Congrats to the Marvel Team!

There is a toxic side to the RPG world, as there is with all such worlds where money changes hands. Some publishers lie through their teeth, break their own terms, withhold payment, and use freelancers as scapegoats. It can get ugly, and right now I’m in the middle of that ugliness.

But if I’m not careful, I could let that make me bitter and hateful at the whole RPG world, and then walk away from making cool stuff with cool people. So instead I’m going to take a moment to congratulate the folks who worked on the Marvel RPG on their launch. A bunch of my friends have worked hard to make this game happen, and I’m proud of them. Rock on, gang!

- Ryan

(The real message here is that if we don’t make effort to celebrate the successes of others when we’re being kicked down, we risk becoming horrible people. And that you should check out Marvel.)

Dealing With Negative Reviews

I had a reader email me with:

Hi! I have a suggestion for you to write about on your blog. How to recover from a negative review? [...] It hurt, especially since some very valid points were made.

This will happen if you make anything. I’ve written harsh criticism, and have received harsh criticism.[1]

There are a few points, some ways of reacting that I’ve seen and some that I’ve done:

  • You can leave the review alone. Don’t comment, don’t look, don’t link to it, just walk away.
  • You can thank the reviewer for taking the time to review. That’s all. Just thank, say nothing else.
  • You can engage with the reviewer on the points brought up. If you do this, start by thanking the reviewer.

The first one is easy, and with some particularly inflammatory reviews that’s best. If they linked to you, they’re helping your SEO ranking. You don’t have to return that favor.

The second one is a personal favorite for dealing with trolls, but it’s also good for just being charitable toward someone. And you look classy for it.

The third is dangerous ground. If the person on the other end is reasonable and respectful during the conversation, and you are as well, then it can be fruitful. But know that you’re not just conversing with that person, but any onlookers who may chime in. And they might not be respectful of the attempt at civil discourse. Sometimes great fruit bears from that, other times it’s a waste of your energy. Just be aware of that.

No matter what you do about it, once you can get some emotional distance away, look over the points. There may be wisdom there you can use in your next project or how you continue forward with this one. Sometimes it’s something you can correct now, and sometimes it’s just something you can do in future works.

 

Finally, if you can’t say something nice, don’t engage. Otherwise you look like a petty asshole, and you can’t delete your comments on someone else’s space. And fuck help you if that person has really strong SEO, where Google searches for your name lead to that negative review where you show your petty side. Because you’re not being nice for their benefit. You’ve being nice for yours.

I know I’m not the only person who has had to deal with this. Creator-types: any other tips to share?
- Ryan

[1] And received bullshit name-calling and ad hominem attacks, which is not criticism. Perhaps I’ll write on that later, but that’s not what this post is about.

Technoir: the Push Hack

This post will require you to know two things: about Jeremy Keller’s RPG, Technoir, and about the 2009 film Push. If you don’t know either of these things, well, the Technoir Player’s Guide is a free download and Push is available on the Internet, I’m sure. Check both out. Also: potential spoilers.

At JoshCon, a large group of us were watching Push on cable after breakfast, waiting for more folks to show up for gaming. I’m a fan of this movie[1]. Afterward, I said “okay, I want to run that with Technoir.” Four people agreed, including Jeremy — which is novel, to have someone else run your game for you. We settled on the Hong Kong Transmission, of course, and I outlined the basic idea for the hack: in character creation, you picked one of your verbs to be your “psychic” verb, and you could narrate doing things with that verb psychically rather than just physically.

(This gets to the idea of the primacy of the impossible in games, which is a bigger topic in general than this execution of it is.)

Psychic Verbs

There are nine verbs in Technoir, which you can see on the character sheet: Coax, Detect, Fight, Hack, Move, Operate, Prowl, Shoot, Treat. The four players each took: Move, Operate, Prowl, and Treat, so we worked more on fleshing those out than others. But if I’m pressed to give a short description for each (and by writing this blog post, I am):

Oh, I should say that because it’s Technoir, this has a cyberpunk twist to Push. So…

  • Coax: Implant suggestions in the minds of people whose eyes you meet (even with mirrorshades on) — “pushing” from the movie. This means you can actually roll Coax for things that would be unreasonable and automatically failing, like “put the gun in your mouth and pull the trigger.”
  • Detect: Psychically feel things through other senses — tracking people by sniffing their stuff and having that imprint in your mind, psychometry, ESP, things like that. Get information that’s impossible for a normal person to get because it’s esoteric or distant. Sniffers & watchers have two different flavors of Detect.
  • Fight: This is what we see a lot of in the movie, using telekinesis to augment punches. It could also be a psychic battle mind, akin to how we see Sherlock Holmes fight in the recent Guy Ritchie Sherlock Holmes flicks.
  • Hack: Psychic hacking. Who needs an uplink when you can just think your way into a machine. The upside: you don’t actually need equipment, as you are the equipment and can only be accessed yourself by other psychic hackers or counter-intrusion equipment written specifically to deal with hackers. In a sense, though, cyberpunk already does this, so Hack is about unnatural access rather than unnatural action.
  • Move: While this verb is typically active in a different way, I’d treat it as basic telekinesis. Movers from Push do this. Granted, that blends with using telekinesis to Fight, which is where this hack slightly unravels.
  • Operate: Since Operate is about piloting and using machines, similar to Hack & computers, this is psychic piloting, driving to machines at the same time with your mind to calling out to your car from a distance. My description sounds weak, I think, but I would totally Jason Statham up this fucker. (Which I believe Jeremy did, as he chose Operate.)
  • Prowl: Bending shadows around you, muffling noise, even cloaking yourself from psychic detection. The shadow does a bit of the last one, though it’s not an action we can see.
  • Shoot: Here’s another case of battle-mind. Someone who is utterly prenatural, with limited future-sight when it comes to using guns enough to know how to use her gun to do unnatural or surprisingly safe things. Knowing where ricochets will hit, seeing the vectors and executing them, all that jazz. I recently watched the Thai flick Demon Warriors, and the badass gun character has death-sight. So it would work like that, I’d think.
  • Treat: Psychic healing. The stich in the movie did this. Cam Banks played the Treat, and he was a mob doc who put in implants psychically so that they healed & integrated faster. Given how the stich worked in the movie, I might allow this to bleed into a combat role as well, since she fucked up the mover just by touching him.

Later we added a five player who arrived, who took Coax. I’ll admit that some verbs are stronger than others, but then I’ve only run this hack once so I haven’t refined it. I’m open to discussion on tweaking it, though. (Or maybe even decoupling from Verbs, being their own thing to choose. That sounds rather interesting, too.)

Psychic Tags

Partway through the game, we collectively realized that the game’s promise of psychic awesome was constrained, because we were given areas of primacy, we needed to create an analog to gear for psychic powers in order to both allow tags to be added for dice, and reinforce how your specific power works. For that, I’d add as the last slot of gear “Psychic Tags”, where I’d put those tags.

Unlike with regular gear, you can’t use that core bit to add a die. That’s essentially covering “you can do this weird psychic thing”. But you can add dice with the tags underneath.

If you are shaky with your powers, you have one tag. If you’re decent with them, you get two tags. And if you’re a world-class psychic, you get three. I don’t have a sense of how once “levels” between them; these were made on the fly to mirror the movie, where some characters we less confident in their powers than others.

 

There are other things that could be done to this hack, but that’s an exercise for the future, and for you readers.

- Ryan

[1] As is Carl Rigney, who has a Don’t Rest Your Head hack with it called Don’t Push Your Luck.

Technoir: the Push Hack

This post will require you to know two things: about Jeremy Keller’s RPG, Technoir, and about the 2009 film Push. If you don’t know either of these things, well, the Technoir Player’s Guide is a free download and Push is available on the Internet, I’m sure. Check both out. Also: potential spoilers.

At JoshCon, a large group of us were watching Push on cable after breakfast, waiting for more folks to show up for gaming. I’m a fan of this movie[1]. Afterward, I said “okay, I want to run that with Technoir.” Four people agreed, including Jeremy — which is novel, to have someone else run your game for you. We settled on the Hong Kong Transmission, of course, and I outlined the basic idea for the hack: in character creation, you picked one of your verbs to be your “psychic” verb, and you could narrate doing things with that verb psychically rather than just physically.

(This gets to the idea of the primacy of the impossible in games, which is a bigger topic in general than this execution of it is.)

Psychic Verbs

There are nine verbs in Technoir, which you can see on the character sheet: Coax, Detect, Fight, Hack, Move, Operate, Prowl, Shoot, Treat. The four players each took: Move, Operate, Prowl, and Treat, so we worked more on fleshing those out than others. But if I’m pressed to give a short description for each (and by writing this blog post, I am):

Oh, I should say that because it’s Technoir, this has a cyberpunk twist to Push. So…

  • Coax: Implant suggestions in the minds of people whose eyes you meet (even with mirrorshades on) — “pushing” from the movie. This means you can actually roll Coax for things that would be unreasonable and automatically failing, like “put the gun in your mouth and pull the trigger.”
  • Detect: Psychically feel things through other senses — tracking people by sniffing their stuff and having that imprint in your mind, psychometry, ESP, things like that. Get information that’s impossible for a normal person to get because it’s esoteric or distant. Sniffers & watchers have two different flavors of Detect.
  • Fight: This is what we see a lot of in the movie, using telekinesis to augment punches. It could also be a psychic battle mind, akin to how we see Sherlock Holmes fight in the recent Guy Ritchie Sherlock Holmes flicks.
  • Hack: Psychic hacking. Who needs an uplink when you can just think your way into a machine. The upside: you don’t actually need equipment, as you are the equipment and can only be accessed yourself by other psychic hackers or counter-intrusion equipment written specifically to deal with hackers. In a sense, though, cyberpunk already does this, so Hack is about unnatural access rather than unnatural action.
  • Move: While this verb is typically active in a different way, I’d treat it as basic telekinesis. Movers from Push do this. Granted, that blends with using telekinesis to Fight, which is where this hack slightly unravels.
  • Operate: Since Operate is about piloting and using machines, similar to Hack & computers, this is psychic piloting, driving to machines at the same time with your mind to calling out to your car from a distance. My description sounds weak, I think, but I would totally Jason Statham up this fucker. (Which I believe Jeremy did, as he chose Operate.)
  • Prowl: Bending shadows around you, muffling noise, even cloaking yourself from psychic detection. The shadow does a bit of the last one, though it’s not an action we can see.
  • Shoot: Here’s another case of battle-mind. Someone who is utterly prenatural, with limited future-sight when it comes to using guns enough to know how to use her gun to do unnatural or surprisingly safe things. Knowing where ricochets will hit, seeing the vectors and executing them, all that jazz. I recently watched the Thai flick Demon Warriors, and the badass gun character has death-sight. So it would work like that, I’d think.
  • Treat: Psychic healing. The stich in the movie did this. Cam Banks played the Treat, and he was a mob doc who put in implants psychically so that they healed & integrated faster. Given how the stich worked in the movie, I might allow this to bleed into a combat role as well, since she fucked up the mover just by touching him.

Later we added a five player who arrived, who took Coax. I’ll admit that some verbs are stronger than others, but then I’ve only run this hack once so I haven’t refined it. I’m open to discussion on tweaking it, though. (Or maybe even decoupling from Verbs, being their own thing to choose. That sounds rather interesting, too.)

Psychic Tags

Partway through the game, we collectively realized that the game’s promise of psychic awesome was constrained, because we were given areas of primacy, we needed to create an analog to gear for psychic powers in order to both allow tags to be added for dice, and reinforce how your specific power works. For that, I’d add as the last slot of gear “Psychic Tags”, where I’d put those tags.

Unlike with regular gear, you can’t use that core bit to add a die. That’s essentially covering “you can do this weird psychic thing”. But you can add dice with the tags underneath.

If you are shaky with your powers, you have one tag. If you’re decent with them, you get two tags. And if you’re a world-class psychic, you get three. I don’t have a sense of how once “levels” between them; these were made on the fly to mirror the movie, where some characters we less confident in their powers than others.

 

There are other things that could be done to this hack, but that’s an exercise for the future, and for you readers.

- Ryan

[1] As is Carl Rigney, who has a Don’t Rest Your Head hack with it called Don’t Push Your Luck.

When Aren’t You “Playing” the Game?

There’s a Twitter conversation going on right now about whether or not you’re playing a given roleplaying game during the sessions where you don’t roll dice or otherwise engage in its core mechanics.

Naturally, most of the game designers are saying “no, you’re not.” And that’s tragically short-sighted. There is more to a role-playing game, by its very nature, than the rules behind it.

Before I go farther, might I point out what you see on the right-hand sidebar (if you’re reading this on my blog): Fighting For Gwen. If you have a little bit of spare coin and would like to help a sweet girl get the education she deserves, please consider donating.

The rules of a game create a sense of platform & expectation. For games that have a heavy combat element, through play I know how well my character will do when fighting, say, an orc or a hobgoblin. The experience of all those moments feeds into thoughts about how the game world works and what one should expect consequences to be for a given action — the imaginary physics of the world, if you will.

And I propose that a role-playing game isn’t the rules of the game, but the physics & nature of the world…which is necessarily executed and reinforced by the rules of the game. Those who see rules-first are putting the cart before the horse.

Thus, if we’re playing a session where we touch the dice[1] little or not at all, we are still playing the game if our descriptions and actions are in accordance with the imaginary physics of the world, and expect that they’ll be validated by the mechanics in later play. The moment your play deviates from those imaginary physics, then you are no longer playing the game you were before.

Why? Because those actions & decisions will feed back into dice-play, and thus will be validated by the game’s physics as being true to the world your game’s protraying.

One example that was brought up by Gareth Hanrahan was a session about planning a siege in D&D. What he still playing D&D? Some argued no, but I very strongly say yes. Some argued that he might as well have been playing Warhammer Fantasy or Runequest, and I strongly disagree.

Why? Because those games have different imaginary physics. The actions you consider and decisions you make have different ramifications, however slight or subtle, that influences how you’re interactions are going. In addition, they also influence when to trigger dice-play — some games with a stronger sense of social conflict may trigger dice-play sooner, and some not — thus cause consideration on whether to engage the core rules or not.

And when you’re considering the rules, whether directly or indirectly, you’re playing the game.

To say otherwise is to forget that we’re not playing a board game and to not fully understand this medium & the full effects a ruleset has on fiction.

- Ryan

[1] Which is an interesting idiom in gaming, as it really means “to not engage the core rules of the game,” even in games without dice.

A Mythender Update

Some of you are probably wondering where Mythender is, so here’s an update:

Mythender is still in the writing process, but that’s coming along. Garret Narjes has run a couple games, and has told me places where the rules need better explanation, where it needs to be clearer what the Mythmaster should be doing during the game, and where the rules totally broke.

On that last note, I have a quick story:

I was enjoying my pipe while hanging outside at JoshCon. During that time, Garret was running Mythender inside. I didn’t want to poke my nose around too much — as I joked, Mythender was getting its run-by-someone-else cherry popped, and I wasn’t going to be a weird voyeur around my “kid.” But really, I didn’t want to chime in at all.

Garret comes out and says “So, uh, they almost one-shotted Odin in the first round. And now he’s not threatening at all. What do I do?”

I thought for a moment, and asked him what Odin’s Weapons were. He told me, though I cannot recall exactly what he said at this point. I replied “Odin can destroy one of his Weapons to gain ten thunder dice. Be epic in description.”

He smiled and went back inside. Later, he debriefed me and said “Dude, when I did that, the players freaked. It was awesome!”

So now that’s a rule, which I’ve used in my own games since. Combined with a couple other rules changes I made back in November, Mythender finally had the last piece of the game to make fighting a god feel desperate & winning early crucial.

 

The form factor has proven a hell of a challenge, but one that’s forced me to write better. I hope to have it done and ready for folks I’m calling “my cabal” in the next couple weeks. These folks will check what I’ve written and tell me if it’s off. Once that’s done, the game will be available for Random Kindness Encounter donors in its pre-edited state. Once it’s edited, it’ll be available to the world & I’ll start on the custom content that I promised high-end donors. I’ll also probably leak a bit out beforehand, because I’m that sort of guy.

I’ve got some near-done sheets:

I’m also starting to work with an artist for the individual covers. I’m pretty excited!

Finally, Mythender will be released under Creative Commons Attribution-NonCommercial-ShareAlike license. Because why not.

Thanks for being patient! :)

- Ryan

On Understanding Problems

There is something that we do, as geeks in the community, that if sit-coms are to be trusted is stereotypically masculine: we present solutions to problems before we actually understand the problem.

Stop that. You’re helping no one.

Too often, fruitful discussion of problems is derailed by proposed solutions and then argument over the solution’s foreseen effects. Sometimes, that leads to further understanding of the problem, but just as often it turns into a pointless waste of energy in the form of a flame war.

It also creates a situation where “I see a problem and want to talk about it” is unhealthy, because the discussion desired is not the discussion created. And then those sorts of conversation seeds are less often planted, which hurts us all (if, like me, you believe that discourse is how we elevate our communities).

Next time someone presents a problem, take a moment to understand it. Set aside your assumptions as best you can — especially when those assumptions are counter to the problem. Like countering someone saying “I don’t like playing games like Burning Wheel because they’re too crunchy for me” with “Well, it isn’t for me” as though the human being you’re replying to is the problem.[1] Ask questions. Get some sense of what is behind the problem.

I understand the desire to immediately problem solve, because that is for many of us its own reward cycle. And I understand the impulse to be the first to post a new solution online, because then maybe you look smart and that’s yet another form of reward. But slow your roll and take some time to understand problems, and you’ll get something even better out of it:

You’ll become one of the sharpest people in the room, for having come to understand so many viewpoints. And you’ll be one of the more appreciated people in the room, because instead of being an assuming cockbite with fast, vacant answers, yours are thoughtful and are themselves worthy conversation seeds.

So, if you cannot bring yourself to slowing down and understanding someone else for the good of others and the community overall, consider the rather selfish ones I just stated. :)

- Ryan

[1] If you say that, punch yourself in the face right now. That’s pretty damned insulting to immediately suggest the other person is him or herself the problem.

Reverb Gamers Prompt #31

Atlas Games is doing this thing called “Reverb Gamers 2012″, with 31 question prompts to kick off 2012. I’m going to post one up each day, including weekends, throughout January. I invite you to do the same! And check out @ReverbGamers on Twitter or Facebook.

REVERB GAMERS 2012, #31: How would your life be different if you’d never gotten into gaming?

Gaming has influenced my life so much that it’s hard to say. At minimum, I doubt anyone before friends, family & random coworkers would know my name. I wouldn’t be invited as guests to places and all that jazz.

More than that, there’s a good chance I wouldn’t be alive today. That I’m typing this is right now is no small deal.

But I’m not ready to explain that in more detail. At least, not yet.

- Ryan

Reverb Gamers Prompt #30

Atlas Games is doing this thing called “Reverb Gamers 2012″, with 31 question prompts to kick off 2012. I’m going to post one up each day, including weekends, throughout January. I invite you to do the same! And check out @ReverbGamers on Twitter or Facebook.

REVERB GAMERS 2012, #30: What lessons have you taken from gaming that you can apply to your real life?

That’s a tough question. I have been gaming sine late high school. My friends, social life, and now business prospects all involve gaming. Narrowing it down to one set of lessons? I don’t think I can.

But rather than try to iterate many lessons, I’ll name just one. One I have mentioned before: we make our own win conditions.

Gaming & being a game designer over the years has taught me about the value, power, and limits of amateur psychology.

- Ryan

Reverb Gamers Prompt #29

Atlas Games is doing this thing called “Reverb Gamers 2012″, with 31 question prompts to kick off 2012. I’m going to post one up each day, including weekends, throughout January. I invite you to do the same! And check out @ReverbGamers on Twitter or Facebook.

REVERB GAMERS 2012, #29: What does the word “gamer” mean to you? Is that different than what other people seem to think it means?

Self-identifying game enthusiast.

Granted, these days “gamer” covers so much ground. Do you play Call of Duty? World of Warcraft? iOS games? Board games? RPGs? The word does not even pretend to mean a tribe anymore, as it did once when gaming was a thing to apparently be shameful about.

- Ryan