Monday, April 26, 2010
As I was playing it, the game froze and then disconnected and when I went to log back in, I suddenly had an authenticator attached to my account. Bugger.
So I had to do two things - first, get rid of whatever miscreant device had infiltrated my system and second, negotiate the choppy waters of Blizzard customer service. The debugging was pretty easy as a quick update and malware scan found the little bugger straight away. That got smushed. For securities sake, I switched to another computer to do my Blizzard business and then things slowed down a little.
I'm sure its not the case, but the Blizz helpline is apparently (according to the part of the website I looked at) only open during office hours on weekdays. Harsh. They do have a webform though, which looked fine, until it asked you for your CD-Key and the answer to your special question. CD-Key was easy ... Mr Pack Rat FTW! I needed to waltz around my battle.net account for a while to get a hint of my secret question. If I hadn't been able to do this, they would have required me to fax over a copy of my passport. Faff!
Anyway, I made my protestations and waited for the wheels to go into motion. Now, I hit the next snag. Phishing emails. I get around 2-3 WoW related phishing mails per day and they are just spam-foldered and daily deleted. How do you differentiate between the phish and the helpdesk? Well, Blizz have a nice way of doing it involving changed passwords and very plain information about each step of the process. Sorted.
So I'm back (now with added authenticator of my own) and everything on my character reimbursed. EVERYTHING. Even the scraps of fur that the twats had sold. I was impressed.
So, how do I feel? Well, a little silly for being hacked - although for the life of me I cannot work out how, considering my lack of internet adventure - and not in the least bit traumatised. I thought I would be, but I'm not. Its just a thing that has happened.
I think, in its own way, thats kind of healthy!
Tuesday, April 20, 2010
Wednesday, April 07, 2010
- GM enthusiasm drives the games that are brought to the table.
- Buy-in via collaborative campaign so what's important to the player / character is present in the game
- Narrative arc / focus is present which may manifest in 'seasons' for longer campaigns
- If it's narratively complete, don't go back! We tend to consume / burn up ideas / concepts rather than get comfortable with them and return
- Playing with regularity
As we now have a pencilled in end date for the D&D campaign, the conversation was also had about who would referee. In the end, with Andrew and Nigel coming off the back of looooong campaigns it came down to either me, Ian or Dave when he returns. As we are also looking at games with an initial arc of around 8-10 sessions, this choice is essentially 'who goes first' and thus might require a little 'pitching'.
There are two games currently which are sitting in my 'to play' pile: The Dresden Files and Doctor Who: Adventures in Time and Space. (What? No D&H? No BtQ? - I keep my playtesters fresh and keen...) Well, when I say sitting, DFRPG is not even bought yet, although its purchase is inevitable. I thought I would, in public, run through these and see how the Golden Rules apply. It might help the process.
Rule #1: GM Enthusiasm - I'm going to assume that my love of urban fantasy will latch onto the Dresden rules and produce wonderful babies. Dr Who is back on the TV at the moment so enthusiasm for that will probably increase as well. Generally, I've not got a problem with enthusiasm if I feel that the players are into the game too.
Rule #2: Collaborative Buy-in - This is really a given for our group and I think this might be where Dresden (a game which has collaborative building built into the ruleset) edges out Dr Who. Both have pre-determined worlds and I think I would have to cherry-pick some of the initial Dresden stuff to introduce it slowly, whereas Dr Who is pretty much there and in our face.
Rule #3: Arc Structure - Not a problem. Never a problem. I think there is an awareness needed that the length of the arc (8-10 sessions) does mean that the scope of the game and the arc doesn't need to be as all encompassing as previous games. End on a cliffhanger? Possibly.
Rule #4: Accept Burn Out - I'm not sure that, given careful planning, you could easily burn out Dr Who or Dresden out in 10 sessions. I think thats a strength of the semi-established backgrounds - you can delve into one area and have other things left to look at later.
Rule #5: Play with Regularity - Hopefully, this will not be a problem. As the new academic year approaches, I have less work to prepare which should be able to free up time for prep. Dr Who wins here, as from what I gather Dresden has a bit more prep than Who. If the game is enthralling, I think we will have no problem with regularity.
Well that's put it all down and really, it doesn't get it any clearer. Dresden will probably have me more enthused but Who would be easier to run.