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The Voice of the Revolution #32

  • Jul. 3rd, 2009 at 2:44 PM
Me
June 2009 -- The Shadow of Yesterday Review and Wolfgang Baur Interview Runtime: 36:45 / File size: 33.6M

Find out more about these fine games and others at Indie Press Revolution. To comment on this podcast, visit The Voice of the Revolution forum or send us an email.

Voice of the Revolution Episode 31

  • Jun. 1st, 2009 at 1:43 PM
Me
May 2009 -- 3:16 review and John Harper interview
Runtime: 32:59 / File size: 30.2M

Find out more about these fine games and others at Indie Press Revolution. To comment on this podcast, visit The Voice of the Revolution forum or send us an email.

Mortal Coil Revised Information

  • May. 27th, 2009 at 6:59 AM
Me
For owners of first edition Mortal Coil who don't want to buy a whole new book, you can now get all the additional information in Revised from the Galileo Games web site:

http://www.galileogames.com/mortal-coil/

The file is in the Download section. This contains all the changes. I didn't include sections that exist in first edition that were rewritten for clarity in the Revised edition, only the new info. Where there is a conflict in the rules, use the information in the supplement.

Writing Folktales

  • May. 5th, 2009 at 2:48 PM
Me
As I mentioned on this blog earlier, I'm writing a series of folktales for How We Came to Live Here. The first one was a real breeze, it just jumped out of my forehead fully-formed, and this made me think the rest would be easy too. Instead, I've been wrestling with the damn things for six months now. I was making zero progress until I noticed a difference between my first story and the subsequent stories I was writing.

In the first story, none of the characters had a name. The main character is just "a man." As soon as I stopped trying to give the characters names, the stories suddenly became much easier to write and I've already knocked out two and got a good start on the third.

I just find it interesting that this little detail was the difference between me being able to write these easily and having a massive writing block.

The Voice of the Revolution Episode 29

  • Apr. 6th, 2009 at 10:09 AM
Me
The latest Voice of the Revolution is live!

Runtime: 30:28 / File size: 27.9M

Find out more about these fine games and others at Indie Press Revolution. To comment on this podcast, visit The Voice of the Revolution forum or send us an email.

Another Bit of Art

  • Mar. 31st, 2009 at 3:37 PM
Me
Kurt Komoda has provided me several more sketches for How We Came to Live Here. I'm sharing my favorite!

Art below the cut... )

Give a Break to New Guys

  • Mar. 26th, 2009 at 3:20 PM
Me
This post is a response to a now weeks-old post on Story Games. I am slow to blog, obviously.

The post in question was very critical of a newish game on IPR: Summerland. Summerland is a freshman effort from a new game designer, Greg Saunders. It's a cool game with a very interesting theme. Post-apocalyptic, but in this case the apocalypse is the natural world overgrowing cities and human works, and transforming most humans into an animal-like feral state. Players take the role of survivors, but a particular kind of survivor. Only some people are able to travel into this wildness and not be overcome and transform. These select individuals serve an invaluable purpose, traveling between the remaining communities and delivering trade supplies and messages.

Overall, a cool concept. I personally think it is well-executed and the system is worth looking at. Obviously, I thought it was good enough to be included in IPR's lineup, and I still think so.

All that said, sure, the game is far from perfect. As I mentioned, this is Greg's first game. Like a lot of first-time game designers, Greg had feedback from his peers, but did most of the work himself. I'd personally quibble with his body text font choice, it's a bit hard to read. Greg probably laid out the book himself and has no formal training in layout design.

He also has no formal training in game design. Pretty much no one in the tabletop game industry has formal game design training because there really isn't any to be had. We are all self-taught. That means that any game designer's first effort is going to be far from perfect. It may even have some serious flaws. I know I've been accused of picking people's pockets by selling an unfinished game, and that was my third published game. I learn more each time, and I think I've got some good game design chops now. Mortal Coil Revised is far superior to Mortal Coil, and How We Came to Live Here is my best design yet. The more I practice, the better I get, just like any endeavor.

What I'm calling for in this post is a certain understanding of this process. As a consumer, you don't want to buy a flawed or inferior product, and you are justified in being angry when you do. Just keep in mind that if you buying the first game from a new designer, you are not likely getting a fully polished, slick and professional work. You are getting a game designer's first effort. It could be brilliant, but the designer will always be improving. Pay attention when you make a purchase to the designer's previous record, and give the designer a bit of a break on the first game (or couple of games) out of the gate.

Voice of the Revolution Episode 28

  • Mar. 6th, 2009 at 11:06 AM
Me
Paul and Brennan record an episode at Dreamation. Includes an It's Complicated review and an interview with Frederick Jensen.
  • 0:30 - Paul and Brennan are back with another episode, recorded at Dreamation. As always, Brennan kicks off with what's new on the site.
  • 3:24 It's Complicated, by Two Scooters Press, is a guided narrative game about dysfunctional people and their relationships.
  • 10:00 Frederik Jensen visit Dreamation from Denmark, and takes some time to talk with Paul & Brennan about his structured freeform story game, Montsegur 1244.
  • 16:38 In At Our Tables, Paul & Brennan talk about their play at Dreamation, with a good mix of published games and playtests.
Runtime: 25:09 / File size: 23.0M

Find out more about these fine games and others at Indie Press Revolution. To comment on this podcast, visit The Voice of the Revolution forum or send us an email.

Dreamation 2009 Report

  • Feb. 24th, 2009 at 3:26 PM
Player

Dreamation 2009 was last weekend. I attended and administered the IPR booth, and I ran four games at the con. I am avoiding dropping names in this post because I know I will forget someone and I don’t want to insult anyone.

As always, the con staff was great. Many props to Vinny, the con organizer, and his staff. The convention was at a new hotel this year, and the accommodations were wonderful. The Hyatt Morristown staff was top notch, and I felt quite welcome. The role-playing area was in a conference center that featured lots of small rooms as well as a big ballroom-style area. The little individual rooms were great for privacy and noise reduction.

On the IPR front, we did very well. I brought a lot fewer books than last year, and I sold most of my stock by Sunday. I was down from three shelves to about one and a half. I probably could have sold a few more copies of some of my more popular titles, but I am pretty glad I was left with only one smallish box to send back to the warehouse. IPR also made more money than last year.

I ran four games. The first session, Mortal Coil, went reasonably well. It certainly wasn’t my best con game of all time, but we had some good scenes and a bit of resolution. It felt more like the start of a longer story cycle, so a lot of threads were left dangling. Some of this was certainly my fault. I went in with pregenerated characters and a built-out theme document. I definitely won’t do that again for convention play. Mortal Coil gets significant juice from the player buy-in you get when everyone develops the theme and their characters together.

Friday night I ran How We Came to Live Here, and that was a major hit. The players were also super-enthused at the end, and more than one told me they wanted to buy the game NOW. That game is a shot of drama juice directly to the veins. It’s very finished, I just need to finish writing up the rules and get moving on production. The rules I have now are humming and the whole thing works great.

Saturday afternoon I ran Duty & Honour. This game is meant to emulate the historical fiction of the Sharpe’s Rifles series, and I think it does that very well. No one at the table had ever played it before, and the scenario I prepared ran out just like a Sharpe story. I think some of the players were a bit shocked by the conflict system. As GM, I probably only won conflicts about 10% of the time. Still, when I did win, the consequences were usually pretty severe. One character got taken out by a musket ball in the second mission challenge. He wasn’t dead, but he needed a long recuperation and there was a time limit on the mission. I think the rules would definitely benefit from a little more clarity. As GM, I had little or no guidance on how many cards I should use in my hand during tests. Also, the stats (called measures) seem to mostly deal with healing abilities, but this isn’t entirely clear in the rules text. We sussed it out from the rules notes on the character sheets. Overall, I think it’s a good game if you like the genre, but the rules could be a bit tighter.

Saturday evening was Spirit of the Musketeers. This went reasonably well, too. One of the players seemed a bit frustrated at first, but once everyone figured out how the skills interacted with the conflict system, things picked up and we had a pretty rollicking adventure, which was definitely my goal.

I also got the chance to play two games over the weekend. The first, on Thursday night, was Tales of the Fisherman’s Wife by Julia Bond Ellingboe. This is definitely a fun game. It ran through quickly in about an hour and a half. We had a distinctly terrifying game, with some disturbing demons. One took the form of a drowned baby. It’s a fun little game, and I like that it runs through so quickly. It’s also nice and flexible with player count, adjusting from two to six players easily. Julia did a nice job here, and her hand-made copy of the game is gorgeous. Not yet available in published form as far as I know, but I will be picking up a copy when it is.

I also had the pleasure to play a quick game of Misery Bubblegum by Tony Lower-Basch. This is a great game. Tony’s cards are really nice looking, and it’s a quick-playing little game that uses the cards to guide brief role-playing scenes. It focuses on miscommunication and insecurity, perfect for a game meant to emulate high school relationships. Definitely worth watching, I can’t wait until I see it commercially available.

Of course, the highlight of Dreamation was getting to see, meet, and hang out with some truly awesome people. This con has turned into an off-season imperative for indie game designers, and indie game enthusiasts have the opportunity to hang around with an impressive list of designers. I consistently have some of my best gaming of the year here, and I encourage everyone who can to start coming.

Dreamation 2009

  • Feb. 12th, 2009 at 6:41 AM
Me

Official game times and event numbers:

R173
: Mortal Coil; "Tesla Coil" by Brennan Taylor. An INDEPENDENTLY PUBLISHED GAME from Galileo Games - Part of the Indie Games Explosion! The 5th Annual PanEuropan Fair of Marvels is about to take place, and Dr. Cornelius Attison plans to reveal his greatest invention of all, a mechanical man! Steampunk magic using the Mortal Coil system. Friday, 2:00PM - 6:00PM; One Round; All Materials Provided. Beginners Welcome; Fun, Under 18 Requires Parental Clearance.

 

R197: How We Came to Live Here; "White Cavern Village" by Brennan Taylor. An INDEPENDENTLY PUBLISHED GAME from Galileo Games - Part of the Indie Games Explosion! Two brothers love the same woman. Will kinship or desire win out, or will everyone fall prey to whatever lurks in the White Cavern below the village. A fantasy based on myths of the American Southwest. Friday, 8:00PM - 12:00AM; One Round; All Materials Provided. Beginners Welcome; Serious, 18 & Over ONLY.

 

R244: Duty & Honour; "The Guns of Salamanca" by Brennan Taylor. An INDEPENDENTLY PUBLISHED GAME from Omnihedron Games - Part of the Indie Games Explosion! Wellington marches on Salamanca, as does the French commander Marshal Marmont. Can your small band slip behind enemy lines and prevent the French setting up a line of guns to slow the British advance? Saturday, 2:00PM - 6:00PM; One Round; All Materials Provided. Beginners Welcome; Fun, 18 & Over ONLY.

 

R273: Spirit of the Century; "Spirit of the Musketeers" by Brennan Taylor. An INDEPENDENTLY PUBLISHED GAME from Evil Hat Productions - Part of the Indie Games Explosion! Jeannette Martineau has been kidnapped by the nefarious Marquis Du Briel, his goal a forced marriage! Can an unlikely band of heroes put a stop to his schemes and rescue the maid? Saturday, 8:00PM - 12:00AM; One Round; All Materials Provided. Beginners Welcome; Fun, All Ages.

Mortal Coil Revised

  • Feb. 11th, 2009 at 10:25 AM
Me
A step closer to reality! I got the final files from my talented layout designer, Jonathan Walton. He's done a great job, the new edition looks much better than the last one. As I mentioned before, we have two new pieces of Jennifer Rodgers great artwork. The book looks hot, and it's nearly twice as thick as the first edition. There's loads of great new material in there. These are getting sent out to the printer now, I should have a proof in about a week. After that, about 3-4 weeks and the book will be released.

A preorder for the new edition, which will include a free PDF version, will be available on IPR very soon.

On a related note, only three entries for the Mortal Coil Actual Play contest so far! Take a look at the Actual Play thread for the game:
http://www.indiepressrevolution.com/forum/index.php?topic=770.0

As a reminder, the prize is a sweet set of custom Mortal Coil poker chips. You still have time to enter! The contest is open until I have the actual books in hand.

Also, Mortal Coil fans should check out the Facebook page. I'll send out updates from that page once things get hopping.

Coraline

  • Feb. 9th, 2009 at 10:04 AM
Me
I really like Neil Gaiman's novella of the same name, and I went to the movie hoping for a good adaptation of the book. Overall, that's what was delivered. Our local theater didn't have 3D, unfortunately, which, of course, makes for some odd cinematic choices if you don't have the 3D glasses. Stuff is always behaving somewhat weirdly in a 2D viewing of 3D movie, but it really didn't distract from the movie at all.

The production design was absolutely fantastic. Probably the best stop-motion movie that's been created to date. Whether or not you've read the book, this is a worthwhile film to see.

There was, however, on major change made to the story that left a bitter taste in my mouth and prevents me from fully endorsing this adaptation. It involves the ending, so do not read this if you don't want spoilers.

Massive Spoiler Alert... )

A Comedy Series Using Primetime Adventures

  • Feb. 6th, 2009 at 11:33 AM
Me
One of my local groups got together last month to start a new Primetime Adventures game. We starting our pitch session, and we had about eight or nine ideas written down after 45 minutes or so. None of them had really jumped up and grabbed us, and we were discussing which idea we wanted to go with, when nebulousmenace asked how you would do a comedy series with PTA, something I had mentioned earlier when discussing basic theme.

In response, I said you could do comedy, but there would definitely be strong dramatic elements. Thinking of an example, I mentioned Joss Whedon's Dr. Horrible's Sing-Along Blog as an example of a comedy series loaded with drama. That did it, and everyone at the table jumped at the idea of doing our own version of wannabe villains in the Dr. Horrible universe, and we were brainstorming character ideas.

Last Friday, we played through the pilot, and it was a definite hit. Comedy actually works really well in PTA because of the free narration in conflict resolution. Because you can have anything happen as long as it fulfills the conflict stakes, you can make sure everything happens in a funny way. The whole group was roaring with laughter many times during the course of the pilot.

We got all of the characters introduced and started working on the overall themes of the series, which is definitely the function of a pilot. Not a lot of plot happened, but we saw the characters demonstrating their basic flaws and how small they think which drives a lot of the supervillain comedy.

Coming up with the villain concepts was a lot of fun. Nebulousmenace created a tank character known as the Obstacular Jersey Barrier. [info]librisia made Miss Information, a disgruntled information architect who's goal is to disrupt and destroy all information, digital or analog. Our last player made Under Woman, a villainess obsessed with celebrity with her own agent. Her name originates from a misprinted business card. She goes by the name now because she can't afford to have them reprinted.

The episode brought the characters together, showed them failing in several schemes and conflicts, and culminated in the characters' (successful) plot to steal 30 billion dollars from a stock exchange for 30 seconds. Their plan was to earn the interest off the money for those 30 seconds and then replace it, and everyone would just think it was a glitch. After they successfully completed the conflict, we did the math and realized that they had managed to score a princely $370 in their caper. Luckily, it was enough to buy Miss Information a new laptop, their ultimate goal.

The Voice of the Revolution Episode 27

  • Feb. 2nd, 2009 at 9:51 AM
Me
Serial Homicide Unit review and Krista White interview

Show notes:
Runtime: 37:58 / File size: 34.7M

Find out more about these fine games and others at Indie Press Revolution. To comment on this podcast, visit The Voice of the Revolution forum or send us an email.

Bringing New Stuff to Old Players

  • Jan. 21st, 2009 at 11:54 AM
Me
I haven't logged into Story Games for a while, but I needed to post something there today and I went over. I was quite pleased to see two threads: one about Super Gachapon Fighter Omega Infinity, and another about Summerland. These are two of the newest games on offer from Indie Press Revolution, and both games that haven't seen a lot of discussion on Story Games. These threads were both by people mentioning they'd seen them on IPR's home page and asking for more info. That's exactly what I want to be doing, introducing cool new stuff to people. It was a gratifying moment.

Mortal Coil Actual Play Contest

  • Jan. 20th, 2009 at 2:35 PM
Me
Mortal Coil Revised will be coming out soon! I am finishing up final edits to the layout now and will be sending it off to print in the next week or two.

To celebrate, I'm hosting a contest. Anyone who publicly posts about a game of Mortal Coil they have played and then links to it on the Mortal Coil forum or notifies me of the post (send an e-mail to madhatter at galileogamesdotcom) will be automatically entered. A random drawing will determine the winner. If you win, you get a custom set of Mortal Coil poker chips in four colors along with a sweet metal carrying case.

If you already posted about your game online, don't worry! You can just point to your old post and be entered into the contest.

Void where prohibited.

Voice of the Revolution Episode 26

  • Jan. 13th, 2009 at 11:11 AM
Me
Reign review and Nathan Paoletta interview Show notes:
Runtime: 36:35 / File size: 33.5M

Find out more about these fine games and others at Indie Press Revolution. To comment on this podcast, visit The Voice of the Revolution forum or send us an email.

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