Tuesday, February 23, 2010

Vivaki of Shoubor

This weekend I start playing 4E D&D game with a new group of players, run by the host of The Tome Show, Jeff Greiner. In preparation I have created my character, an 11th-level Goliath Great Weapon Fighter named Vivaki. This is his background:

The Goliath tribe of the Shoubor led a secluded existence in the southern Sunrise Mountains for many generations. The Shoubor kept to themselves, hunting and gathering for all their needs, with little need to contact the outside world.

This all changed when, during his 14th cycle, Vivaki, eldest son of the tribal chief, returned to his settlement after undertaking his first solo hunt to find it in ruins and his people gone without a trace. With no clue as to what happened to his people, Vivaki ventured out into the world in hopes of finding answers.

It wasn't long before he was captured by slavers and sold to a wealthy merchant as a body-guard. Seeing he had a natural affinity for the glaive, he was trained to use the weapon by the best trainers money could buy. His will broken for the time being, he made a fine body-guard for his master, and was little trouble.

Many years passed, and Vivaki grew strong in both weapon prowess and will. He never forgot his tribe, quietly vowing to himself that he would one day discover their fate. He also grew increasingly reluctant to follow the orders of his master. He learned more and more about his master's criminal that he found personally detestable.

One night while camped in the forest, his master's small party was ambushed by a group of adventurers. They demanded his master submit to justice. At this time Vivaki was head of the guard, and easily the best fighter of the party. He figured he could win the battle, but knew his master was guilty of the crimes he was accused of.

He decided this was his chance. Rather then defend his master, Vivaki turned his glaive on his master and added his voice to that of the adventurer's. The other guards would not lift a finger against Vivaki, knowing he could best them all at once. Having no other choice, his now former master surrendered.

Vivaki then spent a few years wandering with this new group, until he grew tired of their seemingly single-minded obsession with wealth. Parting ways with them amicably, he set out to find a new group, one that could possibly help him find the fate of his people.

Sunday, February 14, 2010

Once & Future GM: Star Wars Saga Edition

Recently I've found a new group to game with, one which is playing Dungeons & Dragons 4th Edition -- a game I am excited to start as a player. So far I've only played in two short-lived D & D 4th Edition games. (One of them only lasted two sessions, if I recall correctly, and I only made it to one.) I really enjoyed the game mechanics much more so then the 3/3.5E game we had been playing the previous year or so.

However, I still plan to run my own campaign at some point once I'm done with school. I've long since decided that my first full-fledged campaign as a Game Master would be Star Wars Saga Edition, by Wizards of the Coast. There are other games I'm thinking about running as well, for example I do have ideas I'd like to run both in Dark Sun and a generic fantasy world, but I'd like to give Saga Edition a solid run first.

I actually did start running the SWSE Dawn of Defiance campaign about a year and a half ago, but between full-time work, full-time school, and full-time family, I just couldn't put together enough time to do a good prep job even with only one game a month; thus I abruptly stopped it after four or five sessions. The player's said they enjoyed it, but with each session I enjoyed it less and less due to my overburdened schedule, but I vowed to return behind the screen.

To that end I'm already starting to prep, though it'll be many months -- maybe even a year -- before the game starts. I'll be playing around with possible story arcs, flexible encounter ideas, and NPC's. I don't want to get too detailed, but I do want a library of material to draw from when it comes time to run. I think I should be able to come up with a set of encounters that are flexible enough to drop into any game session, and adjustable to a range of levels. Basically the Star Wars equivalent of a Dungeon Delve.

Additionally, I'll be reading, and reviewing, all 14 of the books Wizards of the Coast has produced for the game. Those reviews will at the very least show up here, and I may look for other outlets for them if they come out any good. I'll also queue up some of the novels and comics, and hopefully finally sit down with the kids and watch the entire series. We may even get a hold of the new Clone Wars series.

Star Wars Saga Edition was developed by Wizards of the Coast in-between D & D 3E and 4E. As such, there are many elements of both in the game. One can pick out many bits that are clearly either refinements of 3E mechanics, or prototypes of 4E mechanics. Star Wars is also a familiar universe to a lot of people I'm likely to game with, and has a lot of potential.

I have several other projects in mind, in the areas of programming and media, which I also consider to be, in part, preparation. Lately I've been learning how to squeeze in personal project time here and there, whenever possible. I've also carefully tried to align projects which may result in possible income sometime in the future with projects that are completely for fun. This makes it a little easier to justify resource usage for projects on my list.

I put this out here in the public for a few reasons. One is I'm trying to improve my communications skills. Another is I'm looking for feedback and ideas, whether it is about my writing, my game ideas, my programs, or anything else. This is also me trying to give back to the larger RPG blogger/podcaster community, from which I have learned so much.

Tuesday, February 09, 2010

When RPGs Meet SMGs, Part Two

I've been thinking a bit about The Core Mechanic's ruminations on the topic of how, and what, Role-Playing Games can borrow from Social Media Games to endear themselves to future generations. The more I think about it, the more I think that, while there may be some base concepts which are adaptable, there simply isn't enough compatibility for one to pull from the other without becoming something else entirely. (This is not a bad thing, but I'm going to take the viewpoint that what we're looking for is still an RPG).

In my view, RPGs require an imaginative flexibility which simply can not be adequately modeled with current technology. Even if, as Mad Brew Labs proposes, we throw in mini-games between session's, without a human's intervention (or at least close observation), they become the same old monotonous tasks that litter games such as Farmville. At best, such a game would allow a game master to set up parameters and goals, allow the characters to run through it once using the rules of the system they are playing, and report the results back to the game master. Other then being possibly more aesthetically pleasing, this option does not offer anything that can't be done better with something like e-mail or Google Wave.

However, I found Malcolm Sheppard's Mob United article on Next Gen RPG's to be almost exactly what I have been thinking about for a while now. Instead of forcing the traditional table-top paradigm of books, dice, and loose papers into digital analogs of the same (creating near abominations like DDI), perhaps we should build new RPG systems from the ground up with current technology in mind. Build the game not as a set of books, but as a set of integrated digital tools which serve to speed the more crunchy parts of the game so gamers can focus on the story at hand. This is an area I'd very much like to be working in, especially with the potential of products like the iPad.

Which leads me to my last point in today's article. Oddyssey of the blog How to Start a Revolution in 21 Days or Less gives us an informative article from the perspective of the "whippersnapper" we're trying to capture with all of this discussion. This article provides an insight into what the young gamers of today are looking for in the table-top games of tomorrow. Turns out they pretty much want the same thing we did when we first started: a solid set of rules that allow us to sit around with a bunch of friends, roll some dice, and tell some stories. It is the creative, as well as the hands-on aspect, which seems to be far more interesting then mini-games filling in for a skill challenge. I think if we're going to digitize the delivery mechanism for the RPGs of tomorrow, then we have to do so in a way that enables rather then distracts. It's been said that great software makes the gadget disappear, and that is the goal I have for developing software in this space. I want a player using one of my programs to be no more distracted by it then the pen and paper character sheet they use now.

Saturday, January 30, 2010

When RPGs Meet SMGs, Part One

The other day I got into a Twitter discussion with the cool Jonathan Jacobs of The Core Mechanic (a discussion which includes the also cool MadBrew of Mad Brew Labs). He invited me to take a look at a few articles he'd written regarding the future of RPG's, Social Media, and how the new Apple iPad may fit in. I decided 140 characters was not enough to comment on this, so here we are. I'm still digesting all the articles, comments, and further articles they link to, so this will probably be the first in a series of responses. Here are links to some of the articles in question:





In the first article, Jonathan (if I may be so bold as to use a first name), reflects on what exactly is the future of the role-playing game. There's a feeling that the traditional RPG market is shrinking, while a new class of Social Media Games (or SMG's, think Farmville and Mofia Wars) is exploding. He ponders if, and what, RPG's can learn from SMG's.



When using the term "Role-Playing Game" to define a type/style of game, I prefer to keep the definition focused. A RPG should involve humans taking on imaginary roles and interacting with humans (who are also taking on imaginary roles), following a set of rules which allow the humans to create a story dynamically. The group could have a leader (i.e., Game Master), or not. It could be face-to-face, or not. It could be real-time, or not. I feel if one eliminates one these basics, then one is talking about a different type of game. I'm not saying that is a bad thing, I'm just saying it is no longer what I would call an RPG.



Social Media Games, at least the few that I am familiar with, are quite different. They are really more of a single person completing simple puzzles or repetitive tasks on their own. The "social" aspect comes into play primarily through comparing results, or 'helping' someone else. When I watch people play Farmville, I really get the sense it is a solo activity. Sure, they'll water someone else's farm, but that other person will likely never notice. They send 'gifts' at random, and receives them, but this is really to gain some in-game advantage. The most social aspect seems to be the competition with other players. The definition of these types of games seems to be a solo gamer, a simple set of tasks, an ability to compare/share/help others, and a repetitive (or even non-existent) story. SMGs to me are a completely different type of game then RPGs, and not very compatible.



This is not to say that RPGs cannot learn from SMGs, but I do think if one brings too much SMG into the RPG, it becomes a new class of game. Again, this is not necessarily a bad thing. Looking over the ideas The Core Mechanic and Mad Brew Labs present on the intersection of the two, I see possibilities. Traditional table-top role-playing games seem to be still struggling to find ways to officially adopt technology as a part of the game. SMGs may provide some clues, in addition to showing ways to grow the user base. However, I'm going to need to ponder this some more, so please do check back in a few days or so and see what I've come up with.

Monday, January 25, 2010

Violent 'Mech on 'Mech Action...

Last weekend I got together with the old gaming group for a game of BattleTech. This was, I believe, the third time I've done that recently, though the group has had many other sessions. Before that I hadn't touched BattleTech since the first edition FASA days, but have always retained an interest in the game. I remember fondly the days of sitting in lakes to cool off while I unload all my weapons, and tearing limbs off of other 'Mechs to use as clubs.



The game ran fairly long — six players doing ten rounds of combat in around six hours. We played using some popular modified tournament rules, along with some house rules the group felt made the game better. If I recall correctly, all but one of us ran with custom built 'Mechs (built in part using the excellent, multi-platform SolarisSkunkWerks), though I cannot remember what model the standard 'Mech on the board was.



I built a quad 'Mech (for some unknown reason constantly referred to in the rules as "Four-Legged" instead of "Quad"), a first for our group. It was a 45 ton 'Mech, with a pair of small pulse lasers, a pair of medium pulse lasers, and a pair of MRM-10 missiles; as well as an impressive amount of armor. All this in a 'Mech costing less then 5,000,000 Cr. The group as a whole was evenly split between nimble light 'Mechs and lumbering medium 'Mechs. The battlefield was huge, it had to be over 25 by 40 hexes easily.



For the first 8 rounds there were two battles going on, the lights in one and the mediums in another (though the quickest light took a pot shot at a medium before diving into the all-light fray). Two of the lights tore each other up, while the quickest one managed to weave in and out, dishing out damage while avoiding getting hit much. Ultimately the two slower ones were taken out, giving the quick one assisted and one unassisted kill, after which he ran over to join the mediums. Both decided to come back on the board, though I don't recall them having too great an affect on the outcome.



Of the mediums, one took five turns running just to get into the battle, while the other medium and I traded volleys. Though I only won initiative once, I managed to luck out in that most of the time I went after my two main adversaries, thus having the upper hand on them. They were tough, at one point teaming up on me to deliver nearly 60 points of damage in one round. But I gave as good as I got. The last couple rounds were the most interesting. I had removed the rear armor on one of the other mediums, which gave the quick light a chance to run up behind it and deliver a killing blow, scoring yet another kill. The other medium managed to exit the board before the last round (though not before losing a limb or two), leaving me and the quick light as the only two 'Mechs to stay on the board the entire game.



I really enjoyed the game this time. Though I disagreed with some of the 'house-rules,' I was happy to see my creation hold its own on the battlefield. The previous session I played was actually not much fun for me, as I was seriously outclassed by pilots and 'Mechs that benefited from experience gained over several sessions (the custom 'Mechs were over twice the value of my standard, while the pilots had all kinds of skill advantages). I don't actually remember the first session I played in, 'twas many months ago.



Unfortunately, this was probably the last BattleTech game I'll play for a while. I've found a new group which is playing Dungeons & Dragons 4E, which is what I've been wanting to play for some time now, and that will take my allotted two games per month. However, once Catalyst Game Labs is able to release a new box set (25th Anniversary Edition, I hear), I will likely try to get my hands on one. Once I get time to start painting minis, I'll probably try to get some good BattleTech ones as well. I foresee a time when I'll be able to do more then two games a month, and filling those other slots with miniature games like BattleTech sounds like a great idea.