I’m finally starting to see some stability in schedule now.  I’m ABD, with a good head start on the research for the dissertation.  The personal life has weathered serious changes — mostly for the good.  One of my gaming groups was a false starter, as usually happens when there’s the promise of a new GM (pretty much every gaming group I’m in only survives because I’m running, set up a schedule that accommodates as many of the people as I can, and we stick to it.)

So now I have some free time for other projects I haven’t addressed.  There’s a novel or two I want start work on.  Then there’s the game-oriented stuff.  I’ve worked in the game industry before, mostly for Heresy and Cubicle 7, before I realized that I’m not much for working for no pay.  If I’m doing a labor of love…I’m doing for myself and my way.

So I’m at the point I’ve started thinking seriously about putting together my own game line.  Not because I think it’ll make me a ton of dough.  It won’t.  But because a few of the campaign settings I run over the years are worth kicking out a spatbook for, and it will be fun.

Right now, I’ve got an idea or two for pulp-style settings in an astrofuturism/ jet age past that didn’t happen, as well as a new game system and setting for modern espionage that I want to be able to handle everything from gritty reality to James Bond style action.  I might pump out a few splatbooks for free (or for contribution to help me keep doing the stuff) for some of the older game systems that I support on the website.

 

Margaret Weis Productions is moving quick to make themselves a major publisher of licensed role playing material — from Battlestar GalacticaSerenity, and Supernatural (all using the original Cortex game engine) to Smallville, which uses a sharply different version of the Cortex system.  Now comes the latest game line, based on the TV show Leverage — about a team of grifters, hackers, and thieves who work together to get their clients revenge from the sorts of crooks that can’t easily be brought down.

The look of the book is spectacular — I bought the .pdf version, but it’s obvious how nice this product is going to look.  The graphic design on it is visually heavy — and the pages loaded slow on my iPad, which is unusual, and was even juping in preview on my laptop.  The introduction by the show creator is nicely done and sets the tone for the book well, and the whole book is well written and surprisingly well edited for a MWP publication.  I found no egregious typos or typeset errors — something that didn’t happen with the first couple of core rules sets.

The rules differences are striking:  you still have the traditional six attributes of the Cortex system, but instead of skills, you have a role — grifter, hacker, mastermind, thief, hitter…  These roles dictate what you do and how well.  Want to hit someone?  that’s probably Strength+Hitter.  What to insinuate yourself with a mark?  Intelligence, or maybe Alertness+Grifter.  Roll the dice, the system uses a scale of d4 (low skill or ability) through d12 (world class.)  There’s also the addition of distinctions — what old school Cortex fans would call traits or complications.  these come into play — sometimes as benefits, sometimes as penalties.  There’s talents — specific things you do well.  There’s assets, but here this could mean anything from Fast Motorcycle d8 to Lockpick Set d4, or what have you.  these are things you buy with your plot points to use during a con.  Complications run the same way — they are temporary (say, Beat to Snot d6, from being in a fight.)

As with Smallville, I think Leverage does a good job of trying to provide a stripped down, fast role playing experience…but it also can come across as overly complex to new players.  For the GM, the use of traits is nicely streamlined, and might be work incorporating into the older Cortex systems.  Here a villain might have the traits Lazy d4 Security Guard d6.  The characters could choose to use the Lazy trait (for a plot point) to benefit them, adding it to their rolls when encountering them; otherwise, the GM (called a Fixer in this game) would roll d4+d6 vs. the players when appropriate.  It’s a good fast cheat for most opposition for the players.

Traits (like the motorcycle above) get rolled when useful.  You’re in a chase sequence with Mooks d6 Who Can Drive d6 in a Late Model Sedan d4 vs. your player’s Agility d8+Hitter d6 on a Fast Motorcycle d8.  The mooks roll 3, 4, and 2 and take the two best rolls — a 7.  Your character decided to raise the stakes by not giving up.  He rolls 4, 3, and 2 — a 7…he’s not getting away.  Spending a plot point, he adds the motorcycle die taking it to a 9.  He’s pulling away!

The new creative team of Cam Banks and Rob Donoghue are trying hard to shift the Cortex property from a more traditional RPG system with attributes and skills and hit points toward a storytelling device where the player collaborate.  It’s a great idea, and some of it works quite well…some of it I suspect does not, but until I run a game using this rules set, I’ll hold fire.  One of their big themes in Leverage and Smallville is pushing the players and GM to work collaboratively to create characters and teams.  It’s a good idea, and one I use when I can, but it feels a bit forced in the writing.  (And don’t get me started on what a cluster f#$k it is in Smallville!)

I’ve been a Cortex fan from the jump, and thought it was particularly good at pushing role playing over roll playing.  Elements of the new Cortex, which is pushing to be more free-form and rule lite, should work well even bolted onto older Cortex versions, but for those that like a bit more structure and crunch, Leverage will probably feel off.

For me, the best bits were on how to build a mission for Leverage, explaining the three act (or more appropriately, the 5 act) structure of the show, how to create marks, reasons to go after them, how to take them down, etc.

Style: 5 out of 5 (it’s beautiful and very well written), Substance 5 out of 5

For $20 for the .pdf, I was not disappointed.  i might even take a crack at testing the rules, but I’ll admit, I’m not particularly big on the new Cortex system.  I like my rules lighter than some, but I’m not much on minimalist rules sets, and it feels like that’s where MWP is headed.

Artist Michael Tompert, who’s first exhibit of Apple-inspired artwork opens today, tried to destroy an iPad by hitting it with a sledgehammer.

“I hit it with a sledgehammer about 10 times,” said Tompert at a preview of his art show, which opens today. “It did nothing. It’s incredible. It was really, really hard to destroy.”

Instead, Tompert took a blowtorch to the iPad.

“I had to blowtorch it for 15 minutes until the inside boiled and it exploded from inside,” said Tompert.

I guess I shouldn’t be as concerned about the screen as I have been.  (I have managed to scratch it, however!)  Makes me wonder how robust the aluminum bodied Macbook Air I have is…

I woke up this morning with this sequence on my mind.  After 30+ years, this is still one of the best reveals from a movie ever.  And, to my mind, still the best looking version of the Big E to grace the silver and small screens…

I’ve been seeing an annoying trend for the last decade or so on game forums:  RPG and board (mostly strategy) game players that are waiting for new systems or supplements getting out-of-their head angry over delays in publishing (an unfortunate reality of the business, especially with licensed products like Star Trek or Leverage.)

The impatience shown is understandable in a few instances — Decipher screwed their Star Trek RPG customers over with promised deliveries of product that wasn’t just approved, but already printed and sitting in a warehouse.  I wasn’t happy about it; I loved the system and while I wasn’t a Trekkie, I was running the game pretty steadily and wanted more official information.  Battlestar Galactica got the same chop as the show came to an end — several promised supplements never materialized, but were apparently in final stages of lay out or approval.  Margaret Weis Games just didn’t like the end of the show and dumped the lines seems to be the general consensus for what happened.  I didn’t appreciate it, but i wasn’t going to take my FN FiveSeven over to the MWP offices in a fit of pique.

Here’s the facts, kids (most of whom are about my age…so NOT kids): if you want more setting information for your game, make it up.  I’ve been pumping out new cars and guns for the James Bond: 007 system for two-plus decades, I drew up some well received android rules for the Decipher Trek, and I’m still doing stuff for BSG…all of which can be found on this site, by the way.  I’m working a dissertation, was often working full time, running two games, and while I don’t have the time sink of having kids, I can say this:  you can make time to build your own gear, ships, house rules, and setting material.

Stop whinging on the boards.  It makes you look like little punks.

As with politics, religion is — for many people — a constant influence in their lives.  They might not ponder the nature of the universe, nor wonder if what they’re doing is right with their particular deity, but most people’s behavior is governed by moral structures derived from religious tradition (yes, even most of you Western atheists get most of your concepts of right/wrong and behavior from the Abrahamic tradition.)  However, religion is a subject that gets short shrift in most games I’ve played in — regardless of whether the game design or setting accounted for it.

There’s a few obvious reasons for this:  GM and players are uncomfortable with religious elements in their games because it can smack of proselytizing, even if that’s not the intent, and because many people have strong opinions regard their faith (or lack of it.)  Another reason is that many GMs simply don’t have a strong grounding in religious studies, and stick to subjects they know something about.

However, the addition of religious themes to plot lines can enhance the flavor of the stories being told, and it definitely aids in defining a character for the player.  Let’s start with the latter.  As mentioned above, religion provides — for many — the basis of their belief structure, which governs their actions.  It helps give the players, as well as the GM, a hook for the actions their characters would take under circumstances.

Some examples of how religious themes and motivations can drive a character are quickly found in other media.  In Babylon 5, many of the characters are religious — although their religion does not always effect their actions.  Delenn and the other members of the religious caste are drawn to the Rangers, and are motivated by the belief that they are the heirs to Valen’s fight against the Shadows, creatures of evil.  they are raised to see the Vorlons as the “good guys” and this clouds their relationship with that race.  Internecine politics drives them, as well, but no so much as their faith in their religious doctrines.  Command Sinclair’s Jesuit upbringing makes him more open to other ideas and traditions, and makes him more likely to try and talk his way out of a situation than shoot.

Recently, Battlestar Galactica made religion a central issue of the plot — the Colonial remnants appear to be playing out a cosmic cycle, and their “mission”, to find Earth and the lost Thirteenth Tribe parallels Jewish and Mormon tales.  As the show goes on, the evidence that there are supernatural forces directing their actions, and watching over them, becomes more and more evident.  Starbuck is an angel, for Gods’ sake!  The tug and pull of monotheists vs. the polytheists creates drama and danger for Baltar, and if you include Caprica in your game canon, this is an old debate in the Colonies.

Religious influence can be subtle.  Shepard Book in Firefly is a priest, yes, but he wasn’t always.  He has a constant internal struggle between his religious beliefs and his past.  His religiosity brings him into conflict with Mal Reynolds, who was once a man of faith and is now tweaked by the very mention of faith.  He respects Book, and deep down sees him as a father figure, but his disappointment at God’s having abandoned them as surely as the Independent command has put the almighty on the outs with him.

You don’t have to hit people over the head with religion to make it fill out your game world.  Understanding the motivations of your bad guys — beyond “they’re goblins, man, they’re evil!” — will make the adventures much more interesting for the players.  Are these particular goblins motivated by a local pagan god which may or may not be a power-mad wizard (the best kind, really)?  Is your Roman centurion an adherent of Minerva or Ares, and does that choice of God dictate his style of tactics and strategy (smart and clever over brutal and laudatory)?  Is your Victorian-period steampunk character religious?  Being a Jew in the period could make for interesting problems in some parts of the world, where just being a member of that faith could create distrust, abuse, or be a real threat to your life.  A missionary is going to have certain ideas about why he’s tromping around the African highlands, and it’s probably not to find King Solomon’s Mines.  Maybe the character is an atheist, driven by a hatred of the Church to cause trouble, or at the very least write screeds against the establishment, which could bring the wrong attention to him.

Science fiction settings traditionally give religion a glossing over.  Babylon 5 took it serious, never talked down to people of faith (unlike Star Trek: The Next Generation Picard, who once railed that the Federation had grown past the superstitions of religion), and never came down on one side or the other on the true nature of the universe.  Sometimes, the unknown is only interesting when it remains unknown.  (A valid argument against the finale of Battlestar Galactica.)  Even when you can “prove” that the local gods are simply more advanced creatures and not supreme beings (the Prophets of Star Trek: Deep Space Nine, for example) doesn’t mean that people aren’t still going to believe what they want.

I have been infusing my current BSG campaign with the same monotheism v. polytheism elements from the show.  There’s visions, and “head” characters (angels), and there is a plan for the Colonials and Cylons that is separate, but related, to the main story.  But I try not to knock them over the head all the time; it’s usually a deus ex machina to keep the story on track.  Like it was in the show.

In a Star Trek campaign I posited that not all Vulcans were adherents of Surak.  There were Vulcans that thought logic was necessary, but that purging emotions was a serious mistake and dangerous to free will.  There was another sect that was connected to the Romulan ideas of embracing destiny and glory.  While not religious, per se, it acted much the same way — Vulcans were not homogenous, and many of the lesser sects were discriminated against.  Even my android race that was coming to the forefront toward the end had religious (they’d call them scientific) views on the nature of the universe, seeing it as a massive information substrate.  They found the concept of death — of losing an irreplaceable set of data — horrific, and something to be opposed through uploading of personalities.

The trick, I’ve found, is to gauge your audience: some players will be more receptive than others to having a religious theme to the campaign in general.  It’s best to get a feel for what makes your players uncomfortable.  Some groups, however, will see the use of religion as a boon for their characters and for the flavor of the campaigns.

It’s worth a go, at least.

I called this a “quick impression” over at the personal blog…but realized it was hardly “quick” at about 800 words…

Scott did good!  After busting my ass for the last few weeks putting together the house, my girlfriend ordered me a Macbook Air 13″ (the new one) for a Christmas/thank you present.  It arrived today all shiny new…

So, first impressions:  It’s bloody thin!  The thickest part is the same as the iPad, the front is practically flush with the table, making typing incredibly easy.  It fits quite well in my backpack — although in the box, it barely fit in my Maxpedition sling bag (one of the zippers could not be fully closed.)  And it is very, very light — about the same weight as the Walther P99 fully loaded that was sharing the bag with it.  Maybe a shade under 3 lbs.

Opening the box, you get a power cable, including an extension cable.  You get a small box with the warrant info, instruction booklet, and a USB restore “disk.”  The computer fires up immediately — they have it in sleep mode coming from teh factory in China and it’s darned impressive.  You open the lid and boom! you’re up.  The screen is bright, crisp, and has a 1440×900 resolution.  It looks great.  The battery had only suffered a 20% or so drain on it’s trip to the States.  I can believe you’ll get the advertised month on sleep out of it.

I played with it for about 5 hours or so — including synching my iPad and downloading docs and pics from a USB key.  I still had 13% of the battery left when I plugged it in.  The fan has not kicked on once — it’s superbly quiet, well made — the aluminum body is thin, but there’s no creaking when picked up or typed on.  the keyboard is comfortable and responsive.  The touchpad took some getting used to.  I couldn’t get it to respond until I gave it a good press and heard click! — there’s your left button.  Two fingers together and click for right button, PC folks.

There’s a learning curve on moving from PC to Mac, and I still think the PC stuff makes a bit more sense for how they do things — especially in Windows 7, but the Air is nicely easy to use.  Mine came with the iLife and iWorks installed.  It’ll read .doc and .dcox files, .pdf, and for the old WordPerfect stuff I downloaded Open Office 3.2.  With all of my documents, some of my music, the downloaded movies from iTunes for the iPad (more on that in a moment), and a few picture files (I’m keeping most media on an external drive, if I don’t use it a lot) — I’ve got 93GB of 128 left.

Speed: it’s fast — on par with my 2.26GHz, 4GB Ram Dell Inspiron 14.  Maybe a bit faster on opening programs.  Start up from off is about 13 seconds, and it’s about 3 seconds from sleep.  The solid state drive makes things smooth, swift, quiet, and cool.  I like it.  A lot.  Granted, I do primarily heavy word processing, page layout, Acrobat stuff, with heavy web surfing and email, some picture manipulation…it’s more than enough, but I could see where games might be a bit jumpy on this platform.  But then again, a lot of graphic intensive games on the iPad work just fine and it looks like Apple is angling to use a lot of the same app design for the new OS X upgrade.

iTunes — the bane of most people’s computer use:  the new iteration is good and smooth, but it’s still a kludged mess, overall.  HOWEVER…you can set up home sharing and move the stuff you purchased on iPad or cut to iTunes from your PC to your Mac.  It took about half an hour to move a few movies from the old Dell to the Air.  No issues.  Firefox, Thunderbird, Dropbox, and Open Office loaded no issues. Fonts transferred with no issues.  Merging my contacts from the iPad — no issues, but the iCal doesn’t look to synch with the iPad.  I’ll look into it later.

Reloading the battery took about 2.5 hours from 13% percent, and the power cable has a cool magnetic clip — the cord snaps to the side of the Air by it’s own volition and if you accidentally kick the cable (not that I did, mind you!) it simply unplugs and doesn’t drag your machine off the table.

So, for the 1.86GHz, 4GB Ram, 128GB SSD Air (late 2010), I found my first day with it to be, in a word, delightful.  It’s incredibly light and thin, the keyboard and touchpad are excellent, as is the general build quality, the screen is bright and clear, and the performance is top notch for the average, non-gaming user.  Style/design is unbeatable — this thing is stunningly beautiful.  For a PC user, the Mac interface will take some getting used to, but the next update promises to move the look and feel closer to the iOS devices like the iPad (which I am in favor of), so those issues might disappear.  Was it worth the $1200 or so?  Yes.  Unequivocally.

Apparently, my driver couldn’t find my address today (UPS didn’t have that problem, though.)  Following their non-delivery of my friggin’ new laptop, they asked if I wanted to pick it up at the station (on the other end of town.)  They told me the girlfriend could pick it up…of course not!

So now I have to hope these backbirths can find the place tomorrow.

I just passed my dissertation proposal defense with flying colors.  My chair informed me he was going to “ride my ass every week until it’s done” because I’m one of the first students of his to go for the doctorate.  (The other is a friend of mine working on the history of the bar.)  So it’s his reputation on the line, as much as mine.  However, the committee felt it was a great concept, and thesis, to go after, and that the work should be fun, as well as scholarly.

The only real complaint was I seem to be biting off more than I can chew.