Tuesday, May 4, 2010

The Weekly Game

I miss the old days of the weekly game session.  It is my enthusiastic intention to reestablish such frequency, to be hosted at our new house, once we're all settled in.  The plan is to meet on Saturday or Sunday with at least a week's notice of the details (posted on the calendar at the bottom of this blog).

The issue of the game room is again called forth.  After the move, but before this new schedule, I will need to map out the space, collect design ideas, and make it a reality.  Below are a few of the places I've found inspiration.  If you have any to add, please do so!

Geek Chic
http://www.geekchichq.com/index.html

Agyris Game Table
http://www.agyris.net/v3/ugt/default.asp

Tabletop Projection
http://www.penpaperpixel.org/tutorials/tabletopprojection/

The Organized Game Room
http://www.roleplayingtips.com/articles/the_organized_game_room.php

The "D&D ROOM"
http://www.acaeum.com/forum/viewtopic.php?t=8714

The Chaotic Good Game Room
http://www.roleplayingtips.com/articles/the_chaotic_good_game_room.php

Wednesday, April 28, 2010

GMII: CRD 001

Ah, divided nations, how storytellers love thee.

Ukraine is roughly half in favor stronger ties with Russia, who supplies their natural gas and kind of controls their survival as a modern society in the process.  The other half are pissed about their President just signing a deal that allows the Russians to maintain a military base of some importance [correction: extends Russia's lease of the Black Sea Port of Sevastopol] in exchange for reduced fuel prices, essentially.  In the parliamentary chambers, opponents were actually pelting the president [correction: Speaker Volodymyr Lytvyn] with eggs and throwing smoke bombs.  This makes our own breaches of protocol ("You lie!") seem quite civilized.

[And here's how I transferred this real world situation into game development.]

[QUESTIONS:]
A. What issues would divide fantastical populations?
B. How would each side treat the other?
C. Where would the debates take place?

[Example Answer] GOBLINS:
A. Eat the dangerous humans, taking their buildings and livestock, or just steal the livestock and run away?
B. Greedy and reckless vs. cowardly and self-preservationist.  The former would threaten while the latter would deceive.
C. After reaching the human community, not having planned much beyond "invade and eat."


I'll do more of these and call them Creature Resource Development, or CRD.

Tuesday, April 27, 2010

Game Mastering Idea Incubator

I used to journal regularly, almost daily.  That ended with the increasing responsibilities of adulthood. Once my outlook became more practical and refined, I couldn't reproduce the freedom of expression existing in my earlier entries.  It's taken about a decade for me to reclaim my former frequency of journal entry, thanks to gaming.

In the last month, I've logged 16 entries in what I have dubbed my Game Mastering Idea Incubator (GMII).  That's a drastic improvement on previous journaling.  This book works because it has so much more focus than the random "what did I learn today" approach of earlier journals.  I write about work, family, politics, and many other topics commonly found in journals and diaries, but the goal is always about how to build a better game.

From April 9th, 2010:
"... this book is not the bible of my story settings.  It's an incubator of ideas, a workshop where the spare parts and failed experiments reside amongst functional and innovative creations.  Most of the material I choose to use on the field, at the game table, will be housed online, printed out when necessary."
By online, I was referencing the plot outlines, chronologies, NPC spreadsheets and other usable source material I keep in my google documents.  But, now I suppose it means here as well.  Any writing I think is appropriate to this blog may very well get posted, in edited form.  Just as diaries are often kept from prying eyes due their personal nature, my game idea incubator is full of ill-formed notions I wouldn't want to represent my creative output.

Stayed tuned for the first GMII journal post.

Tuesday, March 16, 2010

Contemplating the Gaming Space

We're buying a new house.  It's still contingent on the sale of our current home (update: contract signed!), but that is also moving forward.  Among the many concerns  we have in this venture, I set aside a fair portion of brain meats to dwell on the location and setup of a gaming area in the new house.

Certainly, there will be a space set aside for bookshelves and gaming table.  I've imagined how I would arrange this space in a variety of houses we've looked at in the past two years.  Some had a classic feel, the older houses with formal dining areas, reminding me of early role-playing sessions at the homes of friends' parents.  Our probable new house is a 50s era ranch, a style that deviates little from its more modern successors.

The first two images are of the upstairs contender, the last two of the basement option:



The south portion of the living room (Floor 1) is adequate, though smaller than the basement family room (Floor 2).  Floor 1 is also the more visible, more public of the two, which is why I was a little surprised when DeeAnn suggested how it could be used for the purpose I'm now discussing.  She is not a gamer, but may be warming to the reality... or fantasy, as it were.

Of course, Floor 2 would not necessarily be a totally devoted gamer space if that area is chosen.  Most likely, it would also be divided in purpose, but more likely by more closely related activities than would be Floor 1.

Here is a list of considerations I have been mentally tabulating:

  • Arrangement and space for shelving to house game books and paraphernalia
  • Space for gaming table with adequate leg, elbow, and reclining room
  • Suitability for proper lighting and speaker installation
  • Access to entertainment center, phone jack, electrical outlets, etc.

Please do share your responses or additions to these issues.

Thursday, February 4, 2010

Hello. I'm the Doctor.

A Christmas gift of my selection from my spouse: Doctor Who: Adventure in Time and Space boxed set role playing game made by Cubicle 7 Entertainment.

I became a young fan of the series after discovering it on Public Television in the 1980s (canceled in 1989) and have really enjoyed its 2005 revival.  Apparently, the show has seen a couple incarnations as a role playing game, but this version is brand new and its mine.

It's a simple d6-based format, compared to other games of greater rules complexity.  I won't provide a more in-depth review (plenty of those out there), but I would like to get into my thoughts on using Doctor Who as a role playing game.  At first, I wasn't certain how well it would work.  It soon became clear how well-suited it is.

Each story line, the Doctor and his companion(s) visit a new time and place, often unaware of the situations existing beyond the door of their tiny blue vessel.  Usually, it takes little time before they are thrust into some dangerous predicament requiring their wits to aid those involved and rescue themselves in the process.  While recurring villains are a staple of the show, every adventure, even each session, can unveil a new world of people and possibilities, cultures and catastrophes.

I have been developing the first adventure for my friends that have been only recently introduced to the best science fiction British television has to offer.  There is so much about it I'd like to discuss, but, you know, "spoilers."  Let's just say, there may be turbulence in the library.

Thursday, November 19, 2009

Pathfinder Fanboy

How did I become such a quick convert to Pathfinder? In short, I was dissuaded by the alternative. The trickling details of D&D 4.0 were not encouraging to my gaming sensibilities. The more combat-oriented structure had not disposed of the role playing element, but it came short of enabling essential character development.

It might be fair to suggest the new edition is hearkening to D&D's roots in its early incarnation as Chainmail, were that game conceived in the age of high end graphics cards and touch screen monitors. There is certainly a place for the war gaming model, but it lacks the emphasis on storytelling, the two of which were combined in Dungeons and Dragons. 4th edition appears to favor the former component, presenting an imbalance.

When I learned about the improvements to D&D 3.5 coming in the guise of a new role playing game, something sparked inside of me. D&D 4.0 felt to me like Star Wars episodes I, II, and III. Instead of preserving what I felt was a solid foundation with room for improvement, something was wrenched away in favor of a product with less depth (character) and more veneer (action). The game dynamic essentially split directions and I chose the one that appealed more to my experience and preferences.

There are other, more practical, considerations when purchasing any new game.

Overcoming the learning curve can mean a considerable investment of time, on top of an already consuming activity. Sure, some people are just stubborn about sticking to what they know (I have a friend who wouldn't even consider using any edition past 2nd). I'm not sticking with 3rd edition out of mere conformity. If I am offered a timely opportunity to play some 4th edition, I will gladly do so.

I’ve discussed with friends the financial burden of purchasing a new set of core books, especially when most players like to have their own copies. Now, I've spent $80 on the Core Rulebook and Bestiary for the Pathfinder RPG (two books containing several hundred pages of detailed information not to be sneezed at). I must simply accommodate any players unable to afford or uninterested in investing in this material. So far, multiple copies have not been needed.

However, the choice to upgrade isn't the same as switching to a significantly new system. At some point I will buy a new computer, once they start making my current one look too dated to bear. I’ll need to save up, but it is usually worthwhile. Also, with Pathfinder RPG all your supplemental 3.5 material is still compatible, which increases the ease of conversion all the more. Backwards compatibility sells.

After purchasing the books, I couldn’t be happier. Who wouldn’t love a blending of Player’s Handbook and Dungeon Master’s Guide, with more pages and a lower price than the two combined. The Core Rulebook is a hefty labor of love at a relative bargain. It offers all the feats, skills, spells, and magic items that I could possibly need. Whereas the old Monster Manuals gave some basic societal information on a few creatures, the Bestiary is a bounty of story-building fodder. Even in the shorter, more concise descriptions, there is such well-written flavor that sketching out an adventure is all the more convenient and satisfying.

The most difficult part will be departing from the brand that started it all. Pathfinder is, for me, the same game with a new name. To avoid unnecessary explanations to the uninitiated, I will still refer to the activity as playing Dungeons and Dragons. Maybe, in another decade, 5th edition will lure me back and I won’t be mincing words anymore.

Pathfinder Advanced Player’s Guide Playtest

Paizo does well involving its customer base in the development of new product. They will be issuing 6 new classes in 3 installments for players to wring out some feedback in the writing of their Advanced Player’s Guide Playtest scheduled for release in August, 2010. I would very much like to hold a special session to give these templates a spin around the gaming table.

The six new classes (and the dates they are expected to be posted for open playtest) are:

NOVEMBER 13
Cavalier: A noble warrior who weaves through high society as easily as he does the most treacherous battles.

Oracle: A divine mystic dedicated to a mysterious occult tradition that grants her fantastic powers—but at great cost!

NOVEMBER 30
Summoner: An arcane spellcaster who conjures powerful servitor creatures from beyond the veil of reality to serve his whims.

Witch: A versatile caster who gains her spells from the eldritch whispers of her familiar and casts potent hexes to aid allies and vex foes.

DECEMBER 14
Alchemist: An arcane mystic who brews salves and unguents to modify his body in freakishly effective ways.

Inquisitor: An agent of faith trained to root out the dark secrets and even darker monsters that haunt the forgotten corners of the world.

Playtesting documents are available for free download now at paizo.com.