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21 mai 2014

Results from around half of clinical trials have never been published.

Results from around half of clinical trials have never been published. Information on what was done and what was found in these trials could be lost forever to doctors and researchers, leading to bad treatment decisions, missed opportunities for good medicine, and trials being repeated. The contributions of the hundreds of thousands of patients who took part in those trials remain unused and unusable.
http://www.alltrials.net/2014/new-alltrials-video-make-clinical-trials-count/

15 mai 2014

Les candidats du Game Chef francophone sont absolument épatants.

Les candidats du Game Chef francophone sont absolument épatants. Ils développent leur jeu à une vitesse salement hallucinante !

14 mai 2014

After Eureka: 501 Adventure Plots, Masks: 1,000 Memorable NPCs, Never Unprepared: Complete Guide to Prep and...


After Eureka: 501 Adventure Plots, Masks: 1,000 Memorable NPCs, Never Unprepared: Complete Guide to Prep and Odyssey: Guide to Campaign Management, Engine Publishing (http://www.enginepublishing.com/) prepares Unframed : The Art of Improvisation for GM 

The table of contents is here : http://www.enginepublishing.com/unframed/unframed-preview-three-the-table-of-contents

Originally shared by Martin Ralya

It's time for another preview of Engine Publishing's upcoming system-neutral GMing book, Unframed: The Art of Improvisation for Game Masters! Today's teaser is the full table of contents, which I'll let speak for itself:

Introduction
Improvising Dialogue Sequences, by Robin D. Laws
Yes, and: A Recipe for Collaborative Gaming, by Emily Care Boss
Coherence and Contradictions, by D. Vincent Baker
Getting Off the Railroad and Onto the Island, by John Arcadian
Gaming Like an Actor, by Filamena Young
Scaffolding to Support Improv, by Scott Martin
Just in Time Improvisarion: The Procrastinator’s Tale, by Jennell Jaquays
Improvisation in Horror Games, by Kenneth Hite
Agreement, Endowment, and Knowing When to Shut Up, by Jason Morningstar
Why Improv, by Meguey Baker
You’re in a Bar, by Eloy Lasanta
An Ear in the Grass: What David Lynch Can Teach You about GMing, by Alex Mayo
On the Herding of Cats, by Kurt Schneider
I Say, Then You Say: Improvisational Roleplaying as Conversation, by Michelle Lyons-McFarland
Names, Voices, and Stereotypes, by Wolfgang Baur
Selling the Experience, by Don Mappin
Building Worlds by the Seat of Your Pants, by Monica Valentinelli
Hitting Rock Bottom, by Phil Vecchione
Off the Rails: When the Party Jumps the Track, by Stacy Dellorfano
The Social Sandbox, by Walt Ciechanowski
Why Trollworld Has Two Moons . . . and Other Tales, by Ken St. Andre
The Unspoken Request and the Power of Yes,* by Jess Hartley
It’s Okay to be Weird, by Martin Ralya
Index
Additional Contributor Bios

13 mai 2014

Reversing the harm move in AW

Reversing the harm move in AW

Originally shared by Patrick Henry Downs

Last night we played Apocalypse World using the Harm move in the opposite way as written. That is, the results for a miss and a 10+ were swapped. I'm writing about this here because Vincent Baker  asked me to report how it went, but the thread where he mentioned this has been closed to further commenting.
We found that the Harm move didn't feel very different but complications were more frequent. Only three PCs suffered harm during the session and most of that was either 1- or 0-harm. However, one PC got attacked by a gang and suffered 3-harm and the Harm move, when swapped like this, becomes very beneficial to the PC getting grievously injured because with a Harm+3 roll you would now have a 50% chance of getting the "miss" result, as written you would only get this result on a roll of 2 or 3.
The real purpose, I think, of the Harm move is to include a complication to the PCs' narrative positioning, and by swapping the results it means that PCs who would get seriously hurt can potentially have their harm lowered at the cost of a complication. As an MC, I thought it worked really well and it felt like a better use of the harm move from my side of the table.

Nahual is a Mexican role-playing game set on the universe created by the comic book artist Edgar Clément, started in...

Nahual is a Mexican role-playing game set on the universe created by the comic book artist Edgar Clément, started in the graphic novel Operación Bolivar.

“When our Spanish ancestors first arrived to this continent they were not alone, with them came their gods and their armies of angels. For our Indian ancestors angels were not the incense sellers of today, they were the harbingers of destruction. Between the sword of Cortés and St. Michael the Archangel’s there was no difference, and neither made a clean cut to the roots. The brujos resisted. Nahuales, the most powerful shamans, took on the task of fighting the invading angels.”

-Edgar Clément. Operación Bolívar

Players are angel hunters, descendants from the powerful brujos nahuales. They have the dormant gifts that enable them to touch the gods and their harbingers, but their memory is lost, impoverishing the greatness of these wonders.
Sometimes they do not know such gifts exist, let alone the scale of these powers.
Many just struggle for survival, other look for answers, they all agree on one thing: a nahual lives to hunt down angels.

Originally shared by Mike Espinoza (Azlath)

A little explanation for the setting of Nahual RPG. A Mexican roleplaying-game with nahuales, angels, drug cartels, the church, politics, corruption and folklore. Powered by the Apocalypse!
#nahualrpg #rpggames  
http://en.nahualrpg.com/setting/
http://en.nahualrpg.com/setting

Tiens Aware Studios, à propos de jeux éducatifs et de serious games.

Tiens Aware Studios, à propos de jeux éducatifs et de serious games.
https://www.kickstarter.com/projects/1849255304/bureau-season-1

12 mai 2014

Fred Hicks groks Dungeon World

Fred Hicks groks Dungeon World

Originally shared by Fred Hicks

Some praise for Dungeon World, in brief, now that I'm getting around to reading the book more closely thanks to Rob Donoghue running a game:

- Very few pages you actually "have to" read to get the game goin' on.

- Layout's super smart and does not fear white space.

- Each standard move as a page spread with facing page showing several short examples of play: also super smart.

- Does not put me off the content of the text/discovery of the system like Apocalypse World did. (I normally don't give praise that amounts to "totally better than this other game", but here it feels important; if the Apocalypse Engine intrigues but the game does not, DW achieves much in terms of approachability.)

- Rob has observed that DW is essentially a diceless game where you occasionally roll dice. That's a useful perspective and an important fusion of approaches to system/play; for me it means that I can be heads-up focused on the fiction, but that there's mechanical scaffolding to interact with to give things structure that diceless and/or freeform play lacks. Structure gives such things (again, for me) more weight and significance. It's a sweet spot.

- I find it wholly objectionable that my schedule is not as compatible with how often the game's gonna get run.
Tiens, qui a essayé Hillfolk / le Dramasystem de Robin D. Law ? Ça donne quoi en jeu ?

11 mai 2014

Une conversation intéressante sur AW : les bases de quand le MC fait ses moves et lesquels.

Une conversation intéressante sur AW : les bases de quand le MC fait ses moves et lesquels.

Originally shared by Joshua Fox (Rabalias)

Help me internets.
I've noticed in Apocalypse World and other AW-engined games that I find it tricky to avoid lurching between unmediated in character conversation and rapidly escalating mayhem. Sometimes that's fine, but sometimes it feels like it makes the game move too fast, too aggressive, and too focused on what I, the MC, am doing.

Apocalypse World MC moves
"[a list of the MC moves, and then...]
Whenever there’s a pause in the conversation and everyone looks to you to say something, choose one of these things and say it."

I've tended to not read this literally. After all, sometimes when there's a pause in the conversation and everyone looks at me to say something, they're actually waiting for one of my NPCs to say something. So I just say what they would say, right? Not always as a move. Similarly, sometimes I'm helping to elaborate on what the world is like by just describing stuff. I'm following the principles rather than making a move. Technically, by the above text, I'm breaking the rules right there. (Right?)

However, sometimes it's obvious that it's time to make a move. The most obvious time being, someone fails a roll. Then you really have no choice but to take one of the options on the list. I tend to find that this very rapidly escalates the situation.

There's another time when I believe I'm meant to go for the options on the list, and that's when an action taken by a player hasn't triggered a
player move of some kind. For example: in Sagas of the Icelanders, female characters don't have any kind of move for a physical challenge, so if one comes up it seems I have to make a move. (An obvious possibility is inflict harm, but not the only possibility.) Again, I find that this means outside the player moves we move into a situation of rapid escalation.

I'm wondering if I'm doing something wrong here. It's not that the game isn't fun, but sometimes the action gets a bit samey, as it's either talking or MAYHEM.

So, I'd like to hear what the flow of your *W games is like. How literally do you read the above text? How far does your MCing mostly involve making moves, and how far does it take a less prescribed approach? When you are making the moves, is it always rapidly escalating action, and if not - what's it like?

7 mai 2014

Le kickstarter pour Storium se termine

Le kickstarter pour Storium se termine
ce 9 mai à 3h00 du mat', (donc dans approximativement 34 heures). Je ne backe pas ce projet, mais il me semble tout de même intéressant.
https://www.kickstarter.com/projects/stlhood/storium-the-online-storytelling-game

5 mai 2014

Le futur retour de Feng-Shui (le seul jeu où un fantôme, un singe cybernétique, un vieux mage du feu et un moine...

Le futur retour de Feng-Shui (le seul jeu où un fantôme, un singe cybernétique, un vieux mage du feu et un moine shaolin s'allient pour en mettre plein la gueule à des eunuques sorciers et éviter que leur présent ne soit effacé depuis le passé) cherche des testeur pour sa nouvelle édition.

Originally shared by Atlas Games

Feng Shui Golden Comeback Update! http://ow.ly/2GlCOx

Le bundle of holding de la semaine est consacré à Trail of Cthulhu

Le bundle of holding de la semaine est consacré à Trail of Cthulhu
http://bundleofholding.com/index/current

Un excellent choix !

Un excellent choix !

Originally shared by Thomas Munier

[Inflorenza] Elu Jeu du Mois sur le Grog. Champagne ! Merci à tous les playtesteurs, les relecteurs et les illustrateurs qui ont rendu ça possible ! 
http://www.legrog.org/#