A Buncha Links

By Shamus Posted Thursday Jan 31, 2008

Filed under: Links 26 comments

I never saw this before. Batman: MY PARENTS ARE DEAD! Hilarious.

Someone is toying with the idea of making another RPG comic along the lines of DMotR and Darths & Droids, but using 8-bit sprites: The Returners. I’m not familiar with the game being portrayed so a lot of it went by me, but it’s an interesting idea.

Thanks to Time Well Wasted for this Review of Chainmail Bikini.

Thanks to ChattyDM for weighing in on the “next game system” issue I brought up earlier this week. That was one of the most interesting threads we’ve had here in a while. I’m pretty sold on Savage Worlds, although the rest of my group is still all over the place and I doubt any degree of pursuasion will get them all going in the same direction.

The Comic Irregulars continue to take the gibberish plot gifted to us by George Lucas and twist it into something that makes sense. An amazing accomplishment to be sure.

Over the past couple of weeks Cineris has been throwing links my way on a regular basis and posting in response to stuff here, but for whatever reason Google Blogsearch hasn’t been telling me about it until a couple of days ago. (And I’m waaay behind on my blogreading in general. To the point where it’s almost better to give up on everything I missed in January and start anew.) Rather than burying my belated links back to him on a bunch of old posts, I’ll just sort of point you in his direction with the note that some of the stuff discussed here is also discussed over there and maybe you’ll want to check that out or something.

 


 

The Head of Vecna

By Shamus Posted Wednesday Jan 30, 2008

Filed under: Tabletop Games 42 comments

The Head of Vecna is apparently a classic gaming story that I’ve somehow managed to miss. I don’t understand how they kept out-of-character information from each other so flawlessly, but the result is brilliant.

Almost as funny as the classic Gazebo Battle.

 


 

Sucks to your asthmar!

By Shamus Posted Wednesday Jan 30, 2008

Filed under: Links 37 comments

Steven muses about the rise of cancer and asthma. He cites a common concern that these killers are the result of our immune system being underworked by living in such clean conditions.

One thing I’ve always feared is that asthma is growing because we’ve stopped it from killing us, and so asthmatics are breeding. I wouldn’t have made it to adulthood without modern medicine to keep my asthma at bay. Good for me, but perhaps it let me pass the curse on to my kids. (One of our three has Asthma. Thank goodness she’s nowhere near as bad as I was at her age. I’m actually pretty confident she can grow out of it.) Before we had these drugs, people who had severe asthma got weeded out, which always kept our numbers low. (Medicine hasn’t always been our friend. My grandmother died of asthma years before I was born. When she was diagnosed, the doctor wrote her a prescription for cigarettes. To treat her asthma.)

This is not to say I discount the “Hygiene hypothesis“. Like many problems, I suspect that asthma is even more complicated than it seems at first. I’ve met and exchanged notes with many other asthmatics in my life, and one of the most infuriating things about it is how different each case is. Some people grow out of it in their teens. Some people – like me – actually get worse. Some people develop it later in life, after middle age. Some people have attacks triggered by certain allergic reactions. Some by exercise or heavy breathing. Some by certain combinations of temperature and humidity. Some by stress. Some for no discernable reason at all. Some people get attacks that come and go. Some people get attacks that escalate until they intervene with medicine. Some can combat their attacks with folk remedies like caffeine, relaxation, humidifiers, bathing, breathing exercises, or diet changes. Other people only respond to drugs. Some people get attacks deep in their lungs which produce the “wheezing” sound. Some get attacks higher up, where the effect is silent and just produces a “tightness” in the chest.

This is just an overview of the variables in place, as I’ve observed them over the last 30 years or so. I imagine things get more complex, not less, as you get down to the nuts and bolts of what is going on inside the body. The more I learn about asthma the more it seems like a group of conditions which share a common set of symptoms.

It sucks.

 


 

XFire – Indie Games Debate

By Shamus Posted Tuesday Jan 29, 2008

Filed under: Video Games 34 comments

Last Friday Xfire held a debate between a number of indie developers about the state of independent game development. I saw that Corvus Elrod and Jay Barnson were both involved, both of whom have great blogs that I read regularly. Amanda Fitch was also there, and I’ve been following her work for a while, even though I haven’t played any of her games. Jenova Chen was also there. I didn’t know him by name, although I did play flOw, the game which brought him a great deal of acclaim and put him on the map as an innovative game developer. The full list of participants is on the debate page. It included people from all over indie development at various levels of funding, success, and autonomy. The complete transcript is available here.

(Aside: How come some people get to have awesome names like “Corvus Elrod” and “Jenova Chen”? It’s not fair. I should change my name to “Shamus McLaser”.)

With a lineup of interesting personalities like that, I couldn’t resist checking it out. I had to download the XFire client to do so. Getting into the debate as an observer was very counter-intuitive and convoluted, which is odd for a site which has a tagline of “Gaming Simplified”. I don’t want to get sidetracked on a rant about the client, so I’m going to skip a four paragraph tangent about how XFire wasn’t fun to use and how it could have been improved.

The very first question was “what is an indie game”? Interesting enough. Good way to start a discussion like this. Except that they spent the next forty minutes of the hour-long debate on the subject. I love clearly defined terms as much as the next guy, but after a while it was a philosophical discussion that was just spinning its wheels. This ate into the questions phase at the end of the debate, which is regrettable.

There was an open chat room where users could suggest questions for the group. I had a lot of questions, but all of them would have been too long and complex to tackle in this format. Still, I’ll post a few of them here as they might make for pretty interesting discussion anyway. I know a couple of indie developers read this site, and if any of these strike their fancy, maybe I’ll get an answer anyway.

Five Questions for Indie Game Developers

1) RPGs seem really over-represented in indie games. (Or, you could say they are under-represented in mainstream games.) Why do you think indie developers favor RPGs so much?

2) Naturally indie games have to use older technology, which is less labor intensive and doesn’t require (as much) expensive software. But I don’t think that’s the only reason to do so. Certainly the older graphics – done right – can have a certain stylistic appeal as well. The other reason to aim low on the tech tree is so that you can hit the widest possible base of users instead of just the fanboys with $3,000 computers. If you could use any graphics technology you wanted – from Infocom to Crysis – where would you choose to go?

3) If you got a million bucks in no-strings-attached funding, how would you use it to make your game more successful?

4) Amanda Fitch and Jay Barnson have both said in the past something along the lines of, “Making the game is one-third of the job.” Or words to that effect. The idea being that once you finish the game, you’re one-third of the way to having it where someone can buy and play the thing. What is the other 66% of effort required after you finish the game, and is this a challenge unique to indie developers?

5) At the end of the XFire interview the mod asked everyone what their favorite game was. I’ll ask this: What game (any game, new, old, mainstream, whatever) do you wish you could have worked on and taken part in?

 


 

Something About Mass Effect

By Shamus Posted Tuesday Jan 29, 2008

Filed under: Links 31 comments

About two dozen people have sent me a link to some article about Mass Effect at the NYT. The link is here, but the Times put the thing behind their registration wall.

I Googled around for a way past the wall, found a site that claimed it would show me an NYT article if I gave it the link. It managed to show me all the ads and none of the prose. Sigh. Forget it.

So, if you have the time or you know the secret NYT handshake, then there might be an article there worth reading.

UPDATE: HeatherRae poaches their text below. It’s actually a pretty interesting read.

ALSO: Jay Barnson has his take on it here.

AND: Augury has videos, pics, and samples from the woman’s trashed Amazon,com book reviews.

 


 

Our Next Game System

By Shamus Posted Monday Jan 28, 2008

Filed under: Tabletop Games 182 comments

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My gaming group is about to wrap up a campaign, our fourth and final in this setting. The homebrew setting I came up with three years ago is about to be retired for good. It’s been added onto as the setting changed hands. It started out with a group of level 1 characters working to save a small group of towns. Then escalated to saving an island, then the region, and finally – assuming we don’t all snuff it in the next couple of sessions – the world. I think it’s time to hang it up and begin a new tale.

But now the question comes: What do we play next? D&D 3.5 is all this particular group has ever played, although a couple of the members have played other games elsewhere. I’m not actually huge on the standard D&D fantasy setting. In fact, among the eight people in the group, only one of us prefers fantasy. The problem is, the rest of us all want something different. Star Wars. Pirates. Cyberpunk. Superheroes. The giant robot stuff. Vampires. Werewolves. Everyone has a different “favorite” that is despised by the rest of the group. We play in our homebrew fantasy world because it’s our only common ground.

If I had my choice I’d play some sort of space opera. It could be Star Wars, but it wouldn’t have to be. (Although if I ran a Star Wars game, I’d set it on my own made up worlds rather than dragging the party through the locales we keep visiting in the movies. Too often Lucas’ universe feels like a galaxy of a hundred million stars and eight planets. Sigh. I’d want to go somewhere new where we wouldn’t have Star Was canon dragging behind us like so much baggage.) Although for me, the game system itself is more important than setting. Great stories can take place in any genre. Great stories can’t take place if you spend all your time deciphering and fighting about The Rules.

So what should we play? What setting? What game system? It’s a tough call. We all have different goals and reasons for playing the game, so the challenge is to find some middle ground where we can all be content.

I’m at least as eccentric as the next guy, so I’m not going to pretend that this list is in any way reasonable. Having said that, in a perfect world my gaming system would have:

* Bell curve. I dislike the chaos encouraged by the flat d20 system. The bell curve formed by rolling two or more dice together appeals to me a great deal. It makes “special” events more special.

* Fun dice. I don’t like systems which rely on huge handfuls of boring old d6’s. The seven piece dice set is amusing and fun. There is a tactile appeal to using them. Yes, I realize that this conflicts with the previous item, as most bell-curve systems use two or three d6’s.

* Roleplaying over Strategy. Mechwarrior is not a bad thing, but it’s not for me. Any game where combat takes more than twenty minutes is a game where I’m going to get bored. I’m there to play a character and weave a story. If you want to play Risk, just say so and we can play Risk. But don’t ask me to develop a deep character and then funnel me through a series of long fights where the only use for my backstory is as a dice-rolling surface. Some players see the story as an excuse to chain a bunch of battles together, because that’s why they’re there. I see combat as a natural, emergent result of the goals of the player conflicting with the goals of NPC’s in the game. I can handle “arbitrary” fights in moderation, but if the fight isn’t directly related to the overall goal, I’m not going to be excited about it.

* Easy to learn rules. See also the Great Debate on Attacks of Opportunity. I can see why people write rules for grapple, overrun, AOO, etc. If you don’t have those rules, then the game will have lots of exploitable holes. A fighter will be able to run past a hedge of guards and attack the King in a single turn without risking harm, which doesn’t make sense. The problem is that plugging these holes requires twenty pages of rules, rolls, guidelines, and exceptions, which is just more crap to memorize and argue about. The whole system becomes an anchor around the neck of people who want to finish with the combat and get back to the game itself. I’d rather encourage players to respect the limits through in-game thinking rather than beating them into line with a bunch of pedantic regulations.

* Simple combat system. I can enjoy a system where I roll 1d20, and add my related skill modifier, then compare it to target number X. A system where I roll a die, add a modifier, then subtract some other modifiers, then divide by something and round up or down to hit a target number determined by the GM rolling the dice and doing similar calculations? This is not a game for me. It harkens back to the Mechwarrior players. Some people live for that number-crunching strategy. Nothing wrong with that, but I prefer to play that sort of thing on the computer and let the software handle the details for me. If I’m at the table with other human beings, I’m there to roleplay, dangit.

One player wants deep stratetgy. (Mechwarrior.) Another plays to amass loot and power, and prefers epic-level gaming. A couple of us really just want to play interesting characters in a compelling, believeable setting. Another one wants to be the strongest character in the group, and would really like to have PvP.

It’s amazing things go as smoothly as they do, considering our cross-purposes. The group is too big for my taste. It’s hard to roleplay in an eight-man gang. I’d suggest we split the group, but I don’t have time for two games at once, and since we meet at my house “splitting” the group would feel too much like “kicking some people out in favor of others”.

As tired as I am of D&D, it looks like it’s the only system that can be all things to all people. The other systems mostly specialize in ways that would alienate one or more players.

 


 

New Dice

By Shamus Posted Monday Jan 28, 2008

Filed under: Pictures 40 comments

Some people expressed an interest in seeing my new dice:

new_dice.jpg

This isn’t actually what they look like. If you were holding them in your hand you’d probably call them “maroon” colored, although the glossy finish made them look black in all the pictures. They’re maroon with purple running through it, and the different colors seem to have different specular values, which makes the light shift around on them when you turn them over in your hand. I love them, but they’re a devil to photograph.

Purple has always been my favorite color. (Actually, kind of a blue-purple. Like this: #9B00F4.) It’s kind of annoying that purple is seen as a “girly” or effeminate color. Mace Windu aside, guys don’t usually mess around with purple. Purple is awesome. It used to be the color of kingly royalty, and now it’s something ecstasy-addled teens wear to a rave. That’s just not right.