and sanity, AVOID (but seriously, my friend code is 106448785).

Flight Rising- Yup, still. Not a ton to say about the dressup dragons except it seems the community has mellowed some, and it's gone to always-open registration, so check it out if you are so inclined! For reals though, it's a really good introduction to the culture of subgaming and in-game IRL economics beyond gold sellers (just... search on 'adoptable' sometime), and how pet games are fascinating for the econ lessons.

Pokémon Go - What? Don't you judge me, you know you're playing it too. And no, I don't have Mew yet. I'm about halfway there, still stuck looking for friggin ghost pokémon.

Writing

I wrote a Campaign Starter Kit for Unknown Armies 3 which is out to the backers now! Likely it will drop on DriveThruRPG soonish, and when that happens, I should definitely post it here, and not, y'know... forget.

For myself, I'm working on a Very Deconstructed Game called (tenatively) At What Cost, and if I actually manage to not get swamped by Day Job, I will post design diaries here, or sommat. I am hoping to have a playtestable version of it by Metatopia, assuming we're able to actually go to Metatopia this year. We'll see.

Also, I should make sure I'm not under NDA before I talk about anything else I'm writing for anyone, but Harbinger and I will be at GenCon, so there's that.

Reading

Midgard Heroes - by Kobold Press. More on this later as well, but the short version, there's a lot here I want to pick apart and feed on to grant my games strength, much like the necrophage described in its pages. Find it here

In the Company of Unicorns - by Rite Publishing, specifically, converted for 5e by my own dearest Harbinger. So, in the dim and tawdry days of 4e, I was working on a set of equine racial options called Pwny Island, which apparently, I actually thought was funny at the time. I never finished it, like so many things, but look! B basically has- well, at least, the unicorns- and managed to make them interesting, serious but not over-earnest, and fairly compelling. I'm actually unironically interested in playing a unicorn character after reading this book. I really want to do some sessions with it and post roundup reviews, because Yeah I do! So really, go! OBTAIN IT.

From Kickstarter, we got our copies of Epyllion, Changeling 20th, and I'll be picking up Dawning Star at GenCon this year, and I'm further waiting on too long a list to mention, so I'll make the attempt to talk about those games as I receive them. 

And that's the news. Why am I actually posting things now? 

...well, why indeed. 

Because I missed you, probably.



Wednesday, March 8, 2017

Dungeons and Dungeons (potentially, part the first)


Since Shieldhaven brought it up in the comments on this post, I should talk a little about what I do when it comes to dungeon-running.

I grew up playing my dad's AD&D games, which were always dungeons. I think I've only run one game that was not a dungeon, and that one was a one shot for a single player. Contrariwise, except for my dad's game, I don't think I've played another D&D game that has been primarily dungeon based. So I guess it is still a little odd that for me, when I am running a game, dungeon exploration is pretty much everything. Which isn't to say that the world above doesn't matter-- it certainly does. Just that the players won't typically be interacting with it directly; at least, not for some time.

The part that can be chalked up to laziness is where I like the constraints that dungeons put on the party's immediate actions, at game start. There's this map, see? There's only so many directions they can go. I don't suddenly have to gen up a bunch of stuff I'm not prepared for (unless I haven't read my notes in a while, which has certainly happened), or come up with a more artificial way to use something I'd planned. What's there is there.

That said, no one really wants to go through another boring hall after boring hall, fighting incongruous monsters and improbable traps that don't seem to have any reason to be there. Also, there's the problem where you find a bunch of loot that is difficult to impossible to spend, because there's not a ton of good shopping in the underground. Usually. So here's a list of things I think about when I'm preparing a dungeoncrawl campaign.


Friday, March 4, 2016

In which there was Content.

As of Sunday, I will be actually running a game again! My first time running some 5e, so it ought to be interesting. I am a huge fan of the megadungeon, so we'll see how that goes down, especially since it will be my first time running D&D for Shieldhaven at all. Not the first time I've run a game he's played in; the first (and only) such being my Nobilis One Shot of great antiquity (that I never actually posted about ><). Anyway.

My setting, which is called Liel, is the oh so original idea of taking a Sigil like crossroads and making it a whole world, rather than just a city. So pretty much all races and gods are available here. To reduce burden on myself (for some values of reduce), I re-wrote most of the PHB races to get rid of subraces, and broke some of the subrace options into a cultural bonus for being an immigrant (more recently come to this work) or being a colonist/native (originally from the world, or having immigrated so long ago it makes no difference). I also changed some things because the default races are different (humans are common, but not even a little default), and yeah. The important thing here is that the natives/colonists all have an option to take a feat at first level, and I know you're surprised that pretty much all of the PCs are doing that. Go figure!

The main thing this does is make it so that I feel better about starting at first level, rather than going with my 3e inclination and starting everyone at 3rd.

When I last ran this setting for 4e, I had a pantheon of gods that granted a background feat to their worshipers. Feats being tiny and fiddly, this was a lot of good fun to come up with. I wanted to do something similar for 5e, and funnily, it actually fits better. Because there are so many gods available in the world, the most common form of worship is called Giedame, where the worshiper selects six gods of their choice and focuses their piety upon them. Technically, a PC could choose gods not listed below (historically, Dragonlance gods are popular in the world :P), and I'd try to come up with something for that, but I've only actually written things for the gods I made up myself. So... below the cut I have:


  • 1 new feat
  • a bunch of boons (about 1/3rd of a feat to mix & match)
  • 3 new spells (2 1st level spells (one of which is a ritual), 1 cantrip)
And a bunch of gods for spicy flavor. Enjoy!

Monday, June 29, 2015

Where she been, Oooh she been gone! (Sporadic Roundup #3)

Over the past... several months, I completely forget what I've been doing. So let's talk briefly about what I've been up to lately:


  • Dungeons and Dragons 5e -- I'm playing two games at the moment: Shieldhaven's Aurikesh game (as I was, and will be, amen), and also a game called Reborn- a mostly online game run by a friend that I will call Mr. AWESOME. In the former, I am continuing to play my Veytikka Fighter and Beruch Warlock, and have now added a Kagandi Parthé who is a Royal Sorcerer. My Warlock has been the subject of a lot of tinkering and fussing, but really, it was the addition of a couple of new cleric cantrips of Haven's that really helped me have fun in combat (I'm a tomelock, see). So it seems like a lot of the problem was that most of the cantrips at base just weren't interesting enough. Well, and the combination of a) needing to take Agonizing Blast (even though I didn't), and b)  invocations being a little too much like build traps (see item a). But I digress. Hopefully, I'll also get to play a bit of Lost Mines of Phandelver fairly soon, so that will be cool.  
  • 13th Age -- we started a game of 13th age, run by another friend I will call Batgirl, and I'm hoping we'll get to play more of that. I am playing something completely ridiculous, but it's been long enough I can't recall a lot of specifics. 
  • Life is Strange -- a Square Enix story game. I bought the season pass, and am on my second playthrough of episode 3, having completely fucked up the second episode in one playthrough. Or, well, allowed something bad enough to happen that I had to have a second one to see the other primary outcomes. There's 5 episodes total, and it's interesting to see how they handle the branching consequences. So I'm liking that. 

Also, I am working on a Twine game about books that change based on the order you read them in. I need to brush up on my JS skills so that I can possibly write some macros around more robust array functionality, because a lot depends on whether I can make conditional content around whether one item has a higher or lower array index than another. On the subject of a lot of fiddly, branching consequences. Anyway, when I have a playable demo, I will doubtless post it here-ish. 

I have not been working on either of the tabletop game ideas I have; the one about psions, temporarily called The Red Ones, and the one about cities, working title: A City of Dolls and Monsters. 

And that's the news in brief. 

Sunday, August 3, 2014

Sporadic Roundup #2

It's been a while since I've done one of these, and as context is everything, let's talk about the Games I'm Playing Now.

Tabletop

D&D Next: Run by Shieldhaven. This is pretty much it for tabletop right now. We're still playing with the last playtest packet rules, which was a serious de-powering in a lot of ways, largely because this was always meant to be a level capped game, and D&D Next introduced the "Apprentice Tier" of levels 1-3. While I'm kind of glad they just come out and say that you should start the game at level 3 if you want to have established, functional characters, it's still a little vexing. On the other hand, I guess it's all right to have the option to play helpless noobs if that's your thing, but it really, really isn't mine. Also, the introduction of Feats, and changes to two weapon fighting which have had the damage add to the off-hand weapon appear and disappear a few times in execution. Y'know, I am very tempted to remove the flat +1 AC bonus of two weapon fighting and replace it with an optional reaction (so the same slot as Attacks of Opportunity or, in our game, Give Ground) that allowed you to impose disadvantage when an enemy attacks you. Now, there's some quibbling to make whether you should have to make that decision before or after you know if the attack hit, but that's a lot more cool and interesting to me than a flat AC add. Either way, my Veytikka Fighter's claw damage is likely about to go down to 1d4, because of some other tweaks to the damage numbers. And as much as it pains me, it's likely the correct decision, because 1d6 on a weapon that can't be disarmed is boss as fuck. But I have a magic rapier now, so... yeah. I have not played my Warlock in some time, pending either a rebuild or the formal re-release of the Warlock from Wizards. And I should talk about my reactions to Haven's proposed Warlock rebuild in another post. Either way, the last session was incredibly great for character decisions and actual, fun play, and did a great job of reminding me what I like about D&D in the first place.

Vidja Games

Hearthstone-- currently on hiatus because, while fun, one kind of has to cool down from high rage points every season.

 Sunless Sea-- From Failbetter games; a companion to Fallen London. I want to do a post just on this, because I really love it, but it has the growing pains of something that really wants to be overt horror, and punitive, but also wants to reward exploration. This is an incredibly tough balance to strike, and I feel they're moving ever closer to actually hitting it.

Doki Doki Universe-- A pretty fun, extremely well written, and adorable game for the PS3; I spent about a week on this before hitting the end of the basic content. Haven't decided whether I want to pay for more... perhaps eventually.

Browser Games

Flight Rising-- a dragon breeding game, and another fascinating example of player-driven economy. The game presents objects of varying values that it sets, which are mostly irrelevant to the player prices except to set a floor... when you can get a thing by breeding or gathering, you have to sell it for a price that exceeds the vendor sale price, or in the case of dragons, the exalt (essentially, turn into game for money) price. It does some interesting things when the floor drops-- usually self-correcting. Anyway, it's another subject that really deserves its own post. Those are the main things I've been playing; in short, pretty much all of which I should post about more in-depth.

Monday, May 5, 2014

Yes, Video Games are Art. There. I said it.

This is a common question that's come up over and over: Are Video Games Art? If so, what makes them thus? And so on, and so forth. Typically, the argument is divided by people who don't care for games saying, "No! They're silly kids' entertainment, and cannot be Art!" and people who like games saying something that sounds a lot like, "well, I like them, so they must be Art!" and people who like games, but want to be snooty about it saying, "well, what is Art anyway? And some are Art, and some are not," et al.

But what we're actually talking about here, at a fundamental level is legitimacy: should games be taken seriously as a medium and a format, or not?

And yes, I am using Art with a capital A, because it _is_ to be high-falutin' here. Or some junk. And because I am unable to avoid pretension or fulmination, because I am not as awesome as Shieldhaven. But I digress.

First, we have to separate Art from value judgement. That is to say: whether or not you like something has nothing to do with it's status as Art. There's plenty of bad Art. But the fact remains that movies, books, music, and visual art are all Art, and video games combine these elements with interactivity... thus, Art. But there's another reason too... the economics, the production, and the marketing of video games are all consistent with those for Art of various media.

I shall explain.

Tuesday, October 8, 2013

Iron Edda WaRP: Kickstarter Stretch Goal Project!

Whee! I've been tapped to head up a stretch goal for Iron Edda:War of Metal and Bone; implementing it in the WaRP system, which I lerve from playing Over the Edge, as those who have read this blog for any length of time may know.  There's some interesting possibilities here, and the Kickstarter begins in January, so there will be some time before we know if this will actually happen, but if so, I'll be posting my thoughts and progress here.

Many thanks to Tracy Barnett of Sand and Steam for the awesome that is this project, which is set in the world of the extremely cool novel he kickstarted previous, Iron Edda: Sveidsdottir. Coz yeah!

Also, check out the other extremely cool system options for this setting, throughout the Sand and Steam blog.

Monday, September 30, 2013

Spells, Feats, and Advancement.

When I was a kid, I fell in love with my dad's collection of Dungeons and Dragon's handbooks, and most especially the lists of spells and things. Sure, they were presented kind of prosaically and weren't laid out in a way that was especially useful, but as little scraps of interest, they were incredibly cool to me, and hinted at the neatness of being a wizard... keeping a prop spellbook, and questing for arcane knowledge to grow in awesomeness and power.

When I was first able to roll up a character, then, I was extremely disappointed to learn that what I actually got was a tiny list of what was more-or-less available, with some obvious Best Choices, and of those, I could only cast a very few times a day, and had to decide how many times I thought I might cast a given thing. Which made the Best Choices at the beginning even more important.

What I thought I wanted, at the time, was a removal of the limits on how many spells I could know/keep in spellbook, and a different way of approaching how many spells I could cast in a given day. And to some extent, I am still in favor of some slotted spells, some at-will cantrips, and prepping the spells themselves, rather than individual castings of the spells. That said, having automatic access to everything in the spell-book at level still wasn't, and isn't, to my mind, especially interesting. The problem, at bottom, was that the way one typically gains the spells is hugely uninteresting: to wit, you level up, and then you (most of the time, some DMs vary) just get access to the spells for your level, within the bounds of your int.

Yawn.

I have two basic issues with these things: one which has to do with the way spells are handed out, and the other which has to do with the way one advances at all. We'll address the first to begin with, since it's actually applicable in D&D, and, some might argue, is the way the game ought to be run in the first place.

It boils down to, "treat spells as treasure." Fully, entrench the spells in the story, as items and artifacts that are a part of the world beyond their utility/combat effectiveness. Sure, it is important that a starting mage have spells they can use and have fun with, but couching that in story about how they learned said spells, and creating the expectation that yes, the players will and can uncover new spells over the course of play that can be added to said spell book (whether or not the user can cast them right at that moment) is kind of nifty. I'd like to remove the idea of gaining spells from the idea of "gaining a level," which also brings me to my second point.

The more I play games, the more I think I'm over the idea of levels as the primary form of advancement. Stands-In-Fire, at one point, suggested a system where you could learn one new skill/ability each session, and the more I think about it, the more I like that idea. I get, and I can pretty much be convinced that, for mages, it's important to limit capacity (ability to cast more powerful spells, and/or number of spells one can cast) in the early game and have that expand, just as I don't necessarily disagree with the argument that a fighter should get better at accuracy and damage as the game progresses. Doing something like that, however, would be antithetical enough to D&D that you might as well start building a new game system around that idea. Which is certainly fine by me. The main idea here, for mages in specific (though I really love the too-underutilized idea of training/specialties as treasure from 4e), is that what advances is now much and at what power you can cast, so the level that matters is the level of the spell. You get new spells through play/research, and pretty specifically through play/research, so it's not grubbing through the boring Player's Handbook pick lists. Importantly to me, though maybe not so interesting to other people, this also removes the desire to plan ahead with spells, because you don't actually know what you're going to find in the course of play, but must think of cool ways to use the spells you earn/learn/find as you go along. Personally, I am not a fan of playing the build game, and I would very much like advancement to be tied directly to what happens in the course of play, rather than planned out in advance based on what is in a rulebook.

But like I said, that could very well just be me.

Since I touched on training treasure above, I want to take a moment to talk about Feat Systems, and why I don't care for the ones I've seen from 3.x to the current iteration in Next (yes, this includes 4e). Largely, I think they encourage optimal combo combo building, which encourages deep system mastery at the expense of newcomers, less devoted to build-play players, and in some cases, the balance of the game itself. The habit of stacking customization in feats, and then handing those feats out at regular level intervals has the effect (once again, to me), of making non-feat levels basically boring stops on one's way to grind to get to the next set of feats.

I don't know what you like to play, but any tabletop game where it seems like a good and worthwhile use of time to grind high-xp monsters over and over to get closer to leveling has missed out on the thing I enjoy about playing a role-playing game: the figuring out of what one needs to go to achieve each individual goal. The goal in these situations is meta (more XP to get to the next level) and it's obvious what one needs to do (grind difficult monsters to get there). And yes, I'm not just talking about 4e-- this happened in 3.x games too. I prefer if the goal is less meta (one of the only times you'll see me say 'less meta' is desirable), more concrete, and more story oriented, for example, "we are seeking the monk who lives atop Forsaken Mountain that she might teach us the Awesome Ways of Awesome." Still, we're talking about advancement, but we're talking about something that's in the story.

And now, I admit that it isn't the feats themselves I mind, it's the way they're handed out, and how they're presented to the players as, essentially, a shopping list to handle at level. I would have no objection to treating them, once again, as treasure, earned through acts and adventuring on the part of the players... you could have tomes of Dwarven Lumberjacking (as a tropetastic example) which teach superior skill in axes, or a cool ability that allows one to do a nifty maneuver while wielding an axe. Or enchantments/blessings that one can temporarily add to weapons, or meditations that allow one to focus one's energy on repelling blows, and improve AC for a time. And these items could pretty easily map to feats as they're written in any of the aforementioned editions, tying their distribution to and through play, rather than to something so arbitrary as level.

To be completely fair, Arcana Evolved _did_ try to do this some with their spellcasting feats, by requiring ceremonies involving certain kinds of beings or creatures in order to obtain them, though the way they were presented was pretty much entirely though the rulebook, rather than being knowledge I think it would ever occur to anyone to organically acquire in play.

Anyway, I also get that, for the most part, this can be handled through the GM's style of game running, rather than needing to be ensconced in rules, unless one is modifying how advancement works, of course. And I imagine that there are already systems in place that do the things I'm talking about more naturally.

But huh, I'd also be open to running a gladiator/arena kind of game where the point was to build an optimal character from the beginning, and swap out pieces/choices between each session to tweak for effectiveness, as something of a crunchy 180 from my play-style, here. Hrm.


Keep it Classy, or the Paladin Problem.

My dear Harbinger has been doing the heavy listing on keeping track of D&D Next playtest reactions of late, and now the last public one is out. That said, Mearls and Co. are still making some extremely interesting Legends and Lore posts, and the most recent one has spurred me out of my complaisant atrophy to make some comments.

To begin with, I want to say that I am a huge fan of Four Core Classes, combine into neat-o concepts. This post addresses the former with the idea of Mage, Priest, Warrior, Trickster, but doesn't go into the latter at all, which is a bit disappointing. Trying to decide of the Monk is a Warrior or a Trickster (one or the other) is sort of silly IMHO; use the headers here as source types (which works for everyone except Trickster, really), and call a Monk a Trickster-Warrior (though I think of Monks as more Priesty-Warrior, like more-different flavored Paladins). Then you can have cool things like Magey-Priests, and Warrior-Mages, and so on.

The problem as I see it here is that they're kind of trying to re-create Defender, Striker, Leader, Controller without actually doing that, but they're using terms that don't exactly apply to the same things. It's kind of an un-developed idea in the post, but what will make or break it, I think, is how and whether they decide to handle overlap.

But then, I was a huge fan of Class/Background/Specialty, which sparked my imagination enough to create a Warlock with the priest background and a cool custom specialty of Harbinger's... which led to a neat story about an apostate priest who, not having been blessed with clerical powers, made a bargain with the Lords of the Fey, and belongs to an order who heals through bloodletting. I'm not saying that the current creation rules don't include things that will spark interesting story ideas (and a lot of the impetus for this idea came from the setting itself, to be fair), but in previous versions, I don't think it would have occurred to me to have a character who combined the divine and arcane, as there was really no good, supported way of expressing that idea mechanically. And the Priest Background kept it nicely limited. Personally (and while yes, I realise that there's a lot of mechanical variation and stuff they've done to legitimise it as a class), I'd have liked to see Paladins expressed solely as Fighters with the Priest background, or Clerics with the Warrior/Mercenary background (and related specialties), depending on their focus.

It should now not surprise you that I don't care for a whole lot of additional classes, on the whole. I think that the impetus to come up with a bunch of mechanics for said classes tends to result in those classes being Just Better than anything basic... as the Paladin is in the most current playtest packet. A traditional Paladin problem. Which then results in everyone's favorite game: Nerf the Pally. It's an unfortunate cycle.

Now, the chance of me running anything at all in the next... anytime soon is incredibly slim, but were I to do so, I would probably run out of some of those earlier packets, and keep the systems I like. Which is a definite advantage of the way the playtest has been run up to this point... we effectively have several partial, but playable games with a lot of different mechanics to pick, choose, and monkey around with. Which is awesome to me on a lot of levels, the most immediate of which is that I wouldn't ever run the current playtest as written-- I am sick to death of, "just start at 3rd level if you want to have fun" games, and that is very much where they've gone here.

I have some additional thoughts on the first part of the post-- spells, spell lists, and the like, but that is a topic for another post, if I can rouse myself enough to make one later.

Monday, August 26, 2013

Oh ya, Ouya.

So, I haz an Ouya! I've actually had it for a while, but only got to turn it on once before we were caught up in moving and other boring, life-ly stuff. Now that stuff is more settled, here's my general impressions of the system.

I want to like it, you see, I really want to like it. But every time I turn it on, it's one hassle after another... the controller won't connect, the wireless won't connect, there's only 6GB of space... I don't think I've seen an android phone with that little space. And the games I like so far are all a gig or so in size, which is just too bad.

Speaking of games, it's a little like any indie website with a bunch of homebrewed games, except you have to download them on to your sad, tiny hard-drive, and the external storage hasn't had the kinks worked out yet. Either way, I'll be very happy when I can, say, hook up external storage and get it to work without having to look up a bunch of tutorials online.

So far, of the games I've played, I'm enjoying 'Rose', 'Dub Wars' and 'Final Fantasy III' the best, as the latter is much more fun on a console than on my DS. 'Rose' is a point and click puzzle adventure which is dark and creepy, and by far the biggest game on my oyua, at 2.5GB or so. Ugh. Which is a shame, as it's my favorite.

'Dub Wars' is a pretty neat Galaga-ish game, where the music controls your weapon systems and you fly around avoiding bad guys with your ship while trying to hit them with whatever weapons you happen to have at the moment. But the music is very good, and has helped make some progress in getting Shieldhaven to appreciate Dubstep. :D

I've also played "Pinball Arcade", but can't recommend it for the Ouya, as the controller triggers are too sticky and laggy to be good flippers. Also, I've already purchased most of the tables I want for the ipad-- which has considerably more space-- and have no desire to pay for them again to play on a less responsive platform. Which is really sad, as I like the big screen, but eh.

Either way, I still believe in what they're doing and want to give their SDK a spin at some point, so I'm holding out hope for improvements down the line.

And that's the news from the indy console front.


Wednesday, June 12, 2013

For Love or Consoles

Like everyone else who cares about console gaming, I've been following the news from E3 about the Xbox One and the PS4 with great interest, and a lot of schadenfreude. And it is my responsibility (or some junk) to appraise you, the gaming public (or my tiny fraction thereof) of my thoughts.

The short version: I won't be buying an Xbox One; I will be buying a PS4.

The whys are pretty straightforward: the xbox 360 was a fair success, and I have a lot of money sunk into those games-- both from the xbox store, and in disc form. If they're not supporting that anymore, and all that money becomes so much vapor in the face of the new console? I have no reason to go for the new console. It is likely that anything new I want to play that they could offer will have a Steam version, or a PS4 version, and the listed exclusive games so far? I only kind of care about Project Spark, and if Little Big Planet wasn't enough to get me to buy a PS3, I doubt the same will be true in reverse here. Also, the always-on internet brings up shades of EA and Origins, which rubs me eternally the wrong way. Being published by EA is kind of a strike against any game, to me, unless it's name is "The Sims".

On the other side, the PS4's announcement that they'll still support disc play where you can resell/share said discs with whomever you want is a big moral victory for them. On top of that, the $399 price tag undercuts Xbox One's $499 price tag, although it's still stupid high.

On the tippy top of that, there's the fact that, as I indicated above, I don't have a PS3, and so have no investment in their previous catalogue of games. So for those for whom that's a concern... well, fair enough. They do seem to be invested in making their game backlog available digitally, though it would annoy me to have to re-pay for everything in a format that's going to eat HD space.

Anyway, it amuses me (and I think this was the case in the last console generation switch), that Sony is kind of in a better position precisely because the PS3 was dominated by the Xbox 360. I've already held onto my PS2 this long; it's no skin off me to keep it, and it's not worth enough to trade in anyway. Also, I'm kind of hoping that Microsoft's shitty, uncool business practices and limitations will prove it's monetary downfall in this cycle, that the initial launch of the Xbox One will be a failure (and anything running on a full server model always has the best launch evar amirite?), and they'll have to revamp their strategy based on what folks actually want.

In the meantime, I am still waiting for my damn Ouya to arrive.

Tuesday, May 7, 2013

Schrodinger's Bioshock Part 3: on Disappointment and Deus Ex.

Because I can't leave well enough alone, I realise I still have things to say about Bioshock: Infinite, somehow, someway. This is because, the further I get from it, the more lingeringly disappointed I am in how it played. And I realised during one of my habitual Long Ass Road Trips with Shieldhaven, that part of why is because I've played (and still need to finish) Deus Ex: Human Revolution. Bizarrely, rather than wanting to continue in the mechanical legacy of its predecessors, it felt very strongly as though Infinite really wanted to be like Deus Ex-- but failed. That is to say: It wanted a Pacifist Playthrough option.

Monday, April 29, 2013

Schrodinger's Bioshock Part 2: The One About Story (They're All About Story)

So, now that I've taken some time away from it, let's talk about the story of Bioshock: Infinite. You know, the most interesting things about it. Many, many spoilers to follow, but for those of who who haven't played it yet, I'll begin with First Principles: where it succeeds, it succeeds admirably; where it fails, it provides a sort of meta context on inadequacy and a fundamental misunderstanding of it's medium. And there I leave you, because admittedly, if you haven't played it, what follows will not make much sense.


Monday, April 22, 2013

Podcast like a boss.

In which Shieldhaven and I are interviewed for a podcast by the marvelous Regina and Rhonda of Game on Girl. We talk LARP, character types, and more. Hooray!

Friday, April 19, 2013

Information Presentation: D&D Next and Fight Building.

Shieldhaven having sent me the latest Legends and Lore post, I was struck by the following portion:

Is a monster having immunity to non-magical weapons negating the concept of not strictly needing magic items?  Or is the intent to force players to get creative when facing such monsters?
We believe that not all monsters need to be able to be defeated in a straight, head-on fight. Some monsters should require players characters to either have the right tools for the job (in this case, magic items), or be creative in how they deal with them. We don’t want the answer to every monster problem to automatically be “stab it until it dies,” and that goes for spellcasting, too; there may well be monsters that end up in the game that cannot be harmed by spells. We think this is good for two reasons: one, it makes having the right tool for the job (and the tool itself) much more special and valuable, and makes the player feel good for having it; and two, it adds texture and problem-solving to adventures rather than encouraging players to simply barrel through every adventure using violence as the only solution.
All that having been said, any time we deal with something as impactful as immunity to spells or immunity to nonmagical weapons, we have to be sparing with how often we sprinkle it throughout the game. We don’t want to end up in a situation where those monsters that provide that texture become the standard, creating a reversal where players are frequently frustrated by having to constantly deal with monsters that cannot be harmed by traditional means. Like all things that present a non-traditional challenge to the players, we need to be judicious in their use so that they retain their value as an exceptional thing that provides texture, not a constant source of frustration.

All good points on the part of Rodney Thompson (thanks to Haven for the edit. :P), but what doesn't get addressed here is how to use them as a GM. "We" here doesn't seem to imply the GM, after all, but the overall design. And that's fair; they're clearly aware that giving even a significant portion of the monsters huge, sweeping immunities could easily lead to a lot of player frustration. What they don't get into, and what I'd really like to see in a DMG 1, are some basic uses for monsters with weapon/magic immunities, and how to make them fun.

For starters, don't have that be the only kind of monster in a given battle.

This could actually be a very general statement: where possible, include monsters of different types, with different strengths and weaknesses. The NPC roles of 4e were very useful for this, as having a controller, a couple soldiers, and a bunch of minions with complementary abilities often made for complex and engaging fights with a lot of layers. The magic or weapon immune monster could be likewise interesting, but the trick is providing enough stuff for the characters whose go-tos are obsolete something to do.

Thus, my next suggestion is, where possible, include manipulable elements in the combat location, and make sure that the excludes players can use them. In a battle where the big bad is immune to spells, don't have a lot of strength-check challenges, but structural items that spells can weaken and knock into the monster? Pretty awesome. In one where the monster is immune to non-magical weaponry, having a lot of mundane adds, or say... having something like a giant fire-pit where the fighters can temporarily gain a swing or two of enchant, but have to do something to keep it going? Very cool, and gives everyone something to think about while the combat is going on. If you can't tell, I was madly in love with terrain powers, zones, swarms, and special terrain in 4e, and I very much hope to see those come back in D&D next.

I think in general, a basic ideas guide in the main released DMG on how to stat fights for this edition, and how to set up the fights to be entertaining would go a long way in helping everyone at the table have fun with it. At this point, most people playing/testing Next have a lot of expectations and habits built up from previous editions. A little bit of guidance in how to make the most of this one, and how to realise what the designers had in mind for combat structure, would be a very good jumping off place for making it their own.