Saturday, August 28, 2010

How Much Money Makes You A Customer

As many of you know, I quite like professional wrestling and on occassion I have been known to 'e-fed' - a sort of wrestling based group fanfic. I have also been playing a browser game called 'The Wrestling Game' for over two years now and nestle quite nicely in amongst the top 200 or so players in the game. Its fun, mindless and costs nothing apart from time and a little attention.

Years ago, I started playing a facebook game called 'Wrestler' which, with a little more interactivity, attempted the same thing. It was OK, but like many of these games it really only rewarded time-sinkable players and I grew a little bored and abandoned it. Cut to a couple of years later and I stumbled across 'Wrestler:Unstoppable' (essentially Wrestler 2.0) and started playing it. Its quite good, I enjoy it - mindless, free fun etc.

However, for some people it isn't free. As with most FB games nowadays, an area of the game has been monetised to generate income. By taking part in matches you earn coins, which can be spent on new costumes, training slots etc. However the really cool stuff costs Wrestler BUCKS which can be got in two ways: buying them direct or signing up to survey companies, installing (and deleting!) FB apps etc.

Its not hard to do the second method, carefully, and generate a few bucks. However its far easier to just push a few buttons and grab them using paypal, should you want to. Well, why would you? Aha! The roleplaying side of the game - the federations - costs bucks to set up. Thirty, I believe. In real money that constitutes almost £2.50 worth of investment. To get a few special items, a fancy nameplate for your character and a nice background - cosmetic things - will cost you around 120 bucks, or a wallet tearing £8.

Seriously, you would think people were mortgaging their homes!

"We cannot afford this!"
"You are forcing us to spend REAL money!"
"I cannot believe that all the cool stuff costs bucks!"

Its the same refrain that comes from the Zynga stable of games as well.

The fly in the Wrestler ointment however, appears to be that the player base quite liked v1.0 and were mighty miffed when it was closed and 2.0 was opened. All that time and effort into developing their characters has been wasted. Now they are 'investing' in this new game, they have a voice, some ownership, a 'right' as 'consumers' to have their words listened to.

And of course, because it is the internet, their 'word' means telling the owner - a guy called Jon - exactly what he should be doing to 'save' his game. His dying game. The game he is killing before them by his stupid decisions and moreover, the game they HAVE PAID REAL MONEY (£3) to take part in!!! That makes them PAYING CUSTOMERS (I don't know the mark-up for a trumpet volley, but it should accompany that phrase) and therefore they have RIGHTS and if you ignore their rantings you are BAD BUSINESS and you are KILLING THE GAME.

You know, his game. The one he has invested his real money - and probably a damned sight more than £3 into. And he should listen to all of you, the vast majority who are still, eight months on, demanding a rollback to v1.0....

I often wonder about the mob mentality of the internet. I often wonder what turns a rational human being into an entitled wanker just because they have a keyboard in front of them. If you bought a pint and some crisps for £3 would you then think that you had the divine right to bellow at the directors of the pub chain about their choice of juke box tracks? No, not really.

But you can on the internet. Bless it.

Wednesday, August 18, 2010

Porn-acus is Over!

If ever a TV show got the award for 'Most Uninspiring First Episode Only to Create Awesomeness' then it would have to go to Spartacus: Blood and Sand. Or Pornacus, as we call it.

Mrs G. and I watched the first episode with almost detached indifference. It was there, doing things, but nothing really grabbed us. It looked like a Rated-R version of '300' done by someone as a college film project and really nothing to write home about. It was only as a freak of circumstance that the series had stayed on our SKY+ planner that we watched the second episode and then were hooked for the rest of the series. Once the show hit the gladiator school, it was addictive viewing.

Its hard to pinpoint what has made the show so good. Obviously it mixes action, intrigue, sex, romance and adventure into one heady rollercoaster ride, but thats not really it. Maybe its because it does it all with such gay abandon. The violence is truly viscerally violent. The action borders on superheroic on occassions, especially with the patended salmon leaps. The intrigue slips beyond twirling moustaches and becomes a genuine web of ambitions and lies. The sex is ... unforgiving. Brutal and wanton and omnipresent. The language is a mix of pseudo-theatrics peppered with coarse swearing. And it keeps you on your toes. Plot threads are raised and dealt with in blistering speed. Characters live and die on a whim, appropriately, and it has an almost Game-of-Thrones-esque disregard for the lives of popular characters.

In fact, its hard to see how they have squeezed so much into only 13 episodes!

The characters have also been a pleasure. Obvious props go to the scheming John Hannah as Batiatus and Lucy Lawless as his desperate wanton wife, Lucretia, flanked by her scheming (and equally evil) nemesis Ilithyia. The niaive Varro, noble Doctore, manipulative Ashur and fallen Crixus all made their mark. And of course, the title character is awesome as well.

What hit home to me in the last episode was that in the midst of the bloodbath, the real conflicts were essentially social.

- Could Spartacus persuade Crixus to be part of his rebellion?
- Could Spartacus persuade Doctore to cast aside years of servitude and rebel?
- Could Ashur trick Doctore to escape?
- Could Spartacus persuade Varro's wife that he was innocent?

The fighting was superfluous in the end - set dressing to the main event which were these conflicts and the one-liners between the various characters as they died, escaped or rebelled.

And in the end, only two of the main characters* died at the end of the show (and then, one was still twitching!) despite it appearing to be a complete cast TPK scenario. Genius. A true feat of televisual sleight of hand.

There is a prequel coming, Spartacus: Legends of the Arena, and then Season 2, now that the actor that plays Spartacus has recovered from cancer. Personally, I cannot wait. Oh, and DVD in Sept. too. Excellent.

* I don't count the Gaul brothers as main...

SuperMetroFootballPunditsGo!!

I have had the pleasure of sharing the Metro this week with two gems of Geordie football knowledge. They are only on the train for a couple of stops but the pundit style gems that have come from their mouths have made my day. For example:

Manchester Utd 3-0 Newcastle United

BBC View: Manchester United made the perfect start to their title bid with a comfortable victory against promoted side Newcastle at Old Trafford.

SuperMetroFootballPunditView!: Newcastle should have easily beaten Man Utd. With the squad Newcastle has, it should have been easy. If they cannot beat Man Utd away, they are doomed to relegation.

Or how about this one?

Young Boys 3-2 Tottenham Hotspur

BBC View: Tottenham's dreams of qualifying for the Champions League group stages hang in the balance after a first leg play-off defeat by Young Boys

SuperMetroFootballPunditView!: Utter disaster for Spurs showing them up for the relegation candidates that they are. Must mock my Spurs-supporting work colleagues about their impending Championship status when I get to work.

Its all totally without a hint of irony either - just two blokes talking very solemnly about football and they way they see the league playing out. Its addictive!

Sunday, July 25, 2010

Too Hot? Too Spicy? HOT! HOT!

Holidays can do a lot of things for you. They can allow you to experience new cultures, taste new foods, meet new people and even, if you are lucky, relax. I've pretty much managed all four whilst I have been away in Tunisia and not always to my benefit.

The chance to live in an Arab country, even for just a week, has been illuminating. First off, it wasn't all that bad! Obviously we were in a tourist resort but I never once experienced any anti-western feeling. Indeed, it was a very international experience, with British, French, German, Italian and African tourists all mingling. I even found myself slipping into my pseudo-esparanto tongue mixing three parts English with one part French and one part German. Of course not everyone was nice. The place was crawling with 'vendors' - all willing to sell you rubbish for inflated prices - and bartering shopkeepers who start at ridiculous levels (£20 for a £2 toy) in a hope to catch a fool. Relentless is not the word for these guys and you have to learn a firm NO! quickly to avoid annoyance. It's not always that easy as they are masters of open questioning and many of them have bribed the hotel staff to have access to the actual hotel lobby, passing themselves off as hotel entertainment staff.

I think that one of the starkest things to understand here is that whilst not quite third world, the area we were in was very ... desolate. Broken buildings, dust track roads, barely functional cars and nearly no municipal sanatation. Dead cat in the street in full rigor mortis? No worries. Huge empty hotels overgrown? Of course! Aggressive taxi drivers that driver death traps? Par for the course. However on the other hand, we saw not one beggar, unlike at home. The prices for commodities such as fruit and fish are set by the government, as is the exchange rate of their closed currency. It felt contented and 'safe', safer than many areas in Newcastle.

I think what struck me the most was the desperate and predatory nature of their commerce. We visited the medina in Sousse, which was beautiful begat this 9thC ancient walled city contained was, essentially, a massive series of souvenir and fake stalls. Tat as far as the eye can see. It was hard to think that these people relied on gulliable tourists to make a living although that would explain their attitude and persistence.

Of course this probably isn't helped by asshole tourists. We encountered a delightful family from Glasgow who demanded they had their own regular table in the restaurant. We made the mistake of sitting in their territory once and the father exploded at the staff. Full on f-ing and blinding about the useless hotel, the crap staff and them 'fucking towelheads'. For his whining he got a designated table and complimentary water and our shared waiter got a bollocking. And Muppet Boy eyeballed me all week, clearly wanting to make something of it. Silly thing is, if he had asked, we would have moved. The waiter was awesome, laughing with the kids, charming Christine and telling me all about the food and the weather ( it was bloody hot - in excess of 42 degrees). On our final night, the muppets had their own table and we had flowers, table settings, water laid on and the full works. Right next to them. Oh how we laughed. Needless to say, he got his tip!

And I relaxed. No, really! No Internet. No phone. No tv. Well, no tv for the first five days and then we relented. One English channel, MBC Action, which showed subtitled (in Arabic) shows like CSI, Heroes, Bones, The Unit etc.

I read mostly, ploughing through four Dresden Files novels and some background reading on the reasons for the Anglo-Zulu War. I even put pen to paper on some outlines for DFRPG adventures and a BTQ campaign book. Most of all though, I had time and space to do nothing, with no real need to worry about anything, even if jut for a few fleeting days. Very cool.

So was it a good holiday? Of course it was. It was very different from my expectations and that was a good thing. I did reflect, as I was sat opposite the mosque in Sousse, watching a man trying desperately to sell photos with a sparrowhawk whilst listening to some Arabic drumming, thy in two week time, I will be in the middle of the USA, draping myself in American popular culture. It should be quite the juxtaposition, I think

ps. I wrote the above the night before we left. On the plane coming home, I was sat in front of two couple who whinged and moaned about EVERYTHING on their holiday, from the moment they arrived until the moment they left. It was like a comedy sketch - complaints about the foreigners not all speaking English, about them serving them foreign food, about the presence of flies, about the 'funny money', about the quality of everything, the lack of english TV channels, the heat, the sand, the rooms - even the way people looked at them around the pool. Remarkable.

The End of Time Itself!

In my life, I think it is fair to say that I have GMd far more than I have played in roelplaying campaigns. Therefore the instances where I actually finish a campaign as a player are few and far between. As a group, we finished Pendragon at a natural finishing point, but we didn't finish the campaign. We wanted to play the Great Pendragon Campaign but in the end we got to the crowning of Arthur. It was awesome, but fell short of our goal. This month, we finished our two year D&D 4e epic and I wouldn't be exaggerating to say that it left me a little speechless at the end.

The campaign itself has been documented here so I won't go into the detail of the story. Rather I want to discuss what I felt went on around the table and the way that this has changed the way I look at campaigns.

Regardless of how much you try to dress up the functions in new fangled terminology, the GM still informs much of the structure and the detail of a campaign. Andrew has done a superlative job here, conjuring a world with a deep mythology, engaging environment and stimulating characters in jaw dropping detail and morever consistency. Indeed it is that level of consitency that faces Ian and I, as the next two GMs (and Ian moreso that me, I admit) as the first hurdle. As a group, for ten years, I feel we have striven to raise our gaming barrier again and again. Andrew has really pushed it this time.

He doesn't get all of the credit however! I think everyone around the table contributed massively both on terms of creativity and also patience and willingness to stand back and let someone else have the spotlight when needed. The characters stories were told from humble beginnings to mythic endings because they were given space to breathe and grow. A willingness to find story level compromise when the obvious resolution could have caused undue conflict helped, as did a willingness to remember the themes of the story and the characters. Add to that a willingness to thrown some fuel onto Andrews bonfire through some brainstorming sessions and it all worked really well.

So how does this effect us? Well, for me at least, I get the feeling this may be the 'last great campaign'. As we grow older it's becoming increasingly difficult to get the timings right for regular games and committing a year or more to one game simply becomes more and more unlikely. I'm not for a moment suggesting that I won't play in any more campaign games, just that these long games may be a thing of the past.

I think it's also safe to say that we have firmly established our group style. I don't think this has come solely from this game but it has been crystalised. It would be useful for future GMs to reflect on this and see what worked so well.

I think one of the lessons that we can also learn, almost contradictory to that previous one is that we aren't as stuck in our ways as we thought! Figures? Maps? Battleboards? Two years ago we would have scoffed that they were worthless ephermra - now we love them. I don't care that my figure for Morn is some sort of uncommon bugbear, in my eyes he represents Morn, He Who Stood, the Unfettered God, Immortal Champion and Protector of Humanity. I wonder if we will be seeing figures and zone maps in FATEing Suns or Dresden?

Well, another page turns in the old roleplaying hobby - its an exciting period now, as we settle into a new game.

Tuesday, June 08, 2010

Fortune vs. Caution

I remember when I got my iPhone. New Years Eve 2008. Now I don't remember the date because I got the phone then, that would be very silly. No, I remember getting the phone then because of the date and thus how easy I thought it would be to remember when my contract expired. End of June 2010. It seemed like so far away then...

I am also not usually the most lucky of people when it comes to getting free stuff. You know, when all of those building societies were handing out dividends in the 90s? I always had money in the wrong account, or a couple of quid too few to qualify or whatever. Never quite in the right place at the right time.

And then today I discovered that O2 are doing a limited time upgrade from the normal iPhone to the new iPhone4. It would appear that for once, I have the chance to be right at the cutting edge! The question is, should I?

I have been exceptionally happy with the performance of my iPhone. I pondered getting one for a while, swapping out my old Orange smartphone with its slide-down keyboard. In the end it was very much the right move. The main use for it is for mobile internet and it works great for that, especially with 02's properly unlimited access plan. I've even rediscovered music over the last year and I have acquired quite a nice collection of old albums from my youth. In general its just the right bit of kit for what I need - and it does calls too.

So it would seem that I am a shoe-in for the iPhone4, yeah?

That would seem sensible, except I'm never really too happy as the early adopter. Second wave? Fine by me, but the cutting edge is a place for those with a tolerance for bugs and 'waiting for the update' cyber-warriors. Its always a gamble. Is it one worth taking to save the hassle of the post-offer upgrade business?

I think it probably will be, if only for a bit of a treat for myself. Its about time I truly became one of the cool kids ... it had to happen one day.

Thursday, June 03, 2010

AP: Lady Blackbird (Part One)

Lady Blackbird is a stand-alone pdf produced game by John Harper. You can find it here - http://www.onesevendesign.com/ladyblackbird/

This was our first midweek game for ages, so it was a bit of a watershed. Turned out to be a good evening all round.

Characters

Nigel as Captain Cyrus Vance
Ben as Lady Blackbird
Andrew as Snargle
Dave as Naomi

Scene One

The characters are deep within the damp, rusting detention cell of the Hand of Sorrow, with Naomi chained to the wall by her slave-control pegs in-built into her collar bones, suffering as a result of a prior beating. (Narrated by Dave, showing his inner masochist). Snargle tries to aid the bodyguard but fails and only makes matters worse. He is ordered by the Captain to open the door but fails at that too and attracts the attention of a burly, heavily armed Imperial marine. Blackbird takes the lead and entrances the marine into changing her cell as she wasn't really supposed to be on The Owl and there has all been a terrible mistake. When he comes to take her to his private chamber she waits for the door to be opened and then unleashes magical hell, frying the two marines. The crew escape after cutting down Naomi, and Snargle makes amends for the earlier failures by successfully mimicing the guards to put the ships Captain off the scent. In the background of the transmission however, he hears someone talking about a spike in thaumaturgical energy in the detention levels and the alarms sound.

The crew try to find their way through the ship to the Armoury, but Vance has never been on one of these Mark Seven cruisers and ends up leading them to the gym. Desperate for a distraction, he uses his Warpblood power to teleport Snargle to the engine rooms... Meanwhile, Naomi tires of his incompetence and hoists him from the ground, threatening him if he doesn't know where to go. At that moment the marines arrive and she throws the Captain at them. [I ruled that his Warpblooded Secret should also allow him a little bit of bullet-time action] and he flies through the air shooting the marines to bits. Awesome.

Snargle, on the other hand, is in the highly corrosive atmosphere of a battlecruiser engine room. The ships use the gases of the Lower Regions to fire the fluids which power the engine turbines and he has to get into a saftey suit or it will kill him. He fails and finds himself desperately trying to break the engines before he passes out. He succeeds in not only stalling the engines but also taking out the ship's main power, sending in plumeting deep down into the corrosive gases of the Lower Depths. Claxons wail, warning tannoys announce falling hull integrity and it all goes very submarine drama!

The crew reunite on the hangar deck where they see their ship and an Imperial shuttle being prepped. The shuttle turns out to be for a House Twilight sorceror who appears (He was the voice on the bridge) and recognises Blackbird immediately. He fires some 'black stuff' at her which Naomi intercepts, taking the magical bullet and falling (presumed) dead. They bundle her on board and make to start the engines .... but they are out of fuel! Snargle reckons they can slide out of the bay if the ship angles down enough and then use the gases to jump start the engines. The ship does angle down more ... as a Sky Squid attacks! The ship falls from the bay, the engines start and the ship flies away to be met by more Squid. It turns tale, flies through a cloud of squid ink, back at the battlecruiser leading the other squid to the larger prey. Succeeding, the Owl erupts into the clean pseudo-atmosphere of the Wild Blue and makes its way to Haven.

Refreshment Scenes

Blackbird casts her mind back to her magical training and what she knows about House Twilight. They are a nasty bunch and the black stuff (it was described as carboniting in the blood) was the way they created their ghouls, which they mind controlled. To have it removed would require the attentions of another House Twilight member and Cyrus knew one on Haven... [Naomi was deemed to be able to move around now and was no longer presumed dead... she was just Vulnerable]

Cyrus had his own flashback scene to his time during the Navy and noted that Captain Hollas of the Hand of Sorrow was a lieutenant at the same time as he was and they were both involved in the rebellion which presuaded Vance that the Imperial way was not for him.

Snargle flashed back that he was once in slavery himself and that the former Pirate King (the one that Uriah deposed) had bought his death mark and now used him as an agent. He now lived in Haven and he would have to deliver some illict cargo to him.

Scene Two

Arriving at the planet of Haven, the crew descended past the yachts,merchant vessels and refuelling dirgibles to hit the sprawling city.

Snargle went to see his former master, named Lord Adonis, and arrived just to overhear three bounty hunters (an ex-Imperial marine, a robot and a gene-engineered snake woman) being offered a 50k credit price on Vance;s head. After they had gone, he tried to negotiate his future discovery - and betrayal - of Uriah's location in the Remnants as a price for the release of his death mark. The (former) Pirate Lord suggested that Snargle take a magical tracker beacon, which would plot the route through the Remnants and allow him to lead his fleet against Uriah. If he succeeded and survived the onslaught from the Pirate fleets broadsides, he could have his death mark back. A shit bargain, but one that Snargle took. Now he had to get back as soon as possible to tell his friends of the bounty hunters.

Back at the inevitable bar-cum-pleasure palace, Vance meets with an informant (a Goblin called Fraggle) who works as a courier for the Trades Union but formerly was smuggled out of Ilysium by Vance. He pays him to set up a meeting between them and the renegade House Twilight mage, Nicodemus Retch. They meet the mage in his decadent quarters surrounded by mind controlled slave girls. He shows the power of House Twlight nightblooded magic by sending one of the girls plunging to her death. No-one tries to stop him (Naomi is under orders not to reveal her possession in front of him so she is swaddled in cloth like a desert planeter)

As they barter over the price of teaching 'Nat' (ie. the disguised Lady Blackbird) the secret of the black magic, they make a mistake. Blackbird offers Nicodemus the chance to show her his power by removing the curse from her 'slave' - Naomi - but Nicodemus cannot understand how a commoner like her would have a slave or indeed how the magic had been applied and then the slave was not in the presence of her master. At his moment Snargle arrived to warn them of the bounty hunters who had just started tearing up the bar downstairs (the bar was huge, a massive multi-story tower). He persuades Nicodemus to help them, the mage removes the magic from Naomi and then she punches a hole in his head for what he did to the slave girl!

Snargle helps the now-freed sex slaves to escape only to be confronted with the Snake Mercenary, who turns out to be a gene-spliced slave cut with goblin genes. Snargle tries to persuade her that if he is killed the (former) Pirate King would be pissed, but she reveals that she has another master, House Twilight, and that she wants the Goblin dead. What follows is a Sword in the Stone style shape changing duel where Snargle is trying to lose the hunter and succeeds.

The rest of the crew see off the missile-launching robot with a combination gun fire, magic and masonry! Naomi notices the Marine sniper just before he takes a shot at Vance and the Captain takes him down with a hail of bullets.

With Naomi cured, the Owl leaves Haven quickly.

Will Lady Blackbird ever reach Uriah?
Will Captain Vance, now revealed as an Adept of the Warpblooded, show his true feelings?
Is Naomi truly freed from the influence of House Twlight and why are they involved in this mess?
And as Snargle activates the tracking device, will he really betray the Pirate King, killing thousands for his own freedom?

Tune in next time on .... Lady Blackbird!


The post game discussion rotated around these things

1. Damned fine game
2. There needs to be a consensus about the speed at which XP is gained. We played in pretty fast and loose, with three players earning two advances and one getting only one. It either has to be a free-for-all grab fest or a slower, reflective end of session thing.
3. Trait whoring a go-go, but the use of traits to inform the context of tags meant that this was rarely a problem.
4. The steampunk thing never really caught on and seemed superfluous. Magic in Space seemed an easier hook for us.
5. Snargle is a terrible name and will be changed to something less like something from the Thundercats.
6. Naomi seemed pretty one-dimensional and might get swapped out for Kale in the next game. Personally, I think she has potential, especially if we were to focus a little more on her background and former exploits.
7. They now have many enemies.
8. The game generated a metric fuck ton of background at the table and my patented scrap of paper was full.
9. We will be playing it again.

Lady Blackbird gets the seal of approval. Good game.

Monday, May 31, 2010

What to do with WoW sans Raiding?

'LFM DPS VoA25, /w Achiev and GS 5500+'

The constant refrain in the recruitment channels (ie. Trade) now on WoW tells the story of the game's progression. If you are not in a raiding guild, you have to resort to PUGs (which are plentiful nowadays) but PUGs have become far more picky about their membership now that they are armed with the tools to measure prospective members. Achievements and Gear Score. Now, of course, I could simply lie about the Achievements and link other peoples, but that would be deceitful and it doesn't feel right for me. So what to do? You could run dozens and dozens of heroics to get Emblems, but I have done that before and they are all pretty much dull now for me. Mindless and unchallenging.

Well, one question would be why do anything? Without access to raid content, you are gearing up a character to do what exactly? Stand around Orgrimmar and whistle? That has happened before when my lack of time commitment has jarred against raid requirements and it is essentially frustrating.

The answer to these questions came from the most unlikely of sources - the random battleground feature. This is a new PvP feature for the game which does for battlegrounds what the Find Group function did for instances. And its brilliant! The queues are lightning fast - under 5 mins max - and the rewards are plentiful. The bonus honour combined with the recent reworking of the PvP equipment system means that with a little application you can rack up some decent equipment pretty damned quick! In three days I have snaffled three i232 and i245 items (shoulders, bracers and legs) which are the equivalent to the stuff I could get through emblems but so much faster.

The battlegrounds are also quite fun. The asshole contingent are diluted now and I'm seen all of the new battlegrounds that I had missed before. Isle of Conquest is pretty dull but Strand of the Ancients is excellent and now rivals Eye of the Storm as my favourite battleground. Moreover, now when I play, I am improving myself for a purpose - to become deadlier (well, lets be modest, more annoying) than I was before.

I'm enjoying it - a lot - far more than I ever thought I could enjoy PvP. I'm even considering chancing my hand with arena somehow...but that might have to wait until the future!


Saturday, May 15, 2010

The Elephant in the Gaming World

Work on my new game books proceeds at a glacial pace. The Duty & Honour Miscellany is about a third done, with some adventures to write up and then the more involved task of researching the British army in India. Duty & Honour: Rise of the Zulu is ... in note form. Thats the most polite way to talk about it. I'm dedicated to writing it, but I'm also dedicated to doing it right - which will take time.

Beyond my normal work-related time crunch issues (ahh, marking, my old friend) there is something else, over there, on my laptop. Looking at me. Staring at me. Looking pleadingly through a holographic simulation at 0.6c on an intercept vector with my imagination. Yes folks, its that time of year again - the Honor Harrington as an RPG dither!

To bring everyone up to speed, I am a fan of the Honor Harrington books by David Weber. Not an obsessive fan, but they are easily one of my favourite series of books and one of the few that I have read and re-read over the years. I've also made it no secret that I have always had an eye on my Empire! games being the dry-runs for a Harrington inspired space game. The urge to scratch this gaming itch waxes and wanes but its strong at the moment - and far more inspiring than the aforementioned historical books.

Don't get me wrong, I still want to do those books, its just that whenever I settle down to do something for them, my mind drifts to how I could use that titbit in a space game. When I watch some space-related TV, I'm converting the situation into Empire! style stats and constructs. Its exactly the same sort of deconstruction that tipped me over from my original game idea of MI666 onto what would become Duty & Honour.

The other question in my mind is - if I do pull the trigger on this one, do I do it 'properly'? Do I pursue the licence? Do I immerse myself in the lore and technical depth of Weber's creation or do I use it as inspiration and create my own toolkit version? When I did D&H, the pursuit of the Sharpe licence was too much, too soon - and rightly so. Now, could this be the big one? I don't know - but its something thats definitely on my mind.

Somehow, I need to put this to bed, one way or the other.

Friday, May 14, 2010

The Issue with Comics


Do you see what I did there?

My recent bout of apathy towards Kick-Ass and the subsequent conversations with my friends have made me think very hard about my relationship with comics.

One of my most vivid memories of being a kid was my fifth birthday, when I went by myself to the corner shop and told Rosa, the woman who ran it, that I wanted to change my order from Barnaby Bear to The Avengers. I can even remember my first issue of the Avengers - it was the reprint of Avengers #85. I was hooked.

35 years later, I am still buying comics. I have a loft filled with literally 1000s of comics. I taught my children to read using the names of characters from JLA/JSA crossover covers. When I was an impoverished student, comics came before beer in importance (pity many of those comics were early Image efforts - it was the 90s!)

In recent years, two things have impacted heavily my comics reading. The first is simple financial expediency - a period of redundancy made me re-evaluate the value-for-money I was getting from comics. They are a bloody expensive hobby to support issue-by-issue so a lot of my titles have been dropped, some changed to 'trade paperback only' purchases. The second is a little more touchy. In 2004, Marvel published the Avengers Disassembled storyline to revitalise the Avengers franchise. I've probably bored many of you with my thoughts about this turn of events, so I won't bang on about it here, but the subsequent transformation of my beloved Avengers into the Bendisverse creation it is now was not to my taste. I persevered for as long as I could, but in the end, I did the unthinkable and dropped the title-pretending-to-be-the Avengers. That took out a considerable chunk of my comics buying.

Currently, I only get two families of titles - Green Lantern/Green Lantern Corps and JSA/JSA All-Stars (although the latter is under close scrutiny)

So much of comic-dom seems so dry and lifeless to me nowadays. I feel like I quite literally have seen it all before. There is, as the Bible says, nothing new under the sun.

This apparent apathy has leeched into other areas. I have baulked at the idea of running superhero games in the past, because in the end I have always felt that it just wouldn't be the experience I wanted it to be. I think the number of conflicting ideas in my head would be too much, somehow. Its a silly block really, considering the method-GMing that I undertake on most occasions, burying myself in the media of the game I am running!

It has also made me wonder what to do with my comics mountain in the loft? It needs to be sorted out (the fact that it has not been in years is a sign that they are no longer so high on my priority list!) but after that? Could I be in the position to maybe liquidate some of that collection? The horrors!

Monday, April 26, 2010

HACKED!

My WoW account was hacked this weekend.

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

Creative Tsunami

There are some things that I really have to avoid. One of them is watching the ITV news, as I may be forced to put my foot through the TV screen. Another is going to one of those Big Lukes 'Eat all you can' American Meat eateries, as I may gorge myself to death. However, above all else, I need to avoid 'genre' magazines - specifically things like SFX, SciFiNow or Previews.

The problem with these things is that they light a burning fire in my head. The assault of ideas, imagery and easily digestible information is like ... well, you know in those silly films where they try to brainwash the hero by pinning his eyes open and then flashing loads of images of war and death and evil into his mind? Thats the effect it has on me. It fills my head with all of the possibilities that are out there, waiting to be exploited and explored. Not in a 'Oh, I must go to the moon tomorrow!' way, but rather in a creative way.
Throughout my life I have always struggled with the perceived mismatch between my desire to create and my ability to do so to my satisfaction. Am I a perfectionist? No, not really, but I can be terribly hypercritical of my own work on one hand and yet exceptionally defensive of it on the other. You know, *I* am allowed to call my stuff (whatever it is) crap, but nobody else can! Certainly, the former has been the main reason why I stopped drawing when I went to Uni - I was never going to be a comic book artist so what was the point? Its been the reason why I have failed to pursue a number of creative avenues and the excuse on why I have failed to complete a number of others. The entire Omnihedron Games experience has been an exceptional one for me, if only because I have actually carried something creative through to completion.
And yet, I still get these overpowering urges to create. Something. To write, draw, design, build something. They may lay dormant for some time but then they erupt again, stimulated by something which catches my eye or ear or whatever.

Today's culprit was SciFiNow and its commentary on the phenomenon of paranormal romance - which you will all know is a favourite of mine. Gah, I want to play with that stuff in some way. I know its in there, something, bursting to get out but I cannot seem to get an outlet which satisfies.
And why? Well, this particular urge came at 9pm at night, after a 12 hour teaching shift in the middle of a three day, 12 hours per day session which has to be followed up by marking and research for my last college assignment (yes, another one...) and then writing up notes for my latest D&H expansion.
If Perfect is the enemy of Done, then Time is the arch nemesis of Creativity in my world.
But it still doesn't stop the build up and the frustration.
Grrrr!

Wednesday, April 07, 2010

The Golden Rules and Pitching

Following on from my previous post an excellent discussion has taken place regarding future games for my gaming group. As an upshot of this discussion, the following Golden Rules were formulated:
  1. GM enthusiasm drives the games that are brought to the table.
  2. Buy-in via collaborative campaign so what's important to the player / character is present in the game
  3. Narrative arc / focus is present which may manifest in 'seasons' for longer campaigns
  4. 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
  5. 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.

Monday, March 22, 2010

Best Game Ever?

So we played D&D on Sunday. Nothing strange there, we do it every other week. What was strange was whilst the players walked away from the game we were in some state of utter shock. Was that one of the best sessions of the game we have played? Yes. Was it the best game I have ever played in? Quite possibly.

So, what brought this around? Lets see.

The story revolved around the heroes - God-killing Demigods now, set on a path to end this reality and shape the new one in their image, we were leading our massed armies against a corrupt risen Primordial with fatal intentions. We had to cross a desert, battle with our forces, breach a trans-dimensional oasis and twat the Lord of Life and Sun into so much celestial pulp. That was the quick version. Now it gets interesting.

The first thing that made the game awesome was that we had a choice to make. Kill or Banish. Kill and there would be consequences - we would be killing one of the fundamental forces of reality. We've already done for the Primordial of Dream and now no-one dreams. Banish and he would be back again and that was really not part of the plan. However, we also had the chance to redeem his corrupt soul, but that might sunder the oasis. It was very complicated and involved some proper thought. It was good.

Then consider the battles - a skill challenge, but a truly epic one, in two parts. The stabilisers are off in this part of the campaign and it shows. My fighter was hurling rocks down the throats of draconic monsters to save stranded dwarf Battle Golems from a deadly swamp etc. Really great imagery. We aced both skill challenges (six successes, no fails). Our house rule is that if we ace a skill challenge, we can establish a campaign truth. These are AWESOME editing tools. We had two. This was always going to be good.

The first one we used to allow Artemis, the God Hunting Ranger, to be able to 'become one' with the Oasis, overruling the GMs previous statement that we would lose it when we killed the Primordial. The PC could step in and take his place. Instant awesome and bless Andrew for agreeing. We used the second to dictate that when he did that, the roots of the World Tree (Which was based in the Oasis) showed the way to the other 'safe havens' that we knew existed - these are essentially our secret weapons in our battle and now we have them in our sights. Its big, high risk stuff. However, the GM added that the Oasis was now a God Free Zone and those of is with Avatar or DemiGod epic destinies were banished. Poignant.

And still we aren't at the awesome.

Two years ago I wrote the Sun/Moon myth of the world based around my old god, The Unfettered God. Hidden Moon was tricked by Th Unfettered God to always be chasing her love, Blazing Sun. Since then we have discovered that TFG was a false god, a demon and all his oaths were false and worthless. Morn (my character) was his paladin and a couple of sessions ago I utterly destroyed him.

Hidden Moon appears before the battle and asks Artemis (the ranger) to save her husband, Blazing Sun, the son of the Primordial from the upcoming slaughter. This came out of the blue and Andrew had to remind me what I wrote. After that it just became a rollercoaster. In the midst of the battle, Morn reveals that she is no longer bound by the tricked oath and she can be together with her husband. We defeat the tainted Blazing Sun and instead of killing him, I release him too from his oath and he ascends to the heavens and for one day only, the Sun and the Moon appear in the sky together, reunited in their love.

Awesome enough for you? You ain't seen nothing yet!

So we continue on, kill the primordial (in a very fruity three phase battle), take the Oasis and generally bask in our awesome. Andrew then drops the bombshell. As the Sun Lord has passed, the world wakes up to perpetual twilight. The sun is diminished and its light no longer touches the world - only the moonlight. And then we realise the impact of this. We had just reunited these aeons-parted lovers for one moment, only to tear them apart eternally due to our actions. We had reflected earlier that everything we touch seems to end in pain and destruction and wow, this one really was.

To cap this off, I think we all just clicked when it came to at the table play. This was big stakes stuff and it really did feel right. After reflecting a little about how things played out, two things struck me.

Firstly, this was so nearly a game of Fate. We were, effectively, playing a game of Aspects and Compels but in D&D. If we could make something more complicated, or awkward, or awesome, we were and in many ways we dialed it up to 11.

Secondly, and this might be a totally wide of the mark call, I believe Andrew, the GM, may have been playing a very good game of 'sit back, listen to the players as they randomly spout idea after idea and then reflect their awesome back into the game'. If he was, he played it superbly.

I remain quite detached from the story at the table when I play. I am not the sort of person that gets 'scared' in a horror game etc. but for the first time EVER I was emotionally moved by this session. Highs, lows, love, betrayal - it had it all. Next session, we deal with the Dragonborn Emperor which should be an equally difficult session - the words 'God Emperor' were mentioned with regard to our Dragonborn PC. Be afraid.

Neil

ps. Yeah, this was D&D 4e, the game you cannot roleplay in. /facepalm

Wednesday, March 17, 2010

And now the End is near....

I haven't posted a lot about our D&D 4e campaign because it is covered elsewhere in excruciating detail, but something struck me about it this morning - the fact that it is coming to an end soon.


Now we know all about this, we have talked about it and in our game planning sessions we have got a pathway of intent laid out to carry us to Level 30 and the End of Time. However, the approaching doom has brought some matters to the fore in my mind.


The first is that there is a finite amount of time to do anything I want to do with this character. I'm not even sure there is anything I need to do, but the pressure of time has made this more apparent in my head. The last thing I would want to do would have the campaign end and something being left loose and flopping.


The second is that we will inevitably start thinking about what we are going to play next and more importantly, what formats our games are going to take. History tells us that we run highly successful long term games (City of Kings, Buffy, Pendragon, Crescent Sea) and have a patchy track record when it comes to shorter campaigns. However, we have a decided desire towards shorter campaigns, I think. As we get older, we have less time to prep and with a table of GMs, we all are willing to have a go. I think we're going to have to have a good hard think about the structure of these games and how we are going to produce things that are (a) runnable, (b) satisfying and (c) sustainable.


The third thing is simply a recognition of the amazing job Andrew has done of taking something as mechanical as D&D4e and turning it into something so smooth and utterly enjoyable. This masterful display of GMing has made me think long and hard about some of the 'theory of roleplaying design' stuff and wonder just how much of the impact at the table of a game is actually down to the players themselves and their ability to play with each other and riff off each others strengths whilst compensating for the weaknesses. This also speaks to the degree that a group, through their underlying social contract will house rule a system, almost instinctively, to suit their needs. For us its things like random death, experience points, money and encumberance - we simply can't be doing with them at all. It might be different things for other players. Hmmm... consider me pondering.

Regardless, this Sunday we go to kill a Primordial and put the proverbial cat amongst the pigeons again. Great game.

Tuesday, March 09, 2010

The Glamour of Glee

Best show I'm watching on TV at the moment? Glee, by the proverbial country mile.

The question that has been running around my head is why? I think I may have cracked it.

On the surface, its a perfect show for me. Its about American High School Sporting Competition (a particular favourite of mine - see 'Bring It On', 'The Mighty Ducks' and other hidden gems) and it mixes that with musical stuff - and we all know how much I love musicals. Its funny and uplifting and I can watch it with the kids and they love it.

All of that is cool, but thats not the secret.

I think the secret lies very much in the shades of grey that exist in every character. The show has a veneer that it is about goodies (the Glee Club) vs the baddies (the Cheerios) but thats just not the case - a good few members of the Glee Club are still Cheerios! Mr Schuester is the White Hatted good guy teacher - who happens to be falling in love with the school counsellor. Sue Sylvester is the boo-hiss baddie - except when she isn't, like the latest episode looking at disability. The lead good girl is a self-serving ego-maniac, the lead boy is a two-timing dimwit, the greyness is everywhere.

Even two of the less prominent characters - Artie and Tina - have some grey sides. Tina fakes her stutter (how shallow) but Artie now doesn't fancy her because she was faking a disability, but the way he puts it, it sounds more like its because he only fancied her because she was disabled and now she isn't.

These shades of grey make the show wholly unpredictable. It's wholly understandable that the self-centred heroine, Rachel, would consider being with Noah, the bad boy football player who really loves Quinn, the pregnant cheerleader, who is going out with Finn, the idiot football player who secretly loves Rachel because ... its Glee - and nothing is ever set in stone!

Monday, March 08, 2010

300 Posts and the Sun in Shining!

You can feel something in the air. People are smiling, laughing and joking. The world is a brighter place. The oppression has been lifted, the future is laid out before us and it is good. Today is a better place than yesterday and the day before that. What has brought about this wonderful emotional epiphany?

The sun is shining.

Now I have occassionally cracked a joke about the weird shining disc in the sky but this is the real thing. Its a bona fide spring day and boy does it feel good. The weather has been officially shitty since about October last year and this is the first day I can remember where I saw blue sky and felt like it was right. Its stupid but true - it makes a massive difference to the way I and it would appear many other people feel.

Of course, this is probably it and tomorrow it will go back to dull, with a side order of crappy - but today, this glorious wonderful day, its bright and sparkling.

(And yes, this is 300 posts on the blog. Thats a lot of shite)

Friday, February 26, 2010

Valve

In honour of my New Years resolution, I will not be talking about any of the following topics:

  • People complaining about poor weather in the winter
  • The proposed BBC cuts and how they make me want to punch someone
  • The inevitable witchhunt over our poor showing at the Winter Olympics (see #1..)
Why? Because I have already exploded at the TV twice today and I'm all ranted out.

Friday, February 19, 2010

Storm in a D-Cup

..or how slow a news day was it yesterday?

So I'm reading the Metro this morning going into work and I scan across an article about a student from Oxbridge (that fictional higher plane that links Oxford and Cambridge despite them being nowhere near each other) has written a sex diary blog about her exploits in bed. It is, the papers say, the next Belle de Jour and images of Billy Piper in a v-necked jumper, Ugg boots and a pashmina drinking Skittles raced around my head.

So I exercised the wonders of modern technology and hunted down this cesspit of human depravity on my iPhone. It took a while because the newspaper didn't give a URL and when I searched for it, I found a lot of newspaper coverage - Guardian, Mail, Telegraph etc. Eventually, I found the site in question.

It has three posts on it - and the majority of the content had been relayed to the reader through the exerpts from the press.

Now we all know sex sells, and posh, literate totty who doesn't mind a quicky sells even better in the broadsheets (bringing back memories of halcyon days for the journalists, no doubt) but three posts?! Its not like its even explicit stuff.

Post 1 is 'I have OCD, I was a latecomer to sex, here's what I intend to do here.'
Post 2 is 'How I lost my virginity in a dignified manner'
Post 3 is 'Rugby lads - ok in bed, wanted anal, as if?!'

I am, of course, just jealous. Said 'closet nympho' has managed in three posts to generate no doubt a gazillion hits and will spiral into 15 minutes of fame. Clearly what I need to do is post something other than gaming and anti-media 'why can't we all be sensible' rantings and start talking about something more smutty.

No takers?

I'm stunned....

Sunday, February 14, 2010

The Long Strange Trip is Over!

Today, I finally finished the 'What a Long, Strange Trip It's Been' achievement in World of Warcraft. Rather than wooshing around Azeroth on my Albino Drake, I now really do WOOSH around on my 310% Violet Proto-Drake. Moreover, it caps over a year of doing all of those little holiday quests that populate the game occassionally.

Some of the quests and achievements have been a lot of fun. Some have been downright bollock-burningly annoying. I've traveled over every inch of the map, delved into myriad dungeons, eaten bizarre foods, juggled near invisible batons, been riotously pissed, pledged my love and honour literally dozens of elders. Of all the things I have done is WoW, this act of sheer tenacity is the only one that I would even consider an 'achievement' - if you ever can have one in a computer game.

Of course, now I am going to have to find something else to do but Catacylsm will be out sometime this year and that may well start a longer, stranger trip.