Posts Tagged ‘Roleplaying’

Character Portraiture

Monday, July 21st, 2008

One of my favorite resources for fleshing out a character (for both writing & roleplaying) is the vast wealth of portraiture found online. I created a DeviantArt account largely so that I could start collecting DA character portraiture in a convenient place. It occurred to me this morning that I should link to that collection so that anyone who comes across this might use it as well. So here you are: the ever-expanding collection of character images. Here’s one of my favorites:


- She’s Not Breathing - by =Anathematixs on deviantART

My collection-so-far includes everything from casual contemporary photos to elegant fantasy art. Enjoy! You’ll also find other handy categories in my faves such as ‘plots’ (for images that I think could inspire fascinating plots).

 

We have two new book reviews up since the last post. One is of a contemporary adventure/romance: Lora Leigh’s Nauti Dreams, while the other is a fantasy/romance: Jean Johnson’s The Cat.

Dungeons & Dragons Fourth Edition

Monday, June 16th, 2008

You knew we had to do it—we bought a copy of the fourth edition Dungeons & Dragons ruleset.

This isn’t a review, as we haven’t finished it nor played it yet. It’s just a few first impressions which might or might not be borne up in the long run.

First of all, boy howdy is this a huge change. Those folks who like to think that game companies just make a few changes so they can re-release a product and get paid for it again have no leg to stand on with this one. The entire system has been overhauled; I’d dare to say it’s a greater change from 3.5 to 4 than it was from AD&D to d20.

Secondly, yes, there are things I like about it. So far I’m not falling entirely into either of the ‘love it’ or ‘hate it’ camps I’ve seen forming. First impressions, again not yet confirmed by playtesting: the system should be more self-evident and approachable to new players, particularly those who are accustomed to MMOs. The system’s powers and abilities look like they would have been easier to power-balance for the creators, which means it should also be easier to power-balance the ones you make yourself. In addition, it looks to me like it’ll be easier for game masters (GMs) to adjudicate many actions, which will make GMing easier on many folks.

That said, there are definitely some things I’m dubious about. Even before I looked online to see what anyone else’s reactions were, my husband and I found ourselves saying, “this feels like World of Warcraft written up as a tabletop game.” To be fair, I think that’s part of what’s responsible for the above positives as well as some negatives. However…

Many of the guidelines feel arbitrarily restrictive. One of the things I loved about D&D (as well as many other games) was the opportunity to get creative with your abilities and do unexpected and fun things. Many of the non-combat abilities are just plain gone from the game, and many other abilities have strange restrictions on them. For instance, there are abilities that can only be used in encounters that give absolutely no justification for why you wouldn’t be able to use them at any other time. It’s the kind of arbitrary restriction that reminds you that you’re playing a game and takes you out of the constructed ‘reality’ that is the hallmark of a good tabletop game.

Many of the descriptions of abilities made us laugh (and not in a good way). Either the prose was purple, or the justification given for an ability or a restriction on it seemed desperately hacked-together and ridiculous, or the way an ability worked was unnecessarily silly. I’ll let my husband get into the real details of some of those, since he plans to write a review after he’s done reading and we’ve played with it.

In large part, so far we can’t help feeling that most of these things revolve around one central problem: it’s as though the developers were trying to make sure that the rules were so cut-and-dried and simple that they could be arbitrated by computer. I can understand the desire for this, since everyone these days wants to do game tie-ins and MMOs and internet play tools. However, the more this is done, the more we move away from those things that make tabletop roleplaying its own beast, and one that in certain ways computer games just can’t measure up to. No computer game can yet allow you free rein with your creativity. Sure, there are still other things that set the two apart, like non-player characters that can hold true conversations with the player characters, but the open-endedness appears to have been greatly curtailed in this version of the game. Maybe I’ll change my mind when we play, but so far… well, I understand the trade-off, but I don’t like it and it doesn’t suit our play-style.

 

Today’s review is of The Complete Idiot’s Guide to Spices & Herbs—yum!

Save vs. Moving Van

Thursday, June 12th, 2008

I think we’ve come up with a decision for approaching that possible moving quandary. We’re going to work on the house to get it ship-shape for putting on the market, which gives us time to make sure this is what we want, and keeps us from having to rush. (After all, we don’t lose anything by doing this—if we decide not to move it just means we’ll have our house all cleaned up and properly landscaped.) When it’s ready, we’ll call up a realtor and get it listed. When/if it sells, since there are so many houses for sale around here, THEN we’ll go buy a house. I’d love to buy a house sooner rather than later, while there are so many foreclosures that can be snapped up for almost half their usual sale value, but everything’s a whole lot easier if you sell your own house first—particularly in this market, when it could take a week or two years.

In that spirit, I finally planted butterfly bushes out front. I wish I’d thought to take a “before” picture of the jungle of brambles in that area by the street. The last owner planted some fairly high-maintenance stuff down there, and there were wild raspberries going crazy in the middle. We ripped everything out, and this morning I laid out the bags of soil and worked them in a bit, planted the purple butterfly bushes (three), put down heavy-duty twenty-year anti-weed landscaping fabric (not plastic—I hate trying to clean that stuff out of a garden), and put pine bark mulch on top of that.

I’ve also gotten a few reviews done since the last post: of Annette Blair’s Gone with the Witch (fun, but it has some issues) and Katherine Shay’s Taking the Heat (which I didn’t like all that much). Next up, a non-fiction book, although it won’t be ready for review today.

And finally, I’ve also put up two new designs at cafepress: shirts, buttons, stickers, mugs, etc for tabletop roleplayers. The first is ‘Drow are people too’:

The second (and my personal favorite of the two) is, ‘I always fail my save vs. pun’:

GM/Player Communication

Thursday, June 5th, 2008

Gnome Stew has a great article up on GM/player communication—or, more accurately, miscommunication that fits in extremely well with my take on GM/player interactions from our old articles. The idea in a nutshell is this: if your players are trying to do something in your tabletop roleplaying game that makes no sense to you, try restating the situation. Because it’s just possible that the players misunderstood something you described to them and are operating under a misapprehension about the situation. The example used there involves someone trying to pickpocket a noble because he didn’t understand from the description of the situation just how much scrutiny he, his friends, and the noble were under.

You also never know when your players are making different assumptions than you are or have a different meaning or background for a situation. When you say the noble arrives with his ‘retinue’, the player might imagine this means three or four disorganized hangers-on, while you know it’s twelve attentive lackeys.

This is a fabulous point to make, and one I wish I’d thought to make way back when, because it’s exactly the kind of problem/solution I love to highlight. So go check out Gnome Stew—clearly these folks are doin’ good!

 

In unrelated news, today’s review is of a yummy slow cooker cookbook. Well, it’s the results that are yummy, actually. Not the book. (Mmmm. Paper, ink & glue. Nom-nom-nom.)

 

Last night it was all stormy here and we had a tornado watch for a while. After our friends’ recent experience I take that sort of thing rather more seriously. I know they had quite a jumpy night for the same reason; in their place I’d have been a wreck. Our cats were pretty freaked out by the weather, but it was only harsh enough to send us to the basement for a short time, and luckily the basement is finished and quite comfortably furnished.

*sings* It’s a small world after all…

Tuesday, February 26th, 2008

Last week I wrote an entry in my Epiphanies blog (it’s a place for posting writers’ exercises and such for people to play with) that explored my grandfather’s history just a tiny bit. He’s one of those people who has a naturally story-inspiring life, and I happen to have very vivid memories of visiting him and my grandmother as a child.

I don’t tend to think of technology in connection with my family. Which is odd, because my mother has been a programmer, and became a programmer at a time when that wasn’t a common field for women to go into. My grandfather was a chemist. I guess it’s just that when I think of that side of the family mostly what I think of is visiting my grandparents at their old rural house in the seventies and eighties, strolling through the apple orchard and swimming in the pond. My grandfather was born in 1900 and died in 1994; he wasn’t exactly around for the height of the internet age. So it was with some amazement that I heard from relatives we’d fallen out of touch with after my grandfather’s funeral, thanks to their having found that post that I made. Emails and addresses were exchanged all over the place, all because of a spur-of-the-moment blog post.

That feels kind of surreal, but very cool.

 

This morning’s review is of Val McDermid’s The Grave Tattoo. Also, I’ve posted a new T-shirt design at Caffeinated Chicanery and another at Gamers’ Heaven. The monthly newsletters with their subscribers-only sales go out tonight barring a hiccup in Cafepress’s software, so if you aren’t subscribed already, this is a good time to do so (there’s a form at the bottom-left of the front page of the storefronts). Since I’ve been reading & reviewing so many mysteries lately it seemed appropriate to do a mystery addict shirt:


Mystery Addict
Where’s the body?

I also couldn’t help adding to our alignment series. Don’t worry, we have plenty of stored-up design ideas to present to you this year:


chaotic brilliant!

Massively Caffeinated

Tuesday, November 13th, 2007

I found the new Massively MMO news rag via Plaguelands. It’s kind of like a news rag on too much coffee, but that’s okay. Drop by often, check out their news posts on your favorite games, and enter all the spiffy giveaways they’re launching with (okay, so if you haven’t been there yet you’ve already missed a bunch of them, but not all!). I still have my fingers crossed on the ones I’ve entered.

 

Today’s new book review is of Bill James’s Wolves of Memory, a fantastic Harpur & Iles mystery which I highly recommend. Also this week I’ll be reviewing a hot drinks cookbook (yum!), so stay tuned for that. This is the latest list of upcoming reviews, and I’ll post a new one soon so it won’t have so many crossed-off items on it. You might notice a sudden increase in the number of cookbooks we’re working with; this is, of course, due to Thanksgiving upcoming! Our usual guests can’t make it (a standard hazard when some work odd schedules and others are a number of states away), but that won’t stop us from cooking too much food!

 

We posted our first new “Adventurers’ Last Words” design in a while: “Awww, How Cute!” It seems particularly appropriate to baby clothing, don’t you think?! Somehow cute things always turn out to be so darn deadly in roleplaying games. And we wouldn’t have it any other way.

Project Proposal

Thursday, September 21st, 2006

Hey. It may seem somewhat odd that someone other than Heather is posting here. Take note — I’m not Heather — I’m me. Now that we’ve got that cleared up, I’ve got a question for you. I’ve been reading up on Ruby on Rails, and now I want to develop a web system just to play with it. I know I’m supposed to pick a nice safe, boring project like yet another photo gallery or guestbook, but I think I’m supposed to get a prescription for that strong a sedative. I always thought it would be cool to have those nifty meditative powers where I could slow my heart rate and breathing enough to survive being trapped in a downed submarine with only the oxygen in the compartment to survive on until help arrives. But working on some HelloWorld-ware would carry a big risk being declared dead. Which, of course, might be preferable if I were trapped in a downed submarine with a photo gallery and a guestbook script.

Oh so where was the question? Well, I have an idea I wanted to bounce off you: a collaborative RPG campaign world development system. If you have $.02 you’d like to throw in, or if you just want to pretend you’re a big shot Vice President of Product Development who hears pitches and shoots them down with biting sarcasm and a savvy understanding of the marketplace, read on…

(more…)