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Archive for the ‘role-playing games’ Category

Party Building for the Lazy GM

In role-playing games, techniques on October 6th, 2009 at 12:51 pm

One of the issues in party-based games like Dungeons & Dragons, Shadowrun or Traveller is making the PCs a party, not a group of strangers that have no reason to work together. I’m also a lazy DM who likes getting story ideas from my players, but not every game provides player-authoured story hooks the way The Shadow of Yesterday or Burning Wheel do.

Here is an easy trick that I think should solve both of these problems. It’s unplaytested, but it is based on various story gaming techniques, notably the character creation in Don’t Rest Your Head, Spirit of the Century and Mouse Guard. I’m not starting a new campaign in an appropriate game any time soon, but wanted to jot it down while it occurred to me. If you try it out, please let me know how it goes. Read the rest of this entry »

Thoughts on What Makes a Good RPG Setting

In role-playing games on August 17th, 2009 at 2:05 pm

One of the many topics that gamers find to divide themselves over is RPG settings. Not only are the settings themselves the topic of “love it”-”hate it” holy wars, but how settings should be presented and makes up a “complete” setting sourcebook also cause divisions. My own opinions on these subjects have changed several times over the years, aligning with almost every major fashion as it came along.

A few days ago, I made an offhand comment on Twitter about how exposure to Forge-influenced RPGs and theory prompted the most recent change in my views. This led Seth Ben Ezra to ask me how they did so, and this post is my response. Hopefully, it’s of some broader interest. Read the rest of this entry »

Race for the Galaxy Strategy – Phase Selection

In race for the galaxy, role-playing games on February 2nd, 2009 at 10:00 am

The act of phase selection (or role selection, a legacy from its Puerto Rico heritage) lies at the heart of Race for the Galaxy, so it should surprise no one that improving your play in this aspect of the game is an important part of winning. Unfortunately, genuine mastery is not possible: there is a healthy dose of art amidst the science. Nevertheless, there are several rules of thumb that can help you find your way. Read the rest of this entry »

Chromatic Dragons

In role-playing games on January 6th, 2009 at 8:00 am

I finished reading Draconomicon I: Chromatic Dragons (you can read my full review over at my new reviewing gig, Game Cryer), and it reminded me of something that’s niggled at the back of my brain about D&D dragons from day 1. Read the rest of this entry »

[D&D4] Skill DCs Rebuilt From the Ground Up

In game design, role-playing games on September 8th, 2008 at 8:00 am

As I said in my last post, I am less than impressed with the skill check system in D&D 4th edition. Most of these problems are rooted in the idea of resolving checks using d20 roll + skill modifier. The high variability and flat probability curve are a nightmare to work with. Actually fixing the problems would require starting from zero, and pitching the d20 heritage, though.

Instead, I just want to hack the skill system a bit, to get it working well enough to be fun. There will likely be several stages to this, but the first starts at the foundation. The baseline DCs in the Dungeon Master’s Guide and in the first batches of errata released for it just do not match the game’s mathematical structure. They need to be replaced. Read the rest of this entry »

Thirty-eight Highlights and Lowlights of Dungeons & Dragons 4th Edition

In appraisals, role-playing games on September 4th, 2008 at 8:00 am

A proper review of Dungeons & Dragons’ latest edition would require several thousand words and a lot more play than I’ve put in so far. For now, I’ll settle for indicating what I think is most important and most interesting by way of brief comments, for good (prefaced with a +) and for ill (prefaced with a −). Read the rest of this entry »

Omnibus

In appraisals, boardgames, role-playing games on August 6th, 2008 at 1:21 pm

Yes, I am still gaming. In fact, I’ve gotten to play a bunch of new (to me, anyway) stuff, including one new RPG. This is an omnibus post of my opinions and comments about them, in no particular order. Read the rest of this entry »

Investigator Investment in Dirty Secrets

In role-playing games, techniques on April 13th, 2008 at 9:18 pm

A few weeks ago, Seth and I were chatting over Google Talk, and discussion inevitably turned to Dirty Secrets. Just as inevitably, I started pontificating on the genre of detective fiction.

At one point, Seth asked me how well I thought Dirty Secrets would do stories in the vein of James Ellroy’s Los Angeles quartet of novels (Black Dahlia, The Big Nowhere, L.A. Confidential, and White Jazz). That, in turn, led to a discussion of how the investigators played a different role in Ellroy’s books than they do in the “classic” hardboiled novels of Chandler and Ross MacDonald, which obviously were a big influence on Ellroy.

At the end of that discussion, Seth asked me if I would write up my thoughts as a piece for Dirty Secrets fans. This is my effort at writing such an essay. I will also be posting this to the Dark Omen Games forum and to Story Games in a couple of days. Read the rest of this entry »

Interrogate Your NPCs—No Man is an Island, part 2

In role-playing games, techniques on March 13th, 2008 at 12:18 am

In part one of No Man is an Island, I discussed how characters that have relationships can make a roleplaying campaign more fun, and I gave some guidelines for creating relationships that are good at generating drama in an RPG. Now, in part two, I will expand on how to make dramatically interesting relationships by discussing the four most consistently dramatic types of relationships.

This was to be the last part in this series, but as I wrote, I found I had much more to say than I thought I did. As a result, there will be one more part in which I discuss Relationship Maps, the simplest way of organizing the relationships in a campaign. Read the rest of this entry »

The Best of My RPG Linkroll

In role-playing games on January 9th, 2008 at 7:18 am

A little over a year ago I added linkrolls—a list of links to gaming resources that I thought noteworthy—to my sidebar. It’s not very clear to me how much attention they get from my readers, since they are best followed using their RSS feeds, and I get no statistics on readership from them. I’m rather fond of them, though, and by way of promotion I want to post about some of the highlights—a best of the best, if you will.

First up, my favourite roleplaying-related links.
Read the rest of this entry »

My Perfect Geeky Christmas List

In boardgames, miscellany, role-playing games on December 24th, 2007 at 1:37 pm

A nice idea that I’ve stolen from The Chatty DM

  • 4th Edition D&D is as good as it looks like from the previews I’ve seen so far (and they fix the geeky names for spells, monsters and feats)
  • A chance to play my copy of Die Mächer (which I bought over a year ago) with four other eager newbies in a location devoid of disturbances and distractions.
  • A copy of Agricola
  • A chance to play some story games with some regularity
  • Gamers—especially those prone to posting frequently to forums—start understanding that people who dislike their favourite games, and vice versa, are not evil or stupid
  • The gumption to finally finish my series on Interrogating Your NPCs and Elegance, to say nothing of posting more regularly overall
  • All of my gaming friends, face-to-face and online, have a great year of gaming

Merry Christmas everyone!

The DC 5 Skill Check Must Die!

In game design, role-playing games, techniques on December 2nd, 2007 at 9:40 pm

After helping Jay Little out with this year’s tournament adventure for XCrawl, I decided to check out a few other D&D/d20 modules. I was curious about the current state of the art, at least from major publishers, in adventure design. While D&D isn’t something that fits my style as a GM, some quality stuff is being published. I’m even a little tempted to tweak the modules in Paizo’s new Pathfinder series and run them.

I have seen one disturbing practise repeated by numerous designers across all publishers. The DC 5 skill check sets a terrible example for new GMs, and it is a blight on the hobby.

Read the rest of this entry »

Interrogate Your NPCs—No Man is an Island, part 1

In role-playing games, techniques on October 23rd, 2007 at 2:29 am

No man is an island, entire of itself; every man is a piece of the continent, a part of the main. If a clod be washed away by the sea, Europe is the less, as well as if promontory were, as well as if a manor of thy friend’s or of thine own were. Any man’s death diminishes me, because I am involved in mankind; and therefore never send to know for whom the bell tolls; it tolls for thee.
-John Donne, Meditation XVII.

Contrary to Donne, roleplayers often create characters—PC and NPC, hero and villain—who are islands. Roleplayers show an inordinate fondness for friendless orphans; people who haven’t met a soul until some adventuring group stumbles into their lives. Players see wives, children, even good friends as potential weaknesses, and therefore as something to avoid.

This is a shame. Man vs. Nature and Man vs. Self conflicts are difficult to portray in RPGs, so most game sessions focus on Man vs. Other conflicts. Relationships are the heart and soul of Man vs. Other. Conflict fuel if you will.

Add octane to your games. Ask your NPCs, “Who do you have an interesting relationship with?”
Read the rest of this entry »

The Best 100 Hobby Games Meme

In boardgames, role-playing games on August 30th, 2007 at 8:13 am

I usually avoid so-called “memes” like the plague, but this one is cooler than average. Thanks to Jeff Lower, authour of the forthcoming roleplaying game Giants, for turning me on to it.

To celebrate (and promote) Green Ronin’s Hobby Games: The Best 100 book, lots of people have been playing the Best 100 meme game, where the 100 best hobby games (as listed in the abovementioned book, just released and available at a game store near you) are rolled out and the blogger’s personal experience with them is detailed.

Boldface if “I own this game.”
Italics is “I have played this game.”
An asterisk (*) indicates I have only played it online.
Italic and Bold are “I both own and have played this game.”

Bruce C. Shelley on Acquire*
Nicole Lindroos on Amber Diceless
Ian Livingstone on Amun-Re*
Stewart Wieck on Ars Magica
Thomas M. Reid on Axis & Allies
Tracy Hickman on Battle Cry
Philip Reed on BattleTech
Justin Achilli on Blood Bowl
Mike Selinker on Bohnanza*
Tom Dalgliesh on Britannia
Greg Stolze on Button Men
Monte Cook on Call of Cthulhu
Steven E. Schend on Carcassonne
Jeff Tidball on Car Wars
Bill Bridges on Champions
Stan! on Circus Maximus
Tom Jolly on Citadels*
Steven Savile on Civilization
Bruno Faidutti on Cosmic Encounter
Andrew Looney on Cosmic Wimpout
Skip Williams on Dawn Patrol
Alan R. Moon on Descent
Larry Harris on Diplomacy
Richard Garfield on Dungeons & Dragons
William W. Connors on Dynasty League Baseball
Christian T. Petersen on El Grande
Alessio Cavatore on Empires in Arms
Timothy Brown on Empires of the Middle Ages
Allen Varney on The Extraordinary Adventures of Baron Munchausen
Phil Yates on Fire and Fury
William Jones on Flames of War
Rick Loomis on Fluxx
John Kovalic on Formula Dé
Anthony J. Gallela on The Fury of Dracula
Jesse Scoble on A Game of Thrones
Lou Zocchi on Gettysburg
James Wallis on Ghostbusters
James M. Ward on The Great Khan Game
Gav Thorpe on Hammer of the Scots
Uli Blennemann on Here I Stand
S. Craig Taylor, Jr. on A House Divided
Scott Haring on Illuminati
Dana Lombardy on Johnny Reb
Darren Watts on Junta
Greg Stafford on Kingmaker
Lester Smith on Kremlin
Wolfgang Baur on Legend of the Five Rings CCG
Marc W. Miller on Lensman
Ted S. Raicer on London’s Burning
Teeuwynn Woodruff on Lord of the Rings (boardgame)
Mike Breault on Machiavelli
Jordan Weisman on Magic: The Gathering
Steve Kenson on Marvel Super Heroes (Jeff Grubb version)
Gary Gygax on Metamorphosis Alpha
Greg Costikyan on My Life with Master
John D. Rateliff on Mythos
Chris “Gerry” Klug on Napoleon’s Last Battles
John Scott Tynes on Naval War
Erick Wujcik on Ogre
Marc Gascoigne on Once Upon a Time
Mike Bennighof on PanzerBlitz
Steve Jackson on Paranoia
Shannon Appelcline on Pendragon
JD Wiker on Pirate’s Cove
Richard H. Berg on Plague!
Martin Wallace on Power Grid*
Tom Wham on Puerto Rico
Joseph Miranda on Renaissance of Infantry
James Ernest on RoboRally
Paul Jaquays on RuneQuest
Richard Dansky on The Settlers of Catan*
Ken St. Andre on Shadowfist
Steven S. Long on Shadowrun
Peter Corless on Shadows over Camelot
Dale Donovan on Silent Death: The Next Millennium
Matt Forbeck on Space Hulk
Ray Winninger on Squad Leader
Lewis Pulsipher on Stalingrad
Bruce Nesmith on Star Fleet Battles
Steve Winter on The Sword and the Flame
Jeff Grubb on Tales of the Arabian Nights
Shane Lacy Hensley on Talisman
Douglas Niles on Terrible Swift Sword
Ed Greenwood on Thurn and Taxis*
Mike Fitzgerald on Ticket to Ride
Thomas Lehmann on Tigris & Euphrates
Warren Spector on Tikal*
David “Zeb” Cook on Toon
Mike Pondsmith on Traveller
Zev Shlasinger on Twilight Struggle
Kenneth Hite on Unknown Armies
Sandy Petersen on Up Front
R. Hyrum Savage on Vampire: The Eternal Struggle
George Vasilakos on Vampire: The Masquerade
Kevin Wilson on Vinci*
R.A. Salvatore on War and Peace
Jack Emmert on Warhammer 40,000
Chris Pramas on The Warlock of Firetop Mountain
Steve Jackson on The Warlord
John Wick on Wiz-War

GenCon 2007 and Me—Dirty Secrets

In game design, role-playing games on July 25th, 2007 at 2:12 am

(designed by Seth Ben-Ezra, published by Dark Omen Games)

Like Jason Little, Seth Ben-Ezra and I know each other because of boardgaming. In fact I had no idea that Seth was a RPG designer, let alone an influential one, until about a year ago. Seth was there at the birth of so-called “Forge theory,” and the Forge community itself. He just published his first game, Legends of Alyria, but he developed it in public on the defunct website The Gaming Outpost, and it floated around in various forms for almost a decade. Legend is also a major influence on other, more famous games like Polaris (the tao-games website is undergoing maintenance just now) and Universalis.

He is also one of My Play’s few regular readers :)

When I stumbled across a playtest report on his blog to a hardboiled detective fiction RPG he was working on, I left some words of encouragement. Within a couple days, Seth e-mailed me, asking if I’d take a look at what he had.

Read the rest of this entry »

GenCon 2007 and Me—XCrawl Phoenix Open 2007

In game design, role-playing games on July 23rd, 2007 at 11:14 pm

(GenCon 2007 tournament module designed by Jason Little, to be published later by Pandahead Productions)

XCrawl is a d2o Fantasy (aka Dungeons & Dragons) variant that embraces the dungeon crawl, and pushes it beyond its natural limits. XCrawl is about dungeon crawling as modern mass media sports spectacle!

XCrawl has been a minor hit for Pandahead, and they are trying to raise its profile among hardcore D&D players, so a tournament at GenCon is a natural idea. The Phoenix Open is the dungeon it will be taking place in. There are also plans to publish Phoenix as a part of the XCrawl line later in the year.

Read the rest of this entry »

GenCon 2007 and Me—Grey Ranks

In game design, role-playing games on July 23rd, 2007 at 2:24 am

Howdy.

Sorry for imposing another long delay between posts. I’ve been busy helping some friends out with gaming-related projects, and that has eaten up my desire to think hard about gaming. Those projects are done with now, and I hope to return to a semi-regular posting schedule again.

For someone who is neither attending nor publishing, this will actually be a big GenCon for me. My name will be in the credits of two roleplaying games that are being released there, and in the fine print of one of the tournaments.

I thought I’d take a few posts to fill you in on these projects a bit, since I think they are all very interesting. I suppose I could be a little bit biased ;)

Read the rest of this entry »

Thank God for Those Last Four Words

In role-playing games on June 26th, 2007 at 5:52 pm

Interrogate Your NPCs—Follow Up

In role-playing games, techniques on June 22nd, 2007 at 12:22 am

No matter how intelligent or organized you are, it is impossible to prepare for what your players will do during a game. If you think of, and prepare for, 100 possible responses, the players will find the 101st in five seconds flat. When that happens, you will either have to force them back within the confines of your preparation, or you have to be ready to improvise. This series is aimed at preparing for the latter. What you need is enough preparation that you have a good mental grasp on the NPC without preparing more than you can easily keep track of.

Instead of wasting hours preparing for a hundred alternatives that won’t happen, how does preparing for just two key ones sound?

Read the rest of this entry »

Interrogate Your NPCs—NPCs Need to be Needy

In role-playing games, techniques on June 11th, 2007 at 1:12 am

[Sorry for the delay between parts in this series. I had a couple of projects spring up unexpectedly that ate into my time and motivation. I'll try to be faster getting my next post out.]

Your campaign should revolve around the actions of the PCs, even when your campaign’s world does not. Anything that does not engage them is colour — something that adds depth and texture to your game, but has no real impact. In this spirit, any full NPC — as opposed to a character that provides colour — should affect the PCs’ lives.

The simplest way to ensure that an NPC has an effect is to ask, “What does this NPC want from the PCs?” If you make sure that you have a good answer for this and you play the NPC in a manner consistent with your answer, you will almost guarantee that the NPC will affect your PCs lives. The answer will also provide the core of the NPC’s role in the campaign, go a long way toward making the NPC interesting to your players, and provide clear guidance when you need to improvise the NPC’s actions. It can also drive conflict in your game.

Read the rest of this entry »

Interrogate Your NPCs — Whys and Hows

In role-playing games, techniques on May 14th, 2007 at 1:39 am

Developing interesting non-player characters (NPCs) is a perennial problem for gamemasters everywhere. You want to make them memorable, but developing them in great detail is wasted effort, since it is unlikely that most of that detail will come out in play. Dozens of forum threads and other articles have been written on the subject, and there is a lot of good advice available. This is an effort to present some of the best of it in a single usable framework. My technique is adapted, in a heavily modified form, from an idea that Orson Scott Card presents in his book of writing advice Characters and Viewpoint. There, he talks about drawing stories out of a simple character concept by asking questions about it. The answers to those questions lead to a starting situation worth using, and asking questions about what could happen in that situation and how the character could react creates a complete arc.

As-is, this is a great technique for groups that adopt the GM-as-storyteller style of roleplaying. For my preferred gamemastering style of presenting players with a situation and then improvising from their reaction, it needs some tweaking, though. Going from concept to situation to complete arc doesn’t provide what I need.

Over the course of six brief (non-consecutive) articles I will present a method of creating the information that you need to improvise consistent, engaging NPC actions in play without useless chrome. By asking the right questions, you will get at how the NPCs goals, desires and relationships are likely to affect your PCs’ lives. This will produce most of what you need to know during play.

Before getting into the questions you should use, I want to address a few broader points, though.

Read the rest of this entry »

My Podcasting Debut (such as it was)

In role-playing games on April 4th, 2007 at 12:25 am

I filled in for the temporarily out of action Jason (ynnen) Little on the newest episode of The Metagamers podcast.

Well, I tried to, anyway.

About half an hour or so into recording, I got up to let my cat in from outdoors, and as I got up, my foot snagged on the cord of my headset, and it got a very hard yank when I tried to take a stride.

The result was a headset with a malfunctioning microphone, and my contributions to the podcast were (largely) done with.

I did make a few typed comments during a BSW play of Venedig that Jim and Mark were discussing as the main feature of the podcast, and they passed them along to the audience. I was supposed ot be a full participant in the discussion, though.

I did manage to get a few words in about Bonaparte at Marengo and Shogun before disaster struck.

Up to that point, I was having fun shooting the breeze with the guys, and now that I have replaced my headset, hopefully I will get another chance to join in as a guest. there has been talk of an expansion episode discussing Princes of Florence strategy.

Or do I have a voice better suited to silent movies?

Designers, This is the Key

In boardgames, game design, role-playing games on April 3rd, 2007 at 3:33 am

The best summary of what design is about that i have ever seen.

Yes, it applies to game design. Board and roleplaying.

Courtesy Jeff Tidball.

Game Chef 2007 is Here!

In game design, gaming society, role-playing games on March 17th, 2007 at 1:54 pm

Who among you is mighty enough to create an entire roleplaying game in two weeks?

Oh yeah?

Prove it! Read the rest of this entry »

A Couple Small BHAC Updates

In miscellany, role-playing games on March 14th, 2007 at 1:50 pm

Just a couple of follow on bits about BHACs.

First, Martin Ralya of Treasure Tables fame was nice enough to mention BHACs over there. That has led to a couple hundred people checking out My Play, probably for the first time. There is a bit of discussion of the idea over there, so it may be worth checking out for the interested.

There was also a page about BHACs on the Treasure Tables GMing wiki, but Martin pulled it down due to plagiarism concerns. I may go create a new one at some point, but if anyone else feels like giving it a shot, be my guest. Feel free to quote from the original post, but try to avoid just reposting the whole thing over there.

Finally, I forgot to credit another, secondary inspiration for BHACs when I wrote about them the first time. John H. Kim’s public musings about an idea he had for a D&D campaign called Dawn of Fire are very BHAC-y, and certainly helped get me thinking about the concept.

Crucifying Elminster

In role-playing games on March 13th, 2007 at 9:45 pm

A lot of people enjoy roleplaying in a well-established, detailed setting. In some cases it has to do with wanting to play in the world of a beloved book or movie — Middle-Earth or the Star Wars Universe, for example — while some just like the idea of a fully fleshed-out world like Hârn, or The World of Darkness. Others enjoy playing in a historical setting like classical Rome or Warring States China for similar reasons.

Running a campaign in such a well-defined setting can be a problem for the GM. Worlds that have a well-established metaplot, including real world historical settings, can be an especially large nuisance. If the GM hasn’t read every available source about the game’s setting, he will almost certainly contradict established continuity. When his players are devoted fans, they will probably interrupt play to point out every single one of those mistakes. Read the rest of this entry »

BHACs

In role-playing games, techniques on March 9th, 2007 at 2:32 am

For the last few months, I’ve really been hankering for a BHAC. For various reasons, they’ve never been a large part of my role-playing, and, as I get older and get a clearer view of how important fun for fun’s sake is, I find that this is a void in my gaming history.

Oh. You don’t know what a BHAC is?

It’s a Big, Hairy, Audacious Campaign.

Read the rest of this entry »

First Thoughts About Don’t Rest Your Head

In first thoughts, role-playing games on December 20th, 2006 at 4:56 pm

Don’t Rest Your Head

Don’t Rest Your Head is a role-playing game designed by Fred Hicks and published by the imprint Hicks shares with Rob Donaghue and Leonard Balsera, Evil Hat Productions. The subtitle, A Game of Insomnia in the Mad City, is about as good a one sentence summary of the game as I can imagine.

Fred held a one-day sale on the pdf version of the game, making it available for US$5 on Halloween. For reasons I will explain shortly, I had been interested in the DRYH since shortly after it came out. Really, it was only a matter of time before I bought it, but the sale was too good to pass up, so I grabbed it. I didn’t get a chance to sit down and read it for a couple of weeks, and this is the first time I’ve had to write up my initial impressions.
Read the rest of this entry »

GameCraft

In gaming society, role-playing games on November 23rd, 2006 at 10:20 pm

Levi Kornelsen has just opened up GameCraft, a new forum for developing the technique of RPG enthusiasts. I’ll let his announcement from his LiveJournal say the rest.

Read the rest of this entry »

What Did Bloggers Do Before Meaningless Personality Profile Quizzes Came Along?

In role-playing games on November 21st, 2006 at 5:53 pm

This one, discovered thanks to Levi Kornelsen, is about your preference in playing style when playing in an RPG

You scored as Storyteller. The Storyteller is in it for the plot: the sense of mystery and the fun of participating in a narrative that has the satisfying arc of a good book or movie. He enjoys interacting with well-defined NPCs, even preferring antagonists who have genuine motivations and personality to mere monsters. To the Storyteller, the greatest reward of the game is participating in a compelling story with interesting and unpredictable plot threads, in which his actions and those of his fellow characters determine the resolution. With apologies to Robin Laws.

Storyteller
 
60%
Character Player
 
55%
Tactician
 
45%
Weekend Warrior
 
35%
Casual Gamer
 
30%
Power Gamer
 
25%
Specialist
 
5%

Resolution in RPGs

In mechanics, role-playing games on November 6th, 2006 at 10:54 pm

d20Over on Story Games, Fred Hicks, creator of Don’t Rest Your Head and co-authour of Spirit of the Century, has done a really brilliant job of describing the different forms of resolution in role-playing games [link visible only to Story Games members]. The most commonly used current model for action resolution is based on drawing a distinction between “task” and “conflict” scale resolution. It is becoming increasingly clear that this is a false dichotomy, though. Fred highlights some of the problems with the task-conflict model, and then draws up his own model for describing resolution systems. Since the thread is not available to non-members, and I like the model, I thought I’d share a brief overview of it, and then comment a little on its uses. No doubt it has its own flaws, and it may be closer to being evolutionary rather than revolutionary, but it’s the best thing I’ve seen so far, and has some relevance to improving your own games.

Read the rest of this entry »

Forthcoming Hotness — Essen Edition (plus some RPGs)

In boardgames, role-playing games on October 20th, 2006 at 1:15 am

Yep, honest to goodness content is back :) Thanks for sticking with My Play during the slow period.

Essen is upon us once again, and boardgamers are engaged in their annual overstimulated frenzy. Either they are wandering a huge German convention centre in search of the Next Big Thing, or waiting at home, glued to the internet, waiting to hear from the lucky ones that have made the pilgrimage, and interpreting the entrails of their first impressions.

Read the rest of this entry »

My Play Feed Now Available via LiveJournal

In role-playing games on October 12th, 2006 at 4:50 pm

Thanks to Adam Dray, LiveJournal users can now add My Play to their friends list.

Just add linnaeus_feed to your friends list.

RPG Gone Cardboard?

In role-playing games on October 12th, 2006 at 3:20 pm

Is anyone aware of an equivalent to Rick Thornquist’s Gone Cardboard service for RPGs?

If not, there needs to be.

The World is a Darker Place [Off Topic]

In role-playing games on October 7th, 2006 at 8:36 pm

Whether you enjoy the documentaries of Ken Burns or not is a matter of taste. Only a raving madman, however, can deny that his greatest contribution to humanity was bringing Buck O’Neil to the attention of the broader culture.

I just saw on CNN that Buck O’Neil has died.

Buck was perhaps the last living great of baseball’s Negro Leagues, an unfortunate product of a less enlightened time when blacks were not allowed to play in the Major Leagues. Because they were the domain of blacks, mainstream (white) media of the time did not pay the Negro Leagues much heed, and the (white) public did not pay them much mind. Their exploits are poorly documented, and as much legend as fact. Nevertheless, they proved on the field many times that they were the equals of, if not superior to, their Major League peers.
Buck was there, was one of those Jazz Age Paul Bunyans. He was also their James MacGillivray. He kept the tales of the Negro Leagues, an he told the interested of those heroes who lived as second class citizens. Buck knew Josh Gibson, Cool Papa Bell and Satchel Paige, among many others, and he did his best to let us know them, too, in all of their larger-than-life glory. He even gave the induction speech for some of them (with the blessing of their surviving families) when they were belatedly and posthumously admitted to the Hall of Fame. Sadly, so far, Buck himself has not been so honoured.

[EDIT: there is more to this aspect of Buck's life. During the '90s, Buck was a member of the Hall of Fame veterans'  committee, and was responsible for several Negro League players being elected to the Hall. Earlier this year a special committee was convened by the Hall to supposedly give final consideration to Negro League players cases for admission. Neither Buck, nor Minnie Minoso,the only living candidates for admission, were selected. Buck then gave a collective induction speech for the 19 players that were chosen.

An mp3 of Buck's speech for these players is available (via Wikipedia)]

Later in life, Buck was also the first black man to be officially hired as a coach by a Major league ball team, which speaks to his love for, and knowledge of, the game. This was one of the things that made him uniquely qualified to be the oral historian and bard of the Negro Leagues. Buck was also a natural storyteller, with a transparent love for his subject. He found joy in telling his tales. He was a man able to tell others about his wonderful life by telling them about the wonderful people he had the pleasure and privilege to work with and to play with. He also had an incandescent warmth that managed to glow out even through the distance of a television signal. That’s why I feel comfortable calling him Buck.

Until today, the last I had heard of Buck was when he took one official at bat in a minor league baseball game, thereby becoming the oldest man ever to do so in a professional baseball game. Similar things have been done before, most memorably by the (I believe) previous record holder, Minnie Minoso, and, before my time, by a midget hired by former Chicago White Sox owner Bill Veeck. Those were transparent gimmicks, circus sideshows, intended to provide one-time bumps to the attendance of the team hosting them. I’m sure Buck’ appearance was planed in that same gimmicky spirit. Buck’s dignity, grace, and presence subverted that intent, however, and turned it into a genuine, albeit unintentional, tribute to Buck and all of his former colleagues.

He outshone such attempts at tawdry manipulation.

Sadly, that shine is no more.

Rest in Peace, Buck

(1911-2006)

UPDATE: New York Times web designer and baseball fan Khoi Vinh has written a better, and shorter, tribute to Buck O’Neil (ignore the Yankees stuff and scroll about halfway down the original post).

Link Love

In boardgames, role-playing games on September 21st, 2006 at 5:56 pm

Two interesting links for you to enjoy.

The first, Actual Play.com (via ChrisTalbot.com) is a new site devoted entirely to actual play posts (truth in adverstising and all that) about role-playing sessions. The pickings are rather meager at the moment, but if it becomes popular and adds a couple more features (quality search capabilities for one) it could turn into an extremely valuable resource.

Secondly, MetalJim, over on d21, mixes commentary on wargaming with commentary on politics with a discussion of how to simulate the current conflict in Iraq.

Bully For You. Now Shut Up and Let Me Learn Something Useful.

In role-playing games on September 14th, 2006 at 3:29 pm

You know what frustrates me the most when reading RPG forums? Seeing a post about something cool and, to me, new and useful, and then seeing a bunch of people dogpile it with “but that’s so obvious, I’ve been doing that for years and I don’t need anyone (or a set of rules) to tell me to do that.”

You know what? Bully for you. That doesn’t mean that the forum post, theory idea, or ruleset wasn’t useful to as many or more people, including me. Just because you already know something is no reason to pooh-pooh it when someone else points it out.

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Nathan Clears Up Two Common Theory Fallacies

In role-playing games on September 6th, 2006 at 4:04 pm

Linkblogging the first ;)

Nathan Paoletta addresses a couple of the most common misunderstandings of Forge theory.

Unfortunately, he (I think unintentionally) perpetuates the misunderstanding that GNS is the most important/only part of Creative Agenda.

Dungeons & Dragons Dungeon Tiles

In first thoughts, role-playing games on August 31st, 2006 at 12:50 pm

Dungeon TilesDuring the weekend tour of Metro Halifax FLGSs, I wasn’t the only one buying. Both of my friends picked up copies of a new Dungeons & Dragons product, Dungeon Tiles. I have to say that I was surprised and impressed.

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Do Mega-Conventions Hurt Game Quality?

In boardgames, game design, role-playing games on August 29th, 2006 at 10:45 pm

Publishers have taken to heart the lesson that buzz sells. If this had no effect beyond achieving greater sales, I would say “kudos” to the publishers. Instead, I am writing this article.

The problem is that many—dare I say most?—publishers take a rather simplistic view to the generation of buzz. The thinking to be something like “The bigger the event, the bigger the buzz.” This leads, inevitably, to the idea that the product should debut at the largest possible event, probably GenCon or Essen.

The effects that this has on the gaming industry are myriad, and many of them deserve some thoughtful consideration. For now there is only one I want to pay attention to, though. Many games get rushed to completion in order to be ready “on time” for release at a large event, rather than staying in development until it is as ready as its publisher can make it.

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The Michaelangelo Principle

In role-playing games, techniques on August 22nd, 2006 at 1:10 am

In every block of marble I see a statue as plain as though it stood before me, shaped and perfect in attitude and action. I have only to hew away the rough walls that imprison the lovely apparition to reveal it to the other eyes as mine see it.

Michelangelo


In every role-playing session, there is fun to be had. You have only to hew away the uninteresting “realism,” the pretentious storytelling, the combat for combat’s sake, or whatever else your group includes because “it has to be there,” not because it is fun.

Gerald Cameron

[Heavily influenced by the writings of Chris Chinn and Levi Kornelsen, with a dash of flavouring from Mike Mearls, among others.]

GenCon 2006 Podcasts Repository

In boardgames, gaming society, role-playing games on August 19th, 2006 at 5:26 pm

I intend to keep straight ahead linkblogging to a minimum, but, once in a while, something too good not to mention shows up. This is one of those things.

The good folks over at The Dragon’s Landing podcast are maintaining a centralized archive of podcasts that were created live at this year’s Gen Con Indy, called Gen Con Live.

It can’t be 100% complete, but there’s still plenty of podcasty goodness from all corners of the gaming hobby, as well as a little all around geekery.

Forthcoming Hotness

In boardgames, role-playing games on August 6th, 2006 at 6:48 pm

Gamers are addicts. No matter how many ultra-fun games they already have, they want more.

Let me help you get your fix.

Below is a list of forthcoming or very recently released games that are on my radar. Five role-playing games and five boardgames, with brief comments on why I’m interested. RPGs will tend to lean towards indie (but not just Forge-related) stuff because I am more tuned in to the indie buzz machine, and I am more interested in indie games right now due to their simpler and, for me, more interesting mechanics. Read the rest of this entry »

In Plain Words—How I Want to Talk About RPG Theory

In introduction, miscellany, role-playing games on August 3rd, 2006 at 3:22 pm

The theory of role-playing game design is something of a hot button issue on most RPG related forums. The views espoused by Ron Edwards and other proponents of “Forge Theory” are especially combustible for reasons that I don’t want to go into. Levi Kornelsen, who is starting to draw some attention with ideas that he is developing on his LiveJournal, and Mike Mearls, authour of Iron Heroes and recently hired by Wizards of the Coast to do development work for Dungeons and Dragons, are also developing some interesting ideas.

What I intend to do in this post is briefly explain my feelings about RPG theory, and how I will be dealing with it on My Play, with guidelines for commenters. Read the rest of this entry »

A Gaming History [Abridged]

In boardgames, introduction, role-playing games on August 2nd, 2006 at 1:26 am

Welcome to My Play.

My name is Gerald Cameron, and I have lived in Nova Scotia, Canada, for my entire life. I have been a player of boardgames, starting mostly with the mass-market family variety, for as long as I can remember. My introduction to what I would call hobby games came when I was nine years old (a long time, in other words) when a friend of mine invited me over to try out something his older brother had introduced him to. It was called Dungeons and Dragons.

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