I had a few outstanding questions about the how they’d handle some new things. Bloodsand Arena answers a couple of them. One of them is still unanswered, but a friend suggested a possible answer.
Roleplaying
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Dark Sun questions answered
June 21, 2010 in Roleplaying | 3 comments
I ran Bloodsand Arena Part 1
June 21, 2010 in Roleplaying | No comments
As I’m sure you already knew, yesterday was Free RPG Day! Although I was curious about many other I only picked up a couple. Supplies were running low by the time I got there, and I’d rather leave those things for someone who might be more passionate about those games.
I picked up the L5R offering. I played 1st Edition back in college and a friend of mine mentioned that they’d have a 4th Ed item out for Free RPG Day. It’s quadruple redundant to say that I also picked up Wizards’ Dark Sun offering, Bloodsand Arena. You know what else I did? I ran it. Last night.
I’ll try to keep it light on spoilers, but I can’t promise anything.
I can’t lie: I’m excited about Dark Sun
June 15, 2010 in Roleplaying | 1 comment
Blog, I have a confession. I’m pretty excited about Dark Sun.
Granted, this blog went dark for a while for a good reason: I haven’t had many cycles left for D&D. For one thing, I bought a house and moved. That’s cool except it’s hugely disruptive. Even a few months later, I don’t feel that the house is really in a state for running a game or playing it.
For another, I got into a beta for some game nobody’s ever even heard of. And by that I mean a game I played a whole bunch in college and got pretty heavily into again when they announced Starcraft II in 2007. In addition to taking up a bunch of my time, I got into watching professional matches. What can I say? I used to think it was really cheesy until I realized that this is basically a “sport” that I actually care about.
At any rate, I was blissfully unaware of such as the The Plane Above book and PHB3 until I swung by my FLGS the week before. I’ll be frank and say that of the two, I am far more excited about The Plane Above. I know, I know. Those of you that are familiar with my preferences are shocked, I’m sure. Once I’m finished reading it, I should probably write up a post about it.
The second part was the latest D&D/Penny Arcade podcast. I’ve listened to the previous ones, and they’re devilishly fun. Nothing quite kills the boredom of a long ride on the bus than these. Hopefully my fellow passengers take my intermittent giggling as harmless.
In any case, I’ve got just a bit of a bug. We’ll see if it manifests into anything substantial. The Starcraft II beta is closed for now, I’ve got nothing lined up, and I think some sort of exploration/sandbox-y game set in the Astral Sea could be quite a bit of fun.
Mobile apps for RPGs
April 11, 2010 in Roleplaying, Technology | No comments
Aia Critical Hits, I saw this, iPhone/iPad applications for RPGs on EnWorld.
I’ve had some thoughts about this of and on, especially as far as the iPad is concerned. I wouldn’t be surprised if I had much the same thoughts: what potential such a device has for tabletop RPGs! Even if you assume only the DM has one, there are many possibilities.
I’m thinking mostly of what this could do for the DM, to be honest— I don’t imagine that enough people own such devices that you assume everyone in the group has a smartphone. There’s more you could do in that realm but I think we’re some ways away before something like that is feasible. In any case, that would have to be a web app, I think; the web is the only development platform smartphones have in common these days.
For D&D, the obvious advantage is data tracking augmented by automation. With a larger screen, an app to track various states and automate certain mechanics becomes much easier. You could have an application that allowed you to run combat much more easily by tracking status effects, marks, and so on. The possibilities are so obvious that it’s weird that Wizards is still absent from this space.
A new project?
In any case, I was excited enough about these possibilities to finally start learning Cocoa Touch. I’ve no idea if this will result in an actual product. For the time being, it’s a way to kill some time, to learn something new and write some code.
Seeing those apps I linked above cemented my desire to write something unrelated to D&D. The audience for D&D is broad enough that other people have tackled this, so my inclination is to focus more on narrative-driven games instead. While I’ll admit I haven’t sought it out much, it does seem to me that this area is somewhat under-represented in terms of their online presence. There’re some obvious reasons why that might be. Either way, it seems like an opportunity to me.
For instance, I’m often carrying a laptop to the table or a pile of index cards. I have notes for scenes, stats for NPCs, and so on. Tracking status effects, encounter powers, loot, and the like is far less of a concern and requires less math for games like the new World of Darkness. In concrete terms, there’s less of a need for automation and more need for an efficient system for data storage and retrieval.
Is this a worthwhile idea? I’m not sure. Maybe it’s enough that I think I would use such an app. The sticking point is that my games require a fair amount of improvisation. An app could be too heavyweight for that— why not just open a web browser to a website like Obsidian Portal, Wikia, or simply use a notepad app like Simplenote?
Another question is how much effort the development itself will be. I wouldn’t require someone to enter their game notes on their iDevice, which implies some manner of web-based data entry app. Does that mean I need to get cracking on something like AppEngine?
I also don’t know how difficult it is to get something up and running on the iP* (as my friends and I often refer to the iPhone OS devices). So, in the coming weeks I’ll continue playing around with Cocoa Touch, sketch out some ideas, and we’ll see what I come up with. If it turns out to be a stupid idea, I’ll still have learned something and broadened my coding horizons.
What’s old is new again
April 10, 2010 in Roleplaying | 3 comments
There’s one last rumor I’ve heard, and I’ve gotta get this one off my chest. It’s a doozy.
It goes like this: not only is the World of Darkness MMO based on the old World of Darkness, but it will also be accompanied by a re-launch of the old World of Darkness.
Yikes.
Is an era ending?
April 10, 2010 in Roleplaying | 6 comments
It’s been a while since I’d been to my FLGS. What with house shopping, buying, and moving, it was hard to make time. And, now that I live outside walking distance, it’s a bit more difficult to just pop over there. We had lunch in the U District and realized that, hey, our FLGS is right up the street. So we went in.
My girlfriend likes comics and I like RPGs. As usual I’d hoped for a new World of Darkness book. I wasn’t disappointed. Still, when we left, I couldn’t help but observe that, when it comes to White Wolf’s World of Darkness, I feel we’ve approached the end of an era.
At a guess, the last time the proprietor had new WoD material in was February. Today, once again, there was only one book, Night Horrors: the Unbidden. I’m pleased there was something, but this is a far cry even from a year or so ago. Rather than two books a month, it’s more like a book every two months. It’s hard not to look at the slow, haphazard release schedule and conclude that the end must be near.
Tags: nwod
World of Darkness RPG free
March 9, 2010 in Roleplaying | 1 comment
The World of Darkness core rulebook is available free on DriveThruRPG. They’ve offered it for free before, but if you didn’t get your copy, you might as well head on over. It’s nice to have a searchable rulebook.
Tags: nwod
Dark Sun characters
February 6, 2010 in Roleplaying | 8 comments
Have you guys seen this, the Dark Sun characters from D&D XP 2010? Courtesy of Critical Hits, there’s a scan of same. I’ve had a glance and I have some impressions.
More thoughts on DEVICES.
February 6, 2010 in Roleplaying, Technology | No comments
This has RPG and tech components, so I’m putting it in both. Most of it has to do with e-readers and the iPad at large. I also talk about how gaming might be able to take advantage of the iPad.
Much reading and little playing
September 28, 2009 in Roleplaying | No comments
That’s the situation right now: catching up on my backlog of books and not much actual game-playing. Life’s been a little crazy for the last month or two, what with PAX and my parents visiting from the east coast, among other things. I feel like this is the first weekend in a while that I’ve gotten to sit down and relax. It’s wonderful, and I’ve had some time to do some thinking and planning.
Specifically, I spent some of the time trying to come up with ideas for a Geist game. It’s a little tough.
Obviously the first problem is that coming up with “ideas for a $game_name game” is a tricky proposition without any PCs to speak of. Surely it can be done — that’s precisely what modules are, right? — and I think for games like D&D it’s a bit easier.
What’s that on the horizon? Why, I think it’s a tangent!
Party vs. {throng, cabal, coterie, etc}
For White Wolf games, well. This reminds me of a discussion I had with a friend of mine about Promethean. He said something about each Promethean throng or game being a special case. Most prometheans are probably looking for humanity, but their individual quests are unique. So each throng is kind of a special case, in the sense that you have to design how everyone encountered one another in a way that’s not generic.
Aha! But that’s how I think all groups in strongly character-driven games should be designed, for my preferred style of game. There’s more work involved but I find the kind of interaction that results more satisfying in general.
This isn’t to say you can’t do the same setup with D&D. I tried something similar with Er-Eret. D&D’s default story is, however, a bit different (“default story” isn’t really the term I’m looking for and I can’t remember the actual term). I think someone phrased it as something like “adventurers explore dungeons, kill monsters, and take their stuff.” That’s a bit reductive, of course, but it gets the point across.
Geist’s default story is considerably different. I prefer to phrase it as a question: “You died, but now you have a second chance. What do you do?” (I suppose one could do something similar for D&D: “You’re extraordinarily skilled in a dangerous world. What will you become? Hero or villain?”)
How the players answer that question, explicitly or implicitly, is really the jumping off point for the sort of game I prefer. If I can’t design personal plots, and designing regular plots can be problematic, that leaves me with setting.
Fluency
I took a copy of Mekhet: Shadows in the Dark with me on vacation with my family. Incidentally, although the clanbooks are months old by this point, they still consistently impress me. I went on to finish reading the other clanbooks, specifically Daeva and Nosferatu.
Reading these books has driven home how solid a game Vampire: the Requiem is and how, in a way, it’s by far the most flexible of the big three. If it’s not obvious why, maybe I’ll write a bit more on that some other time.
By this point, I feel like I grok Vampire pretty well and at this stage in the game’s lifetime, there is so much to draw on. I mean, shit, there’s a 400 page monster of a book on how to build a setting.
This is actually one of those dilemmas of White Wolf games: you can play without the supplements, but I pretty much can’t. Granted, this is one of those problems that, for me, is a nice one to have: too many enjoyable things to read! Oh no! Still, when it comes to a game that’s likely to see fewer releases than previous ones, if the release schedule so far is any indication, it’s a bit frustrating.
This is all just a long-winded way of saying I don’t really feel fluent with Geist yet. Oh, sure, I’m just bellyaching. I think it’ll be fine. The vision for the game is remarkably clear. The Book of the Dead will fill in many gaps re: the underworld. And there’s plenty of other ghost-related stuff either from other games, or places where Geist logically intersects with other games. For instance, the first chapter of Immortals describes a group of people remarkably similar to abmortals.
Planning. Always planning.
So where does this leave me?
Yesterday, I spent a bunch of time jotting down ideas, exploring possibilities for plots, different threats or antagonists. That worked reasonably well, and I think I might be able to borrow ideas from other games to get a sense of conflicts another step up, in a non-Geist specific way that I can still use.
Next is coming up with some krewes that I will ultimately use in a setting. Most likely I’ll pick a few themes, maybe start pretty basic by looking at how a krewe centered fairly closely around a couple of archetypes might look.
Wish me luck!
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