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May 17, 2012 Links and Plugs

Bibliophile Stalker - Wed, 05/16/2012 - 6:04pm
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 Shadow Unit: Anomalous Crimes Season 1, Book 1 edited by Emma Bull, Elizabeth Bear
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Chatty Fiction: “At a Loss”

Musings of the Chatty DM - Wed, 05/16/2012 - 5:25am

I wrote and edited over 12 000 words this last month working on Marvel Heroic Roleplaying supplements and material for my Seminars. That meant I spent a lot less time gaming and thus had less things to discuss on the blog. Yet, I did write a lot though.  I do love to blog about what I do. Thus I decided that I could afford to bring a  slight change of focus over here and start blogging about writing a little more.

Today, I wrote my first piece of Flash Fiction. I don’t know if it’s any good, but I’m proud of it. It’s an idea that popped in my mind as I was telling myself I should try my hand at it as a writing exercise in between freelance assignment. It’s amazing how challenging it can be to try to say so much in so little.

So here it is, slightly longer than this intro. Enjoy and let me know if I should do more.

At A Loss

A story by Philippe-Antoine Ménard

“Genny, I can’t take this anymore.” You could hear the exasperation rise rapidly in his voice. “I love you, I really do, but all of this… It’s just too much for me.” His fists were clenching and unclenching repeatedly, his stress and anxiety showing more than usual.

“Please give me just one good reason why we should stay together.” He expected to hear none.

“I’m pregnant.” Genny’s gentle eyes were brimming with tears.

An adrenal bomb went off in his nerve-wracked body. “What the fuck? Are you shitting me?”

“I didn’t want to tell you… Given the circum…”

“Don’t you dare go there Gen!” he said, his face reddening by the second.

“He’s not yours!” she shouted back before he went on his usual rant.

“WHAT?”

Genny’s distraught face was wet with tears “I’m so sorry, he’s David’s…”

His boiling blood froze. Feelings of loss and guilt overwhelmed his heart. Genny reached for him, “Oh dearie I’m so sorry…”

He raised his hand, silencing her, taking a moment to anchor himself back to reality.

“There’s only one other in this world I’d trust to raise this child.” he said, “Genny, will you marry me?”

 

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May 16, 2012 Links and Plugs

Bibliophile Stalker - Tue, 05/15/2012 - 5:54pm
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A Confusion of Princes  By Garth Nix
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OOC 211: Casual Players - Threat or Menace?

Pulp Gamer Out of Character - Tue, 05/15/2012 - 3:32pm

You know that player.  The one who sits in at the far end of the table, plays around on their phone, and occasionally throws the (sometimes wrong) dice when prompted.  They never remember the rules, they aren't involved in any subplots, and they just bob along after the rest of the party.  But when you ask them why they aren't engaged with the game, they respond, "Are you kidding?  I'm having a blast!"

As casual gaming become more and more a part of our culture, many GMs face the challenge of creating a game that can appease both their casual and hardcore players.  This week, Jason and the crew discuss their own experiences with casuals and the solutions they've found.

We'd also like to welcome Jonathan Strootman to the crew!  Jonathan is the man behind Grok Bloodface's intimidating scowl.  Go check out his work at the Tales of an Orc kickstarter page!

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May 15, 2012 Links and Plugs

Bibliophile Stalker - Mon, 05/14/2012 - 6:33pm
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The Future is Japanese
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May 14, 2012 Links and Plugs

Bibliophile Stalker - Sun, 05/13/2012 - 6:11pm
Just plugging two interviews with fantastic editors: Ann & Jeff VanderMeer, and Ellen Datlow.

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 The Moment of Change edited by Rose Lemberg
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Why Every Group Should Play Maid RPG, Once

Jonathan Drain's D20 Source - Fri, 05/11/2012 - 3:02am

Two weekends ago I flew across the pond to Chicago to attend Anime Central, the third largest Japanese animation convention in the US. The convention has a surprisingly large tabletop games presence, with a whole corridor of conference rooms booked out for everything from Pathfinder RPG to Magic: the Gathering.

There’s a fair amount of overlap between fans of anime and tabletop RPGs, and nowhere is that overlap more direct than Maid: The Role-Playing Game. Japan has produced its own tabletop roleplaying games since at least as far back as the 1980s, but in 2008, Maid RPG was the first of those to see an official English translation.

It’s cartoonish, unpredictable, and sometimes—if you use the optional rules originally published in an expansion book—downright lewd. Critics have dubbed it “a joke RPG” and even the translator called Maid RPG a “goddamn weird game”.

And after some friends online convinced me to run a game over Google+, I wholeheartedly recommend that every D&D player and RPG designer play this game, at least once. Read on to find out why.

The Beast, the Robot and the Butler that Shouted or Maybe Didn’t Shout Love at the Heart of the World

When Google+ opened in June 2011, I was eager to be one of the first to test its suitability for tabletop roleplaying games. My friends from the anime community were early adopters of Google+ and I asked what they’d like to play. I assumed they’d pick some variant of D&D, but a certain other RPG topped the votes instead.

The Japanese have nineteen different ways to say, “I guess it can’t be helped.”

To understand what the anime community thinks of when they hear “maid”, watch a few episodes of a series like Hayate the Combat Butler. A wealthy master lives in a modern-day mansion with a staff of maids and butlers, who keep up a Victorian-era style of dress and manner of service that doesn’t exist nowadays outside of TV series like Downton Abbey.

The maids must manage assault from two fronts: unbelievable threats to the mansion like giant robot attack, and the impossible whims of the mansion’s spoiled master. Fail on either front, and you’re fired.

This is the core story of Maid RPG.

Why you should play it, at least once

Anime isn’t everyone’s cup of tea, but the hidden gem in Maid RPG is its simple, inobtrusive rules system.

It elegantly solves all kinds of problems that D&D players still struggle with. It’s beginner-friendly, but has enough optional complexity to keep players interested. Combat is quick, and rewards players for creativity and interesting character interactions.

The core gameplay, at least in the game as we played it, could be described as Paranoia meets Hayate the Combat Butler. Like Paranoia, the player characters are subject to the demands of a central NPC (the Computer in Paranoia, the Master in Maid RPG), and they compete with each other for his favour.

While nominally the maids are on the same side and must work together to fulfil the Master’s orders, in practice they’re rewarded individually and often arbitrarily, and sabotaging each other’s efforts is absolutely fair play. By the second session, my players were hiding their attributes and powers from each other, secretly poisoning food other characters made for the Master, and setting each other’s rooms on fire. At one point a PC literally decapitated another.

This brings me to one of Maid’s most excellent game mechanics. Instead of being killed and knocked out of the game when you accumulate too much damage, you suffer a “Stress Explosion”, a coping mechanism like “crying”, “alcohol” or “violence” which is randomly determined at character generation. For the duration of the Stress Explosion you cannot perform any action unless it somehow falls into the category of your Stress Explosion.

I utterly love this game mechanic, because instead of forcing you to sit the game out when you’re killed, you’re given the option to keep playing with a temporary setback that actually makes the game more interesting. What if all the bad guys are dead but you’ve still got ten minutes left on your “violence” Stress Explosion? Or how are you going to clean the mansion in time when all you can do for the next five minutes is “stealing”?

The core conflict resolution mechanic also rewards creative solutions. For any action contested by another player, you each roll 1d6 times any attribute that’s relevant to the action—say, Athletics for physical combat, or Skill for cooking. What counts as a “relevant attribute” is widely open to interpretation, and if you can describe to the GM’s liking how your character is winning a fist fight using housekeeping Skill to dump a barrel of laundry on the opponent, you can totally get away with it.

This is one of the great features of Maid RPG’s system: the player is rewarded for clever solutions, for imagination, and for interacting with the game world. There are no combat powers to pick from on your turn, so you’re free to decide your own actions intuitively instead of interacting with a thick layer of rules.

Another interesting game mechanic is the Random Event, where players can spend Favor (a limited XP-like resource) to roll on a random event table. This system has a lot of benefits: bored players can actually make something interesting happen, player characters in trouble can make a last ditch effort to escape, and players in general are given limited license to break free of the GM’s control of the game world.

Finally, as a system it’s approachable by newbies and veterans alike. Newcomers to RPGs will enjoy the lack of difficult choices in character creation (it’s entirely random) and in-game (there are few tactical options). There are no experience levels as such, so a new player can join an established campaign without a major penalty. It’s also very easy to learn: most of the 222-page book is optional rules, and the core rules could be condensed down to 20 pages, with most of that space taken up by the random character creation tables.

Is Maid RPG right for me?

Some people won’t like Maid RPG. They’re not secure enough in their masculinity to roleplay a female character in a frilly dress. They’re put off by the unrealistic anime-style setting, or the sample play-through where somebody steals another maid’s underwear, or the strange optional rules that let maids roll to seduce the Master for bonus XP.

Everyone else, I encourage you to spend $6 and buy the PDF of Maid RPG and run it at least once, even if only as a gag game for a change from Dungeons & Dragons. The lessons it has to teach us about roleplaying with our imagination instead of our rulebooks are invaluable.

If you’re actually one of the anime fans in the target market for this game, you’ll appreciate the mountain of included bonus content originally published in expansion books: rules for butlers (for squeamish insecure players), pages of random event charts (including “Mansion blasts off into space and the setting is now Science Fiction”), special items, alternate costumes, alternate settings, rules for random generation of masters and mansions, and really inventive scenarios.

If that’s not your cup of tea, with a little work the rules could be re-purposed to another genre, perhaps science-fiction or action movies. Just don’t let anyone say you aren’t man enough to roleplay a maid.

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May 11, 2012 Links and Plugs

Bibliophile Stalker - Thu, 05/10/2012 - 6:42pm
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Enchanted by Alethea Kontis
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May 10, 2012 Links and Plugs

Bibliophile Stalker - Wed, 05/09/2012 - 5:58pm
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Flora's Fury by Ysabeau S. Wilce

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May 9, 2012 Links and Plugs

Bibliophile Stalker - Tue, 05/08/2012 - 6:37pm
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The Weird edited by Ann and Jeff VanderMeer

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OOC 210: Chaotic Neutral Blues

Pulp Gamer Out of Character - Tue, 05/08/2012 - 12:01pm

It was cute the first time she slew the princess and saved the dragon.  You all laughed when he decided to kiss the villain right on the face.  But the antics are getting out of hand, you haven't seen the plot in a month, and you'd really like to work for a king once in a while without Captain Fruitloops attempting an impromptu assassination or showing up to the banquet naked.

How do you manage "the crazy character" in your group?  How can they become problematic?  How can you channel their shenanigans into a net positive?  And at what point do you have to issue an ultimatum?

We'd like to thank Stephanie Pegg of Flying Monkeys for this week's question.  Be sure to check out their game, Super Sparkle Action Princess GX!

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May 8, 2012 Links and Plugs

Bibliophile Stalker - Mon, 05/07/2012 - 10:07pm
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How to Flirt in Faerieland & Other Wild Rhymes by C.S.E. Cooney.
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May 7, 2012 Links and Plugs

Bibliophile Stalker - Sun, 05/06/2012 - 6:34pm
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War & Space: Recent Combat edited by Rich Horton and Sean Wallace
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May 4, 2012 Links and Plugs

Bibliophile Stalker - Thu, 05/03/2012 - 6:34pm
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Best Horror of the Year 4 edited by Ellen Datlow
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May 3, 2012 Links and Plugs

Bibliophile Stalker - Wed, 05/02/2012 - 6:25pm
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Queen of Kings by Maria Dahvana Headley
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May 2, 2012 Links and Plugs

Bibliophile Stalker - Tue, 05/01/2012 - 5:39pm
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The Drowned Cities by Paolo Bacigalupi
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OOC 209: Background Check, Part II

Pulp Gamer Out of Character - Tue, 05/01/2012 - 2:33pm

We switch up a few seats and finish our discussion on character backgrounds.  This week:  How much physical description is a good idea, or is it necessary at all?   How do you build personal goals for your characters, and how do you keep them aligned with the main plotline?    What do you do with NPCs related to the player characters?  And more!

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May 1, 2012 Links and Plugs

Bibliophile Stalker - Mon, 04/30/2012 - 6:44pm
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Pandemonium: Stories of the Smoke Edited by Anne C. Perry and Jared Shurin
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Roleplaying in the Secret History of...

Neitherworld Stories - Sat, 04/28/2012 - 8:57am
The mystical secret history genre (think Tim Powers) is ripe for roleplaying. Unknown Armies sits squarely in this space, and many modern-setting games are compatible. They work because people largely share a sense of history and historical importance. If I say "the lost survivor of the Titanic" or "the sketchbook of Aquinas" or "the last words of  Eva Braun," there is a social and historical context that gives these things meaning... and the potential for power.
In a homebrewed fantasy setting, this sort of thing is difficult. Players won't have the established knowledge to make such things meaningful to them. Telling them facts or expecting them to read up on histories you've written is unlikely to be effective. This can be accomplished more effectively if the characters care about the historical facts in question. I need to think about how to do this most effectively.
Still, this is one of the best uses I can think of for long-established campaign settings. With the right group of players, running a campaign around secret histories set in Greyhawk or the Forgotten Realms or Tekumel... or even Middle Earth... would be simple... and could be incredibly compelling.
Thinking about it, there are a lot of classic D&D adventures that could really be recast in this light - many of them are centered around ancient tombs of historically-important individuals. Reworking them might largely be a matter of tone and objective.
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