Archive for the ‘State of Play’ Category

RPGs and Crowdfunding

January 28, 2013

Have many of you gotten involved in crowd funding games on sites such as KickStarter or Indiegogo?

I’ve been late to the game, I think.  I’ve only recently started looking at this (last 6 month or so), but I see that more and more small press and indie games are being funded this way.

From 20th (or 10th, or Xth) anniversary copies of older games, to expansions of more recent games, to variations of the latest indie darling – there is a variety of things being put up for crowd funding.  Given the contraction and consolidation of the game market through the latest recession it seems more and more individuals and companies are using sites such as Kickstarter to not only judge the interest in their product, and fund it, but also to solicit feedback and playtest comments that are then incorporated into the final product.

Planning Ahead

November 30, 2012

I’m beginning to toss around thoughts on my next game after my current one (D&D 4e converted to 13th Age) wraps. I’m pretty firmly settled on some kind of historical fiction. I’ve never really done that before but I work better either in a licensed setting or when stealing someone else’s intellectual property.  I’m a better synthesizer than I am a wholesale creator; I know this about myself and it’s where I have more fun. And history gives me that. (more…)

A couple more 13th Age things

September 6, 2012

1. Session 3 of my one-shot went very well. It was an evening of almost entirely combat – 2 encounters plus some stuff in the middle. The encounters went very nicely and there was some sweet improvised stunting.

At one point the characters were on an airship that was plummeting to the ground, out of control.

Len (whose character had taken the ship’s helm and was looking for a place to crash land): “Is there a body of water nearby? or some woods?”
Me: “Well, there’s the Queen’s Wood…”
Len: “Do you think she’d mind?”

Next up for us is converting the characters from our 4e game!

2. Support the Kickstarter to fund the first supplement (which will include the Monk, Druid and Chaos Shaman classes as well as some really sweet setting stuff like Living Dungeons, which are awesome).

3. One thing my players didn’t like was the character sheet. The defenses are on the front (or page 1) but the basic attacks are on the back (or page 2), leading to constant flipping. So the redoubtable John O’Brien cut and pasted up a one-page version from the one that was provided. Since it was directly derived from their sheet I checked with Rob Heinsoo before posting it, and he said okay, 13th Age- New Sheet!

4. Dan – you remember Dan? From the last post? – played a demo at GenCon. Here’s his report:

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Changing Horses Pt 3: 13th Age Part 1

July 26, 2012

Last night I ran the first of a 2-part session of 13th Age, a game that is a strong favorite to be the system I convert my 4e campaign over to. It didn’t go as smoothly as I’d hoped but I still have faith.  This system still “feels” like a right fit to me.

13th Age is a d20-based fantasy game. What another one? Yes, but this one is by Jonathan Tweet and Rob Heinsoo, two names with strong game development kung-fu.  Right now the game is in “pre-release” stage; you can pre-order it from the link above and you get a draft pdf. It’s gone through a number of extensive playtesting rounds but its far from finished. Still I couldn’t wait to get my mitts on this game.  It’s closer to 4e than other d20 variants in a number of ways but strips out a lot of the complexity of other versions and replaces it with a shot of indie game narrative control.

For example, where other games present players with a fixed laundry list of Skills, 13th Age uses “Backgrounds”, which are free-form player-created short phrases, much like Distinctions in the Marvel Heroic Roleplaying game or Tweet’s own Over the Edge.  The result, I think, encourages players to be more creative to solve skill-based problems and requires that they think a little bit about their character background/values.

For this two-shot I statted up characters beforehand but left off the Backgrounds, the Relationships (connections the character has to the 13 most powerful NPCs/factions in the world) and the character’s One Unique Thing.  Every 13th Age character has a Unique Thing about them, and developing these can help to shape the campaign world as well as defining the character and what makes them special.

(more behind the break, but hey you can download the actual audio of our session here! (please please right click and Save Link As instead of just streaming))

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Changing horses midstream, pt 1

July 15, 2012

My 4e D&D game has now passed its third birthday. What started with three players in May 2009 dealing with mysterious zombie uprisings and hostile tribes of Shifters lurking in the woods has transformed to a cosmos-hopping six player epic scale beast with all of Creation at stake. I’ve never had a single game run this long, nor been running one system pretty much exclusively for this length of time.

But a couple months ago I started to feel burnt out. (more…)

1st Ed Greyhawk Campaign

April 15, 2012

I expect more folks will be exploring older editions of D&D as the D&D Next speculation builds, and in anticipation of the promised play-testing sometime later this year (or early next).  The re-issue of the original AD&D core books this spring/summer practically calls for it.  So cue the announcement from the local gaming store that a DM has stepped up to run a monthly 1st Edition Greyhawk game.  Now, I am an old fan of the World of Greyhawk – but specifically from the original presentation in 1st Edition AD&D.  I had most of the box sets and modules based in Greyhawk up until the advent of the Greyhawk Wars meta-plot, after which I kind of lost track of events and situations.  So in my mind, Greyhawk will always be stuck in those early days, which means this is an opportunity to revisit the imagined lands of my childhood.  I remember when my best friend in grade school showed off the original Greyhawk maps, and we gleefully recognized names and locations alluded to in some of our favorite modules.  Later, when I got the first World of Greyhawk boxset, it gave actual map coordinates for many of those same adventures, which brought a sense of depth to the world.  All of which leads this campaign idea to be just my sort of thing.

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Marvels, Mutants, and the Murder Castle

March 6, 2012

Available right now in PDF from DriveThruRPG.com and later this month in print, the new Marvel Heroic Roleplaying game is by Margaret Weiss Productions, the same folks who brought you the Serenity, BSG and Supernatural rpgs.  More to the point, they are the ones who did the Smallville and Leverage rpgs using a system called CORTEX Plus, a variation on their standard dice pool system from those earlier games that is extensively modified to suit the particular game and genre being emulated. With Smallville, you’ve got dramatic tv series with powers rules that under the hood could do just about anything the awesome indy game Prime Time Adventures can do, though with a more codified tactical structure.  Similarly, from what I’ve seen of the Marvel game, it does a similar job for high action serialized stories (ie comic books, or even, dare I say it, the pulps!).  As PTA is to Smallville, I see Spirit of the Century (or more generically FATE) is to Marvel Heroic Roleplaying.

Friends of mine worked on the book, and the preview I’ve seen so far looks beautiful.  I ran a demo of the MHR game at my FLGS, The Gaming Goat, this past Saturday.  This was to be part of the official ‘Launch Party’ for the game, but since the print books have been delayed a few weeks, the Goat’s party has been postponed until April.  I showed up, anyway, in case some didn’t get word of the reschedule. Good thing, since two players showed, and a third who was awaiting a later D&D Lair Assault game joined in.  Since we were pressed for time, rather than run the prepared ‘event’, I simply started with my players choosing their demo characters, and followed the premise that suggested; Spider-Man, Captain America and Wolverine walk into a bar…

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The DM’s Role/Rule in 4E, Organized Play, and Beyond

February 27, 2012

As a D&D child of the 70′s and 80′s, I’d never questioned the rule of the DM.  It’s our shared game, but the DM is the glue that holds it together.  The DM makes up the adventures (or prepares the published modules) and runs them, adjudicating both the players’ actions and what response the adventure has in store for them.  Players know the rules, but don’t have perfect knowledge of how those rules are applied in the game world for any particular situation.  In other words, the role of the DM is to rule.

But that’s not necessarily true these days. (more…)

I survived the Tomb of Horrors! (Though I didn’t finish, neither did it finish me) Part 1

February 27, 2012

With the upcoming limited edition re-release of the original core AD&D books (check with your LFGS for April – part of the proceeds goes towards the Gygax Memorial Fund), one of our local DMs, Clyde, decided he wanted to revive some old memories and run a bunch of us through the original Tomb of Horrors module.  A recent return to the fold of gaming, Clyde was a gaming child of the 1980′s as I was, but had last played in the AD&D days. Rejoining the D&D world through the Encounters program I was DMing last August, he has since jumped in with both feet, two-fistedly DMing or playing in upwards of six games a week, both 4E Encounters, Lair Assault (he’s become our main DM for that), Gamma World and Pathfinder.  Though he had a full group of 6 players sign up for this weekend’s run through almost immediately, he consented to run a test last week at the local gaming con, KitCon, after I ran the Lair Assault Talon of Umberlee for him to play for a change.

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D&D Organized Play: Encounters and Lair Assault

November 4, 2011

I think I’ve run more D&D this year than I have, well, ever.  My Friday night 4E Keep on the Borderlands campaign continues bi-weekly.  I’m taking it slow, so they have just reached 7th level and we’re discussing where they want to go in the Paragon Tier.  It’ll take a little time for those ideas to settle, but they are already bearing fruit, as I’ve created a mini-campaign for levels 7-8 in a lost dragonborn city sunken into the swamp south of the Keep.  There was always going to be a set of ruins there, but since our dragonborn paladin/warlord hybrid expressed interest in becoming a Scion of Arkoshia at Paragon, and eventually recreate the old empire(?!), I tied together some pre-gen draconic adventures to expand the ruins.

As I’ve mentioned before, I have also been running the D&D Encounters program at the local game store, The Gaming Goat, that opened this year in Elgin.  When they opened in January, the Keep on the Borderlands season of encounters was already running (D’oh, I would have liked to have seen what WoTC did with that), so I started running with season 4 of Encounters in March.  Since then I’ve been running a 2-hr ‘Chapter’ pretty much each Wednesday, only taking off when I’ve been out of town for work for two weeks in June, and a week in October.  Running a short, regular game each week that I don’t have to prepare much for has been interesting.  Some times really fun, it can also be a bit of a chore since, designed as a pick-up game anyone can show up for, there isn’t any practical way to call off on short notice if something comes up.  And the restriction to play Wednesdays only (as mandated by WotC) means it’s been inconvenient at times for both players and DM alike.  Fortunately we have developed a couple of alternate DMs since March, which is good, since that first season (March – May) saw me sometimes running 8 or 9 players in a scenario written for 4-6.  Adding monsters helps balance things, but it also means every turn takes a loooong time.  But since we started splitting into two tables of no more than 6 players, the pressure of wondering how I would accommodate more players has gone.

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