Wednesday, November 23, 2011

Daruna - Session Report

A couple of weeks ago I ran the first of hopefully many weekend-long games set in Daruna, my latest campaign world. The session was also the first test run of the Class Free 2.0 system, my home-brew game system loosely based on d20 and 3rd edition D&D, and the first trial of the corrupting magic system I wrote about in a previous post. Aside from the usual goal of seeing my friends and having fun with RPGs, I had three main goals for this session:
  • Shake out the bugs in CF2.0. I wasn't terribly concerned with this aspect. Everyone knew it was a new system and that there would likely be changes to the rules.
  • Get everyone up to speed with the new system. A bit of work, as the majority of my players were diehard AD&D 1st/2nd edition players. But they're game, I'm game, so... forward.
  • See how corrupting magic affected play balance. This was the biggest potential fly in the ointment. I was (and still am to be honest) particularly concerned about healing, since ablative hit points assume a robust healing mechanism.

Tuesday, October 25, 2011

TiddlyWiki - A Minor Tip

I use TiddlyWiki for pretty much all my campaign notes these days. The combination of hyper-linking and a single self-contained file (minus images), makes it a very useful tool for my style of GMing. I went so far as to write a couple of brief tutorials on using it in my old RPG Dumping Ground blog:
One of the things I mention in part two of the tutorials is transclusion, a feature that allows you to insert a tiddler within a tiddler. Today's tip is an extension of that feature.

Friday, October 14, 2011

Daruna - Corruptive Magic

Wow. This place is dusty. Guess I need to break out the vacuum.
I'm finally doing some work on my Daruna campaign again. We're scheduled to play the first session in a few weeks. One aspect of this game is a bit of swords and sorcery feel, with powerful magic a tool of the big bad guys rather than the player characters. To reflect this I've been working on a system of magical corruption. The how and why follow...

Sunday, October 2, 2011

Grimrock

Well this looks interesting in an old school kind of way. Party based dungeon crawler on the PC? Grid dungeons? Quasi-turn based combat? I'm in.

Thursday, July 14, 2011

The GM Problem (mine)

I was browsing my youtube favorites the other day and found a perfect example to illustrate why I end up writing so much material when I start up a new campaign.

Saturday, June 25, 2011

Eve Online - Deleting Threads Won't Help CCP

Copy of an internal email message concerning recent Incarnageddon update. This was originally posted on the official Eve forums, then deleted and the poster banned. Oppression wins you no friends CCP. Message purportedly from CCP Hilmar, leaked from the same source as a previously leaked and confirmed message. Maybe authentic, maybe not, but preserved for posterity in any case:


We live in interesting times; in fact CCP is the kind of company that if things get repetitive we instinctively crank it up a notch. That, we certainly have done this week. First of we have Incarna, an amazing technological and artistic achievement. A vision from years ago realized to a point that no one could have imaged but a few months ago. It rolls out without a hitch, is in some cases faster than what we had before, this is the pinnacle of professional achievement. For all the noise in the channel we should all stand proud, years from now this is what people will remember.

But we have done more, not only have we redefined the production quality one can apply to virtual worlds with the beautiful Incarna but we have also defined what it really means to make virtual reality more meaningful than real life when it comes to launching our new virtual goods currency, Aurum.

Naturally, we have caught the attention of the world. Only a few weeks ago we revealed more information about DUST 514 and now we have done it again by committing to our core purpose as a company by redefining assumptions. After 40 hours we have already sold 52 monocles, generating more revenue than any of the other items in the store.

This we have done after months of research by a group of highly competent professionals, soliciting input and perspective from thought leaders and experts in and around our industry. We have communicated our intention here internally in very wide circles through the Virtual Economy Summit presentation at the GSM, our Fearless newsletter, sprint reviews, email lists and multiple other channels. This should not come as a surprise to anyone.

Currently we are seeing _very predictable feedback_ on what we are doing. Having the perspective of having done this for a decade, I can tell you that this is one of the moments where we look at what our players do and less of what they say. Innovation takes time to set in and the predictable reaction is always to resist change.

We went out with a decisive strategy on pricing and we will stay the course and not flip flop around or knee jerk react to the predictable. That is not saying nothing will change, on the contrary, in fact we know that success in this space is through learning and adapting to _what is actually happening_ and new knowledge gained in addition to what we knew before and expected.

All that said, I couldn't be prouder of what we have accomplished as a company, changing the world is hard and we are doing it as so many times before! Stay the course, we have done this many times before.

Friday, May 27, 2011

Trapper Children

"Awww, poor thing! Do you need help? Are you lost?"

These are usually the last words spoken near a Trapper Child, a half-demonic, half-bestial creature with limited shape-shifting abilities and a hunger for living flesh.
(ID, please ignore: TGGZ5XTSE57)