Friday, October 7, 2011

GM Style: Add More Characters

So I was reading a blog post over at my favorite gaming blog, Gnome Stew, that was talking about how long people should wait to introduce new characters. Reading through some of the comments, as I occasionally do, I started seeing some very intriguing possibilities for the major game I run, Roguelife. The idea is that they have a ship full of characters, but I've been saying for some time now that the ship itself is understaffed - it's a pretty large ship, but the group doesn't really have the cash to allow a large number of crew on-board (though with some recent windfalls, I'm sure that could change). But the problem still remains: they're still running on a skeleton crew, and that is going to start biting them pretty soon, once they start to realize *spoilers*.

Anyhow, this got me thinking about how we could add more named NPCs to the roster while maintaining a good connection for the party. I've discussed with my players several times that it doesn't make sense for them to have certain PCs going on the 'away missions' - the talker is not a very good shooter, for one thing, and the mechanic is very good at very nearly getting herself killed at every turn. So I asked a couple of my players a question to get the ball rolling: How would they feel if I randomly handed them character sheets with a paragraph of description at the bottom and said "here, play this character"?

To my surprise, the two I was talking with openly embraced the idea, which gives me hope that the others will see it this way as well - and if they aren't, nothing is stopping their characters from participating. But this method will help to enforce the harsh idea that yes, they *could* die at any given time, and at least this way, if they do bite the big one, it will make it a lot easier for them to pick up another character, since they'll probably have a favorite secondary they could use instead, should, god forbid, their main character die.

This makes things very interesting in another way, though: it also makes it possible for us to start using other scenarios, such as "Dave got critically injured during the last mission, and can no longer participate... you're going to need to take someone else with you this time to fill his place." I think this makes for a very interesting scenario, and gives the players some breathing room - especially in a game where healing is something that only occurs naturally.

So, if you are thinking about trying to shake up your game a little bit, tend to use a mission-based structure for your game, and are in an environment where you are utilizing a large group mechanic (such as on a spaceship of sorts or military organization, etc), or are playing in a high-stakes game, maybe you can consider this approach.

I think I'll refer to this method as the 108 Stars approach, of Suikoden fame. Because really, that was one of the ideas I had in my head when I initially gave my players access to a functional spaceship all those sessions back. Allowing the players to control multiple PCs just makes that 108 stars dream that much easier.

As a tangent, I could force the players to create additional PCs - albeit at a much lower level - and force them to 'level' these side characters. Everyone should still gain some amount of inherent XP gain over time - but participating in the missions grants them a much larger amount of XP.

The other great thing about this method is that I can finally do away with the whole individual rewards system - and instead the entire ship as a whole gains the rewards, to be split not fairly, but to be used purely for the ship itself, and any equipment the group may wish to maintain. This has many benefits associated with it, I believe, such as being able to reward themselves with special equipment upgrades on occasion. After all, right now most of the PCs money tends to just get funneled back into the ship anyways (where it should be, really). It just seems like the next logical step to me.

I like to imagine that, much like some NPCs I had planned, that these additional characters would have price tags associated with them as well, allowing for some great amount of variability. PCs pay themselves a certain amount for participating in the missions - everything else goes towards the ship fund (which is kind of how it works right now already). For lower-risk missions, they could go send out some lower-level NPCs instead of their mains, who are probably busy with doing administrative bullshit, or working on far more important things.

It also makes it very easy to segue into a separate side-game temporarily in case the main group is on a mission that requires a specific player who is currently not present.

Lots of great ideas from this, and hopefully someone else manages to think of some others. Personally, I am excited by this prospect, and I hope that it will spread to my players as well. I have a lot of awesome things I'd like to do in the next act, so this will just make it even easier for me to make the stakes that much higher while not worrying too much if someone might die.

Of course, I'll also need to make some NPCs of my own, but I'm looking forward to that a little bit. There's something nice to be said about giving yourself strict limitations you cannot work around, or being able to craft character sheets that have a little something unique about them for the players to enjoy as well, on occasion.

Like allowing one of the players to control the military-grade assassination droid that they re-purposed.

It's the little things in life which give me the most joy, I think.

Tuesday, October 4, 2011

Try Something New

Sorry for the long break. (Who am I saying sorry to? The Internet itself? Myself? The blog? Perhaps all of that.) Being sick took more time to recover mentally than anticipated, but I need to force myself back into the swing of things, so here we go.

Sometimes, you just need to get out and try something new. I've started coming to this realization that my life is getting to be a bit too samey. While samey can be kind of nice, when it starts to fall back on the exact same kind of samey, it gets irritating - understandably so, since it means that you aren't growing.

It can be something as simple as going out someplace public you haven't been to in awhile - for me, it was the flea market I used to go to a few years back. Still pretty nice out there, and man was there all kinds of fantastic junk to be found (the best part of flea markets, really!). It really started to get the gears a little oiled, and kind of helped me shift perspective a little.

The mind is a funny tool, because it can put things together in very odd ways that don't always seem to make sense at first. I guess it's because the brain works on the substitutive property or something like that. Basically, it sees something and analyzes it in many different ways - it's like finding out you've got a round hole, and then taking every single square peg and trying to mash it in there any way it can, until it gets something that kind of works. Eventually, something clicks - maybe because it just happened to be the right sort of peg, or maybe because your brain found a way to actually smash that sonofabitch in there.

Don't mind me, because this is where I probably ramble on a little bit before I get back to my point. Anyways, on occasion your brain will consciously re-analyze these things and ask itself, why does this thing work? Or if you're real fortunate, what else can I apply this particular thought to?

The thought this lead me to was that a lot of people do things like run flea market stalls probably because they love what they do very much. After all, I can't see a lot of those places making a ton of money. One particular place that caught my eye, though, was a fairly large showroom of paintings a man had done himself. He had so many of them that they were also placed out in the hallway itself in a long row outside the shop. I imagine he likely didn't sell very many of those paintings... but why have a shop if you can't sell something?

Probably it's just one of those things where the money doesn't matter - it's the act of doing something you enjoy and then letting other people take it in that matters most. It makes me wonder what *I* enjoy doing that I can share with other people.

Which leads me to the whole point of this post: doing something different can yield some very interesting results. People tend to be noticed if they are doing something that most other people aren't doing - or by doing something particularly well. Even moreso if they are doing both at the same time. So I'm thinking to myself, what is the one thing I love doing at any given time? That leads me back to a thought I had earlier in the week, which is that I seem to feel a lot better if I take some time to just hum to myself. Sing, almost. I get these amazing pieces stuck in my head sometimes, and it just wants to flow out, yet I tend to deny myself these urges because it's... well, weird, to be frank.

But maybe that's just my brain trying to tell me something. Maybe I need to make some music again. There's nothing wrong with making a bit of noise once in awhile - particularly if that noise turns out to be something.

So I'm finding myself going back to try to teach myself some things I tried to learn many years ago, long before college. I've got this whole 3D thing figured out, maybe I ought to take some time to learn this music thing. If the songs in my head are so inspiring to me, then maybe it would do me a world of good to try to digitize them, slap them on repeat, and see what my brain can churn out then.

Sometimes, doing something different can yield some very interesting results. So go out and try something different, and see if something new occurs to you.

As a side note: Sweet Genius is a pretty good show, and has also started to shift my thought process some. Not because I'm a cook mind you (I'm not all that good at it), but it does get the creative gears going, as the main goal of the show is "Take these ingredients, get inspired by this object, and make something amazing."

If your mind is open to it, interesting new ideas can pop up many places. So go out and inspire yourself, and see what happens.



I'm going to try to start updating this thing three times a week again. Since I plan on doing some organizational things soon, perhaps a post or two about finding new ways to organize might be in order or something. Who knows, I might just find it useful again someday.

And just because, a quote from a commercial that also seemed to strike a chord with me: "What if someone had told Beethoven 'that symphony should have been done weeks ago?'"

Great things take time, so learn to take your time... and best utilize it, I suppose.

Sunday, September 25, 2011

Ugh, Get It Away!

Some observant people may have noticed I haven't posted anything in awhile. Other observant people may have been able to attribute this to my being sickly as of late.

Here's the thing about me getting sick: It doesn't happen very often, and when it does, it tends to hit me pretty hard, but it takes a long time to catch up to me. Which means it drains my energy, and makes it nigh impossible to do anything remotely resembling something creative.

Though in the last few days, I've stumbled across some rather interesting things, so I'll just gush on them real fast.

First of all, witty and vulgar comes the Myths Retold blog. It's pretty rad, and kind of historical. Sort of. Maybe not so much. Through reading some of these entries, it led me to my latest art crush, Gunnerkrigg Court. I have to admit, it's got quite the archive, and at first I wasn't certain I would be a fan of it. A few chapters in, though, and I was hooked. It's a shame I've already made my way through the archives and caught up to current - seems like this story is going to be going on for quite some time.

I've also taken the time to catch up with the good ol' Doctor Who. Completely loving what's been going on, but my favorite episode of the season is still the one Neil Gaiman wrote: The Doctor's Wife. Still, despite that, the season looks like it will be wrapping up nicely with the death of the Doctor... or will it? I've got a lot of ideas as to where they can take this, and after the preview of the next episode, I think I can safely say there is definitely a whole 'nother season coming around soon enough.

That's probably as much as I'm getting out at this point. Sinuses are still being a bother, but maybe once this passes I'll be able to do something resembling creativity - and maybe even update this blog regularly again.

Friday, September 16, 2011

Inspiration: Find It Any Way You Can

Missed wednesday's post - I'll try to make it up by doing a second entry tomorrow night, possibly after whatever game has been run. Tonight, I'll be (finally) talking about some 3D modeling.

It isn't easy, first of all. It looks easy, of course, but the thing is that you can do pretty much anything with 3D. That's the problem, really. There's so much to learn, you can spend a decade and still not know everything there is to know about the things you can do with it as an art form. Just mastering the very basics takes forever - four years of art school and let me tell you, after nearly three years of that playing with programs like Maya, I've still got a lot to learn.

Because there is so much to it, it puts people off. Infinite complexity means nothing if you can't wrap your head around some part of it. For the longest time, I've been depressed over just how horrible my models tend to look - they look too bland, to me. Now, I think I can understand why: a good model means absolutely nothing without an amazing texture to go with it.

Which is kind of the whole point of this post tonight, I suppose - finding new ways to inspire creativity in yourself. Some time ago, I was curious about "how do I do this?" or "How can I solve X problem in a manner that pleases me?" Such topics include rendering a beautiful, lush field of grass that doesn't look like crap, or like someone threw a texture on the ground. Other topics included things like using textures that look crisp and sharp.

That was my problem - I didn't fully understand the render nodes. For the uninformed, render nodes are basically little tree-like diagrams connected sort of like a web. Things connect in different ways, until you get to the very top node (or the root, if you will), which is what you use to slap onto an object. Suddenly, voila, you have a texture on your thingus! It's akin to magic, or so I am told.

Last night, I took some time to sit down and try to re-educate myself on how I can use these to create amazing-looking textures without making everything look so cookie-cutter. One such instance of this is when you are looking at some wood cabinets. Sure, if you get some pre-fabricated cabinets, sometimes they use the exact same mould for all of it - which makes everything look all the samey. Real wood cabinets, however, have distinct and varied patterns - no two pieces are the same, though they will usually share some similarities.

Using the pre-made "wood" shader in Maya is no good, as I have now come to learn. There is nothing 'standard' in 3D (another pitfall, I am finding). Everything must be custom-tailored to one's needs in any given project (which of course makes it more difficult, since you must know everything in order to proceed in any given project). However, knowing how to tweak it is something entirely different - you can get some amazing results in a fairly short order if you understand the purpose behind the nodes you are given, and how to utilize them properly.

Of course, now that I understand how to properly use this one little thing, it's got me thinking in a completely different direction... now I am starting to see how I can use this for *other* objects. Metal textures, rock textures, anything that has a distinctive pattern to it that needs to be varied but similar, the possibilities are starting to swirl about in my head.

Sometimes, taking a step back and looking over the things you've done in the past is a good way to re-inspire yourself. Look back, sometimes, and ask yourself: Was there something I wanted to learn but forgot about? Can I find a solution to that problem now?

You never know - you could surprise yourself.


As a side note: if I ever manage to get something half-decent as a render (likely a simple object), I'll probably throw it up on the internet somewhere and link it here. I'm likely to start with things like tables and cabinets and desks, just to make it easy on myself and to get a feel for how to really make something shine. Then, maybe I can tackle dynamics... because knowing how to produce life-like flames is freaking amazing.

You can quote me on that one.

Monday, September 12, 2011

Things you can do with d20 Modification

The d20 Modification project, which was originally designed as making the d20 Modern system compatible with Pathfinder, can be used for a lot of interesting things. Like the old Modern system, it still tends to favor the high-intensity action hero sort of game. Unlike the previous system, low-level combat is even more deadly, thanks to firearm overhauls - all guns have a minimum damage modifier, meaning instead of a handgun dealing 2-12 damage, it deals more like 4-14. At low level, that makes a huge difference.

Part of it is because, especially with massive guns like the Barret Light Fifty, the reality is anyone even in the vincinity of one of those rounds tends to turn into a fine mist. But according to the book, those guns 'only' deal 2d12 damage. That means one of the most powerful firearms in existence *only* deals 2-24 damage. At least this way the minimum is brought up some, and it gives more power to people using them. On the other hand, they also tend to come with accuracy modifiers, balancing that out.

With the introduction of the updated magic system, things are slowly falling into place allowing for a variety of interesting genre mixes. One of those mixes I've always had in mind was a Star Ocean-esque setting, where futuristic characters are learning to use magic - something that always fascinated me. But it occurs to me that there are other genre-types one can emulate with a system this versatile. For one thing, it is one step closer to being able to emulate something you can see in the Marvel Universe, where science and magic tend to exist side by side (but don't seem to play well together, usually, and occasionally blurs the line between the two). Or you could even attempt something in the vein of Disgaea - all kinds of craziness can occur there.

Urban Arcana could be re-envisioned - or even Urban Arcana Evolved (which is sort of like the future version of that). Sliders is another possibility, where characters may not always be existing in the same world from one game to another - which could make character choices even more interesting.

All of these things would require little-to-no modification of the system, really, and that was my main goal from the very start. When I was running a future campaign of mine many years ago, I thought it would be fun to pit the group up against some wizards, just to see how they would fare. Needless to say, the results were rather interesting, and the group perservered - of course, they also had far greater weapons than most fantasy characters often wind up with. But on the other hand, fantasy characters tend to get more awesome class abilities, so there is a balance there as well.

Overall, I'm rather pleased with the possibilities this system can offer, and hopefully I'll be able to get the rest of the magic system laid into stone. I don't think I'll be touching on the psionics or other FX abilities... but then again, maybe I might just at some point.

I wouldn't really bet on it though.

Friday, September 9, 2011

Special Edition: This Post

I'm a huge fan of Gnome Stew. I can't remember how I managed to find it, really, but while many of their articles have been kind of bleh lately, this one grabs me pretty good.

I have a huge problem with this myself, being unable to schedule regular times to run, and even worse, it's pretty hard for us all to come together without any in-home distractions (as there are many). But for an internet-centric group, it should be easier to find ways around this, I'd think.

Maybe this could give rise to a new sort of hybrid game - where players can edit wiki pages or post on a message board roleplaying stuff in between gaming sessions - helps keep players engaged, and lets us focus on the important things when it comes time for another session - and sessions can just pick up where conversations left off.

It's an idea.

Online Piracy - Hidden Threats, or Hidden Opportunity?

The internet has changed the entire world - a pretty big feat, considering it's age relative to how long it's taken to make such sweeping changes. Sure, the net itself was first invented back in the sixties, and didn't really start to take off until the boom in the nineties. But since then, it has transformed everything we do. I can remember a time ten years ago when it was impossible to watch movies online - when animated gifs were all the rage, and trying to download a file 300 mb in size could take an entire week.

But things are different now, and the culture that has begun to evolve on the internet has also changed the people who use it. Obviously, people resist change, and many battles have emerged over it. One of the biggest topics of debate: Piracy, or online file-sharing.

To be honest, file-sharing has a pretty spotted history. Back in the day, it was pretty hard to download anything directly - it was kind of illegal, after all, and nobody wanted to risk putting anything up for risk of being shut down (because, y'know, it was sort of illegal). But some people wanted to share whatever it was, for whatever reason - and someone found a rather ingenius workaround. Of course, it required a bit of technical knowledge (not too much, but enough to stump computer illiterate), and it also required a great deal of time. There were no filters on these early Peer-To-Peer (P2P) networks, so half the time you might get porn. If you were looking for porn, it might even work. If you were looking for porn in the first place, it probably came with a plethora of viruses that would make your desktop explode with popup windows from hell. Or reformat your hard drive.

Obviously, this high-risk situation made a lot of people leery about using these sorts of things, and so the culture thrived, as well as it could. Networks were "attacked" by companies after awhile, and the RIAA and MPAA started realizing that people were downloading their entertainment for free, and no one was getting compensated for it. Lawsuits were filed, and a lot of people were hurt as a result, due to complete ignorance of how the internet worked, or due to blatant disregard for the fact that it is stupidly easy to change one's IP address.

Meanwhile, at this time, social networking was starting to take off in the form of Myspace, and eventually Youtube began to emerge - a cool place to show the world whatever videos you wanted. Over time, the RIAA and MPAA started aiming their sights there as well - but at one time, it was possible to watch full movies on Youtube, for free, and technically, you couldn't be held liable for it at all - it's not a crime to watch such material.

The Internet had started what can only be described as a 'sharing culture'. Nowadays with current social networking like Twitter, Reddit, Facebook 'Likes' and Digg, the internet is all about sharing things. Saw something cool on the internet, gotta share it. It's just like with anything else - when you see something cool, you want to tell as many people about it as possible. Saw a new movie? Gush about it to your friends who haven't seen it yet - make them want to watch it. Heard a new CD or bought a new video game, and are eager to tell your friends? Invite them over to play it or listen to it and hang out. It's the sort of culture that's always existed, but on the internet, it is magnified - now you don't have to leave the bathroom to access this awesome video your friend saw on Youtube - he'll just tweet you a link you can pull up on your smartphone to enjoy.

Is this culture of sharing a bad thing? It's hard to say, because there are a lot of divisions on that topic. On the one hand, it shouldn't be a crime to want to tell/show people something that is awesome - on the net, you can put pretty much anything just a single link away. On the other hand, making these things takes a lot of time and effort on the creator's part, and every album/DVD/movie ticket not sold hurts the industry that produced it.

I was lucky enough to have an actual comic-book industry-based teacher by the name of Pat Broderick at my school. Some real hard nerds who actually pay attention to credits might recognize him as an inker and penciler for both Marvel and DC from way back in the day - and trust me, he still does a lot of that stuff and it looks amazing. But the best part were some of the conversations I had with him, particularly some of his insights into the whole 'piracy' thing.

To him, and this is something I see echoed many other places by many other artists, reading his comic books online (or anyone's, for that matter) is theft, plain and simple. He does this for a living, and every time you read a new book online without having paid a single penny, he is being denied that which he's worked a lifetime to earn. Which is kind of understandable. In so many words, he may have described the people who upload these things as having needing something particularly violent and disparaging occur to them. Which, again, is understandable.

On the other hand, if we take a look at some of the older stuff - bronze or silver age comics, whose value is quite measurable - those things are pretty hard to find - particularly some of the truly rare ones, such as some of the original Uncanny X-Men comics. Is it wrong to want to share those as well, with other people? The true value of these comics has long since exceeded what the original companies have done - after all, those books were already paid for and sold - now it is their very rarity that keeps people scrambling after them. Is it a 'lost sale' when you re-share something ten years old on the internet that didn't get a lot of popularity back in the day? If you share a long-extinct comic book series that was fated to ten-issue obscurity?

There is the same argument with movies and music. Is every single download/view a lost sale? That is how the RIAA and MPAA and other companies view it. Is this right, though? That is one of the primary arguments out there - each download does not constitute a lost sale, and the market is slowly changing to embrace this, but still there is that divide present.

Why is this all important to know? Because in the last few years, there have been a lot of concerned messages popping about the internet, about how certain companies would like to 'run' the internet, and take away its freedom to share anything, out of fear of lost profits. Youtube is already there, with people's videos being removed just because they used a song from a particular recording label, despite the actual content of it being more than just a song - fanmade compilations of shows, or 'fan music videos' being one of them.

Is it truly wrong to want to do these things? Some companies would say yes, and would prefer to force everyone to pay them money to enjoy themselves. But is that what's really right?

Being someone who wants to move into the entertainment industry, I look at this objectively, and I see where both sides of the argument arise, and wonder if maybe there isn't some form of compromise that can be reached. Anime in particular is one industry that has slowly started to accept what its fans want - streaming episodes of series shortly after or the same time as the original air date in Japan, with full translations, for free. Is that wrong? Technically, when you see something on TV, you don't have to pay for it (unless it is Pay-Per-View, of course). The money comes from the advertising that occurs during that show, and if no one wants to watch it...

Because of this, I think the entertainment industry as a whole needs to wake up and realize the world has changed. We are no longer using casette tapes, and VCRs are a thing of the stone age. This is the digital era, and we have come to expect things much differently. When people make these televised shows, really they are trying to pull viewers in to see the advertisements that companies pay them insane amounts of money to televise. The more people tuning in, the more likely they'll see those advertisements, and the more likely they will be to want their service/product.

The real money for these studios comes in after the fact - it's not the televising, it's the products that come along with it. The Anime industry is a great example of this - the real money isn't in the shows themselves, it's all the related merchandise: the limited edition DVDs, the figurines, the toy deals, the lunch boxes, the art books... all of that is where the real money comes in. Lately the gaming industry has started taking note of this as well - nothing makes me more likely to plop down extra money for a game if it includes an art book or something.

Why can't other entertainment industries attempt to follow this model as well? The point shouldn't be to force people to pay as much as possible for the initial product - it's everything that comes afterwards - the director's cuts, the limited editions, the posters bundled into the comics. Insanely cheap to make, but mass-produced and kept limited in quantity, you can make a real bundle off of those things, by making them hard to get - and people will gladly pay for them, because unlike something they can download on the internet, physical products are still something that cannot truly be replicated.

You can copy a video, but you can't copy an original figurine. And you can make that figurine cost three times what a single DVD is, or more if it is high quality and large-sized.

Seems to me that the logical way for the entertainment industry to take advantage of the digital age, maybe they should start looking at their own products as a form of advertisement. For bands, they see it as invitations to come see them in concert - can't duplicate that either. Sometimes you can watch them on TV, but is it the same as being there in person? No.

In the end, is piracy a good thing or a bad one? There's no good answer to that, and there's as many answers as there are people in the world. But I think I can safely say this: attempting to punish the world because a few people are jerks is kind of unreasonable.

Shift your thinking, and beat your competition. Look at those pirates as competitors, who are offering your very same product at a much better price. Give customers incentives to purchase your product as opposed to downloading for free (bundled extras help!). Special little extras available only online also work. But don't punish the people who just want to try your product out for a test drive - who knows, if you make it more available to them, they just might be interested enough to plop down the money for it - and then share it with their friends, who will also buy it.