" /> random average: December 2003 Archives

« November 2003 | Main | January 2004 »

December 31, 2003

Review

Following in Ken Hite's footsteps, my list of what I consider the 'best' RPGs, currently.

Incontrovertible:
R. Sean Borgstrom, Nobilis, 2nd Ed.
Greg Stolze and John Tynes, Unknown Armies, 2nd Ed.

Nigh incontrovertible:
Greg Costikyan, Star Wars RPG, 1st Ed.

Open to intelligent disputation:
Amber DRPG
Sandy Petersen and Lynn Willis, Ghostbusters
Jonathan Tweet, Over the Edge
Mark C. McKinnon, BESM
Steffan O'Sullivan, FUDGE, Expanded Ed.
Marc Miller, Traveller

Educate me through experience
Jonathan Tweet and Mark Rein*Hagen, Ars Magica
Ron Edwards, Sorcerer
Sandy Petersen, Call of Cthulhu
Robin Laws, Feng Shui
Mike Pondsmith, Castle Falkenstein
Robin Laws and Greg Stafford, HeroQuest

December 29, 2003

Grist

The Harrow: The RPG Collection

All your deity are belong to me.

You must all go read The Righteousness Game at Hitherby Dragons now.

Go. Seriously. Now.

Perverse Access Memory: WISH 78: Two Characters, One Game

Do you think allowing one player to play more than one character in a game is a good or bad idea? Does the style of the game make any difference? What about the format (FTF, PBeM, etc.)?

I can only address FTF for obvious reasons. Lesse: right now I'm running a DnD game and a Nobilis game (split into two different groups of players on two different days, but with an intertwined storyline and setting).

That's it? Hmm. Seems like a short list.

Also: playing in a DnD egyptian-style thing and Dave's Spycraft game.

With the exception of Nobilis, the sole example of multiple-character play would be in various side-kicks or allied NPCs that get 'run' in combat by whichever player volunteers for the extra work. Taken in turn:

DCM DnD: there are no active sidekicks or NPC allies at this point. Everyone plays their character. Interestingly, one player has a Cohort through his leadership feat and another player had acquired a bodyguard through the use of a charm spell, but the Cohort has been given duties 'off-stage' that keep her completely out of the story, and the mage tired of the NPC when she realized that the character in question would never really 'come around' from being evil.

DnD-Necropolis: I've built my character (a harsh, unforgiving, generally un-fun priest) with a Cohort named Aziz (Light!) a comedy-relief rogue/ranger clone of Benny from the Mummy (doing penance as the servant of the priest for getting caught tomb-robbing). I deal with him during combat, but generally anyone can 'speak' for him during the game (Dave does the Benny voice best, which makes it fun). Also, we have an NPC ally that the GM speaks for, but whom Margie deals with during combat. Unsurprisingly, both Aziz and the ally NPC (Khonsu) spend most combats firing arrows at likely targets and most of the travel time making Tracking, Spot, and Listen checks.

Spycraft: No cohorts, and no player-run NPC allies. Seems unlikely that there ever will be -- I don't believe Spycraft has an equivilant to the Leadership feat, and it's hard enough doing the 'gear up' phase with just your own character to deal with.

Nobilis: I've been working on the idea proposed in the book that encourages players not currently involved in a scene to play NPCs that are present -- in a game where players frequently end up seperated from one another and could easily spend an hour or more between their turn at GM facetime, this seems like an elegant and generally cool trick. (I have no idea what swank, cool-kids 'term' is used for this style of play on those RPG 'game theory' forums that apparently everyone but me reads. Troupe-style? Whatever.)

Again, I've been working at it. Mixed results that have depended, unsurprisingly, on the level of willing participation from the players involved.

In Chrysalis C, Stan has been a vital proponent of the idea and has actively encouraged this sort of play -- the best results of this practive came recently, during the scene where Stan's Mariska meets her daughter's (played by Margie) new boyfriend (played by Dave). Hilarity ensued. Stan's also had a lot of fun playing his anchors (and has been brutal about playing his Hate anchors in such a way as to let me know that he really understands what he's getting into with having most people hate him). Kudos to him for involving lots of NPCs, using them well and, best of all, encouraging others to use 'his' NPCs as well. Not everyone's been as sanguine about this idea as others -- some folks simply do it as an "oh sure I guess it's the GM's 'thing'", and some folks seem even more nonplussed about it. We'll see.

In Chrysalis A, we've had less Achor-centric activity (which I've honestly been trying to do something about -- I've got a lovely idea to put Gwen, Esteban, June's preacher, and Jackie's journalist together in some kind of 'covert mission'), and also less NPC-playing by the group in general. Thus far, things have been relatively sparsely populated (due possibly to the fact that we have less time to play during the Chrysalis A sessions), but I did get a chance to have Randy play Meon for awhile last game.

As I mentioned though, Chrysalis A is a game in which we don't always have a lot of time to play, so it's really a good thing if we can get people playing npcs in each other's scenes -- I need to forcibly remind myself to write up those brief 'primer cards' for NPCs I know will show up in a scene so I can hand them out in-session to people.

Name: Elizabeth, Power of Finance

Personality: Elizabeth Hurley in Serving Sarah, or any assertive woman who knows what she wants and isn't remotely afraid of using her physical allure to get it.

Goal: Try to convince Donner (and the rest of the Chancel Familia) to host this year's "Seven Lovely Sins" event.*

That's really all that's necessary for any of my players to take the character and run, and keeping the Goal private makes it more interesting and fun for everyone else, as they try to suss out the NPCs motivations. Nine times out of ten the player doesn't even need the NPCs stats.

* - (See the Pyramid archives for more details on this event, unless you're a Chrysalis player, in which case, stay away. :)

December 23, 2003

Updates

In an effort to knock the creative rust off my brain, I'm participating in the creation of the OceanOfStoriesWiki - Lexicon Of The Second Age... sort of collaborative encyclopedia for Nobilis' second age. Here's hoping we get through the alphabet.

I like this wiki-tool-thing: could be terribly useful for certain kinds of sites/material. I've actually downloaded the stuff to support the same sort of thing that Lexicon is using, and am pondering doing something with it to categorize Firefly material (both RPG-related and Fanboy).

Update:
Setting up a wiki's not as easy as setting up that calendar app, unfortunately.

December 22, 2003

"Still... not as scary..."

The creator of Nobilis, reinventing the ecosystem of the world's oceans on Hitherby Dragons.

The ocean should be made of custard. On a purely practical level, it would be tastier and more nutritious than sea water. On a more idealistic level, it's one of the few things that could entice me to take up a career as a sailor: a custard sea, with little gummi fish! (The fish would have to be gummi fish. Otherwise they'd drown. Normal fish can't breathe custard! That's a silly idea.)

Gummi fish wouldn't be the only wonders of a custard sea. There'd be white chocolate reefs and a Bermuda's Triangle made of deadly meringue. Would the sailors consume it or would it consume them? You'd never know. Not without going there!

Most of all, there'd be little candied fruits suspended in the custard. And you know what that would mean?

That's right.

An end to scurvy IN OUR TIME.

December 15, 2003

What more need be said?

GURPS Vorkosigan

The technology of game scheduling

Thanks to Dave noticing that, once again, Hosting Matters provides both top-notch support and the coolest toys, I've been able to (quickly and easily) install Web Calendar for use as an online, interactive Game Calendar, with reminders and participants and the whole nine yards.

VERY, VERY cool.

The default page shows all the events that have been marked as Public Access, which lets us show all the games and conflicts coming up. Dave and I are sweating the admin details, basically.

The only weird thing about "Public" view is that it shows all the timed events in the timezone of the server machine, which is 4 hours later than Colorado time. (If you're someone who can log in, you can set your preferences to 'subtract 4 hours from server time' to display all the times correctly.)

Anyway, the calendar's open to most anyone to see, and any you actual gaming participants (you know who you are) actually have sign-ins that you can use to go in to your personal calendar view, where only the events you're involved in will display.

Actually, come to that, if you have a login (which any game participants do), you can actually use this as a planning calendar for yourself that you can access from anywhere there's internet access -- you're certainly welcome to do so, if only to note times you'll be out of town -- only the events you make 'Public Access' will show up in the 'Public' calendar.

December 12, 2003

Cool

Timeline Tool. Online.

December 11, 2003

The beginning of the end of the beginning...

So I wrapped up the OA campaign last Friday night with the the most unwrap-uppy wrap-up I've ever done. Let's go over the salient points:

I introduced a new Evil Faction.
I reintroduced a new Bad Guy.
I failed utterly to bring closure to any of the various personal storylines going on, merely advancing them slightly and leaving them dangling in tantilizing ways.

In short, I did little more than leave things in a very good position for a sequel campaign. So good, in fact, that my players are already asking for it. (For which I partly blame Last Samurai).

And yes, I'm considering it. But not now, and not soon. I accomplished the closure of one of the campaigns I was trying to close up, and I'm going to revel in that for awhile (and keep plugging away at the end of the current DnD game).

December 8, 2003

Precious goodness

R. Sean Borstrom at Hitherby Dragons explains the dancing pope army:

The Vatican forces will also clean your floors. They're a dancing Pope army *and* a floor wax. This makes them practically unstoppable.

She really is a genius. I'm a bit awed.

Also, check out the "One of these days" entry.

Oh, funny story about chest-bursting aliens. Once upon a time, there were the twelve animals of the Chinese zodiac: Rat, Ox, Tiger, Rooster (but not Hen, since girls are a different animal), Rabbit, Monkey, Dragon, Horse, Hopping Vampire, Snake, Goat, and Alien...

Giving up the linky love

Props to OgreCave.com, which is a really good unplugged gaming site.

Of recent note: the Christmas Gift Guide for Gamers entries, in varying price ranges.

December 7, 2003

Stepping into other shoes

After some thoughts provoked by the posts here and here, I opted to eschew the turn timer for the Nobilis game tonight.

Result? Mixed. The scenes were much more complete and felt a lot more 'whole' to me, but at the same time there's something good to be said for an impetus to wrap up a scene instead of letting it simply fade and fade and fade and faaaade to black.


The Great: Mariska's dinner with her daughter (being played marvelously ad-lib as a stressed out Gen-X by Margie) and her daughter's new, over-earnest, mysteriously un-scryable boyfriend Noah (being played to the hilt by Dave, who claims he had no real life experiences to fall back on...) great stuff. Generally, people stepping into other NPC shoes to participate in a scene really worked well.

The Good: natural, organic scene breaks that let everyone relax and really play. Lots of fun to be had playing NPCs in 'someone else's' scene. Regardless of who shows up for the trip to Jotunheim, I know I'll have everyone participating, simply because we'll have enough NPCs around, and having people play them is really WORKING right now.

The Bad: Longer scenes mean more downtime for people. This is sometimes alleviated when other people can play in the scene (and Kudos to Stan for reminding me to DO this and really work on the NPC playing), but less well when the scene is a 1:1 thing.

The Annoying: I didn't really feel like I really got into Haley's voice very well in the scene she had... she came across as less inspired and more air-headed... ahh well, she was drunk, I guess.

Digressions -- they were there and some were long -- no matter which Nobilis game I'm running, I always find myself telling a story about the OTHER group's goings on. Odd.

Still, fun time and some interesting stuff going on. I'm really pleased by how the NPC/PC playing is working -- it's a very new thing for everyone involved and gives me a lot of enthusiasm to see it develop in the long run.

December 4, 2003

Schedule through February

You people make the mistake of asking me to work out a schedule, then this is what you get.

(Though I'll note will some glee that a GREAT DEAL of this is not GMed by me, and some I'm not even playing in.)

Dec 05 - OA Finale
Dec 06 - Chrysalis C
Dec 07 - Spycraft
Dec 08 - Chrysalis A
Dec 12 - Necropolis
Dec 13 - Cry Havoc
Dec 14 - That Christmas thing?
Dec 15 - Alias S1?
Dec 16-17 - LOTR, ROTK Released
Dec 20 - Chrysalis C CANCELLED
Dec 22 - Chrysalis A with two guest stars? :)
Dec 27 - Cry Havoc
Jan 02 - Necropolis
Jan 03 - Chrysalis C
Jan 05 - Chrysalis A
Jan 09 - DnD
Jan 10 - CryHavoc
Jan 11 - Spycraft
Jan 16 - Necropolis
Jan 17 - Chrysalis C
Jan 19 - Chrysalis A
Jan 23 - DnD
Jan 24 - CryHavoc
Jan 25 - Spycraft
Jan 30 - Necropolis
Jan 31 - Chrysalis C
Feb 02 - Chrysalis A
Feb 06 - DnD
Feb 07 - CryHavoc
Feb 08 - Spycraft
Feb 13 - Necropolis
Feb 14 - Valentine's Day: Chrysalis C CANCELLED
Feb 16 - Chrysalis amalgam game?
Feb 20 - DnD if sans Jackie
Feb 21 - Cry Havoc if sans Jackie
Feb 22 - Spycraft if sans Jackie
Feb 27 - Necropolis
Feb 28 - Chrysalis C
Mar 01 - Chrysalis A

December 1, 2003

[Insert "Huzzah" and "It must be mine!" here]

Dork Tower, the Game

Heh.

Dunno if it can compare to the freebie goodness that is Dave's copy of Dork Tower FRAG, but still, heh.