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Gamex 2013 [May. 3rd, 2013|05:26 pm]
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Tonight We Slay a Dragon or Die in the Attempt
Tonight, my friends, we shall slay a dragon. Or else, in the attempt, we shall ourselves be slain. Should we succeed, the tale of our deed will be told in mead-halls and wine-sinks for ever more, and our names will be spoken in tones of reverence and awe. Should we fail, we shall die and so shall our names. But hear this, my boon companions: Live or die, we will have flung the dice of fate, we will have stared in the face of the impossible, we will have lived on the icy edge of death, and we will have been heroes.

This game provides a suggested preset scene structure and several archetypes. The table will create the story, the characters, and perhaps even the rules.

Tonight We Slay a Dragon or Die in the Attempt by Simon Carryer.

ΚΡΑΤΟΦΑΓΙΑ
The crashed ships of the Progonoi pierce the land like teeth of a dead god. The domed cities of the Katoikoi lie squat and empty among them, strewn like droplets of the land’s blood. The air is fetid and deadly, but you’ve learned to breathe it. You’ve learned other things besides. And your swollen glands thirst to know more. In the land of the dead, you eat or you die.

A sick and disturbing mash-up of Dungeon World, Dungeon Planet and Geiger World. Credit to Iosephus Lee, Tim Oliver, Adam Koebel, Jan-Yves Ruzicka and Mat O'Farrell; blame to me.
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Handy Advice. [Apr. 4th, 2013|07:55 pm]
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In the same vein as the Pro post a couple of weeks ago:
Writing advice from writers handwritten on writer's hands.
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Very Sad News [Apr. 4th, 2013|08:13 am]
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Iain Banks diagnosed with Gall Bladder Cancer.

Fuck cancer.
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How The Professional Behaves [Feb. 28th, 2013|05:11 pm]
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[Current Mood |Contemplative]

CK posted a note earlier in the week which I've looking at regularly. I tire of keeping the Facebook tab open, so I reproduce it here for my own reference. It's taken from Steven Pressfield's The War of Art.

Steven Pressfield, in his terrific book THE WAR OF ART, breaks down the difference between the Pro and the Amateur. Here is how a Pro behaves:
  1. The professional shows up every day
  2. The professional stays on the job all day
  3. The professional is committed over the long haul
  4. For the professional, the stakes are high and real
  5. The professional is patient
  6. The professional seeks order
  7. The professional demystifies
  8. The professional acts in the face of fear
  9. The professional accepts no excuses
  10. The professional plays it as it lays
  11. The professional is prepared
  12. The professional does not show off
  13. The professional dedicates himself to mastering technique
  14. The professional does not hesitate to ask for help
  15. The professional does not take failure or success personally
  16. The professional does not identify with his or her instrument
  17. The professional endures adversity
  18. The professional self-validates
  19. The professional reinvents herself
  20. The professional is recognized by other professionals


The Amateur does not do these things, or does the opposite.


To remind myself to do better.
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Food for thought [Feb. 27th, 2013|10:38 pm]
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The other day I read two articles from two entirely different sources that interacted in an interesting way. Both include aspects that I'm interested in reading and thinking more about.

The first was on Ian Morris' 2010 Big History book, Why the West Rules—for Now: The Shape of History.

The second was about how social scientists are discovering that culture determines perception and cognition: We Aren’t the World.

The latter may seem a bit of a no-brainer to anyone trained in the humanities who thinks about it directly, but nevertheless there is an extent to which we often assume that people of different cultural backgrounds share certain cognitive traits with us without necessarily establishing whether it's true.

Given that my own work involves an examination of how a past culture perceived and understood a certain physical, political and social space, this is a pretty relevant question.
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OrcCon 2013: Friday and Saturday [Feb. 17th, 2013|08:15 am]
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Friday Afternoon: The Sprawl: The Flint Termination
This was a new scenario for The Sprawl, and it went as well as any new scenario has gone so far, although it didn’t go quite as I expected. Both of those are good things! I’ve written several scenarios for The Sprawl by this point, and I generally find that the first one doesn’t run particularly smoothly, at least from behind the screen. Hopefully this means I am getting better at working out how to design missions for the game, and that I can translate that into some good scenario design advice!

Saturday Morning: The Regiment: Colonial Marines
This was my first time running the regiment and it went very well. The squad was tasked with recovering the crew (and cargo) of a downed spaceship, and of course the cargo turned out to be... special. The first half of the mission involved the exploration of the jungle planet and the spaceship and the second half involved recovery of the cargo from the mercenary company which had stolen it. There was an alien, but it was more for atmosphere than as a major source of conflict.
The only problem that turned up was a difficulty with trying to manipulate the Synthetic. The Synthetic doesn’t take stress, and the manipulation move deals stress, so there’s no way to brow-beat or pull rank on the Synthetic, short of the threat of physical violence. I definitely think that’s a feature rather than a bug, but it’s interesting to note.

Saturday Afternoon: Dungeon World: Number Appearing
Number Appearing is a Dungeon World supplement for playing monster races that appeared as a backer reward in the kickstarter campaign. I hadn’t played or read it yet and I didn’t think I’d get to play in Colin’s game, but he successfully squeezed me in as a fifth player. Everyone had an additional monster race playbook which essentially provides a new set of world generation lists to guide the description of the monster races. That slows down character generation a little, but the extra time is spent on creative collaboration, so that’s not really a problem. What did seem a bit of a problem, at least I found it so on this occasion, is the provided lists are quite specific and are a touch small for the suggested number of options when multiple players have one of the same playbooks. Our game had three Towering Brutes (and Ettin, an Orge and a Troll), one Small and Sneaky (a Ratkin) and one Hungry Dead, so the Towering Brute flavour lists were taxed a little.
But the game was, of course, awesome. We were all associated with a tribe of ogre/ettins (ogres being ettins who have lost a head – my ogre cleric’s second head had been a heretic, so I cleansed it with fire) living a Storm Giant monastery in a dormant volcano which was attacked by an Apocalypse Dragon. There were many heroic and foolhardy attempts to kill it or drive it off, but in the end we only succeeded by destroying our home as we caused the volcano to erupt. There was quite a lot of PvP as well... definitely more of an Apocalypse World flavour (complete with hardhold, in a way) rather than the standard gung-ho DW fare.

Saturday Evening: Dungeonhearts
I had jokingly proposed a reskin (hur-hur) of Monsterhearts to replicate the immature social/sexual interactions of a group of typical D&D characters at a previous Strategicon, and the name Dungeonhearts got stuck in my head. Thus, Dungeonhearts: The Messy Lives of Teenaged Adventurers was born. I’s played Monsterhearts three times previously, but had not run it before, so this was a slightly nervous experience for me. Fitting really.
It went really well. I had four players who knew about Monsterhearts but had not played, and they got the concept and ran with it. There was lots of great character interplay, some poignant scenes, some dark scenes, some terrible decisions were made, the darkest of magics were performed, a traitorous noble was brought down, and a burgeoning relationship was shattered. Everything you’d expect from a Monsterhearts game, but in a fantasy village.
Having just finished Storm of Swords I’m struck by the devious idea of running this again in the wake of catching up on the Game of Thrones tv series... Certainly, next time I run the game, I’ll write a couple of adventuring moves, as the occasional move selection dilemma could have been thereby removed.


I took some time off from the con on Sunday, so as it turned out, the best game of the con was the last game of the con.
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OrcCon 2013 [Jan. 24th, 2013|06:55 am]
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This is a hold page for my games:

LV-572 (The Regiment: Colonial Marines)

The Corporation lost contact with this colony a month ago... Everything looks calm... "Contact! We have a blip sir!"

The Flint Termination (The Sprawl)

Sometimes the job's just straight out wetwork.

The Sprawl is a game of mission-based action in a gritty neon-and-chrome cyberpunk future. You are the extended assets of vast multinational corporations, operating in the criminal underground, and performing the tasks that those multinationals can’t do, or can’t be seen to, do. Deniable, professional, and ultimately disposable.

DungeonHearts (MonsterHearts)

A story game about the messy lives of teenage adventurers.
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In a suit, no less [Jan. 18th, 2013|10:27 pm]
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So, this was a thing that happened: Sydney breaks temperature record
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2013 Gaming Resolutions [Jan. 16th, 2013|03:30 pm]
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I'd intended to set myself high goals for gaming in 2012:
  1. Play the RPGs I have with me in LA that I have yet to play.
  2. Get Cyberworld (and A Certain Kind of Decision) to the external playtesting stage.
  3. At every con I attend, offer at least one prep-intensive game.
  4. Submit one of those games to the 2013 Kapcon SDC.
  5. At every con I attend, offer at least one game that I haven't run at that con before.

2012 was characterised by almost all of my gaming being at cons. I didn't manage to sync up with my Glendale group when I got back last January, nor did I manage to get my Hollywood group going, except for some board game evenings. I did play in a couple of Google Hangout games, one of which is ongoing. Between that The Sprawl, I didn't end up with much gaming time to tackle these. I more or less managed to tread water on #1 again, mostly less if I consider various completed Kickstarters for which I can some percentage of the completed rewards. #2 is a tick; except for A Certain Kind of Decision, and that Cyberworld is now called The Sprawl. #3 only succeeded if I include scenarios for The Sprawl, which was not the kind of "prep intensive" I intended, and thus #4 also failed, despite the new SDC one page game seed category, which is far more in my usual mode of game prep. I have no idea how I did on #5, so lets take a trawl through the archives to see what I ran in 2012...

January: Kapcon 1 2 (Dungeon World x3 (one prepped), The Sprawl: The Kurosawa Extraction)
February: OrcCon (Dungeon World x3 (Living, so some prep), The Sprawl: The Kurosawa Extraction)
March: HyphenCon (Monster of the Week: Zombiefest)
April: Nerdly Beach Party (Geiger World)
May: Day of Games (Dungeon World, The Sprawl: The Essilor Sterilisation)
June: Buckets of Dice (The Sprawl x3 (The Essilor Sterilisation x2, The Cazares-Bell Obselence))
July: Not-D&D-Con (Dungeon World (2 sessions using a published D&D module))
August: Confusion (The Sprawl: The Cazares-Bell Obsolescence); GenCon 1 2 3 4 (Monster of the Week x2; Psi*Run x2; Dungeon World x2)
September: Gateway (Dungeon World x2 (Living), The Sprawl: The Essilor Sterilisation)
October: Big Bad Con (The Sprawl x2 (The Boyle Recovery & The Essilor Sterilisation))
November: Nerd SoCal Game Day: Didn't run anything.
December: Nerd SoCal Game Day (The Sprawl: The Boyle Recovery); Big Gaming Week (Ocean)

Phew. I narrowly missed a con every month in 2011, but I got it in 2012 if I include the game days! As for resolution #5, well, it was going okay until August (counting different Sprawl scenarios as different games, which is actually a different kind of dodge to the way I worded the resolution), then the repeats come in. My main problem with this one was that my heart wasn't in it! I could have run a greater variety of games, but I wanted to get as many different people playing The Sprawl as I could, and Dungeon World is so fun and easy at this point (even if someone did have to correct me on the new damage system at Day of Games!). That gives me two games per con (8 hours), which is about my average (12 hours at three-day cons), so there's not much time to squeeze in another game, plus the prep for it.

So what about this year?
  1. Play one new RPG every month.
  2. Finish a complete draft of The Sprawl.
  3. Offer a game with pre-gens at every con.
  4. Submit a game to the 2014 Kapcon SDC.
  5. Offer a new game at every con.

Which is a retooled version of last year. #1 is more generalised; it will be harder this year as my con schedule will be lighter, so I'll actually have to find gamers outside of a con environment. #2 is the next step in the process. #3 is essentially what I meant by last year's #3; yes, pre-gens are prep intensive in my gaming world. I expect the release of Fate Core will help me here. #4 is the same. #5 is last year's #5, but without the dodge. Lets do it!

Tune in next January to see how I did!
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A Timely Notification [Jan. 10th, 2013|04:06 pm]
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[Current Music |Genesis - Land Of Confusion | Powered by Last.fm]

I recorded a bit for the Penny Red podcast last month. It's aprt of an episode on Christmas gift recommendations; perhaps not so useful now, but here it is for posterity: EPISODE 45: DOOMSDAY.

It's been a while since I played around with Audacity; I'd forgotten how much I enjoy it.
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