Archive for June, 2007

Gaming Can o’ Worms

Between a blog post posted 3 days ago, an in-person conversation 2 days ago and a forum post also 2 days ago, combined with some stuff that’s been on my mind for a while, I can tell you there is a gaming can o’ worms I’m gonna be opening again in a couple of days. Maybe it will be just me crying out in the wilderness, or maybe, just maybe, some people will understand and join in. Read the linked items and you should start getting an idea.

Posted on 29th June 2007
Under: Gaming | 1 Comment »

Grand Tour: The Big Three Design Questions

Originally posted at Master Mines. 

So I finally got around to answering the Big Three design questions! These are three core questions that Jared Sorensen, John Wick and Luke Crane came up with to help a designer focus his/her efforts.

Next step, first draft.

  1. What is your game about?
    Grand Tour is a game about travel: getting a group together, planning a tour, taking the trip and reminiscing about it afterwards.
  2. How is your game about that?
    Grand Tour includes phases representing the stages of a trip as described above. Character generation results in the Travelers, who then cooperate to create a Tour, who then engage in shared narrative to describe the events of the trip itself. During this phase, players can narrate, add facts or throw in complications, seeking to rack up Memorability while avoiding Burnout and/or arguments that could make it a trip to forget.
  3. What behaviors will your game reward?
    Grand Tour rewards a shared narrative experience where different players all combine to tell one story by awarding Memorability points to a scene based on the initial narration, and any added facts and/or complications thrown in. Players are encouraged to work together towards the creation of a memorable trip, which always include some good and not-so-good times, and penalizes players who try to hog the spotlight, or set out to create a narration where everything goes wrong, by awarding Burnout points.

I’m not entirely convinced with what I wrote, but it does give me a clearer vision of what I want to achieve. Have at it.

Posted on 28th June 2007
Under: Game Design, Gaming | No Comments »

[HMP] Targum Magazine #3 Now Available

Highmoon Media Productions, in association with Green Ronin Publishing, presents Targum Magazine - Issue 03.

Welcome to the third issue of Targum Magazine, the magazine in support of Eternal Rome: Roleplaying in the Age of Gods and Emperors, Trojan War: Roleplaying in the Age of Homeric Adventure, Testament: Roleplaying in the Biblical Era and all Ancient World campaign settings. In this issue you will find the following articles:

  • Ostraca: Lost Tribes by Spike Y Jones - Spike explores the Lost Tribes of Israel in great detail (14,000 words worth of detail, to be precise).
  • Bless Me, For I Have Sinned by Allon Mureinik - Exploring sin and redemption as themes in your games.
  • The Passover by Scott G. Carter - Using this pivotal holiday in your Testament games.
  • Era Spotlight: The Battle of Thermopylae by Eric Hansen - A mini-gazetteer for roleplaying alongside King Leonidas and his 300 Spartans; usable with Trojan War and with standard d20 rules.
  • Free Paper Minis from Arion Games.

Come adventure in the lands of the ancient world today!

NOW AVAILABLE from RPGnow!
And remember there is a 4-issue subscription available as well.

Posted on 27th June 2007
Under: Gaming, Highmoon Media Productions | No Comments »

My First Interview

I just finished doing an interview for The Amateur Traveler podcast, hosted by Chris Christensen. We had a very nice conversation for like 25-30 minutes on my trip to the Benelux last year. We talked about Brussels, Amsterdam, Brugge and Delft, as well as a little bit about visiting the Dutch countryside, which mirrors very well the shows I’ve been doing on the same area on my show. It was weird being interviewed, if only because at first, you are very much aware that you are being recorded. A few minutes into it, I totally forgot about it and was just chatting about travel. It was a good preparation for when I do my own interviews.

I’ll let you know when that episode gets posted to the Amateur Traveler feed; I’m thinking it will be a couple of weeks.

Thanks, Chris, for the opportunity.  :-)

Posted on 25th June 2007
Under: Podcast | No Comments »

[VAM] Dragged Down to Vegas

 Back in 1999, I was working at a local music store at the mall. Opening boxes of DVDs to shelf, I came across this one movie, an independent film of the kind that was so popular in the late 90s. On the cover stood this guy, dressed like Buddy Holly, that is if Buddy Holly had survived his plane crash, crawled up from hell and through the wasteland, picking up martial arts and swordfighting mojo along the way. The movie was Six-String Samurai; it was cheap, I had a really good discount, and it looked just weird enough to appeal to me, so I bought it. I saw it that night, and I thought it was a hoot; I mean, it was one of those movies where the bad acting was such a natural part of the overall melodrama, and the whole rock-n-roll mythology was so over the top, that you just had to laugh and love it for what it was. I shelved the movie with the rest of my collection, and though I saw it once again with a friend, I pretty much forgot about it after that.

That was 1999, and in 2006, it all came back to me.

Early last year I started listening to podcasts, and one of them was the Harping Monkey’s Misfit Brew, along with occasional episodes of The Round Table, hosted by Mick Bradley, among others. In some of these episodes, Mick started to talk about something called “Vegas After Midnight,” this roleplaying game he had been working on, put aside and now come back to. I sort of caught the idea behind it–big cataclysmic thing happened, Vegas is the remaining beacon of civilization (you figure out whatever that says about society at large), and Mad Max-like post-apocalyptic cool stuff thrown around–enough to think it was neat and make a mental note to keep an eye out for it. In the meantime Mick put it aside again, I kept listening to podcasts and working on my own games, and eventually starting my own podcast.

Early this year, Mick decided he was going back to Vegas, this time with a different game system to fuel his car, and a lot of bravado to fuel him through the design process. By now I’d met Mick through various forums and mailing lists, and knew a bit more about the behind-the-scenes process of the game design, but since I was busy myself with my own company, and my own podcast, I basically just kept an eye out, deciding to excercise restraint instead of offering my help, as I normally would have done. That lasted all of a month. Mick revamped the Vegas After Midnight (VAM) website and told people to drop by and take a look; so I did. Next thing I know, Mick had granted me backstage privileges, and I was able to see the forum where some of the design talk was being conducted. I was a little fish and those forums were a well-baited hook; I bit, and I bit hard.

Next thing I know I had jumped in on some of the ongoign conversations, dropping my two cents here and there like some sort of Johnny Pennyseed, and what’s more, Mick and David (Mick’s new partner in crime for VAM) liked what I’d said! So against my better judgement I continued to post, throwing some random ideas here and there, telling myself I was only visiting and saying a few things here and there just to help out, nothig more. I still tell myself that.

And Six-String Samurai? Still a cheesy-cool movie, and very much in the style of what VAM is going to be; except VAM is darker, a lot darker, yet retaining some of the rock-n-roll myth and humour. I’ve never been to Vegas, never really cared to go there, and yet here I am, being dragged to it by this cool little game I am (I keep telling myself) not helping to design, just talking about it with some buddies.

Vegas rocks, baby. Just not quite how you may think.

Next time I’ll tell you about my playtest character for this game I am not designing. He’s cool, he’s dark, he does the horah. Think about that.

(Crossposted to Vegas After Midnight Design Blog)

Posted on 25th June 2007
Under: Game Design, Gaming, Vegas After Midnight | No Comments »

Change Explained

This may be going into a little but of TMI, but I’ve already had a couple of WTFs!!!

I work for my father-in-law, and at times in our past, our relationship has been strained, to put it mildly. Let me state that, that has not been the case for a long while now, and that this chapter of our history did not influence his decision to lay me, and the lady that works with me at the office, off. It was a matter of numbers, plain and simple: business has been dismal, and there just wasn’t any funds to continue to pay our salaries. In truth he kept us about a month and a half longer than he should. I know this because I look at the books on a weekly basis.

I have absolutely no ill-feelings about the situation, and I do hope that the business stabilizes again, for my father-in-law’s sake. With G-d’s help, this will be so.

Posted on 25th June 2007
Under: Editorials | No Comments »

Change Revealed

So the change I was talking about in my last post, here it is:

I have been laid off from my job as of July 1st, 2007.

Yes, it sucks big time. Oddly enough, I am pretty calm about it. I believe this was a “cosmic” kick-in-the-pants to get me moving, something I had failed to do on my own. I have already revamped my resume and applied to a couple of places, and I intend to apply to a lot more in the coming weeks. We’ll see what happens.

Posted on 24th June 2007
Under: Editorials | 1 Comment »

Change…

There is change coming…

Normally I am not very good with change, but I’m taking this in stride, looking at it as a push from above to start moving in a new direction. I must also have faith and trust.

There is change coming…

Posted on 21st June 2007
Under: Editorials | No Comments »

Protected: Phone Call Aftermath

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Posted on 16th June 2007
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Protected: A Not-So-Good Phonecall

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Posted on 14th June 2007
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