I've done some geeky things in my day, but then there's today.
Today, in my sci-fi tabletop roleplaying game I'm refereeing, that I wrote the rules to myself, I let my players use their iPads or iPhones to connect to a web application I wrote which emulated the actual sci-fi personal data assistant their characters use in the game world.
Let me reiterate this so it sinks in. I wrote a web application for fictional people to use on fictional devices. For a sci-fi tabletop roleplaying game. I am geek.
Here's the thing, though - it was a hit! The campaign is about unraveling a mystery about a murdered friend in a dystopian future, and this allows the players to investigate, analyze, and explore on their own, in a way that evokes the setting. The web app tracks the leads that the characters can follow up on, provides background information about the game world, and gives them a way to "receive data files" from characters. For instance, I was able to drop in new leads on-the-fly using my own iPad as they appeared in the story. It worked really well; the players were using it practically the entire time.
In fact, they're requesting new features for their in-the-game-world PDA. I'm about to get even more geeky - I'm going to be a fictional software developer responding to in-game-world software update requests... Gah!
Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts
Monday, August 23, 2010
Monday, August 16, 2010
New Sci-Fi Campaign
I started refereeing our usual Monday night game tonight, picking up where we left off at the beginning of summer.
Unlike my usual medieval fantasy fare, I'm branching out into new, unfamiliar territory: sci-fi. Thinking back on my refereeing history, I cannot remember running a campaign in an original sci-fi world, and I certainly never refereed sci-fi of the stripe I'm running now: "hard" sci-fi with a dark edge to it. Back in the day, I played Metamorphosis Alpha, Gamma World, and Star Frontiers (sadly, I never tried Traveller), but to be honest, these are just fantasy games with sci-fi trappings. They don't cleave closely to what sci-fi is really about: exploring who we are and where we are going as a society. Those other games just replace orcs with aliens and dragons with bugblatter beasts, and call it a day.
I'm going for realism, plausibility, and social commentary with this campaign, and even though we've only played one session, I think I'm off to a good start, but man, is it difficult. I'm way out of my comfort zone here. Even though both fantasy and sci-fi worlds are fictive and require answering questions on the fly about geography, social norms, economics, technology, etc., the bar is higher when it comes to sci-fi, because if it's going to be believable, there has to be two things that you don't need in fantasy: (a) a plausible path from "now" to the time the game world is set in, and (b) enough creative looking ahead to make it sci-fi without becoming ridiculous. Magic in a fantasy setting, it turns out, provides the would-be referee with a lot of crutches, because you can literally get away with anything when magic is in the mix. To a certain extent, you can do that with sci-fi technology, but the bullshit detectors of the players is a lot harder to get around when you're trying to achieve realistic technology.
I may have bitten off more than I can chew. The fictive universe of this new campaign is not Star Wars or Star Trek. It's as realistic as I could make it while still allowing some of the sci-fi tropes I wanted to bring in, such as visiting other star systems on some kind of reasonable time scale for telling stories. There are no alien intelligences in this game world - humans are all there are. Life, it turns out, is (relatively) abundant in the universe, but the vast majority of it is bacteria, algae, and the like, with a rare planet boasting more complex forms. I felt good about taking this approach, thanks to recent discoveries in Astronomy, but it still omits a LOT of the standard sci-fi storylines. Mars needs women, but it's just in the usual way that Earth needs women, because humans live there now.
So your typical space opera is out, which begs the question: what are the details of what is in? I'm having to flesh out a game universe that is a lot more detailed than I usually create. Already, in this first session, even with all the thinking and prep work I did, I ran into a whole slew of questions that needed adjudication on the spot. How do people back up their data in the future? How do people share contact information? What do peoples' living quarters look like? How has law enforcement technology changed over the years? How much surveillance is there? How do people go to the bathroom (do we still use paper, or are there the "three seashells")? How has religion changed?
Ultimately, though, that stuff doesn't matter. My players are smart and in it for fun, so if I screw something up, they can handle me retroactively changing stuff if I really have to. What matters is setting a compelling challenge at the players' feet, and that, thankfully, is the same task as in any system or game world. Even with all the starfaring and high technology that is available in this new universe, it's a human story they'll be exploring: understanding the death of a beloved friend. Emotion is the hook. Hopefully, that will make the story worth experiencing for me and for my players.
We'll see if I can pull it off. Wish me luck.
Wednesday, July 07, 2010
Treadsylvania is live!
Finally, the ATV safety game we created for National 4-H is live and available for the general public to play. It's called Treadsylvania, and features some fun monster-fighting action! Check it out.
Monday, June 14, 2010
This is exactly what I was afraid of
I remember the first time I heard the idea floated about "microtransactions" in gaming, the so-called "freemium" model, where instead of paying $20-$50 up front for a game, you get it for free, and then pay for small bits of content or on an as-you-go basis.
I remember thinking, "yeah, that's going to suck." Why? Because it sets up a situation where the developer's goals and the gamer's goals are at odds.
In the traditional model, the goal of the developer is to maximize fun for the gamer - the more fun the game, the more the gamer is willing to pay for it, and once the game is purchased, there is nothing standing in the way of the game developer trying to make everything as fun as possible.
In the "freemium" model, the goal of the developer is to not maximize fun for the player, but instead maximize the frustration of the player, without having them quit the game altogether, so that they are willing to pay as much as possible.
I remember trying to make this point with some fellow gamers, and being told, no, no, I've got it all wrong - it will just be used to deliver more content. In other words, it's the same model, but the framework for delivering content is free.
Well, some games may follow that model, but those weren't the ones I was worried about.
Lo and behold, I was bitten by the freemium model recently. GodFinger, by Ngmoco, for the iPad, was a casual little game with charming graphics and some fun, toy-like mechanics. My boys enjoyed watching over my shoulder as I played it. At its core, it is a "grinding" game, namely, it takes exactly zero skill to play; instead, you advance by patiently and dutifully issuing commands to your units, buying new resources for them with the in-game money they amass, etc.
Now, as with most "freemium" games, GodFinger also allowed you to buy "Awe points" with real money to skip over the things that require patience. "Instantly recharge your mana!" "Build this building now instead of waiting 24 hours!" And so on. But for the time being, I was willing to patiently grind away without buying Awe points. I saved up for a long time to buy a Deluxe Tavern, which would allow me to refresh four units at a time AND earn income while doing it. It was an expensive item, and took a long time to save up for, but after getting it into operation, it was working well.
Then a game update hit. Suddenly, all money-generating buildings began giving less money, and instead of yielding gold multiple times before needing to be recharged, would only yield gold once, and would not start on this process until they were fully charged. Moreover, you could no longer "top off" buildings, so you had to let them fully drain before recharging them, which not only made your time spent between playing inefficient, but also removed a fun gameplay mechanic wherein you could place multiple buildings together and recharge the next building with the over-charge from the first.
But worst of all, my new Deluxe Tavern now only refreshes three units, and it no longer yields income. My $2400 Deluxe Tavern now does the same thing as a $400 tent.
Now, I can see no way this update, nerfing players across the board, was done with the players' interests in mind. The effect of this update, across many changes, is to slow everything down and make mana less productiv, presumably to get people to buy more "Awe Points" with real-world cash. Heck, they even added in-game goals to award experience points for spending Awe points. This was nothing but a transparent, deliberate change to add frustration to all players to wring money out of them.
Now, lest you accuse me of being a freeloader, consider this: Awe points add nothing to the game. All they do is allow you to not wait for something to happen. The rate at which things happen in the game is arbitrary, is set by the developers, and may be changed at a whim on system updates. This is not paying for new scenarios, new gameplay capabilities, new fun. This is pure and simple throttling back the gameplay to extort money out of people. (There are a few buildings which can only be bought with Awe, but each of them has a nearly identical alternative that can be purchased with the in-game currency, so I am not counting these.) Ngmoco is not really offering anything content-wise for the money you give them; only a different speed at which things happen.
And what if I had invested some real-world cash in Awe points to buy that Deluxe Tavern instead of grinding for it? That Deluxe Tavern would have cost me $5 in real world money to purchase in Awe points. Days later, its capabilities - that which I was buying, essentially, would have been arbitrarily removed without warning or recourse. It's one thing to hold back some special premium-only game features, but it's an entirely different thing to offer players cool new in-game gadgets they can buy with real-world dollars, and then after they buy them, remove the capabilities that prompted you to buy the gadget in the first place. At this point, I'm glad I didn't buy any Awe points, and I feel sorry for anyone who did, because every dollar they spent was turned into a fraction of its in-game value with this last update.
It's also relevant to note that while the value of mana and gold you buy with Awe points has gone down, because they can do a lot less now than before, the cost of Awe points has not gone down proportionally to the value of what it can buy. All of the above might be excused if it was balancing everything across the board, even Awe, but that is clearly not the case.
Basically, this has all been a very telling (and sadly, predictable) experience with the "freemium" game model. Ngmoco is "freemium" at its worst - starting a game on false pretenses, and then slowly throttling back the fun to frustrate the poor saps who have been playing the game into buying Awe just to get an approximation of their old experience back. This is why I like to own my game instead of rent my game.
The sad thing is: this game was actually very nice. In other circumstances, I'd have given it five stars. It had excellent interface elements, beautiful graphics, a unique tone, and high production values. I'd gladly have picked it up as a for-pay game in the App Store. And I would have even dropped money on Awe points if the for-pay model was to use it to provide new content like a story mode or scenarios. But this nickel-and-dime model feels like money-grubbing, and is antithetical to the relationship between developer and player wherein both are pulling for the best overall experience.
Okay, I've ranted a lot. I do want to say that there are a few developers who "get it." I'm still convinced that a scrupulous developer can make the "freemium" model work. Examples include:
Sadly, these seem to the the exception rather than the rule.
I remember thinking, "yeah, that's going to suck." Why? Because it sets up a situation where the developer's goals and the gamer's goals are at odds.
In the traditional model, the goal of the developer is to maximize fun for the gamer - the more fun the game, the more the gamer is willing to pay for it, and once the game is purchased, there is nothing standing in the way of the game developer trying to make everything as fun as possible.
In the "freemium" model, the goal of the developer is to not maximize fun for the player, but instead maximize the frustration of the player, without having them quit the game altogether, so that they are willing to pay as much as possible.
I remember trying to make this point with some fellow gamers, and being told, no, no, I've got it all wrong - it will just be used to deliver more content. In other words, it's the same model, but the framework for delivering content is free.
Well, some games may follow that model, but those weren't the ones I was worried about.
Lo and behold, I was bitten by the freemium model recently. GodFinger, by Ngmoco, for the iPad, was a casual little game with charming graphics and some fun, toy-like mechanics. My boys enjoyed watching over my shoulder as I played it. At its core, it is a "grinding" game, namely, it takes exactly zero skill to play; instead, you advance by patiently and dutifully issuing commands to your units, buying new resources for them with the in-game money they amass, etc.
Now, as with most "freemium" games, GodFinger also allowed you to buy "Awe points" with real money to skip over the things that require patience. "Instantly recharge your mana!" "Build this building now instead of waiting 24 hours!" And so on. But for the time being, I was willing to patiently grind away without buying Awe points. I saved up for a long time to buy a Deluxe Tavern, which would allow me to refresh four units at a time AND earn income while doing it. It was an expensive item, and took a long time to save up for, but after getting it into operation, it was working well.
Then a game update hit. Suddenly, all money-generating buildings began giving less money, and instead of yielding gold multiple times before needing to be recharged, would only yield gold once, and would not start on this process until they were fully charged. Moreover, you could no longer "top off" buildings, so you had to let them fully drain before recharging them, which not only made your time spent between playing inefficient, but also removed a fun gameplay mechanic wherein you could place multiple buildings together and recharge the next building with the over-charge from the first.
But worst of all, my new Deluxe Tavern now only refreshes three units, and it no longer yields income. My $2400 Deluxe Tavern now does the same thing as a $400 tent.
Now, I can see no way this update, nerfing players across the board, was done with the players' interests in mind. The effect of this update, across many changes, is to slow everything down and make mana less productiv, presumably to get people to buy more "Awe Points" with real-world cash. Heck, they even added in-game goals to award experience points for spending Awe points. This was nothing but a transparent, deliberate change to add frustration to all players to wring money out of them.
Now, lest you accuse me of being a freeloader, consider this: Awe points add nothing to the game. All they do is allow you to not wait for something to happen. The rate at which things happen in the game is arbitrary, is set by the developers, and may be changed at a whim on system updates. This is not paying for new scenarios, new gameplay capabilities, new fun. This is pure and simple throttling back the gameplay to extort money out of people. (There are a few buildings which can only be bought with Awe, but each of them has a nearly identical alternative that can be purchased with the in-game currency, so I am not counting these.) Ngmoco is not really offering anything content-wise for the money you give them; only a different speed at which things happen.
And what if I had invested some real-world cash in Awe points to buy that Deluxe Tavern instead of grinding for it? That Deluxe Tavern would have cost me $5 in real world money to purchase in Awe points. Days later, its capabilities - that which I was buying, essentially, would have been arbitrarily removed without warning or recourse. It's one thing to hold back some special premium-only game features, but it's an entirely different thing to offer players cool new in-game gadgets they can buy with real-world dollars, and then after they buy them, remove the capabilities that prompted you to buy the gadget in the first place. At this point, I'm glad I didn't buy any Awe points, and I feel sorry for anyone who did, because every dollar they spent was turned into a fraction of its in-game value with this last update.
It's also relevant to note that while the value of mana and gold you buy with Awe points has gone down, because they can do a lot less now than before, the cost of Awe points has not gone down proportionally to the value of what it can buy. All of the above might be excused if it was balancing everything across the board, even Awe, but that is clearly not the case.
Basically, this has all been a very telling (and sadly, predictable) experience with the "freemium" game model. Ngmoco is "freemium" at its worst - starting a game on false pretenses, and then slowly throttling back the fun to frustrate the poor saps who have been playing the game into buying Awe just to get an approximation of their old experience back. This is why I like to own my game instead of rent my game.
The sad thing is: this game was actually very nice. In other circumstances, I'd have given it five stars. It had excellent interface elements, beautiful graphics, a unique tone, and high production values. I'd gladly have picked it up as a for-pay game in the App Store. And I would have even dropped money on Awe points if the for-pay model was to use it to provide new content like a story mode or scenarios. But this nickel-and-dime model feels like money-grubbing, and is antithetical to the relationship between developer and player wherein both are pulling for the best overall experience.
Okay, I've ranted a lot. I do want to say that there are a few developers who "get it." I'm still convinced that a scrupulous developer can make the "freemium" model work. Examples include:
- Ramp Champ by the IconFactory, wherein you get honest-to-god new content, artwork, challenges, and other ancillary benefits when you buy a new ramp pack.
- WarpGate HD by FreeVerse, which does let you "buy forward" in the game by purchasing a big, pointy ship, but they don't also run down the fun of the "normal" gameplay to make you want to buy it out of frustration
- Crosswords by Standalone, which lets you subscribe to premium crossword puzzle providers in exchange for honest-to-god core content. Here, the payments go to the crossword puzzle provider and not Standalone, but the pay-for-play model is still there, and offers real, tangible value aligned with the interests of the player.
Sadly, these seem to the the exception rather than the rule.
Saturday, March 20, 2010
"Letter Writer Space" now available
Our new educational iPhone game, Letter Writer Space, is now available in the App Store!
This sequel to Letter Writer Oceans lets kids learn and practice their lower case letters while learning about fun astronomy concepts.
They begin by selecting a letter against a scrolling backdrop of the Very Large Array in New Mexico at sunset, and then they blast off to an animated scene where they can practice drawing the letter. Each scene is about an astronomy concept starting with the letter, so they can learn to draw their "q" glyph when viewing a "quasar", or learn to draw their "c" glyph when viewing a "comet".
A little space shuttle prompts the child where to start the stroke, and follows along as the child follows the pulsing dots to the end of the stroke, reinforcing the stroke before, during, and after the child's action. If they make the stroke correctly, they move on to the next stroke, and when they complete the letter, they earn a star. (This encourages correct strokes, rather than just allowing for random scribbling, as other letter writing apps do.)
When the child has earned four stars, an info panel with more information about the animated scene becomes available. Touching the info button shows the info panel, and fun facts about the scene are fully narrated, sharing the wonder of astronomy and the space program with kids while they play.
Buy it now!
This sequel to Letter Writer Oceans lets kids learn and practice their lower case letters while learning about fun astronomy concepts.
They begin by selecting a letter against a scrolling backdrop of the Very Large Array in New Mexico at sunset, and then they blast off to an animated scene where they can practice drawing the letter. Each scene is about an astronomy concept starting with the letter, so they can learn to draw their "q" glyph when viewing a "quasar", or learn to draw their "c" glyph when viewing a "comet".
A little space shuttle prompts the child where to start the stroke, and follows along as the child follows the pulsing dots to the end of the stroke, reinforcing the stroke before, during, and after the child's action. If they make the stroke correctly, they move on to the next stroke, and when they complete the letter, they earn a star. (This encourages correct strokes, rather than just allowing for random scribbling, as other letter writing apps do.)
When the child has earned four stars, an info panel with more information about the animated scene becomes available. Touching the info button shows the info panel, and fun facts about the scene are fully narrated, sharing the wonder of astronomy and the space program with kids while they play.
Buy it now!
Tuesday, February 09, 2010
Vile Haberdashery released!
Good news! Vile Haberdashery has been approved by the App Store, and is now available.
I'm afraid the murder rate at creepy victorian mansions among disreputable nobles is about to increase.
I'm afraid the murder rate at creepy victorian mansions among disreputable nobles is about to increase.
Wednesday, February 03, 2010
Vile Haberdashery
This past weekend, I participated in the Global Game Jam, and our team came up with a really fun and innovative game like I haven't seen anywhere before.
It's a creepy, unpleasant turn-based strategy game about murder and intrigue called Vile Haberdashery, and it borrows a lot of play elements from my old "Death in the Family" card game, but slides them all over to iPhone casual party play.
The premise is that you are one of four would-be heirs to a fortune, and you're trying to kill off your siblings so the inheritance all falls to you. You accomplish this by blackmailing, flattering, and intimidating your subordinates into doing violence to the other players.
The game is played on the iPhone. You take your turn, then hand the phone to your friend to take his turn. He hands it to the next player to take her turn, etc. Audio cues give clues as to what each player is doing. The goal is to gain influence over your subordinates, get one of them a weapon, and then send them over to hang out near other nobles. If you have enough influence over the subordinates around another player, and one of them has a weapon, then they kill that player, and you're one corpse closer to winning! (Of course, the other players are trying to do the same thing to you.)
We built the game in 48 hours, and the artwork is excellent thanks to the involvement of the three artists who worked hard for those two days to draw all 19 characters in the game. I programmed the game and did interface design.
The game has been submitted to the App Store, so you should see it in a few weeks. In the mean time, head on over to the Vile Haberdashery web site to check out the screenshots.
It's a creepy, unpleasant turn-based strategy game about murder and intrigue called Vile Haberdashery, and it borrows a lot of play elements from my old "Death in the Family" card game, but slides them all over to iPhone casual party play.
The premise is that you are one of four would-be heirs to a fortune, and you're trying to kill off your siblings so the inheritance all falls to you. You accomplish this by blackmailing, flattering, and intimidating your subordinates into doing violence to the other players.
The game is played on the iPhone. You take your turn, then hand the phone to your friend to take his turn. He hands it to the next player to take her turn, etc. Audio cues give clues as to what each player is doing. The goal is to gain influence over your subordinates, get one of them a weapon, and then send them over to hang out near other nobles. If you have enough influence over the subordinates around another player, and one of them has a weapon, then they kill that player, and you're one corpse closer to winning! (Of course, the other players are trying to do the same thing to you.)
We built the game in 48 hours, and the artwork is excellent thanks to the involvement of the three artists who worked hard for those two days to draw all 19 characters in the game. I programmed the game and did interface design.
The game has been submitted to the App Store, so you should see it in a few weeks. In the mean time, head on over to the Vile Haberdashery web site to check out the screenshots.
Wednesday, October 21, 2009
"Big Hearts in Big Country" up for People's Choice
As you may know, my 1KM1KT 24-hour RPG competition entry was a wild west themed RPG with saloon-inspired trappings called Big Hearts in Big Country. It's got a fun, cinematic combat system, a character-driven storytelling system, and a heavily fleshed-out setting, all in one free package.
Well, if you like it, then you should head on over and vote for it, because it is nominated for a people's choice award in the "Honey, Where's My Dice Bag?" category.
And as always, play reports are welcome!
Well, if you like it, then you should head on over and vote for it, because it is nominated for a people's choice award in the "Honey, Where's My Dice Bag?" category.
And as always, play reports are welcome!
Tuesday, October 06, 2009
The Free RPG Blog reviews "Big Hearts in Big Country"
The Free RPG Blog reviewed Big Hearts in Big Country today.
By any account, it's a glowing review, which is gratifying. The real measure is whether players enjoy the game, though. If you play Big Hearts in Big Country, please drop me a line and tell me how it went for you. I'd love to hear how it works in practice for people who didn't write the rules (heh).
By any account, it's a glowing review, which is gratifying. The real measure is whether players enjoy the game, though. If you play Big Hearts in Big Country, please drop me a line and tell me how it went for you. I'd love to hear how it works in practice for people who didn't write the rules (heh).
Saturday, June 27, 2009
Sometimes, it Takes an Outlaw to Bring Justice
I've updated the original version of Big Hearts in Big Country to version 2 of the rules.
In this new set of rules, you will find:
Enjoy. If you play it, please send me a play report - I'd love to hear how it goes for you.
In this new set of rules, you will find:
- Rule tweaks and clarifications, including a full example of a sample gunfight.
- More good guys to befriend and more bad guys to stand against.
- More detail and story hooks for the sample setting, Sangre De Dios.
- Spiffier, more western-themed layout.
- More detail in the character archetype generator.
- More artwork.
Enjoy. If you play it, please send me a play report - I'd love to hear how it goes for you.
Thursday, June 25, 2009
More work on "Big Hearts in Big Country"
I've been working on fleshing out the rules from Big Hearts in Big Country a little more over the last week or so. It's starting to look really good, and the more I work with it, the happier I am with the original rules I wrote.
I'm finding that I have less cleanup than I originally thought. It's funny - I went back in to add a lot of detail and complexity, and found myself, after much typing, deciding that I liked the simpler, original mechanics better, and deleting everything I'd typed and instead just doing an editing pass on the original content, clarifying what was in my mind as I wrote the thing. I think the 24 hour limitation actually made the game better, because it kept me from going in a direction that would have weakened the game.
Out of my wish list of new features, I've got just about everything but a map for Sangre de Dios, the sample setting for the game. I'm also a lot happier with the layout:


I'm toying with the idea of commissioning some original artwork to be created for the game, such as portraits of the various characters in Sangre de Dios and some more scenic set piece type illustrations. I know better than to try to illustrate the game myself; I'm not "Mr. Stick Figure," but for a game that's all about mood, drama, and character, I know my drawings wouldn't be able to set the tone I want to set. In order to recoup the cost, that means I'd have to try to sell it (or ask for donations, or sell ad space on a web site for it, or something.)
The question is: is there a market for something like this?
I'm finding that I have less cleanup than I originally thought. It's funny - I went back in to add a lot of detail and complexity, and found myself, after much typing, deciding that I liked the simpler, original mechanics better, and deleting everything I'd typed and instead just doing an editing pass on the original content, clarifying what was in my mind as I wrote the thing. I think the 24 hour limitation actually made the game better, because it kept me from going in a direction that would have weakened the game.
Out of my wish list of new features, I've got just about everything but a map for Sangre de Dios, the sample setting for the game. I'm also a lot happier with the layout:


I'm toying with the idea of commissioning some original artwork to be created for the game, such as portraits of the various characters in Sangre de Dios and some more scenic set piece type illustrations. I know better than to try to illustrate the game myself; I'm not "Mr. Stick Figure," but for a game that's all about mood, drama, and character, I know my drawings wouldn't be able to set the tone I want to set. In order to recoup the cost, that means I'd have to try to sell it (or ask for donations, or sell ad space on a web site for it, or something.)
The question is: is there a market for something like this?
Thursday, June 18, 2009
Big Hearts in Big Country
I just finished an entry for the 1KM1KT / FreeRPG Blog 24 Hour competition, a competition where you have 24 hours to design a tabletop RPG from the ground up. You pick a theme from a list, and I chose the theme "Cowboys with Big Hearts." Since my life has kids and work in it, my game represents far less than 24 hours of work - more like 6 or 7.
My game is called Big Hearts in Big Country. Here's the pitch:
Welcome to Sangre De Dios.
The villagers stare as you ride into town. They don’t know what to make of you. Strangers are rare here, and usually don’t stay long. They either have a drink and continue on their long journey northeast to Las Cruces, or they take a much shorter trip southwest up to Boot Hill.
Long ago, the townspeople stopped daring to dream that a big hearted gunfighter would come clean up the town. But then, they’ve never met you...
Big Hearts in Big Country is a cowboy-themed RPG which centers on what cowboys do best, at least in the movies: staring down the villain in the black hat, waiting for him to twitch, and then being fast on the draw. You’re the guys (or gals) who clean up bad towns.
Featuring six pages of simple rules, a starter setting for gameplay, a simple core mechanic for telling dramatic, character-based stories, a tense, edge-of-your-seat system for high-drama shootouts, and theme-appropriate game materials like poker cards and chips instead of character sheets, "Big Hearts in Big Country" is quick to pick up and play, and focuses on telling stories that would make Sergio Leone or Sam Peckinpah proud.
Enjoy. If you have any questions, suggestions, or play reports, let me know in the comments.
My game is called Big Hearts in Big Country. Here's the pitch:
Welcome to Sangre De Dios.
The villagers stare as you ride into town. They don’t know what to make of you. Strangers are rare here, and usually don’t stay long. They either have a drink and continue on their long journey northeast to Las Cruces, or they take a much shorter trip southwest up to Boot Hill.
Long ago, the townspeople stopped daring to dream that a big hearted gunfighter would come clean up the town. But then, they’ve never met you...
Big Hearts in Big Country is a cowboy-themed RPG which centers on what cowboys do best, at least in the movies: staring down the villain in the black hat, waiting for him to twitch, and then being fast on the draw. You’re the guys (or gals) who clean up bad towns.
Featuring six pages of simple rules, a starter setting for gameplay, a simple core mechanic for telling dramatic, character-based stories, a tense, edge-of-your-seat system for high-drama shootouts, and theme-appropriate game materials like poker cards and chips instead of character sheets, "Big Hearts in Big Country" is quick to pick up and play, and focuses on telling stories that would make Sergio Leone or Sam Peckinpah proud.
Enjoy. If you have any questions, suggestions, or play reports, let me know in the comments.
Monday, May 25, 2009
My "One Page Dungeon" entry
Recently, an old-school tabletop roleplaying site hosted a one page dungeon design challenge. Unfortunately, I didn't have time to craft an entry, and the deadline passed.
However, due to some confusion, the deadline was extended, and I was able to scrape together some time to make an entry of my own: The Poseidon Adventure. It's released under the Creative Commons Attribution-Noncommercial license.
The dungeon itself is a much abbreviated version of an adventure I ran quite a while ago (one of the first I ran using third edition). Some might accuse it of being a device to deliver the punch line of a terrible, terrible joke (it certainly got some mighty groans from my players when I said, as we were putting away the game table, "thanks for playing...the Poseidon adventure."). But really, I think the adventure stands on its own, too. The bad joke is gravy.
If there is interest, I might post what I have from the original adventure, but the primary macguffins from the original adventure are retained in the one-page-dungeon entry itself: the good magic gone bad, the impending rise of a new evil demigod, the drastic change to the dungeon environment halfway through the adventure, and the final race against time to escape the ruins. (And the terrible joke, natch.)
The changing environment in particular made a one-page presentation difficult, since I had to present the environment in both contexts, one in each orientation. As a result, I went more "new school" and kept things short and more plot-oriented than some of the other entries I've seen, but I think the thrill of such a dynamic environment is worth the space devoted to it. We'll see if the judges agree.
Let me know what you think in the comments.
However, due to some confusion, the deadline was extended, and I was able to scrape together some time to make an entry of my own: The Poseidon Adventure. It's released under the Creative Commons Attribution-Noncommercial license.
The dungeon itself is a much abbreviated version of an adventure I ran quite a while ago (one of the first I ran using third edition). Some might accuse it of being a device to deliver the punch line of a terrible, terrible joke (it certainly got some mighty groans from my players when I said, as we were putting away the game table, "thanks for playing...the Poseidon adventure."). But really, I think the adventure stands on its own, too. The bad joke is gravy.
If there is interest, I might post what I have from the original adventure, but the primary macguffins from the original adventure are retained in the one-page-dungeon entry itself: the good magic gone bad, the impending rise of a new evil demigod, the drastic change to the dungeon environment halfway through the adventure, and the final race against time to escape the ruins. (And the terrible joke, natch.)
The changing environment in particular made a one-page presentation difficult, since I had to present the environment in both contexts, one in each orientation. As a result, I went more "new school" and kept things short and more plot-oriented than some of the other entries I've seen, but I think the thrill of such a dynamic environment is worth the space devoted to it. We'll see if the judges agree.
Let me know what you think in the comments.
Tuesday, November 18, 2008
Anyone have a copy of Creature Castle?
You may remember my earlier "nostalgia games" blog entry about Creature Castle.
Well, I've been contacted by someone related to the original creators of the game who is looking for a copy. If you have a copy you're willing to part with, please contact me, and I'll put you in touch.
Well, I've been contacted by someone related to the original creators of the game who is looking for a copy. If you have a copy you're willing to part with, please contact me, and I'll put you in touch.
Thursday, October 09, 2008
Sarah Palin would make a terrible wizard
It looks like Sarah Palin has an IQ score of 83.
For you Dungeons and Dragons players McCain is always talking about, that means that if you made a character sheet for Sarah Palin, she'd have an Intelligence score of 8.
For you Dungeons and Dragons players McCain is always talking about, that means that if you made a character sheet for Sarah Palin, she'd have an Intelligence score of 8.
Saturday, September 27, 2008
Obsidian Portal
Obsidian Portal is a "Web 2.0" service for organizing and tracking your RPG campaign. It's basically a wiki keyed to the particular information architecture you see in tabletop RPG design.
This is the software that Michael Harrison from GeekDad is using in his world building tutorial series.
This is the software that Michael Harrison from GeekDad is using in his world building tutorial series.
Wednesday, September 17, 2008
Update to Printable DM

This version has more whitespace between the entries to help differentiate the rows as enemies. This version also has a lighter backdrop to the hit point track, to make it easier to use when printed in grayscale, and the word "init" has been removed from the bubble because it was hard to read a number written in there with the word in there also, even though it was faint text.
If you have any other suggestions for improving the Printable DM, let me know.
Tuesday, September 16, 2008
Printable DM Works Really Well!

In short, it rocked. I was really happy with how it worked. Everything I needed to run a combat (beyond the monster stats) was contained on the page. This makes DM'ing fourth edition really easy, because it's got spaces for everything you need organized in a clear, accessible way.
Now, we've only tried it with 3rd level adventurers, so it hasn't been tested with the higher-level combats, so perhaps there are elements of high-level combat that I'm leaving out here. But so far, it's a really handy reference for adjudicating. Just print out one copy of the page per encounter, fill it out before the game, and you can hit the ground running.
There are a few minor changes I need to make. When printed in black and white, the hit point tracks and the "Init" word in the initiative tracker are too dark and get in the way; I intended them to be lighter so they could just be written over and easily read. I'd also like to reduce the size of the rows and add some more whitespace between them, to make it clear which pair of rows go with which monster.
Do you have any other suggestions for improvement?
Tuesday, September 09, 2008
Printable DM

The result is the Printable DM, which aims to help clarify and organize your encounter's monsters so that it's easier to keep track of initiative order, monster health, status effects, who is marking whom, who is bloodied, etc.
Download it and take it for a spin, and let me know how it works for you in the comments. I'm going to use it in my game in the coming sessions, and if anything interesting emerges, I'll post it, too.
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