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2011 in review

31 December, 2011

The WordPress.com stats helper monkeys prepared a 2011 annual report for this blog.

Here’s an excerpt:

A San Francisco cable car holds 60 people. This blog was viewed about 2,500 times in 2011. If it were a cable car, it would take about 42 trips to carry that many people.

Click here to see the complete report.

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Hacking Mouse Guard: the Nature thing

7 November, 2011

Mouse Guard is such a nicely structured game, and because it works so well it’s very tempting to hack it to your own needs. Which loads of people have done already, and indeed are doing. I’m one of them.

It’s not easy. While it may look like a game that’s simply “skinned” with brave mice in a middle-ages kind of setting, it’s really not. And in that respect it’s also not just Burning Wheel with mice. The funny thing is that you only discover that when you start fiddling with it. The key thing to understand is the ability Nature. Luke has written a very helpful post on the Burning Wheel forums. When you hack Mouse Guard you need to hack Nature, and get it right. And to get it right, you need to grasp what Nature is. Luke says:

“Nature is the soul of Mouse Guard. It quantifies and qualifies the character as a mouse—as an animal apart from all others in the setting. It does so by describing a series of mouselike behaviors for the character that are useful but generally counter to the entire purpose of the game. To wit: the goal of Mouse Guard is not to play a mouse. When you sit down to play, you are playing a hero.”

I have been battling with my police hack of Mouse Guard for some time now. I have been writing and thinking a lot about it lately and have started writing the third re-draft. As Luke also mentions, there’s an inherent tension built into Nature – in Mouse Guard it is between being a hero and a tiny mouse. In my police hack it must be between being a cop and a human being, right? At least, that’s what I thought at first. But it is the obvious re-skinning of Mouse Guard. Hero becomes cop and mouse becomes human, and voila!

You know your Nature hack is a bit weak when you try to come up with actions that define it. These actions should be about risking something, and in each you, as the player, has to make a decision. My initial suggestions were a bit weak. I mean, I liked them but they were not very transferable into risky and decisive actions.

Then Paul Beakley, who is very far with his excellent Sci-Fi hack of Mouse Guard, suggested that the tension in my Nature should be between being a good cop and a bad cop. Between clean and dirty. And the scale going from being burnt out and incapable of doing your job to absolutely corrupt. In other words completely flipping my original, boring idea on its head. And it works.

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Crossroads done

17 October, 2011

Crossroads, a “short story” scenario to be run at Danish convention Fastaval in 2012, is pretty much done. There are still two playtests happening in October, but unless they throw up big issues, it’s a wrap. 24 pages comic book sized, of which half are the player characters and bonus cards. Inside is black and white without illustrations and there’s a colour cover. I’ve been trying to write shorter convention scenarios over the years, and I think this is a really good format and length, for both the facilitator and the players. You can probably read it on the bus on your way to the convention and still be able to comfortably facilitate it without problems.

Crossroads back and front covers

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Nerdinburgh brought the awesome

10 October, 2011

My head is still buzzing after a weekend of socialising, great food and beer, and especially some awesome gaming at Nerdinburgh II. The venue was totally fantastic and blew us all away, but it did help to have a great bunch of people around.

I got to play three solid roleplaying sessions and a couple of hilarous late evening rounds of Cash n Guns.

My top session this year was definitely the playtest of my Crossroads scenario for Fastaval. One of the best sessions I’ve played in a very long time, and as far as I’m concerned everything went fantastic and worked as I had hoped. I was facilitating while Adam, Daniel, Neil and Debbie played the four main characters. Although we sometimes screamed in laughter and/or disbelief, we had some very tense and emotional scenes. Perfect, perfect, and this will definitely go down well at Fastaval next year. I think we managed to finish all four storied in 1 hour and 45 minutes, and we had a good talk afterwards discussing why the game worked so well. I’m very very happy with how it turned out.

The two other game sessions I played in was a game of Dust Devils on Saturday run by Neil. The setup was along the lines of the film Unforgiven, and I played an ugly, and indeed inept, bounty hunter coming to town to kill a man and get the reward. Much mayhem and killing happened during the session, which in fictional time only lasted a few hours.

Sunday afternoon I played Fiasco with Neil and Scott. We were trying out a new playset by Graham Walmsley, themed as Cthulhu romance, whatever that might be. It was a sick session with unspeakable scenes. Again, Fiasco rocked as a tight no-prep convention game.

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Nerdinburgh II

5 October, 2011

Nerdinburgh is the most private of conventions. To be able to attend you have to be invited. By me. The first time I organised it was a couple of years ago, in my house, and while it was totally awesome, the venue wasn’t ideal.

This is not Photoshopped. This is real!

Now, this time around we have gone all the way. And I do mean all the way. With the help of Joe and Debbie, we are collectively renting the Old Observatory House, on Calton Hill right in the centre of Edinburgh. The observatory, now long obsolete due to light pollution, is still there, right next to it. But be envious, be very envious. This is the awesomest of roleplaying locations you’ll ever see. The only bummer is the number of people it actually accommodates – sleeps 8, plays perhaps 16.

We have people travelling in from Sweden, China, and indeed Milton Keynes. You will cry yourself to sleep tonight just because you are not part of it, so apologies for that right away.

What’s happening at Nerdinburgh II? Well, for starters we have a Mechaton extravaganza on Sunday, and there have been announced Sorcerer games, Apocalypse World, actual copies of Matt Machell’s new game The Agency straight from the printer, playtests of Sunshine, Crossroads and Vincent Baker’s new game Murderous Ghosts. It’s crazy.

One of the playing rooms. Awesome doesn't even begin to describe it.

Nerdinburgh is also very special because the participants not only pay to attend, they prepare gourmet food to bring along. You think I’m kidding, probably, but no, it’s actually true. One participant wrote in an email yesterday: “I’m currently cooking some duck legs. If someone local could swing by a chinese supermarket and pick up a pack of frozen pancakes for duck, and some hoi sin sauce, that would be great. Cucumber and spring onions, too. Thank’ee kindly.”

If that’s not dedication, I don’t know what is.

Oh, we’ll be tweeting and podcasting from the event, hopefully. Stay tuned.

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Crossroads cover

4 October, 2011

While I am waiting for the chance to playtest Crossroads over the coming weekend (at Nerdinburgh, a nifty and exclusive invites-only convention here in Edinburgh), I have been creating a draft layout and, not the least, a cover. It’s going to be comic book sized, check out the front page.

If any of you are interested in reading through the draft copy and give me some feedback on what works and what might not work, it would be much appreciated, and credited of course.

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Play-by-post: the slow option

2 October, 2011

It’s Sunday morning and Miles Davis’s Kind of Blue is on the stereo. In the last couple of weeks I have been re-visiting “forum play”, or play-by-post, roleplaying. I have played in many games in the past, but they often run dry because especially the tempo in play-by-post is excruciatingly slow. Judd Karlman posted some thoughts on forum play, and it was indeed Judd’s ideas to play a 1-on-1 forum game of Burning Empires that rekindled my interest.

Thing is, I don’t know any other gamers near me that are interested in investing the energy and time it takes to play Burning Empires, and I even think it’s worse today than when the game was published in 2006. These days it’s all no-prep instant pickup games that engage people. I think that’s sad, and I hope the gaming equivalent of slow food will become popular again.

The only way I will get to play Burning Empires will be play-by-post. I’ve run a BE game on a forum before with three other players. We made it through world burning and halfway through the first maneuvre and then one of the players bailed. It was slow. Very slow. On the other hand I played a couple of big BE firefights with none other than Iron Empires/Burning Empires artist Chris Moeller on a forum, and that worked very well indeed.

That’s why Londoner John Anderson and I have started a 1-on-1 Burning Empires game on Obsidian Portal, a website dedicated to forum play. Now, Burning Empires is not really designed for 1-on-1 play, so we’ll possibly have to tweak it a little to make each side more GM-like.

Forum play is the slow option, but sometimes it’s the only option.

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Crossroads, my Fastaval scenario

22 September, 2011

It’s official, I’m writing a scenario for Fastaval 2012, and I’m excited! I haven’t contributed to the con since 2005, and oh man, so much has changed since then. I hope my stuff meets less resistance this time, but who knows?

I’m writing “Crossroads” a “short story” scenario to be played in two hours by a facilitator and four players. It’s loosely based on Chris Kubasik’s TV series The Booth at the End, and using a super slimmed-down version of the Apocalypse World system.

Right now I’m hoping to have a first playtest ready for our local Nerdinburgh gathering in two weeks.

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How much information is enough?

9 September, 2011

I am working on a small project, which is a short story convention scenario for Fastaval 2012. It’s a story game version of Chris Kubasik’s “Booth at the End” TV series, if you like, but that’s not what this post is about. It’s about how little information you can give your players. The scenario is for four players and a facilitator, and has to be played in two hours or less, so I don’t want to waste a single second on participants reading through game materials. I want the game to be able to start, BAM!

My current draft has a 100 word character description, and 320 words of how to play the scenario. There’s no character sheet. This means that it all will fit two comic book-sized pages with enough room for players’ own notes as well. That’s all. I won’t give you a character example, but here’s the “How to play” text that is the same for all the players. Now, imagine you are sitting down with four other people and only has to read this before playing. Will you say it’s enough?

How to play
The scenario is made up of scenes where your player character is talking to a man in a cafe. The man is roleplayed by the scenario’s facilitator.

The first scene is special, because you get to tell the man what your character’s desire is, and he will give you a task to complete if you want your desire to become reality. The scenario is all about what you are willing to do to obtain a goal, so do play along.

In all subsequent scenes, the man will ask you what you did to perform you allocated task since you last met. And you will roleplay what happened before, based on what the man asks you. Sometimes your character might get dragged into the story of one of the other characters, and you will have to roleplay in their scenes as well. Play along with that as well.

When your character does something in a scene that’s uncertain, dangerous, dramatic, you get to roll two dice to see how it goes. You have three cards that give you a bonus to a roll, which you can use, even after the roll, if you describe how what’s on the card influences the situation. When you have used a card, it’s gone forever.
Add the total of the dice, plus the card if you are using one:
6 or under: Suck! You blow it – the facilitator will tell you how bad it is, and you won’t like it.
7-9: You do it, but there are complications – the facilitator may offer you a tough choice.
10+: You do it, no problem.

Remember
You don’t know what will happen or what has happened – play to find out.
Always tell what your character is DOING, not thinking. When you DO, ROLL the dice.
Make stuff up. Go with the flow.
Don’t be a dick.

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Red Front playset is out

1 September, 2011

Early in 2011, Malcolm and I put together a German terrorists in 70s Germany Fiasco playset together. With some good input from Fiasco designer Jason, the slightly revised Red Front set was thoroughly playtested at Conpulsion in March. It’s great that Red Front is now out as September’s playset, please do play the heck out of it and let the world know how it went.

Designing a playset for Fiasco is excellent if you want to look closer at how the game works, and why it works. There is also some good advice about that in the recently published Companion, which along with the core rulebook is highly recommended.

So, thanks to Jason for his marvellous game, and for publishing our spiky, funky and hopefully controversial Red Front playset.

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