Wednesday, August 31, 2016

The Adventurer's Guide to Excavation and Plunder

The Adventurer's Guide to Excavation and Plunder

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I've got another supplement for In Darkest Warrens coming out very soon called The Adventurer's Guide to Excavation and Plunder, which contains advanced rules for overland and sea travel, weather, traps, new classes, new monsters and more. All of that in 2 pages - what the what?!

Since IDW was released its minimalist approach to fantasy roleplaying. Here's what people are saying:

"I will be getting all products in this line" - Stuart L

"Simply awesome" Perfectly P

"The system is magnificent in its simplicity" Ulrich H

It's pay what you want, so give it a download.







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September 1, 2016 at 12:26AM

Fish or Cut Bait

Fish or Cut Bait

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Regarding the time spent constructing the world, we all have to work with the number of hours we have.  Those hours have to be spent as we're able, exercising all the usual principles of business: 1) increase expenditure by increasing the number of hours and 2) decrease overhead by requiring less money to be spent on things that don't matter or fail to be profitable.

That's all it is, really.  I have a daughter that's 27 and doesn't need to be taken to soccer games or schlepped to relatives.  I have a partner who enjoys her free time; every day we spend two or three hours in personal time, enough for both of us - sometimes more if we find the opportunity.  I've lost all interest in burning off 8-10 hours in evenings at a bar or a restaurant; I don't spend six hours the next day recovering.  I live in an apartment.  I don't build things or watch sports (or any television, for the most part) and household chores are the minimal sort for a chair-bound geek.  I try to get myself out every day for physical effort but that can usually be done in tandem with some chore or community time.  Work eats about 15-30 hours (as I struggle to maintain even this many hours in this bad economy).  These adjustments to my lifestyle, that others might find deathly dull, leaves me with around 50-65 hours a week to research, read, write, work on my world and manage other smaller projects.

I can afford to spend time with research and development, updating rules and my wiki, putting unnecessary time towards aesthetic features and plugging away at this blog.  Most of my readers can't.  They'd find my daily grind boring beyond all reason and they owe huge amounts of their time to work, spouse, children, social commitments, activities well out of the RPG culture and a nest of other busyness and priorities.

Okay, so you have two hours a week to work on your world; nothing wrong with that.  You can squeeze about twenty minutes between coming home from work and sitting down to dinner most days, you can sometimes work for as much as an hour while others are out to get their haircuts and when you're lucky you can manage all of 90 minutes on a quiet Sunday morning when you're up and everyone else is still asleep.

Use that time well.  Don't spend it as I spend it, don't rebuild the combat system or spend the time making a new set of monsters.  Don't blog!  For blazes sake, you have two hours to get the game ready come Saturday and you're going to need all 120 minutes to draw out a half-decent town setting where the party can scuffle with a bunch of guards or the LBCR (Local Beggars' Combat Regiment) under the command of a lowly thieves' guild member.  Those are the things that matter!

Sure, you can look with longing at tables you'd like to be rewriting or that skilz system you've long considered hacking and building into something to change the player's game, but you haven't got the time.  You have to meet the boys and get out to see who wins that important game between the Packers and the Broncos or between Shrewsbury and Macclesfield.  You can't write that new RPG, you and the person you love wanted to live in a house so there are vegetables to harvest and lawns to mow and trees to prune.  Forget making that megadungeon, Jeremy's garage needs painting any you said you'd help this weekend between six weeks ago he helped you rebuild the kid's playhouse.  You don't have time to write a 72-part series on the Rolemaster rules, you've got to work every Saturday and Sunday until Christmas because your boss has you combing numbers for the quarterly report that's being published in January.

Please don't take that as my saying your life isn't up to snuff.  I'm not saying that.  I am saying you chose that life.  You're always going to have more money than I have and you're always going to have a place to live.  Your boss is going to treat you with respect and you'll probably spend this year's vacation in Amsterdam or Sydney or viewing the ruins at Luxor.  YOU have a great life.  You made up your mind to have it and let's be honest, you love that apple tree in your backyard that takes two days to prune because it stands 23 feet high.  You love your life.

But it means you've got to prioritize if you want that life and the experience of being a DM - because being a DM soaks up as much time as catching all the basketball games in a season or having a big yard that needs work every summer or surrendering your free time to work sixty hours a week so that you'll make project leader before 30.  There's no half-way that doesn't compromise your "vision" of a wonderful great world that you imagine yourself someday running - just as there's no halfway with your family or that career; you wouldn't compromise either of those, would you?

I'm only saying that you can either figure out a means to find the time necessary to really design your plans, then stick to that schedule, or accept that with many things you'll have to accept many elements of your world exactly at they are written by other people.  I know that doesn't sound like me, I'm always advocating the do-it-yourself campaign - but that's because I'm talking about people who, like me, have more than twenty hours a week to give.  If you haven't got that, learn to appreciate the campaign rules designed by others without quibbling.  Save yourself the time.  Be realistic.



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August 31, 2016 at 05:55PM

Advanced Fighting Fantasy 2 • Re: Help!

Advanced Fighting Fantasy 2 • Re: Help!

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How about Arantis?

Statistics: Posted by Hullalla — Wed Aug 31, 2016 10:52 pm






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August 31, 2016 at 05:26PM

Advanced Fighting Fantasy 2 • Re: New Dungeon in progress - Mystic Well

Advanced Fighting Fantasy 2 • Re: New Dungeon in progress - Mystic Well

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I've put all the maps in the drive area. I'll update the document over the next few months (school will start soon and I'll have less time)

Statistics: Posted by Slloyd14 — Wed Aug 31, 2016 8:32 pm






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August 31, 2016 at 05:26PM

Advanced Fighting Fantasy 2 • Re: Best magic style Poll

Advanced Fighting Fantasy 2 • Re: Best magic style Poll

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Great use of surveys, guys!

Statistics: Posted by Slloyd14 — Wed Aug 31, 2016 6:46 pm






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August 31, 2016 at 02:26PM

Advanced Fighting Fantasy 2 • Re: Help!

Advanced Fighting Fantasy 2 • Re: Help!

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Fire Island fits all of those criteria.

Statistics: Posted by Slloyd14 — Wed Aug 31, 2016 6:33 pm






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August 31, 2016 at 02:26PM

Advanced Fighting Fantasy 2 • Re: Best magic style Poll

Advanced Fighting Fantasy 2 • Re: Best magic style Poll

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Chaos And Priestly, Ursel

Statistics: Posted by Ruffnut — Wed Aug 31, 2016 5:29 pm






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August 31, 2016 at 02:26PM

Advanced Fighting Fantasy 2 • Re: Help!

Advanced Fighting Fantasy 2 • Re: Help!

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Lorian wrote:
After ages spent planning a small elvish settlement in the forest of yore I had to relocate to the forest of spiders, but after finding out that sittle woad and dree are in it ! the session is soon and I have no location. Please help me find a location. If preferable it would be no more than a month away from port blacksand and temperaturate to tropical. Although any location would do if nothing else came up. Also it would need to be in an mostly empty forest near mountains. Any other features would be OK.


In the Old World Near The Anvils Of The Gods There Is A Small Forest Next to mountains and an ocean and is as rural as it gets.

Statistics: Posted by Ruffnut — Wed Aug 31, 2016 5:28 pm






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August 31, 2016 at 02:26PM

Advanced Fighting Fantasy 2 • Help!

Advanced Fighting Fantasy 2 • Help!

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After ages spent planning a small elvish settlement in the forest of yore I had to relocate to the forest of spiders, but after finding out that sittle woad and dree are in it ! the session is soon and I have no location. Please help me find a location. If preferable it would be no more than a month away from port blacksand and temperaturate to tropical. Although any location would do if nothing else came up. Also it would need to be in an mostly empty forest near mountains. Any other features would be OK.

Statistics: Posted by Lorian — Wed Aug 31, 2016 5:23 pm






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August 31, 2016 at 11:25AM

Ninja! – Attempt 6, Part 1

Ninja! – Attempt 6, Part 1

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hqdefault1

Attempt 6?!?  You’ve gotta be kidding me.

Arrow Cutting,  Climbing and Poison Needles, for the curious.

After thinking about it for about two seconds, I take the path of least resistance, and again follow Chigeru to Nara.

You were just waiting for the bullet points, weren’t you? Happy to oblige!

  • Chigeru confront the monks (TM Fenrir) and I defeat my first enemy, although he does reduce my Endurance to 10, from 20.
  • I finish off the final opponent without suffering further damage.
  • I follow Chigeru to Nara, climb the wall of the castle, and manage to dodge the spider / lady combo and retrieve the first flag.
  • I manage to assist the samurai with the possessed sword, while losing another 5 (!) Endurance,  I do, however, then get 2 Endurance back from his ‘field dressing’.

 

gee-thanks-no-really-cg-main99

  • I move on to Takahiri, enlist Nao’s help, infiltrate the castle and once more face off against the Pit Feeder.
  • I’m not optimistic, since I only have 7 Endurance left.
  • After a couple of mutual misses, I land a forceful kick and reduce the Feeder (hereafter PF) to 8 Endurance.
  • In the next round, make that 5 Endurance for the PF, before it lands a blow against me!
  • Wait!
  • Did I say 5!?
  • Because I sure as heck meant zero!!!

Take it away Sherlock :

doubtful_holmes_by_victor_tirasov-d47dbqy

  • More importantly, I am then able to retrieve the second flag (!), say farewell to Nao and peacefully spend another night in a city alleyway, next to a sake den (!)
  • Restoring 3 Endurance, I’m back up to the lofty score of 10 (!)
  • Making my way into the Iga mountains, I restore a further 4 points of Endurance  (up to 14)
  • I confront Aiko and the swarm of locusts, and use 1 point of Inner Force to avoid the mind juju which attempts to compel me to poison myself.
  • I dive into the river, and unfortunately watch Aiko die.  I do, after she dies and Daon enters the fray, retrieve one (!) Shuriken and spiderfish venom, which ‘enlivens’ the Poison Needles skill.
  • Daon and I run into Gorobei, and shortly thereafter confront the wolf / dog hybrids (another Gamebook sentence that you wouldn’t see elsewhere).
  • We defeat the Hainu, although I do lose 5 Endurance due to one missed attack (down to 9).
  • I get buried in the avalanche, losing a further (!) 4 Endurance (down to 5)
  • This time, for the sake of variety, I elect to try to see if Daon and / or Gorobei have survived the avalanche.  I manage to rescue Daon, although he is greviously wounded.
  • Right about now is when the Queen lyric from the featured image becomes relevant.
  • As I try to make it through the desolate snow-scape, I manage to make the requested roll (which is a test on my Inner Force)
  • We then have a spiritual visit (!) from the Spirit Tiger of Kwon, who leaves psychic (or real!) footprints for us to follow through the blizzard.
  • We make it to a secret temple of Eo where, not only is Daon saved, but I am able to restore a point of Inner Force and 12 (!) points of Endurance!
  • Sacrifice for friends has its reward! (Which sort of means that it isn’t really a sacrifice but that’s a philosophical debate for another day)
  • I then tell Daon that I will go on, now that I know he is safe.
  • He then tries to give me (!) the flag of Nasaka, even though the rules of the contest clearly state that each flag must be won individually, and not handed from one competitor to the next.
  • I reluctantly take the flag, although personally resolving to be honest if asked how the flag came into my possession.
  • As I take my leave of Divine Orchid (the charming Native American-esque name of the Eo-worshipper who has helped us), I resolve to use every effort to finish this gamebook or die in the attempt!

 

Stats : Endurance : 17, Inner Force 3, Shuriken 6, All modifiers : 0

Recommended web-page : Although he commentates more on twitter nowadays, I highly recommend checking out the archives of Las Vegas Cabbie Chronicles.  It is truly a warts-and-all description of the interesting (and often difficult) life of a cabbie in Sin City.

 

 

 





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August 31, 2016 at 06:43AM

The Long Game

The Long Game

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You're working on your new world, you're trying new things, you're thinking of all the stuff you'll add, you're looking forward to the evening when you'll run your first game.  It's three weeks away, then it's two weeks.  You're getting the details regarding the kingdom ready, you've finished writing the history, you're writing down some plot hooks and thinking about those monsters you wanted to add and now there's only a week left.  There's an equipment list and some notes for character backgrounds and now there's just five days.  All those details about the dungeon you've created and the time you've used to build up a new combat system based on the old one, so many hours gone to all those long-term projects and now the time is getting nearer for you to sit down with your new players and actually start the campaign.  There's two days left, then it's tomorrow, then it's today.

Then afterward, the first running put to bed, you've just realized how much is left that you didn't really finish. You thought you had everything prepared but when the game came, you were scrambling and face-to-face with how many things weren't ready.  Seems like they never are, but now it is worse, now there's a game coming next weekend, with things that need readying for it, so when will there be time to fix all those huge architectural elements that the world needs now?  How can anyone manage both the week-to-week campaign and those things we need to spend hundreds and hundreds of hours on to make come out right?

I have had an inkling of an idea late, coming from a number of sources, originating with this talk from Astrid Atkinson of Google, discussing basically the principles of Keats when he said that the center did not hold.  Not that I'm arguing that the management of detail equates to the end of the world and the eventual rise of the Dark Lord, but I never actually thought Keats was talking about that, either.  I think fundamentally that the reality is that things inevitably threaten to break down, that no surety can exist; that the widening gyre is the ever-growing difficulty of any venture we are foolish enough to try.

Keats wrote the poem following the first World War and it drips of despair, failure, the smashing of all things and the promise that far worse than this is still coming, Keats' beast slouching towards Bethlehem.  Yet as I have gone over this poem again and again in the past, I am met with the clarity that however inexorable Keats' prediction might be, we continue to make the gyre, we struggle against its widening and we refuse to give into the obligatory doom the poem predicts, however much it looms before us.

Now, I know these are weighty themes for a post about not having enough prep done for game night.  And I I know there are a few readers scratching their heads and wondering what I am on about.  It is simply this: the question of "being ready" - is that not the measure of the DM?  And is not the failure to be ready the boot that we use to kick ourselves, the certainty that not "being ready" will mean our players will abandon us and we'll know, at last, that we never were DMs, we were only pretending to be?

This is why I found myself thinking about the "long game" that Atkinson is on about; the acknowledgement that what we put in place today will be the thing that breaks us down the line, and how we must think today of what structures we want in place when another day in the future those gyres threaten to widen beyond our control.

The long game, I think, demands more than throwing hours at it.  It demands a strategy.  "I'm going to have a great world someday" isn't a strategy.  Strategies are not made in the future, they are made in the present, to fix the problems that were created in the past.  Strategies fail in the future . . . when it is too late and the beast is born.  Those who wait for the future to produce the strategy they wish they could have are merely Keats' midwives.

I have been thinking about this strategy thing of late: what a strategy for making a world and pulling together a party consists of, how to go about diagnosing what the strategy has to be, how to build a set of tactics for staving off the ill and encouraging the healthy in one's game.  There's a book in that . . . if I can find enough hard data to support a worthy blueprint.

But hell.  I'm already writing a book.



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August 31, 2016 at 02:22AM

Warlock Wednesday: The Warlock of Firetop Mountain released today!

Warlock Wednesday: The Warlock of Firetop Mountain released today!

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Today is the day that fans of Fighting Fantasy have been waiting for, for a long time! Today is the day that The Warlock of Firetop Mountain is released on Steam.



This is particularly exciting for me, as I was one of the team who helped redesign Firetop Mountain. :-)





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August 31, 2016 at 02:00AM

Tuesday, August 30, 2016

Emily Short: End of August Link Assortment

Emily Short: End of August Link Assortment

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Upcoming Events

September 4, the Oxford/London IF meetup has an open problems session in Oxford. Join us if you’d like to discuss something that’s stumping you in a WIP (or give advice to people who are in that situation).

September 10, Australian IF folks are having a meetup in Melbourne. (Link is to a Facebook page that organizes the group, which might be of use even if you aren’t able to attend this specific event.)

If you are instead in the Bay Area on Sept 10, the SF Bay IF Meetup has an event that day as well.

September 10 is also the voting deadline for IntroComp, if you were considering participating. That’s a good chance to give authors feedback on their work in progress. (And if you’re up for it, reviews are great too — IntroComp hasn’t had a huge number of reviews this year so far, and it would be cool to see more.)

September 28, Boston area, PR-IF is holding its next meetup.

Finally, September 28 is also the deadline to submit games to be shown at WordPlay London, a November event centered on interactive text and held at the British Library. You may submit your own works or nominate works by other people.

IF Comp launches at the beginning of October. We’re just about at the deadline for submitting an intent to enter, but if you’d like to donate prizes, that option is still open to you.

*

Speaking of IF Comp, that is going to be the theme of our London October IF Meetup. Last year we played a bunch of comp games together and it was a blast, and we only wished we had a little more time available. This year, I’ve got a more central (Shoreditch rather than Maritime Greenwich), wheelchair-accessible venue in London on October 16. It’s a weekend slot rather than our usual weekday evening, so that we can afford to run for most of the afternoon rather than just a couple of hours. If you’d like to join but can’t make it right at the start, there will still be stuff going on if you arrive later.

If you’re a comp game author this year, you’re going to be in London at that time, and you’d like to see a group play your work live, let me know in advance and we’ll make sure we include your game in the mix.

Please also let me know if you’d like to volunteer as a reader (reading aloud on-screen text so that we’re all on the same page as we play) or to bring snacks (mm, snacks).

Also, please feel free to invite people! The meetup is free and public, and we always welcome new members, but especially here: this is meant to be a fun and festive intro to some of the best of what’s going on in IF right now.

New Releases

Worldsmith is a new commercial parser game with an ambitious simulation and a JS-enhanced interface. I discuss my first experiences with it here.

Brendan Patrick Hennessy has a short and wholly adorable post-Birdland piece called Open Up.

Sub-Q Magazine brings us Before the Storm Hits by JY Yang, a piece about what you choose to do before the end of the world. Which of the items on your to-do list is top priority? And can you make any difference if you do things in a different order? I don’t want to spoil it by going into too much detail, but

I wrote a small piece for Texture called Endure. It’s an interactive translation, where you’re resolving Homeric Greek into English phrases, but you have several different translation modes you can try — and you can juxtapose serious with jokey readings, for instance, if you want to go for particular stylistic effects.

Your results will also depend on the order in which you translate. If, for instance, you start out your translation by focusing on text about the Cyclops, you will get a different slant on the rest of the passage than if you start by focusing on Odysseus’ cleverness.

In a way it’s sort of a companion to First Draft of the Revolution — not because of its subject matter, which is completely unrelated, but because both are trying to use interactivity to convey something about the mental process of translation and the flexibility of meaning to be found in a single text.

Endure is pretty niche, which is why I haven’t done more to talk it up. It might not appeal to you at all. Some people have said they liked it even though they don’t read Greek, but others have said they felt they were missing something. (The one player I know of who did already understand the Greek really liked it, but this may not be statistically significant.)

If you do like that, I also recommend B Minus Seven’s Relentless Drag.

I also wrote more about Texture for my IF Only column at RockPaperShotgun.

IF-Adjacent Fields

While doing some background on my escape room articles, I ran across references to Block Stop’s By the End of Us, a live theatre experience where one player performs the role of a video game player and the audience collaborates as their antagonist. thelogicescapesme reviews the game experience from the audience perspective, and there’s also a comment from the person who played the single-player role.

I also learned that there is apparently a trade show for room escape designers.

Craft, Training, and Tools

Jason Grinblat talks about procedurally generated titles and descriptions of games for Caves of Qud. Also, mentions Annals of the Parrigues, yay.

Jedediah Berry shares an exercise for writing collaborative shuffle narratives like his own Family Arcana, usable in workshops.

This is not new, but on my Twitter feed last week someone linked this article on the concept of the act structure in screenwriting, and how it’s not really very useful as a way of thinking about structural concerns, and about alternative approaches to think about plotting. Because it’s by the movie reviewer who posts as HULK and writes in ALL CAPS, the article is also in all caps. I dislike reading long passages in all caps, so I mean it extra when I say that the content is very worthwhile. Maybe copy and paste into a text editor and auto-convert it into sentence casing if it gets to be too much for you.

Community Development

Rami Ismail writes about the stages of game development communities in different territories. He’s basing this on experience with particular communities, but I think some similar criteria could apply when looking at the niche genres or forums looking for more wide-spread recognition.






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August 30, 2016 at 11:25PM

More images of the Trade Paperback

More images of the Trade Paperback

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BtMMv1_p99
BtMMv1_p115
BtMMv1_p185
BtMMv1_p189
BtMMv1_p259
BtMMv1_p293
BtMMv1_p329
BtMMv1_p373
BtMMv1_p391




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August 30, 2016 at 08:24PM

Advanced Fighting Fantasy 2 • Re: First Post! Lots of thoughts/questions!

Advanced Fighting Fantasy 2 • Re: First Post! Lots of thoughts/questions!

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GreatArc, thanks for your kind words and for sharing your amazing experience also. I was thrilled to remember them good ol' days :D

Statistics: Posted by dcpchamber — Wed Aug 31, 2016 1:39 am






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August 30, 2016 at 08:23PM

Advanced Fighting Fantasy 2 • Re: Best magic style Poll

Advanced Fighting Fantasy 2 • Re: Best magic style Poll

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Ruffnut wrote:
Lorian wrote:...

I curse thee.
.

It's Naval not navel
And conjuration not summoning

Statistics: Posted by Ruffnut — Tue Aug 30, 2016 1:06 pm






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August 30, 2016 at 08:21AM

Advanced Fighting Fantasy 2 • Re: Best magic style Poll

Advanced Fighting Fantasy 2 • Re: Best magic style Poll

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Lorian wrote:
...

I curse thee.
.

Statistics: Posted by Ruffnut — Tue Aug 30, 2016 1:02 pm






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August 30, 2016 at 08:21AM

Ninja! – Attempt 5, Part 1

Ninja! – Attempt 5, Part 1

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1_1x

Aside : Sorry to my legions of fans for the lack of entry yesterday.  To be honest, the reason was a personal one, which involved work, family, and sleeping at 9.30pm.

Onwards!

I’m rebooting, if you will, from the commencement of the adventure.  My skills are Poison Needles (remembering that I need poison before this is any good), Arrow Cutting and (drum roll) Climbing!

After crashing and burning at every previous option, I elect to go, once more, to Nara, following the same path as Chigeru.

b03

For those who don’t remember, we once more face the three enemy ninjas.

I throw a Shuriken, removing 5 Endurance from my initial adversary.  I then do the throw / kick combo and remove a further 5 Endurance.  He only has 2 left.  I finish him off, although he does take away 7 of my precious Endurance points.

Endurance : 13

I pummel the final enemy into submission, and once more spare his life in return for information.

The defeated enemy talks about their (as in the monks of Vile) mission to stop us, and we quiz him and then send him off down the road, no doubt with suitably arrogant taunts ringing in this ears.

Chigeru and I enter Nara, and I again elect to try for the same flag as him (him being Chigeru).  Climbing the wall of the palace, the following then occurs :

  • I use my skill of Arrow Cutting to prevent the missile piercing my form
  • I confront the spider / woman combo on the roof.
  • I disable her temporarily with a Dragon’s Tail throw
  • I snaffle the flag (score!) and make my way down the wall before anything awful can happen to me.

I then subtly sprint (!) down the road to Takahiri, and run into the samurai with the possessed sword.  I manage to save him, although at the cost of 5 Endurance.  In a small piece of consolation, his help restores 2 Endurance.

Endurance : 10.

In summary, I enter Takahiri, and secure the help of Nao in infiltrating the palace.  I face the Pit Feeder and….

I reduce it to 4 Endurance and….

That 2 dice of damage that it does on every hit has its inevitable effect.

Damn you, resolve to play this book honestly!

frustration

Web-page recommendation : If you enjoy lengthy and detailed reviews of bad movies, you can’t got past Jabootu’s bad move page.  They spend thousands of words dissecting such masterpieces as Highlander 2, Body of Evidence, Superman IV and so on.  Highly recommended.

 





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August 30, 2016 at 06:29AM

An Oldhammer Reader: To Your Scattered Bodies Go

An Oldhammer Reader: To Your Scattered Bodies Go

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To Your Scattered Bodies Go is a  1971, Hugo Award Winning novel by science-fiction author Philip José Farmer and the inaugural  book of the Riverworld series (composed in the main from 1965 -1980....

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August 30, 2016 at 06:29AM

Advanced Fighting Fantasy 2 • Re: PDFs and watermarking

Advanced Fighting Fantasy 2 • Re: PDFs and watermarking

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Of the four PDFs that I thus far have, only HC has watermarks.

Statistics: Posted by LordArioch — Tue Aug 30, 2016 11:02 am






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August 30, 2016 at 05:20AM

Advanced Fighting Fantasy 2 • Re: Best magic style Poll

Advanced Fighting Fantasy 2 • Re: Best magic style Poll

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Priestly doesn't use mp or stam so it's not here... Sorry Erilla.

Statistics: Posted by Lorian — Tue Aug 30, 2016 9:55 am






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August 30, 2016 at 05:20AM

Advanced Fighting Fantasy 2 • Best magic style Poll

Advanced Fighting Fantasy 2 • Best magic style Poll

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...

Statistics: Posted by Lorian — Tue Aug 30, 2016 9:53 am






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August 30, 2016 at 05:20AM

Monday, August 29, 2016

Advanced Fighting Fantasy 2 • Re: PDFs and watermarking

Advanced Fighting Fantasy 2 • Re: PDFs and watermarking

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Ah I see! Well, the Heroes Companion is still watermarked if you're interested...

Statistics: Posted by joesmith — Mon Aug 29, 2016 9:37 pm






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August 29, 2016 at 05:18PM

When Trade Tables Go Bad

When Trade Tables Go Bad

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One of the systems that became part of the lessons dialogue, described in the last post, was my own, an implemented version of my trade table.  I feel, therefore, that I'm a bit responsible for problems that arose surrounding that table - specifically, that while the numbers were consistent and related to one another, they weren't affordable.

This is likely because of the generalized production numbers that I included in my wiki descriptions of the trade system - those numbers that described such and such many tons of ore or timber divided by the number of references (those numbers can be found at the bottom of this page).

Those numbers really matter, since although they are pulled from the air, they affect the price of everything.  I built my trade system from actual production numbers from the world, gathered from the United Nations Industrial Commodities Statistics Yearbook and from the U.N. Food and Agriculture Organization.  I took numbers from 1988 and then adjusted those to reflect more of a 17th century industrial production, for the most part dividing the numbers by 500 or, in the case of some very technologically developed products (like metals that weren't isolated until after 1650), by numbers between 1000 and 5000.  Over the years I have tweaked these numbers, to adjust for problems like a lack of affordability, taking a hard line with some things (like metal industries) and a very soft like with others (like chemical industries).

I kept meaning to post the original numbers that I had based all this, but it got forgotten and those numbers never were added to the wiki.  It's taken me an hour just to find the original files . . . on a secondary drive of a computer I keep for its memory capacity (because it is still running on windows 5, believe it or not), under about seven different folders, the last two of which were marked "unsorted files" and "old trade tables."

I've cleaned the files up to get good screen shots of the details, but these two files are so old they predate microsoft windows, being initially created on a Mac Plus that looked exactly like this:

Seriously - I remember staring at the little logo next to the disk drive
as this little thing would sit and think and think and think

I can only hope that these numbers will be helpful.  I do encourage people, with their games, to adjust those production numbers, before dividing them into references.  I'll post these on the wiki too, after I finish with this post.

Oh, sorry.  For some reason, the animals are on the ICYB table when I know they came from the FAO.  Ah well, so it goes:

FAO Numbers

ICYB numbers








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August 29, 2016 at 04:10PM

Sibyl Moon Games: Boston GameLoop 2016: Game engines for nonprogrammers

Sibyl Moon Games: Boston GameLoop 2016: Game engines for nonprogrammers

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Boston GameLoop is an annual game development unconference. I’ve been going for years, and I’m always impressed by the sheer wealth of knowledge available.

Game engines for nonprogrammers

I have fewer notes from this discussion than any of the others, since I ran this one and couldn’t take notes simultaneously. To compensate, I’ve done a more extensive writeup below, but it’s from memory rather than notes, and I’m doubtlessly forgetting stuff.

Here’s a terrible photo of the whiteboard.

IMG_20160827_151116 (1)

A game engine is a collection of libraries and programs that are used to create a game. Game engines keep you from having to build your own everything from scratch.

Visual scripting engines are generally most accessible to nonprogrammers. Visual scripting engines represent game logic with visual graphics rather than lines of code.

Some game engines don’t require programming per se, but do require non-visual scripting. “sound = beep.wav; play(sound)” is an example of regular scripting. It does require you to learn the specific language of the engine, but (in this example) you don’t have to write your own audio system for it – you’re drawing upon existing programming libraries without delving into them.

You don’t have to be a programmer to build games, but you do have to work within the limitations of your game engine if you don’t know how to program. If you do know how to program, then you can move beyond the normal limitations of your game engine. Choose your game engine carefully.

Twine: Browser-based hyperlink system designed for interactive fiction. It is possible to teach the basics of Twine in 30 seconds, yet it supports variables and sophisticated CSS, and it’s extendible with Javascript. Very good starting place. Also good for prototyping. Free.

Construct 2: Graphical equivalent of Twine in that it’s also visual scripting and fairly easy to pick up. Drag-and-drop code blocks. Includes a physics engine. Size-limited in free version.

MIT Scratch: Graphical engine aimed at kids (8-16) but very good at introducing basic programming concepts. Large community. Remix system allows users to see the code for any game and then create their own versions. Not exportable/commercial.

Stencyl: Related to Scratch, uses the same programming language.

GameMaker: Graphical engine that allows you to build logic either with visual scripting or in its own scripting language. The GameMaker scripting language allows you to do more than the visual scripting system does, which is typical for hybrids.

Flixel: Open source, Flash driven game engine. Uses ActionScript 3.

Unity/Playmaker and Unreal/Blueprints: Unity and Unreal are extremely popular commercial game engines that normally require you to learn coding (C# or modified Javascript for Unity, C++ for Unreal). Playmaker and Blueprints are plugins that allow you to use the engines without knowing how to code, but it doesn’t take away the fact that these are still extremely complex engines. Not recommended as a first game engine for nonprogrammers, even with the plugins.

Amazon Lumberyard is a CryEngine fork and unfriendly to nonprogrammers. Ditto Cocos2D.

Specialized game engines are great for specific projects. Some examples:

  • ChoiceScript – long-form interactive novels
  • Inform 7 – parser interactive fiction
  • RPGMaker – RPGs
  • Ren’Py – visual novels

Starcraft, Warcraft 3, Skyrim: These are all extremely moddable games. Modding games is a good way to learn about game logic in a context that’s already familiar. Skyrim in particular allows you full access to the game’s internals with the same tools used by the actual dev team (may be true for Warcraft 3 and Starcraft too; I just haven’t seen those personally.

Pico-8: Fantasy console system for making and sharing teeny tiny games. Lua scripting.

Want to learn programming? Search for an online REPL (stands for Read, Evaluate, Print Loop) for your chosen language – this allows you to put in code and see the execution results immediately.

Recommended first language: Javascript. It runs on the browser, so you can turn what you’re learning into actual results very rapidly. Also, knowing Javascript converts well into learning C#.

Don’t overlook unusual options for learning programming basics. More than one person in the room got started on a TI-83 calculator.





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August 29, 2016 at 04:01PM

Sibyl Moon Games: Boston GameLoop 2016: How To Make Funny Games

Sibyl Moon Games: Boston GameLoop 2016: How To Make Funny Games

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Boston GameLoop is an annual game development unconference. I’ve been going for years, and I’m always impressed by the sheer wealth of knowledge available. I’ve written up my notes below, but I haven’t fleshed them out this year and they’re more than a bit incoherent (apologies for that!) I hope they’ll still be useful.

GameLoop participants: I have not attached anyone’s names to these writeups, and I’ve mostly scrubbed personal anecdotes out to maintain the privacy of attendees. Please contact me (carolyn at sibylmoon.com) if:

  • I included something you said that should not be included, or
  • I quoted you without attributing (when you would prefer attribution), or
  • You think I got something from the discussion wrong

Thanks!

How to Make Funny Games

(To a large extent, this is a list of citations. On the plus side, if you play the citations, they are funny.)

Some ways to bring humor into video games:

  • Breaking character, especially in deadpan/serious moments
  • Referential humor
  • Subversion of tropes
  • Sarcastic narrator
  • Dialogue-driven humor (LucasArts everything)
  • Physics humor (Octodad, QWOP, etc)

Overcooked <– restaurant management

Stay committed to the joke (Saint’s Row 3 zombie voice)

Pit of 1,000 Snakes; Jazzpunk

NASA moon exploration game <– search for the video; players took a really serious game and made it really funny

Multiplayer games produce social humor

Humor can be interpreted as a reaction to transgression; games are a rules set that players can transgress against

WoW – the disease that spread (Corrupted Blood incident)

Pac-Man 2 <– look up smug Pac-Man (dramatic irony)

The Sims <– simulation and variables and chaos

Catlateral Damage <– physics

Most comedy-centric games come from indies. AAA is frightened of humor, and humor is risky.

Level design: subverting expectations

The Narrator Is A Dick

Saint’s Row 3: absurdity

Flip side, humor can come when something super light pitches to dark (uncomfortable laughter)

Parody: Press X to Not Die

Situational awareness: What does your audience expect?

  • Time to crate (article)

Dangers of humor: will your audience want to buy your game if they’ve already seen it played on Twitch?

  • Modern world of game as TV show

Portal 2 <– humor and gameplay, people want to watch and play

Goat Simulator <– played for humor value only, not really played as a game

Procedural generation: leverage for surprise, streamers won’t see all content

Branching humor and content: streamers won’t see all content

The Stanley Parable <– demo didn’t match the game; also, changing voiceover while keeping set in places allowed for more bang for buck

Unlock additional content <– achievement system to expand horror

Call of Duty – DLC announcer packs add humor

Rick and Morty VR humor game (upcoming), Justin Roiland – Squanchtendo

Tim Schaefer everything

 





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August 29, 2016 at 04:01PM

Sibyl Moon Games: Boston GameLoop 2016: Relationship building and game mechanics

Sibyl Moon Games: Boston GameLoop 2016: Relationship building and game mechanics

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Boston GameLoop is an annual game development unconference. I’ve been going for years, and I’m always impressed by the sheer wealth of knowledge available. I’ve written up my notes below, but I haven’t fleshed them out and they’re more than a bit incoherent (apologies for that!) I hope they’ll still be useful.

GameLoop participants: I have not attached anyone’s names to these writeups, and I’ve mostly scrubbed personal anecdotes out to maintain the privacy of attendees. Please contact me (carolyn at sibylmoon.com) if:

  • I included something you said that should not be included, or
  • I quoted you without attributing (when you would prefer attribution), or
  • You think I got something from the discussion wrong

Thanks!

Relationship building as game mechanics

We need “emotional physics engines” – have given far more thought to how to simulate physics than emotions

NPCs are playersexual, have no true consent  – NPCs like players, end of story

Standard game relationships: rise to plateau, stop there, no concept of trouble and recovery

Persona <– must spend time together; relationships and romances both depicted

Relationship as a means to an end <– problematic

Fallout & Dragon Age <– followers approve/disapprove of actions

Relationships are more realistic when they’re more subtle – hide points, etc

Pet relationships <– sometimes easier to invest emotions when the relationship is constant and reliable (Fable 2 dog, Fallout 3 dog) but player behavior should still impact pet behavior

When games represent friendships, they’re often better at it than romances

In many cases (esp Fable series), marriage == house decoration

Relationships are often not part of the game – they’re separated out

Until Dawn – domino chain of conversations and relationship

So much talking about Mass Effect! – Garrus as bro

Good relationship writing matters more than good relationship mechanics

One More Dog Game; Never Alone

A Boy and His Blob <– hug button

Relationship as plot device vs. actual relationship

Halo/Cortana connection: no choice, prewritten, but people cared

The Darkness, watching TV with your spouse to form a connection – doesn’t work

Enemy relationships are relationships too, when tracked and built

Shadows of Mordor: Enemies changed by your actions and their actions

  • Like The Darkness, but tutorial done with your family and son – makes a difference

Players form connections by doing things actively, not passively.

Journey as a relationship experience <– depends on who you get matched with

People care deeply about Bastion <– the game, not the robot

People want to interact like people – thinking in terms of numbers interferes with relationship building

Ib <– RPGMaker; play multiple characters

Shadow of the Colossus <– people care about the relationship with the horse, because it’s there with you always and helping you (like Fable 2 and dog, or Nethack and d)

Catherine <– make time for each bar patron; more impactful/effective than the actual Catherine/Katherine choice

How do games represent broken relationships?

Harvest Moon and Mass Effect 3: NPCs can get together and have relationships in-game if you don’t interfere

Earthbound <– relationship with dad linked to save points, relationship exists even though in-game contact very sparse

Dyscourse – survivors on an island, how do you prioritize talking to people?





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August 29, 2016 at 04:01PM

Sibyl Moon Games: Boston GameLoop 2016: Horror Games/Scary Games

Sibyl Moon Games: Boston GameLoop 2016: Horror Games/Scary Games

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Boston GameLoop is an annual game development unconference. I’ve been going for years, and I’m always impressed by the sheer wealth of knowledge available.

GameLoop participants: I have not attached anyone’s names to these writeups (except for talk leaders), and I’ve mostly scrubbed personal anecdotes out to maintain the privacy of attendees. Please contact me (carolyn at sibylmoon.com) if:

  • I included something you said that should not be included, or
  • I quoted you without attributing (when you would prefer attribution), or
  • You think I got something from the discussion wrong

Thanks!

Horror Games/Scary Games

Discussion leader: Arden Ripley

Mental illness horror perpetuates harmful stereotypes; this is not cool, don’t do that

Many different kinds of horror:

  • TV Tropes “fridge horror”, when things become scary after the fact
  • Environmental horror
  • Jump scares
  • Slowly dawning wrongness
  • Existential horror

SOMA – same studio as Amnesia, no combat, very different

STALKER series – Russia/Ukraine, example of scarcity narrative

Pathologic – similar vein, plague/existential horror

Horror games rarely have morality systems – very shades-of-gray. Ambiguity and agency together inspire emotion and investment.

Playing a horror game isn’t like watching a horror movie – “Don’t go through the door!” You choose to go through.

Liz England – IF horror game (Her Pound of Flesh)

One horror source: uncaring world, impersonality of horror

Immersiveness as the key – mechanics subdued, tutorials either blended or concealed

Horror games often force you to make an authentic choice/action (even when they’re not actually branching games)

The Walking Dead (Telltale) <– to make this game extra creepy, let every dialogue sequence time out

What kind of person are you?

Active choices encourage connection. Passive do not. (Note: This was a recurring theme in the relationships talk as well.)

Zero Escape <– visual novels, metaaware

If a game is too scary, it will overwhelm players and they will quit. Think about what success means: are you okay with players quitting?

What kind of challenges are people up for? Always a fail state –

  • horror games can make them feel scared/nauseous
  • puzzle games (like The Witness) can make them feel stupid
  • games like Dark Souls can make them feel bad at video games

Silent Hill 4 – repeatedly sends you back to your apartment as a safe place/save spot… and then the apartment starts morphing in subtle/awful ways

Save points help you control a player’s mindset when they return to the game

Forcing breaks in the game has pros and cons (see: the debate over Christine Love’s Hate Plus, which forces play over three real-time days, and also enough time to bake a cake)

IM/text message games on mobile <– immersive

Pacing is a key element in horror.

Mystery is a key draw in horror – why?

Mechanics: in a conserved resources game, there are two fail states:

  • bottom the player out completely, and they feel too helpless to succeed/continue
  • allow players to undo their own scarcity, and they gain too much control and the scariness ends

Non-horror games can have horror aspects – see nighttime in Starbound and Minecraft

Don’t Starve <– okay you finally have to try this (Note: you don’t, O Reader, but that’s literally what my note says)

The Long Dark

Horror stories: What are we afraid of?

Death is scary – but actually dying is jarring as heck, breaks immersion, shuts down the horror experience

Death does not have to be the source of scariness or the end of a game

Eternal Darkness: Sanity’s Requiem <– lose control rather than dying

Avoid systems/story dissonance

Haunting Ground: cut scenes and situation-tailored death, AI learns where you hide

Common horror themes: being chased, hiding, powerlessness

The Forest <– Steam, impressions from first death

Demon Souls: Why go back when you’re safe? Works for some people not for others.

Make death part of the content – plot, character, situation

The Path: encourages you to break the in-game rules and seek out death, experiments with death as a win condition

Blocking death entirely can make players unhappy, removes agency (one of the Prince of Persia games did this, not the storytelling one)





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August 29, 2016 at 02:49PM

Sibyl Moon Games: Boston GameLoop 2016: Why do games fail?

Sibyl Moon Games: Boston GameLoop 2016: Why do games fail?

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Boston GameLoop is an annual game development unconference. I’ve been going for years, and I’m always impressed by the sheer wealth of knowledge available.

GameLoop participants: I have not attached anyone’s names to these writeups, and I’ve mostly scrubbed personal anecdotes out to maintain the privacy of attendees. Please contact me (carolyn at sibylmoon.com) if:

  • I included something you said that should not be included, or
  • I quoted you without attributing (when you would prefer attribution), or
  • You think I got something from the discussion wrong

Thanks!

Why do games fail?

(This discussion focused on released games, not games in process. It often veered into “why do companies fail?” territory.)

Concepts of success vary… who’s defining failure?

  • developers
  • critics/reviewers
  • audience
  • shareholders (didn’t make enough money)

Failure to communicate with your audience

Failure to understand your audience

  • Problem: target audience/actual audience mismatch

Developer/marketing communication failure

  • Solution: keep customer service/marketing in the loop!

Developer/developer communication failure

  • Problem: failing to trust people to do their jobs
  • Solution: respect everyone’s roles – in particular, devs should not have to (or try to) do marketing if a marketing dept exists

Before updating a released game’s content/mechanics, think about: what are people doing in the game? and how will your update change what they are doing in the game?

Keep an eye on metrics… use them as evidence when arguing for a change

Marketing and community management team need to work together

When writing patch notes, keep them positive – help people understand how the changes will make the game better

Your friends are not necessarily your best colleagues – maybe don’t start a game company with them

Respect the community of players – especially when sunsetting an online game: build a positive experience that will encourage them to transfer loyalty to one of your other/future games

Avoid burnout – you’ll lose the ability to make decisions, and that will hurt your game

Keep games fun by playtesting, playtesting, and playtesting

Use rapid prototyping to playtest early, while you can still pivot as needed

Look for ways to measure results – don’t trust anecdotes and intuition

Understand development in terms of cost and revenue – use these metrics specifically when arguing for/against changes

Who is your audience? Why? They need to be the people playtesting your game.

Usertesting.com <– affordable user experience research platform for mobile betas (not game-specific)

Someone usually knows that the game is in trouble before it fails. Getting that info to the right people is the hard part.

Be honest. Look for feedback. Listen. Address problems early.

When talking to other developers/management, be honest about your concerns – but cover your butt

  • Think about exit plans if you believe the ship is sinking

Books to read: Getting To Yes and Having Difficult Conversations

  • Understand each other’s needs and goals.

Why don’t people speak up? Fear of retribution.

Useful thought experiment: before the game ships, while there’s still time to make changes, pretend the game has failed. Run a postmort where people talk about why the game has failed. Helps dig out concerns in a safe environment.

Being part of a good team includes being willing to reach out and ask for help.

Open lines of communication:

  • Ask why decisions are being made
  • Go out of your way to hear everyone’s voices (esp. marginalized voices)
  • When new, seek out mentorship opportunities
  • Studio policy of 1:1 meetings with supervisors and direct reports

 





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August 29, 2016 at 02:49PM

First Night of the Campaign

First Night of the Campaign

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The first day of any new campaign is always tough; sometimes its a lot of mumbling around and disjointed details that have to be delivered to the players and sometimes just the process of getting the characters rolled and set up with equipment takes all night.  The more complex the system is, the more likely it is that the latter will be the case . . . and it is easy to focus on that, particularly after the session, because everyone wants to run and make things happen right from the start.  If we're not killing goblins in half an hour, we're doing something wrong.  That's what a lot of DMs are taught to think.

Truth is, DMs are not the only ones who need time to get their feet wet.  The argument about the goblins works if all the players are genre-savvy and have played plenty of games before.  It is particularly true if we're speaking about players who don't care about character, who see every generation as fundamentally the same character, "John the Axe XXVII" and such.  Everyone else has a legitimate stake in the character creation and the buying of materials - and on the whole, it doesn't matter if that takes all night because the players are having a good time.  It's easy for a DM to lose focus about that, largely because there's a lot of pressure to perform at the beginning of a campaign, there are a lot of rules/ideas that feel like they're being put on trial and virtually nothing about the process is new, since the DM has been working on the process for a long time, likely months, sometimes more than a year.

Compare the perspective of the film-maker at the opening of a film versus the audience.  The audience wants to be pleased with the film, they want to have a good time.  The film-maker wants that too - but the stakes for the film-maker are so much higher than they are for the audience.  The film-maker desperately needs the film to go well, the film-maker's whole career and reputation rests on the audience's reaction . . . and because of that, every tiny, minute detail is desperately felt and, afterwards, in failure or not, is put under a microscope and painfully, exhaustively examined.  A moment that may make an audience member shrug is a lightning strike to the film-maker . . . and it is this lack of perspective that drives people in the performing arts to crash and burn.

One casual remark from a player, said casually and then forgotten, can ricochet in a DM's head for days or even weeks; it can cause a DM to abandon a world or a feature of that world, convinced that the player's comment is solid, irrefutable evidence that the world or the feature is BAD.  It takes so little because the stakes are comparably so high.

But it serves us to remember that players almost never like anything new the first time, even the second or third times.  New things, new systems, new games take time to settle into a person's consciousness.  The brain works by first acknowledging a piece of data, then beginning to build pathways that enable the consciousness to access that data when  it is needed.  With time, the pathway gets shorter or wide or better travelled (whatever metaphor satisfies your need to translate what the brain does into familiar visual cues), until we become so adapted to something that we cannot live without it.

It takes longer than one session for something as unfamiliar as a character generation system, a trade system, a DM's personal style or any other part of a new campaign to achieve this kind of familiarity and, inevitably for those who keep coming back, the desired love for its presence.  For the noobies, who have seen nothing, everything is goofy and weird and takes time.  For the savvy, everything that isn't what they've been used to is goofy and weird and takes time.  And when people are asked for their initial opinions about something that is goofy or weird, their impressions are unreliable.

This is why some films are better the second time than the first.  This is why sometimes we become addicted to films that we initially hated.  The first time through, they were too challenging, or we spent too much time focused on the wrong things, or knowing how it ended meant we could be better relaxed about the positive, well-fabricated scenes that we first saw with trepidation and distrust.  It is why some "bad" films become "cult" films - not because they speak to a particular type of person but because the film actually has great parts that could only be understood by people prepared to see the film two or three times.  Things grow on us.  We can't ever be sure that something is "bad" until we've given enough time to prove that it isn't going to grow.

Most times, when we plant in May, the first shoots don't appear until June.  Even then, we have to weed the plants, yes?  So have faith, give it some weeks, three or four instances of the system being tried and experienced, with knee-pads ready for picking weeds and pruning shears for long after that.  A first session isn't an opening night, it's planting season.




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August 29, 2016 at 02:43PM

Advanced Fighting Fantasy 2 • Re: PDFs and watermarking

Advanced Fighting Fantasy 2 • Re: PDFs and watermarking

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joesmith wrote:
Just wanted to say that having the PDFs available on Drivethru is brilliant, something I've been wanting for a while, every since I lent my copy of AFF2 and assorted books to a friend who moved away with them... So this is cool.

Just one query though, why do some of the books on Drivethru have watermarking and some don't? It doesn't worry me whether they do or don't, just wondered if there was a reason that's all.

Anyway, keep up the good work and the releases!


I didn't think any of them had? Let me know which ones do, and i will remove them as they annoy me!

Statistics: Posted by bottg — Mon Aug 29, 2016 6:28 pm






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August 29, 2016 at 02:16PM

Still Running Classes

Still Running Classes

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For those who are interested, yes, I am still running classes online as the opportunity arises.  I've accumulated four students now and I can say without reservation that the classes thus far have been a roaring success.


These classes have distinctly featured original content for each of the participants thus far.  That is because people and campaigns are wildly different in both their purposes and their weaknesses.  While one person may need to communicate their difficulties surrounding the management of data and information during a session, another is more concerned with how to communicate more effectively with the players.  While this person may want to focus on presenting a game that is more fluid and less mechanical, another who manages this without any difficulty needs work on setting up the game to better empower the characters.

The classes, as I conceive them, must be tailored - and because I don't know what the players' issues or weak points are at the start of the first session, I have to diagnose those issues in the first twenty minutes and then get started, at once, with offering strategies and insight on what's not working and how it is possible to make it work.  To do this, I have to think fast on my feet - which is precisely the concern I had before launching the class.  Would I be able to provide the tutoring necessary without hesitating.

Yes.  Yes I can.  That's no longer a concern.  In fact, I am now thinking about adding 'tutor" to my resume.

I strongly encourage people who feel that they are wallowing in their game design or their DM thinking process to buy in, or at the very least write to me at alexiss1@telus.net to work out some kind of arrangement where we calculate for half an hour or some preview experience, so that you can try me for fifteen or twenty minutes for free to see if I'm comfortable to talk to and if I can't give a strong sense of just how powerful it can be to talk to someone who is interested in making you into a stronger DM and not either puffing you up or missing your point completely.

I am going to be at the Edmonton Expo come the end of September, all paid in advance nine months ago; I want to communicate the strength of the classes there, so if you will be there and you have the time, maybe we can arrange a sit-down for fifteen-twenty minutes (though I am pretty busy at these things, my daughter and I sell steady and we're almost always talking to someone).  It might be enough to settle your concerns about what a class with me might play like.

I'm going to write some posts addressing content/issues that came out of yesterday's class, which ran about 88 minutes (because hey, I have time to let these things run long).  These are general issues that I think a lot of people are feeling about their games.




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August 29, 2016 at 01:49PM

Sibyl Moon Games: Back from GameLoop 2016!

Sibyl Moon Games: Back from GameLoop 2016!

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I’m back from GameLoop 2016! It was wonderful as always, and much appreciation to Scott Macmillan and his team of audacious volunteers for making it happen.

Talks I attended:

  • Why do games (and companies) fail?
  • Horror games/scary games
  • Game engines for nonprogrammers (actually, I ran this one)
  • How to make funny games
  • Relationship building and game mechanics

I’ll add links above as I get my notes ready. This year will be somewhat less coherent than last year (you’re getting my raw notes) but I hope they’ll still be useful.

I did not successfully document who ran various talks this year (apologies!) so please chime in if you ran one of these or know who did. Also, if you were present and have corrections/clarifications, let me know!





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August 29, 2016 at 01:30PM

The World of Fighting Fantasy is alive!

The World of Fighting Fantasy is alive!

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I could regale you with tales of my ill-fated adventures in these wild lands, of my capture and torment by the heartless pirates of the Black Shore, and of my daring escape back to the realm of the free. But suffice it to say, I am alive! And now, free at last, I will resume my studies of the World of Fighting Fantasy. Look out for some new posts, coming soon!





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August 29, 2016 at 08:32AM

Thought for the Day

Thought for the Day

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August 29, 2016 at 03:00AM

These Heterogenous Tasks: CYOA structure: The Black Doll’s Imbroglio

These Heterogenous Tasks: CYOA structure: The Black Doll’s Imbroglio

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Edward Gorey, the author and illustrator probably best-known for macabre alphabet book The Gashlycrumb Tinies, had a prodigious output and an immediately recognisable style, often imitated but almost never equaled. He published a number of books which are interactive in one way or another, usually in odd or incomplete-feeling ways; The Awdrey-Gore Legacy, for instance, starts out feeling like a murder-mystery story but steadily devolves into disassociated possibilities for weapons, locations, different versions of characters, dramatic twists and inexplicable clues, more like a set of prompts for a storygame or a Goreyish version of Clue than a particular narrative.

The Raging Tide: or, The Black Doll’s Imbroglio was published in 1987, and it bears the obvious mark of influence by Choose Your Own Adventure. It contains thirty nodes – small by any standard – each with a single page with one illustration. The accompanying text is always a single, one-clause sentence describing the action; this is always followed by two choices, except for in the two endings.

The story features four characters: Figbash, Hooglyboo, Naeelah and Skrump. All are faceless, and look like awkwardly-handmade children’s toys. (In fact, the collector’s edition of the original was accompanied by a stuffed Figbash doll, hand-sewn by the author.) They act against a changing and indefinite landscape, usually including sculptures of the final two joints of giant fingers; there is always the same patterned carpet in the foreground, and there’s a general feeling of a puppet-theatre stage. (Gorey was also a theatre set designer.) For most of the book, the four characters fight one another using mundane household items as weapons: these all have the kind of early-C20th, kinda-British flavour you’d expect of Gorey (suet, golden syrup, library paste, tintacks).

Figbash

7. Figbash threw an antimacassar over Skrump.

The choices are not made from the point of view of any of the characters, but are questions asked of the reader, who is not a character in the story. They concern the player’s preferences, not any kind of story-influencing command, and are often reflective:

2. Figbash scattered cracker crumbs on Hooglyboo.

If this makes you comfortable, turn to 3.
If it doesn’t, turn to 8.

A number of options seem like complete non-sequiturs: “If you loathe prunes more than you do turnips, turn to 22.” Some are meta-choices: “If you want to keep on with the story, turn to 25. For a meaningful aside, turn to 15.” Most, though, are about the player expressing moral approval or disapproval of what’s happening, even though all the events are much alike. There’s a sense that your agency is being… not even denied, exactly; but the possibility of it mattering is made to seem ridiculous.

Gorey’s oeuvre is heavily concerned with lives and deaths that are pitifully pointless. He often constructs his stories to end on an anticlimax, or to rotate around a question that goes unanswered. Sometimes his narratives devolve into outright surrealism, characters uttering phrases with no relation to their inexplicable activities, evoking the feel of historical illustrations which you can’t interpret for lack of context. Many of his works take childish things and make them macabre, or at least infuse them with a very adult sense of anhedonia, disappointment, diminished lives. Gorey’s worlds are full of obsessions and lusts, but nobody ever seems to derive any fun from them.

In this context, it might feel as though Imbroglio’s attitude to CYOA is that it’s arbitrary, disassociated from intention or causality and therefore from meaning, until all that’s left is a world of pointless, inconclusive violence of all against all. CYOA is taken, like the animate dolls, as a childish thing. The action, too, reads most straightforwardly as the zany slapstick of children’s cartoons or a Punch and Judy show; but Gorey’s style is consistently wooden, heavy and weary-feeling, with none of the energy and emoting that makes slapstick what it is. (Figbash is the closest thing to an exception, and Gorey seems to have enjoyed his boneless motion enough to ) It is very consciously an out-of-place thing.

*

blackdollWhat appears to a casual glance to be a totally unstructured mess in fact has a fair amount of structure. The shortest possible playthrough is 4 nodes, but this is quite unusual; 7-9 is about the norm. The nodes can be filtered more or less into layers, with larger numbers generally lower down the diagram; although a number of choices backtrack or move laterally, and it’s possible to get stuck in a loop, the majority move the action forwards. There are a good number of large jumps, but most movement is pretty local; backtracking rarely jumps back very far. So, while it’s kind of a rat’s nest, it’s nowhere near the total arbitrariness that the text suggests.

The closest thing there is to a player choice meaningfully affecting the action comes towards the end, at 24 and 25. (There are a lot of parallel structures in the book.) These two nodes offer respite from the constant fighting: the characters forgive one another while eating either prunes or turnips. In the subsequent nodes they immediately start fighting again; shortly after, you reach one of two endings, either “And so they all lived miserably for ever after” or “And then everyone went joyously to an early grave.”

That loop also offers a fairly clear choice; you can choose to keep ignoring the plot and keep going around in irrelevance. (This section also has Goreyan tones of disappointment and making-do, and it still features the same characters, but at least they’re not locked in eternal battle.)

So there is a dramatic arc to Imbroglio: conflict, peacemaking which fall apart, and then an ending. But Gorey has no investment in this narrative and expects that you won’t either, offering ample opportunities to go off on a tangent or to end the story abruptly.

It’s possible that Gorey set out to make a more chaotic rat’s nest, but started writing with the low-numbered nodes, generally proceeding to higher ones, and thus ended up imposing structure despite himself. It’s fairly difficult to make a truly tangled choice structure off-hand; if you just draw one ‘randomly’ on paper, or write it as you go along, it’ll probably come out relatively orderly. But I’m not sure that interpretation bears out: if nothing else, the repeated pattern of paired nodes, each a version of the other, suggests that he was structuring it more in terms of reflection, of both sides of possibility being much the same.






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August 29, 2016 at 01:25AM

Sunday, August 28, 2016

Hammering

Hammering

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One of the realities about writing, where it comes to standing for something, is the simple acceptance that we will fail with most people.  We may feel that we have a reasonable, even an obvious position, but for whatever reason - tradition, reluctance, discomfort, bloodymindedness - by far the vast portion of any set of readers will deny that proposition out of hand.

As of late I've written a bunch of posts about game theory, quoting experts on the subject and linking the hell out of my arguments. But people aren't going to embrace that RPGs are about decision-making!  RPGs are about storytelling and fun, and about people being able to live their fantasies.  And of course they're games!  No matter how we play them!

Last post I pitched the argument that rule-making and world-building isn't the DM's task alone, but of course we know it is, right?  We know it is.  Any argument to the contrary is . . . well, it's just crazy. Pure nonsense.  Because things are as they are and one guy writing a bunch of words strung together does not make an argument.  Sorry.

Snort.

I am Quixotic, however, about these things.  I've written six or seven posts now about getting rid of the computer screen.  I've gone on several tears, the last one longest and most successful, I think, about player-vs-player, because I was able to change one notable blogger's mind.  That's how we record success in the writing business: but the number of minds that get changed.  Football [soccer] scores mostly produce higher numbers than writing.

I've argued that DMs should not be telling "stories," that games are meant to be run to give the players agency and not purpose.  I've written that megadungeons are deathly dull and should not be included in campaigns.  I've long argued that campaigns should be run for years, not hours, and that running different systems from session to session because the players want to try something "new" is evidence that all the games the DM is running are obviously crap.

I preach work, I preach education and reading, I preach sitting and working every day at a campaign, I preach brainstorming and going back to talk to your players time and again to find out what sort of campaign/rule set they want.  DMs should treat all their players with equal consideration, DMs should be honest and the campaigns they run should demonstrate consistent, predictable characteristics so that the players know what to expect when they sit down.

None of this has been a waste of time and I'll go on fighting these windmills . . . but I'm not pretending anything.  It is hard to change.  Very, very hard.  It is easier to rationalize not changing.

It does get strange, however.  When I float arguments grounded in facts, evidence and studies that demonstrate that successful games are those that enable decision-making and payoffs that count, it is somewhat baffling to receive resistance.  Like those people who argue that fudging - deliberately misleading their friends secretly, autocratically, with a lie that is supposedly for someone else's benefit - is good.

Change is bravery.  People are not brave.

I understand that.  Yet I feel that I have to make use of the tools I have to fight those incongruities and encourage courage.  If I had a hammer, I'd hammer in the morning, I'd hammer in the evening.  I do have a keyboard.



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August 28, 2016 at 09:20PM

Advanced Fighting Fantasy 2 • Re: New Dungeon in progress - Mystic Well

Advanced Fighting Fantasy 2 • Re: New Dungeon in progress - Mystic Well

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Updated with warriors' area and map of rogues' area.

Statistics: Posted by Slloyd14 — Mon Aug 29, 2016 12:08 am






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August 28, 2016 at 07:38PM

The People's Republic of IF: September meetup

The People's Republic of IF: September meetup

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The Boston IF meetup for September will be Wednesday, September 28, 6:30 pm, MIT room 14N-233.

Between now and then: Boston FIG, Sept 10th. As far as we know, PR-IF will have a table there! So say hi.





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August 28, 2016 at 06:22PM