Showing posts with label Podcasting. Show all posts
Showing posts with label Podcasting. Show all posts

Monday, July 1, 2013

Savage Worlds - issues with character generation

I was just starting to listen to a podcast, and they were playing Savage Worlds. Ever since I first read the original 40k miniatures rules, I have thought it would make an excellent rpg. Now they have published some, but none of them seems to fulfill the promise that first book hinted at. But, I think Savage Worlds might be the game to do it. I downloaded the cast, and started listening.

Guess what? It sounds like these guys also have some issues with the dice size system for the attributes! They repeatedly ask what they start at, what the max is and how much they get for a point and what they start at. I'm not saying these guys are stupid, and I know for a fact that my players are not. But, oddly enough I hear see another set of players have problems grasping the ideas about the core abilities. In the comments for my last post, Jeff mentioned similar problems in his experience. Peculiar, I say.

Now, why is it so?

When I read the Savage Worlds rules, I thought many things were slightly queer. But, one of the things I found quite simple was how the die size system worked, and how you spent your 5/15 points on abilities and skills. Now I have had three pieces of evidence that what was clear to me it far from it. Is the idea of die sizes that strange? I remember seeing it back in the oddball game Tales from the Floating Vagabond. But, I only remember it rating the size of the guns. Maybe it was all abilities and skills. It was almost 20 years ago. I'm old. Maybe that's why I got it. I'm old and have seen dozens of game systems, and nothing surprises me anymore. Maybe.

Sunday, March 24, 2013

Ars Magica - the game I would love to love

Sometimes I'm reminded of games which promised, but never delivered. For me one such game is Ars Magica. But, I still have some hope for it. Maybe you can help me? First some background.

A friend of mine bought the 2nd ed game, and we loved the idea of it. We went nuts with all the possibilities inherent in the system of Merits and Flaws. I shudder to think what would have happened had we found out about GURPS...

We generated tons of characters for that game, but never played more than a try out session to see if we could do a fight and cast a spell.

Some years later, when we had done the same with 3rd ed I actually got to play it, now in its 4th ed. It turned out we spent forever generating a covenant, planning its location, planning how to staff the kitchen and how many guards we needed and how much we would earn each year, spend on taxes and...

You get the picture.

I've now done that a few times. It bores me to tears.

Where's the game about a mythic Europe and the wonders of magic? If anyone know of an actual play recording from a podcast or similar which shows how the game can be that and not quartermaster-in-the-middle-ages please tell!

I'd love to hear some people play the game. Playing it when it's fun.

Filling in tax return forms and using MS Excel is not my way of fun, not even with magic.

Feel free to suggest some actual play recordings, if they exist!

Tuesday, January 22, 2013

Filling in the boring parts

When I posted about empty dungeons, Joshua had an interesting idea in the comments.
You can have interesting rooms be miles apart, as long as you're willing to let the players traverse those miles without playing out each 10' square in between. Tell them how long it takes and the resources consumed, and dial it back in when it's time for the next important decision.
 This reminded me of something I heard on the Ken and Robin Talk About Stuff podcast. Robin talked about how he did when his players were just passing through some terrain, like those miles mentioned above. He suggested you ask the players how they did pass through that terrain. They got to narrate, and establish colour for their character and the question is never if they are going to make it through those miles, but how it looks. He also suggested you could have them roll for it, but ot to invalidate their narration, but to see how much resources they used up.

Pair this with the idea of Saturday Night Specials in the dungeon, and the new school idea of shared narrative power and I think we have a winner. Everyone get a chance to look cool, and those who crave detailed crawling can narrate it as much as they like, even to the extent of pulling in other characters and making rolls.

Personally I never managed to make wilderness travel very fun. It's either a few rolls on survival skills or something improvised if there are no skills around, and then it's done. Neither suspense nor a feeling of trekking in the beautiful and dangerous outdoors. Next time I'm letting they players talk instead.

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.

Thursday, May 31, 2012

A new "one page dungeon"-like project

For those of you who have missed it, the excellent podcast Happy Jacks RPG Podcast are having a contest in the style of the One Page Dungeon one. It's called 2 Sides: 1 Epic, which I personally think sounds fairly bland, but the idea is solid. You have one sheet of paper, now cover both sides with your generic adventure and tag it with genre tags, and your name and send it in.

I'm pretty sure Stu and crew would love to see some more contributors. I'm trying to come up with one myself. Check it out!

Sunday, February 19, 2012

How to do a a good rpg podcast

I have now listened to a few podcasts, and I think I have some ideas of things to do, and not to do, just from a lot of exposure. I don't claim the list is exhaustive, or that you can't make a good 'cast without, but it will be better if you think of a few of these points. That's my belief.

  • If you have a guest on - make sure you ask that person questions relevant to their expertise. Try asking about what makes their game special, if they are a game designer. Make sure they talk more than you do. Bring on Luke Crane, that will teach you. :)
  • If you have an "open table" discussion on a topic, figure out how someone could argue from certain points of view and then try to address those. Don't just think out loud and then go "I don't know". If you don't know, or feel like taking a stance in order to further the discussion, keep shut.
  • If you have a hard time pronouncing stuff, take a moment before the show to talk it over with your co-hosts. If you have nobody, ask a colleague or your wife! Figure something out, and stick with it.
  • Don't think you know what it means that something is free on the web. Copyright is a word you should not even mention unless you have read up on how things work! If you don't know how the OGL works, ask someone who have published a retro clone. They are often knowledgeable and willing to share their knowledge.
  • Have sections or "columns" with some kind of audio separator. Fix up a quick bumper, and have someone be "editor" for that section. Just a couple a friends rambling back and forth for two hours gets tiring. 
  • Don't state anything about a game being in print, using a specific system or any other fact about games unless you have checked it. If you are unsure, look it up on wikipedia/google/whatever while your co-hosts keeps talking. Otherwise mention that you don't know and check it afterwards and put it in the show notes.
Those are some hints. Most are not hard, but there are reasons why I mention it!

Many podcasts out there are great. I recommend you look around and sample some. My two biggest favourites, right now, are Roll For Initiative and Happy Jacks RPG Podcast. They are very different from each other!

Sunday, November 27, 2011

Alignment and brain damage - a new deal?

I was listening to the Happy Jacks podcast, and in a midst the jolly bantering someone suggested (not very seriously, I gather) the alignment one step beyond "chaotic good" namely "chaotic better".

I could dig that.

Tuesday, October 18, 2011

Dogs of the Riftsyard

Have you ever played Rifts? Maybe read a few of the books? Even owns a copy of the game?

For some reason (yeah, I know), this game often makes people blush or just have them talk about how they are above that kind of stuff. I'm not. I like that gonzo shit.

Now, I've been thinking about how to play Rifts, and using any kind of game system but the one in the book. Stay cool Kevin, I'm not going to be publishing any conversion notes! But, that game probably could work with what it got. Hey, I'm thinking of a cool way to approach the setting.

I was listening to the very cool podcast Canon Puncture Show and in it the idea was suggested to think of the setting from a new perspective. The idea was to merge Dogs in the Vineyard with Rifts. This got me thinking. I would do this, but take it one step further than suggested in that show.

So, in DitV you play 18 year old virgins, with guns, who have been educated to act like god sent emissaries of mail, doctrine, justice and death. You are supposed to enforce a social rule which many people find quite medieval at times. In the North America of Rifts we have another society, The Coalition, which is a hundred times as unpleasant. Basically it's all the racial elitism and militarism of Nazi Germany or some of the gun toting nut jobs around even today.

Now, mix and stir.

You play young soldiers in the Coalition, and not only are all the aliens out there really out to get to get you, that racial supremacist ideology is the last hope of mankind. How about that?

That could be a very interesting game about hard choices, ethical dilemmas when you explore the truth of that ideology. Maybe it could even be quite interesting as a very black comedy.

Lot of people probably would not get it at all...

Thursday, August 4, 2011

Scenario design according to Dennis Detwiller

I was listening to the Unspeakable podcast, a podcast about Call of Cthulhu, and noted Dennis Detwiller had some guides for scenario design.

He suggested
1. having a situation
2. a plan for what would happen if nobody else got involved
3. outlines for all the different ways you could investigate and interact with the situation and sketch possible results from that.

It sounds like pretty good advice. Maybe it's all old news to you, but it made me think how it could apply it to some different kind of games and not only Call of Cthulhu.

Sunday, June 12, 2011

How to have interesting extened conflicts

I have been thinking on how some parts of rpgs never seem to turn into the drama intended, but devolve into endless rolls of the dice without any of the buy in and excitement I had hoped for. Lucky for me, the guys at the Narrative Control podcast have been thinking on this as well. A mashup of their ideas in show #65 and my own follows.

Everyone have probably tried to run a game where one guy suddenly is the focus of everything, and the rest is sitting idle. Maybe the thief is checking for traps and picking locks or maybe the netrunner is hacking a computer system. In both cases the rest of the players do nothing. While shared narrative control and kibitzing can help somewhat (like I talked about in my last post), maybe some rule support to keep everyone involved would be a good thing.

Here are the things you can do, and import in your game as rules supporting more engaging play.

  1. A Unified Mechanic - One way to make even climbing a cliff or a trek through a snowstorm engaging is to have it use the same game mechanic as the players. Stat up the snow storm, and let it have an AC, attack rolls and defensive maneuvers. Yeah, I know it sounds daft to have the door you are trying to break down or pick the lock have an attack. But, imagine how it "attacks" your concentration as you pick the lock. Maybe the door attacks you and as a result pearls of sweat forms on the forehead of the thief giving him -1 to his picking because his will is strained? The cliff might not maneuver away, but that beast you are trying to rescue up that cliff might be climbing higher! What I'm saying is, let the whole challenge act as more than it's just sitting there. Make it an active participant in the challenge. It sure helps if you can use the same mechanic that you have used since fifth grade while killing orcs, right?
  2. It's Not Over Until It's Over - In the marvellously cool game Wushu, everything you as a player say is true. Yes, you can say in the first volley of melee that you strike the villain through the heart. As long as the Threat Rating (I don't remember the specific term) is not down to 0, anything goes! When inventing cool moves is part of the game, everyone listen up just to hear what outrageous stuff their friends is inviting.
  3. Let Everyone Pitch In - Closely tied to the last point is the idea that everyone should be able to chip in. If you think the NPC made a lame move, suggest something cooler to the GM! Listen up, game masters! When someone is trying to make your job easier, let them. It's just more engaging for everyone if everyone is engaged. Right?
  4. Make It Measurable - There is one thing among all this loose and woozy stuff that I'd suggest you add some crunch to. In order to have tactical options, and in order to make informed choices, the players need information. If you need to figure out the big trap in order to stop the doomsday device, don't just reduce it to a bunch of skill checks. Here is where I differ from the guys on the Narrative Control podcast. I think the skill challenges in D&D4 bores me to tears. With a skill list that short it tales all of two seconds to figure out one skill you need, and a backup. Instead, toss the skill list or make it far longer. Better is to have the players just speak their mind. Whatever they say that sounds cool, investigative or proactive, give them a +1 or an extra die or whatever. Then let them go at the doomsday device. Now for the interesting part. Have a tally of their progress, and make it public. Make them see what made the scales tilt in the preferred direction and what did not. Actions should count, not rolls.
Some of you might think this is just bogus, or maybe newfangled ways to beat down open doors. More power to you! If you have an un-engaging game, try some of these ideas out, or think them over and tell me what worked for you.

I love these ideas.

Monday, June 7, 2010

The minutiae of gaming - money changing

I listen to a few gaming podcasts, and I will write about those another time. Now I wanted to talk about something that they spoke about on RFI issue 15, namely  money changing fees.

Why haven't I used money changing fees? Imagine delvers coming back from the dungeon, and their packs are filled with gold minted during bygone eras. If you want to compare the classic fantasy gaming era with the middle ages of earth history, money was often used by weight. Not always were the minted coin worth anything because of the emperor whose face was stamped into the metal, but the metal itself. If you care about "realism" then somebody with scales who will give you some usable change or be able to buy some old coins for their true value would be a natural part of the campaign. Also, the existence of money changing fees are in the AD&D DMG, which is reason enough for some people.

So. Why haven't I bothered with things like that?

Twenty years ago, I would have said that interacting with merchants, money changers and such people was roleplaying. Back in those days we had endless swaths of free time and equipping for adventure could easily take a session. We engaged in interaction with every facet of the imaginary world. Now when I think of money changing fees and encumbrance I just sigh.

The thing is I could easily see the value of these kinds of things in the game world. Encumbrance is another resource management, and paying fees and taxes are reasons for players to get inventive. But, is it still worth it when sessions are shorter and far and few between?
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