Showing posts with label ROLEPLAYING. Show all posts
Showing posts with label ROLEPLAYING. Show all posts
Sunday, June 23, 2013
What to Read When You aren't Gaming!
I've started a face book page to promote books and games and books about games and books that gamers like and.... Oh well, I bet you get the idea. The page is at https://www.facebook.com/WhatToReadWhenYouArentGaming
There is also a Google+ Community at
https://plus.google.com/u/0/communities/101461012040906387072
I'm a gamer, and like a lot of gamers I find inspiration for the games I play from the books and movies that I watch.
I'm also an author, and the games I play influence the books that I write, just like it does for a lot of writers.
Wouldn't it be cool if we could get gamers and writers together!
At What to Read When You Aren't Gaming we'll be promoting books and games. We'll welcome reviews and suggestion. And, we'll tell some stories whether is a short that an author shares with us or a funny tale told around the gaming table.
Stop in, pull up a seat and join the group.
Wednesday, December 12, 2012
What's in a Name?
I have to confess. I skip over names a
lot when I read. Well, maybe skip over isn't the right word. I need
to be able to pronounce the name in my head. If I can't then I
replace it with something that I can.
Maybe someone knows how to pronounce
Bakjdloeig instinctively, but it isn't me. That name will be forever
known as Bak when I see it. When a book only has a handful of names
like that, I gloss over them and enjoy the story. Once we get over a
half dozen, then it becomes a distraction. The complexity of the
names get in the way of enjoying the story.
At the same time a memorable name that
can be easily pronounced helps the story to flow along, and probably
more importantly increases the chance that I'll talk about the book
to my friend. For independent authors word of mouth accounts for a
good bit of the marketing.
As an avid gamer I encounter many folks
who like to use name generators. To my gaming friends, I can only
say one thing, "Please Stop!". Nothing is more distracting
than a name that every player pronounces differently every time they
use the name.
If you are a writer, don't even think
of using a random name generator. If you can't care enough about a
character to come up with a name, then what does that say about the
rest of the character's background?
There are a couple of rules that I use
when I create character names.
First, I make sure that I can always
pronounce it. If I can't pronounce it the same way every time I use
the name without having to stop and think, I don't use the name.
Second, unless it is a normal name
where the spelling is already commonly accepted, I try to spell the
name as phonetically as possible. If the name is pronounced the way
it is spelled, then it is easier to remember.
This doesn't guarantee that each person
who sees the name will pronounce it the way I would pronounce it, but
it does make it easier for each person to keep it consistent in their
own mind. The first step in having a memorable character is to have a
memorable name.
Saturday, November 17, 2012
Spies, Stars and Virtual Games
The other day I had the chance to play
a psychic spy escaping from an abandoned terrorist facility on a
distance space colony. My companions and I suffered at the hands our
abductors until we saw an opening and made a break for it. Unarmed,
weakened from our captivity and with no idea where we were we fought,
sneaked and ran through the base until we reached the surface and was
greeted by the light of day.
That was my first experiencing playing
Stars Without Numbers. It is an old school tabletop RPG that anyone
who played the early editions of Dungeons & Dragons are likely to
be comfortable trying. But, I've played new games before. What made
this different is that the game was played online, using a virtual
table top (VTT) and none of the players were in the same place.
The VTT we used is from
http://roll20.net/ It allows the players to connect to the game via
their website and share a common playing area. The Game Master can
control the map and determine how much of it the players can see with
a Fog of War function. Dice rolling is supported by the system and
it includes the options to actually watch the dice roll across the
screen. It also supports video chat, which seemed to work pretty
well, but we opted not to use it and used Skype instead to reduce
some echoing we were experiencing.
I used to run table top games almost
weekly, but as the players (and I) moved out of the area it became
more difficult to maintain a regular game. With a good VTT it
doesn't matter where you players are, you can still get together for
a night of gaming.
Now, I just need to figure out what
game I want to run.
Monday, November 5, 2012
MUDs
MUD is the acronym for Multi-User
Dungeon. They are online games that are played over a network using
a simple text based interface. They are the precursors of modern
graphical online games.
MUDs lack the flashy graphics and slick
soundtracks that many have come to expect from online games, and some
have dismissed them as a dieing breed. But MUDs continue to develop
and to attract developers, writers and players. Most importantly
players.
The Mud Connector currently lists over 973 games. The
forums at Top Mud Sites Top Mud Sites
claim over 160 thousand registered members.
Are all these games playable?
Are all these registered users active?
Nah. Many games are in development or
closing down. Forum users come and go. And, the numbers don't
compete with the million of players on the larger MMO (massively
multiplayer online) games, but they aren't zero either.
I've played, wrote and developed for
MUDs for over a decade. The amount of time I've spent on all
graphical MMO is a small percentage of the time I've spent on my
favorite MUDs in the past. I'd like to see MUDs continue to grow,
and I encourage growth when I can. Here are just a few of the things that I think make MUDs special.
- MUDs are a TEXT based game. It is more like reading a book than watching a movie.
- MUDs can be created by anyone. You could build your own with community provided tools or you could help others build theirs. Almost everyone who runs a MUD is looking for help.
- MUDs provide a great opportunity to write. From interacting with other players to writing detailed description of dungeons or monsters. If you want to flex your writing muscles find a MUD that you like and ask them if they would like a builder. Builders are a special class of players who in some cases help run the game, but in all cases, they are the ones who build the game world. They write the descriptions, build the quests and help to tell the story.
- MUDs don't have millions of players. A really successful game might have a few hundred players on line at a time. A typical successful game might have less than 30. Most have fewer than 10. The smaller games can feel more like a table top RPG if you find a group that you like to play with on a regular basis.
- MUDs come in many flavors. There are medieval fantasy, science fiction, zombie apocalypse, and pretty much anything you can image from pop culture.
- MUDS are free. Yep. Some games might charge something, but the majority of games don't and many can't because the license that applies for their game engine forbids them to charge for the service. Don't give in to the hype of the pay to play games. They aren't better because they charge.
- MUDs can be played everywhere. MAC, PC, Linux worskstation, IOS or android device. A popular client for android phones is called BlowTorch
If you haven't played a MUD, then stop
by one of the sites I listed above and give one a try. To get the
best experience, download a client that is designed for MUDs. Sure,
you could connect from the command line on a windows machine running
telnet, by why do that when there are excellent, community supported
clients that you can download and use for free. MUSHclient is the one I prefer.
Thursday, November 1, 2012
Scorn The First Book of Pandemonium
On October 29th, I lost
power as Sandy (the storm, not the squirrel) passed over
Pennsylvania. The power remained off until around 11PM on Halloween
night. After checking out a few other things I finally logged onto
my PC, and at just about Midnight, I discovered this on my Google+
feed.
This is Scorn-Pandemonium.
Scorn-Pandemonium is an RPG. It is a dark and twisted RPG, or as the
author says, "Scorn is a game about meat." In other
words, it is the perfect gift to find in the pumpkin patch as the
witching hour strikes on All Hallow's Eve
This is not a game for the faint of
heart. If you have ever watched a horror flick and laughed, then
this game might be for you. Or, you might just need counseling.
Could be both. And while the rules say you could play a G rated
game, the rules themselves are definitely R rated.
I've been gaming for for over 20 years.
I have more dice than normal folk will ever understand, but not
enough by most gamers' standards, and I think I might have used my 12
sided dice maybe a dozen times. Well, to actually make a meaningful
roll anyway. They are pretty cool to stack during a game.
That is about to change. Scorn uses
die 12, as many as 18 of them. 18? Finally my d12 is going to get
some love. Fortunately, you don't have to add them together. Just
look for the biggest number and compare that to the difficulty of
your action. There are some bonus, like for rolling the same number
multiple times or for being descriptive in stating how your character
acts, but overall the system seems pretty straight forward.
If you succeed, the player sitting on one side
of you describes what happens and if you fail, the player on the other side
provides the description. All the GM, Story Teller, whatever you
want to call them needs to do is assign the difficulty of the action.
(Yeah, there is more than just that, but you probably have the idea)
When I first started reading the rules,
I laughed a number of times. Then as I continued, the number of
"Holy Craps!" far outweighed the chuckles. There is some dark stuff in there.
The first half of the book is for
everyone, Players and Directors (Game Masters), the second half is
for the Director. I haven't read the second half yet.
A couple of things stuck with me.
First, the players are the story teller far more than the GM is. It
seems like it would be easier to get a game going and to keep the
players interested with this approach. Second, there is going to be
lots of blood and characters are going to die. Horribly. And third,
no matter how messed up the characters seem to be, they are still the
good guys, well at least in comparison to the bad guys.
I think this would be a great game to
play. The rules system seem easy to learn and you could drag a few
friends into the pits of hell pretty quickly if you wanted to throw
together a game on short notice.
All he asks that if you like his game,
you consider buying his novel, Hexcommuincated. A summary of it is
available at his web site www.rafaelchandler.com/fiction.html
Even if you aren't interested in the
game, take a look at the book.
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