Archive for the ‘Announcements’ Category
I started this journey in Autumn of 2007. Five and a half years later, it’s fucking done.
I’ll write more about it in the future, but this is the result of years of experimenting with designs, language, physical presentation, flying around the country talking and playing with gamers, reading dozens upon dozens of different games to see what people are doing effectively and not so effectively, etc.
That isn’t to say Mythender’s perfect–far from it, for no thing can be both perfect and done–but that there’s a hell of a road I’m looking back on right now that no one else can see, even if they were a part of it as a playtester, reader, cheerleader, etc. And I’m goddamned proud of finishing it. It’s hard to communicate my emotions right now, because I’m not sure I even understand them enough to articulate them, but, uh, fucking fuck fuck, you guys. It’s done. \m/
I’ll be putting more stuff out as I fulfill Random Kindness Backer rewards, do up easy-to-print play aids, etc.
And later I’ll update this post probably with a picture of me smoking a damned cigar and drinking a blessed bottle of scotch. Because BAM Mythender’s out for y’all.
Incidentally, if you find any typos, don’t blame my editor, Josh Roby. He made me do a lot of reworking, so I probably introduced them there. Feel free to point them out, mail email@example.com. I’ll update the book periodically, not nickel-and-dime changes.
Does designing science fiction roleplaying games present unique challengers for the writers? Are our predictions of the future more about the world of today than the world of tomorrow? Why are fantasy games more popular than science fiction? What makes Traveller such an enduring game system? Which science fiction games do the panel recommend?
All this and more as we set about Designing For The Future.
This is a Google+ Hangout On-Air Event which will be held and recorded from 6:30 to 7:30 PM Eastern Time on Saturday, January 19, 2013.
Or, for those on my coast, 3:30-4:30p. I’ll be alongside Jared Sorensen, Filamena Young, and Chris Tregenz, with Rich Rogers as host.
Hope to see (virtually) some of you there! And since it’s a Google+ Hangout on Air, it’ll be recorded for posterity.
[Edit] here’s the video:
John Harper posted a bit on Twitter a few days ago about how (to paraphrase) designers should be playing a breadth of things, citing that he feels designers should play Fiasco, Burning Wheel and Apocalypse World. While I’ve played all those, I see many more games to add to that list — but then, it’s Twitter, so it’s not like you can fit a lot there. And that gave me an idea…
What are the three games you feel that designers should be playing in order to better understand their job? Explain why in one or two sentences.
Please keep the replies short so this doesn’t get out of hand. Some caveats:
- These don’t have to be your top three, just three you think hold good lessons. In fact, if you can’t talk about the lessons inside, that’s going to be a problem.
- You don’t have to like these games. There is as much to learn about why you don’t like something as there is why you do, if not more.
- You must have played a game you’re mentioning. That feels like a no-brainer, but I’m saying it anyway.
- You can totally mention a game that someone else did. Two, three or four people saying “hey, X game holds Y lesson” is useful!
- Stick to three. Not two, not four, etc. :)
- Don’t argue about someone else’s game choice
- [Added] I’m having to correct the spelling of several entries so that people reading this can find the game if they Google. So I will edit your entry to make sure you’ve spelled the game right, should I catch it. But please actually look up the game’s name beforehand. :P
You’ll see three of mine below, as the first comment. I don’t want to overly prioritize mine by making it the body of the post.
Side notes: Announcements
Real quick and unrelated to the core of this post, a couple things. First, I was interviewed on Daniel Hodges’ podcast, Penny Red. This interview took place a couple months back, so it’s a bit out of date, but since you know I’m the Technocracy guy now, you’ll hear me hinting that I am and my excitement for Mage: the Ascension in the podcast. Also, apparently I talk a bit of shit about Tolkien.
Second, are you in the Seattle area, and do you know about Gamerati’s Tacoma Game Day? It’s on Saturday, September 22nd, and I’ll likely be there for the first part of the day. (I have a burlesque show to go to that evening, NERDZ!)
 If someone writes an essay about one game, I’ll probably kill it because it’ll kill flow. :/
Living Dungeon World is a project from some of us who frequent the Strategicon shows in Los Angeles who (a) find the Living Forgotten Realms/RPGA/Pathfinder Society format rather intriguing and (b) love Dungeon World. So we decided to combine the two.
Combining the two means tweaking the game slightly to support episodic play where from one game to the next, you cannot rely on having the same group of players or even the same GM. Your character is persistent, increasing in power as time goes on, with all sorts of different companions and different situations you can find yourself in.
The current version of the document is alpha-0.1, meant for the pre-release edition of Dungeon World. It’s an 8-page half-letter booklet.
We have plans to add & refine this, include support for GMs and LDW organizers, etc.
Oh, and did you play LDW at Gen Con? Tell us what you thought!
Now that I’m back from Gen Con, PAX is upon us! Here’s my (rather short & pleasant schedule):
The Art of the Table II: Return to the Table
Friday 9pm — Raven Theater
Ben Mandall, Jeff Fasenfest, Sage LaTorra, Ryan Macklin, Jess Hartley, Erik Mona, Robert Gifford, Mat Margalis
The Art of the Table is back to delve into the heart of what makes for a truly great experience at the gaming table! You’ve spent years harrying your players, running them ragged in diabolical adventures and fiendish dungeons… Or maybe you’ve left a trail of broken GMs and mangled quests in your wake. When rules knowledge is no longer an issue, how can focusing on such things as improvisation, in-character roleplay, and story structure help enhance a game? Does the alignment of your gaming table really matter? Just which house rules really work? Come dig deeper into what makes a good RPG and what turns a good GM into a great one.
Saturday 10am to 2pm — Room 301
I’ll be running Mythender for up to four people. It’s first-come, first-serve, and sign-ups are in Tabletop Hadquarters in room 204.
Indie Games on Demand
Room 305 and 306 — @pax_indie_rpgs
I’m not schedule to be on Indie Games on Demand specifically, but time I’m not spending wandering the hall or getting food will likely be spent here. So, if you’re looking to catch me, this is a good bet! (After spending most of Gen Con booked, I’m pretty happy to have loads of flexible time for PAX.)
Query: Looking for Crash Space
So I don’t have to drive into Seattle & deal with parking every day, I’m hoping some kind soul will have some crash space (even a floor) so that I can avoid such suffering.
[Will be updated as more info happens.]