Jun 12 2013

Episode #66 – The Odyssey with Phil and Walt

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Hello Friends. This week we’ve journeyed to one of the ten US gnome stew bunkers to have a conversation with Phil Vecchione and Walt Ciechanowski about their new book Odyssey: The Complete Game Master’s Guide to Campaign Management. Good thing I’m not a gnome.

0:47 – Intro

Phil’s here and a little about the Stew
Master of Dungeons update

3:45 – News

Cthulu Wars
Car Wars reference
Call of Cthulhu 7th edition
D&D Next Playtest Packet
Tangent: Gnomes as Monsters
David the Gnome reference
D&D Next Book released at GenCon?
No booth at GenCon for WotC?
Fate Tool Kit drops to Kickstarter backers
Fate Pay what you want for the PDFs
Shaintar Kickstarter

13:24 – Extradimentional Entertainment Emporium

Mark
D&D Encounters
D&D Gameday June 15th
Artimis
Elder Sign Omens
Deadlands

Phil
Fate Underground
Dungeon World
Numeneria
Ticket to Ride
King of Tokyo

Chris
Psychonauts
Brutal Legend

24:19 – Embarking on an Odyssey

A little about Walt
All about Odyssey

1:15:12 – The Geekery

Vera and Phil?
Dr. Who talk
Table Top season 2.5 and Table Top is nominated for a Diana Jones Award
Local Buffalo Events
Mystery Men

Jun 06 2013

Episode #65 – It’s a Sharp Company

065 – It’s a Sharp company

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Hello Friends. This week we have Matt James from Vorpal games on the show to chat a little about his company, the philosophy behind Vorpal Games, and give us the run down on the star studded game design crew he’s assembling for Vorpal’s first game which is only known as The Red Aegis Project. We also do all the other stuff we normally do as we try and find the Master of Dungeons. Enjoy and feel free to let us know what you think of the show.

Show Notes

1:27 – Intro

1:45 – News

Hex:MMOCTG
Dungeon Stone
Shaintar Legends Arise
Low Life

Odyssey: The Complete Game Masters Guide to Campaign Management
All Rolled Up Dice Bag
The game meant to be played in the future
Dungeon Bastard

7:29 – Extradimentional Entertainment Emporium

Chris
Elder Sign Omens
Ascension: Rise of Vigil
Start Wars: EotE
Psychonauts

Mark
Suburbia – Mini Review
Small World
Love Letter – Mini Review
D&D Encounters
Deadlands
Star Wars: EotE

24:16 – Story Time – The Story of a Bad Ass Cutlass

28:33 – An Interview with Matt James of Vorpal Games

Avalonlarp.com
candlekeep.com
Matt Jame Publishing Credit rundown

Monument of the Ancients Dungeon #170
Monster Vault: Threats to the Nentir Vale
The Dungeon Survival Handbook
Soldiers of Fortune

Vorpal Games Chat

The Red Aegis Team

Ed Greenwood, Erik Scott de Bie, Erik Nowak, Claudio Pozas
Miranda Horner, Eytan Bernstein, Mike Schley
Loremaster.org

The Red Aegis Project?
Kickstarter
Baldman games
The Loremaster Roleplaying System
Talking about game design
Jesse Schell
Master of Dungeons Sighting

1:01:59 – Gaming Chat – Do Over’s in Games

1:10:29 – Geekery

Baby Shower Games
Star Trek: Into Darkness

May 29 2013

Episode #64 – The Low Life with Andy Hopp

064 – Low Life with Andy Hoppminilogo


Hello friends. This week we take a trip to Mutha Oith into and the disarming and twisted mind of Andy Hopp. I really enjoyed this conversation and I hope you do too.

1:06 – Intro

1:50 – News

Berserkon
Torchbearer update

4:10 – The Extradimentional Entertainment Emporium

Mark
Lords of Waterdeep
Deadlands
D&D Encounters

Chris
Psychonauts
League of Legends
Pandemic
Race to Adventure
Underground with Fate Core

8:29 – Andy Hopp, Mutha Oith Creations, and Low Life

9:57 OddMall

10:58 The Wanderers Guild
Monsters of the Endless Dark
Monsters of the Boundless Blue

17:08 Con on the COB
SP Fannon and Andy Hopp are the Sexiest men in gaming…?
Hello all three listeners
Con Advice
Have a Strong Identity
Use a catchy name.
A Gathering of Savages and a Party Con
Mark won a Corny Award
Con on the Cob the First
Regiprosity – Fostering cooperation between con goers and con organizers.

34:21 Low Life
Where did it come from?
Human Occupied Landfill
Planescape Segway
Back to Low Life
Why a new Low Life?
The Kickstarter rewards
Heaps Explained
Talking about Holy Crap
Backer Milestones
Talking bout tizn’ts
The Oithlings – The Mutha Oith community outreach program
Andy Hopp’s family
Gut Busting Games running some Hillbilly Leg Wrestling at Con on the Cob.

1:19:32 – The Geekery

Young Sherlock Holmes
Dr. Who and Adipose
Mark got a new car
Caravan: A Tale of Gods and Men

 

May 28 2013

Fate Core, a primer and review

Fate Primer

I just want to hit a few thing before I get into my review because there’s some jargon in Fate that non Fate players might not be familiar with. If you are familiar with the game feel free to skip down to the review.

Basic Procedure of Play - Fate is played using fudge dice. They’re 6 sided dice with +, -, and blanks on two sides. You roll four of these dice, total the modifiers, and then add the total to your skill which will be usually be somewhere between 0 and 4, compare that to the target difficulty or the opposed roll. The oppositions roll follows the same procedure as described above. At this point aspects can be invoked using fate points. When you do this you can add a +2 to your total, re-roll, pass a +2 to another character if narratively reasonable, or add a +2 to a source of passive opposition. Now do a final comparison once both sides are finished spending fate points and compare. One of four things will happen: You fail at your attempt or choose to succeed with a consequence, you tie, you succeed, or you succeed with style if you have three or more difference.

Fate Point – The currency of Fate. You can spend these points to do a variety of things in the game from creating elements in a scene to invoking or compelling aspects.

Refresh – The number of Fate Points you start a session with if you ended your last session with fewer Fate Points.

Aspects - Phrases that lend importance to something in the game which can be Invoked or Compelled.

Invoking – You spend a Fate point to activate an aspect which allows you to add to a roll or re-roll your dice.

Compel - When one of your aspects causes you trouble you receive a fate point. The trouble is either an event occurs where your character is being prompted to do something and you now must try and accomplish whatever your character is being compelled to do or a decision where your character acts in a detrimental way because it makes sense for them to do so based on the Aspect. You can always spend a fate point to buy off the compel at the time of the compel.

Stunts - They modify how you can use your skills, make you better at using your skills in specific situations, or give you a new aspects.

The Skill Column – Skill ratings are like bricks you stack. You must always have at least one skill below the rating you want a skill at. In other words you can’t have two +4 skills if you only have one +3 skill. The +4 skill doesn’t have anything to sit on top of.

Stress - temporary harm you accumulate over the course of a scene. It goes away when the scene is over.

Stress track - the amount of temporary harm you can take before you are more permanently damaged in the form of consequences.

Consequences - A negative aspect from taking stress which exceeds the stress track.

Boost - A temporary aspect which only lasts for one turn regardless if it is invoked or not.

Extras - Rules you can add onto the core game covering superpowers, cyber ware, magic, or whatever else you might want in you game that the core game doesn’t cover mechanically.

Milestone - A break in the story of the game where advancement occurs. They come in minor, significant, and major.

The Review

Fate Core will help you build the game you want to play as long as the game revolves around characters who are proactive, competent, and dramatic. Every bit of this book is a guide to doing that, from teaching what FATE is in chapter one right down to how to add in all the extra bits like magic, superpowers, or cyberware in chapter eleven. Other games which try to do this don’t always excel at giving or explaining the tools to players and GMs. Fate Core is superb in that regard. The layout is easy to read, important information jumps off the page in bold text or in bullet lists, there are tons of examples throughout the course of the book, and the side bars are punchy and poignant. Oh, did I mention the hyperlinks for you digital readers. The table of contents is hyper-linked and there are hyperlinks in the margins to jump you to places in the book which might help you grok what’s written on the current page. Those margin notes also have page numbers for those with physical copies. This book is just another of the fine products produced by Evil Hat Productions and is the tightest Fate rules set produced to date. I recommend buying it but if you want to know what’s inside here’s a chapter break down of what you get.

Chapter one talks about the basics of Fate. It starts with the obligatory “What is role playing” section before moving on to describe fudge dice, the ladder, Fate Points, Aspects, taking action in the game, invoking, and compels. By covering all these ideas in basic terms the chapter prepares you for the rest of the book.

Chapter two covers game creation. This is a pared down version of the Dresden Files RPG city creation system but it also expands the ideas in that game to assist GMs in getting their groups to collaborate on any type of game they might want to play. It breaks down how to create a setting, set the scale of the game, get the games big issues going, and populating the game with, organizations, locations and NPCs.

Chapter three is all about character creation and how it’s also a game. Fate games use a system which tells part of a characters story and how the character connects with two other characters. From this little storytelling game you get your Aspects, which define half of a Fate character. The other half are skills and stunts. The skills use something called the skill pyramid. Each character gets four skills at +1, three at +2, two at +3, and one at +4. Characters are also capped at +4 or great according to the core rules. There is an optional rule where players start with twenty points to spend but are limited by the cap and the idea of the skill column, which is always in effect. In this version of Fate three stunts are free and refresh can be spent to get up to two more. Next Stress and Consequences are covered which is the way damage is handled. Finishing up some smooth and quick character creation rules are laid out. In short a character starts with a couple of Aspects, some skills, and a bunch of blanks filled in during the first session, adding in what is needed when it is needed. This works really well for people who have some ideas but aren’t sure how the game is going to play out and which skills will be really important.

Chapter four talks about what I believe to be the lynch pin mechanic which makes this game so much fun to play. Aspects and Fate Points. Fate points are the currency of the game and Aspects bring what would normally be background fluff to the forefront of play allowing it to be invoked or compelled. In previous books like The Dresden Files RPG and Spirit of the Century there have been chapters on the Aspect but none as comprehensive and easy to understand as in this book. It starts by defining Aspects and Fate Points, then discusses the type of Aspects: Game, Character, Situation, Consequences, and Boosts. After that we learn what Aspects do, covering how making something an Aspect makes it important to the game and get some advice on determining when the mechanics should be engaged.  Next it covers how to make quality Aspects. Here’s my favorite advice:

Always ask what matters and why?

If that question is answered an Aspect is easy to make. Following that is invoking Aspects which is the mechanical application of Aspects and hits on something I believe is new to this version of Fate in how free invocations are used. As many free invocations on an Aspect can be made at one time as there are fate points on the Aspect, even spending a fate point from the acting players own pool on top of it. Compelling aspects comes after along with the types of compels. The best part here is the idea of suggesting compels is everyone at the tables responsibility. After this are sections about using Aspects as role playing prompts, how to remove or change Aspects through play, and creating or discovering new Aspects. Finally the chapter talks about the Fate point economy, how refresh works, other ways to spend Fate points other than invoking, and how to earn them. Something new for the GM here is whenever a scene starts you get a Fate point for every PC in that scene. You can spend these Fate points on anything you want in the scene to help get your ideas going and to challenge the players.

Chapter Five explains Skills and Stunts. It starts by defining skills, what they do in the game, and touches on the four basic actions of Overcome, Create an Advantage, Attack, and Defend. When a player takes action that requires a dice roll in this game they are always doing one of these four things with some skill. The best rule change from previous versions of the game is the Create an Advantage action. It replaced a bunch of old actions that created Aspects. I was always confused since they were so similar.  Stunts are covered next and this section has a fantastic “how to” on building new stunts. In fact anytime this book is giving you the “how to” on anything it is done in superb fashion with the mechanical tools explained clearly, followed up with common examples so you have a blueprint to start with when building anything. Finishing the chapter is the skill list. I think it’s worth noting there is a quality side bar on dealing with the resource skill on pg 123.

Chapter six is all about Actions and Outcomes. This chapter and chapter 7 cover the procedures of play, starting by getting in depth with the four outcomes and the four actions. Everything in this chapter exemplifies the Fantastic layout of the book. It’s easy to read and understand and if a term was forgotten the margin notes point to where to find it.

Chapter seven covers challenges, contests, and conflicts. When a single roll of the dice isn’t enough to determine the outcome these are the procedures given to decide what happens. There are some great questions GMs can ask to decide which of these three frameworks should be used. Challenges cover overcoming some series of obstacles where a single roll doesn’t seem to fit, contests involve two or more characters striving for a goal but aren’t trying to harm each other directly, and conflicts are for those situations where people are trying to hurt each other physically or mentally. The conflict section is the largest of the chapter and covers setting the scene, determining turn order, what exchanges and zones are, creating situation Aspects, resolving attacks, taking consequences, recovering from consequences, ending a conflict and all the other little gritty details of fighting, be it with words or swords. I really like the teamwork rule in this game. It’s simple. If a character has at least an Average rating (or +1) in the skill that the die roller is using a +1 can be added assuming the characters assistance makes sense in the narrative. The only caveat is if a character helps they are now subject to any costs associated with the roll.

Chapter eight is all about running the game from the GMs perspective. It covers what the GMs responsibilities are which is starting and ending scenes, playing the world, judging the use of the rules, and creating scenarios along with just about everything else. So while that’s the over view of what the GMs job is this chapter goes deep, giving GMs some options for how to guide game creation and deciding if extras are needed. Then it hits on how to make the game go during play and it starts with the Golden Rule of Fate:

Decide what you’re trying to accomplish first, then consult the rules to help you do it.

It seems so simple but it’s such good advice for any game. Next it talks about when to roll the dice:

Roll the dice only when succeeding or failing at the action could each contribute something interesting to the game.

Then there’s advice on how to make failure interesting, some excellent tips about how to not marginalize characters because they failed, and what constitutes a minor cost vs. a serious cost. After that the chapter goes into how to push some of the work onto your players, setting difficulties, dealing with game time and story time, and how to use story time in success and failure to create deadline pressures. There’s advice on zooming in and out on the story, judging the use of skills and stunts, why you should leave specific measurements out of the game, dealing with the weird things that happen in conflicts, and how multiple targets of effects could be handled. It covers environmental hazards, gives advice on dealing with Aspects and how not to be weaksause (their words not mine) when making compels. Finally there is an excellent set of guidelines for creating and playing the PCs opposition. This version of Fate, like others adopts a create only what you need philosophy, which I approve of, and covers how to right-size your opposition if you want rougher or easier conflicts based on numbers, skills, advantages, and venues. I think this chapter is a gold mine of advice for any GM running most traditional RPGs and even some which aren’t so traditional.

Chapter nine covers the creation of scenes, sessions, and scenarios. It starts with defining the scenario and how to start building them by finding the problems, asking story questions, establish the opposition, and set the first scene. After that the game should just go. It’s fantastic stuff and helps GMs out by posing a bunch of Madlibs to figure out what problems there are and following it up with questions you can answer to figure out everything else. Next is support for scenes through determining the purpose of the scene and figuring out what interesting thing is going to happen. Then the book takes a few pages to help GMs get their players interested in the scene by advising GMs to hit character Aspects and calling back to the three pillars of the game: Competence, Proactivity, and Drama. Then some superb advice is given.

Whatever you have planned will always be different from what actually occurs.

The chapter finishes with some information on resolving the scenario.

Chapter ten is called the long game which defines and then gives advice for building story arcs and campaigns. They’re basically giving frameworks for spontaneous storytelling. The mechanic that helps signify the ending and beginnings of these arcs are milestones. The book takes some time to define minor, significant, and major milestones and what mechanical benefits each of them give to players. Then advancing the world is covered and the things the GM should think about during each of the milestones. The chapter finishes up with advice about how to handle NPCs over the long haul.

Chapter eleven is all about the Extras. What’s an extra? It’s anything that’s part of a character or controlled by a character that gets special treatment in the rules. These are the setting rules you’ll get in a super hero game or the magic system in a fantasy setting. To help GMs out the book has a bunch of different add-ons you can use or use as a blueprint to build your own extras. To help GMs create those extra’s they even have a great list of questions GMs can ask to help them figure out what they may or may not need. In here is also one of the coolest things about Fate. The Fate fractal. Anything in the game world can be treated like it’s a character. A car, an organization, a location, whatever. Just throw some Aspects, skills, stunts, a stress track or two, and consequence slots on it if you want. You want a Birthright campaign, you can do it, just make all the kingdoms Fate characters with skills, stunts, or Aspects, and that’s just one of the things you could do.

My personal thoughts are this rules set is the tightest Fate has produced yet. Aspects are easier to understand than ever before, there is an interesting failure mechanic where the player gets to choose if they fail or succeed with a consequence, and the game creation sections along with the extra’s chapter gives you the tools to build the game you want. For GMs Chapters eight through ten are some of the best GM advice collected in one place I’ve seen in a RPG book that isn’t Robin’s Laws of Game Mastering. As far as presentation and use of language for explaining a game is concerned I’ve always felt the best book out there was the Mouse Guard RPG. While that book is still more beautiful I feel Fate Core is at least its equal and maybe just a little bit better at teaching the rules through the text and layout. I don’t give ratings but I will say this. I love Dungeon World and I’m very fond of Mouse Guard as a book to teach a rules set. Fate Core accomplishes the goal of teaching the game better than either of those games. I can’t say it’s a better rules set than Dungeon World or Mouse Guard because it’s focus is different but as a set of tools to help GMs and players build a game I’ve never seen a book or game do it better.

May 23 2013

Episode #63 – Minion’s Prophecy

063 – minion’s prophecy

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Hello Friends. This week there’s a throw down at Pablo’s, story time with Mark, a bunch of news, some gaming advice, and the always wonderful Vera in the Geekery. God I hate her. Hope you enjoy.

0:00 – Throw Down At Pablo’s

4:35 – News

Numenera is up for preorder.
Game Chef 2013
The Battle for Oz Kickstarter
Inverse World
Low Life: The Rise of the Lowly (Core Rulebook) by Andy Hopp
A Study in Emerald deck building card game by Martain Wallace.
Among the Sleep
Torchbearer news – The Paladin
Injustice Gods Among us Video Game tournement.
Shaintar Books released dates.
Baldman Games looking for GMs for Origins and GenCon

11:19 – The Extradimentional Entertainment Emporium

Chris
League of Legends
Star Wars: EotE
Tremulus PbP
Dungeon World

Mark
D&D Encoutners
LFR
Star Wars: EotE

20:45 – Story Time With Mark

The Head of Vecna

26:55 – The Main Topic

Don’t Hold Back
It’s a lot more fun to win despite adversity than through the sheer lack of it.

35:19 – The Geekery

Dr. Who Finale and Space Spiders from Space

Agents of SHIELD

May 16 2013

Episode #62 – Torchbearer with Thor Olavsrud and Luke Crane

Torchbearer with Thor Olavsrud and Luke Crane

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Hello Friends. This week Mark and I think there really wasn’t anyone trying to kill us and I have a sit down with Thor Olavsrud and Luke Crane about The Burning Wheels newest game Torchbearer. I hope you enjoy and feel free to let me know what you are enjoying and not enjoying about the show. We do want to make it better for all of us.

0:52 – Intro
I can’t find Pablo

2:13 – News
QCC
Wargames – Amanda of The Foundry
D&D Movies
Odyssey: The Complete Game Masters Guide to Campaign managment.
Ken and Robin Talk about Stuff
GenCon Event list is out there
Torchbearer Kickstarter
Battle Interactive Event at the QCC

15:35 – Extradimentional Entertainment Emporiumn

Chris
Underground Fate Style
Psychonauts
League of Legends

Mark
Mark Complains alot…and it’s funny.
There’s an akward moment. Wait for it. There it is.
Road Trip Games

23:28 – House Rules
Degrees of Success in 4e
Episode 38

27:34 – Thor Olavsrud and Luke Crane on Torchbearer

A little background about their friendship.
Torchbearer Chat
How to Host a Dungeon
Characters and drawings for Torchbearer
TorchbearerRPG.com
Burningwheel.com
Womens Roller Derby

56:50 – Geekery

A Nightmare in Silver
Mark’s having a Girl
Iron Man 3
Pablo is a Mexican Resturaunt – The Pablo

May 12 2013

Special Announcement – Odyssey: The Complete Game Masters Guide to Campaign Management

Odyssey Announcement
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Hello Friends. I have a quick special announcement here. I chatted with Phil Vecchione for a few minutes about the brand new Engine Publishing book Odyssey: The Complete Game Masters Guide to Campaign Management.

May 08 2013

Episode #61 – The Dungeon Bastard

The Dungeon Bastard

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Hello Friends. This week I have a special treat. The Dungeon Bastard – Bill Cavalier, adventure coach, joins me on the show to talk about how to game right and his Worlds Worst Dungeon Crawl event going on this year at GenCon. I hope you enjoy and let me know what you think of the show?

0:52 – The News

QCC
Magic has Exploded

Darkforest Games – 8 man drafts

Dragon Snack – Booster drafts and sealed deck events

Dave and Adam’s Card World – Magic Grand Prix

Living Forgotten Realms Events are up.

Other News

GenCon and Sun King Brewery agreement

The Dungeon Bastards: Worlds Worst Dungeon Crawl

Torchbearer Kickstarter is up and running.

Tabletop Deathmatch – 16 games enter one leaves victorious and with 7,500 towards a first printing.

Humble bundle – Psychonauts

11:22 – The Extradimentional Entertainment Emporiumn

Mark

Dungeon World
Santa Fe Rails
D&D Encounters
Pandemic
Star Wars: Edge of the Empire
Elder Sign

Chris

Dungeon World
Ascension: Rise of Vigil
Race to Adventure
League of Legends
Star Wars: EotE
Dutch Golden Age

29:42 – Interview with a Bastard – A Dungeon Bastard

Monte vs Bill
Gnomes Suck Dwarves Rule
The Worlds Worst Dungeon Crawl Kickstarter

1:02:19 – The Man behind the Bastard – Tom Lommel

Tom Lommel’s Bio
Bite Me
The Highs and Lows of the Actors life
Gaming Chat

1:33:25 – Geekery

The Goblin Market
Universal Gaming
Epic Level Entertainment – Dungeon Bastard, Bite Me

May 01 2013

Episode #60 – jim pinto’s Toolcards and John G’s Game Design

jim pinto’s Toolcards and John G’s Game Design

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Hello Friends. This week we have a long episode but it’s just filled with good stuff. After the introduction of John G and a bit of news and gaming talk we have an excellent interview with jim pinto. I know I have the name in lowercase but that’s how he likes it. We talk about his Toolcards kickstarter but we also get into a lot of other interesting things concerning gaming philosophy and design. Then Mark and I chat with John G about the game he is designing and really hash out a lot of idea’s surrounding mechanics and their purpose and the line between GMing and designing. Hope you enjoy and let us know what you think.

0:51 – Intro

John Gaddert is with us

1:33 – News

QCC - Dice are in, Badges do more now,
Cat Invades
Dresden Fate Dice
So many Movies

5:47 – The Extradimensional Gaming Emporium

John
John’s Game
Edge of the Empire

Chris
Fate Underground
League of Legends
Elder Sign

Mark
Pandemic
Lords of Waterdeep
Artemis
D&D Encounters
Savage Worlds: Deadlands

8:43 – UBCon Wrap up

11:55 – Mr. Savage Worlds Western New York

Deadlands: Noir
Soundtrack by Harry Mack
Audio Drama by PEG
Hell on Earth Miniatures Kickstarter
Atomic Overmind: Day After Ragnarök looking for Submissions
Rouge Princess Squadron.com
Shaintar – Players Guide Free on Drive Thru RPG

More News – Dark Dungeons

24:24 – Jim Pinto of Post World Games and Toolcards: Fantasy Kickstarter

King For A Day
Wounded (Free on Post World Games)
Gallery of Rogues
The Quiet Year
Blue Planet
Everway
Tool Cards Kickstarter
Eexamples of their uses - It’s a PDF with examples
Story path cards

1:09:15 - Chatting about Game Design with John G

2:00:56 – The Geekery

Dr. Who Hash Marks for the Impossible Astronaut Day
Bones
Colonel Chris Hadfield

Apr 27 2013

Bonus #1 – Just Press Start

Just Press Start

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Hello Friends. On this special Episode of the MMP I talk with Jeff Clark, creator of the Just Press Start Kickstarter about Gamification in the his classroom, drop some news about the QCC, and give a little GMing advice.

0:44 – News

2:09 - Just Press Start – Video Game-Based learning in the Classroom

26:18 – Game Mastering Advice

Apr 24 2013

Episode #59 – Gaming on the Spectrum

Gaming on the Spectrum

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Hello friends. This week I have Dave and Rob with me as we travel to Seattle and hang with Robs dragons and talk about what it’s like to be a gamer and be on the autism/aspergers spectrum. At the end we have a continuation of the conversation I had with Phil Vecchione and Eloy Lasanta and are also joined by Mrs. DNAPhil Florence Vecchione. Hope you enjoy and tell us if you’re enjoying the show.

0:40 – Intros

  • Rob and Tangent Twin Dave join me.

1:30 – News

3:31 – Extradimentional Gaming Emporium

Rob

  • D&D 4e
    • Fiasco, 13th Age, and Edge of the Empire ideas to enhance the game.

Dave

Chris

17:23 – Gaming on the Spectrum

48:23 – Geekery

56:30 – Mic Drop but more with the Sage, the Gnome, and Mrs. Vecchione

Apr 22 2013

Framing

I think presentation is king, be it at the table or in the rule book your reading. When it comes to playing at the table I think framing is the best way to think about presenting the game. When I say framing this is what I mean:

The parameters you lay down to create with in X. X being the individual game, the scene, the campaign, or any variable you want to throw in there.

Now to the details.

Campaign Framing

When you’re setting up your campaign I think it’s important to have a frame, especially if you, as a GM, have some idea’s you want to put forth. To give those idea’s a chance you need to place the players in a creative box while still having a big idea, theme, or genre to build inside of. That means you give them some choices but keep the choices constrained. For example if you’re running a game in a city and you have an idea for a conspiracy / noir detective story it makes sense to create the parameter of “You’re all connected to a Private Detective Agency.” Now all the players can create something within the parameter you’ve described. If you think the “box” you’ve created is too small here’s a list of character archetypes you could have just off the top of my head. The hard-nosed private eye, the girl detective who uses all the tools at her disposal and won’t take anyone’s guff, the underworld guy who’s knows everyone but isn’t always trustworthy, the muscle you call in for hard jobs, the kid who just likes to hang around the PI’s, the tough nurse girl friend of one of the PI’s, the former client who owes a private dick a favor or two, the cop who sort of likes the PI’s and works with them because they can go places the cop can’t and vice versa. All of these could be PCs in a campaign.

Story Arc Framing

Story Arc Frames I feel are very dependent on the first session of them or the opening act. If you ever watch a TV show, read a novel, a comic book, or consume any kind of storytelling media pay attention to the first episode or first act. You’ll get introductions to the characters. The themes will be introduced. The opening conflict or hook, which should be related to the themes of the story, will be presented. An overall tone will permeate this part of the story.

As GM’s we have some options with which to push forth our themes and feel. First off we get to frame the first scene. In this frame we can set the tone with videos, pictures, music, props or whatever you decided to use but our most important tool for this frame is the words we use and how we use them. This is your first impression, the opening of the movie, the first 3 minutes of a TV show, the prologue of a book. This is your chance to hook them in and push your players to take a similar mind set as you. If I was trying to get the feel of the conspiracy / Noir campaign frame from above I would start with describing a camera shot of the office door with the name of the agency on it and then I would turn to one of the private eyes and ask them

“How are you sitting at your desk?”

Once they described that I would have there be a knock at the door and have a beautiful woman in expensive clothing walk in. Next I would ask one of the other players

“You’re sitting on the couch reading the paper when she walks in. What is your first impression of the beautiful woman? Describe her in first person.”

This reinforces the genre and tone I’m going for since Noir detective stories tend to get inside the head of the characters. Plus I’m getting the players to give some insight into their characters and keeping them involved in the storytelling instead of just talking to them. At this point whatever conflict I wanted to present to the PCs I do using the Fem Fatal as my vehicle for doing so. She offers them a job which they take since they’re PI’s and need the money since PI’s are almost always broke. Tone presented, hook set, characters involved, job done. From here it’s all fall out and keeping the tone, themes, and characters in mind when you frame future scenes which leads to…

Scene Framing

The framing of a scene is similar to the framing of your story arc except all scenes you frame from here on build upon the first scene and the scenes which came before the current one. These scenes exist to allow your PCs to make choices to push the story forward and create conflicts for them to overcome, whether it’s shooting bad guys, infiltrating criminal organizations, or hitting at the Black Jack table instead of standing on that 20, because while you both have 20 you need to win this hand and get out of here with the cash or you won’t make it to the exchange in time and your friend is going to die.

Framing these scenes by keeping to the ideas you’ve established in your campaign frame and Story Arc frame will reinforce the kinds of choices your player’s will want to make and keep them thinking along the established ideas. The words and props you use will spark the imagination of the people you’re gaming with, inciting them to make decisions which will prompt your imagination in return. Here’s an example of a framing a scene:

“You find yourself in Terry’s Place, a diner you frequent. Where do you sit and what are you eating?”

The players give their answers and you continue.

“The food tastes great as you’ve once again barely escaped a death defying situation.”

This is a great place to remind them of the death defying situation they’ve just escaped from but if you’re starting a session cold then you can ask – What death defying situation have you just escaped from? In this example the question is – How did you escape from a death defying situation the Villi Mob put you in?

“I guess the Villi Mob didn’t appreciate your interference in their most recent plans. That’s when a chair is pulled up to your booth and a man sits down wearing a black coat and a fedora. His eyes take you in mid bite as you hear the click of a gun cocking from below the table. Neither of the man’s hands are visible as he gives you small smirk.”

“Hi boys. Sorry about this but Mr. Villi wants a word with you.”

You can ask the players who the gun man is or insert your own NPC.

“You recognize the man as Bobby the Hat. A Villi mob trouble shooter and that means he sometimes shoots the trouble.”

Now we play the game of act and react.

So that’s how I think about framing. I’m curious as to how you start campaigns, story arcs, and scenes. Please let me know? I’m also interested in how you promote a tone or theme during your gaming sessions? Thanks for reading

Apr 17 2013

Episode #58 – Advice in Practice for Starting a Game

058 – Advice in practice for starting a game

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Hello friends. This week we have our eccentric rich friend Zak with us as we visit his manse and discuss advice for starting a game. Hope you enjoy and please let us know what you think of the show.

0:41 – Introductions

Zak and his Manse

2:02 – News

Gamers raising money for Boston Bombing
Fate Dice: Kickstarter
Torchbearer: The Burning Wheel teams newest RPG project
Grim Portents: a Free Dungeon World Fanzine
Hillfolk update: Ed Greenwood is writing a series pitch
Kickstarter: Just Press Start – Video Game Based – Learning in the Classroom
UBCon

10:51 – Gaming Emporium

Chris
Race to Adventure
Underground – Going FATE
Descent 2 – I love this game
Elder Sign
League of Legends
Dungeon World w/ the Greenshirts
Torment: Planescape

Mark
The week of not gaming

Zak
Neverwinter Online
Warframe
Asheron’s Call

27:07 – At Zaks place – Starting it up – A practical guide for starting a game

Where to Start

Interpretation phase

Write or Find a Scenario to Play

The Mines of Madness

Session 1 – Making characters and establishing connections

Wrapping up the discussion – Consistency

1:02:40 – The Geekery

Table Titans – Funny Web Comic
Zak’s current interest in Penny Arcade’s Strip Search and his dislike for reality television.
Mark’s into Shaintar

Apr 11 2013

Episode #57 – Gaming Events and Origins Nominations

057 – Origin Awards and Organizing Gaming Events

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Hello friends. This week we’ve got a lead on Pablo but it’s probably a dead end, we talk about the Origin Award nominations, and chat about setting up gaming events from your home game to an all day gameathon. Hope you enjoy.

0:44 – Intro

Pablo watch
The legend of El Tiberon

5:38 – News

Matt James book – Rogue Spartan

Race For Adventure

Origins Award nominations

Best Roleplaying Game
Iron Kingdoms Full Metal Fantasy RPG Core Rules – Privateer Press
Marvel Heroic Roleplaying Basic Games – Margaret Weis Productions
Monsterhearts – Buried Without Ceremony
Nights of the Crusades – Aetheric Dreams
Primeval RPG – Cubicle 7 Entertainment Ltd.

Best Roleplaying Supplement
Marvel Heroic Roleplaying Civil War Essentials Edition Event Book – Margaret Weis Productions
Menzoberranzan: City of Intrigue – Wizards of the Coast
Mutants & Masterminds: Threat Report – Green Ronin
Rimward: The Outer System – Posthuman Studios
The Mythos Dossiers – Cubicle 7 Entertainment

Best Board Game
Hot Rod Creeps – Cryptozoic
Kingdom Builder – Queen Games
Lords of Waterdeep – Wizards of the Coast
Mage Knight – WizKids
Mage Wars – Arcane Wonder

Best Traditional Card Game
Doctor Who the Card Game – Cubicle 7 Entertainment/Treefrog Games
Legendary – Upper Deck
Locke & Key – Cryptozoic
Penny Arcade: Rumble in R’lyeh – Cryptozoic
Smash Up – AEG

Best Game-Related Publication
Death’s Heretic – Paizo Publishing, LLC – Book
Battletech: Weapons Free – Catalyst Game Labs – Fiction Anthology
Time Traveled Tales – GAMA – Origins Game Fair anthology
Eighth Day Genesis: A World Building Codex – Alliteration Ink
Never Unprepared: The Complete Game Master’s Guide to Session Prep – Engine Publishing

Kickstarter – Torment ends up as the most funded video game to date at 4.25 million

16:25 – The Extradimensional Entertainment Emporium

Mark
D&D Next
John G’s home brew
D&D 4e at UB
Ascension

Chris has Questions about John G’s game

Chris
Dungeon World at Phil’s
Power Grid
Citadels
Elder Sign
League of Legends
Dungeon World at UB

34:28 – Around the Camp Fire

Organizing Your Gaming Related Events

52:43 – The Geekery

Sean Patrick Fannon
White Collar

 

 

Apr 03 2013

Episode #56 – Dungeon World and the Green Shirts

056 – Dungeon World and the Green Shirts

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Hello friends. This week I return to The Gnome Cannibal Illusionists lair to talk about Dungeon World with the aforementioned and now Origins Award Nominee Phil Vechionne and The Infamous Green Shirts. I hope you enjoy the discussion and please tell me if your interested in trying some Dungeon World. If so I might just whip up a Skype game for those who are.

0:39 – Introducing the Green Shirts and their gaming cred

3:56 – News from the Gnomes Lair

Torment: Tides of Numenera
Achtung! Cthulhu
Thread detected – Short Jumps segment
Engine Publishing is revealing a book sometime soon.

7:31 – Extradimentional Entertainment Emporium

Thom
Pathfinder can be painful
Dungeon World
Star Wars the Old Republic

Bob
Pathfinder
Dungeon World
Daytona NASCAR Racing
Life
Uno Attack
Uno with Dante

Myke
Dungeon World
Pathfinder
Elder Sign
Pandemic
Plague Inc. with zombie add on
Underground

Phil
Ticket to Ride
Pathfinder
Dungeon World
Underground
Dungeon!
Elder Sign the actual board game
Pokemon trading card game

Chris
League of Legends
I don’t play Pathfinder
Dungeon Raid
Blood Brothers
Elder Sign on Android
Underground

20:58 – Around the Proverbial Stew

What is Dungeon World
Link to Dungeon World Home Page
GNS Theory
Nights Black Agents
Lumpley Games
Choose Your Own Adventure

1:12:16 – The Geekery

Myke Meets Phil’s Love Vera
April Fools stuff we’ve seen

 

Mar 28 2013

Episode #55 – PAX East 2013 or Knapik is Tired

Pax East 2013 or Knapik is Tired

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Hello friends, this week Mark tells us about his PAX 2013 experience and we talk about GM styles. Hope you enjoy and please feel free to leave feedback on the site, the facebook page, our email address, or reviews on Itunes.

Show Notes

0:55 – Introductions

1:58 – Mark’s Pax Story

25:37 – Who is Pablo?

26:24 – The News on the Road

Torment: Tides of Numenera
Wicked Fantasy: 46,000 all in all. Fate Conversion.
Achtung! Cthulhu
Freeport City of Adventure

28:25 – Extradimensional Entertainment Emporium

Chris
Lords of Waterdeep
Carcassonne
Megascorcher D&D Next
League of Legends
Army of Darkness on Android
Dungeon Raid

Mark
Castle Panic
Pandemic
Count the Kilts : 97 Kilts at PAX
D&D Next

Chris doesn’t like Actual Play podcasts

34:11 – Around The Camp Fire

The Judge and the Facilitator
Jeepform

45:49 – The Geekery

Monster Hunter International by Larry Corriea

Mar 20 2013

Episode #54 – Autism, the Gnome, and a Sage

 

Autism, the Gnome, and a Sage

 

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Hello Friends. This week my friend Phil Vecchione has teleported me to see Eloy “The Sage” Lasanta to chat about something different. All three of us have children who are on the Autism spectrum so we’re gonna chat about that. I’m a little early for autism awareness month but that’s how things work sometimes. Hope you enjoy the show.

Show Notes

0:34 – Arriving in Florida

Eloy “The Sage” Lasanta and Phil Vecchione: The Cannibal Illusionist Gnome.

2:15 – Who is Eloy Lasanta and what is Third Eye Games

Salty Bay Con
The Rolling 20′s Podcast – Excellence in the Gaming Industry

7:30 – The News on the Beach

Kickstarter: Wicked Fantasy
Kickstarter: Torment Tides of Numenara
Vast & Starlit
Secret Gnome Stew Book
Kickstarter: Actung Chuthulu
Kickstarter: Veronica Mars Movie
Top Billing Movie Card Game from Third Eye Games

14:29 – The Extradimentional Entertainment Emporium

Eloy

Top Billing
Sinister
Pathfinder
Battle Star Galactica Board Game

Phil

Pathfinder
Underground
Dungeon World
Pandemic
Elder Sign

Chris

Edge of the Empire – The Rakkata Riddle with Garrett
Crowe from Threat Detected.
Dungeon World – The Slave Pits of Drazhu
Dungeon World with Phil
Underground – Super Hero Team of Psycotics
Pandemic
Settlers of Catan

Eloy has a Secret Super Hero Project

28:54 – Autism Chat

1:34:54 – Who is Pablo and the Enchanted Microphone

Mar 14 2013

Arms and Equipment Guide for Travelling Game Masters

Friend of the Show, Eugene, asks, “hat GM-Specific equipment should I bring to run games at a convention?”

Awesome question, Eugene.

I think a lot of GMs try to bring everything they own, and that is a mistake. If you are a travelling GM your goal should be to travel light. I think a lot of people consider the ThinkGeek Bag of Holding an excellent bag for GMs. It’s the bag I use, and I know several of my fellow GMs who use it, so I’m going to describe what I think is the best way to pack that specific bag. You should be able to adapt most of the advice here for your own game bag. The key is to pack only what you know you will need first, then fill in any left-over space with goodies.

Bag of Holding - ExteriorFirst, let’s look at our bag. The Bag of Holding contains three external pockets and four internal pockets. One of the internal pockets is sealed by magnetic button and subdivided with internal pockets for pens, calculators, cell phones, and the like. All of the other pockets are sealed by zipper. One of the external pockets is padded for a laptop, or other sensitive equipment. There is an adjustable shoulder strap, and a flap cover sealed by two magnetic buttons.

Next, lets look at the list of gear we’re thinking about taking. I’m going to list every single item I own that I’ve ever used as a GM, organize it, and pare it down.

Books, Printed Maps, Grid Mats, Miniatures (or other positioning tokens), Status Markers, Dice, Writing Utensils (pencils, pens, sharpener, eraser, dry erase markers, etc), Scissors, Printed Adventure Modules, Handwritten Adventure Modules, Laptop, Tablet and other small electronics, Calculator, Playing Cards and other Specialty Card Decks (e.g. Deck of Many Things), Player Handouts, 3D terrain features, Index Cards, Tape Measure and area effect templates, Laser Pointer, Projector, Laser Level, Elevation Markers, MP3 player (or other source for sound effects), Character sheets (blank and pre-gens), Initiative Tracker, batteries, post-it notes, Pipe Cleaners, GM Screen, Miscellaneous Props.

So, lets start with the basics. Books, Maps, and Miniatures. Surprisingly, all three of these things should be very low on your priority list. Books are bulky, and you never know which ones you will need. At worst, you should have your Player’s Handbook, Rules Compendium, and Monster Manual. At your best, you are bringing a Tablet with PDFs of all of your books pre-loaded on it. Miniatures are big and bulky, and require lots of space to store. Instead, use a sheet of cardboard tokens, like the ones that come in the Monster Vault. These are easily transportable, and a lot more versatile. Maps that are rolled up in tubes are a nightmare, because they don’t fit anywhere usually, and you have to carry them by hand to keep them from getting damaged. If you have a folding printed map, you are better off, but your best bet is a foldable grid mat, so you can draw all of the maps you need.

Dice are important. You can’t play without them. Additionally, if you are running a lot of games for new players, you may want to bring extra sets, as new players often don’t have a set of their own. However, if you are rolling with an experienced crew, only bring your own set. And only bring a single set. Not the gallon bucket of dice that you paid $5 for at Gen Con. I know some of you have superstitions about the need to switch out dice that are misbehaving. Suck it up and roll the same die again. If you are bringing a tablet, or a smart phone, load it up with a dice app and leave your dice at home. You are much less likely to lose them at the convention that way, but see the tablet section below before going down this road.

Writing utensils are important. But avoid bringing #2 pencils and a sharpener. Pencils break easily, and make a mess when you sharpen them. Bring a couple of cheap mechanical pencils. Make sure each one is loaded with lead, rather than bringing an extra case of lead for them. Don’t bring a sharpener. Do bring an extra eraser. You don’t want to use the erasers on the mechanical pencils, because they get lost easily, and they are usually what is holding the lead in. If you are going with a foldable grid mat, bring 2 black dry erase markers as well. Do not bring wet-erase, unless you need to. They are more hassle than they are worth.

Bring a printed copy of your adventure. Don’t expect to print one out on site at the hotel. Don’t expect to borrow one from the convention organizers. If your organizers are giving you hand-outs for your adventures (typical at Gen Con and Origins for LFR) don’t bring your own. Otherwise, bring enough to last you for all of your games.

Pre-Gen Character sheets are important, and don’t take up a lot of space. Don’t bring more than 6. Blank sheets are not important. You might think that a blank sheet is more versatile. You’re right, but it also takes a long time to generate a character. If a player shows up who hasn’t prepared, or you are running with new players, just hand them a pre-gen and go. Don’t waste time building characters from scratch in a convention setting where time is limited.

There are a few things on the list that should not be taken at all. Topping my list of excluded items are Laptops, Projectors, and MP3 players(or other sound effect devices). The Sound Effects are great at home, but in a convention center, you are likely fighting against other noise already. Don’t make that situation any worse. Leave the projector at home too. You won’t have room for it, let alone a power supply. Similarly, most laptops won’t last for a full 4-hour game without being plugged in, and very few convention centers provide power for laptops at a table. See the section about Tablets below instead. Don’t bring a stand-alone calculator. At this point in our society, someone at your table will have a smart-phone. You probably have one yourself. It will have a calculator on it, so use that if you must, but try to do most of the calculations in your head. Most calculations should be basic addition and subtraction. If something comes up that you need a calculator for, and you don’t have your own smart-phone, ask your players to do the calculation for you. Don’t bring your tape measure, or laser level. These are sometimes used to accurately judge distance, or determine line of sight. In a convention setting, this wastes time. Unless you are participating in Tournament Level play, just eye-ball it and go. If it’s too close to call, rule in favor of the players. Just keep the game moving. This goes for anything else that you may use to try to determine accuracy. Unless your adventure is specifically focused on elevation and aerial combat, leave the elevation markers, or other specialized position tracking tools at home. Leave your 3D terrain at home as well. This stuff normally doesn’t travel well, it is bulky, and it tends to be too expensive to allow to get broken or lost. At worst, bring a single piece of 3D terrain for the major battle of your adventure, to add a little coolness factor. Don’t bring a DM Screen. Don’t worry about rolling your dice in front of the players for 95% of your rolls. For that one roll that absolutely needs to be secret, just cup your hand and roll behind it, then pick up the die when you see the result. The only reason I would bring a DM screen is for the quick-reference tables printed on the back. If you can get by without them, don’t bring it. Leave behind any miscellaneous props. For example, one guy I know had a stylized dagger to show us how a cultist’s ceremonial dagger of sacrifice would look. This is especially bad because it’s also a weapon. Do not bring any weapons to a convention. Ever.

Now, lets talk about things that should be included. Surprisingly, I’ve always found that I need to bring a pair of scissors to a convention. There are usually handouts that need to be cut before they can be handed out, or things are printed 3 to a page, so I need to separate them. You should bring Index Cards, or Post-It Notes, but not both. I prefer Index Cards. They are useful for handling initiative, passing table notes, jotting down hit points, or any number of other things. They can even be folded into table tents to help you remember player/character names. If you choose to have your players make table tents, I always find it useful to bring a template to show them exactly how you want it done. If you are running Savage Worlds, bring a deck of playing cards. Pipe Cleaners are flexible little pieces of colored wire that works wonderful as a status marker, or as a way to mark off areas that are under an effect that lasts more than one round. I try to bring a small selection in a variety of colors, unless I’m strapped for space.

Finally, lets talk about things you should bring if you have space.
Status Markers and Area Blast templates should be made obsolete by pipe-cleaners. However, if you have an abundance of room left, these can add a level of visual appeal to your game that may make them worthwhile. Specialty Decks, like random treasure cards, injury cards, or tarot cards are cool to have. They usually travel well. Specialty Initiative Trackers are usually made obsolete by Index Cards. However, if you are the type who doesn’t like the card system for initiative, this can be a nice thing to have. It doesn’t take up a lot of space either. Finally, the biggest space hog in my bag is the actual Miniatures. These add a great visual effect to the game, but they are bulky. It’s always a difficult decision to decide whether or not you should make space for these. I tend to bring my box of player minis if I know I’m dealing with new players, or a small set matching up with Pre-Gen characters. On the monster side, I bring 5 orcs with various weapons that I use to distinguish between generic humanoid/medium enemies, a pair of large creatures, a pair of small creatures, and whatever mini I have that matches best with the big-boss of my adventure. From that base, I customize as needed to meet the demands of my adventure.

Tablets (and to an extent, smart phones) are always a tricky decision. They have a better battery life than a laptop, as long as you turn off their wifi and other radio connections. Bonus! If you do have a tablet, you can pre-load it with a dice-rolling application and save yourself that space in your bag. The downside of a Tablet is that if you are doing back-to-back games, it may die on you in the middle of your second game. If you have a portable power supply, like a spare battery or solar charger, you may be able to work around this. If not, don’t expect to be able to charge your tablet between games. Only bring your tablet if you have time to charge it between games, or a portable battery to go with it. Never rely on it as your source of adventure material. Always bring a printed copy of the adventure. If you don’t bring anything else, you can still get by with borrowing dice and other material from players, but they won’t have a copy of the adventure for you. I usually bring my smart phone no matter what.

So, lets start fitting things into the bag.
First, I start with my specialized pockets.

IMG_20130315_190801

I’ve got the padded laptop pocket, where I keep my tablet, and my pre-gen character sheets. I rarely use my tablet, except when I need to look up something in a book on the PDFs stored on it. I keep my pre-gens here in the external pocket because if I get to the table and I’m running late, these are the first things I want to pull out, so I can give my players something to start looking at while I set up.

 

 

 

IMG_20130315_190711In the small pocket on the outside of the bag, I keep my scissors. I don’t like them getting mixed up with anything else because of the possibility of cutting myself if I’m digging around in the bag for something.

 

 

 

 

 

 

IMG_20130315_190930In the inner Button Up Pocket, I keep my writing utensils, my Specialty Card Deck, and a charger for my tablet.

 

 

 

 

 

 

 

IMG_20130315_191028In the largest inside pocket, I keep my miniatures inside a plastic box that you can get at any craft store. This helps keep them well-organized and sorted. Next to the box is my folded Grid Mat, and any folded maps I am using. Next to that, I keep my printed adventure and my index cards wrapped in a rubber band.

 

 

 

 

 

IMG_20130315_190953The smaller inside pocket holds my dice. I keep extra dice packs because of the new players I often deal with. I also keep my Pipe Cleaners in here in a plastic baggie.

My cell phone goes into my personal clothing pockets, rather than into the game bag, but I may set it down at the table if I’m using it to track time, roll dice, or do calculations.

 

 

 

 

IMG_20130315_191142Finally, bring a snack. A granola bar, or something similar, will keep you going if you find yourself fading in the middle of a session. There is a small secret pouch in the Bag of Holding inside the largest pocket. This is where I keep a granola bar wrapped up. Try to remember to put a fresh one in every convention, rather than being stuck with a stale one. They won’t go bad, but as a rule, I try to avoid eating very old food. Bring a bottle of water as well. I keep mine clipped to the side of the bag, so I can get to it, even if I’m walking around the convention center with my bag slung over my shoulder. And if you are going to be doing a lot of talking, bring some cough drops. Your throat will be raw by the time you are done running 5 marathon GM sessions, and these little babies can help keep your voice from giving out.

I still have a lot of room left in this bag for any extras that I may need, such as my rule book, or even another box of miniatures. When I go to a large convention, I usually end up getting free stuff, or buying more materials which I end up carrying in my bag. Having the extra space available comes in handy when this happens.

 

There you have it. That’s my guide to packing for a travelling DM. What do you think? do you have advice of your own?

Mar 14 2013

Episode #53 – Craggnarok 2013 and Phil’s in Love?

Craggnarok 2013 or Phil’s in Love?minilogo

Hello friends, This week Mark and I have made it to Craggnarok where we hold a GM round table with Phil, The Illusionist Cannible Gnome, and Jedi Game Master Garrett Crowe. They also hang out with us for the whole show and Phil comes to a startling realization at the Geekery.

0:46 – Introductions and News

Phil Vecchione of The Gnome Stew
Garrett Crowe of Threat Detected
A question from the audience.
Games to introduce people to RPGs
Wicked Fantasy Update: Dungeon World is in.
Torment: Tides of Numenera – 900k in less than 6 hours.
Auchtung Chuthulu
Interface Zero 2.0

18:35 – The Extradimentional Entertainment Emporium

League of Legends
D&D Encounters 5th Edition style
Underground
Pathfinder
Dungeon World
Ticket to Ride on IOS
Garretts running 4e D&D for his nephews
Dresden Files
Gaming Retirement home

25:42 – The GM Round Table

Phil on Prep
Chris on Failing
Garrett on using prewritten material to create campaigns
Mark on running convention games
Questions

71:00 – The Geekery

Garrett loves the hash browns
Phil loves the Waitress I hate: Vera.

Mar 07 2013

Episode #52 – Year Two Begins

052 – Year Two Beginsminilogo

Hello friends, Chris here and I’d just like to say welcome to year two. Mark and I are on the road this week on our way to CRAGGNAROK and we’re adjusting to this new life style. Hope you enjoy the conversations we have this week.

1:32 – On The Road

  • The Gameroom was saved
  • On the Way to CRAGGNAROK
  • Giant Fandom Pandemic
  • Edge of the Empire by Garrett Crowe
  • Savage All For One
  • Armcannon Live
  • Super Smash and Brawl Tournaments
  • GM Round Table at noon with Phil Vecchione and Garrett Crowe.
  • Charity Raffle.
  • PAX East – Marks on the PAX Train
  • Wicked Fantasy Update – Savage Worlds Stretch goal has been hit and not on the podcast but the Dungeon World Stretch goal was hit.
  • GM Day was March 4th but sales continue until March 12th. Drive Thru RPG.
  • Read an RPG Book in Public Week.
  • Contact us with questions. (Insert contact info here.) Chris@misdirectedmark.com

10:15 – The Extradimentional Entertainment Emporium

  • Mr. Pants is still here
  • Deadlands and prairie Ticks
  • League of Legends
  • I got a Galaxy S3 so games on the Phone
  • Dominion
  • Underground with the creepiest love scene ever.
  • The mechanics of choice.
  • Artemis

21:31 – Around the Campfire

  • The setting – Ways to bring some life to your settings.
  • Integrated Mechanics
  • Scenery
  • Language

35:02 – The Geekery

  • They started a chain.
  • The waitress is still here!?
  • The Harlem Shake
  • No tip for the Waitress
  • We don’t have enough Mics to keep dropping them anymore.

Mar 04 2013

Finding Your Fun

Gaming is a tricky thing to discuss because of how big a subject it is. Just off the top of my head I can pull out War Games, Board Games, Video Games, Role Playing Games, Hobby Games, Casual Games, Party Games, Story Games, Arena Games, Live Action Role Playing Games, and Drinking Games. I enjoy most of them to one degree or another, especially the drinking games. Enjoying them isn’t really the problem though, it’s talking about them. How do you define a certain type of game? How do you rate it? What standards do you use? Is the design solid? How can you tell?

Answering these question is important to me because I don’t think it’s enough to say the game is fun. What’s fun to one person isn’t necessarily fun to another. So how does one define their fun? I think it takes some self-analysis. You need to look back at your experiences and ask yourself why you enjoyed a game. What parts of the game were enjoyable? What parts weren’t? Do you like working with people to overcome an obstacle? Are you more interested in competing to win? Do you like managing your resources better than the next person or do you want that plus the ability to hinder your opponents with clever timing and moves? Should the game be an even contest where skill is the only thing that matters or is the luck of the die determine the difference between victory and defeat more your speed? There are so many variables for games out there I think a large list of attributes could be amassed.

So to assist you in finding your fun I’ll share some of the things I’ve discovered about myself.

I really enjoy role playing games but I’m not as interested in games where combat mechanics take up most of the rule book anymore. What I want from them is a collaborative storytelling experience. This isn’t to say I don’t like the fighting parts of RPGs but I know the games with combat are rigged. In a lot of classical RPG’s (I know I’m taking a big risk by calling them classical, even games from the 80′s and 90′s had what we consider modern mechanics by today’s standards) the GM was a judge, there to impartially rule on the game mechanics based on the adventure written. That was the assumed role regardless of who wrote the scenario being played. I feel this has drastically shifted over the years to the GM being someone who has ultimate authority in “classical” games. It basically means they’re the final authority, not just on rules, but on the stories direction. This means if the players screw up and all die it’s the GMs fault because regardless of what happened the GM didn’t need to let the party die. The commonly accepted good GM provides the illusion of challenge while making the players feel like they’re overcoming the obstacles set in front of them while making choices which change the world. In reality this all goes through the filter of the GM. Nothing of consequence happens without the GMs say so or a clutch die roll. Remember, this is what I’m calling classical games. Games in the ilk of D&D, Pathfinder, Savage Worlds, Traveler, BRP games, and Mutants and Masterminds. Combat, which is the primary form of conflict in many of these games, is the largest offender. The GM can always stack the deck to kill a group or can use his powers to shift an unwinnable fight into something dramatic. The trick is making the players believe it was their decisions which made the event play out whichever way it did. That’s a skill I feel excellent GM’s have. It’s also a problem for me.

Games where I can have my ideas vetoed by the GM, where I can’t make something happen just because I would like it too, aren’t as fun for me. Games where the story is preplanned and my actions only impact the world in small ways aren’t interesting. As a GM I’m starting to find all these games to be formulaic in how they work. So while I like the combat aspects of D&D I know they’re rigged, making the thrill of victory and defeat feel a little hollow. Because of that view I play these games from a different lens. I look to see how the situation plays out. I play to push character stories and internal drama and I watch how the external stories play out as if I’m watching for the Meta plot of a TV show. This happened to me over time and in a subconscious manner. It wasn’t until I started trying to figure out what I liked about RPGs today, and what was missing from them for me, that I came up with a list for what I wanted. Here it is:

  •  Internal character drama supported by mechanics.
  • A story I can be surprised by and contribute too in meaningful ways.
  • A randomizer which doesn’t negate the games progression but drives it.
  • A competitive element because I like to compete.
  • Teamwork

These are the elements of games which are fun for me. I expect it to be different for everyone. For me I don’t think RPG’s can cover all of them. Internal character drama, a surprising story I can contribute too, and a randomizer which pushes progression of the game are very RPG. The competitive element doesn’t work because I know the game is rigged. It’s why I’m fascinated with the OSR because a lot of old school gaming tries to recapture that old feeling of GM’s acting as Judges. I want that fair and impartial judging where being clever could get you past a lot of things. Those games weren’t character in the world stories, they were very much player vs module. That meant a lot of those games were lacking what I was looking for in my first three areas of interest. It’s why I play board games like Descent and Arena video games like League of Legends. They’re antagonistic teamwork games.

With my competitive fix in I started to look at Indy games. Now here comes the tangent. I’m not sure Indy games is an apt term because compared to the larger world I would say all RPG game companies produce Indy games but for the sake of this conversation we’ll say anything not WotC, Piazo, Margaret Weis, or Pinnacle related is an Indy game. Indy games like Fiasco, or Apocalypse World and its clones promote narrative storytelling. Fiasco is almost an improv acting exercise where the decisions you make allow you to introduce or resolve a scene as a player and then the rest of the group gets to decide the other portion for you. The dice rolling at the end just ties together the story you’ve told so far. The Apocalypse World games use the dice rolls to drive story, never letting it stall out. Something always happens when you roll 2d6. That something is either bad, what you want with a cost, or good for your character. It’s never nothing.

Those games both drive the game through their randomizer.

I like Fate because it has a mechanic for internal character drama, Aspects. Aspects can reflect a change in the characters beliefs and mental state over time. Fate also allows me to contribute to the story in meaningful ways through their setting creation system where all the players, this includes the GM, get to help decide what will be a part of the setting of the game. It’s still got some of the problems with its randomizer but Fate points help balance out the problem by giving you a choice of when you want to fail, while also letting your character be compelled to make character decisions even if they’re not optimal for the group. Best part is you’re rewarded by gaining a fate point.

So that’s me, the games I’m into, and why I’m into them right now. But that’s just one person’s fun. So take some time, think about what’s fun for you, and please share it with me in the comments section. I’d like to see your fun and how different it is from me.

Feb 28 2013

Episode 51 – John Wick or The Death of the House

051 – John Wick or The Death of the Housewicked fantasy dice

Hello friends. I have to say it’s been a great year of podcasting and I hope this episode is one of the best yet. We have John Wick on to talk about his Wicked Fantasy Kickstarter, impart some gaming wisdom, and tell some excellent stories. Mark and I also have an issue with the house which resolves with an explosive ending.

1:57 – Watercooler

Wicked Fantasy Kickstarter
Regaining Home Kickstarter
SimCon
Craggnarok
Pax East
Will Wheaton and JoCo play Artemis
UBCon

8:13 – Gameroom

D&D Next with Megascorcher
League of Legends
Baseball Heroes
Descent 2nd edition
Dungeon Command
Rippers
Dungeon

16:06 – A Wicked and fantastical Conversation with John Wickreign of men

Who is John Wick
Wicked Fantasy Kickstarter
Shotgun Diaries
The Big Book of Little Games
Gaming Technology
More Wicked Fantasy Kickstarter stuff – Savage World and Dungeon World Conversions.
Aegis Project
John Wick on conventions and maybe in Buffalo 2014 for the QCC?
Miniatures for the Wicked Fantasy Kickstarter
There’s a John Wick GM section in the Wicked Fantasy book.
John like Pro Westling and going to movies (especially at independent theaters)
The War – This is awesome and people should watch it.

1:04:20 – The Workshop

Week 6 from The Underground – Beg, Barrow, and Steal

1:13:03 – The Geekery

We’re going on the road.

Feb 21 2013

Episode #50 – The Tangent Twins Attack

The Tangent Twins Attack

Hello friends. This week the Tangent Twins show up but not with the best of intentions. I think someone is trying to kill us.

1:28 – Watercooler

Daves Here…With a lightsaber.
Pax East
CRAGGNAROK March 9th – GM Roundtable with Mark, Chris, Phil Vecchione, and Garrett Crowe.
QCC – Magic Grand Prix Trial hosted by Dave and Adams Card World.
Kickstarter – Regaining Home by Alana Jolie Abbott
Kickstarter – Realmworks
Kickstarter – The Machine of Death
Tim and Karol are my heroes.

6:47 – Gameroom

Katie’s here…with poison cheese and Kung-Fu action.
Dominion
Star Wars: Edge of the Empire
Carrcasone
Smallworld: Underground
Mark Plays Poker
Artimis

11:55 – The Workshop / Lounge

A chat with Alana Jolie Abbot, author and creator of the Regaining Home Kickstarter.
Cowboys and Aliens II
Lindsay Archer 
Substrate 

Advice from the Underground: Week 5 – Be Prepared

34:29 – The Geekery

The Showdown with the Tangent twins
New Armcannon Album
Harrison Ford is on Board for Star Wars Episode VII

Feb 13 2013

Episode #49 – Goblin Assassins

Goblin assassins

Hello Friends. Chris here and I just wanted to say thank you to all the people who jumped to help me when my computer did it’s impersonation of dying. A special thanks goes out to Tim Jones and Karol Szymczuk who are directly responsible for this episode being out on time. Sorry for a bit of sound quality snafu but I hope you enjoy.

1:00 Watercooler

One Year anniversary of the Podcast coming up
Marks going to PAX on the PAX Train and running a ton of D&D
Running GAGG
Craggnarok is March 9th
Queen City Conquest – Events are up and submitting events is live.

8:07 Gameroom

Where are the Halflings
Savage World
Steal from everywhere
Pandemic
Artemis
D&D Megascorcher
League of Legends Tier System
Underground
Realms of Cuthulu
Infiltration
Dixit

22:13 Workshop

Underground is not a contest and The point of a Role Playing Game.

42:14 Geekery

The Pope is stepping down and a Skulduggery setting exists called Black Smoke. 6 Cardinals enter and one leave.
Old Doctor Who
Leverage Season 3

Feb 07 2013

Episode #48 – Ashes of Teos

Ashes of Teos

Hello Friends. This week we have Teos Abadia who is an upcoming frelancer for WotC and one of the prime movers behind the Ashes of Athas Organized Play Campaign so settle in and enjoy an excellent conversation.

1:12 Watercooler – Longest Watercooler to date

Who is Teos
Ashes of Athas Living Campaign
Organized Play discussion
The Ashes of Athas Battle Interactive
Convention Talk

36:48 Gameroom

Winter Fantasy – Shawn and Chris’s Mod
Pathfinder Special – Beneath the Bone Keep
Sirai LARP
Tecmo Superbowl
League of Legends
Super Mario Bros
Star Wars Edge of the Empire
Elder Sign

1:04:02 Workshop

Week 3 of Advice from the Underground – All Players are Created Equal.

1:16:49 Geekery

Teos and the Flumphs
Winter Fantasy Swag
Tag for 23 year

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