A piece of my mail ended up in my neighbor's mailbox by accident, and he dropped it off.
This is the first time we'd ever talked. Turns out he's a gamer, who used to play a lot of D&D, but lately hasn't had any luck finding a group since moving to Seattle. He seems like a good guy, and I'll probably do some measure of gaming with him in the future.
Dangerous assumptions about how gaming relates to life. Also a place for r_b_bergstrom to keep an archive of things he flung out into the gaming fora and wikis of the world.
Tuesday, September 23, 2008
Monday, September 22, 2008
My Computer's In Dry-Dock
Yar. On Friday last, I got up at the booty of dawn ('tis less southerly, and more pleasantly desirous than the dirty ol' buttcrack of dawn), hauled my piratical dictionary up'n from below-decks, and prepared to set match ta a volley of swarthy countenances that would clarly belabour both'n the cut of me jib an' the temper o' me steel. But'n, fer land's sakes, me ship just lingered there in port - the sails were mutinously refusing to unfurl. Eventually, wit' great personal effort and displeasure, I was able to make them unfurl, but even then they weren't but catchin' nary a wind. Instead of blowing out to sea, they just sat there making a gawd awful racket, like a three pence whore grindin' her holey teeth agin' the basket hilt of me cutlass.
In less flavorful terms, my computer died. I've spent nearly14 hours across the past 3 days trying every trick, system disk, and repair program I know. It won't even recognize that it has a hard-drive now. Crap.
I've got my wife's laptop to fall back on, but since she teleworks two days a week, my internet time will be a bit restricted in the near future. And since she just got her holey teeth filled (so as to not resemble a 3-pence whore), we lack the dubloons to get my 'puter's hull shored up this paycheck. It sits in drydock till some unforseen horizon, and I'm left to wrestle with a windows machine running a variety of microsoft products. Somebody'll be walkin' the plank fer that, I assurn ye.
In short, if'n yer expectin' this scurvy dog to entertain ya, or respond to any parchments stuffed in emailical bottles, yer outta luck.
Werse yet: Since that scuttled ship had all me notes, an' the newly updated but not yet printed character sheets fer the godlier part of Scion, it done keelhauled my prospects of gaming this weekend past. The cap'n get a mite bit ornery when he ain't 'ad is fix!
In less flavorful terms, my computer died. I've spent nearly14 hours across the past 3 days trying every trick, system disk, and repair program I know. It won't even recognize that it has a hard-drive now. Crap.
I've got my wife's laptop to fall back on, but since she teleworks two days a week, my internet time will be a bit restricted in the near future. And since she just got her holey teeth filled (so as to not resemble a 3-pence whore), we lack the dubloons to get my 'puter's hull shored up this paycheck. It sits in drydock till some unforseen horizon, and I'm left to wrestle with a windows machine running a variety of microsoft products. Somebody'll be walkin' the plank fer that, I assurn ye.
In short, if'n yer expectin' this scurvy dog to entertain ya, or respond to any parchments stuffed in emailical bottles, yer outta luck.
Werse yet: Since that scuttled ship had all me notes, an' the newly updated but not yet printed character sheets fer the godlier part of Scion, it done keelhauled my prospects of gaming this weekend past. The cap'n get a mite bit ornery when he ain't 'ad is fix!
Tuesday, September 16, 2008
Spasmodic Dysphonia
I'd never heard of it before today, but I think I may have a relatively mild (and undiagnosed) case of Spasmodic Dysphonia.
I first noticed it while working at Active Imagination. Whenever I was calling a customer, my voice would crack, and I would get short of breath. The first calls I did there were practically cold calls - I was calling Magic players to remind them about upcoming tournaments. Despite supposedly doing them a service, I always felt bad about it, so the fact that I'd be hoarse before the end of the first call didn't strike me as terribly odd. But it did make me very self-conscious, and I tried to hide it from those jerks I worked for. I'm fairly certain they interpreted my reluctance to make the marketing calls in their presence to mean that I wasn't making the calls at all, or was badmouthing them to their customers, or something. Over time, they insisted more and more on being present in the offices when I was making the calls, and they'd "listen in" frequently.
Later, I ended up working more retail shifts for them. These went fine, I rarely had trouble interacting with people face to face. But on days when shipments would come in, I'd have to call everyone who'd placed special orders and preorders. I knew that I was calling them with good news. I was calling to say "your game is here, and waiting for you!" It wasn't a cold call, it was at their request. Yet, my voice would shatter like I was terrified. I could never explain it. I'd have to take the phone calls slowly, and take deep breaths between each call. At first, I was calm but a little puzzled. Eventually, it made me fear making those calls, especially if co-workers or customers were in earshot, and it got worse after that. The fear made it more pronounced.
Often, I was calling someone that I gamed with casually and personally, but calling to say the book they asked me to order for them was in would make me breathless. Seriously, I could call James or Jeremy and gab all friendly from home, but if I called the same friends from work because the new expansion was in, it hurt to talk. Every word was like fighting for oxygen.
I'd been raised largely without a phone, so I assumed it was psychological, and phone-related. *
But then, I started judging Magic tournaments. All went well for the first few months, until one day, in the midst of giving my opening announcements at a Pro Tour Qualifier, my voice cracked and went up nearly an octave. Everybody laughed at me, Cameron made a snide joke and I felt like I was back in junior high. It happened again during opening announcements at my next couple tournaments, and then sporadically at tourneys thereafter.
I have no stage fright. I'm happy to be in the spotlight. I ran a 40-player LARP for several years without anything like this happening. But for whatever reason, the opening ceremonies of Magic tournaments made my throat constrict and wheeze. Sometimes I could control it, but generally, once started it would last the rest of the event. My boss somehow hadn't noticed until one time when I was in the process of giving out a unsporting conduct penalty to a guy who well deserved it. She dressed me down in front of the whole tournament, and said I was too emotionally invested to give out that penalty. She could tell, so she said, because of the way I sounded. I was calm (but yes, sounding hoarse as I often did at tourneys) until she said that.
That's the point where I started hating her. (There were lots of reasons to do so, but that was the straw that broke the camel's back. Her behavior that day will never be forgotten, and probably never forgiven.)
I resolved at that point to overcome my problem, since I assumed it was all in my head, and somehow anxiety-related. I taught myself to breathe through my nose before talking, and take long pauses, to control the tone of my voice. This worked for a while, till one day Level 4 Judge John Shannon mentioned that the pauses made me come off as uncertain or stupid, instead of thoughtful. That kinda hurt. Unfortunately, by this point, the pauses were part of how I talk. I only manage to totally avoid them when in-character RPGing. When in-character, nothing like this affects me at all. By the end of my time at Active Imagination, I was a basket case. I still pause, and my voice now cracks nearly any time I call anyone for any reason. Just typing about it has made my nose clog up and my neck constrict for the last 20 minutes.
*: An aside about my "it's psychological, and us not having a phone from 1987 to 1995" notion. I've always had a distaste for telephone conversations, because they were not part of my life at all for those years, and minimal before that. I once made a really cool video poem called "I Hate Telephones". So it seemed 'obvious' to me that all my trouble (prior to Magic tournaments) was somehow related to fear and unfamiliarity.
At the same time I was blaming it on that, I had doubts about it, too. I'd done all the movie times on the recording at the theatre for a few years because I had such a good phone voice. I also did the recorded message at Page One, Too for a while for the same reason.
Come to think of it, the only hint before Active Imagination that I might have actual problems with phones was the nightly call from my office at the movie theatre to the 3rd party theatre-polling company that we reported box office grosses to. I always got "choked up" calling in things like "Brave Heart: $7,235; A Very Brady Sequel: $3,128;" to the answering machine of some corporate suit I'd never interact with. My voice would crack, and my breath shallow. I couldn't explain that, but I was always very glad to be making those calls alone in the office late at night.
I've done a lot of soul-searching and healing in the year+ out here in Seattle. Despite that healing, I've been terrified to get back into the job market, because what guarantees did I have that these problems wouldn't just remanifest as soon as I was in a workplace? I was also worried my voice would crack while interviewing. Or that I'd pause a little too much, and they'd write me off as dumb. Even scarier was the notion that I'd get through the interview process, get a job I loved, and then have my problem manifest again.
This wasn't entirely unjustified. During this year i got back in touch with some old friends, and when that finally resulted in a phone conversation with Daved, my voice sounded like I was calling customers about special orders again. Getting away from work reduced the frequency of my triggers, but did not cure it the underlying problem.
I left Magic / quit judging tournaments, despite moving to the city that Magic: The Gathering is designed in, largely because of the things judging did to my voice, and the insecurities that the Godards instilled in me over that voice issue.
That's context. That's what went before. I thought it was psychological, and that I was probably unique in my troubles.
Today I read an article about Economists and the Election on CNN. The article was by Scott Adams, and that reminded me that I really like The Dilbert Blog back before Jeremy and I had that weird little argument that resulted in months of silence between us. (Why that would result in even more months of me not reading Dilbert is hard to explain. Out of sight, out of mind, I guess.) So I clicked on Dilbert's blog today, and started reading back posts.
Turns out, Scott Adams has Spasmodic Dysphonia. It's symptoms sound very close to my problem. People with SD have acute hoarseness while speaking, but the situations that trigger it vary widely. Frequently, it involves talking on the phone. One example that's given is people who's voice cracks or falls apart on the phone, but have no problem talking to their cats. Adams claims his has progressed to the point where the only time his voice sounds normal is when he's talking about Spasmodic Dysphonia. Any other topic of conversation makes his voice go falsetto or scratchy.
From what I've read, there's no cure. There's a form of speech therapy that might help, but it's also possible that to overcome it I might need quarterly botox injections to my throat or surgery every couple of years. Neither of those last two options are appealing unless my condition gets a lot worse. It's also quite possible that I might not have Spasmodic Dysphonia, but Dilbert's descriptions sound very much like what I experience. I'll need to see a doctor to know for certain.
Knowing that it might be this actual physical disorder is actually very comforting. When I thought it was just me being a phone-fearing wuss, I scared me. But I pwn diseases and disorders. I beat DermatoFibroSarcoma Protuberans (aka cancer), I can sure as hell beat a little thing like Dysphonia. I'm even seriously considering getting back on the judging horse.
I first noticed it while working at Active Imagination. Whenever I was calling a customer, my voice would crack, and I would get short of breath. The first calls I did there were practically cold calls - I was calling Magic players to remind them about upcoming tournaments. Despite supposedly doing them a service, I always felt bad about it, so the fact that I'd be hoarse before the end of the first call didn't strike me as terribly odd. But it did make me very self-conscious, and I tried to hide it from those jerks I worked for. I'm fairly certain they interpreted my reluctance to make the marketing calls in their presence to mean that I wasn't making the calls at all, or was badmouthing them to their customers, or something. Over time, they insisted more and more on being present in the offices when I was making the calls, and they'd "listen in" frequently.
Later, I ended up working more retail shifts for them. These went fine, I rarely had trouble interacting with people face to face. But on days when shipments would come in, I'd have to call everyone who'd placed special orders and preorders. I knew that I was calling them with good news. I was calling to say "your game is here, and waiting for you!" It wasn't a cold call, it was at their request. Yet, my voice would shatter like I was terrified. I could never explain it. I'd have to take the phone calls slowly, and take deep breaths between each call. At first, I was calm but a little puzzled. Eventually, it made me fear making those calls, especially if co-workers or customers were in earshot, and it got worse after that. The fear made it more pronounced.
Often, I was calling someone that I gamed with casually and personally, but calling to say the book they asked me to order for them was in would make me breathless. Seriously, I could call James or Jeremy and gab all friendly from home, but if I called the same friends from work because the new expansion was in, it hurt to talk. Every word was like fighting for oxygen.
I'd been raised largely without a phone, so I assumed it was psychological, and phone-related. *
But then, I started judging Magic tournaments. All went well for the first few months, until one day, in the midst of giving my opening announcements at a Pro Tour Qualifier, my voice cracked and went up nearly an octave. Everybody laughed at me, Cameron made a snide joke and I felt like I was back in junior high. It happened again during opening announcements at my next couple tournaments, and then sporadically at tourneys thereafter.
I have no stage fright. I'm happy to be in the spotlight. I ran a 40-player LARP for several years without anything like this happening. But for whatever reason, the opening ceremonies of Magic tournaments made my throat constrict and wheeze. Sometimes I could control it, but generally, once started it would last the rest of the event. My boss somehow hadn't noticed until one time when I was in the process of giving out a unsporting conduct penalty to a guy who well deserved it. She dressed me down in front of the whole tournament, and said I was too emotionally invested to give out that penalty. She could tell, so she said, because of the way I sounded. I was calm (but yes, sounding hoarse as I often did at tourneys) until she said that.
That's the point where I started hating her. (There were lots of reasons to do so, but that was the straw that broke the camel's back. Her behavior that day will never be forgotten, and probably never forgiven.)
I resolved at that point to overcome my problem, since I assumed it was all in my head, and somehow anxiety-related. I taught myself to breathe through my nose before talking, and take long pauses, to control the tone of my voice. This worked for a while, till one day Level 4 Judge John Shannon mentioned that the pauses made me come off as uncertain or stupid, instead of thoughtful. That kinda hurt. Unfortunately, by this point, the pauses were part of how I talk. I only manage to totally avoid them when in-character RPGing. When in-character, nothing like this affects me at all. By the end of my time at Active Imagination, I was a basket case. I still pause, and my voice now cracks nearly any time I call anyone for any reason. Just typing about it has made my nose clog up and my neck constrict for the last 20 minutes.
*: An aside about my "it's psychological, and us not having a phone from 1987 to 1995" notion. I've always had a distaste for telephone conversations, because they were not part of my life at all for those years, and minimal before that. I once made a really cool video poem called "I Hate Telephones". So it seemed 'obvious' to me that all my trouble (prior to Magic tournaments) was somehow related to fear and unfamiliarity.
At the same time I was blaming it on that, I had doubts about it, too. I'd done all the movie times on the recording at the theatre for a few years because I had such a good phone voice. I also did the recorded message at Page One, Too for a while for the same reason.
Come to think of it, the only hint before Active Imagination that I might have actual problems with phones was the nightly call from my office at the movie theatre to the 3rd party theatre-polling company that we reported box office grosses to. I always got "choked up" calling in things like "Brave Heart: $7,235; A Very Brady Sequel: $3,128;" to the answering machine of some corporate suit I'd never interact with. My voice would crack, and my breath shallow. I couldn't explain that, but I was always very glad to be making those calls alone in the office late at night.
I've done a lot of soul-searching and healing in the year+ out here in Seattle. Despite that healing, I've been terrified to get back into the job market, because what guarantees did I have that these problems wouldn't just remanifest as soon as I was in a workplace? I was also worried my voice would crack while interviewing. Or that I'd pause a little too much, and they'd write me off as dumb. Even scarier was the notion that I'd get through the interview process, get a job I loved, and then have my problem manifest again.
This wasn't entirely unjustified. During this year i got back in touch with some old friends, and when that finally resulted in a phone conversation with Daved, my voice sounded like I was calling customers about special orders again. Getting away from work reduced the frequency of my triggers, but did not cure it the underlying problem.
I left Magic / quit judging tournaments, despite moving to the city that Magic: The Gathering is designed in, largely because of the things judging did to my voice, and the insecurities that the Godards instilled in me over that voice issue.
That's context. That's what went before. I thought it was psychological, and that I was probably unique in my troubles.
Today I read an article about Economists and the Election on CNN. The article was by Scott Adams, and that reminded me that I really like The Dilbert Blog back before Jeremy and I had that weird little argument that resulted in months of silence between us. (Why that would result in even more months of me not reading Dilbert is hard to explain. Out of sight, out of mind, I guess.) So I clicked on Dilbert's blog today, and started reading back posts.
Turns out, Scott Adams has Spasmodic Dysphonia. It's symptoms sound very close to my problem. People with SD have acute hoarseness while speaking, but the situations that trigger it vary widely. Frequently, it involves talking on the phone. One example that's given is people who's voice cracks or falls apart on the phone, but have no problem talking to their cats. Adams claims his has progressed to the point where the only time his voice sounds normal is when he's talking about Spasmodic Dysphonia. Any other topic of conversation makes his voice go falsetto or scratchy.
From what I've read, there's no cure. There's a form of speech therapy that might help, but it's also possible that to overcome it I might need quarterly botox injections to my throat or surgery every couple of years. Neither of those last two options are appealing unless my condition gets a lot worse. It's also quite possible that I might not have Spasmodic Dysphonia, but Dilbert's descriptions sound very much like what I experience. I'll need to see a doctor to know for certain.
Knowing that it might be this actual physical disorder is actually very comforting. When I thought it was just me being a phone-fearing wuss, I scared me. But I pwn diseases and disorders. I beat DermatoFibroSarcoma Protuberans (aka cancer), I can sure as hell beat a little thing like Dysphonia. I'm even seriously considering getting back on the judging horse.
Cult Birthright
Here's a link to a new Birthright proposed by Gnomish_American at the Scion forums. I think this birthright has a lot of potential, and I wish I'd remembered it when advancing our Scion PCs to Godhood.
It's intended to be a Gods-only birthright, like Avatar and Sanctum. It refreshes the legend pools of the character, based on the worship services of their mortal followers. As such, Gnomish_American's version had it granting Legend points at certain times of day and certain days of the week. I play kinda fast and loose with time (at least when not running Continuum), so that wouldn't work for me.
Instead, I'd have each dot of Cult:
It's intended to be a Gods-only birthright, like Avatar and Sanctum. It refreshes the legend pools of the character, based on the worship services of their mortal followers. As such, Gnomish_American's version had it granting Legend points at certain times of day and certain days of the week. I play kinda fast and loose with time (at least when not running Continuum), so that wouldn't work for me.
Instead, I'd have each dot of Cult:
- restore one point of temporary Legend at the start of each session.
- restore one point of temporary Legend any time the GM advanced time by 1 or more days. (If months or years pass, we're probably starting a new story, so everyone's whole pool refreshes regardless of cult level.)
- restore 5 points of temporary Legend once per story, to represent major holy days. The PC can invoke this at any time, but they don't get the restored points till the scene ends. That way, you can use it to "freshen-up" before going and doing something important, but you can't strain believability by timing religious festivals to occur in the middle of your battles.
Signature Power (Scion Knack) (Edited)
Here's a new knack I've approved for my campaign. This is the revised/edited version. The original was clunkier and wordier than it needed to be, and granted a secondary power that was not needed. Simply getting the speed break is good enough for 5 xp.
Signature Power
Wits Knack
The Scion has mastered one of their powers, such as a Boon or Knack. They know it inside and out, it's completely intuitive to them. This may be the result of constant practice, or just instinctual talent. You choose what pre-existing power becomes your "Signature Power" at the time you purchase this knack. You cannot chose reflexive powers (such as Damage Conversion) or those that already have a speed rating below 4 (such as Animal Aspect or the divine ability to become immaterial). The chosen power has it's activation speed reduced by one. Most commonly, this means it goes from being a Speed:5 miscellaneous action to being a Speed: 4 action.
The decision of which power to augment is permanent. Under normal circumstances, you can never change which power you chose, nor can you take this knack a second time to affect a different power - so choose wisely. However, the GM has the ability to waive this restriction under some circumstances. An example would be if the PC chose Water Control (Water 2) as their signature power, and later purchased Water Mastery (Water 6). The 6-dot boon specifically mentions that it duplicates the powers of the 2-dot boon, so the GM may let you revise which is your Signature Power. Shifting your Signature Power to the upgraded form requires permission from your story-teller, and an expenditure of 3 additional experience points. Once shifted, the lesser form is no longer their signature power, and only the advanced version benefits from this Knack.
Signature Power
Wits Knack
The Scion has mastered one of their powers, such as a Boon or Knack. They know it inside and out, it's completely intuitive to them. This may be the result of constant practice, or just instinctual talent. You choose what pre-existing power becomes your "Signature Power" at the time you purchase this knack. You cannot chose reflexive powers (such as Damage Conversion) or those that already have a speed rating below 4 (such as Animal Aspect or the divine ability to become immaterial). The chosen power has it's activation speed reduced by one. Most commonly, this means it goes from being a Speed:5 miscellaneous action to being a Speed: 4 action.
The decision of which power to augment is permanent. Under normal circumstances, you can never change which power you chose, nor can you take this knack a second time to affect a different power - so choose wisely. However, the GM has the ability to waive this restriction under some circumstances. An example would be if the PC chose Water Control (Water 2) as their signature power, and later purchased Water Mastery (Water 6). The 6-dot boon specifically mentions that it duplicates the powers of the 2-dot boon, so the GM may let you revise which is your Signature Power. Shifting your Signature Power to the upgraded form requires permission from your story-teller, and an expenditure of 3 additional experience points. Once shifted, the lesser form is no longer their signature power, and only the advanced version benefits from this Knack.
Monday, September 15, 2008
Wearable Motorcycle
When I saw the name of Brad's post on this, I didn't think much of it, and certainly didn't rush over to click on it. I figured it was one of those monowheel thingees that they had at the beijing olympics, and the puyallup fair. But no, it's a prototype vertical-parking wearable three-wheeled "motorcycle". It looks cool. But I'm not sure what benefits, if any, it would have over any other motorcycle. Slightly less parking space is all I can figure. If I have to choose between safety and parking space, it's easy...
Thankfully, I'm a gamer, and I've played Cyberpunk 2020. CP2020 is all about style over substance, cool over safety. It's a setting where a 3-wheeled wearable motorcycle that has your body dangling just inches above the onrushing pavement sounds just great. After all, you've probably got skinweave and an armored t-shirt between you and the road.
Thankfully, I'm a gamer, and I've played Cyberpunk 2020. CP2020 is all about style over substance, cool over safety. It's a setting where a 3-wheeled wearable motorcycle that has your body dangling just inches above the onrushing pavement sounds just great. After all, you've probably got skinweave and an armored t-shirt between you and the road.
Changes to Godhood
The PCs in my Scion group ascended to godhood recently. We didn't want this level of play to feel like superheroes, we wanted it to feel like gods. So we figured out how to do as much.
First off, we moved everyone up to Legend 11. Rather than charging 14 bonus points off the template to do so, I just charged 10, and the whole group advanced.
We made sure that everyone had some method to world-hop, so no PC would be stranded if they split up. Sanctums with gates, various movement powers, etc. To facilitate this, I gave them 1 free dot of sanctum, to represent "real estate mom or dad gave you".
I'm making stunt dice into stunt successes at this level. I'll be deciding this week whether to work in something like the Cult birthright that Gnomish American came up with (man I wish I'd remembered that last week), or to just double the legend point rewards of stunts. I want Legend going back and forth dynamically, not just spiking at story start and then dropping steadily off.
I did work up and implement an alternate system for Bavatar - similar to Darkening Of The Light's bavatar system, modified by ideas stolen from BlaineTog's Title and Godhood Title questing boons.
Basically, each PC got 3 avatars they could build. Each avatar could have a different appearance, and a different Legend Rating.
For each avatar, they could choose a few parts of their persona, reputation or fate that didn't apply to that avatar. The players worked together to develop avatars that work together.
Everyone's got a low level avatar that is designed to be used for spying, walking amongst the people unnoticed, and doing their laundry.
Then they've all got a bad-ass war avatar that's their most nastiest form, Legend 11 and decked out with all kinds of sick powers.
Then there's a mid-range negotiation and problem-solving avatar.
These avatars are set in stone - and must always manifest the same way. However, I told them that if and when they get to Legend 12, they'll each get a new Avatar.
I encouraged symbolism amongst the avatars: one has Judge, Jury, and Executioner incarnations, for example.
They can manifest in only one bavatar at a time. If they die in bavatar form, that bavatar is lost forever, and there may be other not-yet-completely-defined penalties. If the "true you" is killed, instead, death is permanent (accept for a few power capable of saving you - Health or Death 11, Ultimate Stamina, etc). The "true you" is just their inner self, an idealized version of their old mortal coil, without any automatic powers - just like if we were going by the books and nobody bought Bavatar at all.
For each incarnation, I allowed them to pick a small number of powers that were constantly active. These had to be powers that are either free or have a per-scene activation cost. In the case of the later, the per-scene cost was added (once) to the cost to assume that avatar. For doing so, they got a break on it, in that they wouldn't have to repay to reactivate it scene after scene - it'd be constantly "on" whenever in that form. For example, the egyptian character chose a form with "Animal Features" constantly on, so he could have a bird head. The combat forms have UO (and other things) activated constantly, and one has Colossus Armor as her body.
This is all VERY experimental, and I'm aware it rather significantly boosted the power of bavatar and the PCs in general. It certainly wouldn't have been for any game, and it's not the sort of thing I imagined myself ever allowing in a game. This is WAY over the top, and it may come crashing down unexpectedly. That's okay. We've been playing for over a year, and were all getting kinda antsy to move on to something new. We love our characters, but have grown increasingly frustrated with the existing rules, so we thought we'd try something completely different. Hopefully, this will inject some excitement into the game, and reinvigorate us. If not, it'll at least be memorable.
The players understand that we are now moving into the endgame, and that the pace will be breakneck from here on out. We're not looking towards the long-term health of the campaign at this point, we're looking to have the story go out with a bang sometime in the next couple months. There will be no punches pulled from here on out, hence the need for 3 avatars as a way to escape death.
Those of you who've read my various posts here before know that I spend a lot of time worrying about play-balance. I've decided to just throw that by the wayside. While I've tweaked a lot of knacks and low-level powers in the past trying to keep things from "getting out of hand" at Hero and Demigod, I've declared an intent to not reign in any power that you'd need Legend 9+ to access. If it's broke, I ain't fixing it any more.
This is a significant departure from the "comfort zone" of my usual GMing style.
*fingers crossed*
But we aren't stopping there. Since I'm on a truncated timeline, trying to wrap the game in a couple months, I'm not gonna let things be bogged down by saving up to by powers that cost 30-50 xp.
I implemented a new XP chart, that looks like this:
No doubt the blogging software will screw up the formatting and make that hard to read. So here's what matters on that chart: There's a cost cap in place. Basically, whatever level of something costs 15 or 16 xp still does, and all the levels below that cost their normal amounts. The levels above it, however, cost only +1 point more for every level higher you go. So, taking Epic 8 to Epic 10 would cost a total of 42 xp, (not 68 xp - so you'll get it at least 3 sessions faster), but getting your first several dots in an Epic will cost just the same as it always has. The point of this is to let the players improve something meaningful every couple of sessions. (The average award over the course of the campaign has been around 8 xp per session.)
Anyhow, as you can see, it's hardly the same game. Hopefully this will result in me bitching less about flaws in the system, and having more fun just letting it all fly.
In fact, next time you hear me whining, you have my permission to remind me that:
a) I'm not really playing Scion anymore,
and
b) I brought it on myself.
Wish me luck ...or, just mumble "good riddance" under your breath as you click on to the next post.
First off, we moved everyone up to Legend 11. Rather than charging 14 bonus points off the template to do so, I just charged 10, and the whole group advanced.
We made sure that everyone had some method to world-hop, so no PC would be stranded if they split up. Sanctums with gates, various movement powers, etc. To facilitate this, I gave them 1 free dot of sanctum, to represent "real estate mom or dad gave you".
I'm making stunt dice into stunt successes at this level. I'll be deciding this week whether to work in something like the Cult birthright that Gnomish American came up with (man I wish I'd remembered that last week), or to just double the legend point rewards of stunts. I want Legend going back and forth dynamically, not just spiking at story start and then dropping steadily off.
I did work up and implement an alternate system for Bavatar - similar to Darkening Of The Light's bavatar system, modified by ideas stolen from BlaineTog's Title and Godhood Title questing boons.
| various sources of inspiration wrote: |
Darkening of the Light's Bavatar system: http://forums.white-wolf.com/viewtopic.php?t=79551&postdays=0&postorder=asc&start=15 BlaineTog's questing purview (see Title and Godhood Title) http://forums.white-wolf.com/viewtopic.php?t=79691&highlight=avalon+purview Gnomish_American's Cult birthright http://forums.white-wolf.com/viewtopic.php?p=1348535#1348535 |
Basically, each PC got 3 avatars they could build. Each avatar could have a different appearance, and a different Legend Rating.
For each avatar, they could choose a few parts of their persona, reputation or fate that didn't apply to that avatar. The players worked together to develop avatars that work together.
Everyone's got a low level avatar that is designed to be used for spying, walking amongst the people unnoticed, and doing their laundry.
Then they've all got a bad-ass war avatar that's their most nastiest form, Legend 11 and decked out with all kinds of sick powers.
Then there's a mid-range negotiation and problem-solving avatar.
These avatars are set in stone - and must always manifest the same way. However, I told them that if and when they get to Legend 12, they'll each get a new Avatar.
I encouraged symbolism amongst the avatars: one has Judge, Jury, and Executioner incarnations, for example.
They can manifest in only one bavatar at a time. If they die in bavatar form, that bavatar is lost forever, and there may be other not-yet-completely-defined penalties. If the "true you" is killed, instead, death is permanent (accept for a few power capable of saving you - Health or Death 11, Ultimate Stamina, etc). The "true you" is just their inner self, an idealized version of their old mortal coil, without any automatic powers - just like if we were going by the books and nobody bought Bavatar at all.
For each incarnation, I allowed them to pick a small number of powers that were constantly active. These had to be powers that are either free or have a per-scene activation cost. In the case of the later, the per-scene cost was added (once) to the cost to assume that avatar. For doing so, they got a break on it, in that they wouldn't have to repay to reactivate it scene after scene - it'd be constantly "on" whenever in that form. For example, the egyptian character chose a form with "Animal Features" constantly on, so he could have a bird head. The combat forms have UO (and other things) activated constantly, and one has Colossus Armor as her body.
This is all VERY experimental, and I'm aware it rather significantly boosted the power of bavatar and the PCs in general. It certainly wouldn't have been for any game, and it's not the sort of thing I imagined myself ever allowing in a game. This is WAY over the top, and it may come crashing down unexpectedly. That's okay. We've been playing for over a year, and were all getting kinda antsy to move on to something new. We love our characters, but have grown increasingly frustrated with the existing rules, so we thought we'd try something completely different. Hopefully, this will inject some excitement into the game, and reinvigorate us. If not, it'll at least be memorable.
The players understand that we are now moving into the endgame, and that the pace will be breakneck from here on out. We're not looking towards the long-term health of the campaign at this point, we're looking to have the story go out with a bang sometime in the next couple months. There will be no punches pulled from here on out, hence the need for 3 avatars as a way to escape death.
Those of you who've read my various posts here before know that I spend a lot of time worrying about play-balance. I've decided to just throw that by the wayside. While I've tweaked a lot of knacks and low-level powers in the past trying to keep things from "getting out of hand" at Hero and Demigod, I've declared an intent to not reign in any power that you'd need Legend 9+ to access. If it's broke, I ain't fixing it any more.
This is a significant departure from the "comfort zone" of my usual GMing style.
*fingers crossed*
But we aren't stopping there. Since I'm on a truncated timeline, trying to wrap the game in a couple months, I'm not gonna let things be bogged down by saving up to by powers that cost 30-50 xp.
I implemented a new XP chart, that looks like this:
| Quote: |
| Experience Cost Chart Attribute 1 to 2 2 to 3 3 to 4 4 to 5 5 to 6 6 to 7 7 to 8 8 to 9 9 to 10 10 to 11 11 to 12 4 xp 8 xp 12 xp 16 xp 17 xp 18 xp 19 xp 20 xp 21 xp 22 xp 23 xp Epic Attribute NEW 1 to 2 2 to 3 3 to 4 4 to 5 5 to 6 6 to 7 7 to 8 8 to 9 9 to 10 Ultimate Favored by Parent 8 xp 4 xp 8 xp 12 xp 16 xp 17 xp 18 xp 19 xp 20 xp 21 xp 22 xp Knack NEW 5 xp Willpower 7 to 8 8 to 9 9 to 10 14 xp 15 xp 16 xp Ability NEW 1 to 2 2 to 3 3 to 4 4 to 5 5 to 6 6 to 7 7 to 8 8 to 9 9 to 10 10 to 11 11 to 12 Favored 2 xp 1 xp 3 xp 5 xp 7 xp 9 xp 11 xp 13 xp 15 xp 17 xp 19 xp 21 xp Non-Favored 3 xp 2 xp 4 xp 6 xp 8 xp 10 xp 12 xp 14 xp 16 xp 18 xp 20 xp 22 xp Virtue NEW 1 to 2 2 to 3 3 to 4 4 to 5 In-Pantheon 3 xp 3 xp 6 xp 9 xp 12 xp Out-Pantheon 6 xp 3 xp 7 xp 11 xp 15 xp Pantheon Purview NEW 1 to 2 2 to 3 3 to 4 4 to 5 5 to 6 6 to 7 7 to 8 8 to 9 9 to 10 Your Pantheon 3 xp 4 xp 8 xp 12 xp 16 xp 17 xp 18 xp 19 xp 20 xp 21 xp Boons 1-dot 2-dot 3-dot 4-dot 5-dot 6-dot 7-dot 8-dot 9-dot 10-dot Ultimate Favored 4 xp 8 xp 12 xp 16 xp 17 xp 18 xp 19 xp 20 xp 21 xp 22 xp 23 xp Not Favored 5 xp 10 xp 15 xp 16 xp 17 xp 18 xp 19 xp 20 xp 21 xp 22 xp 23 xp |
No doubt the blogging software will screw up the formatting and make that hard to read. So here's what matters on that chart: There's a cost cap in place. Basically, whatever level of something costs 15 or 16 xp still does, and all the levels below that cost their normal amounts. The levels above it, however, cost only +1 point more for every level higher you go. So, taking Epic 8 to Epic 10 would cost a total of 42 xp, (not 68 xp - so you'll get it at least 3 sessions faster), but getting your first several dots in an Epic will cost just the same as it always has. The point of this is to let the players improve something meaningful every couple of sessions. (The average award over the course of the campaign has been around 8 xp per session.)
Anyhow, as you can see, it's hardly the same game. Hopefully this will result in me bitching less about flaws in the system, and having more fun just letting it all fly.
In fact, next time you hear me whining, you have my permission to remind me that:
a) I'm not really playing Scion anymore,
and
b) I brought it on myself.
Wish me luck ...or, just mumble "good riddance" under your breath as you click on to the next post.
Lava Burns in Scion
There's a touch of debate on lava stats at the Scion forums, which lead me to google "lava burns". I found this:
>>If you put your hand in activly flowing lava, will your hand just
>>burn, burn off completely, or will you die from severe burning?
>> Jennifer
> The serious injury might kill by causing shock.
>>Dear Jennifer,
>>I'm not exactly sure why anyone would WANT to put his or her hand into
>>lava, are you? If it happened by accident you would get badly burned
>>but your hand wouldn't just melt off. A geologist at the Hawaiian
>>Volcano Observatory fell into some lava up to his knees about 11 years
>>ago. He was wearing boots and long pants, and luckily there was
>>someone to pull him out immediately. He had mostly second-degree burns
>>- which were very painful of course and he spent the whole summer in
>>the hospital - but he was back at work in 5 months. It is a very scary
>>thing to think about, even after all these years.
>>-- Scott Rowland, University of Hawaii
> He had only 2nd-degree burns?
>>From liquid thats red-hot, I'd expect instant fourth-degree burns [all
> the way to the bone].
(quote from Honolulu paper at
http://starbulletin.com/2002/12/29/news/story2.html, about halfway down
the article):
On June 12, 1985, geologist George Ulrich had just taken a temperature
reading of fresh lava, 2,079 degrees. Suddenly a lava crust broke, and
Ulrich stepped into the lava over his boots but was protected by NOMEX
burn-resistant clothing.
Another geologist pulled him out in about five seconds. Ulrich was flown
to Straub Clinic & Hospital on Oahu for treatment of first-, second- and
third-degree burns. He recovered fully.
In my opinion, that suggests lava, in Scion terms, should be 10+X dice of Lethal, where X is the bonus to soak granted by NOMEX burn-resistant clothing. The GM would have to set the level of X. In the absence of further research, I'd be inclined to set X=2.
If a mortal takes 5 damage he's still looking at a month and a half of bed-rest before the pain subsides enough that his actions are no longer penalized. Each point of damage beyond that adds a month to recovery time.
As far as humans are concerned, Agg and Lethal are basically the same thing. I can't think of any mechanical difference between A and L for a mortal with no supernatural abilities. The differences between Agg and Lethal all involve supernatural healing and soak for characters that have Epic Stamina. As such, I'd make lava lethal, and save aggravated damage for supernatural sources.
Saturday, September 13, 2008
4th Ed
We moved out here, and all our GwenCon-and-Werewolf friends (many of whom do or did work for WotC) were talking about 4th Ed. "You've gotta try it, you'll love it, etc." But since we'd settled in the northern part of town, and they all lived southerly, it just never worked out for us to get in on any of the playtests. Honestly, we haven't gotten to game with any of them even half as often as I'd imagined. I didn't stress about it, since I had my Scion game to keep me busy, and this wonderful city to explore. If I had to wait till 4th Ed released, so be it.
I placed a preorder with a store, 'cause I remember how helpful it was to our store to know far in advance how many copies to bring in. Apparently, that's not how these folks use preorders, 'cause while I was committed to the purchase, I had to wait an extra month and a half for them to actually have enough boxed sets for me to get one. Meanwhile, a different store had them available. But, I recalled how much evaporating pre-orders hurt us when I ran a game store, so if I had to wait for them to get it back in stock, so be it.
Finally, I get my copy, but by then we'd moved (which is funny, 'cause the move put is within walking distance of the store that had plenty in stock - wish I'd preordered there instead), and it was getting really close to GwenCon. I had a short couple of weeks to finish unpacking, then figure out Dark Heresy well enough to run it and prep my scenario. Since those weeks were interrupted by 5 days of family visit and several other events, I just knew I wasn't going to get much time to read 4th. But that was okay, as I'd no doubt end up in at least one 4th Ed game at GwenCon. If I had to wait till then, so be it.
If you've read my GwenCon reports, you'll know I didn't get into any 4th Ed games. There were fewer events this year than last, so we ended up almost entirely on our alternate picks. In fact, the only things that were my first choices were the games I ran. Not that I'm saying I didn't have a lot of fun at GwenCon. It was a blast. But I didn't get to play any 4th Ed. (Ironically, Amy and Kevin did get to. And they didn't first-pick any 4th Ed games. There ended up being two unexpected openings in a game during a block were they officially didn't get into anything.)
So, here I am. The summer is over. The game is old news. :) And I haven't played it, nor given it more than the most basic speed-read/skim-over.
Here's what I can tell you from the little I've seen:
I placed a preorder with a store, 'cause I remember how helpful it was to our store to know far in advance how many copies to bring in. Apparently, that's not how these folks use preorders, 'cause while I was committed to the purchase, I had to wait an extra month and a half for them to actually have enough boxed sets for me to get one. Meanwhile, a different store had them available. But, I recalled how much evaporating pre-orders hurt us when I ran a game store, so if I had to wait for them to get it back in stock, so be it.
Finally, I get my copy, but by then we'd moved (which is funny, 'cause the move put is within walking distance of the store that had plenty in stock - wish I'd preordered there instead), and it was getting really close to GwenCon. I had a short couple of weeks to finish unpacking, then figure out Dark Heresy well enough to run it and prep my scenario. Since those weeks were interrupted by 5 days of family visit and several other events, I just knew I wasn't going to get much time to read 4th. But that was okay, as I'd no doubt end up in at least one 4th Ed game at GwenCon. If I had to wait till then, so be it.
If you've read my GwenCon reports, you'll know I didn't get into any 4th Ed games. There were fewer events this year than last, so we ended up almost entirely on our alternate picks. In fact, the only things that were my first choices were the games I ran. Not that I'm saying I didn't have a lot of fun at GwenCon. It was a blast. But I didn't get to play any 4th Ed. (Ironically, Amy and Kevin did get to. And they didn't first-pick any 4th Ed games. There ended up being two unexpected openings in a game during a block were they officially didn't get into anything.)
So, here I am. The summer is over. The game is old news. :) And I haven't played it, nor given it more than the most basic speed-read/skim-over.
Here's what I can tell you from the little I've seen:
- It's lighter and less cumbersome than the previous edition. I like that a lot. I've gotta say that 3.X was at the top-end of the amount of fiddliness I'm willing to put up with, and I would have played it more often if it had been as straight-forward as 4th Ed looks to be.
- The monster manual seems to have no descriptions. You're only cue as to what a monster looks like is the pictures. That bugs me. Take the Displacer Beast, for example. It has 6 legs and 2 tentacles. However, in the picture, only 5 legs are visible. How does a new gamer know that the 6th leg is out of view, and not that the 5th leg is a weird painting error? The answer, of course, is they either get told by someone who played a previous edition, or from randomly getting the miniature in a booster pack. That's kinda frustrating.
- Combat, as a whole, looks to be more exciting. Looks like you move around more - especially when fighting goblins. They freed you up from the yoke of "someone's gotta play a cleric". They give better tactical options to nearly every monster, and pointed them out to the GM. Wizards have to roll to hit. There's some things here that look like huge improvements.
- Overall, the game leaves a lot more of it's flavor up to the individual group. As the sort of GM who tends to tweak settings heavily, I appreciate that. It's not what you'd expect from a company with such a strong eye on branding and market share - but it is what I'd expect from the various games I'd played at past GwenCons that used 3.X rules and very strange settings. Good to know the artists and visionaries won out over the corporate suits.
Wednesday, September 10, 2008
compliance with stupid laws
White Wolf has posted new rules for fan sites.
As such, in order to keep posting content here about my Scion campaign, I'll need to provide a link to White Wolf, and some basic legal text...
I think this policy is a bad mistake on White Wolf's part, and a dangerous route for game companies to travel down. It's just going to generate ill-will amongst the players and fans, and reduce the number of fan sites out there, which in turn reduces the quality of gaming. Unlike the OGL, this legal notice doesn't let someone sell unofficial books of their own design. Instead, it just requires that if you want to blog "Man, I had so much fun playing in my Scion campaign last night" you have to include a copyright statement.
Personally, that seems unreasonable, yet White Wolf's site implies heavily that their lawyers will be contacting you if you make even passing mention of their products and fail to comply with this legal directive. Why spend the money on getting a lawyer to draft you a fan site policy if you weren't planning on suing someone. Man, this sucks.
By their very nature, RPGs are intended to be creative inspiration. They are not like a novel that you can be expected to "just" read - the rule book is intended to provoke you to tell your own stories. Overall, the regulation of fan sites flies in the face of that. Chances are, Larry Lessig or the ACLU could win a case against this, if either felt so inclined. Such a lawsuit, however, would probably be largely detrimental to the roleplaying hobby, so I hope it never happens.
I wish to maintain a friendly relationship with the industry which provides my primary means of entertainment, so I will comply with White Wolf's request, even though it strikes me as ridiculous that they requested it in the first place.
In an ideal world, White Wolf would drop this nonsense, and no other game companies would try anything like this again. But this is not a reasonable world, and as such we should expect the internet to become even more tightly constrained in future years. It, like so many other elements of our society, is rushing to a bottleneck that will result in Fascism, Revolution, or one proceeding the other.
As such, in order to keep posting content here about my Scion campaign, I'll need to provide a link to White Wolf, and some basic legal text...
Overall, I'm none to happy about this development. Since I blog about a lot of RPGs, not ALL characters "herein" are copyrighted by CCP hf. Obviously, any vampires, demigods, or the like probably are. But trying to clarify what is and isn't is going to be a big pain in the ass. Even when I'm talking about Scion, it's not like White Wolf has an exclusive copyright on Thor, Zeus, and Tlazteotl, since all 3 are drawn from mythology and tradition that's at least several hundred years old. Certainly, white wolf has it's own unique flavorful take on those three characters, and some portion of it has and will influence my own thinking about them. So, yes, within the confines of Scion any reference to them is within the domain of white wolf's copyright. But if I were to blog about how I used Thor in my heavily mythological alien-grey film noir detective game "The Case Of The Stolen Thunder" that I ran more than a year before Scion released, his depiction would therein would have had nothing to do with White Wolf and owed rather more credit to Douglas Adams than to White Wolf. There's some grey areas (pardon the pun) there that the required legal text isn't flexible enough to parse.
Copyright White Wolf Publishing, Inc.
© [year] CCP hf. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for blank character sheets, which may be reproduced for personal use only. White Wolf and Scion are registered trademarks of CCP hf. All rights reserved. Scion, Exalted, Vampire: The Masquerade and World of Darkness are trademarks of CCP hf. All rights reserved. All characters, names, places and text herein are copyrighted by CCP hf.
I think this policy is a bad mistake on White Wolf's part, and a dangerous route for game companies to travel down. It's just going to generate ill-will amongst the players and fans, and reduce the number of fan sites out there, which in turn reduces the quality of gaming. Unlike the OGL, this legal notice doesn't let someone sell unofficial books of their own design. Instead, it just requires that if you want to blog "Man, I had so much fun playing in my Scion campaign last night" you have to include a copyright statement.
Personally, that seems unreasonable, yet White Wolf's site implies heavily that their lawyers will be contacting you if you make even passing mention of their products and fail to comply with this legal directive. Why spend the money on getting a lawyer to draft you a fan site policy if you weren't planning on suing someone. Man, this sucks.
By their very nature, RPGs are intended to be creative inspiration. They are not like a novel that you can be expected to "just" read - the rule book is intended to provoke you to tell your own stories. Overall, the regulation of fan sites flies in the face of that. Chances are, Larry Lessig or the ACLU could win a case against this, if either felt so inclined. Such a lawsuit, however, would probably be largely detrimental to the roleplaying hobby, so I hope it never happens.
I wish to maintain a friendly relationship with the industry which provides my primary means of entertainment, so I will comply with White Wolf's request, even though it strikes me as ridiculous that they requested it in the first place.
In an ideal world, White Wolf would drop this nonsense, and no other game companies would try anything like this again. But this is not a reasonable world, and as such we should expect the internet to become even more tightly constrained in future years. It, like so many other elements of our society, is rushing to a bottleneck that will result in Fascism, Revolution, or one proceeding the other.
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copyfight,
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