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
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
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
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...