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Geekdom In My Eye

Beholding the Ronin    21/1/04

1) The Beholder continues to exist, with about 60 unique visitors a day at last perusal of webstats. That isn't going to set the world on fire, but it's an achievement I'm sorta proud of. A geeky sort of pride, but it's pride none-the-less. I'm also happy that I tend to get a steady stream of submissions in for it, usually of reasonable quality (apart from grammar and spelling - those can really take a battering - but the core of most materials is at least solid).

2) I ran a game of Dust Devils using the Ronin variant rules (so it was a Feudal Japan setting, rather than the Wild West). It went fairly well except for the end (where I had some problems with closure). A link to the game plot can be found here.

The Duties the players picked worked really well together, even if they didn't know it when they were creating them. The player's key motivations were:

  • To become recognised as a great bushi (ie samurai) - called Fame in the text.
  • To follow the Christian God - called The Christian in the text.
  • To have his father, the Daimyo, recognise him as son - called Unrecognised Son in the text.
  • To reap revenge against the Daimyo for the death of his love; chief method was to kill the Daimyo's offspring - called Revenge in the text.

The players generally jumped headlong into the game. I played it more as a road movie than anything else, with plot threads being dangled by myself and sometimes created by the players. It should be recognised the group is more used to D&D than anything else, so the game may not have been as narrative as I would have liked, but it was a good start and I believe the players had fun.

It ended with Fame, having covertly stabbed the Christian in the back several times dropping all subtlety and killing him. Nen took a battering early and was lucky to last as long as he did, but he fell to Unrecognised Son. Unrecognised Son was then dispatched by Fame and in the closest of margins, Revenge beat out Fame to be the last man standing in a fairly bloody clearing.

It was something different. Would do things differently next time, but given I haven't been able to make the group recently and there are probably 4 campaigns waiting in the wings I might not be doing anything like this for a while.

Notes from the Real World    10/12/02

The material below was written with an eye for submission in Gamespot's regular Gamespotting section. It started out as one thing, turned into another, and I realised that they would never run it because it indirectly criticises what they do. Instead of just deleting it I've put my little gaming essay up here because 1) it isn't too bad and 2) it's content that this site sorely needs.

I've been reading computer game articles most of my life. Ever since Mum bought my brother and I a second hand Commodore 64 (brown) with cassette player and we picked up a copy of Zzap!64 to celebrate, I've been involved in the gaming media. My tastes have varied with my hardware. I moved from Zzap!64 to Amiga Action as the C64 gave way to an Amiga 500; as my Amiga slowly died I started to buy Hyper to sate my gaming needs; I bought an issue of ProGamer here and there for the features; and with the purchase of my P166 (with 16MB RAM) gaming PC I started collecting PC Powerplay.

Having spent the time one day to install my modem (33.6kps of downloading speed!) I discovered the internet when it was still referred to with a capital "I". On this "Internet" I found a smorgasbord of gaming information. I settled on Gamespot as my gaming site-of-choice after reading their "History of..." features and still collect PC Powerplay. That's my pedigree. Across my time I have found two constants: 1) only fashion dates faster than a computer game; and 2) computer game reviewers aren't like the rest of us.

The first point is easy to demonstrate. Reach for your stack of gaming magazines. Go back six months. Chuckle at the cover (featuring the hottest game or news item). Laugh out loud as you read the previews and expected release dates of games touted as "looking good", then were released late and absolutely panned. Have a look at the reviews and smile fondly as you remember the thrill of completing (and then shelving) that game you had to have. Now go back twelve months. Repeat. Go back two years. Repeat. Pretty soon you'll be coming across articles mentioning archaic terms like "3dfx" and "Total Annihilation". The letters' pages will contain people stating with absolute certainty that Quake2 is better than Duke Nukem 3D is and almost certainly the best game ever released.

Read back far enough and history repeats: Amiga versus Atari ST, 3D video cards, the ever improving graphics in games, why don't more original games come out? The names change while the underlying themes repeat. New "must-buy" games come out every week making old ones redundant. Reviews of the best new graphics card age quicker than sitcom jokes. Magazines (and even sites) are only as good as their latest release - the computer gaming industry poorly treats those who can not keep up. So everything must be newer, better and brighter than before.

The second point seems pretty obvious, but until you actually think about it you don't realise it. A professional computer game reviewer wakes up, has breakfast and goes into the office to play computer games. S/he doesn't have to buy those games as they appear magically on their desk, possibly sent by wondrous Marketing pixies along with a free t-shirt and figurine. After loading up the latest offering on their altar of choice (which most likely belongs to the company, so the cost to upgrade is negligible the game reviewer) for a couple of hours, stopping only to scribble notes. They play with the intent of seeing all the features of a game and doing it in the shortest time possible. The odd game reviewer has almost certainly thought about this seemingly contradictory set of goals, but most of them shake their heads and get back to their gaming.

Having reviewed a game to their satisfaction (if only for the time being) and maybe spending some time to develop their written notes, they end their work day by playing some more games, often against other game reviewers who have just spent the day doing the same thing. For this they get paid. Not much, but still, they seem to live the dream.

This leads to the creation of a strange kind of culture. Not having to pay for hardware / software / t-shirts appears to make certain people blasé to the difficulties of actually funding this lifestyle. Someone whose definition of "work" consists of eight hours in front of an Xbox often make jokes that only others who have been involved in similar undertakings understand. Those who receive a new game once a week for free have no problem in discarding those they find less than exceptional once they have finished their review.

Yet these are the people who are held as being the normal part of the set; the innovators who's opinions should be listened to. It is the same with all cultural groups in a way, with one group leading the others, but for computer games this set have an extraordinary amount of power. How a game scored in reviews is often a crucial way of determining its value.

On the cultural side, perhaps it is because computer games are such a centralised release - you have it in your hand on a certain date. Games are material, although not tangible. You can't touch the game, but you can play it. Games are central to gamist culture. Reviewers get to own it before anyone else, and some sort of natural law comes into effect, with those being first on the scene obviously being more worthy than those who came later. Less centralised cultural movements - let's say dance culture - are more organic; fashions diffuse through personal observation rather than from a central point. You can touch parts of dance culture, but arguably its core is intangible and unownable.

Perhaps it is the case that once it has been written down, printed, bound and published in a magazine or online, it is already too late and spontaneity is lost. It has taken too long to come into the light, making the message weaker through obsolescence. Ironic that the cutting edge world of gaming relies uses the equivalent of book critics as key cultural drivers.

The Beholder    2/12/02

I've got The Paragon Beholder up and am really quite proud of it. Ignoring the geekiness of the content for those who aren't interested in it, I am pleased with the way it looks and how after fiddling around with some different layouts I managed to find one that was newspaper-like. My html skills are rather weak but have been developed by the tasks involved in these sites' development.

The feedback I've got this far it also pretty positive which is also great. I'm looking forward to getting some articles submitted for the Beholder that will take some of the work off me. I don't want the Beholder to be another "updated twice and forgotten" fansites but trying to write 20+ articles a month is not something I want either. With the actual launch of CoH it will be easier to write stories about the "world" of Paragon City because things will actually happen instead of me (or whomever) just making them up.

Depending on the number of articles I get sent to me, the Beholder will be monthly or bi-monthly updated. Weekly would be nice, but unless I'm getting paid for it I don't think so. Bi-monthly gives me enough time to just do it casually, while monthly is just a bit long to catch what is going on in Paragon City. Unless I have to write all the articles. Then it will come out whenever it bloody well comes out! ;-)

Dust Devils    31/10/02

I've just bought Dust Devils online, I'm looking forward to getting home this afternoon and downloading it. I've been playing GURPS for years with friends, but it's getting to the point where I'm feeling a bit burnt out on the system. It is a good pnp system to game with, but it's been done - some people can min/max their character with their eyes closed, and there are some advantages that no-one goes without (eg High Pain Threshold). After spending some time at The Forge I've realised that perhaps I'd prefer a Narrative / Simulationist game over the Simulation / Gamist types that my GURPS group have been playing (and with that said, I've just self-analysed by gaming type - Ron Edwards would be proud!).

Dust Devils hit me straight between the eyes as I read about it. It sounded interesting, it sounded different and the concept of letting players narrate the game along side the dealer (GM, DM, Storyteller; pick your own terminology) sounded just wild enough to work. The concept of losing a contest yet still being the one who narrates the result... I'll have to see it in action first, but that is such a great concept it got me excited. I generally don't buy things online but DD was something I felt I shouldn't miss.

Oh, just remember - I was actually driven to DD after reading a review about it at rpg.net. Same place that drove me to Dead Meat...


Dead Meat: The Last Resort    30/10/02

For the first time in years I ran an rp game with my gaming group. I'd wanted to for a while but didn't want to put the time in building a world only to find players giving up on it after two gaming sessions (which happens a lot in our group). Having seen an rpg.net review for Dead Meat: Ultima Carneficina Dello Zombie! and being caught by the word "free", I thought I'd have a look.

After a skim through the rules I could see a potential game rise up in front of me (which I cheezily called The Blood Hotel Of Death until I came up with The Last Resort which is also cheezy but more modern sounding). Doing the usual call around I found no-one had a game planned so I put my hand up. I've already done some discussion on how the game went here but in short it went very well. For interest's sake the notes I ran the game from are below:


Intro: Elyssian Fields is this year’s hottest snow resort. Designed like a snowflake it has attracted record crowds to the recently developed area, formerly the site of an abandoned whaling station. A long way from the closest city, its isolation and fashionable design have attracted the young and the rich to play. There are over 1000 guests staying at the Fields.

Backstory: Elyssian Field sits over the resting place of the Youka - Indian spirits who hate heat (and the living) and seek its destruction. They generally shy away from heat, but if they can make things colder they will. The Youka can possess people if they manage to enter their bloodstream… or if someone boosts their power.

Michael McCreedy (son of famed actor Zak McCreedy) is a bored little rich kid who is into playing "black wizard" games that keep other bored rich kids interested in him. This year he came to Elyssian Fields, played with a local legend of angry spirits and, hey presto, has unleased the zombie horde. He will live long enough to spit out his mistake and then get soundly eaten.

What the players can do: They can’t kill all the zombies (pretty much everyone else is a zombie) so they have to escape. Its too far to try and run on foot (too cold) and if they stay outside unprotected for too long they will freeze to death (plus the Youka like to lie in the snow and jump unsuspecting people). The alternatives are:

  • Radio in for help… but who’s going to believe them. The radio is in a secured part of the Hotel, meaning the relevant key card needs to be found. Hopefully the signal will get through the blizzard…
  • Escape via the deliver helicopter… that can only fit 4 people (6 at a squeeze). Plus who pilots it? It has fuel but hasn’t been primed for take-off on account of the blizzard.
  • Drive to safety. The vehicles that have been left outside need a lot of time be prepped and dug out of snow banks. The vehicles in the protected area are drivable but you need the keys and to open the outside doors. Both are in separate secured areas. Someone has tried ramming the doors open but has only gotten themselves killed.
  • If they come up with something else, I’ll think about it.

Skis: Skis add to a player’s zip when on the snow (+1D6 / + 2D6), but a failed zip roll (ie no successes) may mean they fall over.

The Zombies: Most of the people were out on the snow and were possessed by the Youka. There are a lot of zombies wandering around outside and some hide under the snow. Most of the hotel security staff went out to deal with early zombie reports and all got munched. These guys have the security key cards needed to get into secure areas of the hotel (ie all the useful bits).

The zombies will also go through any open doors they find and hang around anywhere cold (such as the cool room in the kitchen). They will smash and windows as they go to drop the temperature of the areas they are in. At the start of the game they are not inside the hotel, but are at Skiing Areas A & B and the Entertainment area.

Zombies appear as highly frostbitten people who shamble towards their victims. They shatter a little bit when they get hit. They must lose their heads to be killed properly. Zombies will shy away from fiery or hot objects.

Weapons: Ski equipment falls into the Sort-of Wimpy category.

The Kitchen in the hotel is full of Wimpy Weapons.

The Parking Area has two large weapons - tire irons.

The Hotel Security Room has guns and other large weapons.

The Entertainment area has axes and chainsaws from a local juggling show (Wicked Weapons)

Loading Area has a forklift and some large weapons in the form of crowbars.

Molotov cocktails (and other such hot items) serve as large or wicked weapons.

Numbers vary by number of players.

Don’t Forget:

  • There’s a blizzard outside.
  • Things are going dark outside
  • The Youka smash the generators (accidentally, but anyway) so the lights will go out. This will cause all doors to go from electronically locked to secure mode (they unlock but don’t automatically open).


Go have a look at the rpg.net reviews - click on the reviews link, type in "Dead Meat" to the appropriate field and have a look at what others have said.

		   
		   
		   

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