Saturday, January 14, 2012

Reverb Gamers #14

REVERB GAMERS 2012, #14: What kinds of adventures do you enjoy most? Dungeon crawls,
mysteries, freeform roleplaying, or something else? What do you think that says about you?


My preferred game is something that crosses heavy roleplaying and a mystery. Our long running 3.5 D&D game is about urban investigators solving supernatural crimes for the city watch in Sharn. It's even inspired our 4e campaign about the same thing. In a roleplay/mystery I can develop my character and solve a puzzle simultaneousy. I like to tell stories about interesting characters and places but I love a good mystery. Mysteries in RPGs can be tricky though. If finding a clue is based on requiring specific steps be taken by the PCs the threads can go unpursued. Gumshoe does an interesting thing and guarantees that each scene reveals a clue but it's up to the players to role play how that find them. I think I may need to play more Gumshoe.

Friday, January 13, 2012

12-Sided Die: Should You Be Game for this New Webseries?



Earlier today, the team @12sideddie blasted the internet with a solicitation of their new gaming themed web series 12 Sided Die.

12 Sided Die is a web series directed by Daniel Murphy and written by Curtis Fortier that is aimed at the table top gaming community. According to the show's website, the show is:
A hilarious new web-series about romance, geeks, and graph paper.

Our hero: Curtis Foster, Permit Processor by day, Level Fourteen Wizard Warrior by night.

If theres one thing Curtis loves most on this Earth, it's playing a rousing game of "Swords and Swordsmen" with his friends Chris and Eric.

Sadly, the group is growing older... Eric is newly married, Chris is a father, and the time between games is growing larger with each passing day.

So, on their eve of their first game in over six months, when the stakes have never been higher, Curtis is convinced that nothing can get in his way.

Except, perhaps, a surprise distraction of his own: his neighbor Cynthia.
But is the show hilarious, and does it really capture geek romance?

The answer to this central question is maybe. The first episode of the series (embedded below) suffers from a significant dose of what I like to call "pilotitis." This is the slight awkwardness that many pilot episodes suffer from which fails to capture the full potential of the idea underlying the show, or the talent of the creators and performers of the show. A good historical example of pilotitis is Star Trek. The show's original pilot was pretty bad, but by the time they reworked the show for the second pilot the show's potential really shined through.

12 Sided Die has a good concept. It's a show about gamers and romance, but it is also a show about the difficulties of balancing a hobby with real life. Anyone who has played games, or had a passionate hobby, in their post-college/high school years understands how difficult in can be to find the proper balance in time to meet all your obligations and still find time for your hobbies. For example, I love playing board and role playing games. I also love running around the park with my wife and daughters, the allure of spending time with History and Mystery (our 3 1/2 year old twins) is a pretty significant obstacle to making time to play games. I am thankful that the girls really like the people who come over to game twice a month, and even more grateful that my friends like spending time with the girls. To be honest, if they weren't willing to let the girls "watch" us play it would be a deal breaker. History and Mystery would win out in the battle of hobby vs. family and which provides more joy. That said, my group does enjoy having the girls come around and the girls love to play with our "little men." It's that kind of tension, though other tensions as well, that underlie the dramatic/comedic conflicts of 12 Sided Die. Just add a dose of 30 something and single/looking for a relationship, and you've captured the show perfectly.

Back to the show's pilotitis. It leaps out at you from the first scene. The lighting during the play session in the opening is a distraction. The room looks unnaturally yellow, when it should be lit to look like a normally lit apartment. The problem is that they filmed a normally lit apartment, and normally lit apartments don't look like normally lit apartments on film. This scene is also a tad overacted. While Christopher Gehrman's over the top performance as the dungeon master can be forgiven, as he's playing an over the top dungeon master, Curtis Fortier's performance in this scene needs to be backed down a little. Not his "in character" performance, but his "I'm so excited about where the game campaign is going" performance, the same should be said of Eric Vesbit's performance in the scene as well. As the show progresses, the actors seem to fall into more natural rhythms and I don't see this being a problem in the long haul. It is just something that needs to be pointed out. As Hamlet would say:

Speak the speech, I pray you, as I pronounced it to
you, trippingly on the tongue:but if you mouth it,
as many of your players do, I had as lief the
town-crier spoke my lines. Nor do not saw the air
too much with your hand, thus, but use all gently;
for in the very torrent, tempest, and, as I may say,
the whirlwind of passion, you must acquire and beget
a temperance that may give it smoothness. O, it
offends me to the soul to hear a robustious
periwig-pated fellow tear a passion to tatters, to
very rags, to split the ears of the groundlings, who
for the most part are capable of nothing but
inexplicable dumbshows and noise: I would have such
a fellow whipped for o'erdoing Termagant; it
out-herods Herod: pray you, avoid it.

It should also be noted that the sound design is a bit off. There is an overuse of score, and the individual sound edits don't always match up with what I'm supposed to be hearing. This is particularly acute during a scene in which Curtis makes himself some "Strawberry Milk."

The show's strongest suit is in the story, it has a nicely done cliffhanger that is timed almost perfectly. This is a tale of a group who hasn't met to continue their game for almost 6-months given their current responsibilities, what happens when a new romance enters one of their lives? It's a nice touch, and well done. Kristina Lynn Bell is a nice choice for the romantic interest. I was a bit concerned with her introductory performance. Her acting to the audience "behind the fourth wall" started out a tad over the top, but by the end of the scene she won me over. The camera angles were bit off, but her performance really started to hit a sweet spot.

All of this can be written off as pilotitis, and I will certainly return for a second episode. The show as it stands did leave me wanting to see what happens next. It really left me wanting to see what happens next.   So...what happens next?!

But there was one thing that I couldn't quite write off as pilotitis, and it affected the verisimilitude of the entire show. That was the use of "made up game mechanics" that didn't quite sound like real game mechanics. I can understand, and appreciate, the desire to avoid violating other people's copyright. But in a d20 license world, there is no reason for a character to utter the line, "I'll cast my Pyro spell." Especially when one could just as easily say "I'll cast my Fireball." Heck, even in a pre-OGL world, you could have gotten away with that. This was magnified by the fact that the writers were willing to include real world references to Coke and Mountain Dew, but stumbled at the mention of concepts that would most appeal to their target audience. Don't be afraid to say D&D. Even better, if you want to have a little "geek cred" as Erik Mona and crew at Paizo if you can use the Pathfinder brand as your game of choice. If they say no, it doesn't matter. The rules are Open, just avoid Golarion specific references.

All of my criticisms are written with the understanding that these people are working really hard to provide something entertaining that they really believe in (see Jody Lindke's recent blog post on the subject).   But they are also written in the hopes that the show will address small problems and continue to improve.  There is something here.  Something that is already worth watching, for gamers, but it is something that could appeal to an even broader audience if it continues to improve on its strengths and address any weaknesses.  Entertaining people at all is hard.  The 12 Sided Die crew have already succeeded in entertaining me, now I want them to blow me away.

Reverb Gamers #13

It's Friday the thirteenth of January. What does that mean? It means it is time for Reverb Gamers Post 13.
Who's the best GM/storyteller/party leader you've ever had? What made him/her so great? (Courtesy of Atlas Games. Visit us at www.atlas-games.com)
This question is a bit tricky. I have a few solid long time gaming groups that I have been in. How do I answer this question without upsetting someone? I could pick a GM, a storyteller, and a party leader and still upset all my other gaming friends. I could go the vanity route and say I am, but that's just not true(I've played with a lot of skilled Role Players in the short while that I've been gaming). Gaming groups are sometimes fragile things just waiting for egos, and interpersonal drama to crack them like eggs. I will try to talk about what makes a great GM/storyteller/party leader in non-specifics(I really don't want to upset anyone).
Ask open ended questions that invite collaboration from other players at the table. Everything is open and friendly even in the most tense moments of narrative. above all encourage and facilitate fun for everyone. Don't try to mash up three things together as one thing(limit yourself to 2 things). Genre emulation is hard only try it with a group where everyone is buying in.

Thursday, January 12, 2012

Reverb Gamers 2012 #12

Do prefer collaborative or competitive games? What do you think that says about you? (Courtesy of Atlas Games. Visit us at www.atlas-games.com)

I definitely prefer colloboration over competition. When it comes to boardgames it's how I ended up being Design partners with Evan Denbaum. He and I formed a band of cooperative board gamers at EndGame's Boardgame Night.

I still like to win though so competition is still important to me(our first game design to be published will be competitive). I would just prefer to work with others toward victory.

Wednesday, January 11, 2012

Reverb Gamers 2012 #11

Have you ever played a character that was morally gray, or actually evil? Why or why not? If yes, did you enjoy it? (Courtesy of Atlas Games. Visit us at www.atlas-games.com)

People in general are morally gray, so of course I've role played evil and morally gray characters. This happens most often when GMing NPC villians. But I've played many characters who fall into this category. Sure it's fun to play the hero in the classic dungeon crawl but playing the backstabbing rogue can be just as fun(in fact for many players this is the default moral setting).

Fiasco, anyone? It's a game where Everyone is of questionable moral fiber. I've had lots of fun playing and facilitating this RPG.

Star Wars: Knights of the Old Repbblic and Mass Effect have in-game mechanics for monitoring evil and good acts. I once ruined a save file of KOTOR II by deciding my straight arrow jedi was tired of it all in the Sith Academy and decides to turn to the dark side. I must tell you that it was not rewarding, because the dialogue choices for a fallen paragon Jedi don't exist and the game just stalls out when it loads conversations with your fellow Sith apprentices.

Tuesday, January 10, 2012

Reverb Gamers 10 - Doctor Who?

Have you ever played a character originally from a book/TV/movie? How did the character change from the original as you played? If not, who would you most like to play? (Courtesy of Atlas Games. Visit us at www.atlas-games.com)
The most recent time that I played a character originally from a book/TV/movie was at last year's Dead of Winter Invitational(it's a local horror RPG gaming convention in the Bay Area put on by the Terror Rabbit). I was asked to play The Doctor. Who? Oh you know...
It was the morning game at the very beginning of the convention. Everyone but one other person was already around the table waiting. I took the empty seat closest to the door and waiting for me there was a fez(fez's are cool. I wear a fez now), a sonic screwdriver(a replica prop of the 11th Doctor's "magic wand"), and a picture of Matt Smith. So I sat don't and thought "Geronimo."(see I'm already getting into character). The GM felt it was important for his story that The Doctor be played by one of the players. We had the options of all the canon characters from Season 6 Doctor Who including (Spoilers!). No one had seen a lot of the show except for me, I was the person at the table with the most Whovian cred.
I think the major difference for me playing the doctor is that I had absolutely no idea what was going on in the story and was essentially winging it by making stuff up and trying to sound like I did(okay, it wasn't different at all). It was a lot of fun. We were playing the cubicle 7 role playing game which means that the Doctor is capable of anything and everything put has no plot points and really has to rely on the Companion players to move the story along, even when it means watching other players fail rolls that the Doctor could easily make. It is a strange balance that replicates the TV show well I feel. It is a little unusual for an RPG though, for one player to have all the skill power(I guess it's akin to high level 3.5 D&D in that way but in this case the skilled character isn't driving the story at the expense of other players).

An Alternative Vision of the Hobbit that Never Was -- Thank Heaven

Over at the Tor books website, there is a post discussing a short animated version of The Hobbit that was produced long before the Rankin/Bass film adaptation with which most people are familiar.  The film was worked on by Gene Deitch, who shares the genesis of the project on his website.

As I watched the approximately 12 minute adaptation, I was struck by two thoughts.  The first was how similar the animation style was to the illustrations on the covers of the paperback editions of The Lord of the Rings that my parents had sitting around the house when I was a child.



The second was how little the illustrations captured the feel of the fiction for me.  I never felt that the Ballantine covers truly captured the magic of Middle Earth.  They were dynamic covers, but they were too faux surreal and angular for my young tastes.  The Fellowship cover, above, captures neither Hobbiton nor Rivendell for me.  This isn't to say that those places might not look surreal, just that these images fail to capture my vision.

The same holds for the animated film.  It's adaptation of Thorin and the insertion of hearts into the costuming of various characters seems bizarre, though I do like the angular Gandalf who has a darkness that the other characters lack.

Watch the clip and judge for yourself.  One thing is certain though, the name change they gave Smaug is nigh unforgivable.