Very soon I’ll be starting up the Five or So Questions Series, where I’ll interview members of the gaming community with about five or so questions.
Hope you enjoy!
Archive of all posts prior to October 2021, including the interviews, reviews, and theory posts about tabletop roleplaying games.
Very soon I’ll be starting up the Five or So Questions Series, where I’ll interview members of the gaming community with about five or so questions.
Hope you enjoy!
Yesterday I playtested my in-progress tabletop roleplaying “story game,” Clash. Clash is a game about exploring big conflicts from a small perspective. You fight, you argue, and you look at the moments that change the world. It’s a GM-less, team-based game with a table you roll against to have “The World” act against the players.
Clash has been a big challenge for me. It was put together in a single day and then fiddled with and messed with for about a year before I got the courage to playtest it. I’ve had near-zero luck getting playtesters outside my group to play, but I’ve finally got my group into it. I have a lot of emotional investment in it, as it’s my first solo game, so playtesting was really a tough subject to broach with my group.
Anyway, we finally started playtesting, and this is session 2. We had 4 players and the session was about 3 hours.
The setting is Chicago during the height of prohibition, where one team is playing the Mob and the other team is the Untouchables. We have a pretty nice mix of characters, including a young rookie on one side and the son of the woman mob boss on the other. We’ve fiddled with history a bit in part to allow for some women characters, such as my Untouchable, Penelope Wilson, who is a woman fighting against the Mob and against the discrimination within her own organization.
We had a shoot out, an arrest, threatening notes left on doorsteps, and generally a great time. My biggest goal with Clash is for it to be fun, so that was good to see. Players enjoying themselves, cracking jokes when the time is appropriate (and sometimes inappropriate), getting into the gritty parts of conflict – that part of the game is happening.
The mechanics work. Right now I’m fiddling with some numbers to make it run more smoothly, but it seems to be going pretty much right. I don’t think I’ll have many more changes, honestly, because most of it is rewording or fiddly bits. I haven’t made any big alterations so far, and it seems to be working well. I’m going to keep playtesting for a bit, but more than anything I want to get the game in other people’s hands to see if they run into problems.
The biggest change (addition, really) this time around was to write in rules about how to handle multiple actor conflicts. It was just simply adding some wording and I think the rules I wrote in work great for the narrative and mechanical purposes.
Overall I think the playtest went really well. I’m hoping to do a crunch and play some more but I don’t know how much success I will have there. I just want to play more!
With the new year, I’m making a lot of changes. One of these changes is to start using this new blog, in part to unify my brand and in part to have a shorter, common URL.
What will I post here? That has yet to be seen. Sometimes I might do reviews or interviews, like I did on BravoCharlieSierra. Other times, it might be game design musings or thoughty things that I post on G+ and copy here. We’ll see how it goes.
In any case, glad to be here and I hope you enjoy what you see.
I interviewed Whitney Beltrán about her upcoming work on Tinker, a steampunk web series production currently Kickstarting with a few days left.
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ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.
Today I have a brief interview with David Pulver, a freelance writer in Canada, just for you! David is working on an adventure game for Crafty Games‘ FANTASY CRAFT Roleplaying system called “Laboratory of the Forsaken“.
B: David, do you want to tell me a little about Laboratory of the Forsaken?
D: The soon to be released “Laboratory of the Forsaken” is my first adventure for Crafty Game’s FANTASY CRAFT roleplaying system.
It takes place in the Realm, the same setting used in their earlier TIME OF HIGH ADVENTURE book, which features a conflict between the Circle (free-thinking but occasionally out of control scientist-arcanists) and the Church (nice folks unless you get on the bad side of their inquisitors).
D: It took about two days to come up with the basic concept of a dark fantasy horror adventure set in the laboratory of a vivisectionist-alchemist who was obsessed with finding the secret origin of life. Crafty Games and I batted the concepts back and forth for a couple more weeks to set the specific details and parameters of the adventure. Then it took about a month to write it.
B: What suggestions would you have for others looking to write adventures – best practices for level design, flavor text, etc.?
D: For me, the key thing is to have a solid, interesting theme and concept and a careful outline. In this case the theme was mad fantasy science, so the adventure contained a lot of research notes, crazed experiments, and so on. Usually I work out a background first, but then get down to the nuts and bolts (e.g., what’s where, paths through the adventure, mapping, and so on).
It’s probably best to leave flavor text for last after you have the skeleton of the adventure. I’ve found that if you start with the flavor text it’s very easy to overwrite and end up with something that is too long.
That said, doing a bit of flavor text first is useful to give yourself a feel for what you’re doing. In my case I wrote a short biographical letter written by the mad scientist (Dr. Croatalorn) to a friend of his, laying out his philosophy, a key event in his childhood that led him away from the teachings of the Church and toward exploration of darker truths. I didn’t actually use this in the game – it was a bit too long – but it gave me a sense of his character and motivations, which helped me.
I did something similar for his wife Lunalia, who is another key character and possible ally of the adventurers in the plot.
Ideally you should playtest an adventure, but often players will not have time to explore all the paths. A trick you can use is to “talk through” an adventure with someone else – essentially skipping all the game mechanics (assume they win all the fights, make all the skill checks, or whatever) but just narrate what they see, who they meet, and have them tell you what they do.
This is a good way to get a sense of whether any mysteries, level design concepts and so on are too complex or too simple, and also it can sometimes reveal options and strategies you didn’t think of when you wrote the adventure.
The most difficult part of the adventure was striking a balance between a coherent, dramatic narrative (e.g., building up action and an exciting conclusion) and giving the players different routes and options. This had to be considered from the very start of the adventure, as Crafty Games Fantasy Craft setting tends to forgo a traditional good vs. evil structure in favor of different factions, any of which the adventurers could be aligned with. The adventure is set in the “Realm” background that Crafty Games introduced in their prior adventure collection Time of High Adventure. This introduced a conflict between religion and magic (The Church vs. The Circle, a group of arcane-scientists).
This became a central conflict in Laboratory of the Forsaken, but I set up the adventure so that the players could choose which side to support, or remain neutral, and also ended up writing three different variations of the adventure’s opening to accommodate different player character motivations or alignments.
Thanks to David for taking the time to share with us about his writing and design process! Check out the adventure, Laboratory of the Forsaken, at DriveThruRPG!
Yesterday, the internet blew up with selfies. It was in response to a Jezebel article about how selfies are a cry for help, and that they aren’t empowering. I’m sure you can imagine my response. However, on G+, I posted shortly thereafter a few of my fellow feminists had posted and made a call for people on my circles to share selfies because I wanted to see their faces.
The response was incredible!
Tons of people – men and women, young and old, some who had never posted their photo on G+ – posted their photos. There were a few people who complained, stating that it was becoming like “that other social network” (Which one, I ask? MySpace, where selfies really got popular, or Facebook, where so many people still lurk?), but it didn’t harsh my buzz.
See, I grew up initially on places like forums, Yahoo! Groups, and LiveJournal, where you didn’t really share pictures of yourself. At my age (pre-teen) it was discouraged heavily – after all, what if people misused your photo, stalked you, etc.? I knew usernames and typing styles, but I didn’t know faces. When people DID post their pictures, it was like pure joy. Here! Person! You are REAL and I can see you, and it is wonderful.
Yesterday was filled with joy for me. I have been dealing with some dumb emotions, and I know a lot of people going through some hard times, but there was suddenly this burst of “Hey, look at me, I exist!” All of this beauty and love and laughter and joy.
I don’t know if yesterday meant anything to anyone else. It meant a lot to me.
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ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.
THOUGHTY LOGO © JOHN W. SHELDON 2013. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.
Today I have an interview with Systir Productions, a production team based in London. Amy and Victoria Howell are sisters and multi-award winning creators of ‘The Syndicate’ and ‘616’, the latter of which is currently crowdfunding.
What led you to the film industry?
Vicky has worked in film and theatre for the past 15 years. In fact she trained originally as an actor, then got sidetracked into writing and later to directing, but we’ve both grown up on films of all types – watching horror from probably a much too early age(!) and had often gone over various ideas for stories, but there was a eureka moment whilst back at our mum’s house for xmas 2008 when we just said ‘we should do this!’ Vicky had the industry knowledge and writing experience, Amy had the business experience and the ideas so it was an obvious next step.
What made you choose to work on a webseries?
We started with the intention of making films, to be honest, and the first project we wrote together was actually a feature version of the ‘616’ concept. However, during the course of that script’s development we became sidetracked into the story behind what became our first webseries, ‘The Syndicate’, which again we initially developed as a feature idea. When we wrote ‘The Syndicate’ back in 2009, there were very few webseries about, especially in the UK, but we did stumble across one which was made by the production team behind ‘Torchwood’ called ‘Girl Number Nine’ and this is what introduced us to the concept of webseries. The aspect that appealed to us initially was the ease of distribution and this is what gave us the idea of turning ‘The Syndicate’ into a webseries. Rather than being at the mercy of a distribution company to get your work seen, you just post it online and control the distribution yourself. And we’re really glad we did that, as, if we had tried to release ‘The Syndicate’ as a traditional feature film we could still be sitting around now waiting for a distributor, while, by releasing as a webseries, it has now been seen by almost a million people, travelled to festivals around the world, won awards and put us in touch with Frostbite Pictures who we are now working with on producing ‘616’. So webseries have definitely been lucky for us!
What would you say is your favorite project you worked on, and why?
Your first baby is always special, so ‘The Syndicate’ does hold a unique place in our hearts. It has also brought us a lot of opportunities so we’re also really grateful to it and to everyone who worked on it. We learnt a lot through making ‘The Syndicate’ as well – a baptism of fire in a lot of ways! – and ‘616’ is definitely benefitting from that.
What is ‘616’ about? What makes it worth backing?
‘616’ is a character driven, fantasy/horror webseries in the tradition of Buffy/Angel/Supernatural etc, albeit less glossy as we’re British…! Although it follows in some very established traditions, with ancient evils, magic and end of the world stakes, the concept behind the story, the way this evil manifests, is, so far as we can tell, entirely unique. We’ve watched many a horror film in our time and we’ve certainly never come across it before, so that alone makes it worth backing! Like all the best ideas it’s incredibly simple and you’ll kick yourself when you find out what it is…!
How has your experience been as women in the industry? Do you find any impact on your success?
So far, we’ve been very lucky and haven’t really experienced any overt prejudice or discrimination as a result of being female filmmakers beyond the odd “boys’ club” mentality of the occasional crew member. For the most part our gender has been completely irrelevant and that’s as it should be! We have been known to surprise festival programmers though as, with the nature of our writing, they assume we’re male…
What do you think is the biggest contributor to your success?
We don’t give in. Making low and no budget projects can be like fighting bears uphill through treacle – it’s hard work, it can be slow and frustrating and there is always something trying to stop you, from the weather to needing to pay the rent, but the trick is to just put your head down and keep going.
Thank you so much to Amy and Victoria! Good luck to them on the crowdfunding for ‘616’!
About Systir Productions
Systir Productions is an award winning production team, based in London, and consisting of sisters Amy and Victoria Howell. Amy is a writer/producer with a ten year background in project management and Victoria is a writer/director of over fifteen years experience. They began Systir in 2008 and their first project was a multi-award winning webseries, ‘The Syndicate’, which, due to interest from producers they have now developed into a feature script. The script placed in the finals of the Cascade Pictures Writers’ Couch Initiative in December 2012; semi-finals of the Bluecat Screenplay Competition 2013 and was a finalist for the Bluecat Cordelia Prize for best British script. Systir have also produced three short films, two of which, ‘616’ and ‘Drawn Together’ are live action/animation mix and still in post production – these are due to be finished by early 2014 to be submitted to festivals. The third, ‘6 Shooter’, was made as a competition entry for the Frightfest/Shortcuts to Hell competition 2013.
As a result of taking ‘The Syndicate’ to webseries festivals in 2012, Amy and Vicky met up with Canadian webseries creator Ivan Hayden, who, with co-creators Jason Fischer and Kirk Jacques, was aiming to establish a webseries studio, Frostbite Pictures, to produce high end webseries content. Systir agreed to become the UK arm of Frostbite and are now working on their second webseries, ‘616’, developed from their feature concept/short film of the same name. However, where the original concept was a B movie, effects laden gorefest, the webseries has been developed as a more mainstream, character driven fantasy/horror series in the tradition of Buffy/Supernatural/Grimm etc. ‘616’ is a completely original horror concept, which has never been done – so far as we can tell! – and Systir are very excited to bring the concept to the webseries world. They are shooting just the first three episodes at present as pilot episodes with which they hope to generate production funding for a full series.
As well as writing, directing and producing their own original content, Systir also collaborate with other webseries creators and filmmakers. Most recently, they directed and helped production manage short film ‘Leads and Follows’, a love story set in the world of swing dancing, and award winning comedy horror webseries ‘The Bloody Mary Show’, as well as assistant producing short horror film ‘Anna’.
Systir are currently crowdfunding for ‘616’ and would love it if you could help them out! There are some great perks to be had, so please do follow the link and check it out.
For more information on Systir and their past projects please see their website where you can also watch their first webseries, ‘The Syndicate’. You can also check out the trailers for their short films on the website or on their YouTube channel. If you’re into social media – and who isn’t these days! – follow them on Twitter –systiria and 616series – or Facebook – SystirProductions, TheSyndicateWebseries and 616series, or link up with them on LinkedIn.
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ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.
I hear a lot about Geek Culture, and I know a lot of Geeks and a lot of geeks. I wanted to kind of ruminate (really navel-gaze) about what Geek is and what geek is and who takes on that label. This is all just my stuff so I don’t really care too much if people agree, I just felt like writing it.
First, I don’t think anyone has to be a geek or that they should be labeled one without wanting to be one. I do think that people can participate in Geek culture without being a geek or a Geek.
Let’s clarify some stuff (these are my descriptions and definitions only):
Geek Culture = the overarching media and social constructs surrounding enthusiasts and Geeks/geeks.
Geek = someone who is a geek and active participant in Geek Culture. When used as “a Geek (thing)” or “Geeky”, something that is mainstream geek, common to a larger majority of the community, or something that is geeky.
geek/enthusiast = a person who enjoys media or activities and participates actively in enjoyment, whether it is sharing experiences with others or simply investing time and/or money in their hobby or interest. A person can be an enthusiast without being a geek, but rarely a geek without being an enthusiast, and geek is a self-identified label. When used as “a geek (thing)” or “geeky”, something that is any type of hobby or preoccupation, any level of commonality in the community, but not necessarily part of the larger Geek community.
Not all geeks are Geeks but all Geeks are geeks, geeks can be fans but not all fans are geeks, all geeks are enthusiasts but not all enthusiasts are geeks, and so on.
As an example, I’m a Geek and a geek and a fan. I consume mainstream geek media like Star Trek and Star Wars and Harry Potter, and actively participate in the enjoyment – I share it with friends, I talk about the meaning and theories addressed in the media, and I invest money in clothing, jewelry, posters, etc. about these things. I’m an RPG geek, not just playing but also discussing theory and investing money into the products, and a participant in the overall gaming community. Someone just the same as me might say that they’re just a geek, or just an enthusiast, or just a fan, but they have the option of a narrower label.
Sometimes people are geeks or enthusiasts because of their profession – academics, experts – but don’t use the geek moniker because it has a negative component for a lot of people. Geek was used as an insult and has a kind of yucky history, and some people don’t want the label because of that. That’s totally okay! They don’t have to be geeks! We can think of them in that context to understand them, but that doesn’t make them geeks – you can’t be a geek without consent. This is part of why the Fake Geek meme is so outrageous. Geek is a self-applied label, so telling someone they aren’t a geek or that they don’t do enough of whatever you think they should do to be a geek is utter nonsense. Just as someone can behave in a manner of a geek and not call themselves a geek, someone can behave in a manner not like a geek and still call themselves a geek.
Just some stuff to think on.
<3,
BCS
So, I haven’t finished Remember Me. It came out like two months ago, I know, what the hell am I doing?
Here’s what.
I’m still interested in the story. I think it sounds fascinating. I still was interested in the art and the visual parts of the game.
I fuckin’ hate the combat. Like, if I did all other parts of the game, I’d be fine, but the combat is clunky and I failed so many times it took me four times as long to get through simple combat. I am slow on combat in general, and have trouble following combos (and the combos are so unclear in this game!).
It’s bad enough that I’m considering asking +John Sheldon to play through it for me while I watch, since it’s not an incredibly long game and I want to see the rest of the story.
I’m just so disappointed. I wanted this game to succeed. The marketing was too little and the execution isn’t good enough. It makes me angry because this game had a lot of good going for it in the beginning and because they could have made a big impact if the game had just been better and if they’d marketed more effectively.
Sigh.
Feel free to comment below with your own stories of disappointing games (or comments about Remember Me specifically).
THOUGHTY LOGO © JOHN W. SHELDON 2010. USED WITH PERMISSION. UNAUTHORIZED REPRODUCTION STRICTLY PROHIBITED.
ALL CONTENT WITHIN THIS BLOG AND ANY OF THE ALTERNATE SITES LINKED ARE SUBJECT TO FAIR USE UNDER U.S. COPYRIGHT LAWS. THE OPINIONS AND CONCLUSIONS WITHIN THIS BLOG ARE THOSE OF THE AUTHOR ONLY, UNLESS OTHERWISE STATED, AND ARE NOT INTENDED TO REPRESENT ANY CORPORATION OR OTHER ENTITY.