Hosts: Bay, Issac, and Elliot. Episode edited by Bay
RollforPodcast2
Show notes: Continue reading 〉〉 “Roll for Podcast #2: Rat King”
Hosts: Bay, Issac, and Elliot. Episode edited by Bay
RollforPodcast2
Show notes: Continue reading 〉〉 “Roll for Podcast #2: Rat King”
And speaking of missions, let’s get back to the job at hand…
This stretch of the game is really light on details. I don’t have a setting for this mission, except that it should probably be some sort of industrial facility owned by South African industrialist Samkelo Mensah.
We need to take care of Mensah. Also here is fellow board member Camila Ferreira, a Brazilian Environmentalist / Politician. We should find these two together, plotting. Camila is evidently an environmental crusader, and here we learn she doesn’t actually care about the environment and it’s all part of the game to her. Continue reading 〉〉 “Deus Ex Pitch Part 8: Resolution (Post-Mortem Post)”
A few weeks ago, I introduced myself as ‘the D&D guy’. And in the wake of that, I have to preface this with an official confession; I have until recently spent a lot more time daydreaming about planning and listening to other people play D&D than I have spent playing or DMing.
This is mainly to note that I’m not by any means experienced. I could rattle off about TTRPGs for hours, but knowing and actually experiencing are very, very different things. DMing specifically is a practical skill. It needs hands-on experience unless you’re some kind of savant. Some people are, just not me. My unique social deficiencies, short and long-term memory issues, and obsession with rules that ‘make sense’ have produced some particular hurdles in my journey to run a game of my own without the years some of you fine folks might have under your belt. So, it’s been trial and error thus far to balance these issues and the actual goal of a DM, which is ‘make sure everyone, even you, is having fun’.
Continue reading 〉〉 “Town of the Dead: When You Have a Hammer”
Troy is dropped off at a rusty old Soviet-era aerospace facility. This is a mashup of several different classic Soviet locations. There’s a nuclear missile silo to explore, an intelligence building filled with spy satellite stuff, and a decommissioned aerospace hanger inspired by the one in Kazakh. The place should be a sort of “greatest hits” of cold-war era tropes. We’re here to take out Russian intelligence leader Leonid Sidorov, one of the conspirators.
Like I said earlier, this series is going to use brute-force monologues to convey most of the information going forward. Obviously in a properly designed game, all of this would need to be spread out and delivered organically in bite-sized portions. But here Morgan Everett is just going to talk our ears off. Continue reading 〉〉 “Deus Ex Pitch Part 7: Space Race (Post-Mortem Post)”
In this, the very first episode of Roll For Podcast, the group tries to get their footing in this whole podcasting thing.
Hosted by: Bay, Issac, and Elliot.
Episode edited by Bay
Show notes: Continue reading 〉〉 “Roll For Podcast #1: Session Zero”
There aren’t a lot of really tall office towers In London, except for a peninsula that’s surrounded on three sides by the Thames river. According to Google maps, this spot is called the Isle of Dogs. London is one of the major financial centers centres in Europe, and a lot of that power is focused on this small patch of the city.
This is a really good spot for a cool view, and so this is where we find the Olympus Financial building, which is where Everett wants us to meet.
So our protagonist arrives in London to meet with the Head Conspiracy Guy. The rooftop landing pad should be really fancy. Fancy how? I dunno. Maybe a reflecting pool with some lights? A garden? Some statues of literally ANYTHING that isn’t Icarus? Whatever. It’s posh. You get the idea.
On top of the building is a glass enclosure that houses a really swank executive office where the hologram of a silver-haired man is waiting for him. Yes, Morgan Everett attends this “in person” meeting via hologram. Everett is perhaps sixty.I figure he’s a millennial, probably born in the early-to-mid 80s. Remember that the current year is 2044. He’s got a friendly smile and a tasteful gray suit with an orange pocket square. He’s healthy and handsome for a man his age. He looks like the kind of guy that could have played James Bond in his prime.
I’ve always been bothered by hologram tech where the projected person fits seamlessly into the environment. I’d love it if we had a version where Everett paces around like he’s giving a TED talk. But he’s sort of oblivious or indifferent to the layout of the room he’s being projected into. So he ends up walking through bits of furniture, making parts of his hologram glitch out.
Look, I’m just saying this would be a cool effect. Please don’t pull a Ragtag and blow weeks of development time on this, okay?
There’s a chess board and a single chair on one side of the room. Morgan is standing beside a massive oak desk. The far wall is made of windows, looking out over the city lights.
I have to confess that the game is going to get very monologue-y from here on. This second half of the game isn’t as developed as the first, and I’m going to be dumping a lot of raw exposition on you. Obviously in a finished game you’d take the exposition and space it out, working it into multiple conversations broken up by large chunks of gameplay. But this blog post doesn’t have any gameplay, so I’m going to bombard you with walls of text.
This conversation should offer the player a choice of what posture to adopt with Everett. Do they want to be friendly, hostile, or do they want to play things close to the vest? It won’t impact the trajectory of the conversation, but this is a moment where players are going to have strong feelings on how they want to respond. We need to accommodate that or they will begin to resent their protagonist. For the purpose of this write-up, I’ll assume the player is mildly belligerent towards Everett. Continue reading 〉〉 “Deus Ex Pitch Part 6: The Man Behind the Curtain (Post-Mortem post)”
Alright, finally.
Last week I posted about Angelic Layer, an anime from the early 200o’s. I mentioned briefly that it’s become less science fiction and more science fact with time (although we’re not at all at battle dolls just yet). But mainly, I talked about how hopeful it was that the fictional company in the show was trying to make prosthetics, and only made the dolls to help pay for that endeavor.
I ended that post by admitting that I was meant to be talking about the Oculus, but got distracted with 1000 words of anime babble, oops.
I swear the two thoughts were connected somehow, and not just…’heehoo both have headsets’ Although, they do, so 1 meaningless point to me for being on-topic..
Continue reading 〉〉 “Sci-Fi Fantasy: Grabby Hands”
Here's how this site grew from short essays to novel-length quasi-analytical retrospectives.
WAY back in 2005, I wrote about a D&D campaign I was running. The campaign is still there, in the bottom-most strata of the archives.
As someone who loves Tolkein lore and despises silly MMO quests, this game left me deeply conflicted.
I scoured the Steam database to figure out what words were the most commonly used in game titles.
No, game prices don't "need" to go up. That's not how supply and demand works. Instead, the publishers need to be smarter about where they spend their money.
The product of fandom run unchecked, this novel began as a short story and grew into something of a cult hit.
This version of Silver Sable is poorly designed, horribly written, and placed in the game for all the wrong reasons.
A videogame that judges its audience, criticizes its genre, and hates its premise. How did this thing get made?
Be careful what you learn with your muscle-memory, because it will be very hard to un-learn it.
How does image compression work, and why does it create those ugly spots all over some videos and not others?