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Coynne: More Detail

September 10th, 2010 • Graphical Concepts2 Comments »

This is cut out of the main map and presented to show the style I have developed for labelling. There are some assumptions here.

1. Villages, Towns, and other small settlements are NOT shown on the map. They are intended to be developed by the GM and/or modules.

2. There is no political associations attached to anything on the map at this point. So you will not find any “capitals” or “fortresses” and so on. That is also intended to be developed by the GM and/or modules.

3. In addition to be intentionally left to the GM/Module, the civilization footprint on the map is very low for the general reason that this will be the map referenced by the players and you want them to have a lot of questions. Like…. I wonder what is hidden away in Shadewood…. I don’t see anything on the map….

So here is the map. Thoughts?

Sneak Peek: Coynne

September 7th, 2010 • Graphical Concepts6 Comments »

I have been a little quiet lately because I have been working on this. It is designed to print on 24×36 inch poster board at a Kinkos or similar shop. Your browser or viewer is almost assuredly going to resize down and drop TONS of quality, so be sure to open it up to full view.

I am about to start doing labels now. Like the map, they are going to be in a new style for me.

And there is a lot of cleanup to do on the continental edging, which is such a giant pain of a task that I am putting it off for now as well. But I will be working on this map for the next few days ironing out the quirks.

Request for Help

September 4th, 2010 • Design Theory6 Comments »

I am trying to determine the Standard Format of a module. I need your help to do so. My readers have a lot of experience so I want to tap into that.

I know the Standard Format of a core system. It provides a useful example of what I am looking for, but for modules instead.

1. Introduction

2. Attribute Choices

3. Racial Choices

4. Professional/Skill Choices

5. Equipment Choices

6. Basic Mechanics

7. Optional Choices (magic, powers, vehicles, etc)

8. Gamemastering (if only 1 core rulebook).

So if you were going to assemble the same type of structure for a module, what would it be? Provide both a progression list like above AND as much detail as you can about what goes into each section.

I am not going to show my hand first on this because I don’t want to prime the pump, I want your raw thoughts untainted by my opinions beforehand. So please post up your comments and tell me what you feel the answer is, based on your experience with products you have purchased.

Thanks in advance.

The power of music

September 4th, 2010 • Gamer Life2 Comments »

When I was doing some marketing for Synapse last night I ran across a blog that had the theme to Firefly as an MP3 on it. I downloaded it and listened. It is amazing how much emotion can be contained within a single song. I never would have thought about seeking out the song for my amusement, but now that I have it, I feel a certain fondness towards it.

Firefly & Serenity gave us quite a few things; the powerful story of course, but also a new conception of the galactic frontier, a special kind of hero, a model for troupe design, and some of the best lines of all time.

A few choice favorites:

- I aim to misbehave.

- Curse your sudden but inevitable betrayal!

- I am a leaf on the wind.

- I think I’m on the wrong ship.

- Kaylee! What the hell is goin’ on in the engine room? Were there monkeys? Some terrifying space monkeys maybe got loose?

- I would appreciate it if one person on this boat would not assume I’m an evil, lecherous hump.

- The man they call Jayne!

- Every man ever got a statue made of him was one kind of sumbitch or another.

- You buy this ship, treat her proper – she’ll be with you for the rest of your life.

- The next time you decide to stab me in the back, have the guts to do it to my face.

- I hate to bring up our imminent arrest during your crazy time, but we gotta go.

- Someone’s carryin’ a bullet for you right now, doesn’t even know it. The trick is, die of old age before it finds you.

- How did your brain even learn human speech? I’m just so curious.

- With the exception of one deadly and unpredictable midget, this girl is the smallest cargo I’ve ever had to transport, yet by far the most troublesome. Does that seem right to you?

You can’t take the sky from me…………

DragonCon Blues

September 3rd, 2010 • Gamer LifeNo Comments »

So here I am sitting with the baby asleep beside me at 1am while my beautiful wife sleeps blissfully in the bedroom. I am on duty for another 2 hours and then we switch off.

I have taken care of a lot of “work” relating to Synapse tonight and I am too tired to play anything. The only video game I have been playing at all recently is Sid Meier’s Railroads, and only because my toddler daughter ADORES watching it. So I play it for her, on maps where there is a lot of water so she can see the “pretty bridges… awwww”. The only video game I would be interested in actually playing for fun is Fallout 3, only to really wander around and soak in the setting. I so adore post-apocalypse…… awwwww :) But I can’t very well do that because sound is integral to the game experience and the sound of a gun going off is probably not a good combination with sleeping infant.

So I sit here, bored, tired, and thinking of DragonCon.

I just released my game! And I am here in Atlanta! And I can’t go! ARGH!!!!!  *smashes objects violently*

The new baby means no money and no time, two things which I would need a lot of to enjoy DragonCon. I could probably actually take my daughter there for a few hours if my wife would let me, but she won’t and I really don’t have the money to spend anyway.

I guess I can hope for better luck next year. On the bright side, my son’s birthday will fall very close to GenCon & DragonCon every year and that will provide me with lots of excuses to spend money on him and take him to conventions. And we wouldnt want to make his sister jealous, so she needs to go too. Ah…. that will be nice……

But for now I sit here in a dark room staring at a white screen typing this. Ughhh……. major suckage

Skill Building

September 3rd, 2010 • Design Theory5 Comments »

Alexis has a very thought provoking and controversial post up on Tao of D&D. The post is actually a reply to the content and comments of the previous post, so that is recommended reading as well.

Alexis tackles a lot of stuff here and I am only going to focus on one point, the essential point, which is that

a) there is a “best” way to play the game

b) there is a way to teach this method to others

c) our goal as a community of gamers should be to distribute this knowledge as much as possible.

I essentially agree with this logic. My only quibble with Alexis is that there are multiple games that each might have several methods of being played, each of which might have a “best” way. However, the number of ways is definitely a finite number. There may be three different ways to play WoD; Horror, Noir, and Action. There are not a million ways to play WoD, but there might be a million bad ways to do Noir. I’m sure I am wrong and there are more ways of playing WoD, but it certainly can’t be more than ten or so, unless you are just being too loose with categories.

I am not even sure Alexis would quibble with the above. His blog is Tao of D&D, he is clearly invested in classic sandbox D&D, so he may have assumed the limitation of his statements to classic sandbox D&D.

Before the comments become similar to Alexis’, let me add some clarification to why I support his assertions.

First, just because there is a best way doesnt mean there is only one way. Certainly, there are going to be outliers who have their own special method. This applies to anything, from cooking to sports and so on. The best way is the method for the vast majority of people.

For example, the best way to shoot a basketball is pretty well established. Anyone who coaches basketball teaches that method. Anyone who has passing exposure to basketball can even demostrate the behavior. The presence of this method doesn’t undercut the awesomeness of the dude who can make a half-court shot with one hand. But if you tried to teach everyone to shoot like that, you would be a moron.

Second, Zak raises the question to Alexis about how can it be bad if everyone is having fun? I have to agree with Alexis’ counter to Zak, that there are tons of people who are not having fun and that is who we are talking about helping. These hypothetical people having fun but playing it wrong, they are outliers like above. As Alexis says,  Most people complain about not being able to find a good game. Most people are sick to death of what they can find. Speaking for myself, that is what I see a lot of on the internet as well.

Third, if anyone wants to accuse me of being elitist, I am fine with that. I suggest you read In Defense of Elitism. It only costs $1.99, throw it on your next Amazon order. I believe firmly that there are people who are better at a particular task than others and that we should celebrate that. That doesnt make them superior people in a moral sense, it makes them factually demonstrably superior in a particular way. I am a mediocre cook. I got NOTHING on my man, Christian. I am fine with acknowledging him as a superior cook. He probably acknowledges other people superior to him, and so on. The problem with gaming is that we tend to assume, in the absence of easily acquired comparison data, that everyone is equally skilled. I think that is flawed thinking that ignores everything we know about human behavior. The fact that determining relative skill levels is challenging doesn’t mean it is impossible.

Alright, so what am I doing here besides agreeing with Alexis? Well, I have a plan to accomplish what Alexis wants, which is increasing the skills of GM and thus the quality of their games. I have mentioned it before, but I don’t think people took it very seriously. I do mean it very seriously. So what is the plan?

—————————————————–

Building Better GMs:

—————————————————–

I am going to limit the task before me to a specific goal: teaching people to GM a game of Synapse in a particular way. I have designed Synapse to support this style that I am going to be pushing, just as D&D supports Alexis’ style.

I have two approaches to conquering this goal; modules and a gamemastering book.

I have developed two new methods of designing modules for play. Some people have been exposed to one of these methods via an e-mail from me some months back (Christian, Faustus, Erik, etc). The current task on my plate is developing the concept that was detailed in those e-mails into a viable final product to serve as a demonstration of that method. The Zombie Map a few posts down on this blog was developed to support the module that is in development. I am trying to keep a lot of this secret for now, but suffice to say this is a module that you could pick up having not read a single word and start a game in five minutes. No GM prep, no GM memorization, it is a truly revolutionary design. Those that have seen it can confirm that it does what I say it does, but for now the actual way that it accomplishes this needs to be kept under wraps. Yes, there will be a BIG REVEAL.

The second module method is still in concept form inside my head. Don’t expect to hear anything in the next few months, but it will be coming down the pipe sometime in the next year.

I am also beginning to assemble the philosophical basis for the GM book in outline form. This book is really complex and difficult to describe here, but suffice to say it goes far beyond what currently tries to claim that it is a GM Guide in the market. It provides the blueprint for building a GM from someone who doesnt know what they are doing, unlike the current GM guides which only really serve as reference books. Every GM guide for every game that I have ever seen is essentially a tool kit for adjudicating the rules of the game. It does not make the case for any kind of method of running a game, it is a collection of bland tips and ways to generate stats that anyone with a brain wouldnt need the book to do anyway. Those parts that could get interesting only barely scratch the surface. My book will outline actual techniques, methodology, philosophy, etc.

For example, the Synapse combat system resolves like a gunfight. In the GM book, I will talk about how you need to set up combats, how to describe placing, setting, scene. A lot of the techniques that I use are borrowed from screenwriting and cinematography. I will address issues of light & shadow, focus & depth of field, as well as dialogue and emotional pulls. I am writing this book with the assumption it will be read by someone who has no clue at all how to GM. This book will teach them how to consistently create dynamic, fun, and dramatic gameplay.

So that’s what’s on my agenda. You didnt think that I was going to just sit around doodling now that Synapse was a public beta, did you?

Gnulak Fjord

September 2nd, 2010 • Graphical Concepts2 Comments »

I figured since I had been complaining recently about how we generally use too large of a scale in RPGs, I better put up or shut up. This map is formatted for 8.5×11 printing and the scale is only 1 inch = 3 miles, so only 33 miles across lengthwise.

Click for full size

The Fjord itself was formed from an ancient glacier that carved out the basin between the five elevated positions that surround the Fjord today. The upper left of the map recieves heavy precipitation and is thus heavily wooded. The upper right of the map is dominated by rough highlands, the lower right of the map by windswept moor. I think the watershed systems in place are fairly realistic as well, and assuming a northwestern wind approach, the windshadows are in the right place as well (hint: Moginwood Scrub and Coldwind Moor are the windshadow areas).

The green icons represent towns, almost all under 50-75 people or 10 families total. Sorgoum, Silton, Southshore Downs, Thimbull, & Timberton are the larger towns and have about 200 people. Notice that all settlements are alongside water sources and water/naval travel is essential to the culture (nordic model). The entire region is suffering from significant economic hardship. All three fortifications are very old and the inhabitants are struggling to maintain.  There is an assumption of monotheist religion that uses terminology of church and monastery, but I haven’t finalized what exactly that is going to be. See my previous screeds against polytheism in medieval fantasy for reasoning on why it is monotheism. It is a region ripe for adventure and exploration.

Thoughts?

I am thinking about making this the setting for my first real module (different from the zombie deal).

Zombie Map

September 1st, 2010 • Graphical Concepts4 Comments »

This is a map for the secret project I am working on. It represents a path between two locations that the PCs would be crossing during a zombie apocalypse.

Click for full-size.

Thoughts?

Teeball

September 1st, 2010 • Gamer Life3 Comments »

I know this is a bit of a provocative response, but I am tired and in pain. So BAM! Don’t be offended.

The comments on my previous post have generally amounted to some people need help to make a world or make a character, so that’s why we should constrict choice. Because making your own world is really hard. Grey even put up a counter-post arguing the same point. I’m even inclined to agree, citing Barry Schwartz.

But I choose not to. Because I think that sometimes you have to err on the side of choice. Choices add complexity, depth, and flexibility. Is that challenging? Yes. It is hard to step up and make your own choices. But you know what? That’s a good thing.

It is more challenging to play baseball than teeball. But I don’t see anyone out there arguing in favor of national teeball leagues for adults. Because we properly view the game of teeball as a concession to those who lack the skill to play the real deal (i.e. kids). If you see an adult playing teeball, you might assume they were retarded.

I have faith that people can rise to a higher standard. That they can build worlds of their own. That they can be the star of their own show. I believe the RPG industry is on a slippery slope right now headed towards simplicity. Sorry, but I play the game for complexity, not simplicity. I don’t want my worlds pre-packaged. I dont want my decisions made for me.

I stand with the GM, not the book writers. One of the things I admire most about the Old School Renaissance is that they are standing up to an industry that is going in a direction that they don’t like. They are living the life of a real GM, making their own materials, doing their own thing.

So if people want to play Teeball, that’s fine. But I will play the game for adults, for the creative people, for the world-builders. That’s the game for me.

Choice & Setting

August 30th, 2010 • Gamer Life8 Comments »

I thought a little bit about this topic when I read this post by Justin Achilli. Now he has a 2nd post in the same theme. I admit I am a few days behind, I think everyone can understand I have been a bit busy launching my game and all :)

But I want to talk about this because I think Justin misses a key step in the process. Because Justin is in WoD, system IS setting. But that doesnt have to be true.

Having clans (or classes, for that matter) focuses gameplay. It creates a baseline expectation of what people are going to generally be like. It creates stability. That is good. But it is good within the setting, at the table, when you are rolling dice.

I think it is terrible for worldbuilding. By linking system and setting in WoD AND providing both clan and (in new WoD) covenants is extremely limiting. I know a lot of people who just dont like new WoD and I think it was changes like this that contribute to that. These kinds of things limit the world that the GM creates.

I am in favor of near zero limitations on the GM and allow the GM to be the gateway into the game. That is why my vampire powers are totally unlimited in the character creation book. At the table, the GM can lay down a piece of paper showing different combinations of powers and say “These are the clans you can choose from”, because they control the fiction.

The problem I have with modern games is that they are increasingly controlling of the fiction. They try to take that away from the GM. I think this is the primary appeal of OD&D to a lot of people. They are back in control.

I want to leave as many decisions to the GM as possible. It’s why I like reading the exploits of the Old School Renaissance. They are talking about being a GM. Everyone else seems to be talking about how to control other people’s behavior at the table, instead of giving them quality tools to do what they want to do.

Am I being paranoid?