26 June, 2013
An Oldie but Goodie: Female Armor Sucks
Posted by blackcampbell under Roleplaying GamesLeave a Comment
16 June, 2013
Concrete: Everything Old Is New Again
Posted by blackcampbell under Science, Technology | Tags: concrete, roman architecture, romans |Leave a Comment
One of the best lines from Monty Python’s Life of Brian is “What did the Romans ever do for us?” The characters follow this up with a collection of marvels from sanitation and aqueducts to the road. Now it looks like the Romans are about to do something for modern civilization: Scientists have recovered the secret of Roman concrete manufacture.
That may seem a strange thing to laud, but keep in mind most Portland cement-based concrete is lucky to survive weathering and use over a half century…in Italy, there are buildings in remarkably good shape after 2000+ years. 11 harbors studied showed remarkable vigor, despite being exposed to the vagaries of wind, weather and water.
Lawrence Berkeley National Laboratories explains in this press release:
The Romans made concrete by mixing lime and volcanic rock. For underwater structures, lime and volcanic ash were mixed to form mortar, and this mortar and volcanic tuff were packed into wooden forms. The seawater instantly triggered a hot chemical reaction. The lime was hydrated—incorporating water molecules into its structure—and reacted with the ash to cement the whole mixture together.
Bigus Dickus would be proud.
16 June, 2013
A Little Something For a Pulp RPG
Posted by blackcampbell under History, Roleplaying Games | Tags: adventure seed, gamemaster tips, hollow earth expedition rpg, pulp rpg |Leave a Comment
As per NPR, archeologists have found the ruins of a ancient Cambodian city using remote-sensing technology.
Mahendraparvata, a 1,200-year-old lost city that predates Cambodia’s famous Angkor Wat temple complex by 350 years, was part of the Hindu-Buddhist Khmer Empire that ruled much of Southeast Asia from about 800 to 1400 A.D.
From Wikipedia, the location is in deep, swampy jungle — perfect for the ’30s (or even modern — added danger: landmine are common there) pulp-style game:
They initially uncovered five new temples. Eventually, using the Lidar data, 30 previously unidentified temples were discovered. In addition to the temples, their research showed the existence of an elaborate grid-like network of roads, dykes and ponds forming the city…The city’s origins date to the reign of Jayavarman II, considered founder of the Khmer Empire. His reign was consecrated on the sacred mountain of Mahendraparvata.
The only European that had been in the area as of 1936 was Phillipe Stern, a French archeologist.
16 June, 2013
A Look Back At 2001: A Space Odyssey
Posted by blackcampbell under Science Fiction | Tags: 2001: a space odyssey |Leave a Comment
15 June, 2013
A Little D&D Humor
Posted by blackcampbell under Roleplaying Games | Tags: dungeons and dragons, tiefling and the gnome |Leave a Comment
Yeah, it’s an older video. Yeah, I don’t play Dungeons & Dragons of any edition. But I’d go classic geek and play a female tiefling any day….
10 June, 2013
On Second Thought…or, Ruminations on the State of the RPG Industry
Posted by blackcampbell under Roleplaying Games, Writing | Tags: role playing game industry |1 Comment
I’ve been waiting about a month for a contract for the two books I was supposed to be working on this summer for Cubicle 7’s Victoriana line, and I have other projects that need attending to, so I’ve begged off.
This is emblematic of the role playing game industry and the lack of professionalism that surrounds it. Part of the issue is that the publishers tend to be fans and gamers who get into the business because “it will be fun” or “I can do this better.” Inevitably, they hit the hard wall of business reality: deadlines, coordination of talent, outsized expectations — this causes many of the companies to have trouble with paying their talent, or keeping to a schedule. They don’t figure on the ancillary time and expense of launching a game line (especially when licensing is involved!), or maintaining interest.
The other problem is the “talent”. Again, usually gamers and fans, they get into the industry for “fun” or as a means to bootstrap themselves into the writing field. They sometimes work for peanuts, but more often for the “love of the game” or “to get their name out there.” That leads to a lack of professionalism, and allows the industry to pay them as the amateurs they are. ($0.02 a word is typical. That’s $2000 for a 100,000 word book.) If also means the industry is used to half-assing their relationships and responsibilities with their artists and writers because they know they can get away with it.
What’s the solution? I don’t really have a practical one. Publishers need to look to the business plan first, and the talent needs to go in with the expectation that they are going act like professionals (no prima donna bitching when the editor cuts the writing you thought was superb) and get treated like professionals, including a reasonable pay schedule.
How do you know you are making an appropriate amount for a project? Here’s a tip: Figure the total payment for the project. We’ll work with the hypothetical 100k word count from above. Figure out how much you’re willing to work for hourly. My rate is, lowest, $20/hr. — about on part with what I get paid for for teaching college classes. (I do the same calculation for the flat rate I’m paid per class.) Below that, it’s not really worth my time. That means for $20/hr. I will dedicate 100 hours, maximum for a project paying $2000. If I block out 5 hours a day, that’s 25 days or roughly a month to do the work. Every time I’ve used this method, it has helped me with time management and motivation. I usually figure my time as a range — $30/hr. is my favored pay rate and would mean I’m happiest if I can punch out oa project in 66-67 man-hours, but I am willing to stretch to 100 as needed.
I’m sure an artist would have a different set of standards for getting paid, and if there’s an RPG artist reading this, please feel free to comment or drop a line on your thoughts regarding the industry, payment, etc.
7 June, 2013
After Action Report: Battlestar Galactica RPG
Posted by blackcampbell under Roleplaying Games | Tags: battlestar galactica rpg, gamemaster tips |Leave a Comment
One of the things I liked about Babylon 5 and the reimagined Battlestar Galactica was that the characters had to make big decisions based on bad information, little sleep, and through the prism of emotional strain of surviving the apocalypse. It’s something that was present in my last BSG campaign, but it is firmly up front and center in the current game.
The last few game sessions revolved around the death of Sergeant Hadrian, the master-a-t-arms, found murdered near the water tanks. It gave me a chance to do a police procedural in the environment of Galactica. The characters chase down forensics evidence — surveillance cameras near the scene, fingerprints and other evidence on the murder weapon, and the like — there were a few red herrings in the episode, and they were tripped up by sabotage of the tanks ala the episode Water. They have to solve the murder and sabotage at the same time. One of the suspects is the still-present Aaron Doral. In our campaign, he was a Ministry of Education flunkie responsible for the museum transition on Galactica and who is now the Scorpia delegate to the Quorum of Twelve. Eventually, it turns out Doral was set up by a Cylon agent whom they stop in a desperate fight outside of auxiliary damage control, where the bad guy was aiming to vent the ship and kill the crew.
The B story, however, seems to indicate where the meat of the campaign is going to be: BIG decisions. As the new government gets its legs, they are trying to decide what the government, laws, and life of the fleet is going to look like. One of the characters is the commander of Galactica and he is already showing signs of authoritarianism. He’s been floating the idea of a military dictatorship, something the vice president character seems to be somewhat supportive of. What kind of law and law enforcement are they going to have for the fleet? Concentrate on violent crimes only? What about crimes involving coercion or other kinds of “force”? They have two cops…do they form a bigger police force? What kind of authority should they have? What kind of surveillance and expectations of privacy should you have?
These kind of issues don’t turn up often in the average dungeon crawl or setting where the players are “street-level”, but they make for good fun for characters that have some level of power. What happens when your fighter becomes king of the realm..? Do you rule as a “good king”? Even if you do, what kinds of freedoms can you give your people? How does power affect your decision-making process — can you stay “good” or do you let the power go to your head?
What about the street runner that becomes a corporate exec in Shadowrun or Cyberpunk — do you sell out? Do you work to fix the system from the inside? Do you convince yourself you’re doing one, while actually doing the other?
2 June, 2013
When You Have Ultra-Cool Gamers…
Posted by blackcampbell under General Ramblings, Roleplaying Games[2] Comments
Here’s a leather folio that one of our players had made for everyone in the gaming group:
It’s just large enough to hold both my Macbook Air 13″ and my iPad2, plus the notepad under the laptop, etc…
Thanks, Nathan!
2 June, 2013
A Look at Heath Ledger’s Joker Notebook
Posted by blackcampbell under Comic Books, Movies | Tags: batman, heath ledger, the dark knight, the joker |Leave a Comment
31 May, 2013
Play Report: Gaming Via Skype
Posted by blackcampbell under Roleplaying Games, Technology | Tags: gamemaster tips, skype for gaming |1 Comment
During our play session this week, we took the opportunity to finally try something we’ve wanted to do since we had most of the old gaming group fall away back in September. One of these gamers had scheduling issues — he works in Los Alamos on the days we usually have open to game. He lives in Santa Fe. We play in Albuquerque. If he were to leave for the game after work, he would have 93 miles during rush hour traffic to get here. It’s a two hour run at the best of times, and another 45 minutes to an hour to get home.
In other words, not doable.
We’d thought about trying to link this player and the one who GTT (Gone To Texas, for you non-history fans) to the group through the internet. During test runs in September, we’d found Facetime was the most stable platform, but couldn’t handle more than two callers; Skype could do multiple callers, if one of you popped for the ability, and was generally stable if not as much so as Facetime; and we tried Google Hangout, which could handle multiple callers and was mostly stable, but got increasingly twitchy over time.
Since we were only bringing one person in on the video call, and only one of us had Facetime, we went with Skype. The result was much better than I’d hoped for. We got the call-in about 1900 hours and game ran until 2230 hours. The call audio quality was good, although we’ve decided it would be a good idea to rig the iPad we were using into its bluetooth speakers next time. Video quality was patchy — good for the first hour or so, but it steadily degraded until the remote player had to kill his video feed for about 45 minutes. During a break, he called back in and the video was good again.
He has a few issues receiving video from us at first, but it cleared up after we hung up and recalled at the start of the session. He had a few problems tracking the crosstalk on the table at one point, but otherwise was able to feel part of the action and not terribly disconnected.
Here were the observations:
1) Positioning is very important. Depending on the webcam, laptop, or in this case, an iPad, you want to find a place where the camera can see the entire group and can adequately pick up the conversations.
Just as important is the GM’s position. I was seated to one side of the table — iPad at one end, players arrayed in front of me of to the opposite side of the iPad, and occasionally I would lose track of what the video caller or the player opposite of him was doing/saying. Better to position yourself so the players and teleconferenced person are in front of you; be at the head of the table, if using one, with the teleconferenced player at the other end of the room, so you can see everyone. this cuts down on the chance that you favor one side of the room or the other. I managed to avoid ignoring the video caller over the rest of the people in the room but I had to keep it in mind throughout the night.
2) Venue. Try to avoid big. empty rooms with lots of hard objects. This bounces the sound more, and the echo effect can make it difficult for the video caller. You want something big enough to allow the camera to pick up all the players, but small enough not to jigger with the audio.
3) Equipment: Screen size: we were running the conference on an iPad — an 11″ screen. It was good enough we could see the player just fine in the space we were working with. A bigger room, or more myopic players might like something larger. A good microphone and speaker are important when doing a conference call with a room full of players. I mentioned the bluetooth speaker to get past the reflected noise of the host’s kitchen and the generally crappy speaker of the iPad2 and later. If you have a TV and can connect the device running the video conference, the speakers and video should be more than enough to the purpose.
4) Coordination. As with tabletop gaming, coordination can be a real issue. This gets worse the more time zones you throw between the two sides of a call. This has prevented me from setting up a game with another gamer in Korea — 14 or 15 hours is a lot of time to work around; you’re in different days, much less times of day. Even a call home to Scotland is six hours offset. Keep this in mind, even for something like a single timezone. An hour in the evening can mean starting too early for someone, or ending a touch to late for another.
Overall, our experience was very positive, with two of the players and myself expressing the wish to continue with Skyping the player in, and the others being positive about the experience in general, but not so enthusiastic. They’re also not part of the group from last year, so that’s probably a reason.
Video conferencing is a great way to retain players who have moved away or for some reason can’t make the haul to game. Depending on the number you need to conference in will decide what service you want, but if it’s just a single player Facetime (if they have a Mac) and Skype seem to be the most stable. Google Hangout is great for multiple players, but our last test showed it to be twitchy. They may have improved it since them, and it included a plug-in dice roller, so there you go. Just attend to the tips above, and you should be able to bring in long lost friends or busy players.


