Apr 30

Gaming

Free RPG -

It’s hard to argue with free. Very well done in terms of layout, graphics (so not a fan of the dirty paper under text though) and overall’ness of it.

At it’s most broad overview you’ll see a lot of old school dnd flavoring, the classic six attributes, the mostly standard races but it does start to divulge quite a bit after that point with unusual classes and abilities and magic system.

I haven’t had a chance to do more than glance through it but did I mention it’s free? Go download it.

http://heroesagainstdarkness.blogspot.com/ Read the rest of this entry »

Apr 09

Zombies

Book Review – Z. A. Recht’s Morninstar Strain series “Plague of the Dead”

Short summation: All in all I’d have to give this a 3 out of 5. Not bad, not good. Just average. Technically proficient with the writing but a lot of mistakes/questionable technology and methodology as deployed by the characters in the book drag it down a bit.

Long version:

It does have an slightly different take on the Zed. He mixed the fast living 28 Days Later zombie with the slow clumsy zombie of the Night of the Living Dead zombie.

In the setting, a ‘sprinter’ when killed, which can be any of the normal means to kill a human being, turns into an undead ‘shambler’ which requires the standard head shot, CNS disconnect to put down.

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Apr 06

HWARDS Conditions

What’s the good without the bad?

+David Warren asked about negative effects last session of the ongoing playtest of HWards and his near future secret agent setting and I’ve been ruminating on the idea of incorporating such things in Hell Wards.

After said chewing of the cud, I’m adding in an Condition mechanic in Hwards. A Condition is a negative status that is applied to a character or a situation. It costs Fortune tokens to apply one so there’s a cost involved. The effect is temporary, per scene or until the target pays another fortune token to remove it. A roll of some kind is necessary along with the narrative means to do so.

With the recent changes in the way dice are grouped, Fortune tokens from the players’ side are now quite a bit more valuable so tossing them willy nilly onto obstacles won’t be a great idea but they’ll help a beat to crap party otherwise overcome a really hard obstacle they may otherwise have no hope of beating.

Conditions:

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Apr 02

Marvel Super Hero System

Marvel Super Hero System

Disclaimer: I’ve not actually played this system with players.

This is a particularly peculiar system to me. The feel of it it to me is it comes off as traits based game but with Aspects that are of varying degrees of value at its core for what should I think be a narrative four color comic book action setting.

In practice though, the mechanics come off as overbearing or perhaps overshadowing is a better word. Each round everyone’s trying to figure out which dice they can or should use and then determine the results of those dice. There’s just a lot of time spent trying to get those 2,3,4 dice they want to roll. And in many cases it ends up being the same effects. Much like a Hero system game you spend your turn doing the same thing over and over again and that can easily lead to player dis-engagement.

Actual narration seems to be taking a back seat in practice. Each player and the GM spends an inordinate amount of time on their turns trying to determine or justify the dice they’re going to roll and narrating what happens is almost an afterthought.

In a narrative mechanics (tactically) light system that’s not really what I’m looking for. It’s like the worst of both worlds, a lot of time spent on mechanics like with a heavy tactical/mechanical game and at the same time mechanics that are too simplified to be interesting at a tactical combat level.

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Mar 28

Zombies and Gaming

Get in on the free playtest of Outlive Outdead over at www.happybishopgames.com.

It’s got zombies in it. How can you not want a copy? Did I mention it was free? And it has zombies?

Go on, visit the site, download the game and let them know what you think, good or bad. There is no such thing as bad criticism, just constructive criticism and criticism you can safely ignore. ;)

Go on now, get your zombie on. Read the rest of this entry »

Mar 27

The Gamers

Watched “The Gamers” last night with my children aged 10,8,8. They thoroughly enjoyed it with near constant LOLOLOL from them. I must say I’m not shocked given who their parents are. :)

I do wonder if children notexposed to PnP RPG game play since roughly birth would have found it as funny for the same reasons.

Mar 24

No Losers? Really?

Interestingly due to +David Warren ‘s methods of running a playtest using Hell Wards (WIP) I’m going to add in riff on the fate point mechanic. They’ll be called Karma (WIP) and when a player does something that’s just OMFG cool or fails in an epic fashion or just says something incredibly funny, or stupid, the director will hand one out.

The Karma chips can be burned when a character makes a roll for a +1 success on the roll but as of right now my thinking is they burn them before they make the roll. This makes them a tactical choice rather than a safety net.

Safety nets are fine, things like Fate points where you can just add a success to your roll or Bennies where you get a do over help the players avoid that sense of failure. But they steal some of the tension from a roll. As long as you have that safety net sitting there it’s hard to get invested in the outcome of a roll. But when you have to decide to burn your net before you even know if you really needed it, then you as the player have some choices to make.

And really does every roll need a mulligan? Does every kid need to ‘win’ a prize in the science fair? We seem to have gotten away from the concept of failure being a valid option for any contest.

Mar 21

Hell Wards MISC

I really need to work on the ’50′s setting for Hell Wards but just too much top secret and very mundane things going on.

The playtesting of the base HW system is going well and it’s proving to be about what I want in a lighter system with strong narrative elements. We’re just too busy with RL to be able to spend the time necessary to spend hours pouring through manuals and splat books trying to build characters that’s needed in many systems. When you can knock out a character with a strong personal feel in a few minutes you get more engaged in the character rather than the numbers. Or that’s how it’s worked out so far.

I think it’ll be an interesting setting, we have tv and radio, telephones but no cell phones. No mass information leaks other than AP stories that are purchased by local papers.

We also have the cold war in full swing with better dead than red everywhere. We have local groups spying on their neighbors trying to suss out potential commies because those bastards were everywhere apparently.

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Mar 19

Game Design / Playtest

Hell Wards System

So one (+David Warren ) of my gaming group (+Scott Stone +Laura Dollins +Temple Smith +L. Scott Rubin and myself of course) started Directing his new campaign using Hell Wards (Working Title) that I designed (am designing). The catch phrase for the system is “Because sometimes the numbers just get in the way…”

Overall the system worked well for the setting. The freedom to narrate, unbound by character sheets of numbers allowed for some very fluid and over the top action sequences. Getting out of the mindset of stats, skills and 4 pages of computer app generated crunchy bits does take some getting used to from the game mastering perspective when you’ve been using nothing but such systems for 20+ years. Not having to worry about the crunch so much is though ultimately freeing and gives true sandbox ability to the person guiding the game play. You can go anywhere the players take you without having to jump on a train at any time because you spent 4 hours designing encounters and by the gods you’re going to use those encounters if you have to put straight jackets on your players and drag them to them by teams of wild horses.

Instead of being the games train conductor master you merely provide cues and set up scenes based on the players’ choices. A big win win for everyone.

We started our career as new recruits/trainees in a black ops group working in a near future America. The world has changed for the worst with the eruption of a super volcano that’s created a nuclear winter. The subsequent food shortages have resulted in hundreds of millions of deaths which then resulted in diseases, riots and unrest causing more chaos. Power struggles at the local and world levels have realigned a lot of the socio-political power blocks.

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Mar 13

Game Design – Playtest

Belated post, been doing home repair/remodels for the last couple of weeks. But enough excuses.

I ran a playtest using the Hell Wards / Hell Wardens gaming system I designed. It’s a light mechanics, one page character sheets in biggish type.

Although the system is intended to be aimed at a 1950′s era ‘OSS/Dept 13′ type setting, I just used it to continue a zombie apoc story line I’d started in another system. One, because that’s what I had ready and two, to see if it could pick up a storyline based on a more detailed system.

A few places to make minor changes in the system came to light but all in all it worked pretty well. We were able to co-operatively tell a great story, there were some memorable scenes and in the end the survivors got away on a ferry boat with several of them bitten and one infected and in-character no one knows who may or may not turn. The single unbitten person locked themselves in the engine room and isn’t coming out.

We started our arc on the 5th floor of a building with a biggish collection of survivors as the undead milled around the city. The players created their characters adding them to the survivor block, a process that took maybe 20 minutes which included explaining how the system worked to a great degree. No computer apps, no spreadsheets, no poring over lists of powers, feats, knacks necessary.

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Mar 02

Security

One of my rare PSA’s.

http://www.reuters.com/article/2012/03/01/twitter-data-idUSL2E8DTEK420120301

Twitter users are about to become major marketing fodder, as two research companies get set to release information to clients who will pay for the privilege of mining the data.

Boulder, Colorado-based Gnip Inc and DataSift Inc, based in the U.K. and San Francisco, are licensed by Twitter to analyze archived tweets and basic information about users, like geographic location. DataSift announced this week that it will release Twitter data in packages that will encompass the last two years of activity for its customers to mine, while Gnip can go back only 30 days.

“Harvesting what someone said a year or more ago is game-changing,” said Paul Stephens, director of policy and advocacy for the Privacy Rights Clearinghouse in San Diego. As details emerge on the kind of information being mined, he and other privacy rights experts are concerned about the implications of user information being released to businesses waiting to pore through it with a fine-tooth comb. Read the rest of this entry »

Feb 28

General BS and a little gaming

Haven’t been working on gaming relating stuff a lot the last week or so. Home repair, woodworking, researching solar alternatives ($$$$) as a long term goal to reduce dependence on the grid. Going to try my hand at building a solar oven, I caught a youtube video of someone who actually bakes bread in one. I have to see if that’s true. :) I also caught some DIY ways to turn ceiling fans into wind generators using fairly readily available parts. We get quite a bit of wind around these here parts, enough to make a wind turbine viable.

That’s the problem with having an interest in practically everything, there’s always something shiny beckoning for my attention.

In gaming related news, I’ve had the idea for Hell Wards of making Gear = automatic successes with the caveat that when you, the player, sets the number of dice that gear is worth, you can’t unset easily and to use gear you have to expend an equal amount of the appropriate Resource. So if you decide your skill with or just the general effectiveness of a pistol is worth 3 dice, you have to use at least 3 War resources in order to gain the benefits of the pistol. It would make gear both more reliable and more risky to use in high amounts.

I have the first playtest of HW this upcoming Saturday so we’ll see how it goes.

Feb 21

Hell Wards – Narrative Control

I came up with the tagline for Hell Wards. It comes from an email I was writing to someone about the system and it just kind of fell out…

“Because sometimes the numbers just get in the way…”

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Narrative Control

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Feb 20

Dread the RPG – Review

Dread the Books of Pandemonium

Free – http://rpg.drivethrustuff.com/index.php?manufacturers_id=2623

Summation: 7 out of 10 due to the fairly narrow scope, 9 out of 10 when considered solely in the ‘monster hunter’ genre. Strongly recommend (it’s free for goodness sake)

————-

You can pick up the Dread RPG system which uses the author’s Disciple 12 system.

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Feb 19

Hell Wards Character Sheet

Quick doodle for a character sheet for playtesting rev 1 of the system. Nothing really original but then the setting isn’t what you’d call original either. Trying to evoke the ’50′s of the setting with the typewriter font and the real paper documents that may have had a bit of weathering and such.

I don’t normally go in for artistic character sheets, they tend to favor style over usability but I was bored. :) And HWards is simple enough that I can add some flair without it making the sheet unusable.

Feb 15

Game Design – Hell Wards

The opening page of Hell Wards (I seriously wish G+ honored indents in a consistent fashion). It’s a system I wrote the bulk of in a weekend. Major gratitude to +kirin robinson for Old School Hack and +Fred Hicks for Don’t Rest Your Head for getting me moving in this direction.

What Hell Wards Is

Speaking to the Director, the person who directs and sets up the game play, Hell Wards is a narrative heavy system designed to give you, as the person directing, the freedom to enjoy the story that develops as much as your players will. When all you have to come up with mechanically is the difficulty level of an Obstacle you have complete freedom in describing that obstacle using any narration that you like.

And your players have complete freedom in describing how they use their resources to over come it.

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Feb 10

Hell Wards – Opening Fiction

For whatever reason, no I’m not sure why myself, I’ve set the setting of “H” Wards in the 50′s. 1954 to be exact. Maybe because it was the year that Godzilla hit the big screen for the first time? Or the year millions of men swore and cursed as Joe DiMaggio took Marilyn Monroe off the market? Who knows, maybe I just like the number.

I’ve started the almost obligatory fiction piece that gets stuck at start of those kinds of things, trying to set the mood as it were. Oddly I almost never read them because I’m always more interested in the mechanics of any system than the color wrapped around it.

Hell Wardens as I see them are the kinds of people you really don’t want against you and a lot of times with you. Because they’re right royal bastards if you’re a bad guy. And where they go, trouble follows with a T big enough to crucify someone from.

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Feb 08

Book Review – Zombie Fallout

Zombie Fallout 1 by Mark Tufo

I picked this up from Amazon for .99, it had high ratings, 4.5 out of 5 or something close to that.

Frankly for that price volume one was marginally worth the ride. [Edit, actually after writing this review I now realize just how much I found wrong with the book...]

It depicts Day 0 of a zombie issue that’s caused by Big Pharm’s attempt to cash in on a Swine Flu vaccination that was pushed through without proper testing although seriously a vaccination that kills people and turns them into undead…

It seems like that should have come up at least once or twice in the trials…

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Feb 08

H Wards – Play Example

This is a play example I just put into the H Wards document, a narrative heavy, light mechanics system. I think the system is actually shaping up that it’s going to be quite a bit of fun. It’s not designed for long term campaigns or for groups that like a lot of fiddly bits and multi page character sheets but is aimed at the game you go to when you’re in between Pathfinder or 4E or GURPS level of mechanics games or when you’re short too many players for a regular session.

I do think though that you’ll need at least two players plus the Director to have a good game out of it. Otherwise some of the resource management decisions will probably be off by a bit.

And yes, obviously this example Scene is based on a recent action movie.

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Feb 07

Game Design

H Wards

Mechanics -

In a clever play on stat initials the light system I came up with between 1 and 4 in the morning Monday because I wasn’t feeling well is called H Wards. The name is based solely on the resources available to each player, Hero, War, Awesomeness, Research, Deception, Social.

I had some time while being sick yesterday and not working to knock out the basics of the rule set and run a quick internal playtest. That played out well enough to me that I spent more time on it at least.

Each resource corresponds to things other than the obvious.
H ero is the ‘catch all’ and covers everything to some degree and provides a base dice pool for the heroes to be… well heroic.
W ar covers physical strength and fortitude, athletics and gross body control.
A wesomeness is the areas of physical grace and coordination, acrobatics, fine body control and the like.
R esearch is the mental areas, intellect, problem solving, awareness/perceptions.
D eception is things like stealth, burglary, sleight of hand, lying.
S ocial covers empathy, charisma, diplomacy, human engineering.

Players set a Goal and the Director determines if there’s a Obstacle to that goal and how much of an Obstacle it is. If there is an non-gimmie level of difficulty to the Obstacle then there’s a Contest involved in the current Scene.

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