Friday, October 12, 2007

Living Dead Girlz

Because you know there is a need for zombie burlesque. (Probably NSFW)

Saturday, October 06, 2007

Designing Influences

Since I am against innovation, I thought that I would talk about some of the things that have been influencing my designs lately. Since Origins, I have been slowly working out some ideas for a renovation of the system that powers Seraphim Guard's HeartQuest game. I like the existing system but I have felt for a long time that it could have gone farther in attempting to simulate its source material. That's not saying that HeartQuest as it is is a bad system, far from it. It is a solid game system that is really robust and flexible in what you can do with it. The designers did some really good stuff with making that game, it just isn't the approach that the ME in the here and now would have taken. Different strokes for different folks.

So, any way, I said that I would be talking about design influences in this post.

First off is The Story Engine, originally published by Hubris Games and currently published by Precis Intermedia Games, is one of the big influences. A friend loaned me his copy of this slim, tiny little hardcover a couple of years ago. Now, I will be the first to say that this game could have been done better, and it certainly could have been written better, but I just love the concepts that are buried in this system, particularly in regards to character creation.

The character creation in Story Engine has this freeform nature to it that really appeals to me as both a gamer and a designer, and I really like how it maps easily to the freeform nature of Fudge as well. I like the idea of character creation by the process of "describe your character and then pick out the few important pieces of the character that you think need/deserve mechanical backing." Brilliant idea, and one that is so very helpful for HeartQuest. After all, shoujo anime is so very, very broad that HeartQuest needs a character creation system that covers a lot of bases, is easy to handle at the gaming table and that covers all the characters more or less equally during play. Game balance may be a myth but that doesn't mean that there can't be ways to make things a little more equal at the table.

Next up is an important part of the source material of shoujo anime -- relationships. If I had to point to one place where the current HeartQuest trips a little bit it would have to be in dealing with relationships between characters and their world(s). This is so very important to the source material, and it should be even more important to the game simulating it. There's a couple of games that influence my thinking in this area. The one that stands out is Chad Underkoffler's PDQ system. I love Truth and Justice for how it mechanically handles so many things, and many of these things are certainly applicable to how to think about Fudge in general, and then HeartQuest in specific. Even just in the way that T&J handles how characters can get damaged brings a lot to the table.

The two games that are the most recent additions to my "design stable" for this project are games that I picked up while I was at Origins this past summer. Those games are Weapons of the Gods by EOS Press and HeroQuest by Issaries. Both of these games blew big holes in my head while I was reading them at the Con this summer, pointing me to ways to have the characters (and their players too) not only develop ties with each other and their worlds, but also how to shape those worlds too. I have, for a long time now, been big on interactively creating the bullet points of a campaign with the players, after all what is important to them will cause them to have a deeper commitment to the game and what is happening in it, as well as helping to create a world that they're going to appreciate more. In the end, everybody wins. These two games then gave me some new perspectives into running and designing my games.

There are some others that trickle in as well, but those are some of the big ones that pick at my thoughts.

Yeah, That Is Sad

This, my friends, is the sort of crap that we have to put up with.

I signed back up for the Fudge list maybe a week ago to see what I could do to help with this whole 'Fudge is dead' sentiment that cropped up... and today I unsubscribed again. Some folks are just too innovation-averse for me to want to use my breath on. Certainly not a malady afflicting the entire community, but man, nothing kills joy like someone who looks at efforts you're making and dismisses them on the basis of 'nothing's wrong here'.


Why have I been upset about all of this? Well, let me tell you. Fred Hicks quit the Fudge list. That's cool, I've quit it before too but at the same time I realize that it is one of the true lifelines of the Fudge Community (even if I have disagreements with the people who run it) and because of that I came back and stayed. I stayed because I like the people of the community, even when they disagree with me or I them, and I like the fact that they like Fudge. That's kind of important to me.

The thing with Fred, to me, came off as a Triumphant Return To Save Fudge. Unfortunately, from that viewpoint, Fudge didn't need to be actually saved. And, there were those from the community who said so.

Now, when people from the Story Games/Forge communities run into a roadblock they start saying the sorts of things that Fred says in his LiveJournal post above. People are resistant to innovation, usually in some variant that is a bit more negative. Innovation is all fine and good, and there's a place for it. After all, frankly, the last that anyone in this hobby wants is for all of us to still be playing brown box D&D (despite what Old Geezer on RPG.net may think about the system). Innovation for its own sake is, in my opinion, pointless. I really don't see the point behind it, to tell the truth. I know that it means something for the people doing it, and the people getting something out of those games but it just comes off as hollow to me.

The thing is that this doesn't discount what those people are doing. They aren't going to be relevant to everyone. I'm not really sure why this would come as a shock to anyone (that different people have different preferences). There's nothing wrong with the people who don't share those preferences.

Now, part of the reason why I used Fred's post as a springboard for this is because I think that it really typifies a lot of the attitude of the Story Games/Forge communities. If they don't get their way, they pick up their toys and leave, blaming the people who aren't interested in their message. I guess that I don't see it as a productive way to bring your ideas across.

I await the flames that will come over this, and I know that they will. I wanted to get my opinions out on this because, this might come as a shock to some, but everyone gets to have opinions even if they're contrary to those of the "cool" kids.

Saturday, September 29, 2007

What's The Fascination With The Hall of Justice?

Ok, just saw this week's episode of Batman. They introduced the Justice League satellite and it is a Hall of Justice in space. Brad Meltzer made the new JLA headquarters in the comic look like the Hall of Justice too.

I know that everybody liked Superfriends as kids, but I don't get the fascination.

Back To The Garage

This is sort of a work in progress, so bear with me.

I want to make a return to the "Garage Band" aesthetic that marked the early days of role-playing games. What does that mean for me? Well, a few points:

1. Complete games. Let's face it, the supplement gravy train isn't really doing a lot more than just propping up sales. Personally, in a lot of cases I think that it is going even further and sapping a lot of creative juices from people. Why both creating your own interesting stuff when you know that Splatbook X will do it for you. This doesn't mean that there shouldn't ever be supplements for games, far from it.

Games need to be designed in a way to not only enable play, but to also enable the game masters and players to further be able to develop the game in their own style and direction at the gaming table. That is supposed to be the ultimate extension of a game anyway, what people do at the table.

2. Support the fanbase and it will support you. It's just sad when a publisher drops the fanbase that helped build their popularity for a "cooler" one once they have a bit of success. Dropping your fanbase for a "sexier" one is a pretty short termed, and I would say even myopic way to build popularity. Stand by your fans.

However, this comes with a caveat. At the same time don't design just to hit a particular sweet spot with a fanbase, or try to make each and every person happy with your games or designs. It just isn't going to happen, and I would bet that it will also lead to a lot of writer's block just because things are being overthought. Besign a game that makes you happy, that causes you to have fun at the game table. The rest will follow because, and this part always surprises me when I release a game or stuff, there are a lot more people out there who are interested in the same things that you are than you would think.

3. Hype. This is a big one. Too many designers get overly enthusiastic after a blog post or two and start hyping their cool new game. The problem is that they don't actually have a cool new game yet. Don't curb your enthusiasm because that enthusiasm is very important. After all, if you're enthusiastic other people will be as well. In gaming nothing is as infectious as enthusiasm. The problem is that, more often than not, hype just leads to RPG.net threads with titles like "What The Hell Happened To Game X?" and the resulting accusations of vapourware.

Be enthusiastic and talk about your games, just don't get the cart get in front of the horse.


Keep in mind that all of this is just a Beta version of things. I'd also like to hear what other people have to say as well. I'm sure that parts of this will be better received than others.

Thursday, September 27, 2007

AnCon '07 Update

Hello everyone,

AnCon '07 is less than a month away (October 26 - 28) and we want to let you know that badge pre-registration is available on our web site: www.anothergamecon.com. Please pass this email along to your friends and family letting them know about the full weekend of hobby games we have planned.

We have also created a PDF pre-reg book in two parts. Please visit our site to take a look at the pre-reg book. The second half contains the current events schedule which we will update every week until the show. We have some great games lined up for a full weekend of tournaments and demos. Still more events are arriving each week so be sure to check to see what is new.

In addition to purchasing badges at a discounted pre-registration rate we are selling show T-shirts and generic event tickets. If you want to reserve a seat in a scheduled event, first purchase a generic ticket for that events' cost then send an email to anconsuper@aol.com listing the event code and name to reserve. We will place people in a first come - first reserved basis. An email confirmation with all the events you are registered for will be sent. Sold out events are posted as soon as possible and all excess tickets will be available to the purchasing attendee with their badge at pre-registration pick-up.

The Holiday Inn Hudson has rooms reserved for AnCon attendees at a discounted rate. Be certain to mention ANCON when reserving your room to receive the special group rate. Contact the Hotel Front Desk: (330) 653-9191 or Hotel Fax: (330) 656-0048
Holiday Inn Hudson 240 East Hine Hill Road Hudson, OH 44236

AnCon '07 is sponsored by Mayfair Games. www.mayfairgames.com

Please check out our Exhibiting and Advertising companies' web sites. If you desire any specific merchandise to be available at the show contact them directly with you requests.

If you have any questions please feel free to contact us at anconsuper@aol.com.

RECAP
1) Forward this email to your friends and family.
2) Visit www.anothergamecon.com.
3) Reserve your discounted pre-reg badge online
4) Purchase event tickets and send your event registration to anconsuper@aol.com
5) Reserve your hotel rooms today. Be certain to mention ANCON for special discounted group rate.
6) Visit the web sites of our Exhibiting and Advertising companies.

AnCon '07: Another Game Convention
October 26 - 28, 2007
Holiday Inn Hudson - NE Ohio

Wednesday, September 26, 2007

Crew member on new Batman film killed in crash

A special effects technician has been killed in a crash during production of the latest Batman film, Warner Bros. said Tuesday.

The studio said the man, who was not identified, died when a truck carrying a camera platform crashed into a tree while following a stunt vehicle on Monday. Filming on the movie, 'The Dark Knight,' was not taking place at the time, and no actors were involved in the accident. The accident took place during a test run at a racetrack near Chertsey, south of London.

The studio said producers, cast and crew 'are deeply saddened by this tragedy and their hearts and prayers go out to the family and loved ones of the deceased.'

Wednesday, September 19, 2007

What's My Name? Tell Me My Name!



My pirate name is:


Iron Harry Read



A pirate's life isn't easy; it takes a tough person. That's okay with you, though, since you a tough person. Even through many pirates have a reputation for not being the brightest souls on earth, you defy the sterotypes. You've got taste and education. Arr!

Get your own pirate name from piratequiz.com.
part of the fidius.org network

Monday, September 17, 2007

The Shat sings Common People



She came from Greece she had a thirst for knowledge,
she studied sculpture at Saint Martin's College,
that's where I,
caught her eye.
She told me that her Dad was loaded,
I said "In that case I'll have a rum and coca-cola."
She said "Fine."
and in thirty seconds time she said,

"I want to live like common people,
I want to do whatever common people do,
I want to sleep with common people,
I want to sleep with common people,
like you."

Well what else could I do -
I said "I'll see what I can do."
I took her to a supermarket,
I don't know why but I had to start it somewhere,
so it started there.
I said pretend you've got no money,
she just laughed and said,
"Oh you're so funny."
I said "yeah?
Well I can't see anyone else smiling in here.
Are you sure you want to live like common people,
you want to see whatever common people see,
you want to sleep with common people,
you want to sleep with common people,
like me."
But she didn't understand,
she just smiled and held my hand.
Rent a flat above a shop,
cut your hair and get a job.
Smoke some fags and play some pool,
pretend you never went to school.
But still you'll never get it right,
cos when you're laid in bed at night,
watching roaches climb the wall,
if you call your Dad he could stop it all.

You'll never live like common people,
you'll never do what common people do,
you'll never fail like common people,
you'll never watch your life slide out of view,
and dance and drink and screw,
because there's nothing else to do.

Sing along with the common people,
sing along and it might just get you through,
laugh along with the common people,
laugh along even though they're laughing at you,
and the stupid things that you do.
Because you think that poor is cool.

I want to live with common people,
I want to live with common people etc...