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Out of the Rabbit Hole and into Summer

Mrs. Ravious and I just go back from our 10th Anniversary trip, which was basically our first childless trip since our honeymoon. It was long overdue, and we drank much fortified grape juice in southern France. I am back now for the remainder of the summer.

Windborne

Windborne is currently the game of the house. The kids play on it almost every single day. I hop on every once in awhile too. I’ve needed lighter faire, but I still muddle around on my Desert island once in awhile. An update is slated to come in the next few weeks, I hope, and I’m sure the game will rise back to the top for me too.

Guild Wars 2

Speaking of updates soon to come, Guild Wars 2! July 1st is going to be the next update, which starts off Season 2 of the Living World. The big change to come is the Story Journal, where players are able to return to story content to their hearts’ delight. To unlock it, players just have to sign on during the episode’s period. Otherwise a small gem fee is paid to unlock it. Seems pretty good to me.

I am really interested to see how ArenaNet balances the now more persistent, repeatable content with the open world content that will still change.

One Finger Death Punch

This game was the only one I’ve picked up on the Steam Summer sale so far. I’ve just been content inundated otherwise despite having a decent Wishlist. I love this game. It’s basically a rhythm game with some serious twists. It’s so frenetic and exacting. I just feel this is a fantastic intense coffee-break style game.

War of Omens

I’ve also fallen for this online CCG. It’s like a cross between Dominion and Blizzard’s Hearthstone game. In the beginning it’s very PvE-friendly, and unlike Hearthstone, War of Omens pretty much lets you just play against the computer if that’s all you want to do. It is a bit grindy at later stages, but the game itself is quite fun, and the developer updates it every other week or so.

Anyway, just wanted to give a quick update. Zubon’s been doing a fine job as usual, and I figured I’d just put up a small flag waving “I’m Not Dead Yet!”  Cheers.

–Ravious

[RR] Player Character Antagonism and Interaction

Your mileage may vary, but as a GM I find a unified front of players pretty boring. “Why, yes” they all seem to say although only one player is talking, “we all agree and do this.” In real life even something simple like choosing where to go to eat on a group dinner can become a balancing act. Bob’s on a diet, and Fi wants a steak, or at least something from a cow. Throw a vegan in to the mix and the difficulty increases exponentially. No one presses “X” to move along.

The more I play role-playing games, the more I get the feeling that the story isn’t that big of a deal. Sure, a cohesive metaplot would be nice. However, it’s the situations that really seem to stick. Those situations are especially good if players become invested in the outcome. Go for a full boat, when the players want different paths or outcomes.

I just started playing two play-by-post games at RPG.net, and already we’re hitting some great player vs. player or PC vs. PC situations. Continue reading [RR] Player Character Antagonism and Interaction

Windborne Interview with Michael Austin

I snagged some of Michael Austin’s time in the middle of a crazy, crazy week to discuss Windborne. He is the Chief Technology Officer of Hidden Path Entertainment as well as the lead designer / project owner for Windborne. On the Hidden Path forums he is known as Echo. Hidden Path’s site heralds Austin as one of the few experts in the world on Xbox 360 CPU architecture, and his resume includes Call of Duty 2, CS:GO, racing games, and many others. Hidden Path is pretty well known in the PC indie gaming world for their amazing tower defense game Defense Grid, which Austin also lead in design. None of these are social sandbox games.

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Origin of Windborne

Austin said that originally he was messing around with voxel engines, and he found a cool way to do smooth voxels with hard edges. Hidden Path was already looking for another game they could self-finance instead of more work-for-hire jobs. Everybody became really excited about the potential of this simple idea of moving around the voxels in Austin’s prototype engine. That is how Windborne began.

I pushed Austin on Windborne being a completely new genre for Hidden Path. He said with Hidden Path’s history they are more interested in creating “fun, compelling experiences” than sticking to any one or two defined genres. The creative genre has been in Hidden Path’s dream pile for some time, and Minecraft proved that there was an incredible market for the genre. The path they wanted to take in their creative game was to have a very immersive world on top of the creative elements.

They wanted the creations and mechanics of Windborne to provide meaning. There should be a sense of wonder. That was Windborne’s elevator pitch. Continue reading Windborne Interview with Michael Austin

[RR] Chuubo’s Marvelous Wish-Granting Engine Review

This review is based on the ePub version (i.e., Kindle), which is currently available for $10 at DriveThruRPG. A PDF version with art and print layout will be out later this year.

This is a roleplaying game. It is possibly the roleplaying game. It is genius. It is horrifying. It is a beautiful balance of everything that would drive a story forward. It is diceless. It is filled with meta-game moments. It is quite a task to understand. If you are on a path to better understanding how to grow as a gamemaster (GM) or as a player with a player character(PC) in tabletop RPG’s, I’d tell you to buy it. If you are on Pathfinder this RPG might as well be in ancient Martian.

This game was to play Studio Ghibli films. Perhaps not as adventurous as Princess Mononoke, which would easily fall under a standard RPG system. This system was designed to play Ponyo or Spirited Away. There’s one scene in Ponyo, where the boy takes Ponyo out in a boat to explore the submerged world. It’s such an interesting slice of adventure, but without much purpose. How would you create a game like that where the player is involved? Continue reading [RR] Chuubo’s Marvelous Wish-Granting Engine Review

[GW2] The Four Winds Carnival

Guild Wars 2 has updated with a content patch – Festival of the Four Winds – after the last, big feature patch. The content is mostly a rehash combining the Queen’s Pavilion with the Labyrinthine Cliffs. The combination creates an eerie yin and yang effect. It’s uncanny how stark the two places are with Guild Wars 2 players. Continue reading [GW2] The Four Winds Carnival

[Windborne] World Traveler Update

Last night after a full day’s ride of the devs chugging energy drinks and sacrificing woolies to the gods of a bug-free launch, the first major update appeared for Windborne. Unfortunately the gods do not want woolies being sacrificed and the update is not without bugs. Things will get fixed, but the crux of the update is live.

The first thing that everybody should notice is the new lighting model (now with sun). I did not expect this change, but I know the past week where I’ve been working on my subterranean desert temple (screenshot has old lighting), I’ve been thinking the darks aren’t dark enough. There are no need for torches (ala Minecraft) beneath the surface since the ambient cares for all. Now, things are bit darker. There is more contrast (screenshot has new lighting). A good change.

The other functionality changes of note are that the first-person hands give way when players walk around the world. I feel like the devs directly responded to some of my feedback regarding trying to get the large material orbs out of the way while I explored. There’s a third person mode, which is nice with the new character generation. So good stuff, but let’s get on to the meat. Continue reading [Windborne] World Traveler Update

[RR] Investment in the Game

Personal investment in a pen and paper roleplaying game is one of the most important factors in the life and death of a campaign. It doesn’t matter through what medium the game is played (tabletop, forum, Google Hangout, etc.), the range of investment in the players matters.

The biggest investment in a conventional game is the gamemaster (GM). This is the player that tells all the other players “hey, come play in my world!” They are the rules arbitrator, worldkeeper, and general destroyer of fun. If the GM doesn’t have a strong vision or investment in the game they want to run, the game is not off to a great start. Continue reading [RR] Investment in the Game

Easy Spring

On the MMO side, I’ve been taking it pretty easy this spring. However, I’ve not been lazy on the game front. Most of my creative juices have been towards revising UNE and also creating two other system- and setting-agnostic TTRPG supplements. One supplement is aimed at quickly creating character histories or downtime stories, and the other one is a GM-emulator. They are nearing draft completion, and I’m going to have art and layout done professionally. The goal is have them up on DriveThruRPG under the pay-what-you-want model.

Guild Wars 2

The only MMO I’ve touched this year has been Guild Wars 2. I’ve slacked off big time since the feature pack. If I sign on it’s either for Tequatl (or the Wurms) or WvW hijinks. I am pretty excited about the upcoming Festival because it seems like a better way to ease back in to the game rather than start Living World Season 2 right away. I do hope that Season 2 starts pretty soon thereafter though. ArenaNet has been silent on that front, except for the mention of potato cooking times and gravy. Continue reading Easy Spring

[RR] Stories in Blood and Smoke

In a way this is a review, but not really. This is also a post about what roleplaying can be, at least, within the context of one RPG: Blood and Smoke: The Strix Chronicle (TSC). It is about what roleplaying can be when the constraints of character are large.

TSC is the latest supplement for the Vampire: the Requiem gameline, which is now being handled by Onyx Path Publishing. Unlike the original Vampire: the Requiem, TSC is a standalone book. It has all the rules necessary to play the RPG. It is also a further world revision of Vampire: the Requiem. It’s basically version 1.5, now with boogiemen. If you are familiar with Vampire: the Requiem, I cannot recommend TSC enough.

For all the rest whose eyes glazed over at the last paragraph. TSC is where you play a vampire. Not just any vampire though. You play a Kindred. This is a vampire that tries to maintain some semblance of what it means to be human. You aren’t a monster, least not fully. This isn’t a game about dungeons or solving mysteries. Well, I guess you can to both. Foremost, it is a game about being a vampire. Continue reading [RR] Stories in Blood and Smoke

[RR] Character Story Mechanics

The most conventional setup for a tabletop RPG is for a gamemaster (GM) to run the game while the players react. The GM drives the world, and he or she also drives most of the story. The players use their characters (PC’s) to react to the world. Good players will roleplay their PC’s such that the response is what a barbarian would do, and not what Mark the Accountant would do, especially if Mark the Accountant is amoral about the barbarian’s death. In my gaming group we have a wider range with some player sticking to their characters while others blur the line between player action and character action. Either way, conventionally the players react.

A current mechanic I have seen more and more is for the players to be proactive in their character’s storytelling. I would say it is the RPG mechanic of the decade. Players have concrete reasons to push forward with their character’s motivations and ideals in many current systems. I personally love it. Continue reading [RR] Character Story Mechanics