Not too long ago we talked on our podcast with Swedish rpg luminary Anders Björkelid. He and his friends in the rpg club NisseNytt toured conventions with massive well researched scenarios, and published their fanzine where they pontificated upon our hobby. Anders summarized their attitude to scenario design, and their modus operandi as (paraphrased) "every player deserves an experience and a story, regardless of what they do". This I remembered when I read LotFP last week. James Raggi mentioned something similar, but with the opposite intention. He claims the GM have no obligations to the players. If they complain about being bored you ought to say "Yeah, so what are you going to do about it?"
So, do you have an obligation to the players, or not?
I find the idea quite compelling if I go to a con and sign up and pay for a game to be guaranteed a story. If I am proactive and engage I will have fun, but even if I sit back and have a day when I just want to hang out and see what happens, something still happens!
On the other hand, I know that a game where the players are engaged will be more fun, and it will be easier to run for me if the players are there as co-creators. Maybe we even share narrative control, and it will be more of a interactive storytelling.
Interactive storytelling is actually one of the key words for what NisseNytt was all about. So how does this tie together?
I think you as a GM do have an obligation to the players. But, I also think as a player you have an obligation to engage in the game. Middle of the road, wishy washy conclusion, eh?
Have you, dear reader, read any of the Play Dirty GM advice by John Wick? If you have not, I suggest you do. John is sometimes very polarizing, but he is seldom boring. His way of GMing is all about bringing stuff to the players. But, it's not at all holding hands and telling a story. No, he suggest you hurt the PCs as much as you can, and kick them while they are down. "They will love you for it", he claims. I guess you could say John Wick argues you have an obligation to make life tough for the player characters, so to sweeten the final victory.
Obviously, there are more than one way to skin this particular cat.
Maybe this in one of the reasons role playing games are such a powerful tool too express yourself through. It's adaptable to multiple approaches, and none are wrong. I have played in a NisseNytt scenario where I knew there was a story going on, and for me the big thing was to follow along to participate through the viewpoint of my character. I've also played with James Raggi, where he sat back and watched us squirm after presenting us with a extremely messy situation we as players had to sort out as our PCs. Finally, I've also played a session of Dogs in the Vineyard where the game master put me, the player, under more and more pressure to act with my PC as the situation we had become part of spiralled out of control as it began to emotionally engage us as players just as much as our PCs. I was down, and the kicks kept coming.
I loved all of those situations. So, ask yourself this the next time you sit down behind the GM screen. Do you have an obligation to the players this time?
Showing posts with label James Raggi. Show all posts
Showing posts with label James Raggi. Show all posts
Friday, November 21, 2014
Sunday, November 16, 2014
Old D&D editions and clones - Lamentation of the Flame Princess
A few years back everyone was publishing games in boxes. Brave Halfling announced a boxed set of Swords&Wizardry, and a crazy American living in Finland announced he was publishing his own game, in a box. I took down my copy of the Lamentations of the Flame Princess box, and re-read it. I love boxed games!
It's interesting to think about what the intended audience is for a game. It used to be standard procedure to include a short section in the beginning of the rules about "What is a role playing game". Considering how common it seems to be to learn to play from someone else, the uselessness of those sections have of course been debated. LotfP consists of not only two books of rules, one book of GM advice and two adventures, it also includes a booklet called "Tutorial". Four years later I wonder how many read that booklet and learned something from it? I do applaud James Raggi for trying to grow the hobby, but I wonder if that booklet was of any use to anyone?
The game is clearly based on D&D. There are classes and armor class, and there are spells per level. Very much D&D. There are some nice tweaks to the D&D baseline, like the Specialist class. I have never really understood the big fuzz about the Thief class, but the Specialist feels like a nice take on it. It's customizable and can be the basis for many fantasy tropes and roles. Another invention is a simple and usable encumbrance system. I like that Intelligence is used for spell saves, and not only giving additional languages. I never found all those languages very useful. After someone invented "common" all that bathwater followed after the baby out the window. Maybe it was the other way around. Whatever.
Then there's the fiddly bits. Lots of fiddly bits. You'll find rules for different combat actions, different AC if you're in melee or in ranged combat and rules for investments and the very old school saving throw system of nonsensical categories from the early seventies in the American mid west. No condition is passed by unmentioned and there are rules for excavating, foraging and lots more. My lasting impression is a little bit like when I read Dark Dungeons or the complete Mentzer sets of D&D. Everything is covered. A more modern comparison would be the revised 3rd ed. D&D. In a way I guess it would make excellent sense if this is a game for a newbie. Whatever you want to know is in there. You're covered, calm down and get on with the game!
When I get to the Referee book, this impression is kind of reinforced. I think most of the advice is very good. Solid and functional suggestions for how to create encounters, adventures and campaigns. There is one thing that stand out, though. James puts a lot of emphasize on how important it is with NPCs. This I find interesting. Clearly James is very old school in his approach to GM when he suggests extreme detachment and fair adjudication of situations. In alignment with the Story Now moniker, his style is very much Story After. It's a post-modern Story, laid on the events in hindsight. It's taking the game part and simulation part very seriously, but putting an emphasis on the NPC I have not seen in many other old school games. I have played the game only once, with the designer himself as Referee. That scenario was all about interacting with the world and the NPCs. When I compare that to some of his other published scenarios they feel very different, being mostly empty places or mysteries placed in your way to explore and trigger like a bomb.
My way of running a game is very much by the seat of my pants. I grab a setting book, a couple of pre-made adventures and modify on the fly very much dependent on Story Now or "wouldn't it be cool to throw this in now, given the context?". I find the approach to the game in the rules and in the advice leave me with awe and admiration. But, it does not make my wheels spin.
This is not a bad game, and some parts are excellent. But having read it, I don't feel engaged. I think my unplanned chaos way of refereeing could use some of the cold analytic approach in the Referee book. Apart from that, I will put this game back on the shelf without any further play. Should the opportunity arise to play with James again, I'd grab that seat in an instant, though!
...and the box is a beauty!
It's interesting to think about what the intended audience is for a game. It used to be standard procedure to include a short section in the beginning of the rules about "What is a role playing game". Considering how common it seems to be to learn to play from someone else, the uselessness of those sections have of course been debated. LotfP consists of not only two books of rules, one book of GM advice and two adventures, it also includes a booklet called "Tutorial". Four years later I wonder how many read that booklet and learned something from it? I do applaud James Raggi for trying to grow the hobby, but I wonder if that booklet was of any use to anyone?
The game is clearly based on D&D. There are classes and armor class, and there are spells per level. Very much D&D. There are some nice tweaks to the D&D baseline, like the Specialist class. I have never really understood the big fuzz about the Thief class, but the Specialist feels like a nice take on it. It's customizable and can be the basis for many fantasy tropes and roles. Another invention is a simple and usable encumbrance system. I like that Intelligence is used for spell saves, and not only giving additional languages. I never found all those languages very useful. After someone invented "common" all that bathwater followed after the baby out the window. Maybe it was the other way around. Whatever.
Then there's the fiddly bits. Lots of fiddly bits. You'll find rules for different combat actions, different AC if you're in melee or in ranged combat and rules for investments and the very old school saving throw system of nonsensical categories from the early seventies in the American mid west. No condition is passed by unmentioned and there are rules for excavating, foraging and lots more. My lasting impression is a little bit like when I read Dark Dungeons or the complete Mentzer sets of D&D. Everything is covered. A more modern comparison would be the revised 3rd ed. D&D. In a way I guess it would make excellent sense if this is a game for a newbie. Whatever you want to know is in there. You're covered, calm down and get on with the game!
When I get to the Referee book, this impression is kind of reinforced. I think most of the advice is very good. Solid and functional suggestions for how to create encounters, adventures and campaigns. There is one thing that stand out, though. James puts a lot of emphasize on how important it is with NPCs. This I find interesting. Clearly James is very old school in his approach to GM when he suggests extreme detachment and fair adjudication of situations. In alignment with the Story Now moniker, his style is very much Story After. It's a post-modern Story, laid on the events in hindsight. It's taking the game part and simulation part very seriously, but putting an emphasis on the NPC I have not seen in many other old school games. I have played the game only once, with the designer himself as Referee. That scenario was all about interacting with the world and the NPCs. When I compare that to some of his other published scenarios they feel very different, being mostly empty places or mysteries placed in your way to explore and trigger like a bomb.
My way of running a game is very much by the seat of my pants. I grab a setting book, a couple of pre-made adventures and modify on the fly very much dependent on Story Now or "wouldn't it be cool to throw this in now, given the context?". I find the approach to the game in the rules and in the advice leave me with awe and admiration. But, it does not make my wheels spin.
This is not a bad game, and some parts are excellent. But having read it, I don't feel engaged. I think my unplanned chaos way of refereeing could use some of the cold analytic approach in the Referee book. Apart from that, I will put this game back on the shelf without any further play. Should the opportunity arise to play with James again, I'd grab that seat in an instant, though!
...and the box is a beauty!
Wednesday, January 9, 2013
Sorceror is on Kickstarter!
I just today decided that I probably should get Sorceror. Yeah, I know it is kind of odd that I don't own it. Now I decided to remedy it. But, guess what? I now know why I think you should join this funding project as well. Let me quote Ron
If 20 people pledge for this reward, then Jim Raggi and I conduct an unrehearsed, topic-unlimited, candid, and complete conversation to be posted on-line.Come on! I put my $50 on the line, since this just has to happen! I mean, two smart, opinionated and passionately creative individuals like Ron and Jim, what is there not to love? Victor Raymond and Ron Edwards were having a conversation on The Walking Eye podcast and that was great.
You also get some really interesting game books which have been highly influential in modern game design. I'm just saying.
Wednesday, August 1, 2012
Some thoughts on crowdfunding
(edit: Jim Raggi have chimed in on the specific case of Monte Cook, on The Mule Abides blog, and apparently Monte did promote his project, even more than others, but not where I saw it. I still think video is key, as per below)
I guess everyone right now is looking at LotFP, and the big crowdfunding campaign of Jim Raggi. So am I, and I'm thinking a bit about what this tells us. Everyone has an opinion, I know. These are mine.
So. There were 19 adventures up for funding. Four of those funded. That is a success rate of 21%, which is not great. But, I think the interesting part is how far the 79% got. 3 got in the 54-27% funded and the rest (often far) less than 30% funded. Those numbers talk louder than if most had gotten around 50% but not funded.
This might tell us a few things. Let's assume one: gamers have a limited amount of money, and Jim's hypothesis that "Each author's fans would follow them to their adventure here." is wrong. In that case it would explain the campaign was so "top heavy". Is that true? Well, if they pledgers where mostly from existing LotFP fans, that would be true. I've heard many gamers talk about how they have to pick and choose these days so I think that part is true. It would be bad for LotFP if the outreach has failed and the author has not managed to pull in their fans. There are two sides to that coin.
I think Jim's assumption is quite sound. Probably each author should be able to pull in their fans, getting a solid ground for funding. If they all have a big enough crowd to begin with. For some of the creators, I have no idea if that is true. Maybe. I know the Monte Cook example have been used before, and I'm going to use it again. I think the assumption rests upon the crucial idea that the authors could rally their fans to their cause. I suggest that for that to happen either the publisher or the author would have to do some marketing.
If we look at the projects that did well, It's clear that marketing played a factor. Vincent Baker did Q&A videos, Jeff Rients did videos of "design notes" and Brockie added extra stuff which related to him and his previous activities and creations and finally Green announced it would get published no matter what. Those who have analyzed the numbers claim to see clear spikes in contributions when those "added value" actions took place.
I'm going to hold up Monte Cook as the anti-example here. He did no marketing that I noticed, at all, until the Ptolus pdf. Also, it was not an addition that felt tied in to the project. Also, I think most of the expected hard core fans have Ptolus already. I wonder about the other projects that achieved under 20% if those authors did any promotion? Face it, if money is tight, you need to work to get some of it. Talk about it on your blog, get interviewed, pitch in extras. Also, do a video.
When I have contributed to Kickstarter projects I have noticed that they seem to include a video pitching the project. Every guide to how to succeed in crowdfunding seem to suggest you need a video. I claim Jeff and Vincent have proven that advice to be correct.
I'd like to hail the hero of LotFP promotion, Jennifer Steen (of the Jennisodes fame). Her interviews with the project creators was great. I think more of that special sauce would have helped the 79%. Why would I chip in money when you don't want to tell me about your project? Jenn did I great job there.
The last thought I have on the matter relates to the upper tier of the whole shebang.
When I think about an offer where I have to shell out $100+ in order to maybe get something, I withhold my funds. Come one. If I see no money on any project I would feel like an idiot taking the chance to put down $100. If I had 19 projects almost all funded, it would make more sense. Needless to say, if someone has to plunk down a few hundred for the campaign to get past that bump, it wont happen. Nobody puts down money for something which seem to have a slim chance of happening.
This part of the campaign is where I think James Raggi didn't think it through enough from a consumer perspective. High tiers should be for those stretch goals a couple of hundred percent above fully funded. Otherwise they don't make sense.
All in all it was an interesting experiment and kudos to James Raggi for exploring the limits!
Personally I supported a few of the winning bids, and even though I'm really pumped up about Vincent Baker's project, I'm sad I wont get to see what Monte Cook could do.
I guess everyone right now is looking at LotFP, and the big crowdfunding campaign of Jim Raggi. So am I, and I'm thinking a bit about what this tells us. Everyone has an opinion, I know. These are mine.
So. There were 19 adventures up for funding. Four of those funded. That is a success rate of 21%, which is not great. But, I think the interesting part is how far the 79% got. 3 got in the 54-27% funded and the rest (often far) less than 30% funded. Those numbers talk louder than if most had gotten around 50% but not funded.
This might tell us a few things. Let's assume one: gamers have a limited amount of money, and Jim's hypothesis that "Each author's fans would follow them to their adventure here." is wrong. In that case it would explain the campaign was so "top heavy". Is that true? Well, if they pledgers where mostly from existing LotFP fans, that would be true. I've heard many gamers talk about how they have to pick and choose these days so I think that part is true. It would be bad for LotFP if the outreach has failed and the author has not managed to pull in their fans. There are two sides to that coin.
I think Jim's assumption is quite sound. Probably each author should be able to pull in their fans, getting a solid ground for funding. If they all have a big enough crowd to begin with. For some of the creators, I have no idea if that is true. Maybe. I know the Monte Cook example have been used before, and I'm going to use it again. I think the assumption rests upon the crucial idea that the authors could rally their fans to their cause. I suggest that for that to happen either the publisher or the author would have to do some marketing.
If we look at the projects that did well, It's clear that marketing played a factor. Vincent Baker did Q&A videos, Jeff Rients did videos of "design notes" and Brockie added extra stuff which related to him and his previous activities and creations and finally Green announced it would get published no matter what. Those who have analyzed the numbers claim to see clear spikes in contributions when those "added value" actions took place.
I'm going to hold up Monte Cook as the anti-example here. He did no marketing that I noticed, at all, until the Ptolus pdf. Also, it was not an addition that felt tied in to the project. Also, I think most of the expected hard core fans have Ptolus already. I wonder about the other projects that achieved under 20% if those authors did any promotion? Face it, if money is tight, you need to work to get some of it. Talk about it on your blog, get interviewed, pitch in extras. Also, do a video.
When I have contributed to Kickstarter projects I have noticed that they seem to include a video pitching the project. Every guide to how to succeed in crowdfunding seem to suggest you need a video. I claim Jeff and Vincent have proven that advice to be correct.
I'd like to hail the hero of LotFP promotion, Jennifer Steen (of the Jennisodes fame). Her interviews with the project creators was great. I think more of that special sauce would have helped the 79%. Why would I chip in money when you don't want to tell me about your project? Jenn did I great job there.
The last thought I have on the matter relates to the upper tier of the whole shebang.
When I think about an offer where I have to shell out $100+ in order to maybe get something, I withhold my funds. Come one. If I see no money on any project I would feel like an idiot taking the chance to put down $100. If I had 19 projects almost all funded, it would make more sense. Needless to say, if someone has to plunk down a few hundred for the campaign to get past that bump, it wont happen. Nobody puts down money for something which seem to have a slim chance of happening.
This part of the campaign is where I think James Raggi didn't think it through enough from a consumer perspective. High tiers should be for those stretch goals a couple of hundred percent above fully funded. Otherwise they don't make sense.
All in all it was an interesting experiment and kudos to James Raggi for exploring the limits!
Personally I supported a few of the winning bids, and even though I'm really pumped up about Vincent Baker's project, I'm sad I wont get to see what Monte Cook could do.
Wednesday, April 11, 2012
Thinking more on my last CoC game
I have been thinking some more of my reactions to the latest CoC session. There was a time in the beginning of the session where the players where basically flailing about. They even said right out to me that they did not know what to do. It made me start to think I had to do something, and after some futzing around things did start to move again. Not in the "right" direction, it did start to move again. It did also manage to move in a direction that the characters did intersect with the major NPCs and the things that were going on, but that was another thing.
So, today I was catching up on some old email. I am, and have been for years, a subscriber to the Roleplaying Tips newletter from Johnn Four. Usually it contains at least some new nugget to use in a upcoming game, or something to file away in that GM folder of tricks. This issue I had lying around had as a main feature a piece by some guy called James and he wrote something which made me think. Take a look at this:
Often when I play RPGs, I'm the referee. That means that, potentially, I will more often than anyone else have "nothing to do". That sounds boring.
Now, I think many of you dear readers are well aware of the tenets of the so called "old ways". The games master is supposed to make rulings, present the players with meaningful choices and let the dice fall where they may. I can dig that. Well, I can dig that when I run fantasy, but I also dislike not having anything to do. I am there to play a game as well, after all. So, what to do, and why did I specifically mentioned running a fantasy game?
When I run a game of standard, or not so standard, fantasy I usually make shit up all the time. I once had a few NPCs have a totally unrelated fight in the background of a city while my players where debating what to do. Afterwards I got praise for that, since it made the game world feel real. Not everything revolved around the characters and their quest. That is where I think I can do the sandbox thing. I have enough experience to make up odd or mundane things for a fantasy setting. If the players are not entertaining me, I can entertain myself and maybe they follow along that path none of us knew existed.
Let's compare that with Call of Cthulhu. In CoC, there's usually a conspiracy or plot going on. Someone is going to grab an occult macguffin unless the players intervene, or someone is trying to summon some extra terrestial horror, and following some clues the characters might be able to figure that out and choose to stop them. Let's bring back that part about being bored.
In my last session of CoC, I was bored. I could try to steer the players back to the plot, basically railroading of some kind or another. That was never my intention. While it might be a slightly less dramatic way to end, a fizzle is an end as well. No, my problem was not that I needed to have my players go and actually talk to any of those named NPCs I had given them names and addresses to. No, they could do that or not, but if they did not they would miss some of the clues to the plot. I have ended scenarios before without players understanding things, so that was ok. What was not ok was that I wanted to throw in some things for the players do to, because I wanted something to do.
This is where I think I slightly disagree with Jim Raggi. I think the GM do need to think about providing excitement for his group of players. Not in order to "steer the game back" to whatever it is you usually steer them towards. No, I think you need to provide some excitement for your players when they are not providing any excitement for you! Otherwise you wont be getting any, and there was probably another individual in your life you could share some excitement with instead.
So, what do you do when you want to make a session wake up again? I love random encounter tables, and like I said I have enough experience in fantasy to be able to play with the troupes. When running a game in the US in 1929 I am lacking the troupes. Maybe what I need are random encounter tables? Or maybe I just do what Chandler is supposed to have done, have someone charge in with a gun and let's see what happens...
So, today I was catching up on some old email. I am, and have been for years, a subscriber to the Roleplaying Tips newletter from Johnn Four. Usually it contains at least some new nugget to use in a upcoming game, or something to file away in that GM folder of tricks. This issue I had lying around had as a main feature a piece by some guy called James and he wrote something which made me think. Take a look at this:
It is not the referee's job during a session to provideWhat about that? Do you agree?
excitement for his playing group. His job is to administer
the setting and resolve character actions. If the characters
are taking no action and are not interacting with the
setting, then the referee has literally nothing to do. The
players are wasting his time.
Often when I play RPGs, I'm the referee. That means that, potentially, I will more often than anyone else have "nothing to do". That sounds boring.
Now, I think many of you dear readers are well aware of the tenets of the so called "old ways". The games master is supposed to make rulings, present the players with meaningful choices and let the dice fall where they may. I can dig that. Well, I can dig that when I run fantasy, but I also dislike not having anything to do. I am there to play a game as well, after all. So, what to do, and why did I specifically mentioned running a fantasy game?
When I run a game of standard, or not so standard, fantasy I usually make shit up all the time. I once had a few NPCs have a totally unrelated fight in the background of a city while my players where debating what to do. Afterwards I got praise for that, since it made the game world feel real. Not everything revolved around the characters and their quest. That is where I think I can do the sandbox thing. I have enough experience to make up odd or mundane things for a fantasy setting. If the players are not entertaining me, I can entertain myself and maybe they follow along that path none of us knew existed.
Let's compare that with Call of Cthulhu. In CoC, there's usually a conspiracy or plot going on. Someone is going to grab an occult macguffin unless the players intervene, or someone is trying to summon some extra terrestial horror, and following some clues the characters might be able to figure that out and choose to stop them. Let's bring back that part about being bored.
In my last session of CoC, I was bored. I could try to steer the players back to the plot, basically railroading of some kind or another. That was never my intention. While it might be a slightly less dramatic way to end, a fizzle is an end as well. No, my problem was not that I needed to have my players go and actually talk to any of those named NPCs I had given them names and addresses to. No, they could do that or not, but if they did not they would miss some of the clues to the plot. I have ended scenarios before without players understanding things, so that was ok. What was not ok was that I wanted to throw in some things for the players do to, because I wanted something to do.
This is where I think I slightly disagree with Jim Raggi. I think the GM do need to think about providing excitement for his group of players. Not in order to "steer the game back" to whatever it is you usually steer them towards. No, I think you need to provide some excitement for your players when they are not providing any excitement for you! Otherwise you wont be getting any, and there was probably another individual in your life you could share some excitement with instead.
So, what do you do when you want to make a session wake up again? I love random encounter tables, and like I said I have enough experience in fantasy to be able to play with the troupes. When running a game in the US in 1929 I am lacking the troupes. Maybe what I need are random encounter tables? Or maybe I just do what Chandler is supposed to have done, have someone charge in with a gun and let's see what happens...
Thursday, January 20, 2011
Styles of adventures - weird fantasy style, and others
There lot of different kinds of adventures you can design, and play. I think not all of them have been analyzed or talked about as much as they deserve. Last night I played in an online game with Jim Raggi, and the kind of adventure we played just one of those.
The kind of adventure that most people think about when they hear "old school" is probably the location, or site based, adventure. It sits there, and you can come and go as you like while exploring it. Another adventure is the one where you have a string of occurrences, a time line, and you can interfere with it as you like. Naturally there are more than those two. I think it would be interesting to have a conversation about styles of adventures. Their strengths and oddities, and pitfalls to look out for both when designing and running them.
Imagine this.
You have an interesting location, and some people there. Something then happens that upset the status quo, and everyone of those people there have an interest in using the change to their own advantage. Let's say the player characters wont be happy with most of those developments, but find themselves in a position to have to be the arbitrators between all the different wills pushing and shoving.
Is that old school? When is it not? How do you create such a game if you suck at developing NPCs (Like I do)? How would an expert game master handle a situation like that, to make it smooth to run and enjoyable to play?
I'd love to see more talk like that in the blogosphere.
The kind of adventure that most people think about when they hear "old school" is probably the location, or site based, adventure. It sits there, and you can come and go as you like while exploring it. Another adventure is the one where you have a string of occurrences, a time line, and you can interfere with it as you like. Naturally there are more than those two. I think it would be interesting to have a conversation about styles of adventures. Their strengths and oddities, and pitfalls to look out for both when designing and running them.
Imagine this.
You have an interesting location, and some people there. Something then happens that upset the status quo, and everyone of those people there have an interest in using the change to their own advantage. Let's say the player characters wont be happy with most of those developments, but find themselves in a position to have to be the arbitrators between all the different wills pushing and shoving.
Is that old school? When is it not? How do you create such a game if you suck at developing NPCs (Like I do)? How would an expert game master handle a situation like that, to make it smooth to run and enjoyable to play?
I'd love to see more talk like that in the blogosphere.
Sunday, October 10, 2010
A rare treat - gaming snacks
Today I found something foreign to these pagan shores, A&W root beer!
When I met James Raggi, we talked a bit about North American longings of ours, and proper root beer was mine. I was very glad to find this at a cafe me and my family visited today. Yes Jim, not only in Helsinki! Aint that grand? One can cost roughly $3!!
This of course makes me think back to what kind of snacks and drinks I've had during game sessions. Root beer, while very tasty, have never been a gaming drink of mine. Coke, Dr Pepper and black tea have been, though. When it comes to eating I have been trying to stay away from anything that can leave greasy spots on my game books.
Fatty snacks and Mountain Dew seem to be the kind of stuff gamers are "supposed to" be stuffing their face with, but I wonder how well that actually reflect reality?
I'm thinking of trying to get hold of a bunch of cans of A&W root beer and bring to my next game sessions, just because it's there!
When I met James Raggi, we talked a bit about North American longings of ours, and proper root beer was mine. I was very glad to find this at a cafe me and my family visited today. Yes Jim, not only in Helsinki! Aint that grand? One can cost roughly $3!!
This of course makes me think back to what kind of snacks and drinks I've had during game sessions. Root beer, while very tasty, have never been a gaming drink of mine. Coke, Dr Pepper and black tea have been, though. When it comes to eating I have been trying to stay away from anything that can leave greasy spots on my game books.
Fatty snacks and Mountain Dew seem to be the kind of stuff gamers are "supposed to" be stuffing their face with, but I wonder how well that actually reflect reality?
I'm thinking of trying to get hold of a bunch of cans of A&W root beer and bring to my next game sessions, just because it's there!
Sunday, September 19, 2010
So that was how a con feels like
I'm back home again after the con. To summarize things:
1. Make sure you have a map of the convention area, and a handout to give out at registration about what is going on where.
2. Place your con so it's easy to get there, to get to an ATM and to some source of food.
3. Make sure you know who is there as a dealer, speaker or panel attendee and help them out.
It's not that hard to run a convention, is it?
In the end all the gaming I did was the Blood and Mud WWII skirmish. It was fun, even if analysis paralysis made it far longer a game than intended. Maybe I should have had more coffee. Do stupid things faster, right?
Me and James Raggi and Tomas Arfert sat and chatted a lot. We talked about some personalities in the OSR, experiences of players not-getting-it-at-all. fun was had. Naturally we also analyzed the intricacies of system, play and text in old and new school, some of my old issues. There's a lot of fun stuff coming from both Tomas and James, but I'm not telling you yet what it is.
1. Make sure you have a map of the convention area, and a handout to give out at registration about what is going on where.
2. Place your con so it's easy to get there, to get to an ATM and to some source of food.
3. Make sure you know who is there as a dealer, speaker or panel attendee and help them out.
It's not that hard to run a convention, is it?
In the end all the gaming I did was the Blood and Mud WWII skirmish. It was fun, even if analysis paralysis made it far longer a game than intended. Maybe I should have had more coffee. Do stupid things faster, right?
Me and James Raggi and Tomas Arfert sat and chatted a lot. We talked about some personalities in the OSR, experiences of players not-getting-it-at-all. fun was had. Naturally we also analyzed the intricacies of system, play and text in old and new school, some of my old issues. There's a lot of fun stuff coming from both Tomas and James, but I'm not telling you yet what it is.
Saturday, September 18, 2010
The Convention experience so far
So, my first gaming con in Sweden for ages, how is it? Well, it's in a small suburb os Stockholm at the end of a road, without any signs showing the way. It's well hidden, and it takes forever to get there.
Game wise it seems like the board game crowed are here in force. There are piles of "German" games for pick up play, and some miniatures games. Strangely enough, Magic is almost totally absent. It used to be everywhere.
I met James Raggi, and had a nice little char with him. Apparently the goods was not flying off his table, but I can see why. This was not a place where people buy stuff. He will probably post of his experiences later. We did chat about the wonders of travelling and how showers seem to be different all over Sweden. I guess you didn't knew that, did you? It was fun to finally see someone in this OSR crowd in the flesh.
Then I managed to talk old school design with the Swedish rpg designer and illustrator Tomas Arfert (page in Swedish). Very illuminating to talk about OSR stuff with someone who have done design in this new country of mine. He felt some ideas hadn't really found root here yet. It seems like some peole don't read the net, or something...
I did play some game as well. A miniatures game about WWII skirmishing was there, and I was drafted as one of three German commanders. It was great fun, but we procrastinated like crazy so it took forever to conquer Calais.
I hav eyet to decide if I will go back tomorrow. Nobody looked interested in playing T&T, but I did have someone ask me about my nice T&T shirt. Good work, Jeff!
Now I feel very tired. I hope this post isn't to incomprehensible.
Game wise it seems like the board game crowed are here in force. There are piles of "German" games for pick up play, and some miniatures games. Strangely enough, Magic is almost totally absent. It used to be everywhere.
I met James Raggi, and had a nice little char with him. Apparently the goods was not flying off his table, but I can see why. This was not a place where people buy stuff. He will probably post of his experiences later. We did chat about the wonders of travelling and how showers seem to be different all over Sweden. I guess you didn't knew that, did you? It was fun to finally see someone in this OSR crowd in the flesh.
Then I managed to talk old school design with the Swedish rpg designer and illustrator Tomas Arfert (page in Swedish). Very illuminating to talk about OSR stuff with someone who have done design in this new country of mine. He felt some ideas hadn't really found root here yet. It seems like some peole don't read the net, or something...
I did play some game as well. A miniatures game about WWII skirmishing was there, and I was drafted as one of three German commanders. It was great fun, but we procrastinated like crazy so it took forever to conquer Calais.
I hav eyet to decide if I will go back tomorrow. Nobody looked interested in playing T&T, but I did have someone ask me about my nice T&T shirt. Good work, Jeff!
Now I feel very tired. I hope this post isn't to incomprehensible.
Tuesday, August 17, 2010
I just read Death Frost Doom...
...and it's probably the most depressing thing I've read in a long time. I had to stop after the first part, and I think I need to wait for a while before managing any more.
Gloomy.
Gloomy.
Thursday, August 5, 2010
James Raggi is nuts!
I got my box of Jim's game today. Damn! This is one beautiful piece of work. Let me tell you that this is so good looking I feel sorry when I look at my S&W whitebox.
A more detailed report when I have had some time to digest all the goodies in this game.
A more detailed report when I have had some time to digest all the goodies in this game.
Monday, September 7, 2009
Ron Edwards? Who?
I just read Jim Raggi write this in a response to something Ron apparently got published in the latest issue of Fight On! magazine. What really makes me sigh about this is that so many people, especially over at the post about it on Grognardia, have no idea who Ron is!? Guys, Gary is dead! Things have happened the last thirty years! Ron Edwards has a somewhat abrasive on-line persona, but his is very smart and have thought a lot about gaming. Do yourself a favour and read up on his stuff. You might hate it, but it will expand your views on gaming. Read carefully, please do.
Tuesday, August 11, 2009
Back from Montreal, and now time for moving!
So now I'm back from Worldcon, and I had a really good time there. Maybe I can turn some of the experiences into blog posts about gaming, we'll see. Sadly, this does not mean I will be back to blogging full time. I will now pack up my home, where I have lived and collected games. All that packing is done because I'll be heading back to live in Europe again. James Raggi and I will try to bring you North American coloured impressions of Northern Europe, with dice. I can't wait until this is all done and I can relax. Maybe I'll post something to blow off some steam, but don't count on it.
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