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July 2009

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Jul. 23rd, 2009

anniversary

Camelot’s Shame is now Available to the Public!

Last year, I wrote “Camelot’s Shame” for my wife in honor of our tenth anniversary.

Today, I am releasing, for the first time, “Camelot’s Shame” to the public.

Camelot’s Shame is a role-playing game inspired by the various legends of Arthurian Camelot and uses a trick-taking, Tarot-based mechanic.

Both hard and soft cover versions are available through lulu.com.  Hardcover ( http://www.lulu.com/content/hardcover-book/camelots-shame/4614208 ).  Softcover ( http://www.lulu.com/content/paperback-book/camelots-shame/7439360 ).

Proceeds will go toward the celebration of our 11th Anniversary.  ;)

Jul. 6th, 2009

anniversary

Breaking Up Is Hard To Do.

Note that this is not an angry huff - more of a sigh and an acknowledgement.


I'm not renewing my paid LJ account when it comes due in three days.

I've been logging on less and less frequently.  And I've been posted even less frequently.

I'll be honest - Twitter (and to a lesser extent Facebook) has been filling the role previously filled by LJ.
There is a role I wish LJ could fill, but it doesn't work for me - that of facilitating on-line play.  Mores the pity.

When I make my rare blog posts, I will use whereismypowerring.org and it will continue to mirror here.  This will mean that WIMPR will need to evolve in its scope - and that I will need to mature in my use of Wordpress, but change is growth and learning is life. 

I am thankful to LJ and the connections it has let me make, but we've just grown apart.


It's not you LJ, it's me.


As always,
Doc Blue
Two-Fisted Statistician

May. 14th, 2009

anniversary

Scales for Character Definition: Example - Steam Punk


I'm toying with an idea of using setting relevant scales to define characters.
Both ends of each scale should have some mechanical advantage, even if it just interacting with characters of a similar scale ("Birds of a feather...")

I'm looking for your thoughts in general about the idea of scales for character definition.
I'm looking for your thoughts in specific about the scales I used for the example of Steam Punk. These thoughts can be about missing or alternate scales, better names, etc.

Here is a draft example using Steam Punk.
Scale ("Range")
Class (Low <-> High)
Science! (Applied/Engineering <-> Theoretical/Mad Science)
Reputation (Respectable <-> Scandalous)
Development (Physical <-> Mental)
Profession (Practical <-> Creative)
Ethics (Criminal <-> Religious)
Wild Gift (Psychic <-> Magic)

Thanks!

[Cross-posted from Story Games Forums]

Apr. 27th, 2009

anniversary

Virtues as Decision Makers

For Discussion:

How would you give Virtues in Scion "more teeth" - give them more power to drive behaviors?

And why would you want to?  (Or not want to, as the case may be....)



Why do I ask?  Thinking about playing aliens/alternate cultures, what carrots and sticks can be employed to keep the character from just being a white guy in a prosethetic forehead?



Thanks for your thoughts.
anniversary

A Space Oddity

Magentamom and I watched the CSI episode A Space Oddity over the weekend.  This had the dual effect of putting in the mood for con season and putting me doubly in the mood for some old-school sci-fi.

So - as a reward for kicking yard tail on Saturday and as motivation for tackling much over due laundry folding Sunday (instead of being outside) - I headed out to a local video store (a chain store) to pick up something (Space 1999, ST:TOS, original BSG, original Doctor Who, something) to watch on my DVD.

No dice.

Okay, fine, local book store chain B1 had a good selection of DVDs last I checked.  While I didn't want to buy something, maybe I could get a deal. 

Again no dice.  It looks as if they are getting out of the DVD business.

Frustrated now, I head to yet another book store chain (B2).  Not only do they have a much better selection of DVDs, but when the clerk overheard me mention Star Trek to my brother on my cell phone, he became immediately helpful, pointing out several options not in the regular racks.

I picked up the Star Trek Time Travel Fan Collective and the store now has my DVD business.


Of course, now I am in the mood for some sci fi gaming that reproduces the mood of the sci fi of my youth....

Apr. 13th, 2009

anniversary

Geek Safari

Folks -

I need some positive confirmation on intention to attend or not attend the Geek Safari over the July 18th weekend.

Unfortunately, it seems one family will not be able to join us, opening one of the cabins.

If we do not get confirmation soon, we will be looking at cancelling cabins so that we do not get stuck with rental fees for cabins we don't use.

Please take this friendly reminder in the mood that it is intended. ;)

Blue

Apr. 11th, 2009

anniversary

Happy Easter to All!

Apr. 9th, 2009

anniversary

Your Memories Requested Please.... Old School Supers Gaming

When I think about old school fantasy gaming, I think about all sorts of sizes of dice - including some made up for April Fool's Day tables.  When I think about old school supers gaming, my experience was quite different.  I think about d% for the old Marvel game and pile of d6s for Champions.

What size (or sizes) of dice do you most associate with old school supers gaming? 

Apr. 7th, 2009

anniversary

I missed the deadline, but here it is....

So, I created the image below for the S7S Remix Contest, but forgot to upload it.

Seems a shame to waste it, so here it is anyway:


Mar. 31st, 2009

anniversary

It's a Super-Heroes World

Thanks to everyone for their comments on core of old school Supers gaming.  Let me recap to see if I've captured the essences of what you said.

If you are a super hero, you:

........do Cool stuff,
...solve Mysteries,
.......live Your life, and
..............Kick butt
 

Does that sound about right?

Mar. 30th, 2009

anniversary

A Request For Brainstorming

In August of last year, I posted the following:

At it's simplest and most abstract, I would agrue that characters in "traditional/old school/badfun" fantasy role-playing games,  do three things: 

(1)  Kill Critters

(2) Loot Chambers

(3) Other Stuff

 Discuss.

And you replied with the following:

That about sums it up. See Munchkin by Steve Jackson Games   [info]alchemist 

Maybe 'figure out traps/puzzles'  [info]wtimmins 

Yes.
The first two are core, I think a 3 should be "level up", that is gain some reward that makes you cooler from doing the first two.  [info]silverlionprime 

So here's my latest request:

If 'old school/bad fun' fantasy role-playing was about (1) Killing Critters, (2) Looting Chambers, and (3) Leveling up, etc.   What were the core activities of 'old school/bad fun' Super Hero role-playing?

Here my experience was largely with the original Marvel Super Heroes game, but I would including Villains & Vigilantes, the original DC Heroes rules, and early editions of Champions in the examination set.

My starting list:

           (1) Create Characters
           (2) Beat Up Bad Guys
           (3) Solve Mysteries
 
I'm feeling less solid with this list than with my fantasy list.  Any suggestions or thoughts?

Doc Blue

Mar. 29th, 2009

anniversary

Happy 4th Birthday!

My daughter, Princess Fuscia, is 4 years old today!  

She brings joy to my life daily. 

Mar. 27th, 2009

anniversary

Some Belated Old School Thoughts

Compare and contrast with me for a moment.  Compare the character classes and advancement tables of 4E to the characters classes and advancement tables of OD&D.  Contrast the balance between the old school 1st level Magic Users and old school 1st level Fighters to thier balance between thier modern day counterparts.   Consider the differences between class specific advancement tables of the days of yore and the current one-size-fits-all cousins.

I've heard it argued over the years that the classes were unbalanced and that it was unfair that some classes advanced faster than others.  At the same time, I've watched the randomness of stat generation be slowly shaved away and standardized (point buy anyone?).  Heck, I've been guilty of both - who hasn't had thier heart set on a specific sort of character only to have thier dreams hamstrung by the dice?

But to those who cry "Unbalanced!" I say, "Bah Humbug."  The original game, to my understanding, was not designed around a single character but around the aggregate.  That is to say, if everyone rolled 3d6 and took the numbers that showed up, then everyone had the same chance IN THE LONG RUN to roll up any particular set of stats and thus any particular type of character. 

Further, consider the role of the group. My understanding was that those early games were not played by a 3-5 people around a table, but by TWO OR THREE TIMES THAT MANY. Some of those would play fighters, others magic-users, still others demihumans. If in the long play, a magic-user was valuable to the party for their ability to cast fireballs, then it is to the benefit to the rest of the party to protect them.  This meant that having fighters and doughty dwarves advance a bit more quickly to serve as a shield wall for the spell-caster might have been very well balanced indeed.  And delaying the advancement of mages, lowering thier hit points, to keep the high powered spells rare was a clever bit of design.

Now, to be fair, I've never played in this sort of game - only at a con have I shared a table with more than about 5 players and only rarely have I advanced a character to double-digit levels through actual play.   But as a statistician, I can see how in the long run, every player gets a fair and balanced break in Old School play.


One last note, these thoughts aren't intended as a criticism of 4e or modern play. It's more an observation that they are fundamentally different games with different goals. 4e is definitely set-up to let you feel like a hero from the first day of adventuring, and that has a lot of appeal, especially, I imagine, to new gamers.


Doc Blue
Two-Fisted Statistician

Mar. 26th, 2009

anniversary

Happy 8th B-Day to the Indigo Kid!

I couldn't be prouder of my son.

That is all.

Mar. 10th, 2009

anniversary

Gaming Stuff - One Comment, One Question.

(1) I wish I had a group (i.e., more than just the Indigo Kid) interested in a Dungeon-Delve campaign.  I could be pretty easily convinced to invest in http://www.dungeonaday.com/  if I had a group to dive through it with.  I'm a bit of a fan of Monte Cook and the idea behind Dungeon a Day is pretty cool.

(2) Anyone have a Scion: Demigod book handy?  Do you auto-magically become a Demigod when you reach Legend 5, or does the second visitation happy sometime after you reach 5, or do you have to wait to reach 5 until your second visitation?  I'm thinking through the four Scion games I am running for Origins.


Jan. 15th, 2009

anniversary

Design Thoughts: How to Host a Comic Book Universe - Part I

Originally published at Where is my Power Ring?. Please leave any comments there.

Initial Thoughts:
The baseline game starts with the creation of a single archetypeal character and follows them through fice ‘ages’ of comic books. Inspired by the creative works of earlier eras, this one character in turn inspires other characters as time goes by. Mechanics draw on random tables, the dice on the drawing style of How to Host a Dungeon, and on the Hard Boiled Cultures approach to quasi-randomized cultural differences. In all cases, the player is encouraged to adjust (liberally if desired) results to meet their tastes. Characters that capture the imagination of the populace (including explicitly the Core Character) gain aspects as they move through the ages.

Aspects can be power-related, relationship-related (including recurring Villains), home-base related, secret-identity-related(?).

The Pulp Age: Inspiration
Most of the ‘first wave’ Golden Age heroes can find their roots in the heroes of the past: the pulps, myth and legend, the works of Arthur Conan Doyle and Edgar Rice Burroughs. A random table is provided to identify the inspiration for the Core Character for this game. This inspiration forms the basis of the Core Character’s first Aspect.

The name of Golden Age heroes did not necessarially link to thier powers in any direct way. A random table is provided to identify the name of the Core Character.

The Core Character’s name gets written in a circle in the middle of the Character Map. His first Aspect is written on the Aspect Record.

The Golden Age: Explosion

Following the introduction of the Core Character, there is an explosion of copy-cats. Naturally, not all of them survive beyond thier introduction, much less to show up again in later ages. Play during the Golden Age focuses on only those characters that ’stuck’.
A random table or set of rules determines what happens each year - a new character emerges, a kid wonder emerges, a character captures the attention of the populace and becomes Major, or eventually the age ends.
New characters are given an age-appropriate name, duplicate an existing character (the one closest to where the die falls on the Character Map) with random deviation(s), and are placed on the map.
Kid Wonders merely get an age-appropriate map and are added to the Aspect Record - they don’t get the chance to be ‘true characters’ until a later age.
A random table determines what causes the end of the age.

The Silver Age: Revival

A new Character Map is started with only the Core Character transferred.
Possible activities - new character introduced based on name or concept of Golden Age character with deviations, new character introduced based on Silver Age character map, team is introduced, a character captures the attention of the populace and becomes Major, or eventually the age ends. Also introduction of Universe Aspects.
Any Major (or Core) Character transferred from the Golden Age adds an Aspect.

The Copper Age: Relevancy

As Silver Age, but add ‘Relevant event occurs to existing character’ (including character death) and the introduction of non-Super or borderline-Super characters (particularly Horror-inspired) to possible activities. Also Sidekick grows up and aspect loss (temporary).
Age Ending Events expand involve Crises and Hero Wars.

The Bronze Age: Grimmer and Grittier

As Copper Age, but new characters have a chance to be anti-heroes. Shift from ‘relevant events’ to ‘grim and gritty events’. Speculation Events.
Age Ending Events can include Collectables Glut.

The Silicon Age: Licensing and Merchandising

As Copper Age, but include movie, video game and other franchising events. Golden Age characters introduced during the Silicon Age are often the originals and not dopplegangers as in other ages.

Jan. 14th, 2009

anniversary

Little Ideas: How to Host a Comic Book Universe

Originally published at Where is my Power Ring?. Please leave any comments there.

I have more ideas for ’superheroes’ than a major comic book company would know what to do with. Occassionally, this makes me think I should write a supers rpg or a character database supplement for someone else’s supers rpg. But the reality is (at least in my mind) that most people who are going to sit down to play a supers rpg already have a universe in mind or want to create thier own characters - they really don’t need my big book of ideas.

Over the last few years, most of my ideas for supers-universe characters are inspired by various amalgams of existing characters. “Hrm… Hercules + Orion… how about The Argonuat!” Those characters may remain recognizable for thier core elements or spin off to have lives of their own, but they typically start as me taking a psuedo-statistical average of two or three existing characters or concepts.

One of my recent toys for creating amalgam-concepts is based on Grant Morrison’s ‘eastern’ superteams: the Great Ten, Big Science Action and Super Young Team. I love the Exalted-style names, if not specifically for hero names (Superman), at least for their aspects (Man of Steel). In short, I line up the various parts of speech (adjective / adjective / noun / prepositional phrase) and randomly choose the components of a new characters name. It comes out cool more often than not: try “Junior Shaolin Canary in Iron” on for size (okay at least as cool as Morrison’s creations).

Now consider augmenting or replacing that list of adjectives et al with the nicknames more familiar heroes have picked up over the years: Friendly Neighborhood Wall-Crawler, World’s Greatest Detective, Sentinel of Justice, Amazing Amazon, etc. You end up with a generator that flags a new hero with an aspect like: World’s Friendliest Amazon or the Amazing Sentinel. These are aspects an old-school comics fan can get their teeth into.

Which brings me at long last to the point of this post. How to Host a Dungeon is a self-proclaimed “solo game of dungeon creation”. Why not create a similar solo-game for super hero/comic book setting creation? Include random tables for aspect generation (Winged Archer), rules for progressing through the ages of comic-dom (who is the Winged Archer of the Silver Age), instructions for spin-off and linkage characters (the Winged Archer’s love interest is a plucky reporter), etc.

There seems to be a market for solo-fun games among the older gamer set and done right it could tweak the comics nostalgia nitch as well.

And there’s nothing to say that it couldn’t be an introductory product to a more complete supers rpg to be produced later….

Tags:

Jan. 9th, 2009

anniversary

LJ Archive Complete

Originally published at Where is my Power Ring?. Please leave any comments there.

I have not archived every LJ post I’ve made since 2001, but I have captured the ones that I found most memorable or meaningful. They will live on at Where is my Power Ring? collected chronologically in sets of three or more

Oct. 1st, 2008

anniversary

A General Note

I am going into lock-down mode on communications.  Quite bluntly this is due to family politics that I have no patience for.  This will likely be my last public post for some time, so if you would like to stay up do date, make sure you get 'friended'.

I sincerely apologize for an inconvience.

Sep. 30th, 2008

anniversary

Games to Play in a Car (Parts I & II)

(This is cross-posted from Storygames after combining two posts and editting slightly.)

A recent post elsewhere talked about the desire for story-games that can be played on a car trip. I am currently reading "Dread" during my morning bus ride. (As a reminder, "Dread" uses "Jenga" as it's core mechanic.)

This got me to thinking. What 'traditional' games/activities can one do comfortably in a car? I know that some folks play cards (in fact there is a group that plays Eucre on the afternoon bus). My wife and I often do crosswords or logic puzzles while the other drives. A google-search showed a lot of either letter-based (I sell something in my grocery story that starts with an "A"... a "B"...), visually based (find license plates from various states), or both (find an "A" on a license plate/billboard, then a "B", ...).

What do You_ do on car trips to entertain yourself or your fellow carmates?

The idea is to find a mechanic that doesn't involve dice or a lot of supplies....

==========================

Thinking about what could be used as a mechanic on a car drive, my mind initially lurched to the idea of a crossword puzzle grid. (To be honest, this was the basis of a half-remembered dream from the previous morning.) For lack of a better name, call the game "Gridlock".

I don't know about others, but I often do crosswords while travelling. And while it's been a long time since I've bought one in a convience store at a gas station, it seems like I remember puzzle books being fairly easy to pick up on a whim.

The basic idea is similar to Dread in that you only face a challenge when success is in question. A challenge comes in the form of the storyteller ("Navigator"?) asking you to fill a word in the grid that fits legally - I will have to look the specifics up. Mechanically, I would suggest that words should be alternated between being placed across and down. The word should be related to the challenge (ignore any clues associated with the puzzle grid).

This is really a "little idea" because it is not fully formed, but some things I like about it:
* The words added in response to a challenge can drive the story. This helpful for a "Navigator" who is quite possibly occupied with the task of actually driving and therefore can't access reference materials.
* The Navigator can ask for longer words for tougher challenges.
* The longer the game goes on, the harder it will be to fill in words.
* You have an artifact of play at the end of the game.

Initial challenges could be used to set up the grid. Have each player provide a word or phrase that describes what they want out of the game and that must be placed in the grid - again - legally.

My only struggle is that requires the players to potentially have the same level of literacy. In my case, my most likely "game session" would include my wife (a Communications Director), my son (who is reading beyond the second grade level), and potentially my daughter (who is three - "and a half!"). Now this may suggest a collaborative approach to challenges, which may in itself be a fine thing.

Thoughts?

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