Category Archives: Blogs

A Global Chronicle

I am involved in the Camarilla, which is the White Wolf RPG publishing company’s official fan organization. Among other things, the Cam organizes a global campaign for live action roleplaying, or LARP. This is a “theatrical LARP,” not a “boffer LARP.” We don’t hit each other with foam weapons; instead, we have more social and politically-focused games, and any combat is as heavily abstracted as it is in tabletop roleplaying. The nature of a global campaign raises some very interesting issues in game design.

The Cam is not the only global LARP campaign around; One World By Night is another organization that runs a similar campaign for the old World of Darkness setting, for example. As far as I know, though, the Cam is the largest global LARP around. A global campaign means that local games are connected to games across the US and the world, so that I can go on a trip to California and use the character I play in Charlotte to a Camarilla game there. Events that occur in Alabama can affect nearby locations, and there are periodic conventions where players and characters from all over the world come to play in a single game. This results in all sorts of interesting consequences and annoyances.
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Why Uru Matters

Cyan, now Cyan Worlds, released Myst in 1993. The work became one of the most influential video games of all time. It made the CD-ROM a must-have, led the rise of the atmospheric adventure puzzler, and is the leading suspect in the death of the adventure game. It was the bestselling game of all time until The Sims came along, and is probably, along with Mario and Pac-Man, the game even gaming-illiterate people have heard of.

The magnum opus of Cyan Worlds, however, is a sequel: Uru, now known as Myst Online: Uru Live. It’s a Myst MMO, first scheduled for release in 2003. Before the game was even released, the online portion was canceled. It was briefly resurrected in 2007-08 by GameTap, then canceled again. Recently, it has been revived again in donation-ware form, but it still has all the bugs and issues that helped contribute to its repeated downfall. Why should anyone care about or play Uru? Because it’s unique. It does things no other game does.
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Murder and Red Faction: Guerrilla

I just got finished playing Red Faction: Guerrilla. It’s an excellent game; the breaking-stuff gameplay is so fun and natural-feeling that I anticipate disappointment when I play all the other games where you can’t knock down a wall to get to the enemy on the other side. It strikes a nice balance between open-world and narrative styles of gaming. There’s something else about the game, though. Guerrilla makes me uncomfortable with its violence.

This is something that I haven’t experienced outside of so-called “art games” like Jesse Venbrux‘s “Execution.” When I play Guerrilla, I feel a disconnect with the actions my player character is taking: not ludonarrative dissonance, but a genuine case of disagreement with my character’s motives and callous lack of concern for human life. I’m a pacifist. Alec Mason is not.
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Developing a Territory System: Initial Thoughts

I’m going to be running a brand-new LARP of Geist: The Sin-Eaters for my local Camarilla domain. This has a number of challenges, most of which caused by the fact that this game has never really been LARPed before as an ongoing chronicle; it’s only been out for a few months. One of the problems I’m running into is that of the political game, and I’d like some suggestions.
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New Year’s Resolution 2010

Last year, I resolved to create a game a month. That went quite well for me, but I think I want to be freer with my development goals this year. I still needed a new year’s resolution, though. Since I often neglected Ludus Novus in the wake of my game development, I chose a goal that should keep the content here flowing smoothly.

I resolve to post at least once each week on this blog. Posts could be game discussions, tabletop RPG summaries, podcast episodes (that’s right, I have a podcast!), or something else. If I’m especially busy, they could just be one or three preview screenshots of what I’m working on. Note that The Absolute Sum of All Evil comics do not count for this resolution. They’re weekly, but I drew the comics years ago, so that would be cheating.

If all goes according to plan, I should have over 100 new posts this year, including comics. Wish me luck!

Dream Project 4 – Attacks on Two Cities

This is a summary of my ongoing Dungeons & Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak.

When we last left our game, the citizens of Meersha had fled a dragon, Zekleinenezzar, who had taken over their town. They took refuge in an abandoned fortress overlooking the abandoned city of Decolay, which has been taken over by kenku, goblins, and possibly other forces. The fortress itself has the power to transport them to a dream world where a scholar named Sampa seems to be guiding them from the past.

The party consists of:
Etzlojek, kobold rogue and lover of fine things, adopted by the town’s general store owner
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard with a penchant for shapechanging spells
Donaar, dragonborn warlock and enemy of dragons, who ended up in town after his home city was overrun by undead
Diesa, stalwart dwarven fighter grossed out by bugs, who was visiting family in town and seems to have vampire heritage
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.

This is level four.

I’m curious about something before we begin. Are these adventure summaries interesting to anyone except me and my players? I’ll probably keep posting them regardless, but I’d like to know if any readers not involved with the campaign enjoy these.
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Dream Project 3 – The Kidnapped Farmer

This is a summary of my ongoing Dungeons & Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak.

When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town. They arrived at their theoretical refuge to find the city of Decolay in ruins, and camped in an abandoned fortress overlooking the town. The fortress seemed to be able to transport people into long-lost dreams in their sleep, where the party was guided by a tiefling scholar named Sampa. The next morning, the party made an alliance with a kenku tribe, the Ravencrows, living near the southern edge of the city, and explored an old botanical laboratory.

The party consists of:
Etzlojek, kobold rogue and lover of fine things, adopted by the town’s general store owner
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard
Donaar, dragonborn warlock and enemy of dragons, who ended up in town after his home city was overrun by undead
Diesa, stalwart dwarven fighter grossed out by bugs, who was visiting family in town and seems to be developing vampiric tendencies
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.

This is level three.
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A Chain of Fake People

Any creative work is a sort of conversation between two people: the author and the reader. Except it’s not.

Books, movies, music, video games, and so on are created by one or more people, and then are consumed by one or more people. The work in question (let’s call it a game) serves as a medium by which the player communicates with the authors or developers. One can imagine an experience analogous to digital gaming where two people sit in a room, one telling the other what’s happening and the other responding with their actions. This actually wouldn’t be too different than tabletop roleplaying.

But playing games doesn’t really work like that; there’s this big thing between the authors and the players called a game. The authors and the player can be in different states; they might not speak the same language; the original author might be literally dead in real life. But the work, the game, spans this void of time and distance to allow a sort of mediated communication. And in the middle there are a bunch of imaginary people existing in a series of nested universes that make the exchange possible. Let’s meet them, shall we?
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Dream Project 2 – Exploring Decolay

This is a summary of my ongoing Dungeons & Dragons Fourth Edition game, played with some friends from college over the internet using MapTool and Teamspeak.

When we last left our game, the citizens of Meersha had fled a dragon who had taken over their town. They arrived at their theoretical refuge to find the city of Decolay in ruins, and took refuge in an empty, abandoned fortress overlooking the town. The purpose of some of the strange structures there was revealed when the party found themselves sharing a dream, where they encountered the private demons of a long-dead eladrin noblewoman and saw echoes of a tiefling scholar named Sampa.

The dream was experienced by five people:
Etzlojek, kobold rogue and lover of fine things, adopted by the town’s general store owner
Eva, student of the local ritual mage and magic shop owner, who seems like a perfectly normal human wizard
Donaar, dragonborn warlock, who ended up in town after his home city was overrun by undead
Diesa, stalwart dwarven fighter grossed out by bugs, who was visiting family in town
Sully, formerly-retired half-elf paladin of Erathis and party NPC, who ran the tavern in Meersha.

This is level two. Note that I began doubling experience at this point.
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The RPG Campaign as Episodic TV: Two Techniques

In addition to the regular D&D game I run, I’ve just started up another tabletop RPG campaign using the Geist system. Like many of White Wolf’s “limited series” games (Promethean, Changeling), the concept is incredibly provocative. You died, and in the moments of death, a being “more than ghost, less than god” offered you a partnership. This being, called a geist, shielded you from death and allowed you to survive. You are a living human, but now you can see ghosts, control strange creepy powers, and even travel the underworld. The mood of the game is a cool mix of the macabre (you died, and now you see death everywhere) and the celebratory (you got a second chance at life! Live it up!).

The bittersweet mood, morbid theme, and cool antagonists reminded me of shows like Angel, Dead Like Me, and Death Note. So I decided that I wanted my campaign to run like an episodic, ensemble-cast television show. I also wanted to explore giving players more control over the game, while maintaining primary authorship as GM; tossing a strong flavor of the indie RPG into a traditional system. As a result, I’m using two techniques: Episode Previews and Cutscenes.
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