NaNoWriMo 2014

I first attempted NaNoWriMo in 2010. Wow, that’s four years ago! My how time flies. I got a good start on an idea I had over 20 years ago in college and never wrote it down. It is one of those ideas that keeps percolating to the top over the years. However, it was a hectic time, and I did not maintain any regularity in my writing.

I debate this every year, of whether to dig in again. The last three years, November has always seemed to sneak up on me.

This year, I have known it was coming, and I have been more regular in my blogging, mostly on this blog, but some on some other topical blogs.

I also write a lot for work, but it is mostly emails, writing up support calls or logging bugs, and some technical writing for how-tos, knowledge base articles, and help files. Not quite the same as creative writing.

I want to blow the dust off and crank out this novel to get it out of my head. That’s how a lot of my ideas work, or thoughts that burden me. If I write them out, I can let them go.

Of course, I want my great novel to make me rich. Enough to retire my debts so I can have the kind of retirement my Grandad had would be enough. He always had enough and paid his bills and didn’t have to resort to being a Wal-Mart greeter, although he had the kind of personality that he would have excelled at it.

I know some people have used it to write their RPGs and board games. There have even been game design contests to design a game in a set amount of time, some in 24 or 48 hours, others in the course of a month.

I have remembrances of games my brother and our friends made up, but I don’t think I have anything close to rules or even a character that has survived the 30+ years since then. I’m not sure I have any ideas for a “new” game that would gather much interest. I would be better at writing a module, a supplement, or maybe my own maps to an existing game or genre of games.

So, I hem and haw and delay my decision. Just over 1,600 words a day, about four times as many as in this post. That’s not unreachable. I easily crank out posts on this blog over 2,000 words. The idea is to kick start a first draft, which is the hard part. Once that is out there, the editing, honing, and rearranging can begin to get the second draft and something worth sharing with others.

Part of me really wants to do this, part of my flurry of blog posts that I am building up in my buffer tonight is avoiding another creative project. So, I must get the blog post ideas out of my head, so I can focus on the other project.

If I get my other creative project out of the way before Friday, I will do NaNoWriMo 2014. I must focus and persevere!

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Delving Deeper Has Arrived

Last week, in response to various postings about the Delving Deeper on Lulu at less than $5.00, I ordered it. I don’t recall the day I ordered it, but it shipped on the 21st, and was waiting for me in the mailbox when I got home today, the 28th.

The box is much larger than the book itself. When I opened it I found out why. Instead of being packed to bursting with newspaper or packing peanuts, it was wrapped in a piece of thin Styrofoam and that was shrink wrapped to a piece of cardboard so that it would not move. The cardboard is sized for a snug fit in the box. This was my first book ordered via Lulu. I must say I am impressed with the method of packaging and the fine condition that my new book arrived in. I am also impressed by the book itself. I am now much more interested in ordering books of other rules sets, like Swords & Wizardry and OSRIC, to name a couple. The softcover is very good, I’m almost afraid to read it so I don’t damage it.

Delving Deeper Packaged Well
Delving Deeper Packaged Well

So far I have only skimmed it, but I did read through the free PDF, from Immersive Ink. I also looked at several articles and followed along with the week review of Delving Deeper by Adam Muszkiewicz. There is also a Delving Deeper G+ Community.

I like the simplification of the original basic rules. It boils everything down into one book of 130 pages. The print is easy on the eyes, and I look forward to reviewing the whole thing in depth. I like some aspects of these rules. I can see this as a basis for introducing players to the game. I’m not a dig deep into the statistics kind of person, but I like that the author, Simon J. Bull, knows OD&D and Chainmail, and took the time to correct the combat tables to be more statistically balanced. I’m not the kind of DM that gets that deep into the rules to know all the kinds of details and many would consider trivial. When I play a spell caster or a multi-classed character, I look more in-depth at the rules to see what I can do with a character, but still not to this level of detail.

The cover is also much more impressive and clear than the image in the PDF. It is a pen and ink drawing, which is fitting for the name of the publisher, Immersive Ink, and is also dark and does not photograph well. My picture of the cover below looks better on my monitor in a photo viewer. It did not scale cleanly when I did a test preview of this post. The cover is full of action, and you can’t fully appreciate it without having a copy in your hands to peruse closely for hidden gems, like in many of Dave Trampiers ink drawings in the TSR rule books and modules.

Delving Deeper Cover
Delving Deeper Cover

I am curious to see the next iteration of these rules. If nothing else, there are lots of little tidbits that I can use to inform my own style of play.

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Arcade Games

Pinball was the only game in town until about the same time I found out about D&D.

A restaurant in the small town where I grew up had Pong. Simple, a dial to make the “paddle” on the screen go up and down to return the ball. Many quarters went into that machine.

Then Space Invaders came out and was at a convenience store about a mile from school and we would go a put in more quarters.

The annual fair with a carnival had a tent full of all kinds of games. I loved Battlezone with its 3-D tanks, terrain, and projectiles. I would blow through twenty dollars in a weekend. That was back when I charge ten dollars to mow a lawn.

The movie theaters had games, where we’d take turns or play cooperatively in Galaga and Centipede, and Asteroids.

There was an arcade near the closest movie theater about 20 miles away. We could get our parents to drop us off and play all the games we wanted, and as we got old enough to drive, we’d all pile in the car together.

About the same time, the big mall that was closer than the arcade, had an arcade with all the same games.

Also about that time, Atari came out with its first game system. Kids might laugh at all those games now, but they were cool because that was all there was.

When I got married and had kids of my own, they had games with so many buttons on the controls that when we played in player vs. player, they had me dead just as I was finally figuring out which button did what.

I got my revenge. When those joysticks that plug into the TV with several old games came out, we got to Galaga and Centipede, and I kicked their butts! When it comes to those old fashioned “simple” games, the old man rules!

I can play those games with all the buttons, etc. but it takes me a lot longer to figure out which buttons do what and where the buttons are, then the game system changes or become totally obsolete.

I had the most fun with Asteroids when someone put out a Java version about 12 or 13 years ago with the source code. I fiddled with the source code and made the bullets as big as the screen, so no danger of anything hitting my ship. I have that around here somewhere on a disk, if the disk is still good and I have a drive that works…. Ah the joys of obsolete tech.

I’d rather spend my money on a game that I can play without electricity or the internet. If the internet went away, I could still play RPGs. I have enough sets of dice for at least 5 or 6 players. I also have real old school games like chess, checkers, and backgammon, and a few board games that might interest more than a niche.

In person is the best way to play a game, but I do like the ability to mimic that feel with Roll20 and Google Hangouts. I have been in a weekly Wednesday night game that just passed 30 sessions. I keep toying with taking my campaign world for a spin online, but I have a lot of polish to make it flow online like what I can do in person. I am sure that assessment will change after a few sessions. The biggest hurdle is figuring out when I could do it…. Someday….

 

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The Challenges Of Game Prep And Game Design

Both preparing for a major area of a campaign, or parts of an adventure, or developing something to publish, or as part of a collaborative project, can encounter a lot of inertia.

Getting the initial ideas together, whether bullet points, semi-detailed notes, sketches, or miscellaneous bits and pieces can often be the easy part. Yet, for me at least, finding a big enough block of time to make sense of it and compile all the pieces into an easily usable whole is challenging.

I can wing stuff in a game, but some things take just a bit more time to plan out. For example, I placed an NPC in my campaign that sells treasure maps. His caveat to customers is that they are real maps to real treasures, but he can’t guarantee that any treasure is still there. He goes to markets and bazaars far and wide and generates a collection. He then disappears to rebuild it, when it gets thinned out. I made the brilliant decision to let him have 39 maps (a randomly generated number), most for the general area when the players are running around with a few for the ruins of the ancient city nearby. The rest being scattered far away, and a couple for Ogre Island, the home of a famous archmage who really only wants adventurers coming there if they have slain ogres. The players bought all the area and ancient city maps, and the couple to locations on Ogre Island.

I then had to figure out details about these maps they bought. I made them pay quite a bit for them, but not so much to stop them from buying A LOT of maps. I like the d30 Sandbox Companion, and a couple other resources I tracked down for this. I came up with the size and condition of the maps, the landmarks around the treasure, whether the treasure in whole or in part was there, or if it was buried nearby, and the skill of the cartographer and the language it was written in. That was not too difficult. I then had to figure out where to place all the maps. Finally, I had to sketch out the maps.

I spent several hours on this and ended up with extremely rough sketches of maps. I figure that I could just describe them and go from there. I still have some ruins and a couple dungeons to plan.

After all that work, the players were focused on other things and haven’t tried to find one treasure.

Another example is the ancient city. I had a name and a vague idea of a layout in my mind. I dissuaded the players from going to the ancient city by having a trusted NPC tell them that it is very dangerous. I would have been fine if they went there, but they realized they needed a bit more experience. Especially when random undead traveled north along the ancient road to the large town/small city with their base of operations. So I took time to plan out some details of the city and figure out which locations where described by the treasure maps of the ruined city.

Again, after all that work, not near as much as for all the treasure maps, we have not played.

The good news, I have a lot planned and can deal with most situations, and have several ideas if the players decide to do something else.

I know that I shouldn’t plan too far ahead of my players to avoid burnout, but I like the design. It is fun to figure out certain details, however, it is the most fun to watch the interactions of my players with the ideas I present to them.

Working on a collaborative effort in cooperative sandbox design, I want to do my best so that my part is not the weak link in the whole.

As with general preparation as a DM, finding enough time in a large enough block to do more than nibble around the edges can be a challenge.

The lessons I have from this are manifold:

DM prep for my own game can be snippets that I can wing as needed. Often only a name for an NPC, a location name, and perhaps details of spells they have are usually enough. Many details can be generated on the fly.

Tables to help fill in the gaps. Good, bad, or indifferent – you can wait until they discover a treasure with gems and jewelry to roll what it is. It can make the players wait a bit, and can result in some enormous gems – if you let the results stand.

Maps only need to be good enough for me to know what is going on. If you play old school with theater of the mind, you don’t need miniatures and terrain maps. I haven’t made the players do mapping, and so far they have not been in a scenario where it makes sense for them to be lost. They have yet to find a ruin big enough to be a classic dungeon.

Players tend to want to know names of people, locations, taverns, businesses, and stories behind magic items. In addition, personalities of NPCs and monsters are needed so they are not all the same. More effort in these things can avoid delays at the table coming up with a new name. NOTE: I generate several NPC names and cross them off when I use them in game. I haven’t generated enough names to feel like I should re-use them. Tables and online generators can help with this.

I have a few memorable NPCs that the players most encounter. I have different city guard personas, some are matter of fact about their job, “just the facts”, ma’am types. Others are more laid back and just make sure things are not too far off from the rules. There is one who points at people with his spear and swings it around when pointing at the next person he talks to. I haven’t named all the town guards, just the captain and lieutenant. The players haven’t asked for lots of names, I just say, this guard acts thus and so, and if they need a description, I give it. The guard that waves his spear was a fun twist I came up with on the fly, and the players loved that twist. I rotate them, and understandably, the other guards don’t want to have to work with the spear swinger.

All of the things that work well to make a campaign that I can run effectively and give enjoyment to the players are usually far less detailed than required for either an online game, where time is usually more limited than an in-person game; and obviously not what is required for something that is part of something to be published for use by others. While game prep can be done in a pinch, preparation of something to share for others as a basis for an adventure or add-on area in their campaign requires enough detail that the DM only needs to tweak it for use in his game, and not spend hours trying to figure out what you mean or what pieces were left out.

As with a school paper, or other similar project, a collaborative OSR project or something you wish to publish can be done in smaller snippets of time, unless there is a hard and fast deadline.

I think we might all have dreams of making and publishing our own materials and selling to the world of fellow gamers. Many of us know we don’t have the skills, some know that we have the skills but not the drive to finish what we start. While one can use their campaign as a basis for a published project, one should make sure anything they publish is polished.

After reading about failed or terribly botched and nearly totally failed Kickstarters related to RPGs, this has come to mind. Who wouldn’t want all the money that goes with a hugely successful Kickstarter? Most don’t realize the true level of detail involved. In addition, the tax implications and record keeping required are far beyond what the average person expects.

If you want to do a Kickstarter, get your feet wet and participate in a collaborative effort and see how well that goes. Dare to publish some tables or a module and make it available for free. If it is done well and hits the target market, then maybe you have the knack to share something to sell. I’m no expert on the how to do it, as I have not done these things, but I have seen what other people have done. Some obviously have a knack for cranking out good stuff consistently. However, I have also seen a lot that I could do better slapping it together, some of it for sale. I also would be hesitant to risk negative criticism that comes with such things, so thick skin is probably helpful.

So I dabble and continue to share my thoughts on my little blog. It is nice when others recognize my small contributions, but I get more out of it as I get in my writing, and crystallize my own ideas. That is more valuable than money, but  if anyone wants to send me a Dieties & Demigods with Cthulhu and Elric, et. al., I’ll let you. Cash also is the perfect gift, since it always fits. 😉

 

 

 

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10 Tons Cement Reveal Ant Nest

After filling with ten tons of cement and moving 40 tons of earth an ant nest covering 50 square meters and 8 meters deep is revealed.

Use this to help plan your next nest of giant ants.

 

 [EDIT: 10/28/2014]
I changed the link from a Facebook page to a YouTube video of the same footage.
I also found this link to the full documentary.
I also forgot to add a link for this chart/table to generate a giant ant’s nest to the original poster.
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Exchange Rates of Coins in RPGs

I wrote a long comment on a post from Dyvers on the Pen & Paper RPG Bloggers. Dyver’s original post here.

I liked what I wrote so much, that I decided to make it into a post on my blog. This is how I do it in my game. The players don’t like it. They have found some people that are willing to buy ancient coins, like the sage who wants to fill in his collection of coins from the ancient empire, to help him piece together a history of its rulers, and he pays well for them. This is not well enough to offset the money changer. There are a few less than scrupulous merchants who take the ancient coins, but charge more.

Dyvers is wanting realism of monetary exchange in his system. I understand the sentiment. In my game, I keep it simple and just have names for different coins. Some coins, like electrum and platinum, are rare and either ancient and out of circulation, or only used in a few current places. Exchange rate math it complex, just google for exchange rates and figure out the formula to convert from dollars to yen and back to dollars. Does the exchange rate fluctuate like in the real world? I like realism, but adding more things to slow down the game while I do math, is just one more complication and aggravation both for me and my players. If you can handle the complexity in your game without impeding the flow of gameplay, then go ahead. As with anything in RPGs if it works for you and you, the GM and your players are having fun, you are doing it right!

Below is what I wrote in my comment to Dyver’s post:

A simpler way is to have a copper = a copper, etc. but in the neighboring kingdom, they only take that kingdom’s coins, so the players have to go to the money changer and pay the fee, say 3% to 10% or more, depending on how honest the money changer is and if the PCs have insulted him, etc.

Wait until the characters get to a small town and are out of local money and no one will trade with them, or only at a price where the individual or merchant comes out ahead after they makes a trip to the nearest money changer. Prices can easily go to 1.5 times to 2 times or more due to the hassle to the merchant to find a money changer. Reliance on gems, jewels, and bullion could get around that. Reliance on bullion/ingots could have other complications. With gems and jewels can the players get the full value out of them in trade?

Also, if the players haul back a treasure from the ancient ruins, there is the money changer, and maybe the tax collector so the local lord/kingdom gets their cut.

For treasures found on monsters, set how much of it is which kingdom’s coin. Is it an existing kingdom, or one long conquered? If the orcs just robbed a merchant train, it would most likely be all coins for the kingdom where the merchant does business. If a merchant crosses between nations, he will have a supply of coins for each nation, plus more portable jewels and gems.

The breakdown of a treasure into 50% ancient coins that require a tax and the money changer, and the remaining 50% split between two or more kingdoms that require a trip to the money changer, and go a long way to shrink the haul. In this case, I would rule the players get the experience for all the coins in the treasure they haul back to civilization, in AD&D, even though they don’t get to keep it all.

There are a lot of ways to boost the realism and make a copper more than a copper without the complication of exchange rate math or a fancy table, or reliance on a spreadsheet at the game table.

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Email Seeking Support for an RPG Kickstarter

I just got an email, a follower on my Google+page, and a like on my FB page seeking a plug for a Kickstarter. It is one that has been mentioned over at the Tavern. NOTE: I am not mentioning which Kickstarter it is. I am sure Erik will have his own post about it.

Little ol’ me?

My attempts at blogging and going on about my experiences and ideas with the RPGs I play is good enough for them?

There is no offer of remuneration for my time to plug the product. It is not one that I would use, so even if they offered it to me for free, I would not use it. I find using devices, such as computers/laptops, tablets, or phones are not much use to me.

I may fire up my phone to use the calculator, if I need one.

If I am playing in the weekly Wednesday night Roll20 AD&D game, I have rarely needed my tablet, and my computer is busy with showing the Roll20 interface. I occasionally use the calculator program on my computer during play, usually to make sure I add up or divide coins or experience correctly. When I did try to use my tablet during a game, it was to display my character sheet or a map my character bought. I haven’t used my tablet in the last several weeks. This past Wednesday was session 30. We had a two week break for the DM to go on vacation, and I was late to one session due to work.

I have manuals for AD&D that I bought via DriveThru RPG and manuals for free and fee OSR style games on my computer and my tablet. I find having them on my tablet useful for reading while at work, so I don’t have to lug them all around. I also have dice rollers on my tablet so I can do adventure/game prep away from home.

If I were going to run a module, I would print out the pertinent parts.

I am a paper using guy. The one struggle is finding what I want. Even with an electronic format, I usually need to look at more than one thing at a time. If I can’t look at the player’s version of the spell and what the DMG says about it at the same time, I have to remember what the one I can’t see says. Yes, the books take up more space, but I can’t change who I am or what I am used to and most important of all, what works for me.

I am at a point in life where I should have more disposable income. My children are older, one on his own, and the other nearly on his own. Neither are going the college route. However, due to the financial condition I was left in by my ex and her love of credit cards, I still have some large bills, so I have to be selective on what gets my money and attention.

Kickstarters that I support with my money tend to be things that I will use or the geek factor is to good to pass up. For RPG stuff, something that has an option for both a PDF and a softcover or hardcover book is the most useful to me.

Kickstarters that I will support by sharing their link will be those that I find appealing and if I had more money to spare, I would pledge my dollars.

No ill will to these fellows, just not something that I can support.

Intersting….

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Collaborative Sandbox Design

I am a participant in the Tenkar’s Landing Crowdsourced Sandbox Setting. It is an interesting concept and it is cool to see all the ideas and how people consult their neighbors to sync up features like rivers and roads and adjust maps to flow with the ideas of others.

I picked a swamp hex. In my campaign I don’t have players running around near a swamp, so my ideas are limited in application to my game. However, other’s hexes have ideas and terrain more in line with where my players are running around, so I can glean ideas.

I see this growing and becoming a very thick book, even a series of modules.

I can’t wait to see how it all plays out and fits together.

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Original Modules

I wonder why WotC hasn’t released more of it’s original modules to PDF via D & D Classics?

The answer is most likely the bean counters and management at the VP and higher level have revenue targets that must be met and the percentage of expenses to revenue must be low so that profits are higher. They probably also have a “lean business model”. This means doing more with less and teams are made as small as possible to get the work done. Of course, that is just a guess based on my experience working for a publicly traded company in an unrelated industry.

Of course, from my perspective in the trenches, the bean counters often count the wrong beans.

So, I get it, WotC, now a part of Hasbro, is a publicly traded company and the stockholder’s expect lots of dividends for their investment. I have often wondered why the boards of publicly traded companies don’t further increase their profits by paying their presidents and CEOs less? I am sure that market forces have an influence on this, but why does anyone need more than a million dollars a year in salary, stock options, and benefits?

The problem for the fans who want these out of print items, who can’t afford the gouging on eBay, so they can’t get things they want. A good example is Chainmail and the original LBBs for OD&D. Yes, I know you can get the basic D&D rules, which I have, but it is not the same as having the originals. Also the Player’s Handbook is not available in PDF for 1st Edition AD&D, like the other rule books. It was before WotC’s meltdown a few years ago over a handful of people sharing their PDFs with others. I don’t recall if Chainmail and OD&D were available or not. I spent a lot getting PDFs to rebuild my manuals lost to the great water leak incident before I managed to get hard copies of them all.

It would be very helpful to have the Player’s Handbook available in PDF for those wishing to conduct 1st edition games online, so their players could buy it, thankfully, OSRIC helps with that. The Monster Manual (MMI) is another I don’t see available now, this would only be needed by DMs, but again OSRIC helps.

For any of the old manuals, modules, etc. that were once in PDF, it is not that hard to make them available for sale again. Unless there is some technical aspect about the watermarking process that DriveThru RPG, RPGNow, and D&D Classics that require re-working the PDFs. I know that the Player’s Handbook is not as high a quality of the other manuals that were re-released. Yes, a cleaner scan, etc. would be nice, but I would pay WotC for a legible and usable scan before I would spend tons of money on eBay for something I would be reluctant to use at the table.

Yes, I could scan an expensive hard copy and make my own PDF, but I would have to use a flat bed scanner for one sheet at a time, and based on what my company charges customers for my time (I only wish I made $150/hour), it would be very expensive. Plus, I could do a lot of game prep in that amount of time.

Since WotC turned to members of the OSR for help with D&D Next, it only makes sense to me that WotC turn to fans with skills. I am sure there are D&D players with technical skills that would trade their time for a hard copy of the original rules or at least a free copy of the PDFs they helped create. This would minimize the expense in time for WotC that only requires putting the PDFs on D&D Classics. Granted, they wouldn’t make millions of dollars, but they would make more than enough to cover the salary of the person(s) who coordinate getting PDFs of old resources on D&D Classics.

Problem Solved! I don’t have the skills or the equipment to make decent PDFs, but I am sure there are lots of others out there who do. In the world of publicly traded companies, having a solution for a problem or complaint that you bring, is a big step in getting action.

I don’t know anyone at WotC or personally know anyone who knows anyone at WotC. I’m just a 36+ year player and lover of the game who would like to buy copies of the modules and other things I didn’t have the money to buy when I was in high school.

Does anyone else think this is a good idea?

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Ramblings of an Old Gamer