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brianrogers
10 July 2009 @ 09:45 pm
59) Lisa's Story - the Other Shoe: This is a compelation of Tom Batuik's Funky Winkerbean strips, specifically those dealing with the appearance, remission, re-emergence and untilate fatility of breast cancer in Lisa Moore, one of the trip's central characters. it's incredibly moving and well done, but not an easy read towards the end given how well Batuik manages to instill his characters with real humanity. Funkey Winkerbean really is hands down the best continuity strip in syndication these days.

60) Web of Angels (reread): John M. Forts proto-Cyberpunk space opera tarot card book, it's very well done but so densly packed that I'm sure I'm still missing things. Still, it's not as good as Growing Up Weightless or Princes of the Air, so read those first if you can get them. I am impressed by how much this 1980 book predicted later aspects of the cyberpunk genre, but all SF is a genre in conversation with itself. Ford just happened to be a little ahead of the curve of conversation on this one.

Anbd this took me through the 28 weeks from Christmas to my birthday. I hope to get another 40 books read before 12/25. Squirrel loaned me a copy of Steven King's "IT", I got the new Iain Pears book from my brother (as well as a loan of Gilead, which is supposed to be excellent) and I'm sure there is yet more in my future. it's been a good reading year so far.
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brianrogers
10 July 2009 @ 12:42 pm

The second set of lessons is more about campaign design. I learned that much as I like the idea of the players exploring a strange new world, I chafe at not having NPCs around to give me a voice (however subordinate) in discussions. That’s something I can work on both as a GM and as something to consider if I run a similar campaign in the future.

 

Running parallel to that, I think that next go around I need to have a stronger relationship web between the characters. If the characters are going to be the whole of the civilized world – as they were in New Dawn – they need stronger reasons to be connected and to be in moderate conflict. Since I don’t have NPCs to offer moral/social conflicts or subplots the player characters have to provide those for themselves.

 

To do, rather than have the PCs essentially be strangers at the start of play (which was a planning failure on my part) each PC would have relations with at least 2 other PCs – someone who is a friend or they have worked with and someone who they have a mildly negative relationship (perhaps one PC witnessed another fail at something, or there’s a family rivalry, or a philosophical rivalry, or they share a dark secret). This makes sure everyone has some allies and some potential conflict points that can be explored in play. This should tie everyone together a little more, giving the players more things to talk about in character, and things that might clarify their worldview for dealing with issues.

 

We had this in only one area in New Dawn: Razor and Silver were brother and sister, with some mutual over protectiveness and affection. This played a little bit for Voi’s ogling or Silver, but I think it would have worked much better if we had intimated to those relationships in advance, and extended the web a little bit.

 

Have other people worked with this in other games? How close is this to the R-Map process that Vincent Baker discusses on Forge? Is there somewhere I should go to look for more discussion of these issues?

 

And amongst the players in New Dawn, does this make sense to you? Do you think it would have helped?
 
 
brianrogers
09 July 2009 @ 12:11 pm

OK, now that everyone is up to speed with what happened in the game, I wanted to briefly discuss some things I’m taking away from it in the future.

 

First, I think I clearly need to establish a strong sense of “Table Rules” for the game group – something that I have been able to avoid until now. Avoid is really the wrong term, because it makes it sound like establishing clear table rules is a bad thing.

 

 

Table Rules )
 
 
brianrogers
08 July 2009 @ 06:55 am
In which our problems come to an end.
Session 6 )</div></div>
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brianrogers
07 July 2009 @ 08:12 pm
In which our troubles multiply.

Session 5 )
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brianrogers
06 July 2009 @ 08:04 pm
How could there have been an 87th precinct TV series and I have never heard of it?

http://www.imdb.com/title/tt0054510/

OK, it ran for just one sewason before I was born, but still....
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brianrogers
06 July 2009 @ 06:36 am
The shout out to A&E session

Session 4 )
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brianrogers
05 July 2009 @ 07:14 pm
Bob Dushat just gave me his copy of Reality Storm, the official crossover module between Champions and Silver Age Sentinels, and it contained some supremely odd design decisions. The premise of the module is that the two big bad guys of the game system's default universes (Kruzritter and Dr. Destroyer) both find a way to reach the citadel in the time stream that is supposed to maintain the safety of the multiverse. Not trusting each other, they nonetheless decide to work together to use the citadel's power to conquer their respective universes. This is the framework for what is essentially a team up between the example hero teams of the two game systems.

All well and good - there have been enough of these sorts of things for a nice array of tropes to play with. Could be fun. However, the designers didn't set this up so that the players are playing either the Champions or the Guard (or both, or some selections from either team). I can understand this, I guess - people would rather play their own heroes over the ones in the rulebook. But they also don't have your hero team replace either the Champions or the Guard in the plotline. You would think this would be a no brainer: if you're running a Champions game then your heroes are the ones who team up with the Guard; if it's a SAS game they get to defend their reality alongside the Champions.

Nope. Instead both of the major super teams vanish and your heroes are suddely picking up the pieces, having to fight their universe's Big Bad plus the other universe's Big Bad in order to save both universes and rescue the captured heroes. I give them props for not having your job be rescuing the major NPC Heroes so they can save the day, but the module is still "The JLA and Justice Leage team up so that the Teen Titans can save them". Not exactly what one expects from this sort of crossover story. Your PCs aren't teaming up with _anyone_ from the parallel universe!

In another oddity, the plot has Kruzritter and Dr. Destroyer lay betrayal traps for each other primed for the exact same moment, so fi the PC just wait the villains will take each other out, leaving just their henchmen. While this does have an interesting 1970's Marvel Super Villain Team Up vibe to it, the whole thing is a little anticlimactic for a supers game.

I just don't understand what motivated these design decisions, when there was a pretty clear other way.
 
 
brianrogers
05 July 2009 @ 02:33 pm
In which our problems begin.

Session 3 )
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brianrogers
04 July 2009 @ 06:48 am
Here's the second session of the game. Lots of fun exploration and ecological mysteries.

Session Two )
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brianrogers
03 July 2009 @ 07:21 pm
The romantic comedy about a girl meeting a boy on the subway platform and falling in love. She goes to meet him on the platform week after week fantasizing about how he will ask to marry her. Alas, he turns out to be a Lovecraftian ghoul who eats her.

The movie's title is, of course, "A Modest Proposal"

 
 
 
brianrogers
03 July 2009 @ 08:35 am
These are well after the fact, but I did eventually want to post them here. Once they're all up I'll be making some public musings on how I might have improved the campaign.

Session 1 )
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brianrogers
03 July 2009 @ 05:57 am
56) Mrs Frisby and the Rats of NIMH (Reread): Elizabeth really wanted to keep playing in the library last Saturday, so I grabbed this off of the shelf in the children's section. Just as good as I remember - highly readable and as strong a piece of Juvenile SF as one could ever hope for. Rereading it just makes me more pissed about the movie version.

57) Three Days to Never (Reread): More Tim Powers in my "it's not my birthday yet so I don't have new books" doldrums. Not as good as Declare, but still very good.

58) The Histories: Using my drive time to listen to Tacitus' history of Rome's year of four emperors. I'm sure I missed some things by the nature of audio books and the sheer amount of ground covered, but it was still fascinating. While the actual history was interesting. getting Tacitus' take on the nature of the Roman empire, bias as he was by his own position in it, will no doubt be an invaluable gaming reference. His brief history of the Jewish people - to get you up to speed before discussing the pacification of Jerusalem - relied on information gathered by the worlds longest game of "telephone", which throws somne doubt on the rest of his research.
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brianrogers
02 July 2009 @ 07:31 am
I suddenly imagined a Tim Powers novel where the magical macguffin was John M Ford novels.
 
 
brianrogers
28 June 2009 @ 06:34 pm
Lack of gaming is making me crazy, so I'm working on my Jane Austin Giant Robot mash up game. I'll be slowly posting the world, themes and rules set as I work them out. Please feel free to comment.

Mech & Matrimony rules journal )

 
 
brianrogers
26 June 2009 @ 07:10 pm
54) Princes of the Air (Reread): John M Ford's lovely space artist con man coming of age tale was even better my second time through. The three heroes are such damn player characters that any gamer can't help but love them. If you can find it, read it.

55) Peter Loon (Reread): Van Ried's non-Moosepath league book is set in post Revultionary War Maine, straddling the 18th and 19th centuries. Just after his father's death a young man is sent on a quest to find a never-before-mentioned uncle, and in doing so he falls in between the forces of the settlers and of the "great men" who claim the settler's newly cleared land on the basis of royal grants and contradcitory Indian deeds. A wonderful meditation on the need for moderate civil behavior in the base of potential war, it is also a useful snapshot on how the arctypical Player Character 'young adult from the backwoods' would react to his first sights of a wider world.
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brianrogers
25 June 2009 @ 11:25 pm

I've been in a ongoing Facebook debate about the situation in Iran, and for the sake of putting everything in one place (and avoiding the character limit for posting) I felt it best to put a final version of my thoughts here. I'm unlikely to change from these positions without hard evidence otherwise, so people can comment but should not expect further debate.

 

Any who disagree are of course welcome to do so, but I feel that I have laid out an argument based on history with a strong moral grounding.

 

Politics and suchlike behind cut )
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brianrogers
19 June 2009 @ 04:19 pm
51) Conan - the Road of Kings, the Scrolls of Skelios and  the Heretics of Tarantia: These are the other Conan RPG books I got from Dr. CPunk. The Road of Kings is one of the best World Gazeteers I've come across, with lots of plot hooks, tons of meaty detail and, blessedly, stats for Conan himself that are possible within the game mechanics (avoiding a common problem with media property sourcebooks). OK, Conan is insanely badass, but I have seen other 4d6 drop low AD&D characters with his stats, meaning it's possible for your character to be just as insanely badass. if the  ook as a flaw it's that it repeats some common information in each country entry (such as details on the Church of Mitra, which is common across all the Hyborian countries). That's the perpetual tossup between making each country entry as complete as possible or save space by having you refer elsewhere. The Scrolls of Skelios is a good solid book of magical options for the Conan game, with plenty of new spells and monsters - just enough to finish fleshing out the system, and if I ever run it the spell lists will stop right there rather than have sourcebook proliferation. The Heretics of Tarantia is a Conan Module, and it's everything you _don't_ want in  a Cona  Module - an urban based conspiracy mystery where the PCs are dragged into because a priest dies at their feet, so the city ruler forces them to handle the investigation under threat of punishment. Plus, the villain is obvious a mile away. Who published this drek for Conan? Still, that's one clunker out of a pile of good stuff!

52) The Painter of Battles: one of Arturo-Perez Reverte's modern stories, it stands out in that the main female character isn't irredeemably evil and dragging along the hapless, lovestruck hero to be patsy for her own ends. While that makes it different, it certainly wasn't one of his stronger works.

53) the Manual of Detection: this is the first work of Jedediah Berry, and it was well worth picking up. It's part of the odd Genre of dream mysteries set in unnatrually dreary cities, which is just large enough for you to be aware of its antecedents without it being a mass of cliches. Our central character, Charles Unwin, is a clerk at a large detective agency, cleaning up the case files of a fameous detective (who has faced a Dick Tracey like rogues gallery) who Unwin has never met face to face (against company regulations you see). His very orderly life already thrown into disarray by a new fascination with a woman he spied at the train station, he is shocked to discover that his detective is missing and, against all protocol, he has been promoted to detective. He is armed only with his bicycle, umbrella, a copy of the angency's Manual of Detection, 17 years of analyzing case files and the help of a nacoleptic assistant. The book was very engaging, and, if it draws too heavily from its predecessors it does so with style.
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brianrogers
18 June 2009 @ 06:12 am
Trapped in a hotel room for work (more on that nightmare later), I got to see the back half of <i>Speed Racer</i>. It was everything he said it was and more. Proof positive that a movie can be Perfect without exactly being Good.
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brianrogers
12 June 2009 @ 01:50 pm
XX) The Red Wolf Conspiracy: [info]kriz1818  loaned this one to me a couple of weeks back. I've had this long standing ida of running a fantasy game set entirely on a huge sailing ship, so the idea of the book - political events on a huge sailing ship - had some appeal. Alas, I walked away from it two thirds of the way through as the central character suddenly became unforgivably stupid*. It's my first unfinished book all year, so I'm not counting it as having been read, but I still wanted to comment on it here.

51) Conan, the role playing game: That's to [info]drcpunk  I have a copy of this and BY CROM it is good! It wholeheartedly and unapologietically embraces the dark, corrupt world of Conan. There's a bare-breasted slave girl drawn into the page boundaries, and no warning to the reader that the world can be a little seamy and little racist. The rulebook make all of the races of man equally valid for play - the Picts, the people of the Black Kingdoms and the other non-Hyborian (i.e. not white) races of Conan's world areall presented as fair game - and since no culture comes off looking particularly good Conan's personal distaste for some of the races (which I remember being a touchy subject in the introductions of my 1970's reprints of the Conan tales) is washed away. The rules themselves are a very nice rendition fo the d20 mechanic designed for lots of fighting men, with sorcerery being (relatively) slow, powerful and corrupting, but with rules that make Sorcerer a valid class choice.

Some things that stand out in the rules?
  • a nice breakout of parrying AC vs dodging AC, with an armor-absorbs-damage game mechanic that isn't too intrusive.
  • rules for money that state that anyone with more than 50 sp immediately squanders half of it on high living every week. Once a month you are able to ue that squandering as a circumstance bonus on some sort of research, but otherwise you're heroically pissing your money away, just as Hyborian Age heroes should.
  • lots of combat related feats and combat moves that anyone can try ripped straight from the Conan stories. I'm usually a rules light GM when it comes to "can I try this" but I know many players need to have a list of their options laid out for them, and to my mind this system gives them just enough.
Honestly, if I had owned this book at the start of the Emirikol game that campaign would have had many of these rules incorporated in it. I'm looking forward to pitching something in this rules set at some time in the future.

* Not entirely true - the central character suddenly became a PC whose player couldn't realize that his actions had consequences. After spending three years as a tarboy (apprentice sailor) on the ships of the country which conquered his homeland, our hero ha clearly been circumspect and deferential enough in complaining about how his people were treated to not be stabbed and thrown overboard. As we move through the novel, he continues to act in this fashion, until he is face to face with a *really important person* who, while he was instrumental in the conquest of ou hero's country, could have him killed without a moment's hesitation. So our hero mouths off to him. Everyone is shocked, and all the NPCs explain to him in various degrees of patience that this just isn't done, that the *really important person* is in a position to do our hero an enormous amount of good, that our hero has other reasons for needing to stay on board, and that he took his life in his hands doing that. Our hero nods. The *really important person* talks to him again, taking a placating tone that is very much out of character, and our hero MOUTHS OFF TO HIM AGAIN. And gets flogged, stripped of his status as a bondsman (meaning he can get grabbed by slavers) and thrown off the ship.  Once in port he follows the advice of someone who has always wished him ill and gets himself captured by slavers. At this point he is offically too stupid for me to care about, and I don't want to see the polt deformations required to get him back on board the ship. I have no idea why Robert V.S. Reddick decided to take this little side treck - just to show us the scary slavers he'd been aluding to earlier - but it was enough to jolt me out of the book.
 
 
 
 

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