tag:blogger.com,1999:blog-25076752551075801922024-03-12T19:49:28.501-07:00Play to Find OutYour life is a game, play to find out what happens.Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.comBlogger61125tag:blogger.com,1999:blog-2507675255107580192.post-67589094357208651342015-02-08T14:25:00.002-08:002015-02-08T14:25:58.646-08:00Honest Gaming (The Death of the GM Screen)<div dir="ltr" style="text-align: left;" trbidi="on">
So I've been experimenting as a GM with something I believe can, and should, change the way that many table-top RPGs are played. Maybe you will benefit from such experimentation.<br />
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Here's what I've been doing.</div>
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1. Prep for success:<br />
I prep one page of content. We've been playing Monster of the Week and the prep sheet for this game is fantastic! I have one monster, two minions (or secondary monsters), two bystanders, and two locations. Each has a name, and an "instinct" which provides mood and flavor. The monster and minions have harm levels or HP as well as armor ratings but i honestly never use these in fullness. They end up just being guidelines or a general idea of how much these things can take.<br />
The important part of prep is the understanding of minimal effort for maximum outcome. I generally prep one hour for a four hour time slot.<br />
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2. Pre-game warm-up:<br />
This is the "Honest" part. I put my one page of prep in front of everyone. They are aloud to read the entire sheet and I talk about what I'll be bringing to this game. I might say something like:<br />
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"So I was thinking we'd have a good old fashion dragon hunt, with the catch being the guy who is hiring you is under the dragons control and is sending you into a deathtrap. I thought it'd be cool to have some kobolds swarm you guys at some point, cause lets be honest, who doesn't love smashing kobolds. The dragon cave and the wilderness beforehand are the major locations I've listed, all manner of psychedelic weirdness might confront you there. Lastly, I thought a stowaway from the town could cause some complications and maybe test your mettle as you endanger yourselves but protect the little girl. Also just for fun-zies I thought one of you should have a loved relative in town, someone who can act as a safe harbor, but also a reason to risk your necks for the town. What do you guys think?"<br />
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3. Play to find out.<br />
Pretty self explanatory. But it's worth mentioning. I bring the game before the players and they are allowed, if not encouraged to interact with what I bring. They might suggest that the guy hiring the heroes IS the relative from within the town, or that the stowaway is actually the cheeky theif's lover stollen from an oppressive father. Whatever the case, I roll with it. I express concerns and hesitations, say "that is f***ing awesome" when it is, and add ideas as I have them.<br />
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4. Ask for feedback.<br />
Finally, I ask questions like "What did we do that was awesome tonight?" or "What part felt the most dragged out?" then I take the feedback and allow it to make me better for future games.<br />
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Here's what I have found to be so amazing about this approach: I use 90% and up of my prep every time, my players never mention any indication of feeling "railroaded", we have some of the most epic collaborative moments that would never have come together if I were trying to "pull the strings", and I have a lot of fun!<br />
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This method of GMing runs off a few basic principles that I have found to be true.<br />
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1. Players hate to be duped.<br />
As much as a good mystery novel hints at the real problem and then gives you that "oh my gawd, that is awesome" moment after the big reveal, it doesn't translate into the gaming format. However, when all the players are working towards a big reveal or dramatic moment I've found that they come together in a bigger and better way than anyone could have hoped. Players will often come up with circumstances in which their own character is "duped", just to preserve and work toward the big reveal.<br />
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2. Players love to participate.<br />
You ever get caught up in a moment with one player where they are doing "all the right things" and then come out of it and realize you've spent the past 1/2 an hour or so without acknowledging the other players, one of them is reading the rules book, two have started a side conversation, and another has gotten up from the table and no-one knows where he went? As intense as that might have been for that one player, was it worth the cost of everyone else losing interest/being distracted? Probably not. What if everyone was participating in the scene at hand, even if their character was hundreds of miles away? I've found that when I place my prep on the table everyone gets to pick up parts of it and use them. It's like spreading crayons out in front of children and having a large piece of paper on the table. You won't come up with what you expected, but everybody is going to have a lot of fun. (Please note: I do not have kids so that last comment was based off of an imaginary situation and has not been play tested.)<br />
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3. Players have great ideas.<br />
Get over yourself, you are not a genius that holds all the keys to a great story. Even if you are some phenomenal story teller wouldn't your players become better story tellers by you sharing your methods and ideas with them instead of holding them up behind a gm screen?<br />
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I'm going to play test Honest gaming at a con I'll be going to this weekend. Maybe it'll have different results. In the meantime, I hope it gives you some ideas and increases your love for the games that you play!<br />
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Peace!<br />
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Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-41335200915215854092014-09-26T02:06:00.000-07:002014-09-28T23:24:57.339-07:00Quick Trust for Awesome Gaming<div dir="ltr" style="text-align: left;" trbidi="on">
I think its fair to say that trust is one of the most essential elements to a good RPG. You need to trust that the other players won't make fun of you, trust that the GM won't force feed you his story, and trust that you can let your imagination run wild. When trust is there the game levels up in quality and fun. I've been playing for some time and building trust at the table is something for which I have developed a bit of a knack. <a class="g-profile" href="https://plus.google.com/117607363824545671895" target="_blank">+Stephanie Bryant</a> even mentioned my ease in this area in a similar post, not too long ago.<br />
I want to help others enjoy gaming as much as possible so I'll share three simple steps to build trust at the table, even if this is your first time meeting the other players! (Like at a Con.)<br />
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<b>Step 1: Get rid of secrets.</b><br />
Secrets are things that you and maybe one other player (usually the GM) knows about, while the rest of the group is in the dark.<br />
Examples include:<br />
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<li>Your character is actually a woman not a man</li>
<li>Your character is actually a wizard not a warrior or</li>
<li>Your character killed someone loved by another character </li>
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You might say "But Matt, secrets create epic story twists." But you'd be wrong. Secrets create exclusion and suspicion. It does create an epic story when one CHARACTER knows something while the other characters do not. But not when one PLAYER knows something that the others do not. You have to offer trust before you can take it. </div>
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Action step: The next time you play invent some detail that could potentially be offensive to another players character, but immediately tell the other player about it and get their corroboration. They may want to change the details a bit, and thats great! You just offered trust, and got some back. Good Job! Be sure to share what you guys created with the rest of the table so the other players will now know to incorporate hints and foreshadowing about your characters dirty little secret. </div>
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<b>Step 2: Play "Yes, and..."</b></div>
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"Yes, and..." is an improv tool/game that actors use to hone their creativity and response time. It is a very simple concept and you can "play" or practice it within any RPG or situation you are in. Here's how it works: Anytime someone offers a bit of new information and look to you to respond, you say "Yes, and..." and then add your own spin on the information. Really it's just a way to avoid shutting down other peoples ideas.</div>
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Here are some examples:</div>
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<li>P1:"Maybe Maxar is the leader of the Night Cult, and you knew about it!". P2: "Yes, and I kept it from all of you because I secretly wanted to join."</li>
<li>GM: The Dark Forrest conceals you and your companions from being spotted but Gragon, are you still wearing your shiny plate mail?" P1: "Yeah, and I just waxed it this morning..."</li>
<li>P1: Gragon (P1's character) would definitely kill a member of the Night Cult on sight. P2: That makes sense, and since Shenar (P2's character) is a member of the Night Cult but also working with Gragon maybe she's been able to hide that fact from Gragon...or she could be playing the "double agent" and has convinced him that she can help him against the cult.</li>
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Its a fun little game, just try to say yes to everything that is thrown your way, and then make sure you add you own spin to the information.</div>
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Action step: Play "Yes and..." the next time you play and watch how often the other players (GM included) share the spotlight with you. </div>
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<b>Step 3: Value the other players above all else.</b></div>
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This one is simple. Don't put the story, your character, or your wants above the other players. If the story gets a little silly because one player wants to throw rocket punches in the middle of a Game of Thrones Campaign and everyone is having a great time, roll with it! The other players are the reason you get to enjoy a conversation around a table about some of your favorite things. If you value the other players more than the integrity of the story, the "coolness" of your character, and the fact that you just want to smash something, I think you'll come to find that more things will get smashed, your character will become even cooler somehow, and the story will even thrive. Not to mention, you might get to enjoy yourself.</div>
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Action step: The next time you want to say something like "My character would never do that!" Or "That doesn't make sense for my character." Can it (for my "Not from the States" readers that means: shut your mouth). Then try and figure out what you really want and express it. Something like "Hey guys, I'm totally down for saying that there is some reason that my character is associated dark elves, but it just seems kinda weak to me seeing how he's a high elf and they have a sworn hatred for each other...can we discuss a way to make sense of this real quick, cause it feels less fun to just glaze over it."</div>
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Boom. Next thing you know someone mentions that maybe you are a diplomat on navigating extremely tense situations for the hope of restoring the two groups of elves. Then you can say "Yes and!"</div>
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Okay, thats how you gain trust at the gaming table. If you want to learn to play a game that actually helps everyone at the table get better in this area, check out my <a href="https://www.udemy.com/intro-to-world-rpg-gaming/#/" target="_blank"><b><span style="color: blue;">Intro to *World RPG Gaming</span></b></a> course!</div>
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Good luck and happy hunting!</div>
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Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-38803530200689707742014-09-25T11:16:00.000-07:002014-09-25T11:16:47.368-07:00Dogs in the Vineyard<div dir="ltr" style="text-align: left;" trbidi="on">
I'm reading through Vincent Baker's "Dogs in the Vineyard" and so far I am super impressed. It's not surprising since this is the same guy who gave us the Apocalypse Engine, but still it's pretty darn amazing. I have not gotten a chance to play the game yet but that should be happening in the next week or so.<br />
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As I write this post I am in a coffee shop and I lift my goblet of caffeine to the game designers who have added so much to my gaming experience.<br />
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By name I hail <a class="g-profile" href="https://plus.google.com/118131565520525592332" target="_blank">+Vincent Baker</a> <a class="g-profile" href="https://plus.google.com/112484087750169360510" target="_blank">+Adam Koebel</a> <a class="g-profile" href="https://plus.google.com/117415966179711277938" target="_blank">+Sage LaTorra</a> . Thank you so much for your work and creativity.</div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-67816945904748514272014-08-07T06:41:00.000-07:002014-08-07T06:41:03.047-07:00Playing a wild creature.<div dir="ltr" style="text-align: left;" trbidi="on">
Lately I've been playing/GMing games in which my character, or one of the characters in the group is some type of wild beast. Some could even say "monster".<br />
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Here are some of the beasties that I've played or I've seen played in my games recently:<br />
A Minotaur<br />
A swarm of ants<br />
A spider woman<br />
A pixie<br />
And an ogre.<br />
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While this line up could be game breaking in most traditional RPGs ("how are they supposed to meet in a tavern if the guards would kill them on sight?") it works really well in Dungeon World so long as you and the GM follow a few key steps:<br />
1. Focus on what drives your monster. This is true for any character and sure you're a big (or very little) monster, but you have needs and wants. Focusing on what your character wants more than what your character is, or what your character can do gives you that extra spice that makes for a fun story. Trust me, it is so much more interesting for a minotaur to try and rescue someone because he needs information on how to track down his sworn enemy than it is for everyone to just pretend that minotaurs normally just step in and save the day.<br />
2. Turn the norm on its head. Stop me if you heard this one before, a group of monsters walk into a tavern... It can be a heck of a lot of fun to see how "normal" situations play out when using characters that are anything but normal. Maybe one of the characters used to live in this particular dungeon. Maybe the pixie knows the chief of the centaurs in the dark forest. Maybe the mayor of the the town is hiring adventurers to get rid of the characters!<br />
3. Get weird. You are playing with a monster here, let's get a little crazy. Make sure your descriptions include all the fun details of your new anatomy. As a GM, avoid the standard dungeon crawl as much as possible. Instead, let's see how the monsters do with a collection of floating islands, or an underwater maze, or in the center of a volcano. Actually this is something you should be doing anyway, but hey, your players are running around like a pack of animals. Let's get weird.<br />
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Have fun y'all!</div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-35295256495161390862014-07-25T07:33:00.001-07:002014-07-25T07:33:25.983-07:00Co-creation in games and drawing!<div dir="ltr" style="text-align: left;" trbidi="on">
My wife and I were sitting in a coffee shop (as we often do) when we realized that we did not bring a game to play. Usually we'll play something quick and fun like Zombie Dice or Munchkin but this time we had to get creative.<br />
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We started with traditional childhood suggestions like tic-tac-toe and hangman, but found them lacking. Then I made a suggestion, "let's co-draw something." For the next 20 minutes we took turns adding to a little doodle. I'd add something, she'd add something. Back and forth we went. Until we came up with this little number:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyBR9Wzz3bPLyzGa7fJ8J2r6qqIRm0uiy2w5O7elVwOfEWix1hfIhKmq6XXst5HVFWqfDbsIMYC34n7JrSdKLvh_Oqoh3jpUEMiAR5W3k4qkoUZkzAP4YPW4yQLsRy8L3r5yNkDJoMvH4/s1600/codrawing.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgyBR9Wzz3bPLyzGa7fJ8J2r6qqIRm0uiy2w5O7elVwOfEWix1hfIhKmq6XXst5HVFWqfDbsIMYC34n7JrSdKLvh_Oqoh3jpUEMiAR5W3k4qkoUZkzAP4YPW4yQLsRy8L3r5yNkDJoMvH4/s1600/codrawing.JPG" height="320" width="320" /></a></div>
While I doubt we'll be winning any awards for our work of art, we did have a heck of a lot of fun.<br />
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In fact, the exercise felt very much like role playing. In a RPG everybody comes to the table with a little something they would like to see happen. We all add to, work on, and play with each others ideas until we come up with an "original" work, that none of us could have produced on our own.<br />
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Also, just like a RPG this "game" took some trust. We had to trust that the others ideas were valid and valuable.<br />
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What really stuck out to me was the fact that co-drawing had no winner. We both benefited from the experience and while my wife cleary has a more steady hand then I, she did not walk away with more points or the title of "winner." I appreciate this type of high value, low competition environment and I wonder if it is what draws me to create stories with fellow adventurers...<br />
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Thanks for reading. </div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-32219457360942334992014-07-18T01:29:00.000-07:002014-07-18T01:32:35.176-07:00What about Dungeon Crawl Classics?<div dir="ltr" style="text-align: left;" trbidi="on">
<div dir="ltr" style="line-height: 1.15; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">This week I started deciding what podcasts to download with my new RSSRadio app. One of the firsts shows to make the cut was Gamerstable RPG podcast, episode 163. The episode revolved around the O.S.R. And while I just loved all the cool bits of information and got excited every time they mentioned Dungeon World, what really caught my ear was how high of a recommendation they gave Dungeon Crawl Classics (DCC). </span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">I've considered giving DCC a shot ever since I started playing Dungeon World and saw the cool (somewhat similar) art on the cover.</span></div>
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<div dir="ltr" style="line-height: 1.15; margin-bottom: 0pt; margin-top: 0pt;">
<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">The guys over at Gamerstable mentioned that DCC is it's own rule set and that it is by no means "lite." So for me that pretty much disqualifies it as a playable game. However, they also said that there is just a great amount of adventure hooks within the book. These hooks tend to fit remarkably well into a game set up with the "old school" mindset, like Dungeon World, and are exactly the type of things I like to get my hands on. </span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: normal; font-variant: normal; font-weight: normal; text-decoration: none; vertical-align: baseline; white-space: pre-wrap;">So now I've got to get a few questions answered, if you have any questions about DCC, share them here and I'll try to get them answered. I'll be doing my own research and if enough people (lets say 20) show interest, then I'll post my findings here. In the mean time here's the link for those interested in buying a hard copy of DCC:</span></div>
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<a href="http://www.amazon.com/gp/product/0982860951/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0982860951&linkCode=as2&tag=pltofiou-20&linkId=DRQJZ236FKUJAPM6"><img border="0" src="http://ws-na.amazon-adsystem.com/widgets/q?_encoding=UTF8&ASIN=0982860951&Format=_SL250_&ID=AsinImage&MarketPlace=US&ServiceVersion=20070822&WS=1&tag=pltofiou-20" /></a><img alt="" border="0" src="http://ir-na.amazon-adsystem.com/e/ir?t=pltofiou-20&l=as2&o=1&a=0982860951" height="1" style="border: none !important; margin: 0px !important;" width="1" /><br />
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Happy hunting!</div>
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Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-19854742727810418422014-07-15T00:24:00.000-07:002014-07-15T00:24:18.966-07:00Have you seen this book?<div dir="ltr" style="text-align: left;" trbidi="on">
Howdy yall,<br />
I was just doing some browsing through the interwebs and saw this little beauty:<br />
<a href="http://www.amazon.com/gp/product/0786444517/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=0786444517&linkCode=as2&tag=pltofiou-20&linkId=36U5GZFETHXQJ2VR"><img border="0" src="http://ws-na.amazon-adsystem.com/widgets/q?_encoding=UTF8&ASIN=0786444517&Format=_SL160_&ID=AsinImage&MarketPlace=US&ServiceVersion=20070822&WS=1&tag=pltofiou-20" /></a><img alt="" border="0" height="1" src="http://ir-na.amazon-adsystem.com/e/ir?t=pltofiou-20&l=as2&o=1&a=0786444517" style="border: none !important; margin: 0px !important;" width="1" /><br />
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and became very curious.</div>
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Have any of you read this?<br />
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Does it offer any unique perspectives?<br />
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Will it help me as a GM/player?<br />
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Would you recommend buying it?<br />
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Thanks for your input!<br />
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Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-90471699584518364462014-07-12T11:15:00.002-07:002014-07-12T11:15:39.696-07:00Art of Anna<div dir="ltr" style="text-align: left;" trbidi="on">
I asked a friend of mine if she'd be okay with me sharing her art over my blog and she did not respond...but this is 'Merica so I'm gonna do what I want. So here you go! BTW the guy with the ponytail is my character and that jacked up nose was based on my nose. So good!<br />
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Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-10148506115358803812014-07-11T16:41:00.001-07:002014-07-12T11:21:12.966-07:00David Guyll and a Sundered World.<div dir="ltr" style="text-align: left;" trbidi="on">
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">So <a class="g-profile" href="https://plus.google.com/117134143142507309944" target="_blank">+David Guyll</a> and I had a pretty good conversation via hangout chat. I asked him if I might ask him some questions over email and then share them here. Not only did he say yes, but his answers are sure to entertain and inform! I decided not to edit David's responses, cause lets be honest, we're all looking for something to read whilst in the John. So the more the better. David, thank you so much! Readers, enjoy!</span><br />
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">What is your favorite memory of role-playing?</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> </span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Heh, do I </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">have</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> to pick just one? Well...I would say that it would be a toss up between a scene from two separate </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Sundered World</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> sessions, back when I regularly ran </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Dungeons & Dragons</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> (4th Edition, of course).</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">The first would be when the characters traveled to a corpse star looking for a weapon that could slay a formion king (corpse stars are made of cold iron, which is a big no-no for fey critters). They travel to a star, land on it, and find an entire city made of cold iron. They wander through the city, and despite finding naked people covered in whispering mouths and flying brains with tentacles decide to keep going.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Eventually they find a temple that is channeling some kind of psychic signal off into the sky, and figure that it is probably important, so why not look there? They go inside, then head underground, find a pool with an aboleth, one of them gets a psychic shard imbedded in their mind that starts to make them mutate and hallucinate, and it is only </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">after</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> that that they decide it is a bad idea to be there.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">They flee, get out of the temple, are chased by people that are full of clusters of tentacles, and finally make it outside the city. While they are looking for their ship (it was completely dark everywhere, plus time and space are more guidelines near corpse stars) they are found by a kind of mutated, tentacle cluster wearing a human flesh suit that could manipulate its body into metal (basically a lot of stuff I ended up using for the DW battlemind).</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">They managed to kill the creature, a fortress-sized star wurm shows up, the shaman dies for a bit, they get swallowed and blow it up from the inside, and just barely manage to get off the rock.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">What I liked about it was how scared they were of being in the city and of the things they found, as well as how dynamic and tense the fight was at the end, namely the back and forth between the bladesinger and the tentacle cluster thing. It was a clear indication of the stuff you could do with 4th Edition, especially if you gave things minor and immediate actions.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">I know people criticize 4th Edition for having characters that seemingly “cannot die”, but none of them felt safe because they knew I did not stick to the default encounter difficulty: you want to venture to a corpse star full of ancient, eldritch horrors with unknowable powers and agendas? I do not care if you are only 5th-level: you get aboleths, mind flayers, people covered in mouths, mutations, and giant worms that eat you.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">They never went back to one, not even when they made it to paragon tier.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">The second and probably most favorite moment would be when the same characters (yes, all of them miraculously survived for some ten more levels) went to a multi-tiered city built around the exploded essence of a sun god.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">One of the player’s characters (goliath shaman) had been searching for objects that the World Serpent’s essence had been stored in, and when they arrived at the city he was surprised to find that he could feel one nearby. He followed the sensation to a cathedral that was used to contain objects and entities deemed to risky to destroy, or that could not be destroyed. You know, unholy weapons, urns containing demon lords, copies of FATAL, etc.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">They tried going underground into the storage vaults but were stopped by an angel, which one of the characters (a human warlord) knew from previous, well, “encounters”. Both he and the bladesinger manage to distract the angel long enough for the shaman to get past and into the vaults.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">While the angel is looking for the shaman, the warlord starts giving this holier-than-thou speech about how the angel knows that the fragment is bad, and who is he to judge and so on and so forth. I keep cutting back to the shaman while he finds the door, forces it open, and gets inside the chamber. As he starts to astrally project so that his soul can speak with the fragment, the warlord finishes his speech and the angel replies with something like “How do you know it is good?”</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">The warlord players stops and looks at the shaman player, who just shrugs as the last few fragments he has found were friendly enough. This time, the spirit form of the fragment is black, covered in spikes, and breathing a cloud of toxic gas. It glares at him, thanks him for bringing the rest of his essence, and that once he devours the shaman’s soul will be able to finally break free of its prison.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">I just </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">love</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> this moment because it was the dialogue that just perfectly fell into place. Like, I knew that the shaman would find this fragment, which would represent the World Serpent’s destructive aspect and would have to fight it, but having the whole thing be preceded by this lengthy speech about fearing what you don’t understand, and what is truly good, and how angels have a +5 holy stick up their ass? You would have sworn it was scripted by Joss Whedon.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">If you were a traditional fantasy monster, what would you be?</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Assuming we are talking “D&D” traditional and If I got a choice, like if a wizard appeared and told me that I </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">had</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> to choose a monster to get transformed into </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">right now</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">, that her polymorph spell would not fuck up, with no time to research my decision, I would go with a mind flayer because they are awesome-looking. The red dragon being a close second because I like their look the most out of all the other dragons, and are also pretty badass.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">What is it about Dungeon World that has you focusing your creative juices there? Why not let D&D handle a D&D setting?</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> </span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">The only edition of </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Dungeons & Dragons</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> I like is 4th (I am totally willing to get into those reasons another time), and unfortunately the market for that is pretty dry. </span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">I ended up settling on </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Dungeon World</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> partially because it is a popular game, partially because when I started running it I realized that it was very similar to how I was running </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Sundered World</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> in the first place: have the players declare an action, then figure out what they roll, and if they are trying to avoid something I would often have them describe how they were trying to avoid it and making a roll. </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Dungeon World</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> is not a perfect fit, but it has been easy enough to develop for so anything I do not like (namely cleric and wizard spells) I have been able to remove and replace.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">If the Kickstarter goes well, I plan on running a separate one for </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">FATE</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> since I also enjoy that system quite a bit.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">What are the three most exciting elements that you think A Sundered World will add to the gaming/Dungeon World circle?</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> </span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Almost everything about it: I cannot think of </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">just</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> three things. I guess in a general sense I can distill it down to three </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">broad </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">categories: the setting, inhabitants, and classes.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">The setting’s high concept is very different from the “norm”, and could be roughly described as similar to a kind of stylized “fantasy space”, with floating islands, corpses of dead gods, impossibly large skeletons of ancient beasts, and rotting husks of alien beings drifting about. People can get about by willing themselves to fly or riding on ships that either catch astral winds or use magical engines, there is no sun to track the passage of time, plants and animals are born from dead gods, primordials, or powerful spirits.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Oh, and everyone can fly.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">As for what lives there, some of it might sounds familiar at first, but there are some key fictional and functional differences.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Like, you have humans, but they do not have a long history: most of them sprang from the blood of slain gods, fully formed with instinctive knowledge and inclinations (humans born from a god of war knew how to make and wield weapons, and were more prone to violence). Dwarves are probably the closest to their traditional roots, though they are made of metal and stone, and slowly “return” to stone as they get older. Elves are about halfling sized, and look different depending on which Court they belong to: some have icy flesh, others have antlers and other bestial qualities, and still others look more like trees.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Then you have the elemental cthon, machine-like kytherans (like, machine machine, not the warforged combintion of metal, stone, wood, blood, souls, etc), kobolds actually inline with their mythological counterparts (ie, spirit creatures), cambions (half-fiends analogous to tieflings, but evoke a specific sin), devas as disempowered angelic beings, and a kind of thought-based entity that wraps a body made of astral matter around it.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">For monsters you have nightmarish creatures that slither in from the dark edges of the astral, elementals that emerge from the Maelstrom, dragon’s as the embodiments of violent emotions, angels looking to continue the work of the god they were allied with, protect mortals, or do whatever it takes to restore them.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">The classes have been a lot of fun. Well, except for the shaman. That has been the hardest one to get “right”. A lot of them at least conceptually draw from 4th Edition flavor, like the warlock and battlemind, but seen through the lens of </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Dungeon World</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">: for example you have the invoker, which possesses a shard of divinity from a god, the battlemind, which can transform her body and limbs into weapons and armor, and the new wizard draws upon elemental building blocks to perform magic (no pseudo-Vancian stuff).</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Altogether you have some pretty crazy building blocks to work with, but all of it can be used outside of the setting (you just have to reskin what some of the moves do). I think it better supports more “gonzo” stories, and will give people some good examples on alternative ways of handling class design and resource management, as well as locations, monsters, and magic items.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">What do you need in order for A Sundered World to succeed?</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> </span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Well it is going to get published one way or another, even if that means I have to draw everything myself (which, for the sake of my ego, is something that I am not sure should be interpreted as an incentive).</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">If you mean a successful Kickstarter, I am going to make the plain-content pdf freely available so everyone can look at it and see if they like it before pitching in. This is similar to how Jason Lutes handled his </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">Servants of the Cinder Queen</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> Kickstarter, which I appreciated because I have been burned by several Kickstarters that make a bunch of claims about how unique, evocative, awesome, fantastic, etc the final product is going to be, but when you finally get it in your hands are like...eh, it is alright.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">In that regard I just need to get enough people to spread the word, hope that everyone else thinks it is as awesome as I do (or at least the majority), and </span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-style: italic; vertical-align: baseline; white-space: pre-wrap;">keep</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> spreading the word. I am also going to take that time to further tweak and polish it based on feedback (backer or no), so brutal honesty and constructive criticism would be welcome.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; font-weight: bold; vertical-align: baseline; white-space: pre-wrap;">What’s “the dream”? (personally, professionally, whatever)</span><span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;"> </span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Well since I was a kid one of my dreams has been to make fun things for other people, but I have been doing that for a very long time, even if I have not been charging for them.</span></div>
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<span style="background-color: transparent; color: black; font-family: Arial; font-size: 15px; vertical-align: baseline; white-space: pre-wrap;">Sooo, since right now I don’t make nearly as much off of what I have written as I do freelancing, I guess my current dream is to get enough content out there that I can step away from that to an extent, focus more on writing, and keep making fun, awesome things.</span></div>
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Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-12264790556771956492014-07-03T06:44:00.001-07:002014-07-03T07:07:44.235-07:00Map time! A review of the Chessex Game Mat.<div dir="ltr" style="text-align: left;" trbidi="on">
Yesterday the <a href="http://www.amazon.com/gp/product/B0015IQO2O/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B0015IQO2O&linkCode=as2&tag=pltofiou-20&linkId=LVL6URYMCBWP2KYD%22%3EChessex%20Game%20Mat%3C/a%3E%3Cimg%20src=%22http://ir-na.amazon-adsystem.com/e/ir?t=pltofiou-20&l=as2&o=1&a=B0015IQO2O%22%20width=%221%22%20height=%221%22%20border=%220%22%20alt=%22%22%20style=%22border:none%20!important;%20margin:0px%20!important;%22%20/%3E" target="_blank">Chessex Role Playing Mat</a> played a valuable role in helping me run two epic adventures back to back. My friend <a class="g-profile" href="https://plus.google.com/102563834463052081798" target="_blank">+Toby Watts</a> brought the mat for the first game and let me borrow it for the second game. It was the easiest thing in the world to ask players where their characters were from and then just draw a quick sketch on a random part of the mat.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfzCyCvgzl2IQ1cTrH2bawtqD3tLbtCuwxzAiUncQPArTMNjcUrdUcHXdY_ek8SCGOgQurgY0nTSu4gUYigxsE2NDSlk4U5OE43aQ-nbUzVpseGFmjcBiUDVVA254uPNuT90osY7uzHbk/s1600/photo+1.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhfzCyCvgzl2IQ1cTrH2bawtqD3tLbtCuwxzAiUncQPArTMNjcUrdUcHXdY_ek8SCGOgQurgY0nTSu4gUYigxsE2NDSlk4U5OE43aQ-nbUzVpseGFmjcBiUDVVA254uPNuT90osY7uzHbk/s1600/photo+1.JPG" height="239" width="320" /></a></div>
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Dungeon World encourages, nay demands, that we draw maps and leave blanks! But, for the duration of my DW experience this element of the game has been highly neglected, partly due to my lack of artistic capability, but also because drawing a tiny map on a piece of paper didn't seem all that helpful. The Chessex Mat was a big help because I'd just grab a couple of colors of <a href="http://www.amazon.com/gp/product/B00IYDM814/ref=as_li_tl?ie=UTF8&camp=1789&creative=9325&creativeASIN=B00IYDM814&linkCode=as2&tag=pltofiou-20&linkId=OADUNAVSTBIDPP5K%22%3ECrayola%20%20Washable%20Markers%3C/a%3E%3Cimg%20src=%22http://ir-na.amazon-adsystem.com/e/ir?t=pltofiou-20&l=as2&o=1&a=B00IYDM814%22%20width=%221%22%20height=%221%22%20border=%220%22%20alt=%22%22%20style=%22border:none%20!important;%20margin:0px%20!important;%22%20/%3E" target="_blank">Crayola Washable Markers</a>, scribble some big ol' lines and I was good to go! Toby also mentioned that their was an environmental benefit to using the Chessex Mat, which has merit when compared to large graph paper thrown away at the end of every session.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwzJ_kVZzWRlJJegaDvRJ2ok7H2dUJ1heopoMMgRN-bscgKIWQ1vsmgxp-nbHiyIB5SNX2G4NgpS8CIHazQ5uNl_P7qzTVdBpnUTjPjVkn7MJyrqUnNzm4CJIuD2fjDH-Qr70Q53YaUrE/s1600/photo+3.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhwzJ_kVZzWRlJJegaDvRJ2ok7H2dUJ1heopoMMgRN-bscgKIWQ1vsmgxp-nbHiyIB5SNX2G4NgpS8CIHazQ5uNl_P7qzTVdBpnUTjPjVkn7MJyrqUnNzm4CJIuD2fjDH-Qr70Q53YaUrE/s1600/photo+3.JPG" height="239" width="320" /></a></div>
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In game one <a class="g-profile" href="https://plus.google.com/102563834463052081798" target="_blank">+Toby Watts</a> , <a class="g-profile" href="https://plus.google.com/101020357552270176406" target="_blank">+Jordan Jones</a> , and a non-G+er James Hall, played monsters on a mission to colonize a new territory and then we just wiped the mat and got ready for the next game! In game two <a class="g-profile" href="https://plus.google.com/101020357552270176406" target="_blank">+Jordan Jones</a> returned, <a class="g-profile" href="https://plus.google.com/118174814175678341487" target="_blank">+Darrell Palley</a> and another non-G+er named Seth arrived while <a class="g-profile" href="https://plus.google.com/102563834463052081798" target="_blank">+Toby Watts</a> and James left for other obligations. Unfortunately I forgot to get pictures of the second map, but the players really got in to naming the territories, and writing out the crazy names made for good fun.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgG9Sr1qLjGOmEdgPU2XPqniin0caKnaKAfzTN-iXwDJSID4XrDLNf8C4EjRDoXn9iKREXZp7ctTlItJro4EFNlMa21tHDVzm40SHB7p0v2rz-fKvqXxQj3BGXeWS-kM3MiGRiyTfrrTo4/s1600/photo+2.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgG9Sr1qLjGOmEdgPU2XPqniin0caKnaKAfzTN-iXwDJSID4XrDLNf8C4EjRDoXn9iKREXZp7ctTlItJro4EFNlMa21tHDVzm40SHB7p0v2rz-fKvqXxQj3BGXeWS-kM3MiGRiyTfrrTo4/s1600/photo+2.JPG" height="239" width="320" /></a></div>
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All in all I really enjoyed using the mat and will probably do so in the future. The only caution I will give to anyone considering buying the Chessex Mat or the Crayola Markers is that you must wipe the mat down directly after the game. If left on there for to long, the makers become less washable.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiEqWMgbBTgGDNES7Svf_Vd3hE2hkujd-ST6AOAtemoaVMJ07PlN1BuCtxdlcKjsXnrIuF4-F4emZu7N9MV4Vc22WUIFMZZ_bCVH9W0iwMQh7aGNao3dUoYadQdNAVISVNHQSrXYd_1GHA/s1600/photo+4.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><br /></a>One last pic. My artistic prowess may never be amazing, but the only way it will get any better is if I try. Here's my work of art with a burnt tree in "Beachwood".<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhN9cECGOU-Is6zsPfHXgbXoWnd6WjtbFpG6yndREczhmx0120YauaqZLSZJsSgems6w0O2_kybJqSjajH7DgXwz4bTp1YV0C6-H-XEcB2JTTdbCtrx743s9BUwmFcWHtylyWAVHHfUXC8/s1600/photo+4.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhN9cECGOU-Is6zsPfHXgbXoWnd6WjtbFpG6yndREczhmx0120YauaqZLSZJsSgems6w0O2_kybJqSjajH7DgXwz4bTp1YV0C6-H-XEcB2JTTdbCtrx743s9BUwmFcWHtylyWAVHHfUXC8/s1600/photo+4.JPG" height="239" width="320" /></a></div>
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Other resources/possible future reviews:<br />
The first game used two monster classes created by <a class="g-profile" href="https://plus.google.com/114660409071613185306" target="_blank">+Jordan Prokosch</a>: <a href="http://rpg.drivethrustuff.com/product/130833/The-Ogre--A-Dungeon-World-Playbook" target="_blank">The Ogre</a> and <a href="http://rpg.drivethrustuff.com/product/130837/Horde--A-Dungeon-World-Playbook?term=Dungeon+World+The+horde+playbook" target="_blank">The Horde</a> and a playbook from <a href="https://www.kickstarter.com/projects/trentish/grim-world-gaming-supplement-for-dungeon-world-and" target="_blank">Grim World</a> called "The Channeler" that wasn't meant to be played as a monster per se, but worked just fine as a dark elf.<br />
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The second game consisted of all core classes using the excellent <a href="http://rpg.drivethrustuff.com/product/130974/Minimalist-Dungeon-World-Playbooks" target="_blank">Minimalist Dungeon World Playbooks</a>. I will definitely be using these in the future and the $3 seems like a drop in the ocean when I think about how much play I'll be able to get out of these things.<br />
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Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-2153649659595903972014-06-24T10:43:00.001-07:002014-06-24T23:13:35.869-07:00Tim Franzke Hangout Interview!<div dir="ltr" style="text-align: left;" trbidi="on">
In <a href="https://m.youtube.com/watch?v=MIaijnbcusw" target="_blank">this</a> interview...<br />
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Tim and I talk about <a href="http://www.mouseguard.net/books/role-playing-game/" target="_blank">Mouse Guard</a>, <a href="http://dungeon-world.com/" target="_blank">Dungeon World</a>, interview qualifications, Pen & Paper gaming, as well as Tims future projects and hopes.<br />
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The big spoiler: Tim wants to start a Podcast! Go man!<br />
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Here's all the ways i know how to get in touch with Tim.<br />
<a href="http://google.com/+TimFranzke" target="_blank">G+</a><br />
<a href="http://www.tinyurl.com/TFDungeonWorld" target="_blank">Custom Content</a><br />
<a href="https://www.youtube.com/user/Siegelmonster" target="_blank">YouTube</a><br />
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Thanks for reading, thanks for watching, and game on!<br />
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Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-14714933834915249392014-06-24T02:47:00.000-07:002014-06-24T09:16:34.358-07:00Interviewing Tim Franzke.<div dir="ltr" style="text-align: left;" trbidi="on">
So last week I interviewed <a class="g-profile" href="https://plus.google.com/103619294696451727396" target="_blank">+Joe Banner</a> and had a great time of it! Soon after that <a class="g-profile" href="https://plus.google.com/110330901807759406775" target="_blank">+Tim Franzke</a> agreed to an interview as well!<br />
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While I have questions of my own, I thought it might be fun to see what ya'll want to hear. So...<br />
What questions do you have for Tim? Share your curiosity and we'll all benefit!<br />
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Also, share if you would be interested in joining us in the G+ Live Hangout. I might send out some links and get some people involved.<br />
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Thanks, and keep an eye out for the interview.<br />
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Happy hunting!</div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-60268900468689715112014-06-21T14:40:00.001-07:002014-06-22T15:13:21.491-07:00I Created an Udemy Course for how to Play *World Games!!!<div dir="ltr" style="text-align: left;" trbidi="on">
Thats right, free for the first 500 *Worldites, in this course you'll find:<br />
-What you need to play<br />
-Storytelling and game play basics<br />
-Tips for great GMing.<br />
-An example of Monster creation on the Dungeon World Codex!<br />
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<a href="https://www.udemy.com/intro-to-world-rpg-gaming/?couponCode=BLOGGER2" target="_blank">Click here for the Free Download!</a><br />
(updated 3pm Pacific time 6/22/14).<br />
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Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-3209898626507510092014-06-20T07:24:00.000-07:002014-07-12T11:20:18.078-07:00The Damned is here, run!!!<div dir="ltr" style="text-align: left;" trbidi="on">
<a class="g-profile" href="https://plus.google.com/100476170927206311405" target="_blank">+Damian Jankowski</a> and I have played in our fair share of adventures together. He has often had a keen understanding of the dark/weird-er play books. And now he's written his own!<br />
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I have yet to play test this deadly creature but upon inspection, it is a dangerous and fierce set of rules built for rebellion and revenge.<br />
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So get in there and teach the gods where they went wrong!<br />
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<a href="http://rpg.drivethrustuff.com/product/130886/Dungeon-World-Playbook--The-Damned?filters=0_0_44825_0_0" target="_blank">The Damned</a><br />
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Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-33804960629544221162014-06-17T10:55:00.002-07:002014-06-17T10:56:59.267-07:00Joe Banner REMIX (Interview)!!!<div dir="ltr" style="text-align: left;" trbidi="on">
<span style="font-family: Times, Times New Roman, serif;">By popular request, and just out of my own curiosity I present: <a href="https://www.youtube.com/watch?v=5lwZshkkpps" target="_blank">An Interview with Joe Banner!</a></span><br />
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<a href="http://joebanner.co.uk/wp-content/uploads/2014/04/20131121-joe-profile-photo.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="http://joebanner.co.uk/wp-content/uploads/2014/04/20131121-joe-profile-photo.jpg" height="320" width="320" /></a></div>
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<span style="font-family: Times, Times New Roman, serif;">We discuss Joe's gaming history, his creation process, and his upcoming projects (you heard it here first!).</span><br />
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<span style="font-family: Times, Times New Roman, serif;">Here is all you need to connect with Joe and his products in some way, shape, or form:</span><br />
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<span style="background-color: white; color: #222222;"><span style="font-family: Times, Times New Roman, serif;">His Day Job: <a href="http://jbinc.co.uk/">JBinc.co.uk</a></span></span></div>
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<span style="font-family: Times, Times New Roman, serif;">His Creative work: <a href="http://joebanner.co.uk/">joebanner.co.uk/</a></span></div>
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His Patreon: <a href="http://www.patreon.com/jbinc">http://www.patreon.com/jbinc</a></div>
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I had so much fun talking with Joe that I simply must do this again! If you would like to see a similar interview with someone who's peaked your interest, lets do some name dropping!!!</div>
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Off the top of my head <a class="g-profile" href="https://plus.google.com/110937611143261107555" target="_blank">+Kasper Brohus Allerslev</a> , <a class="g-profile" href="https://plus.google.com/110330901807759406775" target="_blank">+Tim Franzke</a> , and <a class="g-profile" href="https://plus.google.com/100476170927206311405" target="_blank">+Damian Jankowski</a> come to mind as people with whom I'd love to do an interview.</div>
</div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-4633365651417487022014-06-11T08:40:00.003-07:002014-06-11T08:40:38.918-07:00Have you heard of Joe Banner?<div dir="ltr" style="text-align: left;" trbidi="on">
If you're like me and love Dungeon World, you have to know Joe Banner.<br />
Im constantly impressed by this guy. He seems to take real pleasure in creating fun and imaginative material for Dungeon World.<br />
<br />
Thats all for now. Here's his info.<br />
<br />
G+: <a class="d-s" href="https://www.google.com/+JoeBanner84" style="background-color: white; color: #427fed; cursor: pointer; font-family: Roboto, arial, sans-serif; font-size: 13px; line-height: 18.06999969482422px; outline: none; text-decoration: none;" tabindex="0" target="_blank">google.com/<wbr></wbr>+JoeBanner84</a><br />
Add him to your circles, you won't regret it.<br />
<br />
If you are in to great adventures and creations for Dungeon World, Mr. Banner has a Patreon too!<br />
<a href="http://www.patreon.com/jbinc?ty=c">http://www.patreon.com/jbinc?ty=c</a><br />
<br />
<br /></div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-20486059141362435272014-05-29T07:59:00.002-07:002014-05-29T07:59:26.525-07:00Tips for Cons (Gamex inspired)<div dir="ltr" style="text-align: left;" trbidi="on">
I'm fairly new to Cons, but I'm learning very quickly what makes for a good time. Here's a couple of "rules" I learned so far.<br />
<br />
1. Show up early. With all the energy and possibility of what is about to happen, its fun to show up early and geek out.<br />
<br />
2. Pack provisions. Food at Cons can be ridiculous! Have a back of apples and almonds and you'll be good to go!<br />
<br />
3. Take it easy! With all the potential gaming you're about to experience remember: Too much of a good thing, can very quickly become a bad thing. Skip game slots, have a drink with some gamers, and get some sleep!<br />
<br />
4. Play new games. Cons are a time to experiment and to experience. If playing the same old stuff is what you're looking for, I'm pretty sure there is a cheaper way of doing it.<br />
<br />
5. Don't be the last to leave. This may just be a personal preference, but I hate to watch all the excitement of an event get pulled down and packed into vans.<br />
<br />
So there you go. Five rules, because four would have looked weird, and I don't have enough time to write any more.<br />
<br />
Happy hunting!</div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-45390210575120461112014-05-11T06:27:00.002-07:002014-05-11T06:27:44.340-07:00Microscope Review<div dir="ltr" style="text-align: left;" trbidi="on">
<div style="text-align: left;">
A little under a month ago I posted <a href="https://www.blogger.com/blogger.g?blogID=2507675255107580192#editor/target=post;postID=6157513064504103042;onPublishedMenu=allposts;onClosedMenu=allposts;postNum=5;src=postname" target="_blank">here</a> how excited I was to be trying out a different type of RPG called <a href="http://www.lamemage.com/microscope/" target="_blank">Microscope</a>. Today I'll be reflecting on the actual experience and compare it to my expectations/hopes. But first, let's look at my game table before and after the game:</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzl4BywvkUeihQ_fhk5AFjTnhUcwK6Y_lj5CyFi_Hyt3qKG7IKZbGkO8raW9hx3-0vMpOgZmtT3851IVRHhVUg3V1-IVkBeYyZ8tAA4wzQ0hMwt7trZi2Cie-i_zbNLnoROGct4Nz1iAI/s1600/photo+(3).JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzl4BywvkUeihQ_fhk5AFjTnhUcwK6Y_lj5CyFi_Hyt3qKG7IKZbGkO8raW9hx3-0vMpOgZmtT3851IVRHhVUg3V1-IVkBeYyZ8tAA4wzQ0hMwt7trZi2Cie-i_zbNLnoROGct4Nz1iAI/s1600/photo+(3).JPG" height="320" width="238" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZFgLpeV14EmBOlhqGVWSxnL49VZ6qD66tCoQNlUCGA_hkwe4zfj1Zp3kXDoDEtSjalNbGuAiPeT-1OykuSVNJPZEc6Kp-hv7fpNoaOB3khp9xvY9Lpaujd_28SHKTC7Ncun02SLaYw6Y/s1600/photo+(1).JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em; text-align: center;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZFgLpeV14EmBOlhqGVWSxnL49VZ6qD66tCoQNlUCGA_hkwe4zfj1Zp3kXDoDEtSjalNbGuAiPeT-1OykuSVNJPZEc6Kp-hv7fpNoaOB3khp9xvY9Lpaujd_28SHKTC7Ncun02SLaYw6Y/s1600/photo+(1).JPG" height="238" width="320" /></a></div>
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Those hands at the bottom of the second picture are <a class="g-profile" href="https://plus.google.com/112626540935417479877" target="_blank">+Patrick Lorenz</a> working diligently, on his birthday, to ensure that all of the history we created was captured in a single local. </div>
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As it says on the front of the book, Microscope is a "fractal role-playing game of epic histories." I had to look up what "fractal" meant because as far as I understood it fractal means "broken" or "broken up." It just so happens, that definition isn't too far from the truth, but the best fitting definition was this one: "<span style="background-color: white; color: #222222; font-family: arial, sans-serif; font-size: 12.727272033691406px; line-height: 14.654545783996582px;">A fractal is a mathematical set that typically displays self-similar patterns." </span>What makes this definition fit so well is the little symbol on the cover of the book which has two circles placed within one larger circle, and the fact that once you get the hang of the game, each part you play is just a smaller element within a larger element. Let me explain.</div>
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You start with a grand scheme, for example ours was "The end of the Modern World"</div>
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Next you create the bookends for your history. These are the two points on either side of your history that you cannot pass in this session of the game. We chose "The Information Age" as the earliest point we could explore, and "50 years after the Apocalypse" as the bookend to our history. </div>
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Then you create a "Palette" of what's acceptable and restricted.</div>
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Then each player creates another age, event, or scene to place within the timeline. </div>
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Here's where the circles come in: Every age, event, and scene has a little circle drawn on it to summarize weather this particular element is considered a light or dark turn in the history books.</div>
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<br /></div>
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So by the beginning of the "actual game" you have anywhere from 5-7 circles on the table that fit within or near each other to create self-similar patterns throughout history. And the rest of the game is just a deeper exploration of the elements that each player finds interesting.</div>
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<br /></div>
<div style="text-align: left;">
My favorite, and by far the strangest, part of the game was "the scene." We only did one of these because most of us were unsure what would happen and how to run this particular part of the game. However, we did try one of them, and it was awesome! In the span of a few minutes we had created characters, laid out the scene and began role-playing to discover the answer to a simple question "How did the squadron kill the first Pit Lord?" </div>
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Compared to my expectations Microscope matched up pretty well. It was very, VERY different from most anything we had ever played before. But different in this case is a good thing. At first the game fits like a flipper on land. It is awkward because we are used to walking on the surface of a story, but when you jump into the depths of the history, a flipper is just what you need.</div>
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When looking at a game the three questions I consider are: </div>
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Playability: How easy is it for the working adult gamer to understand, play, and enjoy the elements of the game?</div>
<div style="text-align: left;">
Creativity: What new elements does this game bring to the table that increases the value of gaming?</div>
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Look: Does the art/layout grab the reader and give them food for the imagination?</div>
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I guess I'll grade them on a scale from 1-5 Dice. One being very poor and 5 being excellent.</div>
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<br /></div>
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So here's the breakdown for Microscope:</div>
<div style="text-align: left;">
<b>Playability: 4</b>. It starts out a little rocky, just because it is so different, but once you get your feet wet, it's easy.</div>
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<b>Creativity: 5</b>. No other game I've played captures such an ambitious goal in such a creative manner.</div>
<div style="text-align: left;">
<b>Look: 2</b>. Easily the lowest point of the game is that it is purposefully written as an instruction manual and spends very little time tickling the creativity out of you. I understand, even appreciate, the decision to write it this way, but it does affect the overall look of the game.</div>
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<b>Overall: 11/15 Dice.</b></div>
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Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-36468902838302373652014-05-09T07:29:00.001-07:002014-05-09T07:34:45.331-07:00Gaming Style: Improv vs High Prep Games.<div dir="ltr" style="text-align: left;" trbidi="on">
How important is quick prep and low investment in your gaming style?<br />
<br />
Falling in love with *World games I've grown accustomed to, no <u>expect</u>, games to be fun and easy to pick up and understand on day one. Things like: play to find out, player buy in, and being a fan of the characters, are dear to my heart. In addition, I see games like these being made for busy adults (like myself) who still love gaming, but don't have the time to read up on massive amounts of lore, history, and backgrounds.<br />
<br />
<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzqqx10F_-29tfukRFDNUWd4am4oX-YA4kU9xYxjYbsGrFJ_5lVEclnNhzcRJLH3a8Lk6lmP2k8vmsqrSeKe9wF5IerY9zbbrWccWtsDCsrSlM13ja2DIxySSbd_HsEGTfxX2RgoFG7QI/s1600/duel_of_the_swordmasters_by_solidtom-d7aptt1.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgzqqx10F_-29tfukRFDNUWd4am4oX-YA4kU9xYxjYbsGrFJ_5lVEclnNhzcRJLH3a8Lk6lmP2k8vmsqrSeKe9wF5IerY9zbbrWccWtsDCsrSlM13ja2DIxySSbd_HsEGTfxX2RgoFG7QI/s1600/duel_of_the_swordmasters_by_solidtom-d7aptt1.jpg" height="213" width="320" /></a></div>
<div class="separator" style="clear: both; text-align: center;">
Art by: <a class="ob tv Ub Hf" href="https://plus.google.com/u/0/111275203666775863327" oid="111275203666775863327" style="-webkit-transition: color 0.218s; color: #262626; cursor: pointer; font-family: Roboto, arial, sans-serif; font-size: 14px; font-weight: bold; text-align: left; text-decoration: none; transition: color 0.218s;">Tommaso Galmacci</a></div>
<br />
On the other side of the coin, "established" games like D&D, Warhammer, and Pathfinder have dominated the market for some time. In these games value is placed on the setting creator's ideas, GM prep and familiarity, and a very rich and vibrant history of lands, people, and events.<br />
<br />
Where do you fall on this spectrum?<br />
<br />
Can they be brought together or are they by nature, opposites?<br />
<br />
Just some thoughts.<br />
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<br />
<br /></div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-33882272767562900292014-05-06T02:52:00.002-07:002014-06-18T02:10:56.138-07:00Get a quick look at your players' characters.<div dir="ltr" style="text-align: left;" trbidi="on">
I've been running an online game of <a href="http://apocalypse-world.com/" target="_blank">Apocalypse World</a> over G+. We are on our forth game and getting to know the characters has been a lot of fun!<br />
<br />
I started using a quick reference sheet that I drew up on the spot as the players were describing their characters looks. Here's what I was workin with:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnYlDZfUk8yR1Gr-2bi-MAWpPEFp-2AuNOrUcABMsR8lI3aTlPVKiCmSHFLe2k9iERk1qfKoWVlr29CCWDl9jWrtO74lwN6jcPoGc34k3wQWglRZCJP-FJDQ4mbuZO0LtwA3lbT4Tzsro/s1600/photo.JPG" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjnYlDZfUk8yR1Gr-2bi-MAWpPEFp-2AuNOrUcABMsR8lI3aTlPVKiCmSHFLe2k9iERk1qfKoWVlr29CCWDl9jWrtO74lwN6jcPoGc34k3wQWglRZCJP-FJDQ4mbuZO0LtwA3lbT4Tzsro/s1600/photo.JPG" height="239" width="320" /></a></div>
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<br /></div>
<div class="separator" style="clear: both; text-align: left;">
So, while I'm fairly certain art isn't my strongest point, I did want to share something with yall, just in case you wanted to try out this way of seeing and keeping track your characters.</div>
<br />
I made a <a href="https://www.dropbox.com/s/m2ykf36s74d4e4j/Faces%3ANames.pdf" target="_blank">little file</a>. Print it up, fill in some blanks, and have fun!!!<br />
<br />
If the link doesn't work, try copy/paste'in this guy.<br />
https://www.dropbox.com/s/m2ykf36s74d4e4j/Faces%3ANames.pdf</div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-87222863196223688502014-05-03T03:36:00.001-07:002014-05-03T03:36:12.953-07:00Game Prep<iframe allowfullscreen="" frameborder="0" height="270" src="//www.youtube.com/embed/Z3A-12O1R48" width="480"></iframe><br /><br />
<br /><br />
I tried my hand at Youtube videos to show how I use my game prep.Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-57407418798305325452014-04-23T02:29:00.004-07:002014-04-23T06:23:43.681-07:00New/Easy/Fun Game Prep<div dir="ltr" style="text-align: left;" trbidi="on">
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;">Here's what I've been using for game prep in Dungeon World, but I think it might work for just about any system.</span><br />
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<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;">https://docs.google.com/spreadsheets/d/1gMai6FLzzztzJ4rHw7wkEUY1f-DWsy26VFqetvV5K9c/edit?usp=sharing</span><br />
<br style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;" />
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;">How I use it:</span><br />
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;">I place a title/theme for the session in the top cell. </span><br />
<br style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;" />
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;">Then I come up with three "Did they..." questions, each related to a different front and place them in the largest cells. Then I copy and paste the fronts type of danger (ambitious org, arcane enemy, ect) subtype (misguided good, thieves guild, ect) and instinct from the book. "Did they" questions are simple questions that would be hard to miss, like "Did they kill the dragon,""did they enter the hall of wonders," or "Did they Eat at the Broken Fang Tavern?"</span><br />
<br style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;" />
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;">I place yes in the left cell below the large cell and ask a follow up "did they" question. I do the same for no's on the right side.</span><br />
<br style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;" />
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;">I repeat this process one more time and then I just answer yes or no for the third set of questions.</span><br />
<br style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;" />
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;">At the beginning of the game I make a "soft move" for each of the three fronts by giving the players some indication of what is happening in the world around them.</span><br />
<br style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;" />
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;">As the game progresses, if the characters definitively do or refuse to do one of the "do they" questions then I highlight the question and the result and start to move the scenes towards the next question, again by making a soft move.</span><br />
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;"><br /></span>
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;">I've had very positive results from this style of prep. It doesn't have to take very long at all, the players feel a great sense of freedom, like things are moving and changing around them, and I'm able to keep record of what happened in the game.</span><br />
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;"><br /></span>
<span style="background-color: white; color: #404040; font-family: Roboto, arial, sans-serif; line-height: 20.22222328186035px;">Here's a filled out sheet. I removed "Did they" from all of the questions because they all start that way and I needed the text space. </span><br />
<span style="background-color: white; line-height: 20.22222328186035px;"><span style="color: #404040; font-family: Roboto, arial, sans-serif;">https://drive.google.com/file/d/0B-Cy8kEicxTjMk1nQW83RTRiREU/edit?usp=sharing</span></span><br />
<span style="background-color: white; line-height: 20.22222328186035px;"><span style="color: #404040; font-family: Roboto, arial, sans-serif;"><br /></span></span>
<span style="background-color: white; line-height: 20.22222328186035px;"><span style="color: #404040; font-family: Roboto, arial, sans-serif;">Good luck and have fun!</span></span></div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-61575130645041030422014-04-19T03:06:00.000-07:002014-04-19T03:06:04.867-07:00Microscope-in-it<div dir="ltr" style="text-align: left;" trbidi="on">
Years ago I was listening to <a href="http://www.happyjacks.org/" target="_blank">Happy Jacks RPG Podcast</a> and they did a review of a game. The game supposedly flowed really well, it could could traverse the falling of a solar system as well as it could depict a dramatic scene, it was inexpensive and GMless!<br />
<br />
I listened with great enthusiasm but, because I was driving and unable to write, I failed to jot down or remember the name of this revolutionary system.<br />
<br />
<br />
I floundered for years trying to recall the name of the game, or the number of the podcast and this little miracle game faded from my memory, "<span style="background-color: white; color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 13px; line-height: 17.030000686645508px;">And some things that should not have been forgotten were lost. History became legend. Legend became myth." </span><br />
<span style="background-color: white; color: #333333; font-family: Arial, Helvetica, sans-serif; font-size: 13px; line-height: 17.030000686645508px;"><br /></span>
Until I joined the <a href="https://plus.google.com/communities/100084733231320276299" target="_blank">Dungeon World G+ Community</a> and someone shared that they had used it to create one of their settings! It was called <a href="http://www.lamemage.com/microscope/" target="_blank">Microscope</a> and was created by Ben Robbins.<br />
<br />
Finally after all these years I will get to experience this mystery system for myself. On May 10 my fellow gaming buddies and I will partake in the creation of a world, and watch it fall!<br />
<br />
What was your "Holy Grail" of games? </div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-22859636111045675152014-04-04T10:12:00.001-07:002014-04-04T10:20:42.912-07:00The Verbal Tradition<div dir="ltr" style="text-align: left;" trbidi="on">
Hello storyteller,<br />
Has it ever occurred to you that we as RPG players are continuing a long and proud tradition of Verbal Story Telling? This thought hit my chest like a badge of honor as I was trying to explain to a non-gamer friend exactly what a Tabletop RPG entails.<br />
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I basically ended up saying, "It's a conversation guided by rules to create a story."<br />
Like any good conversation a good RPG has back and forth, questions, and statements. These help to make the story rich and relevant.<br />
<br />
This definition made me smile for a few reasons.<br />
<br />
First, I'm no longer a young gamer. I've crossed the 30 year threshold and as the years pass the label "gamer" becomes less and less appealing but the high title of "storyteller" feels like it will never lose value. I mean, I could be 80 years old and respected for the stories I tell, but I have a hard time believing that I'd be respected for the games I play.<br />
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Secondly, the definition lends itself toward co-operation. Making the rules take a back seat to the reality of the conversation. I personally can't stand railroading and rules lawyering so having a democratic expression in the definition helps to express my preference.<br />
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Finally, this definition opens RPGs up to non-gamers. This is a big deal if you're like me and believe that:<br />
<br />
1. RPGs can be therapeutic.<br />
2. More access to RPGs is a good thing because...<br />
3. A lot of people need therapy!<br />
<br />
So to you who are continuing the story telling tradition, thank you!<br />
To those of you who haven't played an RPG, go see what stories you can tell!<br />
<br />
If you want to give storytelling a try, check these out: <a href="http://apocalypse-world.com/" target="_blank">Apocalypse World</a>, <a href="http://www.dungeon-world.com/" target="_blank">Dungeon World</a>, <a href="http://www.pelgranepress.com/?cat=222" target="_blank">Hillfolk</a>, <a href="http://www.lamemage.com/microscope/" target="_blank">Microscope</a>.<br />
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My friend also mentioned this: <a href="http://prairiehome.publicradio.org/stations/" target="_blank">NPR Prairie Home Companion</a>. I haven't checked it out yet, but it was worth noting.<br />
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May your story be rich!<br />
-Matt</div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0tag:blogger.com,1999:blog-2507675255107580192.post-20248215731307030782014-03-25T11:45:00.001-07:002014-03-25T11:45:28.777-07:00Mini Con at the Bunker!<div dir="ltr" style="text-align: left;" trbidi="on">
This Saturday, March 29 from 12pm-10pm I'll be attending/GMing at Mini Con at the <a href="https://plus.google.com/106702796589922667869/about?gl=us&hl=en" target="_blank">Bunker in Lakewood</a>. You might want to come down and have some fun!<br />
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What is Mini Con, where did it come from, what can I expect?<br />
Mini Con started when I arrived home from <a href="http://strategicon.net/" target="_blank">Orc Con</a> and had such a good time that I couldn't wait for the next Con, so I started one myself! Since then <a class="g-profile" href="https://plus.google.com/113402015702390218152" target="_blank">+Vicente MartinezJr</a> and Morganna from the Long Beach Geeks Meetup and the people at The Bunker in Lakewood have stepped it up to a full scale event. With a smattering of mini-demo games, selling mini-backed goods, and hopefully bringing many gamers together this Con is looking to be big fun.<br />
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If you're in the so Cal area come down and play some games! I will be running some of my favorite RPG's including Apocalypse World, Mouse Guard, and possibly some Dungeon World. Other types of games will be there too. I saw a great amount of war gaming, some board games, and maybe some party games will all be there.<br />
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So if you have a game that you want to demo, this is the Con for you! See you there!</div>
Anonymoushttp://www.blogger.com/profile/01044569743269767678noreply@blogger.com0