Thursday, December 13, 2012

Dorkland! Rountable with James Raggi

I spoke with James Raggi, of Lamentations of the Flame Princess (both the game and the company) about his history as a gamer, getting into game design and some of the differences between gaming "culture" in America and Finland.


Who knew that Finland considered internet access a basic human right? Anyway, there is some good stuff in here. I tried to dig around in some of his influences, both in fiction and in heavy metal music, to get at the root of the whys behind his creation of the Lamentations of the Flame Princess game, as well as his various adventures. His aesthetic is an interesting one, and it gets at the root of the differences between the approach of his game and some of the other retroclones out there.

Tuesday, December 11, 2012

Dorkland! Picks: Some Of My Music Favorites From 2012

Yeah, I've never really been a fan of "year's best" lists. They tend to be weighted heavily towards whatever has been on the commentator's CD player/turntable for the last few weeks or months, forgetting the stuff that might have come out earlier in the year. And when you have as big of a musical year as you did in 2012, there is a lot of stuff that can just disappear without knowing it. So, instead, I'm going to do a post about some of the albums that came out this past year that were my favorites (with an occasional nod to a single or two, and some non-traditional releases as well).

This isn't a "top" anything list, other than being some of the stuff that I enjoyed listening to over the last twelve months or so. They aren't listed in any particularly order, just how they pop out of my mind and how they showed up in my Winamp player.

I own a lot of music, in a lot of formats and in a lot of styles. Hopefully this list will reflect that. I will share links to some YouTube videos, where I can, for those of you who may not have heard all of the bands that I am going to talk about today. Strap yourselves in, folks, we are in for a bit of a bumpy ride.

Monday, December 10, 2012

Swords & Wizardry on G+

This past weekend a new "function" rolled out on Google Plus, called communities. Communities are sort of like forums, but in the same style and formatting as G+ proper. It is a nice functionality because it does away with some of the things that I hate about online forums and it allows you to interact with new people that you may not know, without having to leave the relative safety of your Google+ stream.

The Swords & Wizardry Discussion community sort of exploded (in a good way), but we are looking for more people to join in on the discussions. Matt Finch and various of the Frog God Games people are already active in the community, as well as some of your favorite Swords & Wizardry bloggers. Click on the image, and come join us.


Friday, November 30, 2012

Dorkland! Roundtable Doubleshot: George E. Williams and Jason Morningstar

Another double shot of my baby's love, or in this case Dorkland! Roundtables.

I spoke with George E. Williams (also known as Loki). You may know him from the Planewalker gaming site, or with his work as a freelancer on some cool Pathfinder material. We talked about his gamer origins and some of our favorite ways to prepare and/or eat alligator. This is the point at which I would say "it was a fun talk," but that is starting to become a bit of a cliche in my writeups of these Roundtables. I am enjoying the reveal of the things that make us similar as gamers, but I am finding those bits and pieces that make us unique from each other to be even more interesting to discover.



I think most of you know who Jason Morningstar is, after all Tabletop did do an actual play of his game Fiasco, and there are many, many more people who watch them than me. Up at that link some people play a game of Fiasco (although according to Jason in our interview they do get a few things wrong, but that's OK too), which is interesting to watch. I admit that I've seen Fiasco at some stores around town, but I haven't played it myself. It does look like it could be fun. He also talked about the origins and development of his latest (at the time of this interview and post) game Durance as well.

This was an interesting interview. We talked about a lot of Jason's games, but we also spent time talking about his interest in LARPs (Live Action Roleplaying, just in case there's someone who reads this blog and doesn't know what that means). LARPing is another one of those things that I have never done, but find interesting, so the conversation was of interest to me. I should look into finding some people involved with LARPing for future Roundtables.



So, at the beginning of this post I talk about discovering the differences that we have as gamers. I think that those differences is where the interesting stuff all goes on. Some would have you believe that there is this monoculture of geekiness, or even of gaming, but I think that these interviews start to show something different. Yes, there are points of similarity in us all...many of us entered into gaming through some of the same games, or we have some similar interests, but as time passes those similarities start to drift and become less and less important as we find our own voices. Nothing is as important as finding your own voice, even if others don't like it.

Tuesday, November 20, 2012

Dorkland! Roundtable Doubleshot: Steve Russell and Ben Gerber

I have fallen terribly behind on posting my Dorkland! Roundtables to my blog. To catch up I am doing a two-fer of Steve Russell and Ben Gerber. 

I spoke with Steve Russell of Rite Publishing. Steve's company is a 3PP (third party publisher for those not hip to the lingo) for Paizo's Parthfinder RPG, as well as having an upcoming game using the system from Erick Wujcik's trendsetting Amber Diceless, produced under license from the current rights holders of the game. Steve gave some interesting insights into being a small press games publisher during our talk.



and Ben Gerber, creator of the Troll In The Corner website and the delightful role-playing game for children of all ages, Argyle & Crew. We talked about returning to gaming, and taking that interest in gaming from blogging to design to publishing. Ben also talked about the board game that he is working on, that he hopes to find a larger press board game publisher to pick up from him.


Both were great interviews and gave some interesting perspectives on being a small press publisher.

Wednesday, November 14, 2012

The Magic World Cover

Magic World from Chaosium games is coming. Built from their historic and influential line of fantasy role-playing games comes a new edition of Magic World. This is a "generic" fantasy RPG that isn't tied to any one world or setting and is built from the foundation of Chaosium's Basic Role-Playing system that haw powered such games as Call of Cthulhu, Runequest, SuperWorld and Larry Niven's Ringworld. Here is a first look at the cover to come:


There is also further support for Magic World past this core book planned, so stay tuned for more to come.

MAGIC WORLD
Item # CHA2028
220 Pages (estimated)
SRP $26.95 (estimated)
ISBN10: 1568823657
by Lynn Willis, Ben Monroe & Friends


You can find out more about the upcoming Magic World at: http://www.chaosium.com/article.php?story_id=508 and http://basicroleplaying.com/magic-world/

Between this book and the new edition of OpenQuest coming, I am very excited for percentile-based gaming.

Friday, November 02, 2012

Fun With YouTube Analytics

As many of you know, I use Google+ Hangouts and YouTube to record interviews with various people in gaming, designers and publishers mostly. I also use them to run a couple of games and record them as well. I was looking at some of the anayltics that YouTube provides and found them interesting. I'm not sure what they mean to me, or what they should mean to you, but I thought that I would share them anyway. This particular table is over the last 30 days.


Video
Average view duration
Average view percentage
Dorkland! Roundtable with
Rafael Chandler
9.64
16.95
Dorkland! Roundtable with
Zak Smith
7.58
11.1
Masks of Nyarlathotep:
Episode 1
10.45
11.43
Dorkland! Roundtable with
Wolfgang Baur
8.27
16.06
Dorkland! Roundtable with
James Maliszewski
14.73
23.37
Dorkland! Roundtable with
Jason Durall and Ben Monroe
6.37
12.05
Dorkland! Roundtable:
CONcurrent Q&A With Keith
Baker
6.08
11.72
Dorkland! Roundtable with
Steve Russell
6.34
10.58
Dorkland! Roundtable with
Tracy Barnett
5.85
12.46
Dorkland! Roundtable With
Kyrinn Eis
12.86
23.29

I think that it is interesting to see how long people are actually watching these interviews (and the one actual play video that made this list). It might not mean anything, but still it is interesting to see.

The gender breakdown over the last 30 days is Male 84.6% and Female 15.4%. I'm assuming that information is taken from accounts, but I don't know.

Thursday, November 01, 2012

Terran Trade Authority Kickstarter

The Kickstarter for the new edition of the seminal British Science Fiction classic The Terran Trade Authority has started. If you don't know about this incredibly cool space opera setting from the 1970s, check out the Wikipedia page for a bit more information. This edition will featuring role-playing rules, in addition to the setting material, for the Savage Worlds game.

Click below to go to the Kickstarter page for this project.

Monday, October 29, 2012

Dorkland! Roundtable with Rafael Chandler

I spoke with Rafael Chandler, an indie RPG designer and computer game designer on my Dorkland! Roundtable. We talked about his game Dread: The First Book of Pandemonium (with a new edition coming out this Fall), his work in computer games, his first novel and his love of heavy metal music.


It is becoming a bit of a cliche, I think, for me to talk about how fun these interviews are, but there are so many different perspectives and playstyles at work in gaming and it is good to see beyond what you normally do and you normally expect from a game, so that you can see the perspectives of others, what others are doing out there.

Let's Talk About The BareBones Fantasy RPG

There's a new RPG on the scene, BareBones Fantasy Role-playing Game. Brought to you by the same minds that brought The Star Frontiersman fanzine and the reimagining of a classic science fiction RPG. Now, I am going to say right off the bat that this game might not be for everyone. BareBones Fantasy is planted firmly in the rules-light end of the game design spectrum, weighing in at just 84 pages. Now, for me this alone isn't a big deal because I definitely prefer games that are lighter and more streamlined in their presentation.

Starting off with the art, the art in this book is very good. From the color cover, to the black & white interior art, this book sports some very strong art, stronger than you often see in a first time product from a publisher. The cover is evocative and pulls you into the action, as if you are the next adventurer who is throwing themselves against the dragon that is being fought.

The layout of the book is simple and uncluttered, making the book (or the PDF in my case) easy to read.

Once you get into the game you will see that this is definitely a first game by the designers. Some of the concepts could have stood to have better explanations, the use of "levels" in the skills is an example of this. Some skills need levels, while others don't. While there are tables on each of the skill descriptions that tell you the skills level, and what the "rank" of those levels are (much in the same way as classes are often ranked in older editions of games like D&D), since all of the skill scores are converted into percentile ranks it seems a bit puzzling as to why skills need levels (outside of giving a hook to those who are used to more class and level-based games). There is also a couple of steps that go into generating the percentage scores for skills, and it does seem that process could be a bit further streamlined.

That, I think, goes to the core of things with this game. BareBones Fantasy is intended to be a rules-light sort of game, but it is definitely on the more complicated end of rules-light. It is certainly not as light as a game like Risius, or even a game like Over The Edge. This is not a negative thing, it is just that I think that some of the processes could have been further streamlined to make BareBones Fantasy closer to what some think of traditionally as a rules-light game. I like the idea of using the classic classes of most class-based fantasy role-playing games as skills, This is a great idea, and something that I have toyed around with myself. I think that taking this approach cuts out a lot of the complexity of traditional class-based fantasy role-playing games.

Mechanically this game is pretty simple, and things boil down to a percentile, roll low system.  There are various situational modifiers that can be applied to various situations, but the previous sentence sums up how you do things in this game. Whether it is a skill check, or an ability check, everything uses the same mechanic.

The section of the game dealing with the bestiary has all of the monsters that you would expect from a fantasy RPG, if you were coming from other, already established, games. I think that from precedence some of the creatures could have been broken down into greater specificity. The dragon entry, for example, could have been further broken down into various types. I like a lot of monster, and I like unique and interesting monsters that help give players an insight into a games world. The monsters in BareBones, while serviceable, are a bit more generic than what I personally like. The simplicity of creature writeups in the game, however, make it easy enough for a game master to personalize creatures to better fit their world. My main issue, I guess, with generic monsters, is that they do not have a sense of awe that allows players to turn creatures into adversaries rather than just a set of statistics that have to be fought against. This could very easily be something tackled too by the game master in an individual game, but it is something that I would have like to have seen.

I do like random tables in my fantasy games, and of the two offered up in the rules (Adventure Idea Generator and Random Dungeon Generation), the Random Dungeon Generation tables are the stronger of the two. Probably not as good as others that I have I seen, but they are good starting points for the game master to use in creating adventures for the character, while they are getting used to the game and the rules.

There is the starts of a setting in the Keranak Kingdoms. This is fairly traditional fantasy and could easily be further fleshed out by most fantasy game supplements. I don't know that it is enough to really start play entirely on its own, but I think that it can be used as a starting point. Expecting a fully fleshed out setting in a game this brief is probably asking a bit more than what is intended, so this is not something that I would consider to be a fault of BareBones Fantasy. Since most people are probably likely to plug in their own, existing, home-brewed setting, I doubt that the brevity of this section would be an issue for most of those interested in picking up this game.

So, is this a good game? I would definitely say that it is. Yes, there are flaws, but they aren't serious ones, and many of the things that I would probably have issues with would probably be easily handled with a house rule or two, something that a lot of gamers do with their games anyway. Coming in at just under $10 for the PDF this game is probably priced a little too high to be considered an impulse buy (I know it is for me at least), but it definitely would be worth the price. The commercial version sold at the link of the beginning of this post also has a low ink, printer friendly version with the fact that people will have to print this out in mind. While I would not call BareBones Fantasy an innovative game, it is rooted in simple and solid mechanics that will allow players and game masters to get to the game that they want to play quickly and easily. I definitely recommend checking this game out.