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A Character Sheet Is A Map

April 5th, 2011 14 comments

A statement from my latest post on Rebuilding Vampire about the Vampire: The Masquerade character sheet turned into an all-day Twitter discussion about character sheets in RPGs in general. It was a good series of chats, actually, but it highlighted very quickly that I was talking to two different groups of people and that what I wanted to convey about why I said what I said about the VtM sheet was not clear at all for those who lacked a certain context. This post is me trying to explain my views on character sheets and what I see is their role in an RPG. I would love it if from there we can launch a greater conversation about RPG character sheet design in general.

In 2008 I listened to episode 54 of the Master Plan podcast, in which Ryan Macklin interviewed Daniel Solis. The name of that episode, and the idea that was hashed out over the half-hour interview, was that “A Cover Is A Promise.” Briefly (and really, you should listen to the episode to get the better explanation), Daniel poses the idea that when looking at the cover of an RPG, it gives the prospective customer a solid idea of either what you will do in the game or an emotion/theme that the game will create; the cover makes a promise of what’s to be found inside and in play. That phrase has stuck with me since then, and I have brought it up in various conversations ever since because it speaks to me, and solidifies a feeling I have had about roleplaying games that I simply had no way to voice. Following that line of thought, when I think of character sheets, this is the statement that comes to mind:

A character sheet is a map.

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Rebuilding Vampire: Joy and Sorrow Revisited

April 4th, 2011 4 comments

Over a year ago I wrote about two traits I wanted to focus on in my vampire game, traits I called Joy and Sorrow. These were to be brief phrases that described something that brought Joy to the vampire or cause her Sorrow; either way, they were emotional triggers that kept the vampire connected to her Humanity in the face of the imminent loss of it to the Beast.

Through all the various thought processes, version of the game I’ve assembled in my mind, playtest drafts, moments of frustration, through them all Joy and Sorrow remain at the core of my design. It’s simple why, really: to me, they are the fuel for conflict in my interpretation of the vampire myth via a roleplaying game.

Since V20 was announced, my mind has been churning old thoughts around on the back burner (I am in the middle of classes, after all), stirring them over low heat. Every so often a bubble escapes and a half-formed thought comes to the forefront, teasing me with things I won’t have a chance to pay closer attention to at least for another month. This past week, it was Joy and Sorrow. Again.

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Rebuilding Vampire: #V20 (or White Wolf Beat Me To It)

March 29th, 2011 No comments

Yes, I know that I wrote a goodbye post to this series earlier this year, but what can I say, events in the last few weeks have conspired to bring this back from the dead (pun firmly intended). I’ll talk about the biggest one now.

White Wolf has surprised the gaming world by announcing a very special project to be published later this year, the Vampire: The Masquerade 20th Anniversary Edition, to be released at the Grand Masquerade in September.

This quote from the Basic Design Directives for V20 by Justin Achilli sums it all up beautifully:

Vampire is our crazy ex-girlfriend and we’re scrawling her a handwritten note confessing a desperate, to-hell-with-everyone-else kind of love, and she’s agreed to give it one more go with us.

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Deckbuilding and Deckfighting

March 27th, 2011 21 comments

Battletech CCGLast week, Phil Reed mentioned on Twitter and Tumblr that he’d been thinking about the Battletech CCG from the mid-90s. I recall it perfectly well; I was working at Hobbytown USA at the time and sold it, as well as played it a bit. I like Battletech a lot, and I agree that the CCG was a fun way to engage in the game without the need to have minis and terrain and all that. But then as now, I greatly disliked the collectible aspect. So my reply to Phil on Twitter was, “That’s one game I’d like to see in a complete set, not collectible. Maybe deckbuilding?”

Deckbuilding is a type of card game that appeared recently with the game Dominion. In it, instead of starting with a deck of cards and then playing, the object of the game is to build your deck from a common pool. Effects and exceptions make up the rest of the basic idea of this type of game. I played Dominion a couple of times last Gen Con and overall liked it. Since then, there’s been a few more deckbuilding games published and now the deckbuilding idea is being applied to dice and other bits as well.

As I said, I liked Dominion just well, but it left me wanting more. When I heard “deckbuilding,” the impression that I got was that we’d build the deck then fight it out. Not the case. Dominion, at least the version we played that night, had very little interaction between the players, if at all. It was like a game of 3-way solitaire. I want more. I want conflict in my deckbuilding game.

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Thoughts On Innovation

March 25th, 2011 5 comments

I was listening last week to episode 18 of Dice + Food + Lodging Podcast, the second part of a conversation between host Tim and guest Robert Bohl. It was an interesting chat all around, but around halfway through the episode they started talking about innovation in gaming, and my ears perked up.

I have a love-hate relationship with that word when it comes to game design. And I’ll admit up-front that it’s my own baggage, by the way.

As a game designer, I fall squarely in the System Hacker camp; I like to tinker with systems I fall in love with and add fiddly bits to them to make them do extra things that appeal to me. That’s why the d20 era was so great for me. As I started to work on my Vampire rebuild, I very quickly copped to my (self-imposed?) limitation saying that I was setting out to put together elements I liked, not to create the Next Big Thing in Gaming (TM). In short, Hey, I’m just messing with existing parts, not creating new ones. I did this because I have never thought of myself as that kind of game designer: I see some of the really nifty ideas-turned-games out there and I appreciate the elements they add to the general gamer/designer toolbox, but never think I can do it as well. Again, my own baggage for another occasion.

The point is that innovation is this bugbear in my game design highway that I constantly feel I need to be on alert for. So when I hear the topic come up in this conversation, it immediately recalls to my mind all these thoughts and feelings. But this time, there was an extra piece that had never been there before.

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RONIN: Japan Earthquake Relief Edition for $5.00

March 11th, 2011 Comments off

The north of Japan has been hit by an 8.9 magnitude earthquake, making it one of the strongest earthquakes in Japan’s and recent world history. Aftershocks measuring up to 7.1 continued to be felt hours after the initial quake and massive tsunamis have washed over the northern regions of the island, taking cars, boats, houses, lives along the way. Even for a country that is prepared to deal with seismic disasters this is a lot, and help from the world will be needed.

To do our little part, both author Jeremy Puckett and myself, and the good folks at GeekyClean, have decided to put together a bundle.

Buy today the Ronin: JAPAN EARTHQUAKE RELIEF EDITION for only $5.00 and get:

  • Ronin: Oriental Adventures in Tokugawa Japan
  • Pathfinder playtest documents for Ronin
  • A 30% off discount code from GeekyClean.com

RPGnow> RONIN: JAPAN EARTHQUAKE RELIEF EDITION for $5.00

Help the people of Japan; if not through us, consider also a $5 donation via DriveThruRPG.

ganbatte

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