Wednesday, 23 May 2012

Website or Blog?

I am the Warden!!

After a long weekend plus an extra day away from work to handle the pain of a long weekend trying to do stuff you're not supposed to do, I'm back at getting ready for Killshot's release in August. After making some updates to the Broken Ruler's blog and the Killshot page in particular, I'm looking at purchasing a domain name for Broken Ruler Games to step things up a notch.

I'm left wondering which direction I should take the Ruler. Using a simple blog has been effective and saved me time and energy keeping an online profile and there's no reason to ditch it for an actual website at the moment, yet there's nothing a blog can provide in the way of a website's flexibility. But it also comes down to cost. A lot of independent game publishers start off with blogs to keep their costs low - why spend money on a website unless you have the traffic to make it worth the effort? Right now, I'm literally on the fence for this one, so I'm turning to all of you for advice.

What do you think? Blog or website?

Tuesday, 22 May 2012

Hope Is Paralyzing

I am the Warden!!

Before I begin, I want to make something perfectly clear. Looking at the title of today's post, you'd think I was about to get all dark and depressing, wouldn't you? Far from it. What you'll read today is actually my own inspiring tale of rising up to overcome oppression and the tribulations of life.

We have a little saying in my house: Hope is paralyzing. It's something my fiancee uses a lot and it's one I've come to agree with, though I've turned it into something a little more positive than her original version. As many of you know, we're going through a rough patch in many regards. The accident was just the catalyst sending it all into a spiraling black hole threatening to break us apart into nothing more than atoms in space. As the readership on this blog can be a bit scattered (some of you are friends, others are backers of my work, and a small percentage are random people stumbling onto this blog because you did a search on the Matrix and started clicking around from there), I'll give a little back story helpful to my overall point.

My fiancee has epilepsy. A rather severe form in that it's brought on by stress, plus some mild reactions to florescent lighting typical in many work places. Despite her best efforts, she has been unable to maintain any employment for any significant amount of time. When my accident happened, the stress of dealing with this compounded her condition and sent her into a near nervous breakdown - she's in her mid-20s. So the two of us are at home: while I'm yet physically unable to meet the demands of my previous occupation - press operator - and still overcoming certain cognitive issues and internal demons, she's been put on indefinite medical leave by her doctors in fear any additional stress could either induce a massive grand mal seizure capable of putting her in a coma or killing her. In the words of Albert Einstein, I shit you not.

As you can imagine, we could certain use a healthy dose of hope right about now. (Or any time within the past 18 months, actually.) But while this time has not exactly been a piece of cake, not all of it has been spent wallowing in tears and brooding over what could have been. Don't get me wrong, there are definitely days like that and one of them befell us recently, hence the reason for today's post. I'd say the majority of the time is spent holding each other up to stand and face whatever comes our way.

Monday, 14 May 2012

Probability Can Suck It!

I am the Warden!!

Seeing as this is a roleplaying blog, I don't have to get into explaining probability and how much it factors in game design, right? (I have talked about it before.) This time, I'm talking about the perception of probability in real life with an emphasis on the word "perception."

During my numerous therapy sessions last year - brought about from the trauma caused by the accident - I heard a lot about probability and traffic accidents. "Do you know what I mean when I say 'probability?'" my therapist asked me. I chuckled and gave a quick explanation on how it's gospel when it comes to RPG design.

From there, she attempted to break down the odds of the average person being involved in a serious accident based on frequency on the road, speed, time spent on highways, and a few others I can't remember. When she came to her conclusion, she proclaimed there was only a 0.0001% chance of the average person being in a car accident and the odds of the same person getting into another astronomically increased to 1 in a million.

I chuckled again. This wasn't the first time I'd heard this argument and the funny - nigh, hilarious - aspect about it was I had just been knee deep in reading forums and engaging in personal discussions with the mathematically inclined on probability in roleplaying games. The answer I gave was an off-shoot of my reply to those points.

Friday, 11 May 2012

Director's Submissions: Blaze of Glory, Part 2

I am the Warden!!

I'd like to start this next installment of Director's Submissions with an apology and correction. In my last post, I mentioned the name of the mark written for Blaze of Glory was "Richard Chevalier," but I forgot one crucial detail. One of they key details of the Kickstarter reward level was the mark would be named after the Director (or the Director would be allowed to choose the mark's name). Therefore, the name of Blaze's mark is actually Michael Brightbill and my apologies to the real, unmurdered Mr. Brightbill for that oversight.

Now let's get back to the task of killing the fake Mr. Brightbill.

Yesterday ended up being a rather late day juggling many tasks, but the first draft of Blaze of Glory is done and awaiting my own review. I have to say this is probably the first all-out action job yet written (and if you think Final Justice was steeped in action, you ain't seen nothing yet). It's a job where there's very little detective work for the assassins to do, yet still a major benefit should they try. If anything, the rest of it plays out like a military game with the level of violence and the size of the guns involved.

As I was writing this job, I reflected back to my earlier comments on keeping Killshot a game of grey rather than solid black-and-whites. Was I going back on that promise with this job? If it's just a big shoot-em-up, all the assassins have to worry about is point and shoot and that's about as black-and-white as it gets. Was there a way I could play up on the hidden emotional plight of the situation in the midst of all this violence?

Wednesday, 9 May 2012

Director's Submission: Blaze of Glory, Part 1

I am the Warden!!

Lo those many months ago when yonder Kickstarter bid put out the call for funds to help make the game known as Killshot a reality, I offered a special perk for anyone who pitched in at least $100 for the Director reward level: a chance to contribute a rough concept for a mark or a job. While not all of those backers have sent in their submissions, the time has come to start working on those that have for use in the early issues of the Killshot Files e-zine.

The first one is entitled Blaze of Glory and was chosen for the sheer reason that it was that first one sent in by Michael Brightbill.
"Here's my rough idea. Figure I'll swing it by you before going to the trouble of getting everything together. Character is ludicrously wealthy. And bored. Has ins in the government, finance, etc. Nothing can touch him and he fears nothing. So he hires the group to try and off him. But he also hires another group to protect him/off the PCs."
Michael's submission was a major inspiration for the third job provided in Killshot: Direction so far as pitting assassins against each other, but it wasn't anywhere close to what's given above. Now it's time for me to put in the work and make this concept a reality.

Tuesday, 1 May 2012

Geeking Out on Marvel RPG

I am the Warden!!

Part of my work with Roleplayer's Chronicle involves writing reviews on various RPG markets, old and new, a task I've been skeptically honoring. There's a large part of me viewing the idea of a game designer working on his own RPG publicly judging other games as a bit hypocritical, though a couple others have convinced me that's exactly why I'm qualified to do so. Regardless, I am engaging in the practice and find a fun perk: forcing myself to pick up games with a "valid excuse."

Yesterday, I finally got my hands on the Marvel Heroic Roleplaying game from Margaret Weis Productions and started reading through the opening pages. First thing I'm in love with is the price. Cost me $26 and some change for a full-colour softcover print - and that's Canadian dollars. It's a gorgeous book and as a former printer, I'm in love with the smell of the pages as they crack open for the first time. Like I said, it's a printer thing.

After tearing through the first 20 pages or so before falling asleep, I'm very eager to learn the ins and outs of the game for one solid reason: it's remarkably different from many other major RPGs on the market right now. Pieces of it strike similar to some independent games - much like ones that Fraser Ronald has been playtesting with us - and the essential components of the game are far outside the norm from most games I've played and reviewed, including the Cortex System's Supernatural RPG. This isn't a review and I still have a lot more reading to complete before I can build a final opinion on the game, but things are looking positive so far. Positive enough that I'm keen to run a couple of games with some of Renfrew's newest gamers.

Wednesday, 25 April 2012

New Page: Under The Hood

I am the Warden!!

I've added a new page to this here blog, linking all my posts for the Under The Hood column written for Roleplayer's Chronicle. Seems only fitting since many of the topics I discuss over there are ones I would otherwise discuss here. You'll find the new page listed on the Pages sidebar to the left.

You can find new posts made every Sunday on http://roleplayerschronicle.com