Tuesday, April 30, 2013

Playing with Play-by-Post Mechanics

Oddysey and I were chatting last night about play-by-post gaming. Her recent adventures in learning to code has her intrigued by the idea of creating GM tools and that got me contemplating the potentials for PbP gaming.

The negatives of PbP gaming are fairly obvious, and largely revolve around time: it’s incredibly slow, and you often end up waiting on people to respond (sometimes people who won’t ever respond again, curse them). So, if you were crafting mechanics optimized for PbP, you’d want something that took this into account and minimized it as much as possible. This leads us to an intriguing conundrum.

To play a game is to make choices. And yet, it’s the points of decision, where you have to wait for someone’s response, that create all the delays and unpleasantness. Obviously you don’t want to remove all choice; do that and you don’t have a game anymore. And even removing some choice can be considered a bad thing.

After talking all around Robin Hood’s barn last night, Oddysey summed things up very succinctly: not all choice is created equal. What we really want is meaningful choice.

Lots of choices in gaming are less than meaningful, or are so basic that they’re not really any choice at all. So, obviously, any time we need to stop to ask what the players want to do, we want to make sure they’re making a meaningful choice.

 Oddysey then suggested that a stakes mechanic (something akin, I assume she was thinking, to Dogs in the Vineyard) might be a good way to achieve that. I’m thinking a handful of parallel stakes mechanics. Think M:tG, where you have a handful of resource pools (maybe blue mana and black mana) and then you have to decide which you want to deplete based on a whole range of potential outcomes. And give each pool a few different ways it can be used.

The thing I like about this most is that it can be used to optimize one of PbP’s strong points: complicated mechanics. Since you literally have hours (if not days) between moves, there’s no need to keep the mechanics simple and quick. Want a combat system that modifies damage based on the attacker’s weapon and stance, and the defender’s armour, astrological sign, and what they had for breakfast? PbP can do it!

Granted, you need to keep it at least somewhat reasonable, to the point where the players can make logical and reasonably accurate guesstimates about success when they’re setting their stakes. But the possibilities are still quite broad there.

 I’m curious if anyone’s seen any good PbP theory posts or commentary out there. Please point the way!

Art by Hippolyte Bellange.

Friday, April 12, 2013

Book Review: Tales of the Emerald Serpent

Scott Taylor openly acknowledges that, yes, Tales of the Emerald Serpent is a collection of short stories absolutely inspired by Robert Asprin’s Thieves World project. Like Asprin’s collections, the stories are sword-and-sorcery centered around a town of cut-throats, tricksters, callous oligarchs and the poor innocents trapped into living next door to them. Unlike the earlier Thieves World collections, this one is a lot tighter, with the stories referencing each other and, in some cases, woven together. Much of it feels like a fantasy version of 24, only with each story being that day from a different character’s perspective.

Also, unlike Thieves World’s Sanctuary, Tales of the Emerald Serpent’s city of Taux is much more of a character in and of itself. The ancient city, clearly inspired by Aztec and Mayan culture, is populated by ghosts, nearly every brick and stone inhabited by the specters of its previous citizens who were suddenly slain in a mysterious magical disaster. Many of the stories center around these ghosts or are influenced by the ever-present threat that the citizens of Taux are both blase about and constantly aware of.

The book includes nine stories, many by well-known authors. They range from the straight-up caper-style story (reminiscent of Fafhrd and the Grey Mouser) Three Souls for Sale by Mike Tousignant to the family drama of Lynn Flewelling’s Namesake. Harry Connolly’s dark The One Thing You Can Never Trust is probably the most disturbing and Twilight Zone-ish of the stories. The artist Todd Lockwood gives us a rollicking and fun tale about a Corsair who meets an old flame and gets drawn into his schemes. Juliet E. McKenna’s Venture is a surprisingly sweet story threaded around the warp of racial tensions in a fantasy world.

Martha Wells’ Revnants feels exactly like the sort of story you’d expect from the author of City of Bones, mingling heroic fantasy with cultural archeology. It’s a good story, but the ending feels a touch abrupt, as does Rob Mancebo’s Footsteps of Blood, both leaving the door wide open for sequels or longer treatments.

And then there’s Scott Taylor’s Charlatan, which does a masterful job of weaving nearly all the stories together. Almost every other tale gets a passing nod in his story of a devious trickster challenged to a duel he cannot possibly win. It’s great fun, even if it’s a bit abrupt in the climax (though understandably so).

There’s not a bad story in the bunch and my favorite is Julie Czerneda’s Water Remembers, which gives us a glimpse at those who dwell among the wizards of the Star Tower as well as the ways in which the haunting of an entire city can lead to surprising transformations among what would otherwise be rather mundane trades crafts.

If you’re looking for some new good old sword-and-sorcery derring-do and skullduggery, Tales of the Emerald Serpent is absolutely worth your time and treasure. The characters are intriguing and unique, their adventures feel both fresh and familiar, and there’s a fun mix of danger, greed, heart, and humor. Here’s hoping we get additional glimpses into the days and nights of Taux soon.

Tuesday, March 19, 2013

"Being an author is all about having readership.”

There's been a lot of talk over the years about how RPG businesses are based around selling books, which is a decidedly different business than selling either gaming content or gaming experiences. In addition to the potential disconnect between what the companies are selling and what the players want to buy, there is also the current chaos that is the book publishing industry, madly in flux right now. Laura and Tracy Hickman (yes, those Hickmans) think they've figured out what works now, and what works is basically turning the old publishing model literally upside-down:
“It’s no longer about being published … it’s about being read,” Tracy told us. “It’s all about the audience today; acquiring direct contact with the reader, maintaining and growing that relationship. Anyone can get ‘published’ today. Being an author is all about having readership.”
The new model, disturbingly enough, appears to be based around loss-leaders, rather like what you see in the insurance business. Or, a perhaps better metaphor for gaming and fiction, the illicit narcotics business: "The first hit is free." This is great for readers and fans; we get a bit of fun free stuff, and then can decide which content is good enough to support with actual purchases after we've seen some of the content.

Interestingly, this is clearly the model WotC is following. With their huge, open playtest, they're not just getting feedback on the rules, but are also getting broad dissemination of the game. Lots of folks will see it, read it, and play it, and create buzz so that when the books finally appear on shelves, people will buy them instead of simply playing the free copies of the playtest docs that will almost certainly still be floating about the intrawebs. Also interestingly, I think this can work very well for the Kickstarter model as well. You give away the basic content, then based on reaction to that you can launch a Kickstarter to cash in on the interest and get the ball rolling for fancier, dead-tree books, boxed sets, whatever, with more bells and whistles like intro adventures and the like.

Sunday, March 10, 2013

Review: Beneath the Sky

Right up front, yes, Dan Thompson is a friend of mine.  So it’s a relief to be able to recommend Beneath the Sky to others.

Normally this isn’t the sort of thing I read.  I prefer my sci-fi a bit more swashbucklery, and while Beneath the Sky isn’t exactly hard sci-fi, its focus on both the tragedies and rewards of a first-contact situation very much have the feel of a more cerebral read.  Which isn’t to say the book is utterly devoid of derring-do (we even get an attack by space pirates), but only that the perils and opportunities of the first-contact situation remain the principal focus.

Just over a millenium ago, a religious sect called the Masonites set out to found a colony in a distant solar system.  Travelling aboard a generational colony ship (that is, one in which the colonists live for multiple generations as they travel to their destination), they expect to reach their New Providence in another 600 years.  

Of course, things back on Earth haven’t exactly sat still in the meantime.  Humanity has mastered FTL travel and settled many worlds, including the one chosen by the Masonites to be their New Providence.  The colonists’ co-religionists were principal actors in dramatic historical events.  And neither the greater mass of humanity nor the Masonite colonists are aware of what’s been happening with the others during most of that time.  

The stage is set, then, for a series of dramatic events and accidents when a survey ship makes contact with the Masonite colonists.  What follows is both tragic and happy, and Thompson does a masterful job of weaving the two emotional reactions together, creating a surprising tapestry that is, in the end, both sad and satisfying.  He’s also an extremely efficient writer, almost too much so; while all the important threads are neatly finished, I wouldn’t have minded lingering a bit on a few of them at the end.  

If you enjoy Elizabeth Moon’s Vatta books, or Weber’s Honor Harrington universe (but wish they included a more “blue collar” point of view) you’ll like Beneath the Sky.  For myself, I certainly won’t wait so long before reading Dan’s next book.

Saturday, February 16, 2013

Terraformed Mars

From The Atlantic (yeah, I know) a not-too-terribly scientific look at what a terraformed Mars might look like.  Great pics:

The article ends by noting, "Looks like home, maybe a bit, just with a foreign geography."  Except it doesn't, really.  A terraformed Mars is going to have one giant super-continent.  Even if you assume any bit of land that touches another bit of land constitute one continent (making North and South America a single continent, as well as Eurasia and Africa) Earth still has four distinct land masses.  It also appears that a watery Mars is closer to a 50/50 split of surface area being water or land, as opposed to Earth's 70/30 split. 

I can't imagine that doesn't result in some really odd weather.  I do think the artist got it right that one half of that continent is really green (perhaps even waterlogged, like the Amazon) and the other half is pretty dry and barren; a watery Mars isn't necessarily going to be a green Mars.  I could also see a wet Mars experiencing something like an epic version of our monsoon pattern weather

Friday, February 01, 2013

Hexographer Hex-a-fies Anything!

Those of you looking to convert the more modern, suitable-for-framing style artsy world maps into traditional, suitable-for-hex-crawlin' maps might want to give this new feature in Hexographer a look:
Hexographer just got a new feature: Converting a map (or really any PNG image) into a hex map! This is designed to make it a little easier to create a hex map based on another map you’ve created or scanned.
And now I'm intrigued by the possibilities of hex-a-fying things that were not intended to be maps originally.

Thursday, January 03, 2013

Dead Iron Review: Werewolves of the Old (and Grim and Tight-lipped) West

Dead Iron was recommended to me by a friend who'd very much enjoyed this series and others by Devon Monk.  The book is workmanlike and entertaining, but hardly enthralling.

Our hero, Cedar Hunt, has been cursed with lycanthropy.  He's interesting enough, though his tortured mien slips into angsty every now and then, and is only saved from whiny by his tight-lipped, Old West tough-guy personae.  Mae Lindson bears the double-scarlet letters of being both a witch and the gringa half of a racially mixed marriage.  She's widowed pretty early on in the book (before the end of chapter 2), and spends most of the book wrapped in raging grief and the thirst for vengeance.  Her husband is slightly more approachable as a character in spite of being dead, in large part because he refuses to admit that "until death do us part" means your marriage ends when your heart stops beating.  Rose Small is an orphaned child with a mysterious past even she doesn't suspect, and which is little explored in this book.  Still, her determined optimism, open-mindedness, and innocence makes her the most empathetic and interesting or our main characters.  They are aided by a trio of subterranean "Welsh" miners and steam-punk tinkerers called the Madder brothers, who provide logistical support, firepower, and much-needed comic relief, though they themselves fall prey to the tight-and-stiff-lipped Old West tough-guy thing themselves. 

They are opposed by the excessively ostentatious Shard LeFel, royal exile of a magical world-next-door.  Under the guise of a railroad tycoon, LeFel has been working to build an enchanted door that will allow him to return home.  He just needs to murder three specific people in order to open that door. 

(As an interesting aside, LeFel is written more like a tragic hero than a villain, facing and overcoming obstacles and setbacks at every turn.  Except for his eagerness to murder and manipulate, he'd be easy to mistake for a hero whose goals just happen to oppose those of our main characters.) 

The action takes place in the small town of Hallelujah, populated by the most backwards, suspicious, small-minded sheeple-hicks you're likely to ever encounter this side of Hester Prynne's Boston.  I'm not shocking or spoiling anything for you when I mention that LeFel whips up the townsfolk into a torch-waving mob that marches on Mae Lindson's home, am I?  Didn't think so.

LeFel's minions are largely made up of the Strange, and they darn near make up for any shortcomings in the story.  Malevolent spirits driven by disturbing appetites, they seek easy entry into the American continent, and the dead iron rails of LeFel's transcontinental railroad are just the sort of gateway that they need.  In the meantime, they require the sorcerous-steampunk amalgamation bodies LeFel can provide in order to have any serious presence in the human world, and they use these bodies to further LeFel's interests, though not always eagerly. 

I haven't decided if I'm going to pick up the second book in this series.  I just don't feel the burning need to know what happens next, as I do with Kim Harrison's books, nor do I find the world quite as intriguing as I do Sarah Hoyt's current foray into multi-world steampunk-and-sorcery (though I'll readily admit Monk's work is far more steampunky, with it's steam-powered mecha and multi-utility brass-and-crystal shooting goggles.  Yes, Virginia, in Monk's work, the goggles, they do do something!).  That all said, the setting and the Strange are intriguing, and I'm curious to see what sort of trouble Rose finds for herself, so I imagine I'll pick up book two eventually.