Wednesday, August 10, 2011

Allie Goertz is Better than Rebecca Black -- D&D Tonight is Better than Friday!

The internet is filled with many wonders and perils.  It is a place where one can find beauty and horror, and one doesn't even have to look to far to find either.  It is also a place where a person can inexplicably go from moderately talented high school student to pop music sensation in nanoseconds.

The most famous case of this phenomenon is Rebecca Black, whose Autotuned voice can be heard singing two songs that are so cliche that they border on being a parody of modern pop music.  One can listen to Rebecca Black's song "Friday" back to back with Katy Perry's pop hit "Firework" and wonder where the real difference is.  Both are products of a pop-industrial machine that produces things that have a pleasant sound, but are almost completely lacking in "heart" -- even when they are attempting to be inspirational.

While Rebecca Black has been successful in promoting herself on the internet, she has also been the target of much scorn.  This is partly due to envy, and partly due to the trivial and formulaic nature of the songs she sings. It is also because there are people of greater talent, but less exposure, who put forth their artistic creations on the internet in the hopes that others will appreciate their efforts.  We aren't talking about people seeking to make a dollar, rather those who wish to share their creations.  It takes a lot of courage to promote yourself on the internet -- this applies to Rebecca as well -- it can be a cruel place.

While I was flying toward that wonderful -- and geeky -- annual celebration of hobby gaming called Gen Con, another young voice was being uploaded to the internet.  It is a wonderful voice.  Where Rebecca Black's song is formulaic with industry-esque production values and Autotuned vocals, this new artist's song is recorded by a microphone attached directly to the computer with a video recorded by a webcam.  Where Rebecca Black's song was written by professionals and sounds as if it were programmed by a "pop song writing machine," the new artist wrote her own song about something she enjoys.

That new artist is Allie Goertz.  Her voice sounds like a combination of Xenia and Dia Frampton of NBC's "The Voice."  Her lyrics combine her own love for Hobby Gaming with a touch of Tom Lehrer.

So give a listen to Allie Goertz's song "Tonight."  She's an artist so humble that she apologizes for sounding too pretentious when she says the word "essentially."  Though I think that's just her being a little "punny" regarding the latest edition of Dungeons & Dragons.


Tuesday, August 09, 2011

I am Now Officially a Game Designer!



Every game master is a game designer at heart.  Every game session GMs make little decisions regarding player actions that seem to lay just outside the parameters of the rules as written for the game at hand.  We're used to making these decisions, but we don't often think of these things as formal game design.  That doesn't stop almost every game master from dreaming about becoming a professional game designer.  I imagine that most Fantasy Heartbreakers got their origins in the mind of a game master turned game designer.

(I have my own thoughts about the current trend to use Fantasy Heartbreaker derogatorily, but that is another post entirely.)


For years, my own design itch was scratched by game play and on line forums.  I spent a long period of time scouring Greyhawk texts for minutiae and discussing them with fellow fans on the AOL Greyhawk boards.  I also spent time on the various DC Heroes boards arguing about rules and coming up with new "fixes" for things within that rules set.  Anyone who doesn't think of DC Heroes as an "effects based" game should hunt down those old boards in the wayback machine -- sadly many of theme were lost when the "alt dot" archives faded away.  My participation in these boards eventually led to me contributing to the <em>Blood of Heroes</em> roleplaying game where I had written some rules contributions in a couple of the powers -- Superspeed is one of them if I remember correctly.  While this initial contribution might have led some to leverage participation in one product into a career, it didn't have that effect on me.  Graduate school, work, and adjusting to living in a new city (Los Angeles) took up the majority of my mental focus and dreams of being a designer faded into the background.

That all began to change about a year and a half ago when I started soliciting opportunities to playtest new games.  I have a regular gaming group made up of some very imaginative and thoughtful gamers, and I thought to myself they would be the perfect sounding board for new ideas and games.  How right I was.  I began playtesting a number of games, some of which are listed on the right hand column of this blog, and have had a great time doing it.  In fact, this playtesting has caused me to begin to feel very comfortable with the concept of designing games and I have begun reaching out in that direction recently.

One of the opportunities that emerged as I began reaching out was George Strayton's <em>The Secret Fire</em> project.  I was initially invited in to write some flavor text for some sections of the rules -- in fact my some of my flavor text is among the quotes praised in the RPG.net forum praising/dissing the game -- but my role quickly evolved into rules development itself.  I was involved in discussions of game mechanics, balance, intentions, combat, spells, etc. and it was a great time.  The game was recently formally announced and is now available on Lulu, though it will soon be available from a variety of sources.  George was a great lead developer to work with -- his credits include <em>Star Wars d6</em> -- and he allowed me to play devil's advocate and to offer seemingly random ideas.  He turned game design into a sand box of joy.

The experience has inspired me and you will definitely be seeing more game design from me in the future.  I am currently putting together a pitch for the first <em>The Secret Fire</em> expansion, a couple for Super Genius Games, some for Victory Point Games, and my own company -- Twin Suns Entertainment LLC -- will be designing a number of games in the coming years.

Friday, August 05, 2011

IT'S MARVEL!!! --- Margaret Weis Productions Announces New RPG License

For the past few weeks, Margaret Weis Productions has been hinting that they were making a HUGE announcement regarding a new RPG license they had acquired and how excited they were about producing this particular product.  Questions were being asked..."Is it Glee?"  "Is it CSI?" "Is it Star Trek?" "Is it GoBots?"

Most of the questions focused on games that players assumed would fit within the Cortex+ mechanic, with the understanding that Cortex+ focuses on relationships and not "crunchy combat."

Today, Margaret Weis Productions made the announcement at 1pm Eastern.  Their new license is...


HULK SMASH!!!


While many gamers might believe that the "relationship driven" mechanics of Cortex+ might seem an odd fit for a Superhero rpg, this is a true match made in heaven.  The grand innovation that Marvel Comics added to the comic  book superhero genre was the blending of heartbreak dating comics with superhero action.  Think about Spider-Man during the Ditko/Lee era.  How many superheroes were worried about getting a date before this book came out?  How about the Fantastic Four and their family dynamics?

MWPs Smallville game was a sea change in game design mentality, and one that will have significant affect on the industry.  Instead of having a character's success in an action being determined by how "uber" he or she is, that character's success is determined by how the character's relationships with others are affected by the action.  Instead of a Paladin's skill fighting devils being represented by a high combat score, it can be represented by a high dedication to protecting innocents and his or her relationship to individuals or communities.  The mechanic ensures that players interactions with nemesis characters matter, and the mechanics aid players and GMs in the creation of exciting and engaging narratives.

A Marvel game based in interactions and relationships harkens to what is great in comic book storytelling -- remember the Claremont/Byrne era of the X-men?  It has some epic battles, but it also has engaging tales of relationships.  When Sabretooth attacked the mansion trying to kill Psylocke (in a beautifully illustrated issue) it was Wolverine's concern for her safety -- and hatred of Sabretooth -- that fueled the issue.  A similar discussion could be had of the Juggernaut vs. Colossus fight issue.  The relationships are what make it work.

MWP plans to release 16 products within 15 months for the game structuring the expansions around major comic events.  The first product will be a Basic game, which has everything you need to play, and the first event will be Marvel's "Civil War" -- a perfect playground for relationships.  Each "event" line will have two editions an essential edition which merely has the campaign advice and an edition that includes a copy of the basic rules.  The events will be supported by three support products, and then it's on to the next event.  All of the products will be designed to be shelved with the trade paperbacks covering the same event.

This is big people!

2011 Gen Con -- An Experience to Remember


Each summer tens of thousands of gamers take over a Midwestern American city to experience the “Best Four Days of Gaming,” the Gen Con gaming convention.  Comic book and pop culture fans have San Diego’s Comic Con, Hobby gamers have Gen Con.  In 2001, the convention became so large that outgrew Milwaukee’s large MECCA convention center.   For the past nine years, Gen Con has been held in Indianapolis’ large Indiana Convention Center and they have been filling it to the brim.  Since last year the Indiana Convention Center has doubled in size.  But like the freeways of Southern California, the increase in accessible flow space has quickly been filled with excited gamers.  

Gen Con LLC won’t release official attendance figures until Sunday night, but those who had pre-purchased attendance badges with the expectation of quickly picking them up were in for a surprise.  Both the night before the formal festivities began, and the first morning of the convention, the line to pick up badges extended for blocks.  Wise where those who had their badges Fedexed to them before the show.
The event is filled with PR panels where publishers announce new product, industry pros discuss breaking into the industry, game auctions, two awards celebrations, and game design workshops.   Oh...and there is a ton of game playing going on as well.

In short, it's like Comic Con before Hollywood descended onto the occasion.  It's an event for Hobby Gamers and by Hobby Gamers.  Peter Adkinson, the Owner of Gen Con LLC, is a long time veteran of the gaming industry who says that "in recent years I've hungrily devoured many of the games that might be labeled 'indie RPGs' because I love how their designers are turning upside down so many traditional notions about how RPGs 'have to be.'"  This veteran's quote hits on something amazing.  In a downturned economy, the gaming industry is booming.  While sales figures for many games may be below record levels, there has never been a greater variety of excellent gaming product available for play.  What's more, the Indie Games are growing in their audience and pushing new demographic ground as well as new mechanical ground.

Speaking of Indie Games -- Wednesday Night, the Diana Jones Awards awards celebration was held.  The Diana Jones Awards are an annual award that is won by something that represents "excellence in gaming."  It's a broad award criteria that has allowed for a broad array of prior winners.  People have won the award for their contribution to the community, conventions have won for their charity work, websites have won, and yes games have won.  This year, the excellent Indie Game "Fiasco
by Jason Morningstar took home the prize.




Fiasco is inspired by cinematic tales of small time capers gone disastrously wrong – inspired by films like Blood Simple, Fargo, The Way of the Gun, Burn After Reading, and A Simple Plan. You’ll play ordinary people with powerful ambition and poor impulse control. There will be big dreams and flawed execution. It won’t go well for them, to put it mildly, and in the end it will probably all go south in a glorious heap of jealousy, murder, and recrimination. Lives and reputations will be lost, painful wisdom will be gained, and if you are really lucky, your guy just might end up back where he started.

Fiasco is a GM-less game for 3-5 players, designed to be played in a few hours with six-sided dice and no preparation. During a game you will engineer and play out stupid, disastrous situations, usually at the intersection of greed, fear, and lust. It’s like making your own Coen brothers movie, in about the same amount of time it’d take to watch one.

There is much more to report, but I am getting ready to head out to a panel hosted by Margaret Weis Productions where they will be announcing their new game license. They say it is a HUGE license.

Thursday, July 28, 2011

My Gygax Quiz Results

To be honest, this was the second take (the first take was 70%).   Between takes, I checked my copies of the Gord books and "bam!" did much better.  I used Bookshelf fu and not Google-fu.  I still missed the word that Gary didn't use in the DMG.



Christian Lindke took the Hardest Gary Gygax Quiz in the World and got 100%!



You are a Gary Gygax Dungeon Master. You are a world expert on Gary Gygax. My guess is you are either a former TSR employee or an extremely obsessive fan. You can be proud of your in-depth knowledge - few are so expert in any subject! Also, I would like to be in your D&D group.

Paladin Code: You completed this quiz without using Google.

A Game Master's "Appendix N" -- A List of Books Every GM Should Own

Gary Gygax's list of recommended reading, is "appendix," on page 224 of the first Advanced Dungeons & Dragons Dungeon Master's Guide holds a special place in the role playing game community.  In role playing circles, the list is as influential -- if not more so -- than the Lin Carter Ballantine Adult Fantasy series is for Fantasy fans in general.  Gygax provided the list so that Dungeon Masters could be filled with the same wonder and inspiration that eventually culminated in his creation of the Dungeons and Dragons role playing game.

The appendix is quite marvelous.  It begins by mentioning that Gygax's father's story telling was a key component in sparking young Gary's imagination.  Too often discussions of Appendix N leave out the opening paragraph when discussing the important influences, but we should all remember how important it is to share stories with our children and to take some time to make up our own bed time stories.  It is wonderful to read to our children, but by telling them stories we show our children that it is okay to invent their own tales.

But this post isn't about Gary's list. There are plenty of posts discussing "Appendix N," such as this Cimmerian post on the topic. The original "Appendix N" was a list of inspirational authors and works of fiction that Dungeon Masters could read to spark their narrative imaginations, and better understand the kind of Fantasy that would be experienced using the Dungeons & Dragons rules. That was a lofty goal, and one that the list succeeded at, but it is only half of what a good GM needs. A GM needs both food for the imagination, and food for the presentation.

By this I mean that GMs need stories that can lead them to create wonderfully rich narratives for their players, but they also need the tools that will help them to manage very good sessions. Essentially, GMs need both a degree in "Literature that Inspires Good Gaming" and "Game Session Management." Over the 25+ years that I've been running games, and as someone who was once a terrible GM, here is a list of books I've found invaluable. Future blog posts (on no particular schedule) will highlight some of these books and talk about why they are so important.

Tuesday, July 26, 2011

SyFy's Mercury Men -- "Skyscraper Saboteurs"

"Skyscraper Saboteurs," the second episode of the intriguing Mercury Men web series, went live this morning. The episode builds on all the qualities that worked in the first episode, and features fewer of the drawbacks. It appears that the series is quickly getting past the sense of "pilotitis" I felt regarding the first episode.

The series takes place in Pittsburgh in 1975 where Jack Yeager (Curt Wootton) -- a character wonderfully inspired by classic pulp figures -- discovers a sinister plan by Venusian invaders, a plan that only he can stop. Lucky for the Earth, Jack is a combination Flash Gordon, Doc Savage, and Blackhawk:

Daring League captain, aerospace engineer, and former US Air Force pilot, Jack travels the galaxy to explore unknown worlds, new alien races, and advanced technological wonders. Always at Jack's side is the Lumiére, his trusted revolver which fires bolts of condensed light. Jack is dispatched to Earth to investigate the glowing men of Mercury.

Like the pilot, I do have some complements and criticisms regarding the episode, but watch the episode first. It is well worth your time. Join me in discovering the sinister plan of the Mercury Men!



Pros:

I've got to give the production team at Mercury Men Pictures credit for their focus on sound design. Poor design can really tank a feature, particularly a genre feature, but the MMP crew have added some interesting environmental sound effects that add depth to the feature. I am particularly fond of the "fuzz" sound of the Mercury Men themselves.

The visuals continue to be fairly impressive. I was particularly impressed by the scene where our heroes were on one side of a wall constructed of glass bricks, and the Mercury Men were on the other. The image where we look through Jack's looking glass was also impressive as it included "warping" around the edges and was more than a mere "circular cutout" image. Jack's hologram projector was a nice touch, and a nice effect.

Like the serials that Mercury Men is based upon, the MMP crew use a lot of visual storytelling. When the Mercury Men's plan is revealed, it is shown and not told. Very nice!

Cons:

I still find Mark Tierno's performance as Edward Borman a little forced. He seems to be acting in a style more akin to silent films than talkies. He isn't bad, but his movements have an odd fluidity that seems natural in a purely visual story. His line delivery is good, but I'm on the fence. If Edward gets blasted by the invaders I won't be overly distraught.

When Jack and Edward are walking down a stairway there is a wipe effect -- a nice homage to the serials -- that goes against the movement of the action taking place. This has the visual effect of slowing down the pace of the story and decreasing urgency. It almost feels as if the action is being rewound. I think wipes should follow movement, not run against the grain. Just a personal opinion.

Now that I've seen the story so far, I am more convinced than ever that I need to lift ideas from it for a short term Savage Worlds or Cortex+ campaign. I will certainly be statting up some of the characters as the show goes on and we learn more about them.

The MMP crew have captured the tone perfectly. This show is obviously done of love of the material and lacks the kind of ironic distance that too often seeps into the gaps and ruins a good story. Let's hope they keep it up. If their website, and their digital props, are any hint I think they will.

I already wish they'd build a flash based game based on their fictional Atari 2600 game.