Showing posts with label rpg. Show all posts
Showing posts with label rpg. Show all posts

Monday, June 01, 2009

Post-Camp Nerdly Quickie

I had a fabulous time at Nerdly this year - many thanks to M for letting me leave her alone with a kiddo and another one on the way while I went and played games.

See what you missed, including the part where I ambush Eppy.

Tomorrow I leave my parents house around 10AM and begin a grueling homeward journey that will hopefully result in me getting to my own home around 10AM the following morning. I can only hope H is as much of a trooper as she was on the flights out here.

Thursday, November 08, 2007

Dogs in the Vineyard


Tonight some friends and I (hi Davey!) are going to play Dogs in the Vineyard, a roleplaying game where the players are supernatural gunfighter/priests in an old-west religious utopia. That idea, by itself, is lots of fun. But there's more to why we're playing this particular game tonight. Dogs is a different kind of roleplaying game.

I grew up playing D&D (still do, actually), which is the granddaddy of RPGs. The basic idea behind D&D is that you're some kind of fantasy hero (a warrior, priest, thief, wizard, etc) and you fight monsters, kill them, and take their stuff. Which can be amazing fun. When you want to do something, say, climb up a cliff to get at the goblin who's trying to stick arrows in you, you (a player) tell your Game Master (the guy who controls everyone but the heroes) "Hey, I want to climb up that cliff and fight that goblin!". So, you roll a polyhedral die to see if you make it up the cliff, another when you want to see whether you or the goblin gets to hit first, another when you want to see if you actually hit, and another to see how damaging your blow was to the goblin archer. If you didn't kill him, you'll do most of that again on your turn after the goblin fights back. I don't mean to make it sound tedious (though at times it can be) but there's a lot of dice-rolling, and your hero is defined by a whole lot of different stats and skill levels, usually written down on a piece of paper so you can track it all.

Davey & Mark are from the 'World of Darkness' school of roleplaying, which is responsible for Anne Rice-like vampire games and werewolf games and so forth. I've had only passing contact with that rules set, so hopefully I won't misrepresent it too terribly. It's more or less like D&D - every task you have in mind, you roll some dice and determine your degree of success. The way Davey and Mark usually use the system, there's lots of intrigue and the players are usually trying to uncover the twisted plot of the GM. Since Mark and Davey are quite cunning, they usually make devious plots that would require especially shrewd players to uncover them. Trust me, you don't want Mark and Davey planning your possible demise.

So anyway, recently, Davey was talking (well, blogging) about starting a new game and the conundrum of whether to dig deep and make a setting where his players will never do more than scratch the surface, or whether to simplify things and risk them guessing all his evil plans and frustrating them. Then he and Mark came over and we got to talking about different styles of roleplaying, and that I come from a school where it isn't strictly "GM's creativity vs. Player's ingenuity". But it's hard to explain just how a different system works; better to play it.

Dogs in the Vineyard works like this: the players' job is to go to a town in trouble, and figure out how to fix it. They are God's Watchdogs (thus: Dogs) in his Vineyard - the kingdom of God on earth - which looks a lot like Antebellum Utah. Their mandate is to judge what is & isn't sin, and put it right. The GM's job is to create a town where there's some problem somewhere along the pride-injustice-sin-corrupt worship-false priesthood-hatred scale. In fact, the process for creating the towns and their problems is straight out of Mormon theology: somebody has pride about something, it leads to them sinning, they justify the sin which leads to corrupt worship, and so on. What's different about a GM's role in DitV is that you're not supposed to have any particular solution in mind. Whereas, in D&D or World of Darkness, the GM might make an intricate plot and lead the players from scene to scene, culminating in a grand finale he's known about for months, instead my job as GM tonight is to make the situation which is pregnant with conflict, play the parts of the townsfolk who all want the Dogs to do different things, and then escalate the conflicts they find themselves in. It's entirely up to the players who is right and who is wrong; they're judges and that's their job.

Also, the way the game uses dice is really nifty. But it's best explained in play. So while my go-to game is still D&D, I'll run Dogs in the Vineyard for any of you, any time.

Wednesday, October 17, 2007

The Shadow of Yesterday

My friend Clinton R. Nixon, who has written several RPGs, has put together a comprehensive wiki version of The Shadow of Yesterday. It's a great game, and he's released it all with the Creative Commons license, so people are pretty free to do what they want with it. I've seen adaptations of it to play Aztec-themed games, Civil War superheroes, even Watership Down. But there's a lot of great ideas in the 'canonical' setting, too. So if you're a gamer, or just need something interesting to keep you occupied, go poke around.

Monday, June 18, 2007

Feel the Love

My friends (for I dare to call you friends!) over at the Durham 3 Podcast do me great honor during the Camp Nerdly recap episode (at about 2:30 in). To the point of some embarrassment. Thanks fellas - that means a lot; Nerdly was/is the triumph that it was/is due as much to each of you as anything I did.

Long live the Durham 3.

Friday, February 02, 2007

Abulafia + Relationship Maps = FUN

I am thinking of a new RPG web-toy.

I put together Abulafia, which is doing pretty well. Recent successes and attention included getting listed on BoingBoing for remixing a Cory Doctorow short story, and some major attention from the City of Heroes/Villains community for the Superhero name generator. So I feel good about that.

But I want a random generator that handles Relationship Maps. I tell it how many people and how interlinked they are, and it spits back a webby diagram of how they're connected. If I don't like it, generate again. Relationship maps are exactly what they sound like - a diagram of a bunch of people (nodes) connected by lines with labels as to the nature of the relationship (edges). In computer science we call that kind of data structure a 'graph', and there are a few tools out there to deal with such things.

It looks like the best way to approach this is by using graphviz, which has a mediawiki extension that might allow me to just plug it straight into Abulafia, which would rock. Getting graphviz onto the server is going to be a bit of a headache if it's possible at all, as I'll have to compile it for Debian linux (along with all its dependencies, which are legion) and get it all happy on my hosting. I'm not all that good at stuff like that, so that may not work out in the end.

Another possiblity is to generate .xml for the relationship map and feed it into a flash web thingy, like this one currently undergoing development. That might end up being both prettier and easier, although not being able to tap into name & personality generators residing on Abu is a downside to this approach.

There are several tools that somebody who already has a map in mind can use to put it on the web - that's not really what I'm after. Those are great tools - this will be a toy. I want to be able to hit it for idea inspiration the same way I use Abulafia - not necessarily taking exactly what it gives me but using it as a starting point.