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Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Tuesday, April 9, 2013

Blazing a Trail: a BETA review of the Spark RPG



This is Calcifer, incredibly dismayed by my terrible pun. That's not important, though! I'm here to conduct a concise review of a roleplaying game called Spark RPG, currently winding up a pretty successful Kickstarter--but there's still time to get in on it. I suppose you'll want some explanation why? Well, let's see...

Tuesday, January 29, 2013

We Interrupt This Hiatus...



Eventually, I'm gonna get back to posting here. In the meantime...

Go back Fate Core on Kickstarter. We need to see ridiculous pony attacks. And we need to hear +Fred Hicks' evil laugh.

Saturday, November 3, 2012

Generic Games: So Mainstream


Okay, I admit that I was just trying to get your attention with that title. And that picture was the best one I found when searching "hipster elf". So, I tried. In this post, I'm going to be talking about the benefits and drawbacks of both generic and more story-specific games.

Tuesday, September 25, 2012

Game On!


(You can't resist reading this article. It has a picture of Felicia Day!)

Sorry I haven't been posting much as of late. I will say that I have an excuse: I've been gaming! It's true; a local con and then weekend gaming at the FLGS occupied Saturdays, and it was glorious. I've also wound up playing in a group on Sundays, as well, and it's fantastic. And all of this gaming, it brought me to a sudden, fresh perspective.

Saturday, August 18, 2012

Back From the Ashes?


Hello people! The primary purpose of this post is to announce that this blog is finally back...and I've figured out its new style. I think. See, I've just recently started working fulltime at a software company, which takes a rather massive chunk out of my day. However, I think I can still commit to one post a week, so that's what I'm planning. Nothing too big, just one post. With that being said, then, I figured I'd rattle out some thoughts on coming "back from the ashes", like the mythic bird above.

Thursday, May 17, 2012

Identity Crisis


Go read this, and then come back here. If you care about roleplaying games, about the RPG industry, or about game design, you're going to want to read this. If you have any concern about the fact that non-WotC RPGing is a complete fringe hobby (awesome as it is), you must read this. I saw it, and it's provoked some mighty powerful thoughts on my part.

Sunday, April 22, 2012

Dark City: When Mafia Met...Cards?


So, folks! Today, I typed up some rules for a game I call Dark City, a live-action variant of Mafia that spans a much larger space and time. Oh, and there's a freelance assassin on the loose, too. Have a look, it's only two pages! I plan to do some fleshing-out in the future, and I'm sure it could use a lot of fun theming...

Download Link

Creative Commons License
Dark City by Andrew Hauge is licensed under a Creative Commons Attribution 3.0 Unported License.

Saturday, March 10, 2012

RPGs: Good and Free

Okay, wow! Somehow, I got totally behind on things, and never actually put out a post for the second half of the week. Grar. Okay, give me about five minutes, and I'll come up with something incredibly compelling to write a post on!

*tick tick tick*

Okay, is time really up? Drat. Okay, then. I guess it's up to me to pull a topic completely out of nowhere. Hmm...oh, I know! Time for a really quick roundup. See, one of my little hobbies is finding cool roleplaying games, and some of the coolest roleplaying games are this lovely little thing called "free". So, before your very eyes, here's a round-up of five excellent (and free) roleplaying games.

Friday, February 17, 2012

Fight the Power: A Review of "Misspent Youth"


WARNING: This RPG contains frequent instances of strong language, and is therefore NSFW. The review will follow usual blog guidelines, and be SFW.

Misspent Youth is a game about adolescent rebellion and sticking it to The Man. It's also a game that completely took me by surprise, doing things that I never even considered doing in a game. It's loud, authoritative, intense, character-driven, and even tragic. It's also a great example of a tightly focused game; instead of giving you the tools to make certain elements of drama happen (this is the case with roleplaying systems), it structures the game so that certain things just happen.

Tuesday, January 17, 2012

Burning in the New Year


This post was written for the first annual New Year, New Game blog carnival hosted by Gnome Stew as part of the 2012 New Year, New Game challenge.

First off, I would like to reassure all of you that this blog is not about to go Burning Wheel-exclusive. I just happen to be very enthusiastic about the game. I do promise that my next post will be wholly unrelated to the game, as I believe that variety is an essential trait to any good bit of writing. Today, however, I bring it up because of the New Year, New Game blog carnival sponsored by Gnome Stew.

Saturday, November 12, 2011

Videoblogging: the Third Installment!



In which I discuss level disparity in RPGs (helped by my friend SpydersWebbing, with the post I linked the other day), and review the indie game Wushu Open.

Tuesday, May 24, 2011

A Familiar Face

So, anecdote time! (This post will be really short, for a change.) I was going through some of my old stuff, when I spied a playmat for the "MLB Showdown 2003" card game that I used to play with my little brother. I remembered that it was made by Wizards of the Coast, and that it used a d20, so I had a look at it. Well, I found the rules looking slightly familiar. Let me go through them, and see what you think...

The Pitch
In the first step of the turn, the pitcher throws the ball. That player rolls a d20, and adds a bonus equal to his Control number, which might be +3, +4, or even +6. Then, you compare the result to the batter's "On-Base" number. If it's higher, the pitcher has the "advantage"; otherwise, the batter has the "advantage".

The Swing
In the second step of the turn, the batter swings at the ball. That player rolls a d20, and then...you check the appropriate "Swing Chart". The batter has one, and the pitcher has one, and you consult the chart of whomever had the advantage. Lower results are worse, such as a strikeout or a ground-out, Higher results are better, such as a home run (sometimes needing an additional boost to even be possible). So, you check the result against the table, and that's what happens, whether it be a fly ball out, a walk, a double, and so forth.

Strategy Cards
This is the part of the game where each player gets cards to "mix up" play, allowing for freak occurrences and a "CCG" element to enter the game. Sometimes, they can boost the result of the Swing, or perhaps let the defense clamp down on a runner trying to get a double.

I'm guessing that the lightbulb went on for most of you when I mentioned that the Control number was a "+X". It's the familiar old system of "d20 + Modifier vs. DC" that D&D and other RPGs use. Hardly surprising when you consider that Wizards of the Coast was behind this game. I thought it was interesting that, instead of a standard "damage roll", the game implemented a system that is far better suited to baseball: a table of different outcomes.

Anyhow, I thought it was cool to find a familiar face in a strange place. How about you, readers? Has playing in RPGs changed your outlook on an old game that you played beforehand?

Wednesday, March 23, 2011

An Awesome Project

So, I'll have a full links post in on Saturday, but here's a little piece of awesome for y'all to chew over.

Dungeon Dice

You roll the dice. You use the rolled sides to make a dungeon. That's right; you can literally roll the dice and then put them together, and you have a randomly rolled dungeon right in front of your eyes. Is that cool or what?

Saturday, February 19, 2011

Late Linkage

Well, I'm a bit late...ah well. You'll probably find this on Sunday or Monday. Here's this week in RPG blogging...well, at least the little segment of RPG blogging that lives in my Google Reader subscriptions.

I am happy to report that, far from being in blog cryostasis, Wyatt from Spirits of Eden is up and rarin' to go with an incredibly ambitious objective: to spill out every single oodle of creativity that he's been planning. This includes all manner of stuff, like game systems, fiction...yeah. Keep posted on this. It'll be a veritable font of awesome stuff.

The Free RPG Blog has a really cool 24-Hour RPG contest that doesn't end for a while. Basically, mash up two movies and make an RPG about it. I know that I plan on submitting something. What about you?

There's a nifty post about improvisation from the Architect DM over at Critical Hits. Read it, and be inspired from a rather different persepective!

Eddy Webb, White Wolf content designer, has some thoughts about gaming with an older-styled system, and the new spins that it gives to RPGs.

Finally, I'd like to introduce all of you to Kristy, whom I met at an RPG panel held for an anime convention. She has some thoughts about music in RPGs, which give nice ground to work with.

Saturday, February 12, 2011

A Slew of Links!

Well, folks, here comes the first of the Saturday link posts! Read and enjoy, because here's my mini-sampling of this week in RPG blogging! (P.S., if you have a suggestion for a blog post that I should read, or a blog I should check out, leave a note in the comments!)

From RPG Brouhaha, we have a review of the Tribe 8 RPG, a game which is pretty old, but which apparently has a very interesting backstory behind it. A thorough review, and the game itself sounds intriguing.

Digging back into personal experience, a post on Rule of the Dice tells us about "two simple rules for being a teenage game master". These rules could be well applied to all game masters, though. Read and heed!

"Visions Verbalized", from Chris Sims on Critical Hits, emphasizes the importance of focus to a game designer. It could also easily apply to any DM writing up a campaign.

Campaign Mastery comes to us with a very thorough post on how to use and bend the common story conventions of pulp stories, those dashing adventures of the 1930's and 40's. It's the latest in a rather extensive series, so be sure to read all of them!

On a sadder but very understandable note, the Spirits of Eden blog, which I've followed for some time, is going on temporary hiatus. The guy does some really cool worldbuilding, and he tipped me off to Recettear: an Item Shop's Tale, which is now one of my favorite games.

And that's all, folks! Read and enjoy, and be around for next week's batch of links!

Tuesday, January 11, 2011

Rules, Plot and Metagame: Part III

Part I
Part II

Any time there's a trend, there's usually something to examine that's behind it. In Part II, I talked about a trend involving metagame, rules, and different types of roleplaying games. While high-immersion games (low metagame scenarios, like in Alternate Reality Games) and low-immersion games (high metagame scenarios, like storytelling RPGs in the vein of Fiasco) both had a small amount of simple and abstract rules, it was the games in the middle which had complex rulesets. The more a game lies in this middleground between metagame and immersion, the more involved its ruleset is.

Two Opposing Forces
Well, that's a bit of a dramatic title, but it does describe the reality of games pretty well. See, if you think about it, roleplaying games exist as a way to bring together the ideas of metagame and immersion.

Metagame gives you the power to shape the course of the story, because it gives you knowledge over the flow of that story. Whether your metagame is knowledge of when monster's abilities will recharge or knowledge that this enemy isn't the final boss, but rather a pushover foe, that knowledge lets you plan and think in terms of the game world, and not in terms of a character. That gives you power. With this power, you can control how the story goes, and you have an assurance of your character's fate to some degree.

Immersion gives you the power to experience the story, because it restricts your knowledge. Your immersion, though it's a boundary, can be good because it lets you identify with the character you play. You make decisions more in line with what they would actually do, rather than basing them on out-of-character knowledge. Even if you're trying to stay in character, there's some things that you can't block out of your mind. So you're limited in your knowledge. Yet, paradoxically, that gives you power as well. It gives you the power to enter into the footsteps of your character. By denying yourself information, you do something that you couldn't do with metagaming.

A Compromise
Roleplaying games walk a fine balance between these two ideals. Here's why: you're playing a game. If you could be totally immersed in the game, you would be limited to your own capacities. Without a metagame, you can't play a character who has supernatural abilities, or one who has capabilities outside of your own. You have to have some sort of separation from that character, if you want to play anything other than yourself. Not only that, but some things in an RPG simply aren't possible to replicate in real life, either because of physical impossibility or because of danger to the players. For instance, the avant-garde method of resolving combat with real weapons. Not recommended. It gets messy.

Too much of a metagame, though, and you can't connect with your character. Some people have listed this as a flaw of Fiasco, although that particular game seems more to be about playing and enjoying the story as a story, instead of enjoying it as characters within the story. People have listed this as a flaw of 4th Edition Dungeons and Dragons. And it easily could be. You lose touch with your character because you're tracking healing surges, marks, and the cleric's buffs.

But you have to walk a line, and play from both sides. Fortunately, we humans have something called imagination to do that. If you're metagaming, you still have the ability to step into your role, and pretend, and experience the adventure, even while knowing combat stats. If you're being immersed, you still can step outside of that immersion to be a little Genre Savvy, and remember there's a bigger story going on, so that you're not kept totally in the dark.

It's something that should always be remembered about roleplaying games. No matter where on the spectrum they fall, they always walk a balance between those two aspects. Don't knock a game for leaning heavily to one or the other, but try and meet it where it is, and inject some of your own imagination. It'll take you miles.

Friday, January 7, 2011

Paper Empires: A Sample Dynasty

All right, folks! Time to throw something out there which your own perusal might light upon with some sense of glee. In other words, here's a dynasty for you, in rough alpha form, for you to pick apart and enjoy! And, well, I guess I don't need much more to say than that.

The Dun Crow Donnoleys
The Dun Crow Donnoleys are a terrifying lot of seafaring scallywags, who've sworn to lay claim to the lands of the Ivory Ring Islands. They live to spread their reign of terror far and wide, burning and pillaging, keeping small settlements under duress. They've decided that they're going to do some settling now, making port towns for their own, to rake in more loot and become a major power in the Islands.

Signature Trait: Ruthless (one province per turn gains a +2 military bonus)
Signature Ability: No Quarter--when you use this ability, all provinces gain a +3 military bonus. Each province attacked by you this turn loses 1 population (limit once per province).
The Donnoleys are feared, because they are not known for mercy. It's a miracle, some say, if you survive, though maybe less so depending on your fate afterwards. Slavery under the Donnoleys is not always a pleasant manner, and neither is being held for ransom by them.

Cultural Trait: Clans (all provinces with 2 culture or more gain +1 happiness)
Donnoley blood sticks together, and where the Donnoleys have spread, there is also loyalty to the standard of the Dun Crow. Spread the offspring of the Donnoleys far and wide, and your empire will be much-pleased.

Unique Landmark: The Pale Banshee (all military dice rolled by this province reroll if the result is a 1)
The Pale Banshee is a rumor, some say, a tale to frighten off sailors who stray too near to the bounds of the Donnoley's islands. Others put much faith in its existence: a ship with a wailing crew, whose very sight calls death down upon visiting ships.


You'll notice a couple things about this. First off, there's a "Unique Landmark". This is a major building, legacy, cultural idea, or otherwise noteworthy but somewhat tangible thing which an empire makes. While landmarks can be made by every empire, each dynasty also has its own unique landmark, exclusive to it. The full game will include options and rules for constructing your own dynasty's personal Unique Landmark from scratch, and all settings will include sample Unique Landmarks. Second, of course, there's a major pirate theming to this. That's because this comes from *drumroll* one of the three settings that I'm planning on putting in Paper Empires...

  • Dangerous Tides, inspired by the popular Pirates of the Caribbean series, mashing together make-believe pirate lore and swashbuckling action, along with a dose of the somewhat "unnerving and highly...unnatural-like".

  • Mithril Muskets, a colonial fantasy world...because let's face it--RPG geeks always gotta stick fantasy in there somewhere.

  • Imperialism, a somewhat historical recreation of Europe and its encounters with the New World, heavily inspired by the game Sid Meier's Colonization.


So, hang along for the ride! It oughta be fun.

Tuesday, January 4, 2011

Rules, Plot and Metagame: Part II

Part I

When examining the idea of metagaming, I noticed that there was an interesting continuum that developed. The presence of a metagame element seems to have a distinct pattern when it comes to various times of "roleplaying". What is it? Well, it seems best to simply demonstrate...

A Little Exercise in Observation

Alternate Reality Games, such as ilovebees, rank very low on the player-metagame scale. The players are literally immersed in the gameworld to some extent, and have almost no outside knowledge they can draw on. The only "ruleset" is the ruleset of the real world.

LARPs (Live-Action RolePlaying) also have immersion, but they tend to involve an external ruleset which the players are aware of, out-of-character. This may be a social conflict resolution system, such as in the World of Darkness LARPs, or a more sophisticated combat system, such as found in fantasy boffer LARPs. Still, the real world continues to influence the game, with players' perceptions and abilities partially dictated by their real-world capabilities. The more a LARP strays from using players' natural abilities (introducing rules to handle them), the harder immersion becomes, and the harder it is to mix immersion and gameplay. The rules are there to take care of details which aren't covered by the real-world aspects, such as supernatural powers.

Classic Tabletop RPGs like Dungeons and Dragons or World of Darkness make the players fully aware of the ruleset, with a strong emphasis on the distinction between in-character and out-of-character play. At the same time, they employ a "Game Master"/"Dungeon Master"/"Storyteller", a player whose sole job is to run the game. The GM controls the pacing of the adventure, and the challenges faced by the heroes. The rules stand as a framework to make the game feel real, and often imitate the real world. Or at least the world of the game.

Narrative Indie RPGs like Fiasco (I can't come up with a better term for them) tip the balance even farther towards metagame. The players control characters, but they have a sharp awareness of the context of the plot, and the role their characters play in it. It's more akin to directing an actor in a movie. Many of these games are run without a GM. The pacing and other details are arrived at through the interplay of the players. These rulesets tend to be very abstract and narrative-based.

Collaborative Storytelling, also known as freeform RP, features a bunch of players telling a story with one another's characters. The mix between in-character and out-of-character can vary, but there's generally a very large awareness of metagame: the plot. Interestingly, there are very few rules, save the courtesy rules of "don't over-control other people's characters" and "don't write all-powerful characters".

Rules? What Rules?
There's an interesting trend here. Down the spectrum, you start with low metagame and also a low level of rules. As you move down, the presence of rules increases drastically, until you reach classic tabletop RPGs. From there, the rules start getting less and less, and also more abstract. By the time you're at nigh-total metagame (freeform roleplaying), the rules have all but vanished again. Fascinating stuff, no?

Of course, then there's the question of exactly what this means. That'll come around in Part III...where I start to wax a tad philosophical about this whole "metagame" thing.

Part III

Friday, December 31, 2010

Paper Empires: The Art of Succession

First, an update on my goals. I've run into a roadblock regarding the computer...my Windows partition went down, and I can't figure out how to install Scribus onto my Linux partition. I'll try some stuff, and if we're in luck, I do have an idea of what I can give to all of you. I realize that making a full, 200-page (or so, I don't exactly know) core rulebook in a month is hardly a very achievable goal for something I'm doing on my spare time. However, it's entirely possible to write up a "Quickstart" for the system.

Basically, that'll include empires to play in one specific setting, along with simplified rules for playing the game. From there, we can make sure that the game works, and then expand the rules into the full version, which I'm still releasing for free. So, then....time to talk a bit more about Paper Empires!

Like My Father Before Me...
It doesn't exactly make sense for you to have a single character who spans centuries of play. In Civilization, that's an abstraction at most. I also think that it's a bit rough to track different characters over that time period, when that's only part of the game. Such paperwork is better-suited to Blood Royale and similar games. Besides, so far the empire, not its ruler, has been the primary character. In keeping with that, the main unit of "characterization" is a dynasty.

The dynasty is the "character" of an empire. Whereas the provinces (and associated mechanics) are the fuel of the empire, and its power, the dynasty is the lifeblood of that same empire. It directs your relationships to other empires, gives a distinctive trait to your empire, and also influences the spread of your Culture.

Main Components
A dynasty is described by traits: simple descriptions of its aspects that give it bonuses or penalties. The traits of a dynasty are limited into two categories. You have one signature trait and multiple cultural traits. The cultural traits each give you some sort of small bonus, such as additional population or more dice per province. They also determine how easily your culture spreads to new provinces. Every cultural trait has an opposing cultural trait. If that trait is present in a province, attempts to spread culture to that province are penalized. Obviously, you can't have two opposing traits in the same province. A matching trait, on the other hand, gives a bonus to culture-spreading.

The signature trait, on the other hand, gives every empire their distinct flavor. It's a cultural trait, but it has a special ability attached to it as well. Once per game, you may expend that ability: your empire spends its resources to achieve a wondrous goal. You gain a temporary but powerful benefit. This is the moment where your empire shines; it's what your empire is known for, after all.

Traits, of course, are the backbone of the roleplaying in this game, and they figure heavily into the Diplomacy portion.

Tuesday, December 28, 2010

Rules, Plot and Metagame: Part I

Well, there's gonna be a few blog posts (Paper Empires stuff coming on Friday...) about things that I've been mulling about. See, I've been thinking about RPGs, noticing trends, and exploring different parts of them. Something that popped out to me was the idea of metagaming, and its place in an RPG. I took that, and then I started to run with it.

The Levels of Metagame
Metagaming is an interesting thing, if you look at the simple example of a player who has the stats of every monster in the manual memorized. Metagaming is an activity which involves any information that the player has which the character can't. It's when the player knows that his once-per-day abilities are running out, or that there's only 1,000 XP to the next level, or that the characters are PCs, and therefore have different rules than other members of this world. It's when he knows just how more likely he is to hit with a ranged attack than with a melee strike. The character really only has vague ideas of all of these things.

Along with these types of metagaming, there's some other ones which play into different aspects of the game. Plot progression, for example. You may know that the party is slated to go through smaller monsters before they square off against the big "boss" monster. Sometimes there's roleplay-rewarding systems. A player knows a specific "mold" that they have chosen for their character, and that their character will get advancement from playing to that mold. The character may realize that sometimes they act certain ways, and these are the ways that they normally act, but not that they get rewards for it. Is this bad? It certainly doesn't help character immersion, and it leads players to game the system sometimes.

Metagaming...What To Do?
Systems generally take three different tacks on the subject of metagaming. One: limit it. There are games...many games, in fact...which seek to limit the scope of knowledge that the players have about the gameworld beyond their characters' knowledge. Paranoia even names knowledge of the rules as a treasonous offense. This can be done well in the proper context, but often trying to limit metagaming is a losing game, and the GM is forced to resort to using his own brain as a source for data, to keep players away from it. Until they can read minds.

The second approach is to permit it. A game may include some level of metagaming, such as having an ability that triggers once per fight. This is done for player convenience. The game accepts that some metagaming will happen, but also makes it clear that this is not the normal course of action.

Finally, there's a handful of games out there that encourage it. The FATE system is one of the poster children of this approach. A large part of the character centers around Aspects, which are major parts of a character's persona. Their "schtick", so to speak. During the game, they accumulate "Fate points" by acting on negative parts of their aspects, and can spend those points to use their aspects for boosts to rolls. In-character action comes from a grand metagame.

And So...
Thus concludes the first portion of our discussion. That little bit of thought on metagaming spiraled out into a very interesting tangent about RPGs in general. Tune in next week...

Part II
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