Hamsterprophecy: Prevision

It’s All About Pen, Paper and People.

Archive for January, 2008

My Dreamation Tribe

Posted by hamsterprophet on January 28, 2008

Yay Dreamation!

Due to a personal scheduling kinda thingy, I was only able to go to Dreamation for a little while this time around. Thursday through Saturday morning, to be exact. So I went into it aiming for it to be primarily a social event for me, as well as to conduct some biz for upcoming excitingness.

In this, I felt successful.

Games, quickly:

I ran a pickup of InSpectres for Rob Donaghue, Remi Truer (sp?), Alexander Newman and last-minute-joiner Emily Care Boss.  It was, as always, wacky and fun. Rob and Remi had never played before! Upon learning this, I made it my mission to make a mission happen, and as far as I could tell it went well. We set the franchise in Indianapolis, and their first mission was a strange possessing spirit that was linked to Gen Con attendees. Nerdy injokes ensued.

I played in a playtest of Serial, Kat & Michael Millers police procedural/serial killer investigation game. I had played an earlier version of the rules at Origins, and I enjoyed it much more this time around. It’s really tightened up a lot, and has a lot of potential as a party-style game for people not familiar with roleplaying, I think.

I played a game of In A Wicked Age with Dave Younce, Alexander Newman and Kevin Allen Jr. We had war giraffes. I really liked my Reaver King character. Wicked Age is a little stabby for the kind of play I’m into right now, but I totally had fun playing.

Non-Game Stuff:

I hung out with my tribe. It was really fantastic. I made some new just-met-you-and-I-think-you’re-cool friends (hi Eric and Star and Chad and I’m sure I’m forgetting someone cuz I suck!). I did a whole lot of conversing and drinking and just having a good time. I <3 all of you!

That said, it really sucks that I saw many of friends for a few minutes at most (sorry Dave C and Adam and Joshua and Jeff and Judd and everyone else!), and didn’t get to share meals with more than a few people. I didn’t even see many people that it turns out were there, so that sucks too.

I wish I could just do this every weekend. Seriously. That would rule.

See y’all next time!

Posted in Actual Play, Conventions | No Comments »

Exciting Things

Posted by hamsterprophet on January 24, 2008

First: I played a 1001 Nights/Warhammer 40K mashup last nite. There’s a thread about it here at Story Games. It was an abnormal amount of fun. I think it was cuz we were using miniatures. Miniatures rule. I also got really excited about how Warp works. Anyhow, I look forwards to playing it more!

Second: In an hour or so I’m leaving for Dreamation. Unlike years past, I’m only there for a couple days, and I didn’t schedule anything. I’m looking forwards to treating it like a vacation, hanging out, playing informal games and seeing friends old and new. Yay Dreamation!

Third: Annalise is going well! I’m happy with the new new rules. The only problem is I’m having some language problems. I played with Shreyas over the weekend (oh, yeh, it’s actually really good as a two-player game, by the way. Super-exciting!) and was all “so, this thing I call a conflict, that’s not what it is, right?” and he’s all “yeh, that’s not at all what this is at all”. The best we could come up with is calling it an Event, because at least it’s not wrong, but I’m still trying to come up with something thats right to call it. Maybe this weekend will be helpful in that regard.

Anyhow, I need to clean up the text and rewrite some examples, but I think it’s almost in shape for sending off to people who aren’t me! I have some people specific I wanna send it to, but I’ll also be doing a public call (? ugh, such a gross word) for readers/playtesters in the near future. Stay tuned.

Posted in Actual Play, Annalise, Conventions, Playtesting | 3 Comments »

Some #s

Posted by hamsterprophet on January 20, 2008

Total Sales for 2007

carry. a game about war.: 93 (96 in 2006)

Timestream Standard PDF: 5 (17 in 2006)

Timestream Basic PDF: 8 (9 in 2006)

Timestream Premier Edition (print): 13 (168 in 2006, mostly cuz of sales into distribution)

Timestream Reference Edition (print): 2 (28 in 2006)

Time’s Champions: A Stream for Timestream: 4 (3 in 2006)

Posted in Promo, Publishing, Timestream, carry. a game about war. | 2 Comments »

2007 Recap

Posted by hamsterprophet on January 13, 2008

Guess it’s time for one of these, then.

2007 was interesting. I hated the internet a lot, so I think I dropped out of many of the web-based social circles that you, gentle reader, are involved with. I also had a lot of personal upheavals that severely impacted my leisure time, especially in the late-winter-spring-early-summer. Even now, I’m pretty gunshy about posting things to forums, and while I’ve been keeping contact with individuals, I’m pretty certain that my “online identity profile” is much lower than it was at, say, this time last year.

Which is totally fine with me, let me tell you what.

Umm, other than that, lesse…Hamsterprophet Productions did fine, overall. Due to aforementioned personal ish, carry was out of print for a couple of months that it really shouldn’t have been. I think that that killed any momentum it may have had left from Gen Con and Ron’s excellent AP at the Forge, and sales have pretty much flattened out since it’s been back. If I had the time and energy to proselytize for it, I’m sure it would do better, but hey, I am what I am.

I’m almost out of stock of the perfectbound version of Timestream, which is good.

And, while I started poking around with little projects off and on, I finally have traction on a game that I’m really excited about (Annalise), and which will be taking up most of my time for the next year or so, I think.

This has, however, been an EXCELLENT year for my actual play. I think I’ve logged the most hours playing games this year than ever before in my life, and the vast majority of those hours have been solid fun. My brain is bad at dates and remembering things, but to the best of my recollection:

Playtests

  • Snow From Korea, at Dreamation. This was with Shreyas and Russell (and someone else? Adam Dray?), and it was really beautiful!
  • Misspent Youth, at DexCon. There’s a whole post that I need to make detailed how this game inspired me for Annalise.
  • In Frankenstein’s Wake, a game that came out of my BibliOdyssey Design Challenge, by Eric J. Boyd. It imploded!
  • Project Donut, two separate oneshots. Can’t talk about it.
  • Darkpages. A metric ton of Darkpages - it was my Monday groups game for most of the summer, in addition to a couple of oneshots at SGBoston, and then I ran a session at Gen Con. It’s been really satisfying to be doing longterm playtesting, and see the feedback work it’s way into Jared’s brain and back into the game.
  • Annalise, of course. I ran one complete game (5 sessions, I think) with my Monday group, and then I’ve done a couple of single sessions since then with evolving rules tweaks. Every time I play it I fall in love with it again.

Single Sessions/One-Shots

  • A couple games of carry, at Dreamation and DexCon. Good times had by all.
  • Dust Devils hacked to a space bounty hunter thing. Fun, but I still need to play Dust Devils straight and see if it works for me.
  • 1001 Nights, like, a thousand and one times. At least four times that I can remember, and I’m sure another one or two are in there.
  • Was my hardcore Primitive game in 2007? It may have been late 2006. Anyway, it was fun. I need to play more Primitive.
  • Giants, at JiffyCon. I’m hoping to get a multi-session game of this in, and soon.
  • Ganakagok, once at Dreamation and once at Origins, and ohmygodIlovethisgamesomuch. I mean, I don’t think it’ll replace InSpectres as my favorite game, but it is definitely the game that touches me the most in play.
  • Oh, yeh, InSpectres a couple times, both running and playing it. KaKAAAW!
  • Dogs In The Vineyard, finally. At Origins. Just the one town, and I kinda sucked at running it, but it was still cool.
  • Acts of Evil, at Gen Con. Umm, I dunno if I’m up to playing it on my own, but damn it’s a artistic game. And I mean that in the most complimentary way possible.
  • Roanoke, at Gen Con. It was sweet and educational to us brain-damaged story-gaming folk.
  • A one-session version of The Mountain Witch at DexCon, which worked out really well. I love running this game.
  • Agon. Eat my spear!
  • The Pool, finally. It’s really good.
  • Oh, and Unistat, finally. It’s also really good.
  • Best Hunter Squad, at Gen Con. I died!
  • Contenders, run by Malcolm on his Rock Star Tour. This is a good, good game. Maybe one of the best that’s come out in the last 1-2 years.
  • I’m sure something else is in there, but hey. That’s a good start!

Long-form/Multisession

  • Three-session arc of The Mountain Witch. It was REALLY good, despite some interpersonal issues among players. I was superhappy with it. I love running this game.
  • GURPS. That’s right, I’m playing GURPS weekly. I took a break in the fall, but I’m on my fourth arc (each arc takes about 3-6 weeks, and they revolve through different genres and characters). It’s been satisfying in the long-term-character-immersion way, and socially the game is awesome.
  • Darkpages, though it’s technically been playtesting, took up most of my summer.
  • Again, playtesting, but Annalise is a longer-form game, and it was really nice to play it out as such, though I’ve been evolving the rules like whoa since then.
  • Aberrant! My Monday group is on the second of three story arcs, and it’s been a blast running this game. We’re all on the same page about how fiddly we need to be with those silly rules, and there’s something that just feels right about using the character powers and such as written. There’s three characters, and each story is focusing primarily on one, and we’re right at the midpoint of the series. It’s fun and exhausting, sometimes - I have to do prep! Whoa!

So, playing lots of games is fun. And totally educational to me as a designer, and just as a fan of the genre. I’ve learned a lot this year.  And that’s what counts in my book.

Posted in Actual Play, Mission, Personal, Playtesting, Roleplaying | No Comments »

RPG Design Handbook: Chapter 3 (parts 2 & 3)

Posted by hamsterprophet on January 12, 2008

(previous posts collected here)

Chapter 3: Methods & Conceptual Frameworks

Part 2: The Lumpley Principle

If you are an experienced RPG player, you’ve probably run into the idea that an RPG consists of two parts, the “Setting” and the “System.” For now, I’m going to stay agnostic as to whether that divide has any meaning outside that of a set of easily comprehensible labels for talking about different components of a game. However, I’m going to be using the term “System” a lot throughout this part of the text, so this section is about defining what I mean.

The Lumpley Principle is one such definition.

The Lumpley Principle:

“System (including but not limited to ‘the rules’) is defined as the means by which the group agrees to imagined events during play.” (formulated by D. Vincent Baker. Definition taken from the Provisional Glossary at The Forge)

So, System includes not only the formal rules out of the textbook, but any “house rules,” group-agreed-upon behaviors, and the often non-articulated agreements on what “counts” in play that each individual group has. This is a more expansive definition that I think is typically meant when people say “System,” but I think it’s a clear articulation of the fact that the rules that you write effect the behavior of the players of your game.

A main criticism of the Lumpley Principle is that it’s overinclusive and vague to the point of being meaningless. This is best articulated by Malcolm Sheppard here, where he also states that:

Sheppard’s Rules

Rules are game text which directly inform game play.

A game text is written for the purpose of informing play, as opposed to other texts which still inform play, but are not intended to.

I think that’s simple and clear enough that it doesn’t require unpacking. He has more to say on the subject, but that’s the most directly applicable to where I want to go next. “Rules” and “System” do not map one-to-one, and they are not interchangeable when talking about design.

So, we have the concepts of System and Rules. I’ll drop the annoying caps, but when I use the word “system” I’m talking about Lumpley Principle, and when I use the word “rules” I’m talking about Sheppard’s Rules. Which leads us right to…

Part 3: System Does Matter vs System Doesn’t Matter

Design Does Matter is a design philosophy articulated and championed by Ron Edwards, and is the context for many of the independently published games that were developed at the Forge. While it has been extensively debated and refined, the basics of the theory are expressed in a 2004 (? best date I can find) essay by the same title. One note: when Ron says “all three outlooks” he’s talking about the three “Creative Agendas” from the Big Model, another way of thinking about play. For our purposes, I would read “all three outlooks” as “any potential goal for play.”

System Does Matter

One of the biggest problems I observe in RPG systems is that they often try to satisfy all three outlooks at once. The result, sadly, is a guarantee that almost any player will be irritated by some aspect of the system during play. GMs’ time is then devoted, as in the Herbie example, to throwing out the aspects that don’t accord for a particular group. A “good” GM becomes defined as someone who can do this well - but why not eliminate this laborious step and permit a (for example) Gamist GM to use a Gamist game, getting straight to the point? I suggest that building the system specifically to accord with one of these outlooks is the first priority of RPG design. (from the article posted here)

System Does Matter is saying that the system of the game can and should be focused right at the designers goals for play, and that by not doing so you are creating a higher barrier for your potential players to get over if they want to enjoy the game in the way you intended it. This makes the corollary claim that it does not require a certain set of honed skills in order to enjoy a game to the fullest, and that a well-designed game can be enjoyed by groups of people that do not have a lot of play experience together.

So, what’s System Doesn’t Matter? Usually understood as a negative concept (i.e., the opposite of System Does Matter), it’s a shorthand for the widespread opinion that you can enjoy a “bad” game with a “good” group, and that a bad group can destroy even the best game. This is a philosophy that puts the social adhesion of the group playing the game above the intentions and effects of the rules system that they use.

To recast this divide with the language from Part 2 (system does not equal rules!), I would recap thusly:

System Does Matter: Designing rules that aim squarely at your design goals makes it easy for a given group to engage in systems that result in your desired play experience.

System Doesn’t Matter: The rules of a given game will always be trumped by the non-rules systems that a given group already has in place.

I think that System Does Matter is a natural viewpoint for aspiring designers, and it’s the basis of most modern focused design, to various extents. However, when looking at the two statements I’ve made above, they are not mutually exclusive. That is, even if the rules of your game are trumped by the social systems already in place, you can lower the barriers to enjoyment with both focused rule design, and a conscious attention in your game text to articulating the play experience you are aiming for, in order to allow a prospective group to decide whether your game is right for them.

Posted in RPG Design Handbook | 3 Comments »