So now tipped from writing Levercastle into editing Levercastle and writing up Shadow Cities. Not due to slave driving, just taking an opportunity to stay on a roll...
I realises this means that blogging time has been severely curtailed but I will be back when I'm done on these tasks.
In the meantime I was corresponding with Matt about a game he was writing and the problems of algorithmic thinking. That in game design Matt proceeds from A to B to C to D and then the players come along and immediately understand C from where they go to B loop back round to D and then finally pay lip service to A whilst really thinking the root of the problem is E through G.
Infuriating to a Host with a linear mindset they regard as logical.
I posted back to him:
The problem you face is not one of logic, it's one of algorithmic thinking.
In algorithmic thinking you have a problem e.g. fierce guard dog between you and open back window.
And a bottom line outcome: Make it through window unmolested.
As long as your algorithm produces the bottom line then you cannot be said to have proceeded in an illogical fashion. All that can be argued is that you reached your bottom line in an innefficient way. To return to the tea example getting someone else to make the tea in exchange for some kind of payment is efficient in the short term as you can do something else while person x makes the tea but inefficient in that it burns up resources you could have used to pay for something more useful.
In the end all players are trying to do is get the most efficiency out of their algorithmic thinking. You as Host may disagree as you see fit but players are entitled to their own reasoning if their solution gets to the bottom line in a way they can live with...
And that's all he wrote. Feel free to agree/disagree whatever in the notes.
17 March 2010
No Let Up
Labels:
Game Design,
Game Problems,
Games,
Hosting,
ideas,
Role Playing,
Storytelling,
Writing
26 February 2010
Crawling Toward The Finish Line
Back from Belper and keen to relay gory details but for now suffice to say that my favourite session of the weekend for general hilarity and mirth filled darkness has to have been OTE. Least favourite for running smoothly but certainly no slouch in the "fresh ideas" camp was Dreamtime which was intellectually stimulating whilst being a bit slow to play. Work is ongoing.
Other than that I am pounding the keys frantically on the home stretch with Levercastle which nearly has a magic system and does, in fact, have an Alchemy system which all the failed alchemists in my campaign may be pleased, or nervous, to hear.
For now though, arrivederci.
Other than that I am pounding the keys frantically on the home stretch with Levercastle which nearly has a magic system and does, in fact, have an Alchemy system which all the failed alchemists in my campaign may be pleased, or nervous, to hear.
For now though, arrivederci.
Labels:
Deadlines,
Dreamtime Stories,
Game Design,
Games,
Games Weekend,
ideas,
Levercastle,
News,
No Dice,
Over The Edge,
Role Playing,
Sessions,
Storytelling,
Systems,
Writing
9 February 2010
Not Dead, Just Sleeping
Ladies and gentlemen of the jury I present for your consideration:
A week in the Canaries (hot, all inclusive bonanza, most restful) - just gone.
No Dice event this Saturday at Nottingham's Mondo Comico
Games Weekend from next Weds eve
Yup, I'll be back on track after all that...
See you soon!
A week in the Canaries (hot, all inclusive bonanza, most restful) - just gone.
No Dice event this Saturday at Nottingham's Mondo Comico
Games Weekend from next Weds eve
Yup, I'll be back on track after all that...
See you soon!
25 January 2010
Lulu First Run Toll
It's inevitable, I have discovered. Just like going away entails leaving some small but irritatingly necessary item behind at home so printing with Lulu entails finding one glaring but ultimately trivial thing wrong with the first batch of published product.
With Random Encounters the problems are superficial but relevant to me (it probably won't make a lick of difference to anyone else):
1) Slight overcropping on the front cover, even though I was careful to keep within the software cover designer.
2) When I first published the book to review the PDF I made sure that the spine was consistent with the Core Book having title and authors at the top and a product number at the bottom. Apparently, somewhere in the multitude of republished editions that have followed the cover designer seems to have reset to the default. Title at the top of the spine account holder's name at the bottom. So the spines of the first eight copies of RE read "Random Encounters-Leo Stableford". That's rather embarrassing, there were four distinct authors of the volume and an illustrator (who was one of the four authors!) just having my name on the spine is wrong and makes me feel a bit awkward.
Obviously, I shall have to make sure both of these issues are remedied before any more are printed.
With Random Encounters the problems are superficial but relevant to me (it probably won't make a lick of difference to anyone else):
1) Slight overcropping on the front cover, even though I was careful to keep within the software cover designer.
2) When I first published the book to review the PDF I made sure that the spine was consistent with the Core Book having title and authors at the top and a product number at the bottom. Apparently, somewhere in the multitude of republished editions that have followed the cover designer seems to have reset to the default. Title at the top of the spine account holder's name at the bottom. So the spines of the first eight copies of RE read "Random Encounters-Leo Stableford". That's rather embarrassing, there were four distinct authors of the volume and an illustrator (who was one of the four authors!) just having my name on the spine is wrong and makes me feel a bit awkward.
Obviously, I shall have to make sure both of these issues are remedied before any more are printed.
Labels:
experience,
Lulu,
News,
No Dice,
Print Problems,
Random Encounters,
Self Publishing
18 January 2010
Missing By A Mile
Recovering from a system bork I found this in my unpublished drafts. It's an article by a much more old-skool games designer than anyone I hang out with.
What I found amusing was the referencing of games designers pandering to rules lawyers. It has to be said that hitherto most successful games companies have made money by doing precisely this. It makes me wonder if we're going about this the right way or if we should be producing another 200 page rules supplement every week like some other games companies.
Oh well, guess we'll never be rich and we'll be considered wrong and foolish; at least we're happy not wasting our lives looking for a definitive decision on that rules quibble.
What I found amusing was the referencing of games designers pandering to rules lawyers. It has to be said that hitherto most successful games companies have made money by doing precisely this. It makes me wonder if we're going about this the right way or if we should be producing another 200 page rules supplement every week like some other games companies.
Oh well, guess we'll never be rich and we'll be considered wrong and foolish; at least we're happy not wasting our lives looking for a definitive decision on that rules quibble.
Labels:
Balance,
community,
Game Design,
Game Problems,
Games,
Hobby,
Role Playing,
RPGs,
Rules,
Systems
Connection Issues
There comes a time when staring at the same old blog interface becomes... well, a little staid, tiresome, tedious.
It doesn't mean you love the blog any less, oh no, not at all. Just a blogger craves a bit of variety.
I know, I know a blog is for life not just for christmas but still, the tumblr interface promised something blogger seemed a little hesitant to deliver. Interconnectivity. The way I understand it I should be able to publish here, it will appear on my tumblr dashboard and I will be able to then reblog it there with an option to send a summary to Twitter.
The disadvantage of this is that I have less idea how many people are lurking on any of my blogs. The upside is that a blog is supposed to attract comments and as I hardly ever get comments lurkers are unimportant. It's not really how many people you have no idea are reading your stuff that's important, it's the people you do know are reading and commenting on what you write that's important.
I've been blogging somewhere since about 2004, my proper blog first blossomed into existence in 2006. Four years on and I have no idea how to garner comments from the wider world. I sometimes throw a sideways glance at more able blogger's like Coding Horror's Jeff Atwood and wipe away a tear of frustration. I think it's a holy grail to turn a blog into a discussion and I've never known anyone actually be able to bottle that particular species of lightning.
Anyway. I live in hopes that one day I will attract commentators to my blog and I think being more connected is definitely a step in the right direction. Although, obviously, nothing can be proven on this score.
It doesn't mean you love the blog any less, oh no, not at all. Just a blogger craves a bit of variety.
I know, I know a blog is for life not just for christmas but still, the tumblr interface promised something blogger seemed a little hesitant to deliver. Interconnectivity. The way I understand it I should be able to publish here, it will appear on my tumblr dashboard and I will be able to then reblog it there with an option to send a summary to Twitter.
The disadvantage of this is that I have less idea how many people are lurking on any of my blogs. The upside is that a blog is supposed to attract comments and as I hardly ever get comments lurkers are unimportant. It's not really how many people you have no idea are reading your stuff that's important, it's the people you do know are reading and commenting on what you write that's important.
I've been blogging somewhere since about 2004, my proper blog first blossomed into existence in 2006. Four years on and I have no idea how to garner comments from the wider world. I sometimes throw a sideways glance at more able blogger's like Coding Horror's Jeff Atwood and wipe away a tear of frustration. I think it's a holy grail to turn a blog into a discussion and I've never known anyone actually be able to bottle that particular species of lightning.
Anyway. I live in hopes that one day I will attract commentators to my blog and I think being more connected is definitely a step in the right direction. Although, obviously, nothing can be proven on this score.
13 January 2010
2010: The Year We Got Busy
I wish that the amusing implication of the post title was anywhere near accurate. No, a more literate version of the semantics is to be inferred.
The plans are afoot for a calendar littered knee deep with exciting and rewarding events. The problem is that none of them are planned. Unplanned events are the absolute worst kind. You know they are going to resolve into the flesh but until you have a time, or a place, or both they torture you with vagueness.
Among the highlights of a full summer programme are: New No Dice events at Nottingham's new game and comic shop where Justin and I are also almost certain to organise a bit of Heroscape. Especially seeing as WotC seem to have released the Scape freeze to produce a D&D themed Underdark expansion set, which looks pretty yummy.
We'll also be wanting to get out and about in the summer time as outdoor No Diceing last summer was a brilliant success. In addition we want to hit three conventions, our friends at Beer and Pretzels, IndieCon (our non-attendance at which was an epic fail for us last year) and GenCon (if there is one). It doesn't stop there: we want to organise our own massive shindig to tie in with the release of Levercastle.
Finally, myself and the Mrs want to slope off for a couple of holidays in amongst all that. And there's the ever present joy of the Belper games weekends!
2010 will be eventful for sure. But will I survive it?
P.S. Check out our new slimline podcast available from the link top right.
The plans are afoot for a calendar littered knee deep with exciting and rewarding events. The problem is that none of them are planned. Unplanned events are the absolute worst kind. You know they are going to resolve into the flesh but until you have a time, or a place, or both they torture you with vagueness.
Among the highlights of a full summer programme are: New No Dice events at Nottingham's new game and comic shop where Justin and I are also almost certain to organise a bit of Heroscape. Especially seeing as WotC seem to have released the Scape freeze to produce a D&D themed Underdark expansion set, which looks pretty yummy.
We'll also be wanting to get out and about in the summer time as outdoor No Diceing last summer was a brilliant success. In addition we want to hit three conventions, our friends at Beer and Pretzels, IndieCon (our non-attendance at which was an epic fail for us last year) and GenCon (if there is one). It doesn't stop there: we want to organise our own massive shindig to tie in with the release of Levercastle.
Finally, myself and the Mrs want to slope off for a couple of holidays in amongst all that. And there's the ever present joy of the Belper games weekends!
2010 will be eventful for sure. But will I survive it?
P.S. Check out our new slimline podcast available from the link top right.
Labels:
Beer and Pretzels,
community,
Events,
Games,
Games Weekend,
Gaming Groups,
Levercastle,
News,
No Dice,
plans,
Podcast,
Role Playing,
RPGs,
Sessions,
Social Networking,
WotC
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