Rob Donoghue nous encourage à backer Urban Shadows, grosso-modo une version Powered by the Apocalypse du World of Darkness.
Originally shared by Rob Donoghue
It is absolute self-interest that pushes me to encourage you to back Urban Shadows.
If it were not, then I would not tell you about it, because
a) it has funded
b) it is absolutely awesome as is
c) i don't want to share.
BUT
The stretch goals! The damnable stretch goals!
See, if they hit $28k, Ajit George writes the guide to Bangalore.
Maybe the awesomeness of that is not immediately obvious to you. That's cool. But it is obvious enough to me that I feel I must promote this kickstarter rather than attempt to hide it away in the darkness.
I get that just saying "It's awesome" is a poor pitch, so I lay down a few more data points:
* It's basically what happens when the structures of Urban Fantasy (on the darker, more WW end of the spectrum) mash up with the *World system.
* As such, in addition to cool magic and monsters, it has an entire system for handling group,s organizations and stuff like that. I have already stolen some of the ideas from that in my own game.
* The writers are top-notch, but that is only half the picture. If you look at the stretch goals that have unlocked so far, you will find a number of interesting city guides written by people you may or may not recognize. If you take some time to dig into who these people are, you will find they are uniquely qualified to write the their particular section, so much so that I'm excited to see what they have to say.
I am pretty sure this game is going to be as influential as Dungeon World. I would place money on it. And it has funded, so you can absolutely afford to wait and see.
But I have no idea why you would want to.[1]
[1] - I mean, aside from the fact that it costs money. That is occasionally inconvenient.
https://www.kickstarter.com/projects/1287928832/urban-shadows-rpg
28 juin 2014
27 juin 2014
The Complete Guide to Glorantha = 6 kg de savoir gloranthien ^^
The Complete Guide to Glorantha = 6 kg de savoir gloranthien ^^
Originally shared by Jeff Richard
Gloranthaphiles! Did you miss out on the Kickstarter for the Guide to Glorantha? Have you begun to worry that you would never get your hands on over 12 pounds (6 kilograms) of full-color, oversized Gloranthan Gold? Never fear – you can now Pre-Order the Guide to Glorantha and the Argan Argar Atlas. You can even pre-order the Poster Map Sets!
This offer includes discounted shipping and PDFs for the bundle. It is time limited until July 7, 2014, however, so order now!
http://www.glorantha.com/shop/
Originally shared by Jeff Richard
Gloranthaphiles! Did you miss out on the Kickstarter for the Guide to Glorantha? Have you begun to worry that you would never get your hands on over 12 pounds (6 kilograms) of full-color, oversized Gloranthan Gold? Never fear – you can now Pre-Order the Guide to Glorantha and the Argan Argar Atlas. You can even pre-order the Poster Map Sets!
This offer includes discounted shipping and PDFs for the bundle. It is time limited until July 7, 2014, however, so order now!
http://www.glorantha.com/shop/
Une discussion un peu intéressante pour les férus de The Forge et du GNS. Et les fans de Vincent Baker.
Une discussion un peu intéressante pour les férus de The Forge et du GNS. Et les fans de Vincent Baker.
Originally shared by Jesse Burneko
Over on twitter Vincent Baker mentioned that he'd almost posted a boring opinion of The Forge and GNS. He chose not to. So, I'll post my boring opinion.
I think GNS is a fairly accurate taxonomy of the core "pleasures" of gaming. It answers the question of when we're having fun and appreciating each other's contribution to the game what are we appreciating?
Story Now: The heightening and resolution of the real-world human issues at stake in the characters and setting.
The Right To Dream: The expression and celebration of a shared aesthetic be that realism, or genre or just some wacky fun to think about idea.
Step On Up: The skill of the players as applied to the challenges at hand.
The problem isn't that this is incomplete. The problem isn't the "controversy" over whether these can be accomplished at the same time or not. The problem is that this understanding is boring and rather self evident once you start looking at the real-world social reactions and interactions of the players. Who's laughing? Who's bored? Who's engaging? Who's not? Why? Over what. The game is either fulfilling their social/creative needs or it is not.
The only real revelation to be had here is that there is nothing that is "required" in an RPG and if you're making your own it might be a good idea to take a good hard look at what you actually want and whether or not your design is serving that.
The real problem, if you're interested in theory is that absolutely nothing concrete seems to exist between GNS and discussing the details of a specific game. There is no taxonomy or lexicon for discussing the design skeleton of Burning Wheel vs. Primetime Adventures even though both are about confronting the issues inherent in the characters. But that doesn't mean you can just drop a PtA fan into a Burning Wheel game and expect them to have fun.
The closet I've seen is Ron Edwards's efforts at grouping RPGs into "families". Those families, as far as I can tell, are based around common clusters of techniques. But we don't have design patterns, gems, or templates abstracted from these families. Maybe that's not even possible. I don't know. But people don't seem interested in discussing it. They're either hung up on "fixing" GNS or really into the specifics and working of a particular game.
Originally shared by Jesse Burneko
Over on twitter Vincent Baker mentioned that he'd almost posted a boring opinion of The Forge and GNS. He chose not to. So, I'll post my boring opinion.
I think GNS is a fairly accurate taxonomy of the core "pleasures" of gaming. It answers the question of when we're having fun and appreciating each other's contribution to the game what are we appreciating?
Story Now: The heightening and resolution of the real-world human issues at stake in the characters and setting.
The Right To Dream: The expression and celebration of a shared aesthetic be that realism, or genre or just some wacky fun to think about idea.
Step On Up: The skill of the players as applied to the challenges at hand.
The problem isn't that this is incomplete. The problem isn't the "controversy" over whether these can be accomplished at the same time or not. The problem is that this understanding is boring and rather self evident once you start looking at the real-world social reactions and interactions of the players. Who's laughing? Who's bored? Who's engaging? Who's not? Why? Over what. The game is either fulfilling their social/creative needs or it is not.
The only real revelation to be had here is that there is nothing that is "required" in an RPG and if you're making your own it might be a good idea to take a good hard look at what you actually want and whether or not your design is serving that.
The real problem, if you're interested in theory is that absolutely nothing concrete seems to exist between GNS and discussing the details of a specific game. There is no taxonomy or lexicon for discussing the design skeleton of Burning Wheel vs. Primetime Adventures even though both are about confronting the issues inherent in the characters. But that doesn't mean you can just drop a PtA fan into a Burning Wheel game and expect them to have fun.
The closet I've seen is Ron Edwards's efforts at grouping RPGs into "families". Those families, as far as I can tell, are based around common clusters of techniques. But we don't have design patterns, gems, or templates abstracted from these families. Maybe that's not even possible. I don't know. But people don't seem interested in discussing it. They're either hung up on "fixing" GNS or really into the specifics and working of a particular game.
26 juin 2014
Fate vs Dungeon World - How they differ in fiction building.
Fate vs Dungeon World - How they differ in fiction building.
Fate is predicated on the idea that the smallest practical element of fiction is descriptive of character or situation. The brave knight. The locked room. The haunted duchess. The action and interaction of these make for fiction. Notably, Fate is not terribly unique in this, and games like Heroquest and Risus use similar units of fiction.
Dungeon World is predicated on the idea that key elements are the actions that define things. The clash of blades. The race over rough terrain. The duel of wits. It is these actions which reveal and transform the other elements of the fiction. This is, I think, a focus which is fairly unique to the *World games.
http://walkingmind.evilhat.com/2014/06/25/nouns-and-verbs/
Fate is predicated on the idea that the smallest practical element of fiction is descriptive of character or situation. The brave knight. The locked room. The haunted duchess. The action and interaction of these make for fiction. Notably, Fate is not terribly unique in this, and games like Heroquest and Risus use similar units of fiction.
Dungeon World is predicated on the idea that key elements are the actions that define things. The clash of blades. The race over rough terrain. The duel of wits. It is these actions which reveal and transform the other elements of the fiction. This is, I think, a focus which is fairly unique to the *World games.
http://walkingmind.evilhat.com/2014/06/25/nouns-and-verbs/
25 juin 2014
My sister Jo Jordan is an experienced stage actress and occasional gamer.
Originally shared by Josh T Jordan
My sister Jo Jordan is an experienced stage actress and occasional gamer. I've asked her for advice about getting into character. She sent me a top ten list that I believe tabletop and live-action roleplayers should adapt to their games.
[Resharing this from yesterday.]
My sister Jo Jordan is an experienced stage actress and occasional gamer. I've asked her for advice about getting into character. She sent me a top ten list that I believe tabletop and live-action roleplayers should adapt to their games.
[Resharing this from yesterday.]
24 juin 2014
(fr) Je suis rotomontades. <3
<3 Google translate : (en) I am ranting. -> (fr) Je suis rotomontades. <3
https://translate.google.com/#en/fr/I%20am%20ranting
https://translate.google.com/#en/fr/I%20am%20ranting
Inscription à :
Articles (Atom)