Friday, May 23, 2008
Alas, too late - Pirates of the Burning Sea
The game itself, at low level, takes a little getting used to. Whilst it shares all of the common tropes that I associate with MMOs, the ship-to-ship combat is very different and the crafting/production stuff is very different indeed. I think it's a game where you have to be willing to make some mistakes in order to learn correctly, but when you do, it opens up into a nice little distraction.
One thing that strikes me is that it is slow. Hand-to-hand combat has a lot of whiffle, with parry, block and dodge counted in. I've discovered buffing drinks but no pots and in most encounters, which are instanced, there is little chance of you being able to escape. You win or you die. Ship-to-Ship combat can take a long time, even if you are a 'get up close and blow the fuck out of them' player like me - 8-12 minutes for an encounter. Its all very apt for the genre and you really do feel like you are a Captain, having to deal with reloading guns, wind, boarding and such but to can be a little dragging.
It is, however, a game that I reckon would be fun to play, PVP, with some friends. You could become the scourge of the seas etc. However, it just doesn't seem to have anything that gives it that biting grasp that would hook people in - and thats a damned shame because it has some innovations which really work for the genre.
Alas poor Lieutenant Tomas Cochrane - newly promoted officer of the Bermuda Sloop 'The Sea Wolf' - you may have sailed your last voyage as my attention turns to being a Bear Shaman in the Age of Conan.
Neil
Tuesday, May 20, 2008
Got Game?
Naturally, I'll kick off.
FOCUS
Thats what I lack sometimes. Its the ability to settle down and focus on the game. Its something that I have been absolutely atrocious at in the past. I recognised that in the early days of Pendragon I was the instigator of maybe 90% of the WoW-analogies and it had to stop because it was spoiling the game. Nowadays, its about getting into my gaming headspace and staying there, quickly. It sounds pretty easy but sometimes its just not. The act of actually sitting down, putting the chat aside and getting down to the gaming can sometimes be gargantuan to me. Now, some of you might be thinking that this 'invitation to play' is the realm of the GM but I would disagree. I think it is totally the responsibility of the player to come to the game ready and willing to play or to have the guts to 'fess up to the GM that they are not ready to play. We're all adults and we should be able to gather that focus amongst a group of friends. Once I get started and worked into a game, I'm absolutely fine and indeed, for me finishing is as hard as I just want to play on and on. But starting - thats proving more difficult.
(I'll add that this is doubly so for GMing. My willingness to do anything but start a game is sometimes startling. I want to, but its so much easier not to. Tired, lazy, jaded? I dunno. But this isn't about GMing - this is about play)
So come on - on reflection, what could YOU do better at the table to enhance your gameplay?
Neil
Monday, May 19, 2008
Resolutions Revisited
1. No More Games
Well, this one has been easy to achieve as the gaming calendar has become reasonably threadbare. Ben's shifts being haywire, Matt's sojurn to the Phillipines and the general craziness around this time year when four of a group work in and around education has wrecked chaos on anything that could be called a concrete gaming schedule. Group Three sort of fizzled at birth because of this as well, which is probably a good thing. D&D4e is on the horizon as a sort of spiritual rebirth of the groups focus.
2. Go to more conventions
Easily achieved - Conpulsion was a cracking little convention and I'm off to Games Expo in a couple of weeks as well. After that we have Continuum in Leicester, Furnace in Sheffield and probably some D&H promotional work at Dragonmeet in London. We've also had CottageCon II in this timeframe as well. The casualty of this excitement has been GenCon US, which has had to be dropped for 101 reasons.
3. Finish Duty & HonourWell, we're nearly there. I have one bit of fresh material to write (The French bit), one bit to seriously rewrite (the way the Missions/Challenges actually works) and the examples to rework and then it's edit/layout. In my head I've pushed release back a little because the end of term and my teaching course are simply eating my time. However, it's nearly there!
4. Resume by position as the Iron DM
Just not going to happen in the near future. I don't have time to dedicate to a game in the way that I like to and neither game group has the calendar space to incorporate one. Andrew is set for a long run on 4eD&D and Group Two has BAYUHC and BAYUHC:The Moderning in the near future. I'm not unhappy about this at all.
5. Start gaming with the kids again
As the summer approaches, this comes higher on the agenda. Both of them are still interested but in the end its a time/quality issue again. I suspect we will do something over the summer holidays
Neil
Tuesday, May 13, 2008
Only The Good and the British, Die Young
First, why is it that in a society that increasingly seems to be typified by gangs of rude, violent and feral youths roaming the streets causing damage, chaos and death, do the young people who die always have exemplary school records, wonderful personalities and a great future? The tragic case of Jimmy Mizen is one in a long line of such deaths.
The second is whether it is wholly appropriate to point out that in the midst of tens of thousands of Burmeese dying in the aftermath of a typhoon and thousands being killed by an earthquake in central China 'we have lost contact with 15 British people'. I always find this inevitable news titbit to be so unnecessary, as if nationality makes their possible death or suffering more important.
Neil
Friday, May 09, 2008
Collared!
"Daddy. Speaking of roleplaying - when are we going to play again?"
It would appear that it is that time of year again. Time to dust off A Faerys Tale
Neil
Thursday, May 01, 2008
Pleasant Surprises
Lets see? Eldest child has work shown around youngest child's class as an example of the quality of work they should aspire to when they reach Year 5. Proud Dad? Check!
Wife getting a simply ludicrous amount of job offers at the moment with the best being a 'Senior Training Advisor' which is a million miles better than the one she is in now.
Wife generously buys me a quite magnificent scale model of the HMS Victory to put into my study when it gets built. Its fantastic!
Use my newly found student status for the first time to get into the cinema for cheap tonight. Turnabout is truly fair play.
And the crowning glory - I thought my Aberdeen playtest group started their D&H playtest tonight. They don't. They finish the five week playtest campaign that they have been running and loving. How many games get an external campaign test? I dunno, but I am chuffed as a chuffed thing.
To balance things, Iron Man is destined to be monkey balls.
Neil
Tuesday, April 29, 2008
Games Chef - Cooked!
http://docs.google.com/Doc?id=dg7pcbmq_13f5mdfpng
What was the competition like? Well it was ... OK. I have no qualms in saying that I am not going to win or even get near to winning. Not even in the same atmosphere of the winners. The game is far too simple, not straight-up and nowhere near 'indie' enough to get near as a Games Chef winner. It references the art, but it doesn't use the art in any meaningful way. Its ... there. However, the winning wasn't the point. The Super Secret Hidden Agenda was to give my brain something else to fixate upon before I start the final attack run on Duty & Honour, this week. That worked quite well, for a while, but as always real life intervened to muddle the mix.
I don't feel I was a massive part of the much vaunted Games Chef community, but then again I didn't really go out of my way to take part either. There's not really a lot of time to dedicate to your own game and other people's games as well. The feedback groups are a great idea but if you get a dud one (not that mine was, but it only really had input from three members from the six) it must be a lonely experience. Get a livewire like Jason Morningstar and well, you're going to have a very different experience!
Was it worthwhile? Sort of, yeah. Will I do it again? If the ingredients are right, its a nice mental exercise. Otherwise its like forcing out a really determined to stay turd. Will I do anything with Toybox of Terror in the future? Doubtful. I suppose it could be easily turned into some sort of multiplayer card game with barely a flick of the wrist, but thats not where I am at.
Neil
Monday, April 28, 2008
Being ... Right!
http://www.bbc.co.uk/pressoffice/pressreleases/stories/2008/04_april/24/human.shtml
Being Human was one of six pilot dramas shown a couple of months ago on BBC3. Its the tale of a house-share between a vampire, a werewolf and a ghost. I thought it was excellent and apparently, so did a vast number of other people because it got riotous reviews. (Obviously the guys in my previous blog-post were on their venom recycling day... *wink*)
I'm thrilled. Not only because it is a good series but because for a flicker of a second it appeared that something had gone right. Victory had been snatched away from the jaws of defeat. Something I liked was getting a break! Hurrah!
And then Songs of Praise came on. Well, you can't win them all!
Neil
Friday, April 25, 2008
In Which I Lambast the Critics! [spoilers]
Monday, April 21, 2008
Nerves!
I am also chronically shy. For those of you that know me, that may seem like utter bullshit, but it is true. I find it hard to ring a taxi for fear that I will say something wrong and offend the person on the end of the phone. I almost never instigate conversation with someone I don't know. I have never chatted someone up that I didn't already know. My ability to avoid conflicts is legendary in my own head.
I have to admit that I am bricking myself about Duty & Honour. The game is so close to completion and therefore release that I can almost taste it and all that taste is doing is making me more and more nervous. I have, for a couple of moments, considered just leaving the project there as it is. There's no need to take it any further. What good will that do? Of course, that is bollocks and a total disservice to all the people who have bought into the project and of course to myself.
This isn't a cry for help or affirmation or what not. Its more just wanting to get things out into the open so that I can deal with them. I don't know whether it is confidence, fragile ego, hidden concerns or whatever, but something is nurgling away inside me about the game. Last night I had to remind myself that in the end I know at least one group of players who love it and have had a great time playing it and thats really all I have ever wanted to do with the game. It isn't going to be for everyone because of the subject matter so what the fuck?!
My problem is that I cannot juxtaposition the way I am feeling with my usual confidence and cool. I fronted up two CCGs in the UK without the slightest tremor of performance anxiety. I crisis manage every day of the working week and my work is constantly on the front line of criticism and yet, no nerves.
And yet with this, nerves by the bucket full. Maybe its just ego? Maybe its just knowing what a vicious cess pit of bile it will be released into. Maybe its just total and utter illusionary bullshit. I don't know.
Its strange. I can recognise and handle my shyness. Nerves are a new thing to me.
Neil
Iron Game Chef 2008
But if it was, it would be taking part in Iron Game Chef 2008. Its the annual 'make a game in a week' competition ran by some of the guys involved in Story Games. Last year I 'tapped in' but never even started my game. Older and wiser, I've jumped in this year and I have the bare bones of something already.
Each year the competition has ingredients which the chef has to make into a game. This year the ingredients were art drawn by fellow gamers. Some were ... well, terrible. Some were almost too good to be true. Others made me feel railroaded into a certain game. There was only one set that really stood out instantly and those were the Toybox Terrors of Ashok Desai.
http://game-chef.com/af2008/comments.php?DiscussionID=58&page=1#Item_1
From them I have concocted a simple game of abuse and mental torture called 'Toybox Terrors'. In the game you play one of six toys who have realised that the next morning The Kid is going to be throwing all but one of them away. So that night the toys have to destroy each other in every way imaginable, whilst maintaining their attractiveness, so that they are the chosen toy. It's competitive, GM-less quick play stuff. I can see it being played for laughs or I can see it being played in a very black comedy-horror style. Christ, I fear for the person who brings a real childhood toy related memory to the table!
And yes, its another one of my '4xA4' sized game ideas. Easy to play, read, learn and carry for a quick fix rather than a massive campaign.
The rough first draft is http://docs.google.com/Doc?id=dg7pcbmq_12rn4jk4g2
I'm not winging to win the contest, but it's nice to know that given a couple of hours thinking and a couple of number matrices I can rattle something vaguely playable out. I'll keep everyone informed as to what is going on!
Neil
How Are You?
I don't care how you are.
Please do me the courtesy of not answering my enquiry as to your state before I have even asked, in expectation of the now ubiqitous greeting. It makes you look like the superficial idiot that you are.
Please do not sound flustered or offended when I answer your question with 'OK, but I didn't sleep too well last night and my back is giving me a little trouble, oh and I have two overdue bills as well.' You asked - I answered. Live with it.
Please do not stop in your verbal railroad tracks when I say 'Canny' rather than 'Fine, how are you?' like the rest of the braindead sheep in the telephone world.
Thank you!
Monday, April 07, 2008
Aliens! Dragons! Monkeys! ... it has to be RBH!
When last we met, the brave adventurers Garoc (Warrior), Pharos (Magus), Screwtail (Fox) and Balan (Bear) had successfully recovered the Dragonheart Emerald from the minions of the One Eyed God and were rest on their laurels in the wilderness town of F'ked
Whilst they were resting Garoc took his leave of the party to store their ill-gotten gains (the player could not attend the session) whilst the remainder drank and made merry. Their merriment was interrupted however by a massive explosion. Upon investigation the conflagration they discovered that the smithy had been totally destroyed. Smoking pair of shoes for the Blacksmith etc.
After some cursory investigation they were approached by an irate merchant who told them that the blacksmith was working some strange metal that he discovered off the Road of Broken Glass in the lands near the Crater of the Fallen God. The metal was pocked with gems and shone with a weird light and he was told by the smith that it could be made into an amazing set of armour. The merchant would gladly pay the adventurers an impressive amount of money if they were to travel to the smoking crater and retrieve more metal. How could they refuse.
Setting off they reached the Forest of the Lonely Druid by nightfall but after Screwtail pissed in the druids bed the last time they were there they decided they would camp out rather than visit. Sadly they were assailed by a pack of carnivorous semi-intelligent Iron Monkeys in the night but after a few scrapes saw them off and hightailed it out of the woods towards the crater.
They reached the crater at the dead of night but decided that they would press on, being determined adventurers - and blatantly mad. They scrambled over the rubble and pressed through the savage rocks for the rest of the night, coming across nothing except a few tribal carvings making groaning metal noises. Confused, they pressed on and at morning they reached the lip of the crater to look down and see a palace had been built there! A beautiful towering city built from strange materials and populated by genderless, featureless automatons.
They decided to approach the automatons but the workers scarpered and a ball of fire came to greet them. Sadly, Pharos had a sparker moment which the guard took as an attack, spawned into a fully fledged Fire Elemental and attacked them. There was a lot of Assisting from Screwtail and the elemental was seen off but they didn't have time to rest on their victory as they were being pressed by more guards so they barrelled into the palace, with singed tails for their troubles.
They descended down into the depths of the palace, where they encountered more automatons, weird technology and eventually an Air Elemental guard which they beat - oh, and a doorway with strange glowing lights around it. Curiosity overwhelmed the fox, who dived through causing his fellows to follow.
They appeared before more automatons - gold, silver and bronze ones - who they interrogated for a while about their purpose. They were aboard the Sky Chariot of the Great Hunter God Akuma! And yes, they were indeed, in space. Balan professed that there were no gods whilst Screwtail was adamant that the Fox god brought all good foxes a mate with many cubs. Before the philosophical debate could continue they were greeted by a human called Carin, who claimed to be the son of the Great Hunter God Akuma.
Carin explained that Akuma and his kin travelled the void hunting dragons and the Black Dragonlord Bazal had landed on this sphere. He was currently burying into the planet and when he reached a deep enough level he would lay his egg in the planet and leave. When the egg hatched the planet would be destroyed and a new dragon would be born! Akuma would stop Bezal before he could destroy the sphere. He had gone down to settle his palace and then gather forces to assault Bezal - much as Bezal would gather forces to defend his egg.
Slightly taken aback by all of this, the adventurers decided that they would leave. Fast. However Carin was quite taken with Screwtail - a species he had not seen before - and he wanted to examine him. Words like dissection were used. At this point everyone decided to fight their way out but Carin and his 20 mooks were beyond them and they were all KO'd. No-one died.
Later they were awoken to discover they Carin had examined Screwtail but he was so impressed by the Foxes art with the bow they he realised he was way beyond animal and didn't operate. Carin then confessed that he had not heard from Akuma for some time and he was concerned for his whereabouts. His sister, Darra, had decided to travel down to the sphere herself and carry on the hunt for Bezal but she would surely die.
He asked the players if THEY would find Akuma for him and tell him that his daughter had gone to finish the job he started. He promised the players riches beyond their wildest imaginations if they succeeded. Naturally, they agreed. Finally he gave them each a pendant to wear which would allow them in and out of the palace freely without troubling the elemental guards.
They travelled, with the metal they needed back to F'kd, collected their reward and then continued to the small village of Totalee. Totalee used to be part of F'kd until the Independent College of Invokers moved into it and F'ks shuffled across a little to get out of the way of the random magical explosions and sporadic mutations.
They visited the magical school (which is bigger on the outside than it is on the inside, after a particularly annoying mistake) looking for a scryer who could find the God Akuma. They went into the Scrying Tower (which is taller than it appears, but the College has never secured levitation funding). The Scrying team (wearing large lens arrays on their faces and looking through massive lens windows in their tower) placed in the rose-tinted filters and looked out for a god. Which they could not find. They looked everywhere for a number of things and could find nothing.
It was then that the players asked the scryers to look for the merchant they had been initially hired by and he was running from a giant black wyrm, attacking F'kd.
They were teleported back to F'kd (1 in 12 chance of losing a random stat for Teleport, I decided) and attacked the Wyrm, who was hammering home the message of the huge illusionary dragon in the middle of the town. 'All those who wish to live will join the army of the Black Dragonlord Bezal'
The Wyrm was a stern test of the team. Pharos couldn't hit the broadside of a barn. Screwtail lifted Balan and threw him onto the Wyrm. We had a small debate on whether a Bear with a Heavy Reach Club in a Wyrms maw was a Close or a Hazardous arena! The bear was chewed up and spat out. The Magus was clubbed down with a flick of the Wyrm's tail and finally it came to flying dogfight between Screwtail and The Wyrm, which the fox won... just.
Recovering from their injuries and watching the people of F'ked picking over the remains of the corpse, the heroes reflected on the fact that they are the only ones who know the truth about what is about to happen to their world...
Character Changes
Balan added +1 Size and gained Yari Mastery (to combine with his Heavy Reach Weapon ... ouch)Screwtail added +1 Eloquence and gained Commanding VoicePharos added +1 Stubborness and gained Enchantment
Game reflections?
It's still very fun to play and the system melts into the background pretty well. I used the 'harm' rules more this time around and they worked a treat. Balancing the monsters is still a skill that you have to learn rather than something that happens easily. Both Carin the Godspawn and The Black Wyrm were really hard work for the players but we reckoned that with the Warrior present they would have been easily overpowered (Long Shadow allowing him to tank)
we do have a situation with one of the characters, who is Screwtail the Fox. He has now taken Strategist and Commanding Voice, which allows him to use Eloquence for Assists. He now gets +8 in total to his Assist which means he can never fail to add Awesome Tokens to his party. He will never ever get involved in a combat unless he is the last person and on average he is adding 4 tokens a turn, without fail. Additionally he can fly, which means that I have to come up with some quite curious methods for people to hit him... every time.
+1/+1 Awesome tokens work fine. No problem there. Inner Fire will have to be reworked so that it mirrors the nerfing of Awesome Tokens.
Finally the monster version of Blast doesn't have any additional damage on it, so it divides 1 between the adventurers that are hit. There should be some guidance (like 'round up' or minimum of 1). It only really became useful when the monster had Awesome Tokens.
I'd also like to see a Regeneration monster power. Just a simple 'The monster regains 1 HP at the beginning of each round of combat'
Neil
Sunday, April 06, 2008
Avast!
Wednesday, April 02, 2008
GameTech
I think part of the impetus has been that I have been part of so many collaborative projects in the past. I never did archive fanfiction - I jumped straight into the wacky world of shared universe chronological fanfiction. Essentially setting up a faux comics publishing company. Its a lot more work than just writing some fanfic - there are release schedules, editors, continuity and web presence to consider. Back in the day, the coordination of these things was a nightmare. How much easier it would have been with a wiki and a Facebook Page.
Every week I seem to discover a new Google toy to play with. Google documents are a really interesting way of document sharing, Google calendar sort of works, but like so many other things it only works when everyone uses it. Google Alert is amazing when you want to know what people are saying about something on the web. GTalk (the instant messaging function of Gmail) is really useful as it is a messenger that you can have on any PC, wherever you can log-on.
Of course, there is always something in the back of my head that is crying 'tech for tech's sake!'. For years our gaming group has managed to get by using a messageboard, the pub and the worlds most elaborate IM system (some people call it World of Warcraft...). However I can't help thinking that there is a gaming solution out there that can use these new collaborative technologies and bring them together to enhance and enrich the gaming experience.
The question is, what is it?
The no-brainer would be a wiki or a set of Google documents that would hold collaborative world data for your campaign. If a player wanted to add something, it goes into the shared documents and is approved by the GM. A Google calendar can be added, not for the group's timeline, but for the game's timeline. Could the social aspects of Facebook somehow be brought in to allow for some sort of bluebooking affair online? What sort of game could use access to Youtube videos or Flickr photo archives to it's benefit?
Could this open your game up to more participants? I remember the nature of the old Chains of Steel vampire larp I was part of and wonder how that would have used this new technology? The LARPers played the national politics out and that formed the backdrop to the on-the-table game. How would that work now with the possibility of international participants having a real impact and adding that extra layer to the gaming experience?
And the greater question - would this media rich gaming experience actually deliver anything more satisfying that you would get from pen and paper and a bit sheaf of loose leafed notes?
It fascinates me. I'm pretty certain it can only be of value in a game which is longer term and greater depth than some of the ones that we have been playing recently (Pendragon excepted, obviously) but it would be a case of making the technology fit the game rather than the game fit the technology...
Neil
Sunday, March 30, 2008
Evil Neutral : It's The Future
Long-time readers of the Bottom of the Glass will know that I have a bit of a thing about moral hypocrisy, the media and the way that the masses tend to latch onto whatever is dangled in front of them as 'truth' without questioning it once. Yes, I said 'the masses' - sue me!
Well, whilst I was being told that I should that I should be pumping students full of caffiene in order to help them burn through their busy lives whilst also only selling them stuff that enhances their need for organic, natural and traceable produce, I had a revelation.
It is actually impossible to live in this world without stumbling across hypocrisy.
Everything you do has a fucking carbon footprint. Everything you eat is either destroying you, the planet or both somehow. Every job is either a cynical manipulation of the capitalist system or exploiting someone or something. No-one can be trusted, no-one can be believed in, no-one is good anymore. Really, it's all a bit shit.
So how do you live in this whirlpool of personal effluent? Well, I've decided to champion a scheme similar to that which our green friends have been doing for years. They have 'carbon neutral'? Well, I'm going to have 'evil neutral'.
What is Evil Neutral?
Well, everytime you do something heinous or wicked, something that exploits someone or something, destroys you or the planet or generally fucks about with people, you have to do something kind or generous, something that helps or heals someone or something, something that improves you or the planet or generally makes people better.
Can't get by without your cheap-as-chips £1.99 chicken breasts, even though you know that they are cut from cruelly treated battery farmed fowl? That's fine - you can always buy some overpriced organic cheese from a local farm to balance things up. Send someone a rip-snorting flame of an email? Why not write a review of your favourite fanfic writer as a balance? Cut someone up on the motorway yesterday? Help an old lady across the road today!
You cannot escape the shitstorm of the world we are living in, but you can do your bit to make things not quite so shitty all of the time.
Think Good. Think Evil. Think EVIL NEUTRAL TODAY!
Neil
Monday, March 24, 2008
Conpulsion
Welcome to my weekend!
In many ways Conpulsion was a mixed bag of successes and failures. On a personal note it was a massive success. I got to finally meet a slew of people from the etheral world of t'interweb face to face and see them at their gaming work. I ran a really rather pleasing successful demo/test/session of Duty & Honour which ran perfectly well and gave me a great deal of enthusiasm back after a week of what could have been termed hard slog. I did a fun session of Hot War which was horrific in a pleasing fashion for me. I played Piledrivers & Powerbombs, an excellent light wrestling game and won the World Title and I played Burning Empires and saw what happens when you take all those words and turn them into a game - and it works really well.
On the downsides, the convention was sparesly attended and there were so many fractured events running at the same time that the crowd was spread very thinly indeed. Plenary events were booked against normal sessions (I was in competition with the Auction, for example) which seemed like a schoolboy error. As a result the Collective Endeavour stall never seemed too busy with custom although it took a fair bit of cash. From a CE point of view I think that there were a number of organisational balls dropped which hampered things at points and a general lack of leadership and discipline that lead to a few questionable decisions being made by individuals. I learned a lot.
Indeed yes, I learned a lot. I learned that the people posting on Story Games about mutualism being dead have never obviously experienced the people associated with Collective Endeavour! I was humbled by the enthusiasm and support that these relative strangers gave to me for my project and how they offered up so much in the way of advice and general egging on. When someone who you have never seen in the flesh before PIMPS you and your game to strangers better than you can yourself, thats something to behold! Any cobwebs of self doubt definitely get blown away in those circumstances.
So yes, that was my weekend. Swimming with the sharks, warm cuddly sharks with tangy lemon pie and plentiful advice about printers....
Neil
Wednesday, March 19, 2008
Deathball!
The product of all of this was squeezed out in the last 24 hours as a simple 'pick up' game called Deathball. The central mechanic is a simple target number roll but the real meat of the game comes in linking a characters personal issues into their ingame performance. Tougher issues make it easier to succeed but failure is inevitable and the crash from a tough issue could take the character out of the game permanently. Does it work? Who knows - its just meant to be a bit of fun.
http://www.omnihedron.co.uk/deathball/deathball.pdf
http://www.omnihedron.co.uk/deathball/deathballsheet.pdf
Neil
ps. my other childhood obsession was big production musicals. Expect 'Fiddler on the Roof: The CCG' anytime soon...
Pre-Conpulsion Thoughts
I think its fair to say that CE has been having a bit of a tough time of late with some painfully public arguments about convention organisation. I see Conpulsion as a bit of a watershed - a chance to refocus and get a little momentum going.
I'm going to be running Duty & Honour on Saturday morning and Hot War on Saturday evening. Both games are still playtests but thats no excuse not to deliver quality gaming. Hot War will probably be the easiest as I have a full scenario written already. D&H offers a wholly different challenge as the very nature of the game dictates that the players have a lot of input into the way the scenario develops. All I can do is get into the correct mindspace and go for it! Honestly, why do I do this to myself? *rolls eyes*
Regardless, this is the beginning of the home stretch for D&H. Version Three has been finished and I'm very pleased with the results so far. It feels, once again, better than the last version by far. I found the original Pendragon hack that started the entire thing off last weekend - its almost unrecognisable!
Neil
Tuesday, March 11, 2008
Art! More D&H Art!
http://www.omnihedron.co.uk/dutyandhonour/art/1.jpg
http://www.omnihedron.co.uk/dutyandhonour/art/2.jpg
http://www.omnihedron.co.uk/dutyandhonour/art/3.jpg
http://www.omnihedron.co.uk/dutyandhonour/art/4.jpg
http://www.omnihedron.co.uk/dutyandhonour/art/5.jpg
http://www.omnihedron.co.uk/dutyandhonour/art/6.jpg
http://www.omnihedron.co.uk/dutyandhonour/art/7.jpg
http://www.omnihedron.co.uk/dutyandhonour/art/8.jpg
http://www.omnihedron.co.uk/dutyandhonour/art/9.jpg
http://www.omnihedron.co.uk/dutyandhonour/art/10.jpg
http://www.omnihedron.co.uk/dutyandhonour/art/11.jpg
http://www.omnihedron.co.uk/dutyandhonour/art/12.jpg
Neil