Yes, that's right, there's an Encyclopedia of Fantasy that's both free and searchable. Your worldbuilding and reference citing and just got a lot easier! So did wasting massive amounts of time on the interwebs!
Showing posts with label blogs. Show all posts
Showing posts with label blogs. Show all posts
Tuesday, November 27, 2012
FREE: Encyclopedia of Fantasy now online!
Yes, that's right, there's an Encyclopedia of Fantasy that's both free and searchable. Your worldbuilding and reference citing and just got a lot easier! So did wasting massive amounts of time on the interwebs!
Labels:
blogs,
campaign setting,
creativity,
fantasy,
inspiration,
odds and ends
Tuesday, August 9, 2011
Old School Renaissance gets a shout out from Wired Magazine!
I was just perusing the interwebs and read a nice little write-up of Gen Con which included a mention of the OSR:
Thankfully, more than just old timers are keeping the old RPGs alive. Publishing collectives like The Old School Renaissance Group and voices like the Blog of Holding are intent on honoring the groundbreaking heritage of D&D. A downloadable gaming product called Old School Hack is doing its best to introduce a streamlined, D&D-like RPG experience to a new generation of players. “A hack of a hack of the original Red Box version of a certain popular hack-and-slash fantasy game,” is what the folks say about their wee little product. Old School Hack also won the best free product “gold” award at Gen Con’s ENnies, the game industry’s version of the Oscars/Emmys. I applaud Kirin Robinson, the man behind OSH, who humbly notes, “I’m certainly not any sort of professional game designer, just another hobbyist looking to put together a fun game.Check out the full story. The D&D documentary I'd posted about a while back is also mentioned in the article. They've set up a Facebook page for fans to follow along and give feedback.
Tuesday, January 11, 2011
Fixing the Blog...
I'm working on some formatting issues, pardon any goofiness over the next few days or so. :)
Thursday, April 29, 2010
Building a strategy for converting board gamers into RPG newbies
I'm hoping to start an RPG campaign for the first time in years, here's the lowdown...
THE SITUATION:
Currently, we're playing Settlers of Catan. I started them on Dungeon! which is great fun, but Catan offered more in the way of complexity and they ate it up. I was a Catan newb as well so it leveled the playing field. Since we started playing last November we've trained 10 newbs who all love the game, and at least three others bought their own copies. Table gaming is where it's at!
THE PLAYERS:
Three players (besides me) have expressed interest and availability. Basically my wife and a couple we know. One of them I've done some D&D Day gaming with at our FLGS. The other is a certified sci-fi fan (we have protracted discussions about "magical realism" in literature. My wife is the wild card: this is like an audition to see if something this freewheeling holds her interest. Catan did, Dungeon! less so.
ME AS GM:
I haven't GM'd since high school. Yeah, talk about stage fright.Written lots of supplementary material,which is really my strength (ideas), but I've never felt strong on mechanics. This is really the bulk of my preparation of late--know the rules and flow of the game really well so I have the flexibility to follow/forget them as needed. Basically get it down so I know what to do next.
THE GAME:
Undecided. I have three players with different interests. I'm currently working on setting and randoms for X-plorers as well as a Masters of the Universe-like setting for Marvel Superheroes. I could also go straight sci-fi, supes, or fantasy to simplify. I'm still feeling them out.
THE SAGES!
While catching up on my blog reading and found the following four posts that I think each offer unique insight. I'm obviously not going to repost their entire (and very thoughtfully written) advice, but here are snippets that struck a chord with me.
1. COVER THE BASES
The Excessive Gamer, who posted about being a "decent GM" and who offers great advice (pulled from his own experience as well as others) on being prepared. Not overly prepared mind you--but there's no harm in getting your act together. I think this is the thing I worry about the most, that I'll not have a way to answer questions quick enough before the yawning commences. Here are a few (poorly paraphrased by myself) points to consider:
2. CHARGEN
When Doug Easterly posted about "Selling a different gaming experience," I don't think he had my exact situation in mind. He was thinking more "old (grog)dogs, new tricks"--that is, convincing veteran RPGers who prefer a particular type of gaming experience due to familiarity. I think there's a great lesson here about getting players on board:
3. FIRST ADVENTURES:
Jeff Rients post, "brief thoughts on starting adventures" talked about including encounters that will be relevant to each player in the party. He used the example of the Keep on the Borderlands module not having enough for certain classes to do (especially as it's an introductory module). I'm embarrassed to say I never even considered that! So it's definitely pertinent with keeping the players engaged--esp. those who are known to drift off.
4. RUNNING THE GAME
Al at Beyond the Black Gate had really great advice for mechanics in his post "Old school DM, new school players," which I'll just bullet and egregiously over-simplify (apologizes to Al!):
Anyway, this post doesn't nearly do justice to the great advice they've provided, but it helps to collate this into once place where I can reference it and share their tips. Have one of your own to share? Please feel free to comment--and thanks!
THE SITUATION:
Currently, we're playing Settlers of Catan. I started them on Dungeon! which is great fun, but Catan offered more in the way of complexity and they ate it up. I was a Catan newb as well so it leveled the playing field. Since we started playing last November we've trained 10 newbs who all love the game, and at least three others bought their own copies. Table gaming is where it's at!
THE PLAYERS:
Three players (besides me) have expressed interest and availability. Basically my wife and a couple we know. One of them I've done some D&D Day gaming with at our FLGS. The other is a certified sci-fi fan (we have protracted discussions about "magical realism" in literature. My wife is the wild card: this is like an audition to see if something this freewheeling holds her interest. Catan did, Dungeon! less so.
ME AS GM:
I haven't GM'd since high school. Yeah, talk about stage fright.Written lots of supplementary material,which is really my strength (ideas), but I've never felt strong on mechanics. This is really the bulk of my preparation of late--know the rules and flow of the game really well so I have the flexibility to follow/forget them as needed. Basically get it down so I know what to do next.
THE GAME:
Undecided. I have three players with different interests. I'm currently working on setting and randoms for X-plorers as well as a Masters of the Universe-like setting for Marvel Superheroes. I could also go straight sci-fi, supes, or fantasy to simplify. I'm still feeling them out.
THE SAGES!
While catching up on my blog reading and found the following four posts that I think each offer unique insight. I'm obviously not going to repost their entire (and very thoughtfully written) advice, but here are snippets that struck a chord with me.
1. COVER THE BASES
The Excessive Gamer, who posted about being a "decent GM" and who offers great advice (pulled from his own experience as well as others) on being prepared. Not overly prepared mind you--but there's no harm in getting your act together. I think this is the thing I worry about the most, that I'll not have a way to answer questions quick enough before the yawning commences. Here are a few (poorly paraphrased by myself) points to consider:
- Be prepared (2 GM styles: preparers and improvisers, guess which one takes natural talent?)
- Timing is everyting (get pacing down--something I struggle with!)
- Teen wolf syndrome (achieving balance between players at proper levels)
- Don't fall in love with critical results (keep the big picture in mind--avoid off-balancing the entire game with one good or bad result)
- Never split the party ('nuff said!)
- No one likes the RPG railroad (ditto)
- Tool time (rules lawyering)
- Wrong guy running the game (man, I hope that's not me!)
2. CHARGEN
When Doug Easterly posted about "Selling a different gaming experience," I don't think he had my exact situation in mind. He was thinking more "old (grog)dogs, new tricks"--that is, convincing veteran RPGers who prefer a particular type of gaming experience due to familiarity. I think there's a great lesson here about getting players on board:
"...character creation in the newer editions has a dual effect. On the one hand, it is an obstacle to just sitting down to play and thus is an obstacle to new players. On the other hand, it is a portion of the game a new player can engage in between games on his or her own, thus is appealing to new players.Now this actually gives me hope that: 1.) Less prep/simplicity for players is better--esp. for newbies in my case and 2.) Be wary of letting them spend too much time customizing. In one of our Dungeon! sessions I tried to work them up to an RPG-frame-of-mind by letting them come up with background and items for characters. This was a disaster because it was plainly obvious that this was a superfluous exercise for a game that didn't require either. They did enjoy selecting their own minis to represent their board tokens--so there's hope, after all. In the end, Doug says it best that "it is a leap of faith," so it seems I have some proselytizing to do!
Personally, I can do without all the excess work. After years of running Hero System after leaving AD&D, I have had my fill of customizing characters just so, and see the beauty of simpler systems, even class and level systems I once would have lambasted. But I am not so sure it will be easy to get my friends to walk away from newer bells and whistles."
3. FIRST ADVENTURES:
Jeff Rients post, "brief thoughts on starting adventures" talked about including encounters that will be relevant to each player in the party. He used the example of the Keep on the Borderlands module not having enough for certain classes to do (especially as it's an introductory module). I'm embarrassed to say I never even considered that! So it's definitely pertinent with keeping the players engaged--esp. those who are known to drift off.
4. RUNNING THE GAME
Al at Beyond the Black Gate had really great advice for mechanics in his post "Old school DM, new school players," which I'll just bullet and egregiously over-simplify (apologizes to Al!):
- Attacks of Opportunity (lose 'em)
- Level Cap (don't be afraid!)
- Critical Hit Confirmation Check (ditch it)
- Class/Race (okay to limit them)
- Skills (player Actions should trump Skill Checks)
- Game Balance (adjust published adventures as needed--dovetails with Jeff's point)
- Communicate (be up front with players)
- Old School One Shots (have plan B!)
Anyway, this post doesn't nearly do justice to the great advice they've provided, but it helps to collate this into once place where I can reference it and share their tips. Have one of your own to share? Please feel free to comment--and thanks!
Tuesday, March 30, 2010
James Mishler is back
He's no longer publishing, but his new gaming blog is up and it's sure to be one to follow.
http://mishlergames.blogspot.com/
http://mishlergames.blogspot.com/
Friday, March 5, 2010
Let's celebrate GM day with ideas, not ire
Yes, GM Day was yesterday I know, but hear me out. Recent developments in the last week have tainted the blogosphere with ire over the OSR's apparent attitude toward gaming. And I'm not going to rant (or link) back. That's well covered territory. There seem to be two sides to this, but I think there's a third that the "silent majority" would prefer to have heard: game and let game.
That's it. No eureka moment here, just go and play what you want whether it's in a big sandy box, on railroad ties, or using whatever other gaming metaphor puts fuzz on your navel. No one's forcing anyone to play a certain way or subscribe to their beliefs about Gygaxian naturalism for pete's sake.
From the Moldvay edition (1981), page B60:

I first got it in my brain that I wanted to try my hand at RPGs again, I wanted to re-learn the rules. I found blogs such as Grognardia and learned about a whole history to a hobby that I'd only barely waded into. By understanding where those ideas came from I caught on to an even greater realization: there's a whole community of people with great ideas of their own out there. So now, I spend my time focusing on one thought "how can I make this more fun." Setting, rules, what-have-you, are all meaningless if I can't make it enjoyable. So I beg, borrow, and beget what's exciting to me and let go of the rest.
Great ideas are made great by passionate players and GMs. They can emerge from anywhere and should be used with enthusiasm. And in the last two years the more vocal gamers (bloggers, etc.) have focused their energies in this direction. Blogs like Planet Algol, Eiglophian Press, A Paladin in Citadel and countless others that I read regularly are great examples of this. It's all relative to the people involved and how much of themselves they put into the game. Diversity of ideas is what feeds gamers' passion for the hobby. It's all good.
Sometimes our passion gets the best of us, but it's important to remember that this is a freakin' great hobby that takes a lot of brain power and energy to invent worlds and then invite our friends over to come and play in. I'm all for lively discussion, but why waste that energy on infighting? Unleash it on psionic, brain-eating illithids, I say!
Most people don't get to enjoy something as creative or gratifying as this hobby--and I'd venture to guess that they don't even understand it, or we wouldn't need public awareness campaigns. So for the rest of us who'd rather "imagine the hell out of it" over beers (root, lager, or ale) let's try and remember what brought us to the hobby in the first place--fill in your own blank, and roll with it.
That's it. No eureka moment here, just go and play what you want whether it's in a big sandy box, on railroad ties, or using whatever other gaming metaphor puts fuzz on your navel. No one's forcing anyone to play a certain way or subscribe to their beliefs about Gygaxian naturalism for pete's sake.
From the Moldvay edition (1981), page B60:

I first got it in my brain that I wanted to try my hand at RPGs again, I wanted to re-learn the rules. I found blogs such as Grognardia and learned about a whole history to a hobby that I'd only barely waded into. By understanding where those ideas came from I caught on to an even greater realization: there's a whole community of people with great ideas of their own out there. So now, I spend my time focusing on one thought "how can I make this more fun." Setting, rules, what-have-you, are all meaningless if I can't make it enjoyable. So I beg, borrow, and beget what's exciting to me and let go of the rest.
Great ideas are made great by passionate players and GMs. They can emerge from anywhere and should be used with enthusiasm. And in the last two years the more vocal gamers (bloggers, etc.) have focused their energies in this direction. Blogs like Planet Algol, Eiglophian Press, A Paladin in Citadel and countless others that I read regularly are great examples of this. It's all relative to the people involved and how much of themselves they put into the game. Diversity of ideas is what feeds gamers' passion for the hobby. It's all good.
Sometimes our passion gets the best of us, but it's important to remember that this is a freakin' great hobby that takes a lot of brain power and energy to invent worlds and then invite our friends over to come and play in. I'm all for lively discussion, but why waste that energy on infighting? Unleash it on psionic, brain-eating illithids, I say!
Most people don't get to enjoy something as creative or gratifying as this hobby--and I'd venture to guess that they don't even understand it, or we wouldn't need public awareness campaigns. So for the rest of us who'd rather "imagine the hell out of it" over beers (root, lager, or ale) let's try and remember what brought us to the hobby in the first place--fill in your own blank, and roll with it.
Monday, January 25, 2010
Exonauts! has launched!
My new sci-fi adventuring blog, Exonauts!, is up and running. It focuses on ideas for sci-fi RPGs and writing, etc. Exonauts are explorers and adventurers cavorting to/from/around/on exoplanets--it's as simple as that. Instead of creating a campaign based on a single world, I thought it might be cool to do one from a an adventuring perspective where any world could be one of many destinations. So how would these exonauts be equipped, what would they find, where would they go? That's what the new blog is all about....
Have a look for yourself.
Have a look for yourself.
Thursday, January 21, 2010
Monday, January 11, 2010
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