Roleplaying Games


It’s been two weeks since the last AAR for the Galactica game. This is partly due to the addition of two new players, so there was a lot of intro work. One of the new characters is a JAG lawyer who has been brought in to monitor the actions of the characters and their investigations into Cylon infiltration of the Colonies. They’re research has led them to suspect toaster involvement in several mega-lobby firms and non-profits…all highly politically connected. This positioning has the characters in a difficult place, where they cannot push too hard for fear of riling up politicians tightly connected to these group’s money stream. The lawyer is there to slow the investigation, as much as keep them legally correct.

The second new character is a Colonial Marine Corps sergeant who has been assigned to protect Commander Pindarus (the lead in the series). He’s a young, confident but not as smart as he thinks he is son of a fisherman from Picon, who is somewhat prejudiced toward the privileged and wealthy.

The new characters needed some intro time and the character crosstalk has increased dramatically, which is slowing the plot somewhat. This is one downside to larger groups — add a player and I find the crosstalk doubles. If you have a player who is more of a time hog than others, that also slows matters.

The plot elements the last two weeks: Things are still moving at a quick pace. The characters had rounded up a group of suspects that were tied to their main target, a lobbyist for the Lucan Foundation, an educational non-profit that does a lot of policy work. They are the main force behind trying to downsize the defense budget in favor of social programs. these people had been smuggled past the customs at Caprica City Spaceport**, and one of them was later involved in an attack on Pindarus.

Their efforts are mostly a failure over the last two episodes. They make a move to arrest the lobbyist, but when they make their move to raid the condo of the man, all electronic devices, the power goes out for a two block radius of the building. Their quarry is gone, and all of his computers and storage media are trashed due to some kind of EMP bomb about the size of an 48 ounce drink cup — it’s technology far advanced of Clonial EMP devices. They find a strange mechanical fly, as well, and think it might have been a surveillance device that saw the breach team’s approach and popped the bomb.

The mission is jeopardized by the botched raid because the condominium was in the swanky Orpheus Park neighborhood — home to a lot of business, entertainment, and political figures. (Think the Upper West Side of Manhattan…) A lot of important people were inconvenienced and are blaming the Colonial Security Service. To make matters worse, the twelve other suspects they have all die in custody — the back of their heads popping from the “kill swtich” in their cybernetics. they track down the captain that brought them in, but he’s clean of cybernetics and cooperates reluctantly, but all his information is useless — save for one piece that links the lobbyist’s activities to the elusive Count Azarius Lucan — the man who founded the Lucan Foundation that the suspect worked for, but also the Prometheus Foundation, a policy think tank that is similar in size and scope to the Tides Foundation in the real world. Lucan has been a recluse since he suffered a near-fatal accident while orbital skydiving. He lives on a private island on Virgon, and it appears the suspect has been visiting the place off the books (something the foundation VP on Caprica says he would not have done.)

It’s obvious the Cylons know they are onto them and are trimming the loose ends. There’s other elements that have been in play, as well, family and friends and other distractions to keep the players off balance.

(**Worldbuilding element: the Colonies are supposed to have a freedom of movement between the Twelve Worlds, but  because of differing tax rates on various planets and some differences in product legality, travelers are supposed to go through customs checks. It’s a misdemeanor on most worlds to dodge customs.)

This week’s game would be called a “push episode” in TV vernacular: there was some movement forward on the various plots that have been coming together. The characters raided a Ha’La’Tha safe house in an old steel mill in the former industrial sector of Caprica City. Their target was Sio Faras — the local boss for what appeared to be a major crime cell connected to the attack on Commander Pindarus (the series”lead”) and to Ceros Grama, a powerful lobbyist for an educational foundation with tied all over the colonies.

The action sequence was quick, violent, and was the new player’s first encounter with Cortex combat rules. In the end, they had several of the baddies on the deck and Faras in custody. Fearing that she might be “lowjacked” like other Cylon agents they had tried to nab, they had two raptors on station — one to provide jamming, the other to do an extract to an isolated military location…in this case, the battlestar Galactica in high orbit.

They were able to interrogate the prisoner and while she didn’t give up much willingly, they were able to break down her sotry and find out 1) she worked for a Brigadier Davos — one of the last of the HLT commanders to be arrested (a few eps back), 2) She knew she was working for the Cylons, was terrified of them, and that the Cylons were using Tauronese desire to be out from under Caprica and Colonial thumbs as a means to motivate the crime syndicate. (They did not ask if she was a willing participant in the plot. She’s not.) 3) They were able to successfully CAT scan her head and find the cybernetic implants in her head — some kind of CPU near the medula oblongata with leads into her sensory-motor region of the brain, as well as her amygdala and pain centers.

They speculate she is a human “camera” — a probe that the Cylons can collect data through, either passively or through induction of pain/pleasure/whatever. They also have the connection they need to move on Grama legally, and they now know to turn their attention to this Davos guy.

Next episode promises to be more of the same, and I have a few surprises in store for them. (A few same decisions opened opportunities for me to seriously screw with them. I think I’m taking them.) All in all, the tone — of paranoia and Cold War machinations — has been holding up to extended play and as they realize how entrenched the Cylons are, the stakes are getting higher.

There was a post by Martin Ralya over on Gnome Stew that caught my attention and spawned this post: How do you pitch your hot new game to your players? Maybe you bought a new game and the rules set is way-cool, or the setting is fascinating, or it was fun when you were at a playtest…either way, you want to run the game and need to get the rest of the group on board. Here are a few dos and don’ts that should help:

1) DO know your player’s interests and craft not just the pitch, but the campaign, toward their strengths and interests. Example: my latest Battlestar Galactica game starts before the Cylon attack to try and create a strong, vibrant world the characters will miss when it’s taken away…but also because I know one player loves high-level politics and espionage settings, and the other conspiracy mystery games. So now our BSG game is more Cold War spyhunting spy-fi than military-based post-apocalyptic survival. It’s still the same universe, it’s still got the same elements, but the flavor has been tweaked to their tastes.

2) DO make sure the game is something you’re interested in running long-term, even if it’s a one-shot or mini-campaign. This is because you never know if the game will hit big and you’ll be playing it six years later (like my Star Trek campaign from the early oughties), or if the short plot will get stretched for a month or two due to absences, etc. You have to love it as much as they do, or it’;; die on the vine.

3) DO wait to pitch the new hotness until you’ve had a chance to let your thinking on it percolate. Maybe you come out of the gate strong, but you had no major story arc, or nothing beyond the first plot. Or worse, the first session. This has been the case with me and Jovian Chronicles –a wonderful setting that I just cannot seem to figure out what I would do in that particular sandbox. Another hard one is Serenity/Firefly — great flavor, and I can come up with a few scenarios, but no big plot to tie it all together. Sure I could just do an episodic game, or let the players sandbox around, but I’ve found the latter usually bogs down into bar fights and patter in many games.

4) DON’T overdo your world prep. There’s nothing more offputting than to have to read through the 80 pages of history, social surveys, and other elements for a setting. You’re not Tolkein, and I don’t want to read the bloody Silmarillion  just to play a game. My world prep for Battlestar Galactica could be summed up in about a page. This is partly due to the nature of licensed properties; the world is mostly created for you. But just like the Colonies were this hazily defined thing for BSG because ultimately the story took place on a spaceship looking for Earth, you want just enough depth to have consistency, but not so much you cannot make stuff up on the fly. Which brings me to an other important bit once you’ve got the game going —

5) DO let the players help create the world. MAybe someone tosses off a quip about the assassination of King Whatizname 30 years ago — you didn’t have an assassinated King Whatsiname, but now there’s some set dressing and a possible plot line to work with. Worldbuilding, just like the playing of the story, should be collaborative, no matter how narrative your style (as mine is.)

6) DO play on the game being a one-shot or mini-campaign. Think movie, rather than series or series of books. Get into the characters and plot fast, and get out just as quick. That way, if it’s not got legs, you can have fun with what you have and move on.

7) Lastly, DO ask your players what they prefer to play. If it’s something that interests you at all, be enthusiastic and give the audience what they want.

It’s been a crazy busy couple of weeks, between medical and dental appointments, child issues, and other stressors, I’ve not been able to post as often as I would like. So here’s an AAR for the Battlestar Galactica RPG.

We’ve had two “episodes” so far in the new “season”, which started with the addition of a new member to the gaming group. (His blog.)

The players are, respectively, the commander of Aegis from the rest of the gaming reports (now reassigned after the “screw up” during his mission to do reconnaissance in Cylon space to the soon-to-be decommissioned Galactica) who is on a three week leave before his next command — he has effectively been beached by his political opponents in the Fleet; and a Colonial Security Service (think FBI) special agent that is on the Fox Mulderish side, seeing conspiracies everywhere (and sometimes correctly so) and who suffered a traumatic brain injury in a car accident that had him recollecting an alien abduction that was most likely just his imagination integrating the medical attention he was getting at the time (now he’s starting to think it was Cylon experimentation he suffered…)

They have been looking into Cylon influence in the Colonies. Previously, the commnader discovered that Colonial citizens have been taken and altered by the Cylons. They apparently are brainwashing, or through cybernetic implants controlling the actions of people in the 12 worlds. One of these was a high powered lobbyist working for his wife, who runs one of the premier, pro-military-industrial complex lobbying firms in the Colonies. The discovery has temporarily damaged the influence of the Pindarus Group (the firm), and given them some insight into the Cylon operations: the Cylons appear to be using lobbyists, educations foundations, politically-powerful non-profit NGOs — the highly influential, but mostly unseen kingmakers of the Colonies — to tweak military policy, create social unrest, and plant agents through the Colonies.

The two episodes (about 3 play sessions, so far) revolve around the investigation of another high-powered lawyer/lobbyist for the Lucan Group, an educational non-profit that is connected to the Democrat-Republican Party (pro-Colonial government, but seeking a more federalist system with the individual colonies having more autonomy and sovereignty) and based on Virgon. Count Lucan is a rich and powerful former member of the Virgonian government who has gone recluse after an orbital glider accident. He is also the man behind the Prometheus Foundation (think the Tides Center for level of influence). The lobbyist was spied moving people onto Caprica around the customs at Caprica City Spaceport, and this got the CSS onto him. The special agent (Chaplin) gets roped ito a most secret operation called RIPTIDE, which he is shocked is investigating Cylon infiltration. He also realizes that Commander Pindarus (the other character) is crossing the Cylon’s path on several occasions…he doesn’t believe in coincidence, so could it be the Cylons are targeting him? He pulls Pindarus into the investigation, getting him seconded to CSS for the next few weeks (something the commander is happy to be involved in.)

After a high-power gala at the local Carnoss Club, Chaplin “looks the lobbyist in the eye” and realizes how dangerous the man is. (He has the Intuition asset, making him preternaturally good t sussing out things.) He also notices the man making cell phone calls while worriedly watching the characters at the party. Shortly after they leave, Chaplin notices a tail on the commander’s car. It turns out to be a planned “accident”, where the Pindarus car is tee-boned with a delivery truck. Paranoia is a watchword for the two characters and they avoid the second part of the bad guy’s plan: using an ambulance to abduct the commander and his politically connected wife.

Through a few slip-ups due to it being 2 in the morning and people not thinking straight after the accident, the ambulance crew gets away. Later, they figure out one of the drivers was one of the people smuggled into Caprica by their suspect. They attempt to arrest the guy but wind up in a firefight. The driver, shrieking for help and apparently not in contro of his actions, hurls himself through his seventh-story window to his death.

There was a lot of investigation work of cell phone records, traffic cameras, etc. but they figure out the operation was run by Tauronese organized crime elements (the Ha’la’tha) and that the “boss” of the group is in hiding. They get her location, and once they have her, they may have enough evidence to bring in the lobbyist, who is powerful enough they are worried venal politicians and other power brokers might shut their operation down before they can get any traction.

We ended with two plotlines ongoing last night: the raid on the Ha’la’tha hideout in a former steel mill in the rundown former industrial sector of Caprica City (damn those Canceronians and their favorable corporate tax rates!), and their hopes to arrest the lobbyist. It’s pretty obvious that sooner or later they’ll be headed to Virgon to confront the  mysterious Count Lucan, and a hint of the timeline they’ve got left was dropped — Galactica is due to be turned into a museum and decommissioned in six months.

 

It’s been a crazy busy couple of weeks, between teaching, handling financial issues, and wrangling a wee girl, as well as trying to recruit new players to the group. This week was another washout on getting people together (this is becoming a habit…I may need a new hobby), but the week before saw another Battlestar Galactica adventure.

The new player chose to play a Fox Mulder-esque Colonial Security Service agent (essentially, the Colonies’ FBI) who sees conspiracies everywhere. He’s a paranoid, but effective cop who is perpetually being shifted to crap jobs because of his tendency to slide off target. He has an uncanny intuitive mind and phenomenal pattern recognition…seeing connections that are sometimes not there (correlative, not causative.)

We started the episode with this new character on a stakeout, doing surveillance on a lobbyist for the Prometheus Foundation — a massive, multi-colony non-profit that is tied to policy analysis, education foundations, etc. Think the Tides Center, and you’re in the ballpark. They don’t know why, but Chaplin (the character) has learned that their information is going to an Operation Riptide. Riptide, however, isn’t on the books, so far as he can see…

They report on the lobbyist, who meets with an independent freighter captain based out of Aquaria (in our campaign, the most popular flag of convenience for shipping due to lax records keeping and regulation), where he arranges for a  transport of a dozen or so people that the freighter apparently smuggled onto Caprica without them going through immigration control (a formality in our campaign — there’s supposed to be open travel between Colonies, but it rarely works that way.) Why the secrecy? They appear to be from all walks of life and get deposited by minibus at various points in Caprica City. Chaplin, curiosity piqued, does some research on their target, but before he can finish, they are called to report the next day to CSS HQ.

He has been transfered to Riptide because of his pattern recognition skills and his ability to ferret out real (and imagined) conspiracies. He finds out about the Cylon agents active in the Colonies, and that Riptide is the codeword for the counterespionage mission to find and isolate these people. He finds out about the cybernetic enhancements to these people they believe alllows the Cylons to monitor their actions, and that some may not even know they are spies for the enemy, and worst — that some of these “people” may actually be Cylons! They have been infiltrating all levels of Colonial society, and he notes that they seem to have some kind of connection to the politically powerful Pindarus family…but are they targets or conspirators…or both?

Meanwhile, Commander Alexander Pindarus, who has been “beached” in his terms, by being transfered from his command of Aegis and the missions across the Armistice Line he managed to lobby for to Galactica (which he later learns is scheduled to be turned into a museum…with a skeleton crew to operate her), returns to Caprica. He is intercepted by Chaplin, who wants to question him and try to get a feel for it he’s a bad guy or victim. Pindarus’ wife, a big lobbyist in her own right, doesn’t trust this policeman — they’ve already had a raid by the CSS that has left the Pindarus Group under investigation and their funds locked up. However, after a conversation about the situation, Chaplin wants to roll him into the investigation for the three weeks he’s got before Pindarus must take command of Galactica.

They were lining up a “chance” meeting with the lobbyist he had been investigating, who they think is a major node in the Cylon spy network, at a big political do that night…

Screaming child brought the game to an early end, but we’re hoping to pick it up again next week.

This week was another bust for gaming. One friend is still settling in over in Texas, another two are on the road, and a third player decided that they weren’t able to come to the sessions anymore. It’s discouraging, especially as I’ve been lucky enough to have a stable core group for over a decade until recently. The one reliable gamer left was supposed to come by to do some playtesting of the Atomic Robo RPG but Sandia Labs was locked down due to some incident on the air force base, and by the time I had gone to pick him up and bring him back (he’d missed the connecting bus) we’d have had no time, really. So I rode my Thruxton down to his end of town for drinks and a discussion on our recruitment plans for new gamers.

One of his comments — that people don’t say “good-bye” anymore; they just simply stop showing up — got me thinking. Partly, I think this trend is a function of where we are: the Southwest is very lackadaisical about social niceties, and in particular matters of reliability or time. There’s a mythic “Indian time”, as in “When will you be here?” “Tuesday” To a person from the East Coast, that means the upcoming Tuesday…to the Southwesterner that could be Tuesday three weeks from now. Indian time. “I be there at six” means they’ll leave for your place at six…even if you are an hour’s drive away. Several of the players have been somewhat wishy-washy on their goodbyes. They talk about coming back, but they don’t mean it. It’s just words. Hopeful ephemera.

But it got me thinking about etiquette for this hobby which attracts a lot folks with, to be honest, weak social skills. I’m not talking the stereotypical, troll in mom’s basement sorts, but perfectly functioning human beings that don’t seem to notice their actions affect othersSo here are a few things to remember when being part of a group (gaming or otherwise):

If you can’t commit to a bit of time, don’t commit: That doesn’t mean you’re locked into a period of indenture. Everyone knows life happens. Sometimes you have work or school, or emergencies. Everyone gets that. I’m talking about having committed to be at a place and time (like say babysitting), and you continually find another thing to do, instead. It’s rude, primarily because you aren’t the only one affected by your choice to blow off your group to see a movie, or sit at home playing Skyrim.

If you find you can’t do it, tell them why: One of the most annoying things of having a player bail is when they lie about why…and not well. You’re uncomfortable with the group. Say so. Maybe you’d rather do video games and teamspeak — cool. Say so. Maybe your wife doesn’t get gaming and doesn’t like you do it. (This is a whole different issue on your end…) Say so. Maybe you just can’t commit to a weekly, biweekly, or annual game. Say so. Honesty is better than prevarication. In other words, say “goodbye.”

You’re not the only one: Remember the guy or gal running the game? How much work do you think they put into the story line you’re currently not running? Remember how they might have even made a concerted effort to make you the central character of the plotline for that adventure? Now you’ve dicked the whole thing up not just for him, but the others playing. If you commit, at the very least stick out the adventure, or early on let the GM know you aren’t going to be reliable so they don’t focus on you. (Then don’t bitch you don’t get as important a role in the game.)

Last night was a bit of a bust, as two of the players couldn’t video conference in, and two didn’t show up. However, myself and the one player with the most experience in system design managed to get together and do some character bashing with the new Atomic Robo RPG rules currently in development.

We were able to build four characters over the space of an hour and a half, and about half of that time was taken up with side talk, attending to my screaming 17 month old, and eating. The main changes from standard FATE, which this is based on (the author is Mark Olsen of Dresden Files RPG fame):

MODES — this is a skill package. Rather than cherry picking all of your skills, you have a mode of action that includes certain skills. There are overlaps between the modes that add together and make you better at some things. More in a moment. Our opinion on this was positive, and it occurred to me that it could be used to good effect for Star Trek, where anybody has at least a minimum proficiency in all skills. (Come on, the counselor can drive the super-complicated starship? I know it’s some variant of iOS and “just works” but lets be realistic…or not.) The modes fits the pulp style of the comic book and the “action scientists” that inhabit it.

The modes are ACTION, BANTER, INTRIGUE, and SCIENCE. You choose three and get either a base +3 (to your roll) Mode, a +2 Mode, or a +1 Mode. If you have a skill in two modes, you pick the highest, and elevate that skill one more  (so if Athletics was in your +2 and +1 Modes, it would be a +3 in the higher mode.) You then get a certain number of “upgrades” to tweak your skills. The only open skill mode is Science — you pretty much design the science skills in the mode as you wish and the number of upgrades is dramatically higher for the mode than others to capture the weird science feel of the comic book.

As with regular FATE, there is a concept aspect that can add +2 to your tests if appropriate. Each mode has an asepct, as well that adds under certain circumstances, or can be a negative to get you Fate points. There’s also another general aspect that you can develop in play. (The rules state you can do this for all but your concept aspect…the other player liked the ability to redefine the character on the fly — you never really know where a character is going to go that first play session or two.) You get Fate points for each aspect defined at creation. There’s also the usual Stunts, which can also be designed on the fly. they work like aspects, mechanically, but are more specific.

That’s it. Play.

Our impressions: Positive — Character generation is fast. You can get a pretty well defined character with just a few short descriptors and a couple of dice modifiers. Negative — If you’re into “crunch”, FATE is not for you. It’s very freeform, which I both like and don’t; I like flexibility and rules that don’t hamper play, but when they are too loose, I find that this can slow play or make it seem a bit unfair if the GM is not consistent in their rulings. You can’t really play weak characters, which was a comment of one player (Olsen’s response: Why would you want to?), but you could hamper them seriously with negative aspects (there’s an example or two below.)

Here’s the characters created — two were characters in prior games and were built to see if the system would handle them.

GORILLA ACE (Roland Cabot) — Concept Aspect: It’s a Talking Gorilla!

+3 Mode (Action): +4 Athletics, Intimidation, Notice, Physique, Vehicles, Will; +3 Athletics, Combat; Aspect: Prehensile Feet (adds to Athletics)

+2 Mode (Banter): +3 Contacts, Deceit; +2 Empathy, Rapport; Aspect: Now a Word From My Sponsor… (adds to Contacts)

+1 Mode (Intrigue): +1 Burglary, Stealth; Aspect: Sing into Action (adds to Athletics[also in this package])

Other Aspects: Created by Helsingard Science!

Stunts: Signature Hardware — Fighter Plane, other four not defined.

ARTEMIS CAMPBELL — Concept Aspect: Smuggler Queen

+3 Mode (Intrigue): +4 Athletics, Contacts, Deceit, Notice ; +3 Burglary, Stealth; Aspect: I always have a plan…

+2 Mode (Action): +3 intimidation, Will; +2 Combat, Physique, Vehicles; Aspect: Savate Expert

+1 Mode (Banter): +3 Rapport, +1 Empathy; Aspect: You may have heard of me…

Other Aspect: Criminal organization

Stunts: Signature Hardware (Pikros — old Italian gunboat), There’s always a way through (adds to Stealth), Sixth Sense (adds to Notice); other two undefined)

DR. ALVIN KINGHOFFER — Concept Aspect: More Enthusiasm than Ability

+3 Mode (Science): +5 Theoretical Physics; +4 Exotic Propulsion, Gonzo Engineering, Chemistry; Aspect: I haven’t exactly proven it yet…

+2 Mode (Banter): +3 Intimidation, Will; +2 Contacts, Deceit, Empathy, Rapport; Aspect: Stay Calm! We’re Scientists!

+1 Mode (Action): +1 Athletics, Combat, Notice, Physique, Vehicles; Aspect: Now where’s the safety..? (negative on athletics and combat)

Other Aspect: Whaddya mean do I know what I’m doing?

Stunts: Klinghoffer…You’re alive! (Fate point to shift all consequences to the environment), I think I packed that probe…: Fate point to have appropriate equipment, Signature aspect (Where’s the safety…?) Invoke free once per session for 2 fate points, I’ve been trained for this! (Fate point gives +2 to Will tests), 1 undefined

Captain Craig Carter, US Army [WWII period] — Frontline Gadgeteer

+3 Mode (Science): +5 Theoretical weaponry; +4 Chemistry, Demolitions, Physics; Aspect: It just needs one last adjustment

+2 Mode (Action): +4 Combat; +3 Athletics, Notice, Vehicles; Aspect: Where did I put that..?

+1 Mode (Intrigue): +2 Contacts, Stealth; Aspect: Science Underground

Other Aspect: Undefined

Stunts: Everything Has a Weak Spot (adds to combat vs. machines), Signature aspect (Science Underground; invoke for free or 2 fate when negative), Signature gadget — night vision goggles (adds to notice at night); two undefined

 

I “inherited” a bunch of the Burning Wheel stuff, including Mouse Guard from a friend last night, so I will do a review of the game once I’ve had a chance to look through it. Also, our group is in the first playtest round of the upcoming Atomic Robo RPG, so there will be an after-action report on the game tonight — character generation and play.

 

Tonight I was testing Facetime, Skype and Google Hangout with a few friends to see if it could be useful for getting together to game, as we are starting to get pulled apart geographically. Facetime and Skype had the best resolution and sound quality, but are limited to calling one person (Skype will allow multiple callers, but you have to pay a monthly fee.) Google Hangout did multiple people easily, but we did notice that the iPad in the conference suffered microphone fidelity — a known issue (there’s an app for that) and I suspect fallout of the idiotic pissing contest between Apple and Google.

Here’s an idea guys, try servicing the customers instead of trying for world domination. What’s next? frickin’ lasers on the moon?

It didn’t hit me at the time, but thinking on it I am still able to be amazed that I am talking to friends 70 miles away in Santa Fe, and also in Seoul on the other side of the world, at the same time — seeing their faces, hearing their voices… There’s a lot wrong with the world (isn’t there always?) but there’s still wonderous things that technology is bringing us.

As for using teleconferencing, I’ve come to the conclusion that if we only have a single player calling in, Skype or Facetime (if they have a Mac) is the way to go; for multiple players, I would go to Google Hangout (which also has a third party dice app you can get a hold of. Facetime was very stable over the period used, but Skype was a bit twitchy from time to time. Google was the worst of the bunch, continually losing at least one of the people.

On the matter of being able to see the person — for the group that’s present, it looks like I’ll probably use the iPad as the camera/mike, and mirror the pickup with an HDMI rig into the television in the living room — and I’ll use my laptop for the notes, dice, etc.

It’s a problem that our gaming group is about to have: One of our better, more fun players is about to GTT (Gone To Texas, for those of you not up on 19th Century slang.) We want to keep him in the game. Solution: Facetime. Both he and I use Apples, and will be on wifi connections, so why not use my iPad to throw the Facetime screen on the television, use the iPad camera so he can see us, and play long distance?

We’re going to do a test run this week to see if the camera has the field of vision to show the whole room for him.

Has anyone else run games via Google Hangout, Skype, or Facetime? I’m interested to see how it’s working out.

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