Thursday, January 16, 2014

Ages of Apocalypse: First Wave Series Three

I've talked about First Wave before- my kitchen-sink mash-up Mutants & Masterminds campaign. The players picked classic heroes to re-do as "Year One" versions in a world with newly emerging superbeings. Iron Man, Mister Miracle, Nightcrawler, Mr. Freeze, and Thor/Loki make up the team. We've done two arcs so far (a little shy of 30 sessions) using Roll20. We're about to head into the third and final "cosmic" arc. I sent them out a teaser piece. Warning: this world is a crazy blender-ization of existing comic book ideas.

TEASERS
No one came here willingly. His peers remained further away from this, his place of power. It was, as if to pay homage to the beliefs a place of burning, of stone, of shadows. But no screaming. Those here had gone far, far past screaming. It glowed red and the walls shifted with the souls of those condemned to this place. Shifted as they felt the presence of a newcomer, a visitor, an intruder. The Lord of this place moved himself a little to greet his visitor.

“Nightmare.” He said simply. An acknowledgement and a threat. The white-skinned wanderer had not been asked to come here and yet he had. The lord of slumbering fears bowed and smiled. He could play the fool, a servant who carried out the wishes of other powers.

“I come milord…”
“You come unasked. Your Master may do such a thing, for he has the strength to support such as challenge, even when he enters with demands…”

Nightmare bowed more deeply. “Quite right. But allow me to offer you some news. Should you find it wanting, then you may deliver me the punishment you will.”

“May…I think will would be better put, trickster.”

“As you wish, oh Lord of the Hidden Chambers and Tormented Souls, Bargainer in the Darkness.” Nightmare paused. “I have found your other son.”

Mephisto’s gaze narrowed and the force of it burned hotly. “You have my attention…”

*****
“This one was a joke.” Kalibak chuckled as he threw the manacled being across the decking. The energies from the containments cracked and left great scorch marks in the steel panels. Outside he could hear the sounds of the Parademons as they let loose with fire, acid, and poison, destroying the massive orchards, fields, and greenhouses of this ancient seed ship.

“Why this one, father? He has nothing we need. All these legions…”

“Do you presume to question me?” His voice rolled like thunder. Darkseid turned his gaze to his son.

“No…” Kalibak backed away, pulled his head in tight, a dog whimpering before his master.

“There are secrets here. Part of the matrix set in motion eons ago…the machine which can calculate the Anti-Life Equation. I will have it…and the pieces his brothers hold.”

With a sudden burst of the energy chains shattered and the figured pulled himself up with his crooked staff. “No Darkseid…you shall not have it…” With a gesture, the room exploded with light, throwing back the forces of Apokolips. The ship shook and a mammoth crystal sphere tore open from the decks below. It hummed with energy. The burning light outlined a tiny figure within- another plant? a weapon? a ship? Kalibak staggered backward unsure of who to attack- the device or the Gardener. Behind him the hull breach sucked Kalibak’s forces into the void.

Darkseid bellowed and the fire shot from his eyes- the Omega Beams. But the Gardener moved as well and threw himself into the path. Impossibly his energies turned and twisted Darkseid’s most potent weapon. One beam struck the crystal ship and it vanished, sucked into the chronal rift. The other pierced the Gardener and he fell back and then collapsed.

Darkseid strode forward. “Sacrifice.” He turned to Kalibak. “He allowed himself to be destroyed to save that vessel.”

“It holds the key.”

*****

The grandfather clock ticked over and struck midnight. In the distance he could hear the sound of fireworks, begun a little prematurely. A New Year. It promised much, the culmination of centuries of work. As with every project it had snowballed at the end and nearly turned to chaos. But now he knew what the endgame would look like and what it would cost.

The clock rang out the hour. He’s seen it in Vienna during the Congress. A piece of exquisite German manufacture, he remembered it when he’d come through after the Kaiser’s defeat. It had utility and long ago he’d decided that the only keepsake’s he would allow himself would be useful ones- be they objects or people. Which brought him to his more recent acquisition.

He moved to the chamber and carefully adjusted the gauges. His large hands inputted the dozen codes needs to activate the device and then the dozen more necessary to modify the failsafes. The mirrored interior of the device glowed and then a form coalesced. It formed into a ragged man who shook with rage. “NOT THIS TIME…” He screamed and trailed off. He looked around. “How long this time?” he asked quietly.

The man outside the chamber laughed, the sound of it echoing- half amusement and half bellow. “Just a few weeks Kang. Just a few weeks. I brought you out because it is the New Year and few of my peers remain. You here and a handful of others who have evaded my grasp.”

“Let me out. Let me join you or at least face me like a man.”

“A man, Stark? Really? Is that what you think I am?” He turned and ran his hand through his beard and then leaned in close to the glass separating Kang from the outside world. “I am far from being a man. That is perhaps why you and the others underestimated me. You, Chronos, Per Degaton, Immortus…all of you who time travel think you have everything you could want. But you’re parasites feeding on the efforts of others. I have lived through all of this. I have learned while you have skipped ahead.”

“Not that you don’t have a certain cunning, Stark- which I why you rate this particular trap. Not as effective as Richard’s trap, but one I can bring you back from…and one build on the paradox of your own chronology. You’re smart and I admire the way you try to distract while you attempt to figure out a way out. But let me remind you what awaits you outside.”

He pressed a button and the field gave a little, for only a moment, but Kang reeled back screaming. More grey appeared at his temples. Kang slipped to the floor of the chamber, suddenly weak.

His master laughed. “You’re de-synched with the outside time stream. That’s perhaps six months of aging in the span of a second. That’s what I’ve learned to do.”

“I will kill you when I escape.” Kang gasped.

“No, you will not. Because in a moment I’m going to kill you.” He crouched down to look into Kang’s eyes. “I’m going to kill you and then I’m going to use your clone and his friends to bring about my new world. I wanted to tell you that.”

“Savage…” Kang beat his fist against the glass.

“No, no. Don’t call me that. Vandal Savage is an old name. It is a title I took to play in the games with you’re and your friends. I am old, far older than you can imagine. I am the first mutant, the first being with superpowers. I have another name…”

“…I am Apocalypse.”

He flipped the switch and the fields protecting Stark collapsed. His screams turned to dust in a matter of seconds.

Apocalypse stood and looked out the window. The others had come and tried and failed. Now he would do as he planned. Kang had given him the measure of his opposition, what First Wave and the others might offer. He’d watched the security footage of their fights, seen their weaknesses…but still they would be useful. They would aid him in changing this world…and destroying his father.

FIRST WAVE: SERIES THREE: THE SAVAGE AGE

Tuesday, January 14, 2014

New Campaign Prep: Ocean City Interface

Game Crunch Month
I'm getting ready for the launch of a couple campaigns: one as a final chapter, one as a reboot after a hiatus, and a third completely new. The new one, Ocean City Interface, is the most challenging. I hope make it easier by building on player input. There concept itself has been used twice locally; once by the GM who came up with it- Rob- and another time by me for a three year game. Here's what I've shared with them so far. 

What is OCI?
In Ocean City Interface you take the role of a character living in City of Ocean aka Ocean City. Through strange circumstances you find yourself travelling to other worlds. There you take on other roles and personas. You must discover the challenges facing these worlds and solve problems facing your personas. Through these travels you find yourself allied with a group of fellow travelers and conflicting with others from these worlds and your own who have other agendas. These journeys hold secrets. Through interactions in the real “Alpha” world and in these other “Portal” worlds, you will piece together the puzzle.

What is Ocean City?
Ocean City lies in central California. In the near future it has become a major hub on many levels. It is a modest metropolis at the crossroads linking Northern (San Francisco) and Southern California (LA, San Diego) via high-speed rail. The modern airport and docks offer additional connections.

City of Ocean is truly a city of tomorrow. Three decades ago city planners embarked on an ambitious plan to completely rewire and reconnect the city- with internet access, automated systems, and advanced power management. They coupled this to a complete rethinking of public transport- combining light rail, subways, buses, walkways, and even boats on the river running through the city. A high-tech wonder that rivals even the most wired cities of South Korea and Dubai, Ocean City has turned around its fortunes.

That’s what the publicity campaigns tell people. But there’s still a darkness to this place and a history of shadows that no amount of looking forward can ignore.

What do the Terms Mean?
Alpha refers to both the ‘real world’ and your character who lives there. Portals are the different worlds your character travels to. Personas are the roles you take on within a portal. The Unfettered are those, including your character, who can travel to these portal worlds. The Panopticon is the strange in-between realm the Unfettered use to access the portals; it has another name in the game. Your Avatar is how you appear to other Unfettered in the Panopticon. 

What Kinds of Characters Should We Think About?
We’ll talk about the formal specifics of characters eventually. What’s important right now is a concept. The Alpha setting is slightly in the future, with more high-tech and some sci-fi devices at hand. But it is also a weird world. I’ll leave it to you guys to decide how weird you want to make it.

Your character is competent- skilled at what they do. That can be as mundane as a sanitation engineer or as fantastic as a wall-crawling break in artist. If you like they may also have something strange about them: a small superpower, a psychic talent, a unique item of power, the ability to do little spells. We can talk about what that involves. It shouldn’t be too potent- more a strange or useful odd thing.

Of course all of your characters will have to work together as a group, so you want to take that into consideration. Their personality and profession should allow them to get along with other people. So a hit man for the mob might be a problem. My usual advice about not taking lone wolf, stubborn, or psychotic character traits or disadvantages applies here.

There is one detail I need you to take into consideration: you are an orphan. Perhaps you were adopted as an infant or a young child; perhaps you went through the foster system; perhaps the story is more complicated than that. In any case, you may have parents but don’t know your biological ones.

What System Will We Use?
We will use Action Cards for all parts of the game. While you will have different characters for the different portals, some elements will carry over- in particular a portion of your play deck. I’ll have the full details on the system mechanics a little bit later. I’ll be aiming for a streamlined version of Action Cards. We will use dice for damage, since everyone loves rolling dice for damage.

How Will We Choose the Portals?
I will put forward a set of options, for a set of 4-6 portals per player. As a group you can choose which ones you’d like to play. I recommend some discussion on this. You might want to pick a variety of different types or make them all the same. I’ll leave final choices to each player individually however. Ideally you should pick something you want to play in and you think others would enjoy. We will cycle between portals over the course of the campaign, finishing stories in one before moving on.

What Are We Going to Do the First Session on 1/18?
Talk about characters and sketch out some details, including aspects. Figure out some more of the world background. Discuss and pick the portals for everyone. Perhaps even play out a scene or two. 

Portal Teasers
Kenny asked for a preview of the Portal choices for OCI. Below I’ve presented a title, a ‘pitch line,’ and a set of tags. I have a more detailed description of each, but I’ll hold off on that until Saturday. This should give you a taste and get you thinking. The tags offer a rough sense of what I think the portal will be about and what the players will do. Just because a portal doesn’t have a tag doesn’t mean it won’t have any of something. For example I’ve listed “Fighting” on a couple of the portals below. That just means that there’s likely heavy emphasis on combat in that setting.

You will each have the opportunity to pick one portal. You’ll also get to put forward a couple of phrases or aspects to help shape that portal. For example you might want something to be lighter or darker in tone. We’ll talk about that at the table. Don’t worry too much about that. The important thing is that you’ll have some say in what the portal’s like. In some cases below I’ve listed a game as “Open”. That means we’ll use some form of Microscope to set up the world.

Again, this is just a teaser. Feel free to hit me with any questions.

Arclight Revelation Tianmar
…Neon Genesis Evangelion meets War of the Worlds
Tags: Sci-fi, Mecha, School

Assassins of the Golden Age
Assassin’s Creed meets The Golden Compass
Tags: Fantasy, Mission, Investigation

Blood & Rust
Dark City meets Steampunk
Tags: Victoriana, Cyberpunk, Fantasy, Mission, Monsters

By Axe, Hammer, and Sword
…think Vikings versus Saruman
Tags: Fantasy, Community, Fighting

Codici Malefactus
…think Rats of NIMH meets Harry Potter
Tags: Fantasy, Community, Investigation

Colony 9
Microscope-Built Sci-fi Survival
Tags: Sci-fi, Community, Exploration

Colossal Game Hunters
…Monster Hunter meets Order of the Stick
Tags: Fantasy/Sci-fi, Mission

Death of the Archmage
…Game of Thrones meets Revolution
Tags: Fantasy, Community

Destroy All Monsters!
…Iron Kingdoms meets Pacific Rim
Tags: Fantasy, Steampunk, Mecha, Fighting, Exploration

Equalizers 2.0
…Cyberpunk meets Leverage
Tags: Sci-fi, Mission, Investigation, Caper

Godkillers
…God of War meets Dragonslayer
Tags: Fantasy, Mission

Icons World
Microscope-Built Open Fantasy Great Forces
Tags: Fantasy, Open

Journey to the Black Keep
…The Amazing Race meets Princess Mononoke
Tags: Fantasy, Race

Masks of the Empire
…Deadwood meets Lord of the Rings
Tags: Fantasy, Investigation, Community, Exploration

Microscope Fantasy
Microscope-Built Open Fantasy
Tags: Fantasy, Open

Neo-Shinobi Vendetta
…Ninja Scroll meets Appleseed
Tags: Sci-fi, Fighting, Mission

Raiders of the Aftermath
D&D meets Fallout
Tags: Post-Apocalypse, Exploration, Fighting

The Scrye
…The Wire meets Pathfinder
Tags: Fantasy, Community, Investigation

Sellsword Company
Microscope-Built Fantasy Mercenaries
Tags: Open, Fighting, Community

Shadows in the City of Tomorrow
…Batman meets Doc Savage
Tags: Superhero, Swashbuckling, Mission

Shadows of Rome
…Hellboy meets Gladiator
Tags: Fantasy, Monsters, Investigation, Fighting, Supers

Sky Pirates of the Caribbean
…Pirates of the Caribbean meets Last Fleet
Tags: Fantasy, Swashbuckling

Sky Racers Unlimited
…Crimson Skies meets Around the World in 80 Days
Tags: Race, Sci-fi

Starship Outlaw
…Firefly in our Solar System
Tags: Sci-fi, Investigation, Caper

Strange Breakers
…Ghosts of Albion meets Conspiracy X
Tags: Victoriana, Steampunk, Monsters, Missions

Swashbuckler Academy
…Three Musketeers meets Libri Vidicos
Tags: Fantasy, Steampunk, School, Swashbucking

Tower of the Magi
…Ars Magica without the history
Tags: Fantasy, Community, Magic

The Uncanny Gentlemen
…X-Men meets Pride & Prejudice
Tags: Victoriana, Fantasy/Sci-fi, Mission, Community, Supers

Monday, January 6, 2014

Play on Target Round-Up

Here’s a rundown of the “Year One” episodes for Play on Target. I’ve provided a link to my commentary blog post on the episode as well as the general episode page. Hope some listeners find useful information in the discussions and ideas.

EPISODE ONE
What’s the Deal with Play By Forum Gaming?
In which we look at Pbfs- what they are, where to find them, how you join them, how to manage them, and what’s great about them.

EPISODE TWO
How Do You Approach Campaign Planning?
Where we talk about where we start when we begin to think about new campaigns. A ‘meditation’ on such planning.

EPISODE THREE
What Makes Call of Cthulhu, Fiasco, Apocalypse World, and Deadlands Worthy of a Top Ten Spot?
We look at what RPG Geek has as rankings for the top games and consider why they’re rated so highly. We also look at what’s missing.

EPISODE FOUR
Crowdfunding and RPGs
It’s 2012 and well before Kickstarter exploded/melted down. You get to hear our reactions before the juggernaut had really gathered a head of steam.

EPISODE FIVE
Source of Inspiration
Each of us picks three books- rpg or otherwise- we think useful for GMs and gamers in general.

EPISODE SIX
Planning and Attending Gaming Conventions
We talk about our experience with game cons and offer some general advice for enjoying them.

EPISODE SEVEN
Horror Genre in RPGs
We tlak about what makes a good horror game for us and offer some ideas about sustaining atmosphere for these kinds of games.

EPISODE EIGHT
Table Management Strategies
We cover the crunchy idea of how you "run" the game table. That includes pacing, combat timing, distractions, maintaining flow and so on.

SPECIAL EPISODE
Play on Target: Interview with Steve Russell
We talk with Steve Russell of Rite Publishing about his project “Lords of Gossamer and Shadow” and about crowdfunding in general.

EPISODE TEN
Unique Mechanics
From the odd to the weird we talk about interesting and novel mechanics used in different rpgs.

EPISODE ELEVEN
Campaign Preparation 2: Nuts & Bolts
We talk about the crunchy bits of getting ready to run a new campaign.

EPISODE TWELVE
Licensed Properties and RPGs
We list which games which handled their adaptation well and talk about what makes them click.

EPISODE THIRTEEN
Sell Me on a Game
Each of us presents and advocates for an RPG we think others should try.

EPISODE FOURTEEN
Published Adventures and Modules
We consider modules we’ve enjoyed, how we work with them, and why we don’t use them as much anymore.

EPISODE FIFTEEN
Measuring PC Breakdown
PCs need to be hurt and hit points aren’t the only means to do so. We consider alternative turns of the screw.

EPISODE SIXTEEN
RPGs: Where to Start?
Though I suspect our listeners know rpgs well, we offer some words of advice for those just getting into the hobby.

EPISODE SEVENTEEN
Player Investment
What does it mean for a player to be invested in a game? We talk about techniques and tools which have helped make encourage player buy in.

EPISODE EIGHTEEN
Games We No Longer Play
They once generated awesome campaigns, but were left behind when new systems came along. We long at games gone by.

EPISODE NINETEEN
Does System Matter?
Not exactly an argument- more an attempt to understand if the question’s an important one and what we can learn from it.

EPISODE TWENTY
RPG Question Roundtable
RAPID FIRE Q&A WITH 75% OF OUR NORMAL HOSTING TEAM

EPISODE 21
The Superhero Genre in RPGs
Lowell gets his way and ends up talking way more than he should.

EPISODE 22
Campaign Prep 3: Developing Story
We look at how to offer players material so they can choose the stories they want from a campaign.

EPISODE 23
How to Be a Better GM
A GM has to be modest and reflective in order to grow. We confess our GM sins and try to figure out how to move past those.

EPISODE 24
Campaign Pitches
A look at our best practices for pitching games to players, plus some impromptu campaign seeds.
Episode

EPISODE 25
Unlicensed "Licensed" RPGs
This week we look at games which really aren’t a particular licensed property (we swear, I mean it just looks like that and you shouldn’t sue us…)

EPISODE 25.1
Actual Session Prep
This week we drill down and look at what we actually and really do to prep for a game session.
Episode

SPECIAL EPISODE
Interview with Jacob Wood
An interview with accessible games advocate Jacob Wood.


Friday, January 3, 2014

Campaign Pitches: Play on Target Podcast Ep. 24

In this episode of Play on Target we talk about pitching campaigns. While we start with big-scale games, we eventually move to one-shots and con games. More than most of our discussions these approaches depend heavily on your audience. I’ve been lucky enough to have fairly stable groups over the years- who generally trust what I suggest to them. They do have some things they don’t care for: Kenny hates Rolemaster, Dave’s not a fan of Superheroes, and Scott recoils from Horror. That’s part of the consideration before I even get to the point of pitching campaigns. You have to filter out otherwise awesome ideas in favor of other, more awesomest ideas that your players will love. 


THE MANY GAMES OF GAMEMASTERS
In the episode I mention a couple of times I put forward pitches for the players to consider. I’ve written those up as posts:

Narrowing down to ideas you’ll actually get to the table can be the hardest part. Each campaign choice closes off other ones. Do you run more? Do you go for shorter games? Do you move entirely to one-shots?

Right now I’m in the position of having two major campaign slots wrapped up. In both cases I’m planning to run mini-series campaigns to bridge the gap. On one night I’m going to finish off an earlier game which we put on hiatus. On the other I’m going to do a short campaign I promised a player a few years ago. After that I’m less certain. I want to shift to a longer game in each case, but I’m not sure what. I have some ideas…

Wait, that’s what got me into trouble last time. This time when we go to the next bigger game I will make an effort to narrow it down to the 3-5 games I really dig and want to run. I’ll have to kill off some of my darlings, but that’s the price to be paid.


If you like RPG Gaming podcasts, I hope you'll check out Play on Target. We take a focused approach- tackling a single topic each episode. You can subscribe to the show on iTunes or follow the podcast's page at www.playontarget.com.

Wednesday, January 1, 2014

Thirteen Notes About RPGs in 2013

New Games: I managed to play or run seven new rpgs this year. I’m not sure how that stacks up against other G+ experience. I suspect I’m in the middle of the pack: Fate Core, Fate Accelerated, Base Raiders, Trash Planet, Legend, 13th Age, and Kingdom. I bought many more than that with the majority of those coming from the various Bundles of Holding. I had several Kickstarter rpgs I back finally arrive in a final form: Hillfolk, Centurion, Spark, Ehdrighor, Icons: Great Power, Nova Praxis, and Kingdom. I’ve only managed to get one of those to the table so far.

Number Crunchy: I finally turned on Google Analytics for the first time at the beginning of the year. There’s a sharp difference between the numbers Blogger gives me for stats and the GA figures. For purposes of transparency, here’s where I stand:

What does that mean? No clue. I have 215 Blogger follower, which is nice. But I suspect the removal of Google Reader will eventually have an impact on stats. I’ve written 815 posts. I thought about trying to figure out the number of words I published this year, with 151 posts. I suspect the average is about 1800 words per post. I need to figure out how to monetize that- or figure out if I should be putting this energy somewhere else.

Big Finishes: I wrapped three major campaigns this year, plus a mini-campaign arc for a larger project. My Changeling the Lost f2f game finished early in the year. We’d been using our Action Cards house rules for that since late 2008. The group’s composition had changed drastically over time, but we ended with three solid and fun players who created some of the best moments of the game. Our Roll20 Mutants & Masterminds campaign began and ended its second arc. I’d aimed for twelve sessions, but ended up closer to eighteen. I’m going to run the last arc of that this year. In December I wrapped up to other long campaigns The Last Fleet (2 ½ years) and Libri Vidicos (7 years). Both used Action Cards. The group used Microscope to collaboratively create the world for Last Fleet. I thought we’d maybe get a couple dozen sessions out of it, but it rolled on strongly and ended with a strong finish.

Lists: Those History of RPGs lists are hard work. They average about 3-4K per, even with a shorter set of items. I still have a long away to go with the superhero series, but I will finish it off. I’ve also put together 2013 review lists for Horror; Steampunk & Victoriana; and Superhero RPG products. I’ll probably work from blurbs with minor comments when I put those together. I have some other genres I’d like to do, but I’ll wait several months until I’ve forgotten how painful they can be. Maybe someday I can pull that material together and expand it. I think each one could be a good book- especially supplemented with interviews and further comments.

Dangers of Retrospection: I have mixed feelings about the end of the seven-year Libri Vidicos campaign. That game came out of the gate super-strong. The first three-four years remains some of the best gaming experiences I’ve had. Those focused on the school and personal development. Once the game opened up the scope a little more, things became more complicated. It moved further away from the interactions with NPCs and the interesting hijinks of being students in a magical high school. In that respect, it parallels Harry Potter. Middles can be tough and once you raise the stakes, you make the choices filled with jeopardy. The last three years were amazing, but had a tough act to follow because the first four were absolutely dynamite.

Reviews: This year I won RPG Geek’s Iron Reviewer (after 2+ years of battling). A hefty chunk of my posts come from that struggle at the beginning of the year. After that I stepped away from reviewing. I hope to get back into that for 2014. I have a number of interesting games I’d like to draw people’s attention to. I need to write up my impressions of Kingdom, now that I’ve had a chance to play it. I’d also like to finish working through reviews of the various L5R products, including the new books.

I’m An Asshole: It’s a kick in the gut to realize how much my ego drives my reaction to campaigns. I hate that- especially since I can see it rationally, but it still rides me with the lash. After seven years I wanted a glorious end to the campaign- with angels descending from the heavens. The players would gift me with presents for my efforts, they sing songs about the glories of it, tell tales of how it could not be surpassed. I would be praised as a king for my efforts, creativity, and diligence. No- we had a solid final session and wrapped up some years of good games. That ought to be more than enough. We have a group of players- all of whom play in or run multiple campaigns. Most have two or three other ones. I really need to tamp down my GM grandiosity and bizarre expectations. Sometimes I see GMs on G+ and blogs complaining that their players aren’t excited enough- that they don’t talk about the game away from the table or send emails with plots and plans. With someone else I can think, “Man, just be happy you’re playing and everyone’s having a good time.” With myself I fall into the same trap of self-indulgence and self-doubt.

Professionalism: A lesson relearned this year. If you’re dealing with a person or organization and they treat you unprofessionally right out of the gate, that’s not going to get any better. If they change the rules, ignore questions, cancel without apology, don’t contact after publication, ask you to cut someone off, move the goalposts, make changes without consultation, or make demands without compensation- that’s not something that will change over time. Carefully assess those first couple of interactions you have with a company, person, or editor. On the flip side- if someone treats you professionally, thank them for that and return that professionalism.

Taking Action: Libri Vidicos also represented the longest use of our homebrew system, Action Cards. I’d run it for smaller campaign before that, but the LV version was the most substantial version and saw the most play. Each campaign since has built on those rules- with some drastic changes. By about the mid-way mark of the campaign, cracks began to show in the mechanics. Over time, the wheels began to come off the rules. I spent time trying to keep things from flying off the road- with small patches and changes. That largely worked or at the players bought into it working. Some games systems lend themselves to long-term play, some to short term. Many of the changes I’ve made to the system since the Libri Vidicos version have been to extend the game’s lifespan while simplifying and discarding elements. I think we’ve now ended up with a solid version. In total, we’ve run an estimated Action Cards 600+ sessions across a dozen campaigns. That includes fantasy, samurai, post-apocalypse, modern urban fantasy, space war, horror, and superheroes. This needs to be the year I get a standard version assembled.

Opinion: Suggesting an alternative approach to a game isn’t the same as saying this game sucks. This was a year of my being surprised by people’s defensiveness about games. I was struck by some people’s need to take umbrage at variants or take ideas as statements of absolutism. It was a weird year for this. I saw otherwise progressive persons and groups being incredibly hostile to others who ought to share their same objectives: fun, community, equality. I saw a lot of weird false class consciousness. I saw many interesting voices stop commenting. And I saw a worrying shift in discussions about how you conduct discussions- who should be in people’s circles, what +1’s mean, harassment. Is anyone on the side of the angels in these arguments? I don’t know. I’m nervous about a chilling effect in the future for discussions. I’m even hesitant to even write this. I’ll leave it in…

Eating Too Much: My campaigns have shapes. I’m not a special snowflake, so I assume most GMs follow the same pattern. We begin and players have some ideas about their threads and what they want out of the campaign. I introduce mysteries, add inciting incidents, and try out hooks. That’s the first Act. As time passes the game expands (some might say bloat) with plots, threads, and potential storylines. The players have more on their plate than they can handle and start to really prioritize. Then I begin the swing into the last part of the campaign where the threats and threads the players have focused on come into relief. And then we wrap the campaign with final choices or conflicts. The problem I have comes in that middle section- I find I’m overstuffing it. I put too many interesting options in. If I’m unsure about a scene, I’ll add a new NPC or threat. That can be bad if we get to the end of the campaign and the players haven’t gotten closure on those. Not that they have to wrap everything, but they need to be able to conclude those which matter. I need to consciously finish some of those stories earlier, before the end. I have to provide victories and up beats as stepping stones to the end.

Non-Gaming: Job and work hunting remained difficult in 2013; I had even fewer interviews this year. I hope 2014 turns out to be better. On the plus side, we will be doing a Kickstarter for my board game this year which won't generate money, but might open doors for other opportunities.

Stay on Target: We’ve recorded 26 episodes of the Play on Target podcast, with 23 posted so far. I’m happy with how those have turned out. Over time we’ve generated some interesting discussion and ideas. It has been nice to hear from listeners who’ve politely said they’ve enjoyed it. I hope this year we can integrate more feedback and questions. I also hope I can learn to a) not talk so much and let the others have a chance and b) get better about my ‘ums’ and ‘ahhs’. 

Thanks for reading and welcome to Year Six of the Blog.