Showing posts with label games. Show all posts
Showing posts with label games. Show all posts

Thursday, August 16, 2012

Cool 3D-printable dungeon crawler

So here's a cool thing that couldn't exist until the 21st century--a dungeon crawl tile game you can print out of resin. Here's what you get to make a complete game:
-6 delvers (Warrior, Wizard, Elf, Dwarf, Thief, and Priestess.)

-10 dwellers (2 Skittering Fiends, 2 Restless Spirits, 2 Hogboglins, 2 Shambling Corpses, 1 Cave Gronk, and 1 Ancient Guardian)

-40 dungeon tiles (print the tile set twice)

-6 door markers

-13 counters (6 Treasure counters, 6 Hazard counters, and 1 Stairs counter)

-12 six-sided dice (6 red Offense dice and 6 blue Defense dice) (These weren't printed, though I suppose you could)
All you need is a 3D printer. So if you've got one--or you're handy with that hacker/maker stuff-- then you've got yourself an endlessly printable dungeon!

Check out the full set-up. Props to Boing Boing for finding this little treasure.

Wednesday, April 25, 2012

Game designer Monte Cook leaving Wizards

Looks like famed game designer Monte Cook on-again-off-again romance with Wizards of the Coast is, er, off....again. This is from his livehjournal page:
Last week I decided that I would leave my contract position with Wizards of the Coast. I am no longer working on Dungeons & Dragons, although I may provide occasional consultation in the future. My decision is one based on differences of opinion with the company. However, I want to take this time to stress that my differences were not with my fellow designers, Rob Schwalb and Bruce Cordell. I enjoyed every moment of working with them over the past year. I have faith that they'll create a fun game. I'm rooting for them.
He goes on to say that he'll keep peeps informed about future endeavors. It was announced just this past January that he'd be the lead designer and driving force in the latest edition of D&D (5th edition) so it will be interesting to see how things congeal without his involvement.

Not so many "Wizards" at WotC any more!
See the full story.

Friday, April 20, 2012

Are board games and RPGs better than video games?

Get ready to nerd-fight! Let this recent Forbes article be your primer, which basically boils it down to board games/RPGs are infinitely re-playbable but take bunch of time to create:
“You can buy a great board game for under $20, and every time you play it, it’s a new game,” Silver noted. “This is a toy that can be played over and over again, so the consumer sees value in this type of purchase.”

Compare that with any major release on the consoles. Gamers play $60 for a vanilla title, and often fork out more for downloadable content or expansion packs.

Quintin’s argument is pretty compelling, but I’m not entirely sold. Yes, board and pen-and-paper games do come from a pure spring of ideas, and aren’t bogged down with the limitations of tech or the high expectations of massive profits. But aren’t we actually just comparing apples to oranges?

A good Dungeons and Dragons campaign is hard to beat on its own terms. You have to imagine a great deal.

And you have to set aside a pretty substantial chunk of time. Not just your time either. You need to find actual people to play with. Video gamers often play with friends either in the flesh or online, but at least in my experience the time requirements of a good board game or pen-and-paper RPG are vast in comparison.
...I get that, but isn't that doing that "work" the fun part? One passage I take umbrage with though:
Whereas board games require us to think, and pen-and-paper RPGs require us to imagine, video games tap more directly into the actual play.

We have to actually fight that skeleton knight, not just tell the DM what we’re doing and then role the dice. There’s pros and cons to each form, and while both low and high-tech gaming can be extremely fun and gratifying, I think we’re talking about two very different experiences that can’t really be held up the one against the other.
I'd aruge that "fight" in this example is really just semantics. Mashing buttons ain't fighting anymore than rolling dice. The one instance I could see that point is with gestural-based game systems like the Kinect or Wii (full disclosure, I own a Wii and it's a lot of fun). While I agree playing video games is more physical, I'd suggest it's better to just state that low-tech and high tech gaming gets you to use your brain in different ways and leave it at that.

I do agree though, with his clincher:
Maybe the gaming industry has mirrored too often the film industry, and needs to get back to its cardboard roots.
Indeed. Let's hear it for a healthy dose of homebrew, bootstrap creativity!

Read the full article at Forbes.com.

Your thoughts?

Tuesday, September 13, 2011

D&D is a National Toy Hall of Fame finalist!

The National Toy Hall of Fame has included Dungeons & Dragons on the slate of finalists to it's 2011 inductees--only two selections will be inducted.  The full list includes dollhouse, Dungeons & Dragons, Hot Wheels, Jenga, Pogo Stick, puppets, R/C vehicles, Rubik’s Cube, Simon, Star Wars action figures, Transformers, and Twister. As you can see, a few items are non-branded, but Hasbro came out the big winner with eight of the 12.

From the Washington Post:
Forty-six toys have earned a place in the Hall of Fame. Among them are Crayola crayons, Silly Putty, and Hasbro’s Mr. Potato Head and the Easy-Bake Oven. Toys are chosen for induction based on several criteria, including “icon status,” longevity and innovation.

John Frascotti, chief marketing officer for Hasbro, said the company was “thrilled” to have so many finalists recognized as “childhood touchstones.”
I'm not sure if this is more or less nominees than previous year's but it seems as though the game has it's work cut out for it. Here's a look at the nominating criteria:
  • Icon-status: The toy is widely recognized, respected, and remembered
  • Longevity: The toy is more than a passing fad and has enjoyed popularity over multiple generations
  • Discovery: The toy fosters learning, creativity, or discovery through play
  • Innovation: The toy profoundly changed play or toy design. A toy may be inducted on the basis of this criterion without necessarily having met all of the first three.
I'd say based on Icon-status, Discovery, and Innovation, D&D should be inducted, but let's face it, several of the other nominees have had more staying power beyond their initial fadishness. Still, the fact that it's still around and currently remains published in a fourth edition may be enough. The other finalist I think would be worthy are Star Wars figures, which should be an easy "in" based on how they single-handedly changed the entertainment industry as a whole.

Well, it would be nice to see D&D given it's proper due. What do you think its chances are of being inducted?

Friday, September 9, 2011

Did I mention that X-Plorers is Now Available?


Yes? Good. Just trying to get the word out. I've been shouting this from the mountain tops on Exonauts and Gamma World War, but I added a few clarifications...

CALLING ALL X-PLORERS....

X-Plorers is now available as a box set, softcover print-on-demand, or a no-art FREE download. You now have THREE WAYS to start conquering the galaxy--and you could be doing so as soon as THIS AFTERNOON while you wait for your box or softcover to arrive in the mail. Here's a look at the inside of the softcover....



The game is rules-light and can be played as-is, but it's REAL strength is in it's ability to be fiddled with under the hood. Personally, I like to tinker and I'm working on my own setting using the rules. If you're looking for more resources to help get started, check out the X-Plorers tab on the top of this blog.

On a side note, the venerable Space Admiral and X-Plorers Publisher John Adams is holding a new character sheet design contest. The winner will receive a FREE box set of the game! So submit your designs to Brave Halfling. UPDATE: the PC sheet size is 5.5 x 8.5" and John has not yet set a deadline. He also reports that there are approximately 50 Boxed Sets are left--but that was several days ago already...

More info:
Anyway, go get your copy and start X-ploring!

Sunday, July 3, 2011

X-plorer Box Sets are Going...Going...

If you're planning to pick up the X-plorers Box Set, now is the time. It's gone by tomorrow--and only a limited edition has been printed.

So swing on over to Brave Halfling and get yours!

Friday, June 10, 2011

X-plorers retro, sci-fi RPG now as a BOX SET!

Just look at that beautiful black and white box set cover!
It's here! I had a lot of fun working on this with Bill and John. I've got a detailed post over at Exonauts, or you can just go order one now.

Enjoy!

Friday, May 27, 2011

Wizkids to produce Pathfinder pre-painted miniatures

Pathfinder's Kyra the Cleric done-up in plastic
And so it begins. Back in January D&D publisher Wizards of the Coast/Hasbro quietly announced that it was discontinuing it's popular pre-painted plastic miniatures, leaving the field wide open for new takers to pick up where Wizards left off.

Enter Wizkids Games: makers of the highly collectible and widely appealing Heroclix miniature games (and their parent company Neca Toys). Announced earlier this week, Wizkids will be launching a new line of pre-paints for Paizo's Pathfinder RPG.

The minis will be all new scuplts of Pathfinder RPG characters and monsters. Now I know what you're thinking, "What about Reaper? Don't they have the Pathfinder license to produce metal minis?"

Yup. And according to Paizo and Wizkids, that's not going to change. It seems there's a market for both metal and plastic minis. I'm inclined to agree since each seems to fit different gaming purposes and even different target audiences (though many gamers collect both).

I think this is a good thing, possibly a GREAT thing. In fact the first release is slated to be a box set (magic words!) in October. From the horse's mouth:
“WizKids essentially created the pre-painted plastic miniatures category, and they’ve only gotten better in the years since,” said Paizo CEO Lisa Stevens. “We are thrilled to work with WizKids to bring our iconic characters to tabletops all over the world.”

Pathfinder RPG Beginner Box pre-painted fantasy miniatures will be available at paizo.com and through WizKids distribution partners worldwide starting in the fourth quarter of 2011.

If anyone is set up to be the next Big Mini on Campus, it's Wizkids. First, they they've obviously got the manufacturing and distribution channels to make a stake a serious claim. Any toy/game company will tell you that having partnerships overseas with plastics companies is essential to keeping product affordable.You've got two indy toy companies who've had to be scrappy contenders in a very competitive field.

Second, they've improved their products over the years. If you look at their early minis from the Mage Knight line the paint apps were not great--passable in most cases--but more recent lines are much cleaner, sculpts are tighter, and consistently so.

Third, they're fighters. They survived a previous shutdown and not one but TWO bu- outs--one with Topps and the current one with Neca. Now with Neca's grounding they've re-emerged, released several lines--the most recent two of which have sold out to retailers. Plus they've diversified into new products with their original Quarriors game and now have licenses with Star Trek and Lord of the Rings. Keep an eye on those last two properties: ST2 and the Hobbit are gearing up in Hollywood and families will be looking for games that can extend the experience. 

In short, I think Wizkids is a great company and I'm glad to hear that they've thrown their hat into the ring with this new direction. With the makers of D&D now out of the mini gaming business, I'm curious to see how Wizkids will step up.

What's your take?

Official announcements:

Tuesday, May 17, 2011

Enter the Dragon: Mini Documentary on RPGers



Geek Ambassador and Grand Dungeon Master Wil Wheaton posted a short video documentary called Enter the Dragon by Roshan Murthy on RPGs and gamers. Have a look!

Friday, May 13, 2011

Is this a new Dungeon! board game?

Heir to Dungeon!?
Now I'm not certain, but this sorta' looks like Wizards of the Coast is looking to release the heir-apparent of the old Dungeon! board game from way back when. In case you were living under a drawbridge, you likely already know that about a year ago Wizards launched a new series of board games based on the 4E D&D system: Castle Ravenloft, Wrath of Ashardalon, and the forthcoming Legend of Drizzt.

Full disclosure: I own the Ravenloft game and it's quite fun (once you mind-read your way through the obtusely written rulebook). The three games have compatible but different components (dungeon tiles, player and monster pieces) so that you can mix and match an adventure of your own creation.

Enter Dungeon of Dread, which seems to not be based on the RPG directly, but rather an even more basic set of rules. At least it appears that way at first glance (more on that in a second). I'm not yet sure how "Dread" fits into the whole Wizard's playbook. The old Dungeon! game was a way to get families to have fun playing a swords and sorcery adventure game without having to learn all those bothersome RPG rules. It was a quick and easy game to learn that was part entry-product to the world of TSR Hobbies, and part "yeah, we realize you may not like RPGs but would you play this?".

As I've said before, I'm a huge fan of the old Dungeon! game, it having performed exactly what its makers set out to do--to get me interested. The ancestral connection seems even more apparent with the artwork playing tacit homage to Jeff Roslof's wonderfully evocative cover art for the game:

This new entry seems to play that part, but it's not clear yet if it's meant to be compatible with the more expensive and expansive sets, or really is the "kiddie wheels" version. Here's a brief description from Wizard's site as it stands today*:
Dungeon of Dread
D&D Boardgame
RPG Staff

Fantastic treasure lies deep within the Dungeon of Dread, but to find it you must survive a deadly gauntlet. Heroes band together to form adventuring parties and face off against monsters and villains in the dungeon—but the adventure doesn't end there!

Dungeon of Dread is an exciting, cooperative board game experience in which heroes unite in battle to achieve a common goal and defeat the enemies standing in their way. If they succeed, glory and fortune will be theirs for the taking. If they fail, all could be lost!

This cooperative board game experience is designed for 2-5 players, ages 10 and up. One player is the Dungeon Master who runs the villains and monsters; the remaining players are the heroes. The game includes 4 adventures, each one featuring a unique villain.

This game includes the following components:
  • Game board
  • Pawns for heroes, villains, and monsters
  • Hero and villain character sheets
  • Deck of 100 cards
  • Dice

Now the original Dungeon! was a player-vs.-player game where you basically "cleared" rooms of monsters in an effort to accumulate a certain level of treasure (e.g., 30,000 gold pieces) and race back to the start to win the game. This version makes it clear that it's a cooperative game (much like the RPG) and that there are "adventures" (styled after modules with end-goals in mind).

This would make it appear to be more RPG focused, but just without the extra accessories. (Ravenloft, et al, has a TON of miniatures, game pieces, tiles, etc.).

Honestly, I'd rather have a new rendition of Dungeon! that played more like the original (an update would be fine by me too) than a Slim-fast version of the 4E games. Which, honestly, seems like an entirely disposable product. Is it really all about being able to offer a cheaper price point and shelf spot?

Here's another piece of evidence that the game is more 4E centric, as noted on Amazon's pre-order page:
Dungeon of Dread: A Dungeons & Dragons Board Game (4th Edition D&D)

(Red text is my emphasis.) It should be noted that this extended title is not on the WotC site, and perhaps it's a mistake anyway.


In any case, it's just interesting to see the past repeating itself. As to whether the game is any fun? Time will tell I suppose--it's set to release December 13, 2011.

Links:


*WotC has a way of revising their pages that sometimes makes it hard to track how a product has changed.

Wednesday, January 12, 2011

R.I.P. D&D Minis 2003-2010

Well it's January and that means that Wizards of the Coast has to dump an under-supported and product line. The D&D line of pre-painted miniatures has officially been given the pink slip. Posted today on WotC's website--buried innocuously under the fifth heading "D&D RPG Product Release Updates":
Despite the best laid plans, sometimes we make changes to the D&D product release schedule. Usually this happens well before we’ve communicated our plans, but sometimes we must make changes to schedules that have already been announced. That happens to be the case we have here.

We have made the decision to depart from pre-painted plastic miniatures sets. Lords of Madness stands as the final release under that model. We will continue to release special collector’s sets (such as the Beholder Collector’s Set we released last fall), as well as make use of plastic figures in other product offerings. Check out the Wrath of Ashardalon board game next month for the latest example of this. Moving forward, we will continue to explore more options for players to represent characters and monsters on the tabletop, including Monster Vault and other D&D products that feature monster and character tokens.
I'm not at all surprised, as Wizards had already begun cutting back on releases and switching to cardstock tokens in all of their boxed 4E products (i.e., Gamma World, Monster Vault, etc.). While these were fine for boxed sets, the loss of the pre-painted minis is disappointing as Wizards was by far the largest producer of this cheap option for minis.

In addition, last fall, Wizard's parent company Hasbro (under the Milton Bradley moniker), stopped production on Heroscape, their constructable, miniature battles board game. The big "H" was watching sales dwindle after they dumped the original time/reality-hopping theme in favor of the almighty D&D. A stunted release of Heroscape under a Marvel Superheroes license led no where as well.

So what's the reason behind the poor sales for all these plastic minis and mini-related games? It's hard to be sure but I'd bet that poor shelf visibility and feeble marketing support are at least partially to blame. Wizards/Hasbro also seems to saturate the market with these products (and yet provide substandard marketing!) and then bail completely, much like the Star Wars RPG debacle in January of last year (Ah! It IS a tradition!).

I myself have bought bunches of the little guys (and some Heroscape stuff too for the scenery), which has been a lot of fun--and affordable for those of us who don't have time/cash to paint and prepare metal minis. While this might be a boon for companies like Reaper and their Legendary Encounters pre-paints, they're not running anywhere near the quantities or variety that WotC had. So there is no real heir-apparent.

Here's hoping the void is eventually filled. And frankly, at this point, I'd be happy to give my hard earned geek bucks to someone else. In the meanwhile, remainder stock will no doubt slowly dwindle from FLGS shelves...

Tuesday, November 9, 2010

Ready, set, roll your save for National Gaming Day!

So what are you doing this Saturday, November 13? Hopefully getting out to your local library and doing some gaming, because it's National Gaming Day, sponsored by the American Library Association! Board, traditional, and video gamers are invited to find a participating library in their area (link goes to list and map) to join in the event. From the ALA's website:
Libraries will offer a variety of activities throughout the day, including modern board games, traditional games (such as chess and checkers) and two national video game tournaments that will pit players at dozens of libraries against each other for bragging rights to the ultimate Rock Band and Super Smash Bros. Brawl crowns.

Although it doesn't explicitly say RPGs, I'd just like to point out that big, beautiful, blue dodecahedron in the logo. :)

North Star Games, makers of Wits and Wagers is a cosponsor and will be providing copies to libraries to let attendees try out the game. Library supplier DEMCO is also a sponsor.


GAME ON!

/Hat tip to Boing Boing for the news!

Monday, November 8, 2010

Setting the Scene: The Votes are IN!

Here are the results to the completely unscientific poll I conducted last week regarding how DMs convey setting to their players. The results aren't too surprising given the audience of this blog is heavily weighted towards those who like homebrewing their own campaigns. (If I'm off base, please speak up!). I'm quite surprised though at a few things.

First things first, here are the results (click to enlarge):

Before we go further, it's worth noting that I let people check "all that apply" so there's not a nice round statistic here, but I think that's okay, because I'm really looking for gut reaction.

Imagery Vs. Text
From the looks of it, imagery (10) is the winner over flavor text (8), when taking both original and borrowed sources. Not surprising since imagery has such an immediate effect and is relatively easy to procure.

However, I was surprised that so many people draw/illustrate their own setting. Since I didn't specify (and likely should have) I'm guessing a few people are actually talking about sketching out maps--which is a completely fair assumption. That is, after all, the setting from a spatial perspective.

Were I to ask again, I suspect that there would be greater separation between those who draw their own maps and those who actually draw up characters, monsters, landscapes, etc.

One thing that's not surprising is the number of people who use their own flavor text. I attribute the number of people who bought/borrow text from those who might take to borrowing ideas from comics, pulp stories, and other gaming material. Again, an unscientific assumption, but then it's my unscientific poll and I'm free to misinterpret!

Video and Music
Anyway, at least one person used a movie or video--that's quite brave I'd say since it lends itself to being something so concrete in the mind's eye, but perhaps that was the intended effect. Music also made the chart, I'm guessing that given it's subjectivity, it's likely for atmosphere rather than direct, lyrical reference (but who knows).

Jumping to Conclusions
So apart from painting with broad strokes of big bucket categories, one of the things that got me curious about this question about methods is I think a question about style.

The more I thought on it, the more I wondered how GMs/refs/DMs are able to communicate their imaginings directly to their players. Since RPG games are an exercise in shared imagining, it's fascinating to me how that process takes place. I get that it's part theater, part game, etc. in a very improvisational way, but how much of the referee's imagination is understood. Phrases like "she's holding a ysalamiri so you can't do that" only work if I tell the players what a ysalamiri is or how it effects the players and/or environ. (And yes, that's a hokey example, but you get the idea.)

Sci-fi More High Maintenance?
I'm also willing to venture that sci-fi settings likely need a little more explanation since fantasy (not always, but often) has that whole mythological collective consciousness going for it, which means most people who paid attention in grade school readings are going to get the references. Science fiction can entail everything from how a tiny planet has small gravity, to try to explain how a tidally locked world might effect the local wildlife.

I'm guessing it's not too wild to guess that this is why play reports are many times dullsville. Unless all the readers have been following along, a recap post can come off as complete malarkey. A gap in understanding can lead to a deficit in interest--and hopefully, not also attention in players.

Thoughts? Rude gestures? "No duhs"?

Sunday, November 7, 2010

Still Time to Vote!

Last week I posted a poll asking how DMs convey their settings to players (using pictures, music, etc.). I'd sort of wondered out-loud over at Swords of Minaria what techniques referees employ in order to help their players "get" their references during play.

Poll ends at 8:00 p.m. (CST), Monday so get your votes in now!

Sunday, October 31, 2010

Storming Ravenloft on Halloween!

Finally got to break out my break out my new Castle Ravenloft board game! What better way to celebrate Halloween than staking some vamps and turning the undead. Hope you all had some festive fun with your favorite ghouls!

Happy Halloween!

Tuesday, June 22, 2010

Finally here: Swords & Wizardry Whitebox Set!

I'm way over due on this, but I finally received my Swords and Wizardry White Box a little over a week ago. Due to a mix up with the mail it didn't come, but then John, who's a stellar guy BTW, sent a new one and it arrived in good order.
As you can see it's PACKED with great stuff, including some character sheets, the primer guide, and even has an adventure module. The only thing not shown here is the pencil it came with, which, believe it or not, I thought was a great touch!
I've not seen the side box art shown too much on other sites, so I figured I'd show what a wonderful job the artist did. I already have some fantastic minis I'll make part of the set and I plan throwing a copy of Doug Easterly's Savage Swords of Athanor in there too.

Thanks again to Brave Halfling for making this available, I'm looking forward to digging in!

Thursday, June 10, 2010

Game Review: Iconicia (The World of Rynaga)

I don't think I mentioned that I picked up this new game, Iconica, created by graphic designer Eric Torres. I'd read a review a while back on Wired's Geek Dad blog (see the link below for a solid review with more pics). It's a homebrew game strategy game that features gorgeous, original artwork by Torres, as well as a few crunchy block bits and dice.

Wired did such a great job with their coverage that I'd be just repeating most of what they said, but I can speak a bit about my own game session. I'd had it for a few months but Memorial Day weekend presented a great excuse to bust out the game with my pal Joe and take it for test drive.

Highlights of Play 
Basically, you build an army (a band of character templates) from three different factions that you use in combat. The starter set gives you enough cards to play three characters in what is essentially your army (read: deck). You play the cards face up and use small wooden cubes to denote certain effects (stun, poison, blindness, etc.) and a health counter. Each character card has six "actions" (1d6) they can perform in the game, but there's a catch!

Character actions are decided by dice, the strategy comes into play by deciding which character you're going to use AFTER the dice are rolled. This might turn some people off, but in fact it's a really interesting dynamic because there are only three actions to choose from...at least in the beginning. Once your army starts to dwindle, the real strategy is in trying to stay alive. The game compensates by allowing dying characters a "final act" of heroism to stave off the reaper and inflict one final blow on your sworn enemies. Or in this case Joe, because he played dirty and blinded, poisoned, and walloped my guys.*

There are enough in-game effects and events that can occur to keep players on their toes. I also enjoy the idea of mixing/matching cards to build your army, which I'd liken to the possible board layouts you can achieve in Settlers of Catan--different cards give your deck unique abilities.
*All three of my characters are poisoned (green cubes next to cards) and the center character is blinded (orange cube on face). The placement of the cubes is as important as their color in Iconica.
Perks and Extras
Our game session was quite long, mainly due to learning the rules, which could use a better tutorial. In the end though, we had a blast, and just look at the beautiful illustration and design by Torres.
The cards are glossy, high-quality cardstock and there's even a few card protectors thrown in for good measure. It's quite clear this game is a labor of love!
It's worth noting that Torres is constantly supporting the game with new character types, illustrations, and he even published a book to describe the setting of Rynaga. The game is relatively inexpensive, which made it really easy to purchase the basic, 2-player set as well as a few expansion cards. Torres has added team rules so more players can join in the fun--I'm looking forward to trying those out as soon as I pick up a few more cards. I also really like supporting a one-man game design operation. Torres sells the game, expansions, and extras on his Etsy site.

For now, I look forward to playing Iconica again, hopefully with more players!

Learn more:
Iconica Blog
Eric's Etsy store
Wired review
Boardgame Geek entry

Saturday, May 22, 2010

Just Arrived: Magic Realm!

It's here! I'd won a copy of Magic Realm on ebay a couple of weeks ago and it finally arrived today. I'd first heard about it on Paladin's blog and after doing some research I considered this a good candidate for helping me convert my board gaming pals to RPGs. I've yet to perform an inventory check, but the ebay listing said it was a "complete" game with all pieces accounted for. I'm actually skeptical of this, because, as you can see, it was not shipped in a box to protect the game, but in brown shipping paper (a big no-no anytime you send collectibles, duh!). Anyway, I'm glad I didn't pay too much for this copy, but it bugs me that the seller was so cavalier/cheap.

I haven't yet decided exactly how to use it: as is or to use the rules and basically create a new setting (like the umpteen that I've been working on already!). I've been chatting with a few veterans on Board Game Geek and I think I'll be using the revised rules, which aren't so much different as much as they explain game play better than the ones that come in the box (so I've been told).

So it's finally here, yay!

Friday, May 21, 2010

Creative Ebullience: Odds and Ends

Just a quick post while I'm getting caught up with blogging and setting material--I've stumbled upon several kernels of fun/creativity I thought I'd share. It's always good to have some go-to resources to get the gears turning again:

Jeff Rients has an eye for supplemental material, including this 19th Century "Encyclopedia of Useful Facts" to help round out your wild west/steampunk adventures.

While your checking out that free cowpoke book on Project Gutenberg, have a looksee at the Top 100 Books and Top 10 Authors. Everything on the Gutenberg is provided at no cost, but donations are appreciated.

Need template for a pre-historic people for your next campaign? Try the Aurignacians they look ripe for embellishment.

A list of unusual words via Boing Boing. Not meaning to cancatervate links of an inaniloquent nature, but this will help support my own philosophunculist tendencies. Here's hoping that your own ideas dehisce onto the blogpage, as it were.

Also plucked from BB is this Visual Study Guide of Cognitive Biases. Think of it as a manual for designing NPCs, angry mobs, and plot twists.

Okay, many of you already know about Monster Brains, just about the coolest blog anywhere. It's basically a monster manual begging to rolled up with stats. Helpful if you need a to fill a few spawning pools for your creeping hordes.

And finally, this is real dedication: a d1000 random table on spell effects. Don't let the fact that it was written for 4E fool you, there's some good stuff here. It's by in large rules-neutral anyway.

Carry on.

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:

  • 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!)
It's a lengthy post, but I got quite a bit from it. I know I'll be re-reading a few more times.

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.

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."
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!

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!)
At least, I think that's what he meant. Anyway, I'm sure everyone has their own opinions on how to handle certain situations, but what I gleaned from this was to not be afraid of trimming what isn't working. Too often I've painted myself into a corner because we can't feel our way out of the rules. When we were learning Catan, we made judgement calls instead of abiding the rules--and then looked them up later--which was MUCH more successful and less intrusive to play.

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!