Guest Post
PAX Prime 2010 – Day 0
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My Fiancé Hannah, and I were woken up at 5AM on Thursday, September 2nd to the theme of Top Gun blaring from my iPhone that rested on the night stand. The night before I set my iPhone to wake us up to the Top Gun theme because this day needed to start off with an awesome song. This was the first day of our vacation and the day we would be traveling from Juneau, Alaska to Seattle, Washington for the Penny Arcade Expo (PAX). It was the start of what I knew would be a legendary adventure for the both of us!
We where both checked in at the airport by 6:45AM and seated on the plane by 7:40AM. We were no sooner seated when we heard the announcement made that we would have to de-board the plane because it was discovered that the brakes on the plane needed to be replaced. With a collective sigh from everyone on board we all grabbed our language and made our way back to the gate seating area. Every 30 minutes for the next 2 hours we were updated by the overhead speaker system saying that maintenance was still working on the plane and they hope to board everyone in the next 30 minutes. Even though it was frustrating to hear this statement every 30 minutes I am glad that the airline took the time to notice this braking issue with the plane and fixed it before trying to send us on our way.

One The Plane
The non-stop flight from Juneau to Seattle was just under 2 hours long. The weather in Juneau when we took off was overcast and rainy. Hannah kept herself entertained on the flight by playing games on her Nintendo DS and I switched from reading a book to trying to nap. We landed with Seattle welcoming us with 72 degree sunny weather.
We made our way from the airport to our hotel in downtown Seattle via the new Link Light Rail system. The $2.50 ride from the airport to downtown was worth every penny. Through the windows of the rail car we watched as we were carried through traffic, weaving under and above ground at times till we made it to our University Street stop. From there it was a short 3 block walk with our bags to our hotel.
We spent the rest of the day exploring Seattle on foot. We walked around and made sure we could find the PAX convention center. We checked out a few shops while trying to get the lay of the land. We had dinner at the HardRock Café and dessert at the Cheese Cake Factory. On the way back to the hotel we stopped at little convenient store and picked up a few bottles of water and hand sanitizer to take with us the next day. With everything ready for PAX the next day we went to sleep.
Free Stuff Friday: Incompetech Graph Paper
1It’s Friday and it’s time to give you some more free stuff!
This week’s Free Stuff Is: Incompetech Graph paper
Need some kind of graph paper to draw out your dungeon or just to take notes on? check out Incompetechs website. They have Squares, Triangles, Hexagonal, Circular, Polar, Brick, Asymmetic, and much more for to download in PDF form and print out!
On the Incompetech website they wrote this stuff up: Downloadable and very printable, I find these PDFs extremely useful.
That pretty much sums it up. So download some free graph paper designs and as always be sure to thank the kind folks at Incompetech for their free stuff!
You Don’t Always Need A Home Run
3Hi there! This is Zachary Houghton from RPG Blog 2, stepping in for my buddy Michael and his pals at Stargazer’s World. This seems to be a week for GM advice, so I figure I’d throw another piece out there.
When I was in Little League Baseball, the coach always used to tell us, “Don’t go out there and try to hit a home run every time. Just worry about making contact with the ball”. Although it turned out I wasn’t very good at either approach, the lesson stuck, and even has some applications in gaming.
I think at times, as Game Masters, we don’t take the long view enough. We want every NPC to be over-the-top, every revelation to be an absolute stunner. If a moment fails to bring about the Big Reveal, we feel bummed.
Look, players are going to miss things, and we aren’t always going to communicate as clearly as we could have. Clues get missed, NPCs fall flat, and revelations are greeted with yawns. We try for the epic, but it doesn’t always happen.
Try instead to make the epic an extension of what you’re doing. If you’re putting in the ground work, and you’re plugging away every week, the legacy and meaning of the game itself will give that extra meaning to scenes. You can reveal the most despicable, horrid villain in your first session, but what’s the meaning for players? Wait 15 sessions, until he’s foiled the PC’s plans 3 times, killed their brother, and set their kingdom to the torch. By then, there’s depth, there’s a history, and that’s what you need to make those moments hit home.
The best “WOW” moments at the table aren’t forced; they can’t be. Run a solid, dependable, reliable campaign, listening to what people want, stay the course, and those moments will happen organically.
Now, of course, there are times when you’ve done all the legwork, and moments still go sour. Every campaign has them. When it happens (and it will), you pick up the pieces, and move on with the progression of things.
If there’s one thing I could tell people about Game Mastery, it’s that you aren’t alone in these problems. Game Masters, good Game Masters, still struggle with them all the time. Now that it sounds like I’m about to sell a self-help book for depressed GMs, I think I’ll leave off.
Designs from the Mind – product development part 1
3So you’ve thought about it for ages, you have this great idea to turn the game world that you have been lovingly creating with your pen and paper group for the past several years and into a product for people to buy, but how do you go about designing an actually package for people?
Sound familiar? This was the early and initial thoughts for me as well, for twelve years we’d been playing in a game world that we had created and during that time we’d always said to each other just that, “wouldn’t it be wicked to write all this stuff down and create products for people.” For me the opportunity came along and I have not only done just that I have started to make some success as well, so I thought I’d share my approach to design for getting what’s in my mind out to the fantasy fans and maybe encourage a few others of us in the community to do the same in this two part blog post.
Now my approach certainly won’t be for everyone but I found it a good and practical approach. It starts with initial concepts being driven by my own opinion, thus I wrote down the main areas that as a playing group my friends and I found the most fun, what was most detailed and also brainstormed where I can go with each option. This gave me a list of world areas that I could start in and possible product lines. The next step was to do some market research, this included looking at current product lines of existing companies, both major and indie, running stats on what people were searching for in search engines, reading forums and community sites and defining my target audience. This gave me an idea of what people are talking about and what they need but don’t have and this breeds an opportunity.
Next is tying in what I have with what people are looking for and match that with my skill sets, for example one of the things that I identified was that heaps of people were looking for free online browser based RPG games, which would be wicked as I have a love of pc games and have a detailed world in which I could use. The issue there was that I had no scripting ability, bummer! But other opportunities abound.
So once I had done my market research and decided what I can produce that people are wanting and that will have longevity, as remember people out there are looking for solutions to their problems, so as nice as it is to create something that you want to just because you like it, it doesn’t mean that its commercially viable I matched it all together and started furiously writing, planning and creating my first product. But midway through I thought “how’s it going to look?”
To find out you’ll have to wait for part 2 …
Free Stuff Friday: Synapse
3It’s Friday and it’s time to give you some more free stuff!
This week’s Free Stuff is: Synapse
Synapse is a new RPG written by Greg Christopher. It was just made available last week as a Public Beta, to be improved over the course of the next few months into a final release. The PDF is nearly 300 pages long and in full color with stunning art donated by artists from around the world.
The game is a completely open-ended universal system with strong emphasis on character depth and personality. The primary elements of a character are seven mental attributes, including the namesake Synapse. In addition to these, your character chooses from 21 talents to customize precisely what their brain is good (and bad) at. This brain is then placed in a physical body. Build a race using a point-buy system from nearly a hundred biological characteristics; ranging from mandibles to turtle shells to wings to echolocation. This is followed by a similar system for culture where you define the society from which your character springs. Build any culture from Ancient Egypt to the Galactic Empire. Your character is the given life experiences using another point-buy system, where you make choices about your education, siblings, parentage, and more. All of these systems feed into a personality model to build a unique personality from 22 different motivation values. You define what exactly drives your character in their daily life. Choose from six morality models that go far beyond good and evil. On top of this, you build a network of NPCs which your character has met over the years. These NPCs integrate you into the social fabric of the game world, providing resources, contacts, allies, and more. Finally, choose from a long list of skills for any setting you need and buy your starting equipment (or property, if you are rich enough). As you can see, this game generates characters of stunning complexity.
The game uses a d6 success-based mechanic to determine success/failure at tasks. The combat system involves a bullet-time model that resolves quickly and decisively. The game also includes a conversational mechanic where you can pick and choose motivational appeals to make in your adversaries to influence their decisions. Even if you choose poorly, you get a few chances to attempt to get the conversation back on track. It also has a standard roll-vs-difficulty and a manuever mechanic that works for chase scenes; from horses to starfighters. Your body is represented by three values; strength, endurance, and resilience (resistance to toxin/disease). You can take damage to these values independently as if they were different kinds of hit points. You also track mental stress to determine how well your mind is able to keep it together under adverse circumstances. As you take stress, you start to get shaky and make mistakes. If you reach a critical stage, your brain shuts down and you withdraw into a catatonic state and cower on the floor.
Since the game emphasizes the brain and not the physical form, it easily supports any setting. Your mental skills are used to run all the mechanics, not your body. Instead of drawing upon your physical body, simply replace your body with the values of a giant Mech and take to the field as if you were merely a giant armored combatant. Build a new body as a vampire, choosing from dozens of vampiric powers. Or teach yourself magic and choose from dozens of magical abilities.
Synapse is a powerful character development engine that can be used to play any setting, any genre, any game that you desire. You owe it to yourself to check it out. And give Greg some comments on his forum so that he can make the final build the best that it can be.
So take a moment and check out Synapse. Download the pdf, and check out the blog. Maybe even give Greg some feedback to make Synapse even better then it is! As always be sure to thank Greg for the free stuff!
The Penny Arcade Expo
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I am so excited to be attending the Penny Arcade Expo (PAX) in Seattle this year! I have never been to a gaming convention before and I am looking forward to this epic adventure! I hope to come back with inspiration for new posts and maybe even a write up of my experiences at PAX.
I will be traveling to Seattle with my fiancé for this event. PAX is from September 3rd – 5th. We are both excited to see as many games and talks as possible. We are both interested in checking out what Wizards of the Coast has going on for Dungeons & Dragons related events. I am hoping to find a Green Ronin booth and maybe talk with someone about the new DC Adventures RPG.
My fiancé and I will be treating this trip like a vacation for us. After PAX I will be spending a week in Washington State visiting family before returning to Juneau Alaska. I am not planning on doing much writing while I am on vacation, but please feel free to follow me on twitter (@nicap) as I am sure I will be posting updates and pictures from PAX.
My Motivation for Writing an Adventure
1I recently announced that I was writing a Dungeons & Dragons 4th edition adventure. Progress on this project has been steady. Anytime I have a free block of time to myself I am working on it. I have already learned a lot and am excited to learn more as I continue working on this project.
I thought It would be interesting to talk a little bit about where my motivation for such a project is coming from and what keeps me working on it. The short answer is that I need a creative outlet. I have Dungeons & Dragons night with my friends and I have my personal blog, but I still feel like I have a void to fill. That is why I started writing my own adventure.
Growing up I had music. At an early age I picked up playing the drums and through my life I have been the drummer for a hand full of local bands in Washington State. That was a huge outlet for me and something I enjoyed very much. When I made the move with my fiancé to Juneau Alaska I tried for 4 years to get a band together. Eventually I I gave up on trying to put a band together in Juneau.
I guess that is where Dungeons & Dragons came into play. It helped fill in the void of needing to do something creative and fun. As time has gone on I have gotten better at planning adventures for my group and needing less prep time to do it. So now I have been left with another void to fill with something creative.
Reading books like The 4 Hour Work Week and blogs like Wil Wheaton’s, I have been inspired to create something with my creative energy. Something I hope other people will enjoy. That something is a Dungeons & Dragons 4 Edition Adventure. Wish me luck!








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