There’s a tradition at the overnight LARP camp where I work, one that has been carefully nurtured by my friend Zach, of playing RPGs when you’re not busy LARPing. Zach has run a wide variety of games at camp, but in the past few years he’s used Old School Renaissance games almost exclusively. I think I’ve finally discovered why.
I will be busy this week, running a larp at The Wayfinder Experience’s staff week. I’m afraid that this means that I’m unlikely to post anything this week. I know I’d only just gotten back into the rhythm of posting twice a week, but don’t worry. I’ll be back. Until then, enjoy yourselves, and maybe check out the beautiful cyberpunk hack of Lady Blackbird, Always/Never/Now.
I’m settling back in to the East coast, my body is on the mend, and I’m waiting to find out whether or not I’m about to get sick again. So far so good!
I don’t have a new fiction post for you today, or a new review, but I can tell you all about a fun thing that I’m doing for The Wayfinder Experience (a large scale improv theater summer camp… aka LARP camp for kids). I wrote a game at the beginning of this year that loosely uses the setting of the stories Trouble Close Behind, Bloody Expanse, and Hot Mess, and which follows the events of Bloody Expanse by seeing what happens to the town of Shepherd’s Brook many years later. Read on for more details!
This gallery contains 4 photos.
Originally posted on Monster Darlings:
Many of us know the joy of describing a complex dungeon and watching our friends studiously attempt to chart it out on graph paper, in many cases distorted by the “picture-telephone effect.” And mapping out a dungeon can be serious fun for a DM. But sometimes, adventurers want to explore…
Reading about flat characters in E.M. Forster’s Aspects of the Novel, I have just been reminded of one of the things that routinely frustrates me in David Weber’s work. Weber likes trying to make characters who should essentially be flat, more or less caricatures intended to draw up conflict or drama or comedy (or maybe they should be comic but he refuses to use them in that way, making them painfully comic instead… more on that later). But instead of accepting that these characters should be flat, he tries to flesh them out. He tries to make them round, and make me care about them. Nine times out of ten, he fails.
Dogs in the Vineyard is an indie RPG created by Vincent Baker; it has an unusual set of dice mechanics for its conflict resolution, and as part of that it encourages players to take turns shaping the game’s narrative. While it certainly isn’t everyone’s cup of tea, I have had a lot of fun with it.
It’s also highly moddable, much like other Vincent Baker games (Apocalypse World being a prime example). While the DitV sourcebook describes a Wild West setting full of civil and religious strife, I’ve heard or seen others using the system to play in mafia-based story lines, Star Wars settings, feudal Japan, or even The Matrix. And Baker hacked his own system to tell horror stories, in Afraid in the Vineyard.
So of course someone decided to modify things a little further to turn it into a storytelling system that would allow you to play in a classic zombie movie. Sadly, while they’ve playtested their zombie hack, the ruleset that I was able to find online is nowhere near final.
I’m going to cobble something together from those notes as best as I can, and when I’ve done that I’ll share the result with you. If you’re already familiar with DitV and Afraid, maybe you’ll enjoy taking a look too?
Today’s post is brought to you by the caffeinated musings which have distracted me from my homework and encouraged me to write world background material instead.
The setting of For The King! is largely lacking playable non-humans at the moment. There are a few dwarves or elves who might be somewhere in the realm of Duval, and there are some gnomes and halflings and others scattered around, but most people, in most places, are human. The orcs and half-orcs mostly live to the northwest of the kingdom, generally part of the large nomadic tribes which roam through those sections of the Trade Lands. Heck there are centaurs too, but they generally stick to the lands northeast of the kingdom of Duval, and don’t have much direct contact except with traders who venture out onto the northern plains.
And yet there are remnants of dwarven architecture throughout the center of the kingdom of Duval, and historical records definitely suggest that they used to live in the area. So… where have all the dwarves gone?
Like it says in the title, this week’s flash fiction challenge is to create characters and convey them in 250 words or less. I’ve had a few knocking around in my head recently, and I decided to let two of them out. I’ve already written stories about both of them before, which you can find (amongst others) right here.
Hello everyone! This week I’ve set aside time to spend with my brothers, which means lots of role playing games and storytelling and laughter and yelling (also probably more food and booze than usual). But because of all that, I’m unlikely to have much for you here. I’m certainly unlikely to have full-scale reviews or such. I’ll return with the usual stuff by next Monday, no worries.
But while I’m not writing as much about things, here, have a few tidbits!
Dying Light is a fascinating game: it has gameplay that I find fun and engaging, but a story and characterizations which so far repel me. It is definitely fun playing with other people, running around the zombie apocalypse at high speed, leaping from building to building, and getting lost in the warrens while hungry monsters chase me. But every time the story progresses, I shudder and feel that ugly cold spot in my belly; why the hell does the POV character have to be a tool? Why do they have to make the villain choices they do? Why did they think the misogynist themes would be worth including? Why do I feel certain that the “strong female character” they’ve created is just going to be damseled within the next few missions? For that matter, why are there two or three women survivors in the tower, and everyone else there that I meet is male?
As someone who loves and is fascinated by stories, I’ll probably keep watching the story cutscenes all the way through. But that may just make me angrier and angrier about their writing choices. It’s a good thing that the cutscenes are skippable and basically won’t matter in the long run.
On the other end of things, we have Lois McMaster Bujold’s Mirror Dance, which I just finished. The first time that I picked it up I bounced off the main character’s narration (a first for me with any of Bujold’s books). But when I started it this time I fell in and couldn’t climb out… which is about what I expect from Bujold at this point. She really is fabulous. I’m going to leave my paeans of praise for another post, when I can give this book it’s due, but if you like the other Vorkosigan series books be sure to keep at it with this one, even if the start is a little disorienting. It’s worth it.
Okay, that’s all for now. Enjoy yourselves.
The above image may not look like much, but it is actually amazing. It’s the product of a brilliant set of GMing tools, too good to pass up. This site (http://donjon.bin.sh/) offers you a random dungeon generator, with settings for party size, level, hall layout, shape, room size, and more. It gives you easily legible maps with mouseover text notes, and downloadable “secret-free” versions for your players. Other sections of the same site offer more random generators than I can shake a stick at, ranging from inns and magic shops to weather, treasure hoards, and encounters. It’s not perfect since it’s all pretty, uh, random, and you’ll want to edit features to fit your settings and stories… but it’s amazing when it comes to giving you rapid access to otherwise fiddly information for barely any effort. I do still want the ability to edit generated maps without having to convert them into some other system or format. But I’ve had so much fun playing around with this for the past few days, and it’s given me piles of ideas. Suddenly, almost all the prep work that I usually don’t like doing for D&D can be offloaded onto this, and that inspires me. If you run games and tell stories of any sort, check this out. It’s too cool to miss, even if you never end up using it yourself.