Sunday, 2 October 2016

This Week: Do or Dice, Updates, & Icelanders!

Welcome to This Week, a weekly series where I discuss all the gaming (both video and tabletop) content I've played, made, prepped, run and seen that's cool this week.

This week's This Week marks the 5th edition of this particular series, and I have to say thus far it's been going swimmingly! I'm enjoying the drive to write each week, and I'm finding it demanding enough that I an encouraged to do it, but not so difficult that it's a chore. What's more, I'm finding myself writing the posts well in advance, and adding to them as the week goes on (for instance, I wrote this little bit on the 26th!)

Feedback has also been very positive! People have enjoyed hearing how things are progressing, and the follow-up nature of the posts.

Sadly, this week I've been quite busy! I haven't had much time to play, or make games, so it's a little light. Anyway, let's jump in with what I've done This Week...

What I've Made

As you may have seen already, I posted up the first "snippet" for a future release of mine. I've been writing a roleplaying game system for some time now, called Do or Dice which I intend to release in the new year (though specifics are somewhat up in the air). The system is "generic-ish" - like Fate Core, it can be used to model many things, but they all have a central tone. In this case, imagine if Moldvay/BECMI-style Dungeons & Dragons was revived but built using bits of Fate Core, Apocalypse World and Blades in the Dark).
(Image from William McAusland, used with permission.)
I want to release a default setting for the game, so that you can pick it up and play without having to do some serious world building first. I might even end up releasing multiple settings for it, who knows? But the first of them will be Ameshirel: A World Reforged. This setting is going to be teased more and more with snippets like this week's over the coming months (I'm aiming at one snippet a week). I really hope you enjoy them!

Work also goes full steam ahead on Slugball, Sorcery & Secrets! which should be ready for release soon. It's going to be free, and (I hope) a lot of fun! Watch this space for more news on that front. If you don't know what SSS is, it's a silly little game I wrote because no other system perfectly captured what I wanted - which was teenage wizards in a Warhammer/Discworld-like setting solving crimes between classes, and playing in a weekly "wizard" sports league... So, it's basically Harry Potter meets Discworld meets weekend Rugby... Just go with it, ok?!

What I've Heard

Finally, I'm getting ready to run a game of Sagas of the Icelanders in a month or so, so I am going through the rulebook with a fine-toothed comb. This will be the first time I've ever run the game, and I intend it to be something of a weekend - we'll start on a Friday afternoon, and go through to Saturday. I'm intending to light a bonfire, cook some of the recipes in the book and serve them, maybe even encourage a bit of Nordic dress-up.
(Image from Worm Gear)
I'm also intending to play some music, which leads me to VĂ li - a Norwegian Neofolk artist who makes amazing acoustic pieces that just perfectly fit with the game. They have two albums released: Forlatt and Skogslandskap - both of which beautiful to listen to. I encourage you to listen, and then purchase them both!

That's all for This Week this week. I'll talk to you next week, and tell you of all my adventures again! In the mean time, fill your own week with as much awesome as possible.

Monday, 26 September 2016

SNIPPET! Ameshirel: A World Reforged - On the Nature of Dwarves

Ameshirel: A World Reforged is an upcoming setting and campaign being developed as the flagship setting for the system Do or Dice which is currently in development. This setting and system will be teased and released in snippets, a few pages at most, such as this.

The first snippet for Ameshirel: A World Reforged concerns the nature of the Dwarves - a people cursed by their own history. Dwarves born into the world bear the physical manifestations of the sins of their forebears, and are forced to follow in their footsteps to stave off untimely death...

You can download the one-page snippet as a PDF here!

(Image from William McAusland, used with permission.)
More snippets will be shared each week, as the setting of Ameshirel: A World Reforged is uncovered from the ashes of the Age of Ascension!

Sunday, 25 September 2016

This Week: Warlocks, Slugballs, & Foreshadowing!

Welcome to This Week, a weekly series where I discuss all the gaming (both video and tabletop) content I've played, made, prepped, run and seen that's cool this week.

Let's jump in with what I've done This Week...

What I've Played

A long time ago, in 1982, a book was published called The Warlock of Firetop Mountain by Steve Jackson and Ian Livingstone. It was the first of a series called Fighting Fantasy, which were amazing gamebooks (like single-player roleplaying/choose-your-own-adventure games) that transported many people to the lands of Legend. For a young Ben Scerri, they were my first proper foray into a fantasy world, and from them I was hooked. (I also managed to pick up an original copy about a year ago, which I am still chuffed about...)
(Image from Gamebooks.org)
In 2016, an Australian games studio released The Warlock of Firetop Mountain as a video game, but replete with a working over. There's new content, characters, mechanics and stunning graphics done to look like miniatures on a gameboard. I began playing to this week, after my partner Kickstarter'd it for me as my 2015 birthday present. Just like the original, I was, and am, hooked! I'll be playing it more as I get the time, but you should all check it out. This isn't a review, but if you want to see how they took a gaming classic and revived it to be innovative and relevant to the modern day, then you'll be hard pressed to find a better game!
(Image from Tin Man Games)

What I've Made

Lots! This past week I've been making a roleplaying game system called Slugball, Sorcery & Secrets! which aims to model silly Discworld-esque Apprentice Wizards from various Colleges of Magic whilst they solve crimes, meddle in the affairs of their betters, deal with teenage angst, pass their exams, and ultimately play a Rugby-like magical game called "Slugball"! I was originally going to use Bubblegumshoe for this, but I found the system didn't really capture all the things I wanted it to.
(Image: Wizard stock art from Slugball, Sorcery & Secrets! from William McAusland)
So instead, spurred on my an inability to sleep, I hacked Apocalypse World and Ars Magica together to make this weird mini-game. I aim to run it for my regular group some time in the future (soon), and to publish it for free here.

I've also been working on some various LARP things, which I hope to tell you more about soon, but are at present secrets...

Speaking of LARP, though, our IndieGoGo for Blackpowder & Bloodlines is going along swimmingly! As of this writing, it's at 83%. We're doing amazingly well, thanks to all the support thus far, but we need just a little more to get us to our goal. If you live in Melbourne and want to interact with an amazing new LARP game, please check it out. Otherwise, if you just want to support people doing some pretty innovative things in gaming, please pop over to hear the better-written spiel!
(Image from Blackpower & Bloodlines)
That's all for This Week this week. I'll talk to you next week, and tell you of all my adventures again! In the mean time, fill your own week with as much awesome as possible.

Sunday, 18 September 2016

This Week: Parahumans, Blackpowder, & Narcos!

Welcome to This Week, a weekly series where I discuss all the gaming (both video and tabletop) content I've played, made, prepped, run and seen that's cool this week.

Let's jump in with what I've done This Week...

What I've Played

I got the chance (finally, after a million scheduling conflicts) to play in a friend's Parahumans one-shot, based on the web-comic Worm and using the Wild Talents 2nd Edition rules. For those of you unfamiliar (which I was) it's a superhero setting with registered heroes and villains. It was my first time being exposed to this particular setting and system, so it was quite an interesting experience. It's also the first time in a while where I've just played an RPG, instead of being involved behind the screen in some capacity.

(Image from NeoWorm)
The session was a heist - braking into a covert vault underneath a cafe - but it quickly became complicated. As it always does. We fought other Supers, did some sweet safe-cracking, and eventually caused, or at least coincidentally witnessed, a horrendous apocalypse from a giant Kaiju-like destroyer of worlds. The story line was great, run by a friend of mine and fellow GM Laith. The system was a bit confusing and felt like it wasn't well achieving what it was trying to do. Next time I think it would do better using Masks or maybe City of Mist when it comes out properly.

What I've Made

Whilst I didn't make it this week, a LARP project I've been working on for a while now went public with its first teaser event. Say hello to Blackpowder & Bloodlines, an intense and innovative LARP being run in Melbourne, Victoria in 2017. I've been working on the rule system for it, and I'm incredibly excited about it. I can't say much yet, beyond what's listed at the website.

(Image from Blackpower & Bloodlines)
To fund it, we've set up an IndieGoGo campaign, so if it sounds like something you'd be interested in, please check it out!

What I've Seen

Narcos! I've been getting into this Netflix series pretty heavily recently, and finished season 1 last Sunday, and have been watching season 2 this week. I'm not sure what it is about Netflix series, but they keep consistently knocking it out of the park for me. In the last few months I've watched Stranger ThingsOrange is the New Black, The Get Down, and now Narcos, and each one has been amazing. There have been a few blunders from Netflix that I've also watched and regretted, such as Hemlock Grove, Between, and The Returned, but I guess they can't all be winners.

(Image from BreatheCast)
However, the one trait I can see between all of the series that I do love is that they're telling stories that no one else is from new perspectives:

  • Stranger Things gives us a few female protagonists who are absolutely bad ass - between 011, Joyce, and Nancy, I seriously don't want to mess with any of them. 
  • Orange is the New Black is giving us a look inside a topic people don't really want to talk about - that prisoners are just people (and in most situations in the TV show, they're more human than those outside). 
  • The Get Down I fell in love with immediately, and it gave me a deeper appreciation for a culture and time period I know little about (being born neither in that time period, the same country, nor anything similar to the same culture). I got a little window into that - a window that's usually ignored. 
  • And finally Narcos gives us a view into something we're also often afraid to face - just why people fall in love with monsters... Seriously, if you need inspiration for how to build a sympathetic bad guy, or to give answers to the question "why would anyone follow the villain?" you need look no further! 

I might continue my What I Learned... series (1, 2) with these titles - as each and every one has taught me a hell of a lot about games. And I may as well continue it with Netflix as my focus, like the last two times!

That's all for This Week this week. I'll talk to you next week, and tell you of all my adventures again! In the mean time, fill your own week with as much awesome as possible.

Sunday, 11 September 2016

This Week: Rebels, Tendrils, Divinity, and Dungeons!

Welcome to This Week, a new weekly series where I discuss all the gaming (both video and tabletop) content I've played, made, prepped, run and seen that's cool this week.

Let's jump in with what I've done This Week...

What I've Played

I've begun playing Rebel Galaxy on the urging of a friend at work, and I have to say: I couldn't be happier with this purchase. It's a space-faring game about mercenary work, merchant trading, pirating, and awesome real-time space battles. It's not too expensive on Steam, if you have the cash to spare - and I encourage you to if you do!

(From thisisXBOX)
Best of all, it's got an amazing sound track that really puts me in the mood to run or play in a Firefly roleplaying game... Maybe more on that later?

What I've Made

In preparation for the final session of Ameshirel: A World Undone (my 2-year Dungeons & Dragons 5th campaign that I talk a bit more about below) I wanted to get some minis together to represent the big bag dude - that being Dominion, the creator of our universe which is an amorphous, transcendent Overgod. Otherwise known as the "Black Morass". Part of its shtick is to send out thought tendrils with which to dominate and destroy...

Sad thing is, I couldn't find medium-sized tendril/tentacle minis that really captured the concept of star-stuff made into the darkness between stars. Funny, huh? No one makes minis that look like nebula tendrils. So I did. A box of green stuff, some basing sand, black paint, dry brushed coats of dark red and purple, then blue ink, then bright purple, then varnish mixed with pink. I'd say they worked out pretty well, right?

(From my terrible camera - sorry.)

What I've Run

Speaking of which, on Friday-night and Saturday-day I ran said final session of Ameshirel: A World Undone. The PCs climbed to the peak of the Temple of the Four (based on Dyson's amazing map), journeyed through its world bending halls to uncover the final secrets of existence, and in the end faced off with Dominion. The PCs became Gods themselves, and through their actions drastically changed the cosmos forever. Now they're its guardians...

(From Amelia Serif, at our table. Apparently I'm casting magic, in this photo. I also tend to GM standing, for some reason.)
And they loved it! We had an amazing and emotional final session, followed by a great debriefing where the players asked me questions that never got resolved, and I asked them how they'd reshape the world around them with their new powers. This is all leading up to a new game I'm intending to run called Ameshirel: A World Reforged set centuries later, and explores how the world has changed for better and worse. I'll be writing more about that soon, so keep an eye out.

Now I'll leave that topic with some artwork made by one of my players - Flick - of her character Noam Chopsky, a Gnome Barbarian, riding her Allosaurus mount "Chomper". She ascended to godhood taking the mantle of the Dragon-God of Victory Clarion, Ever Burning, but instead taking the godly name "The Raging Flame".

(From Felicity, an awesome artist who always seems to LOVE the colour red!)

What I've Seen

I've also had occasion (perhaps too late for Ameshirel: A World Undone, but not too late for Curse of Strahd) one of my players as a parting gift for the campaign bought me the Dungeon Master's Guide! I've never had much use for the book, or books like it, but it's nice to have to complete the set. The sentiment behind it is also definitely appreciated...

(From Wizards.)
Lastly, I discovered, this week the blog Trilemma through my browsing on Google+, brought to my attention by +John Harper. The blog is run by +Michael Prescott and is filled with some amazing content. Most recently, a series of videos on isometric mapping, but previously (and frankly, my favourite) are a stream of 1- and 2-page dungeons! They're posted for free, but if you want to (and you most certainly should) you can support him on Patreon. It's well worth it!

The dungeons are almost perfect right out of the box for a lot of games, and specifically (and coincidentally) for Ameshirel: A World Reforged (so I advise my players not to look closely at any of them). Otherwise, the way they're laid out, it's very easy to print them out and take scissors to them, rearrange from a selection of them, and then fill in the gaps yourself. I've begun doing this with a few that don't quite fit my vision of the campaign, and it's been a blast already.

That's all for This Week this week. I'll talk to you next week, and tell you of all my adventures again! In the mean time, fill your own week with as much awesome as possible.

Sunday, 4 September 2016

This Week: Prisons, Endings, NPCs, and Two Strings

Welcome to This Week, a new weekly series where I discuss all the gaming (both video and tabletop) content I've played, made, prepped, run and seen that's cool this week.

Let's just get on with what I've done This Week...

What I've Played

I've been diving back into Prison Architect (which is currently 75% off on Steam, by the way!) It just received its final update, so it's now "done". I've also started watching Orange is the New Black on Netflix, so it's a nice companion to the gaming. The strategy elements, and the way the game (and show) make you think about an otherwise out of sight, out of mind topic really breeds good RPG fodder to me.

It's especially made me want to run a prison-related game, and I've been looking at Behind the Walls for Fate Core. You should check it out too, as it's PWYW!
(Image: PCGamer)

What I've Made

Sadly I haven't had a chance to run anything this week, as I've been focusing on planning. That is, planning the final session of Ameshirel: A World Undone - a 2-year long campaign homebrew campaign using Dungeons & Dragons 5th Edition. This marks the 75th and final session, and will see our heroes make the final decisions between life and death for a universe, and their ascension to Godhood... If all goes well, that is.

This final session has had me reviewing all my old notes, and tying up loose ends. It's made me think about where this campaign started, and where I thought it would end (spoiler: no where near where it's ended up!)

It's also made me start thinking (really thinking) where I'm going next. I've got a few irons in the fire, with the intention to run Curse of Strahd some time soon, and continuing my Blades in the Dark campaign. Maybe I'll revive my dead-in-the-water Dark Heresy game, Verum Arbitus... But mostly I've been thinking about what's going to happen next for Ameshirel, and I've started writing serious notes for the next instalment: A World Reforged. I'll probably be seeding more info about this game in the following weeks, after I run the final session next Friday-to-Saturday. As a little teaser, it's going to be the flagship testing campaign for a system I've been developing called Do or Dice, which mixes a bit of Fate, a bit of Blades and a bit of Apocalypse World into my dream for a fantasy RPG.

What I've Seen

Over on Google+, I was shown an awesome article about "Marm" Mandelbaum, "The Queen of Fences" - one of the first crime bosses of New York. She's pretty much, straight out-of-the-box perfect content for any non-modern urban campaign, but specifically for Warhammer Fantasy Roleplay, or Blades in the Dark.

Everything from the name, to her deeds, just screams perfect NPC. Check out the article, to see what I mean. I'm going to be putting her into my Blades in the Dark campaign - perhaps mixing her into an NPC that already exists, or making a whole new one, and I'm sure you'll be able to find a way to use her in your own.
(Image: Library of Congress)
Finally, the greatest thing I've done this week is see Kubo and the Two Strings in the cinema! If you haven't seen it yet, stop reading this and book a ticket. It is well worth it. I may write an entire article on what it can teach you about storytelling, but if I don't, know this: it can teach you heaps... So go see it.

More specifically, it can teach you better ways to introduce new characters to a party, better ways to think about what makes a character, and interesting ideas for non-combat related conflict resolution. It also has a very interesting magic system woven into it. Frankly, I'll likely end up running a game set in that world using Fate Accelerated, if I get the chance.
(Image: Geeks of Doom)
That's all for This Week, this week. I'll talk to you next week, and tell you of all my adventures again! In the mean time, fill your own week with as much awesome as possible!

Monday, 8 August 2016

My 7 Tips for Playing Well

I talk a lot about how to GM – mainly because GMing is the vast majority of what I do. But recently, I’ve been given the chance to play on the other side of the screen a bit, and it’s refreshed my perspective of how to be a good player.

GMs see good players every session we run (if we’re lucky – in which regard I am very) and as such we have a good view to give to the other side. This is the view as I see it.

Tip #1 – Be a Fan

Be a fan of your game, and your fellow players.

Just like when you watch your favourite TV show, you should be routing for the other characters. You should be excited when they win, and heart broken when they lose. You should be cheering them on, every step of the way. Now, just like in any TV show you watch, you may not agree with everything a beloved character does, you should always at least want to see what happens next.

And just like any fandom, you should feel the urge to tell the other players that you’re a fan of their characters. Tell them your favourite things they’ve done. Share the experience with them.

If you love their characters, they’ll likely love yours as well.

Tip #2 – Develop a Voice

Develop a voice for your character – not just how they sound, but how they respond.

Often people advise players to ask themselves “What would my character do?” I’m suggesting you ask yourself “How would my character do that?”

If you’re so inclined, come up with an accent to play as your character. Make sure you can keep it up, though! Otherwise, just think about how your character acts. Are they sheepish? Are they shy? Are they assertive? Are they full of jokes, or deadly serious?

And don’t just make this static. Always be open to fill in the edges. Maybe they’re normally pranksters, but take on a cold tone when dealing with blasphemers. Maybe they’re usually a hard case, but can crack a smile now and again with everyone else.

Whatever it is, this tip is about developing a voice, not having a voice already developed… The game is about who your characters are, and who they become. We should see them change.

Tip #3 – Don’t Begin with a Finished Backstory

I know how fun it is to write massive backstories for characters. Trust me. I’ve been there! But I don’t think it’s wise, or as fun, to start a campaign with a fully fleshed out backstory.

Begin your campaigns with a clear idea of your character, but leave the details up to development (as the above tip). Allow things to grow organically. Maybe you can work some of the events of the campaign into your backstory, to allow for more adventuring hooks!

By not beginning with a finished backstory, you allow your character to grow a little more naturally into the world. You might go to a tavern and decide that you’ve been there before. Hell, it might be where you had your first drink – and the kindly woman behind the bar? She’s your God Mother…

Of course, ask your GM about these sorts of things before you start out – but 9 times out of 10 I’d imagine they’d be thrilled for the added input. And any GMs out there that aren’t – well, you better have a damn good reason why not, otherwise we need to have a talk, you and I.

Also, feel free to improve on the spot. Do you know that your character’s family died in a fire? Are you looking at a burning building right now? Maybe this is giving you flash backs. Mention this to the GM, and everyone around the table can play it out a little…

Tip #4 – Build Connections

Look for opportunities to build connections – everywhere. Build connections between your character and the world, but most importantly your character and the other characters.

This tip feeds off the last one, but always look out for the chance to hook your character onto something another character does. Has a party member just buried an old companion? Why not comfort them and trade stories about your lost friends. Maybe you’ll find out you both knew the same person. Maybe you’re both carrying a missing piece of a puzzle.

Again, let your GM know what you’re doing. They should be willing to go along with these sorts of things. Which brings me to…

Tip #5 – Ask Leading Questions

Whenever you’ve got a good idea, ask your GM leading questions – but for the love of everyone around the table, please show your hand. Nothing is worse than the players trying to pull a fast one on the GM. The GM has enough to worry about – understanding the fictional position of the game world shouldn’t be one of them.

What this tip means is, if you have a cool idea, ask the GM if it’s possible, or how it could be done. Ask them if you can use the powdered sugar from the case of donuts to dust for finger prints. Ask them if Gnomes prefer gifts of gold or gems. Ask them what you know of Giant heroic myths.

By asking the GM these leading questions, you’re showing them what you find interesting and important. You’re giving the GM an indication that in this scene, at this moment, you want to express your agency. A good GM will see what is happening, and let you run with it.

Further, most GMs will have to stop and think. Hell, what DO Gnomes prefer? Sometimes they’ll make something up, and create a twist in your story. Other times, they might just throw the question back on you. What do you think? This is them telling you run with that agency!

Tip #6 – Relinquish the Spotlight

Just as it’s the GMs job to grant spotlight moments, so too is it the players’. If you notice someone around the table isn’t as engaged, then engage them in the story! Call on their character to aid you, or to ask them for their expertise. Allow them to show off their own character traits.

This comes back to building connections. You should always be looking for ways to make the other characters relevant to your character – and to give them time to shine when you do. This will make other players enjoy playing with you, and will also make your GM very happy. It can be hard to manage everyone at the table, so if the other players have their back, the GM’s job is much easier.

For example, say you’re playing a fighter with a military history. You notice some strange terrain features in a field. You know they look a little bit like fortifications, but you’re not sure. You could maybe ask your ranger friend if they’re naturally occurring. Or you could ask your rogue friend to scout them out. Once you find out they’re actually burial cairns, you could ask your cleric companion to which culture and religion they belong.

Say you’re a scholar, and you need some protection moving through a dungeon. Why not directly ask the fighter to take the lead? Tell them why they’re most suited to this task, and encourage the player to express themselves in how they bravely journey on first.

Try even making suggestions about possible links in the campaign. If you know your paladin friend is searching for an ancient mystical shield, and you see a shield on the wall of a far off tomb, shout out to them that maybe it’s the one! Then get out of the way, and let that player take over the spotlight for a few moments. They’ll be happy that you did.

Tip #7 – Take a Turn GMing

Every player should GM at least once. The very act of trying out the other side of the screen gives you so much perspective and appreciation for exactly what the GM does that it’s invaluable. You’ll be an infinitely better player for this one act than any other, because you’ll understand what the GM is doing, and be able to help them in little ways like wrangling the other players, or keeping track of HP, or whatever.

Tell your GM what you’re doing and why, and I guarantee they’ll help you in whatever way they can. GMs love making new GMs, and having a chance to sit back and play once in a while.

Play More Games!

And a final bonus thought for you… Play more games. All sorts of games. Play everything you can. You’ll learn lots (even if it’s just which games you like, and which you don’t).


Have fun out there!