Showing posts with label Houses of the Blooded. Show all posts
Showing posts with label Houses of the Blooded. Show all posts

Thursday, February 28, 2013

Good News - Wilderness arrives!

Does this look awesome or what?


I have now contributed funding for two projects related to John Wick's Houses of the Blooded, and both have been great.

Wilderness suffered a bit because the person doing the layout was in an accident and while she would survive it was a clear setback to the project. Now, John is on top of things and could muster another do finalize things. The result is amazing.

Now when it's becoming clear that more and more projects don't deliver, I'm saying that John Wick and his associates will keep getting my money. He delivers. Thanks John, Jesse and everyone else involved!

Friday, April 1, 2011

New book for Houses of the blooded!

Yesterday I noted that there is a plan for a supplement to John Wick's Houses of the Blooded game. I haven't managed to get a group together to play the game yet, but it is a great read, and I have learned a few GM tricks from that book.

So, take a peek at Coronets but Never Crowns! How about chucking in a few bucks if it takes your fancy? I already did.

Thursday, April 15, 2010

Some thoughts on a Glen Cook novel

I might sound like a broken record (imagine how some youngsters wont understand that expression!), but I have once again been thinking about campaign frames, story and player influence.

Recently I finished a novel by Glen Cook, A Shadow of All Night Falling. It had a sad ending, where the fates of nations and individuals were intertwined. Some people sacrificed a lot and it wasn't very clear if they really got what they wanted. Now, imagine that happening in a rpg campaign.

As a GM you can set up the potential for this high drama. You can show the powers that be to your players by exposing them to NPC's and hope they interact enough to show the motives and the personality flaws of everyone involved. What you can't do is making the players take a stance. They might do, or they might not. Sure, you can set it all up so that they player characters have some emotional or other investment in a faction, but it's still not sure. Looking at that potential and not knowing if it will fizzle of not, I can understand the lure of heavy handed story railroading.

As I read that book I thought it would have been great to have been the player in a campaign that ended thus. I wonder if it can be done, nicely, in a way that I'd enjoy? I'm not sure. The John Wick game, Houses of the Blooded, tries to do that  by making the players help build the narrative and the intrigue. I guess that should help create some enthusiasm. Hmm.

Tuesday, April 13, 2010

Another take on a "D&D Endgame"

I've been thinking a bit about the idea of a sandbox. It is basically the idea that you give the players an area wherein they can shape things. Having read John Wick talk about player empowerment in his Houses of the Blooded, I'm amazed by the similiarities.

John isn't exactly old shool. He masterminded they metaplot for AEG when they published the Legend of the Five Rings and acompanying CCG. Talk about story trumphing player initiative.

But, in HotB, he talk alot about how players can, and should, take the part of the narrator. To shape things.

I realized that this is the sandbox ideal, in another form. There have been a lot of discussion about the "D&D endgame", and how there are or not rules supporting something of that kind. Now, look at HotB. It's a game where the players will rule a land, have servants, fight for resources, spy on foreign powers, make strategy and take decisions on how to manage their fief. Add to that game mechanic that actually support player the tools to shape things. Hand out points, currency, for the players to help set the things in motion.

Don't it sound like old and new are converging here? I think the main difference is that in the game John Wick designed there are game mechanic for what the old school think is a natural development.

Sure, that means it's less of a wide open toolbox, but John is upfront with his intentions. He explains that this is a game about one specific thing, and D&D never did that. On the other hand, many have theorized that D&D also are a game about something specific, like exploring. I happen to agree, and also think it's kind of cool to make it explicit and have game mechanic support your vision. I will just mention gold for xp again, since I think it's the idea in a nutshell.

Take a peek at what John Wick is doing. He is interesting.
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