Tag Archives: RPGs

Minimalist D&D 5e?

Mike Mearls makes another good Legends & Lore post, in which he discusses a stripped-down D&D that just uses the ability scores and doesn’t fret with as many other mechanics. It’s interesting reading especially given the obvious lead-up to a D&D 5e in the offing.

I laud thinking about stripping down D&D more.  3.5e/Pathfinder is too complex IMO. The more books they put out for it the more disgruntled I get, especially as a DM. And 4e sucks; they tried to fix the problems in the exact wrong way. I keep going back to 2e as the happy medium between the more rules light like Basic and the later stuff.  Even 3e with just the PHB/DMG was OK, but it went crazy fast. And yeah, a lot of it was going to the open ended “infinite plusses vs a DC” model rather than the closed “stat rolls against itself” model.

The only problem with his pure-stats approach, though, is that ability scores are one of the most min-maxable attributes out there.  In early D&D, ability scores didn’t mean much, so everyone just rolled them.  As they got more and more of a part of the action – that high STR doubles your damage now instead of just adding 10% – we went to point buy and stat fiddling became de rigeur.  Going to “all stat,” unless it’s joined to “pure rolling” (which I wouldn’t mind, it’s retro) or “standard array” (which is unacceptable, but I fear would be the 4e+ way) will result in more of the colossal min-maxing we see today.

Maybe.  I mean, it does work for GURPS and such, but they have more careful stat balancing in general and tend to not promote “all combat monsters” as characters.  With D&D, now that everyone has to be a damage dealer (so the game theory goes) it becomes an exercise in high STR, except for the one guy with the abusively high CHA who automatically gets 40+ Bluff checks…

I’m not against the concept of getting rid of a lot of the rules cruft and just using stats as the base – but I have trouble believing they’d implement that right.  The temptation to layer yet more cruft on top in the new computer-gamer-uber-power world is too much.  Oh sure, I just roll DEX for archery or to avoid a fireball… But I add my level and half my buddy’s aura and feat bonuses and synergy and +2 for my class and +1 from magic and and…  Even if you managed to go back and limit stats to 3-18 instead of to 362 or whatever they go to nowadays (and then how do you reflect giants etc…?), then a simple +2 in cheese bonuses makes you auto succeed right? You would have to be very, very disciplined about removing nearly all bonuses and not letting things stack.  GURPS has this discipline – see my high level duelist character, he is very very experienced and very focused on fencing but a 16 is the very best he can do on an attack roll ever. Can D&D have this discipline, when everyone’s used to the “+3 sword?” Unlikely.

I would like to see a simple, OPEN, stripped down D&D core that removes a lot of the pain that 3e/4e have given us. Rules Cyclopedia/2e level of complexity max. That’d get me into a 5e…

Pathfinder iPhone Apps Ship

Two official iPhone apps for Pathfinder have hit the App Store.  iCrit is their Critical Hit Deck in app form, and iFumble is the same for their Critical Fumble Deck. Both are $1.99.

On the one hand, our group uses the critical hit deck and it’s convenient to have it in app form.  On the other hand, these are overpriced – $1.99 each as separate apps? For what is simply a fortune cookie random generator app? Combining them into one “deck app” that they’d release more content for later, or doing $.99 each, would be more reasonable. And also, I think it’s safe to say everyone had been expecting more out of the app launch. It was talked about first what, more than a  year ago? And the talk of technical delays – I hope that’s some other app and not these, because these are a weekend’s work for any Objective C programmer.

Not having used it, the UI also concerns me – though at first glance it looks just like the deck, it looks like it might take more than one touch to draw cards, which would make me sad – I don’t want to select things then hit “clear,” I just want to touch the screen to get a draw, touch again to get a draw, etc. I wonder if it supports their rules like “Weapon Focus gets to draw two and pick best.” Not that it has to, but if I have to draw a card, clear it, and draw another to look at two and pick then it’s already harder to use than the physical deck.

I was waiting for what I thought the iPhone apps would be… But I don’t think I’m going to spend $2 for an app form of a deck I already own with zero functionality other than randomly drawing a card, and similarly that’s too high for “well I’m not sold on fumbles but it might be interesting…” My phone is app-cluttered enough, if their model is going to be “one little app per product” I am not sure how relevant they will be to me.

 

Alternity “The Lighthouse” Session Summary 49

Forty-ninth Session – An I’krl ambassador comes insystem suing for peace. We ignore this obvious ruse and send the fleet to lift the siege of Tendril while the B Team takes the Red Queen to figure out what the hell the problem is with Algemron.

Admiral Takashi, my A Team character, enjoyed declaring VoidCorp enemies of humanity.  Those guys have been douches consistently throughout the entire campaign and clearly any ginger handling of them will just come back to bite us. So it’s internment camps for them. We interrogated the VoidCorp admiral who had been passing the Externals our battle plans, and he was ridiculously unhelpful. “Never, I love my new alien masters!” So it was time for roofies and psychic interrogation.

The External ambassador showing up and wanting a cease-fire was also clearly a diversion so that they can regroup after their unexpected defeats at our hands. The Admiral decided he was just there to jerk us off, so after a bit of a chat we sent some diplomats in to waste each others’ time for a couple months while we go to liberate some systems!

After some planned, we decided that the Tendril system, being besieged by an External fortress ship, should get the A Team, the Lighthouse and a big Verge Alliance fleet dispatched for its liberation.

Algemron is a bit knottier. The two planets there, Alitar and Galvin, have been at each other for decades. We have heard rumors about a new drug, whitespike, coming from there with what sounds like gardhyi enforcers, rumors of teln infestation of Galvin leadership, and all kinds of other weird stuff. Galvin has a pretty good fleet. Both systems are ignoring the rest of the Verge while locked in their death grapple. We decided to send the Red Queen, stealthed, with the B Team and a squad of Recon Marines to figure out what is going on and, probably, shoot it.

Interestingly, Markus, my B Team character, was talking with this fraal smuggler on Wreathe, Kiara Mantel, trying to get the lay of the land, and they really started vibing on each other (a routine Personality check to see whether she would deal with him resulted in a critical success). We’ll see what happens when we get back from the weapons drop – when we return, she’s supposed to give us a contact in the resistance on Galvin. Markus isn’t a ladies’ man, and love isn’t a primary motivation for him – as a mutant, he generally feels somewhat alienated from normal peoples’ goings-on. He’s only had two relationships in the campaign, a short unfulfilling one with an unemotional Thuldan engineer and then a more “party sex” one with infamous pirate Captain Cassoval. Upon further reflection, a fraal smuggler does somewhat split the difference between those two. A gruff muscled warlion and a sly frail psychic seems like an odd match, but I guess it worked for Arnold and Maria (well, until recent unfortunate events).

Vintage RPG Stuff On Sale At Paizo!

Paizo bought out a regional distributor, American Eagles, and has loads of classic RPG stuff they are selling at list price on the (excellent) Paizo store.  More is being added monthly. Let’s take a look and see what gems are hidden therein…

My recommendations from their May batch… I liked Top Secret/S.I. Some of it was crap like the over the top goofy Roger Moore at his worst – Operation: Starfire and F.R.E.E.Lancers, and the “Web” bad guys that seemed dated and 1980s even then.  But the Commando supplement was great, one of the better small unit military supplements for an RPG.  Buy Commando, Brushfire Wars, and Covert Operations Vol. 1 for some great spy action.

Speaking of spy action, they have James Bond adventures!  I especially liked the original ones NOT based on a movie – like You Only Live Twice II.  We usually used the Feng Shui rules to play James Bond to be honest, but the adventures and stuff were good.

Oh, dang, they have the Mayfair D&D stuff!!!  I have all the Demons stuff including the Denizens and that’s all really great material.

From their June collection – a lot of Talislanta, which is a very interesting and fully realized fantasy world different from the average (“No Elves!” was a marketing slogan). They also have an economy sized load of Marvel Super Heroes, that was a fun game. Can’t argue with superhero adventures! They have some 2e gear including Spelljammer, but Spelljammer generally just makes me incontinent.

Stay tuned for more old time gaming goodness… I would buy some more of it if it were discounted, but at least it’s not price-jacked-up like most guys selling old stuff online.

Bill Slavicsek Leaves Wizards Amidst Layoffs

Bill Slavicsek, Director of R&D for Dungeons & Dragons Games and Novels at Wizards of the Coast, has left the company. He was with WotC and TSR before them since 1993. He designed Alternity, d20 Modern, revised Dark Sun and Council of Wyrms, Star Wars Revised, and much more.  Outside TSR he worked on Torg and Paranoia.

It’s unclear whether he resigned or was laid off, as at the same time Monte Cook tweeted “I wish the best for those laid off from Wizards of the Coast today. Some were good friends. All, I’m sure, are talented and capable.” So it sounds like a larger purge at work. We wish Bill and the others well in their new endeavors.

Bill has a mixed legacy. I love Alternity, but a lot of the problems with D&D 4e are directly his responsibility.  I’ve been reading Mike Mearls’ “Legends & Lore” articles hopefully; it seems they’re revisiting older versions of D&D and trying to actually understand why they were good and how 4e has left a lot of the core play experience behind, though it’s hard to get one’s hopes up that they’ll really implement that correctly (I agreed with their critiques of 3e, but what they did to fix them was God-awful.) Bill leaving has re-fueled discussion of a “D&D 5e” (or, more likely, a D&D 5e with a more confusing branding).

WotC does layoffs regularly, though it’s usually after a big release or around Christmas to boost end of year numbers, and usually it’s not someone this prominent, so it’s a bit concerning for the industry.  We’ll see what happens…

Alternity “The Lighthouse” Session Summary 48

Forty-eighth Session – VoidCorp’s obvious treason becomes unobvious.  Then obvious again. I’m a little unclear because I missed this session, but we cleaned house in Aegis.

From the session summary by Bruce, it sounds like  we pretty much uncovered VoidCorp’s alien-collaborating perfidy, blew up most of their shit, and found out all kinds of top secret stuff.

A separate briefing from Chris indicates things were a bit more cluster-fucky than that, and that VoidCorp both got to warn everyone in the Verge of our crackdown and that we lost 3000 ship points to their 300 (a dint of the simplified space combat system is that if you completely kick someone’s ass, you still lose 5% of your force, so if you attack with overwhelming force, the bad guys kill like 10x their number as they go out).

The session  summary doesn’t mention us actually taking out the N’sss base but Chris said we did.  I’ll assume we did, just because that sounds better.

[Edit: Bruce came through with a completed summary; we did indeed take out the N’sss base and the Externals are suing for peace.]

WTF, D&D!?

In case you haven’t read it, wanted to turn you on to the Something Awful comedy “blog” series WTF, D&D!?. I read some of the early ones but didn’t realize they were going to keep up momentum with regular posting! Zack Parsons and Steve “Malak” Sumner review, walk through, or run through a variety of RPG materials – mostly D&D with some Rifts and Vampire and stuff, but some newer items like Lamentations of the Flame Princess – and about every other article, I find myself laughing so hard that I’m crying.

So if you haven’t seen it, go check out WTF, D&D!? and start with some of the Monster Manual type readthroughs – OMG, LOL!  (Normally I’d never say that but the abbreviations, you see, it’s like the column name… Never mind.)

Reavers on the Seas of Fate – Season Two, Twelfth Session

Twelfth Session (12 page pdf) – “Water Stop 2” – In our first sequel, the PCs need crew for their new ship, and remember the island of freed slaves from Water Stop (Season One, Third Session). They head there to recruit! Naturally, it’s not that easy.

This session took a whole lot of work on my part. I think it might be interesting to see how another GM does this stuf fin detail, so here’s a bit of a blow by blow about how I prepped and conducted the session.

As prep, I needed to generate eleven fully realized pirate crewmen and a dozen freed slaves for the PCs to interact with. Eek!  I used some of my favorite random generators, but wasn’t thrilled with most of what came out of them, so mainly made it up myself. And it worked!  The PCs were fascinated by the crew: Seven, Stoke, Orgon One-ear, Dum-dum, Tanned Hank, Little Mike, Big Mike, Mano, Gareb, Goat, and Slasher Jim.

I believe strongly in random generation at sea.  Random weather, random encounters… I eyeballed Zak’s Wavecrawl Kit, pulled random weather tables together from Stormwrack and other sources, and random encounter tables from everywhere they are hidden in Pathfinder stuff (Note to Paizo, I’d pay good money for a big book of random encounter tables by Inner Sea area.  I needed Gulf of Varisia area open ocean and beach/coastal encounters.

So they get going, and I roll some weather up, a snowstorm.  Just a minor one, but it gets them back used to making their Profession: Sailor checks. Sindawe was captain and Serpent was master on the helm; the snowstorm was an assisted check with Sindawe leading and Serpent assisting. They didn’t have any trouble.

Day two, the 8% chance of random encounter triggers.  Roll the dice – 00.  When you roll percentiles and get a 00 you always know something’s going to get fucked up.  I scan down the ocean table in the Bestiary and see 00 – Shoggoth.  CR 19.

Well now some GMs would puss out and say that’s too much for a fifth level party to handle. But not me. Shoggoth it is!  Hey, what’s that ahead, a giant field of sargasso seaweed?  Let’s go around. Why is it starting to come towards us?

They started to put on speed.  I used the naval version of my chase rules this time with Serpent the helmsman leading. On the fly I was assessing penalties for the ship’s skeleton crew (-4) and rolling for how hard the wind is blowing (lightly, -3). It works a lot like the foot chase rules, each side rolls Movement checks and moves up or down a range band from each other.

It was pretty cool.  They didn’t know what it was, and it was gaining on them (shoggoths swim at like 50′). Serpent/Paul joked about “it could be a shoggoth! There would be piping and stuff!” As it drew closer they heard the piping. He was deeply unhappy. He had the presence of mind to order Orgon to go get wax to stopper the crews’ ears (earning an additional -4 on Sindawe’s captaining rolls, sadly, but preventing them all from going insane).

They kept not doing real well in terms of making speed and the shoggoth kept rolling 15+. Sindawe was getting desperate and scanned the horizon with a spyglass for something, anything…  I rolled on Zak’s Wavecrawl “Random Event” table, which can be “nothing.” I got a random ship, table says merchants, d4 for size… A big fat Chelish merchantman! Sindawe rolled a 30+ Perception and saw a chance. They headed straight for it. Wogan and a gun crew had loaded a cannon on the off chance it would be useful against the shoggoth, but now they ran to the other side and loaded one with chain shot. The other ship didn’t spot them till they were barreling down on it. The shoggoth closed to close contact with the PCs’ ship and began ripping holes in it. Serpent crossed the T behind the merchantman and they shot a load into its rigging. The Teeth of Araska sailed away as the shoggoth engulfed the huge ship. They were extremely sobered by this encounter, as well they might be!

That could have been pretty bad, but I have confidence in my PCs. They could have gotten away through sheer speed, but that didn’t work, but they came up with a plan B and executed on it with precision. And that’s the kind of response really being in danger of complete extinction drives!

But we were only 1/3 done with the session by this point, that was supposed to just be a warmup random encounter! The PCs got to the island. What the heck had happened to the slaves?

Well, ahead of time I decided I’d roll 1d20 for each slave. 2-5 they died, 6-10 they were sick, 11-15 they were OK, 16-19 they were great and had leveled. 20 was “special good” and 1 was “special bad.” I got only 1 dead, but one special good and one special bad, and the main 3 slaves from their previous appearance were sick.  I brainstormed and decided that some of the rats that escaped the sinking goblin pirate ship the Sable Drake got onto the island and multiplied and have become a main food source – and one spread the lycanthropy that Captain Naki, wererat goblin captain of the ship, had. One of the slaves got bit, and changed.  Which was fine, but when he was too forward with Sevgi the ex-harem slave and she rejected him, he became forceful and the other two lead slaves had to get firm with him. Looking for revenge, he infected all three with filth fever and was waiting for Sevgi to get sick enough that a) she’s be sure to succumb to lycanthropy when he bit her and b) that she’d thank him for saving her and be hers forever! The PCs’ intervention interrupted this little love story, resulting in his attack on Sindawe.

I didn’t have a huge amount of inspiration for the ‘good special’ so I just had the cook have made some mango wine, resulting in quite a party. The PCs did good in only allowing a small number of the pirates on shore; I had been envisioning a big drunken pirate fight, especially as one of the slaves was trading sexual favors for supplies… Alas, it was kept more bottled up than that. The real challenge in this whole session was personnel management – can you get through this not just without killing a large number of the pirates and/or slaves, but can you make them into an effective crew that likes and/or fears you enough to not mutiny?

Speaking of revenge and sex, Captain Treeg’s woman and cleric of Calistria Ishana had been hiding out on the Teeth of Araska since she was taken. Not all that stable in the first place, her faith in the goddess of lust and revenge has driven her to fanatic heights of kill craziness. She was hoping that if she could rid the ship of the new interlopers that she could control the old crew. But Seven has been sucking up to them and clearly was their favorite. So in standard crazy-chick logic, he became target #1. Serpent was skulking out there when she broke invisibility to hold person and then coup de grace Seven. Serpent whaled away on her good and made his saves against her blindness, but she managed to murder Seven before being beaten down. I was hoping she could re-cast invisibility and escape to beset them but Serpent just does too much damage. Serpent was happy to leave Slasher Jim alone with her corpse.

Oh, and they devised a pirate Articles of Agreement (I mostly copied it from a historical one) and all signed on! The healed slaves decided they wanted off the island (except for the wererat – they marooned him, but figured that as a rat he’d get along OK) and most were good with piracy as long as it’s against the Chelish.

Tired yet?  Well, the session is still only 2/3 over. So they set out for Sandpoint to resupply and drop off the one family that didn’t want to take up the pirate life. We’ve had a shoggoth, and had Survivor-on-crack intrigue, and now we have – a winter storm!

My random weather had the temperature drop and drop some more, and a gale force wind whip up. The seas heaved as a freezing wind buffeted them.  The last third of the session was them weathering the storm.

Now, often in an RPG that can be boring. But I’ve been reading a lot of Hornblower and wanted to make the actual sailing part exciting; there’s no reason that man vs. nature, one of the fundamental kinds of literary conflict, should suck in D&D.

So here’s what we did. I rolled randomly and saw the storm was going to last nine hours (I didn’t tell them this). They had to make shiphandling checks to not founder or have other problems. The slaves, I rolled to see if any had shipboard experience, and a couple had – the others had to make Fort saves against seasickness; a couple dropped out immediately and some more succumbed to it over the course of the storm. And it was cold.  The Pathfinder cold rules say you have to save every hour, DC 15 + 1 per previous save, or take 1d6 nonlethal and be fatigued from frostbite.

This led to a really interesting battle against the elements. Each hour, I had Sindawe roll Prof: Sailor, aided by Serpent and Wogan. As long as they had 20 crew the ship was fully manned; each 5 fewer people manning the ship yields a -2 to all rolls. Based on how well they did they were fine, or being blown off course, or a worse threat like foundering or whatnot. Then came the cold saves. Wogan used the power of Gozreh in the form of channeled healing to throw off a lot of the frostbite damage, but more sailors succumbed as the storm wore on. And third, accident checks. Basically on a 1 on 1d20 something bad might happen to you – a wave comes to wash you overboard, you slip on the icy deck, someone drops a tool on your head. For each 5 by which the captain borks his roll there’s a penalty and if you’re fatigued there’s a penalty, so sometimes people were looking at a 1-3 to 1-5 chance of something risky happening over the course of that hour. Goat fell to the deck from the rigging and Bel and Pirro nearly got washed overboard; finally a chunk of ice fell from the rigging and KOed Bel. Wogan kept as many folks going as he could but by the time it was over more than half the slaves and a good quarter of the pirates were incapacitated. It was an epic battle, but just of man and ship versus the weather.

Finally they ended up in Sandpoint, dropped off the family, and bought supplies.  They wanted to buy crates of weapons, but a poor Bluff meant that the local sheriff didn’t like the looks of them and told the locals not to sell them any. We’ll see if they impress any townsfolk onto their crew in vengeance next time before they set off to find the wreck of the Sandspider! (They found that treasure map when they were returning from Viperwall aboard the Blackfin back in Return to Madness, Season One, Episode 25.)

Goodness!  I was tuckered out by the end of all this, but was happy with the results.  All the NPCs were fully realized enough that the PCs interacted with them with interest and realism. And there were a lot of call-backs to previous sessions; the players are remembering a lot of that stuff and their history is really helping to drive them. I consider it a success!

Unfortunately it’ll be a little; due to work and vacation trips Reavers is on hiatus for six weeks.  But we’ll be back with some hard hitting pirate action soon!

What Do RPGs Teach You?

In my recent article, Your PCs Are Murderous Cretins, I talk about the ethics of violence in RPGs and how most PCs we see are not acting in any way we would consider moral in the real world. I made a side point that ended up generating most of the controversy, which is that how we roleplay can shape our view of the world.  Not so, I am told – it’s completely separate, or cathartic, or whatever.

I find that interesting, especially since when we are talking about positive skills and attitudes, people are happy to explain the benefits that RPGs have provided them. I think many people would say that RPGs have honed their ability to navigate and exploit complex real-world rules, or GMing has made them better at public speaking or management, or they read a lot and learned a lot of history, or whatever.  Many nodded in agreement and not mockery when the X-Files character said “I didn’t spend all those years playing Dungeons and Dragons without learning anything about courage.”  Many books have been written by people talking about the character attributes that playing sports, or playing some other game like chess, imparted to them.

Of course, as soon as you bring up the possibility of imparting something negative, you get a lot of fear reactions. People don’t understand or want to deny the cognitive training aspect of RPGs.  But role-playing existed long before RPGs, and what it is specifically used for is teaching new skills and behaviors! Both in formal educational and business settings and in psychotherapy settings.

There’s a huge amount of non-gaming-related literature on role-playing and how it educates both didactically (you set out specifically to teach a certain thing) and developmental (more freeform roleplay which teaches by discovery). Here, try out this Google book from the Instructional Design Library series  that explains role-playing as a technique both to teach skills and attitudes.

If you for some reason cling to the unjustified belief that RPGs are different in nature than discovery-oriented roleplay (except in that people who aren’t paying attention don’t have a clearly focused end goal), try out the latest issue of the International Journal of Roleplaying that talk about this, especially “Immersion as a Prerequisite of the Didactical Potential of Role-Playing” and the part on “drift” in “Stereotypes and Individual Differences in Role-playing Games.” There are a lot of good references there which can point you to other sources that discuss this effect.

Anyway, what you have to understand is that the claim that roleplaying does not cognitively train you is plain false, and not supported by any actual research. It does.

But that’s not a bad thing!  Like I said, RPGs can teach plenty of good things, skill and character trait both.  We should just understand that teaching is a two-edged sword, and we might want to keep an eye on mindsets we might not want to be teaching people. The real world has a lot of other things trying to teach people that “groups that disagree with you are evil” and “don’t worry about the moral consequences of your actions” and a near infinite litany of other negative traits – consider whether you’re helping or hindering that process in your game.

Reavers on the Seas of Fate – Season Two, Eleventh Session

Eleventh Session (13 page pdf) – “Teeth of Araska” – A Shackles pirate ship led by the infamous Captain Grudge decides the PCs look like tasty prey. Will they be victims or victors? Thrill to the nautical naughtiness in the latest installment of Reavers on the Seas of Fate!

The ship-on-ship combat was pretty happening.  I used my Quickie Mass Combat Rules to streamline it; it was the PCs and their named NPCs and four units of Riddleport Thugs against Captain Grudge, his named NPCs, and six units of Araska Pirates.

We were also using my cannon rules. I love sweeping the decks of the PC’s ship with grapeshot. It gives me a sense of accomplishment.

In the end, they had a good fight of it but they really smacked around the pirate captain without him doing all too much.  But he was part bard, after all.  You can download Captain Grudge from the Reavers NPC Page!

One of the neatest parts was when Tommy chased the elven sniper/sorcerer Selis down into the depths of the ships alone… He stabbed what he thought was the hiding elf, but it was some mook, and he got locked into a cabin and a spider swarm summoned onto him!  He frantically tried to push through the poison and distraction to pick the lock and get out of there; he succeeded but it was a close thing. A huge mass of spiders coursing out onto the deck had quite the salutary effect on everyone up there.

Once the fighting was over, we had some roleplaying – “get to know the crew,” farewells to some of the NPCs, dealing with Clegg Zincher…  Sadly, Kevin, Tommy’s player, was out, so it didn’t come to blows with Zincher (he really wants him dead.) They took the Dark Pearl back to Riddleport with Sam, Eli, and Hatshepsut while the PCs decided they wanted to take their new ship, the Teeth of Araska, out to recruit crew and maybe find some treasure.

Most of the rest of the session was inspecting the ship, planning, refitting, and generally regrouping, since the last several sessions have been nonstop desperate combat to escape the Devil’s Elbow. And having their own ship is exciting! Are they in over their heads?  Probably!

New RPG Blog Alliance

Geek Related has been part of the RPG Bloggers Network pretty much since it began in August 2008. It’s simple – just a RSS feed aggregator – but it’s quite useful, and it’s how I often go read what’s up in the blogosphere.  Like many people, the hassle of actually setting up a RSS reader has never appealed to me, I’d rather just go to a Web portal. And it’s been quite worthwhile for the blog, the plurality of my referrers come from there, especially on new-article days.

Now, the RPG Blog Alliance has opened its doors and I’ve signed up.  There’s an interesting history here – an early breakaway the RPGBN was a Ning site, the Role Play Media Network.  It wanted to ‘do more’ and be more of a social network.  It didn’t get much use and recently closed its doors.  So now the RPGBA has opened up, it’s more of a blog aggregator (the RPMN’s fatal flaw was no way to aggregate blogs, and it was supposed to be for bloggers, so…) but also has social stuff – a forum and now a Google group.

I am not sure if the RPGBA has the magic mix needed to succeed or not. On the one hand, I don’t mind another aggregator.  Yay hits.  On the other hand, I’m unlikely to go use both the RPGBA and RPGBN home pages for my daily blog-checking, I’m probably just going to use one.The RPGBN’s is winning for me because it’s more concise – there’s lots of blog posts in a day and so the more articles I can see per screenful in my browser wins.

And I’m divided on the value of the “social aspect.”  On the one hand, why not? On the other – the most valuable “social” thing you can do as a blogger is go comment on each others’ posts, generating community and clickbacks.  Having any of that discussion hidden in a forum or mailing list reduces its worth. Plus, it’s not like there’s not a bunch of major RPG forums out there if you just want to hobnob with gamers. And already the fragmentation of having both a forum and a separate, unrelated Google group is worrying. I know they want to try to collaborate and accomplish Greater Things – but my experience with Internet groups accomplishing Greater Things is bad, the usual vicious infighting turns into open war the second anything like money gets involved.

Of course, one of the real underlying issues is that the RPGBN isn’t exactly firing on all cylinders.  It seems to have tech problems from time to time, like just today my posts are appearing and disappearing on it, and whoever’s running it isn’t keeping up with new blog signups and whatnot, so that’s creating some pressure for an alternative to arise.

So, I wish both the networks luck, have joined them both, and will see what happens!

Alternity “The Lighthouse” Session Summary 47

Forty-seventh Session – While we’re on leave on Bluefall, the B Team decides to go get involved in a troubled film production starring Jack Everstar.  Hollywood style action results!

This was an enjoyable break from our Massive Alien War. Markus, Lambert, and Ten-zil go and involve themselves in a movie shoot where an explosion narrowly avoided terminating promising actor Jack Everstar’s career. We “Burn Noticed” our way onto the set easily.

I was inspired in my depiction of Markus as military consultant by “Fruity Rudy” Reyes of Generation: Kill. In the DVD extras from the HBO series you get to see Reyes, who was one of the Recon Marines that Evan Wright wrote about in his book, both play himself in the series but also train all the other actors in firearm handling, unarmed combat, etc.; it’s pretty cool.  And Markus made sure to take his shirt off at every opportunity in homage. He’s hugely muscled and has a full torso “IX” tattoo from his time in the Ninth Legion.

We broke out the whiskey at the same time our characters were attending the cast party, and as a result the drunken hilarity and shenanigans was partly in the game and partly in our gaming location.We enjoyed the Hollywood sleazeball star party. We didn’t enjoy the second one as much because of the tension of setting Jack up to get him to reveal his dark secret, but then once everyone got arrested we continued to party and trashed his mansion. A couple of us had just watched “Hangover 2” the night before and that contributed to the general debauchery.

Only three players could attend, but that was fine because not a single shot was fired in anger! We rolled some skill checks, mainly for jetski driving and actress wrangling. But in general it was an entertaining, low intensity session that afforded plenty of roleplaying.