Tuesday, 22 October 2013

I Now Pronounce You... Fenga!

I am The Warden!!

We have a habit of tweaking games in my house. Sure, sure, here's how the game works according to the regular rules, that's great. Maybe for the first play just to give us the overall idea of how it's supposed to work. After that, we need to find a way to make it something more our speed and style. It's something my wife and I have done long before we met and it's become one of the bonds uniting us. Sometimes, I think the discussion and debate on revising our games is the majority of the fun.

And what madness did we concoct over the weekend. Fenga! No, no, not "Fenga." Fenga! With gusto.

It's simple, really. It's Jenga played with Fudge/Fate dice. Build the tower as usual and remove 3 pieces from the top. Set them aside. Determine the starting order for the game as per the usual Jenga rules and the every player rolls 4 dice on their turn.

  • Every "-" is a piece you have to remove from the tower. Set it in the pile. 
  • Every "+" is a piece from the pile you must add to the top of the tower. 
  • Every blank means you don't have to do nothing. 

Otherwise, everything else works exactly the same as the original wood piling classic. For a game that can already be incredibly suspenseful, adding in that random element of how many pieces you have to pull and place on your turn really ramps it up a notch. Oh, and to try it as part of Dread? There's only one way to find out.

Wednesday, 16 October 2013

Graphic Designers vs. Graphic Technicians

I am The Warden!!

During my recent job hunting, I've been looking at two fields: retail management and graphic design. The first is more out of experience (I used to be a retail manager for close to eight years) and availability, but it's the second one that truly has my interest and attention. Graduated and trained as a graphic technician back in 2007, I started a 1-year online graphic design course back in June to update my skills with the latest versions of Adobe as well as pick up a few extra tricks to make myself all the more awesome. (Hey, this is job hunting. Confidence is right up there with wearing nice pants.)

Run back over that sentence again. I'm already a graphic technician and am now taking a course in graphic design. So what's the difference? I'm glad you asked because it's come up quite a bit over the past couple of years and I wanted to take the time to address it.

Saturday, 12 October 2013

Building A Dragon

I am The Warden!!

(Apologies in advance for the excessive blank space and image placement in today's post. For some reason, none of the pictures will align left or right, so everything has to go in the centre.)

It's the sixth week of Illustrator class and that means final exam! In the three program-heavy, shortcut-learning courses provided in my Graphic Designer program, the sixth week is the last one set aside for a final practical assignment kept secret until the student successfully completes the previous five weeks.

For my Photoshop assignment, it was the hybrid blending of two real world animals. Remember the owlbear?

My Photoshop final assignment - an owlbear on its way to a forbidden castle,
thinking about all the adventurers its gonna eat. 
(Come to think of it, I'm not entirely sure if I've ever shared this on the blog. If you're not following me on Twitter or anything else, this is my final exam for Photoshop class. An owlbear, merged together from falcons - they have better beaks for a creature this size - and a grizzly bear.)

Monday, 7 October 2013

Enter the Caves of Chaos, Kids

I am The Warden!!

The Practical assignment for Week 5 of my Illustrator class was an 11"x17" poster for a real or fictional event and it just so happens I've been meaning to design a poster for my upcoming D&D games at the local library. After a few modifications to suit the demands of the assignment and the detail I needed to get across for new players...

BEHOLD!!

Tuesday, 1 October 2013

Moving Forward With Wildpath

A rough "logo" for my latest project and likely
the first foray for the Wildpath System. 
I am the Warden!!

Sure, it's been three whole days since the Development Team drove up to the 'Frew for some playtesting and nothing's been posted to brag/moan about it, but I have a really, really, really good reason.

I wrote a new game using the same system. My bad.

Thanks to the two playtesting sessions (including the LUG Con game mentioned in my last post), both of which had two players and a Director (myself), I'm extremely confident this is a workable game. While I'd like to conduct some more testing and up the ante on this one, the results have been positive enough at this point to consider what to do with everything as a viable product.

Asylum was written using the Wildpath System, but I'm not completely sure that particular concept is the best approach for a wider audience. As a story-slash-RPG hybrid, the potential audience is limited. Add to that my current limitations in publishing (AKA no in-store distribution at this time) and the pickings could be a bit slim for Asylum. What this system needs is a bigger launch under a wider banner, something that will appeal to a larger number of fans in either genre.

Sidebar. One of my favourite tools in the ol'laptop is Evernote because I can jot down ideas as they come to me and reference them in a handy list with keywords. Plus I can access and add with my phone when I'm on the go, such as a couple of ideas jotted down during the dog walk last night. After going through my list of ideas-on-pause, I found one that just might suit the need.

DAY 1 is a survival game, as is Asylum, save for one important detail: players take on the role of ordinary people caught up in extraordinary moments of tragedy, such as a massive flood, terrorist attack, or any siege lead by giant monsters. This game is about telling the story of people caught up in extraordinary moments as they attempt to survive the first day. While there's nothing to stop any story from advancing into the second day, the first week, or an entire year, it's designed to act primarily as a one-shot game you can repeat over and over again with different situations and characters every time. After drafting up close to 5,000 words for Day 1 on Saturday night, I think it's time to give this one a run. I'm planning to run it for my Development Team later this month, hopefully with all four members.

In the meantime, feel free to have a read and get a feel for more of the Wildpath System and Day 1's first draft. There's still another section to cover with regards to establishing a dilemma, building a group, establishing connections, and so forth, but I think there's enough here to get the point across. If you have the time, let me know what you think. 

Monday, 23 September 2013

Revealing the Mysteries of Asylum

I am the Warden!!

What a great weekend. After a little thing called my wedding - and thanks to everyone's congratulations over the weekend - there was some gaming to run at this season's LUG Con. While I was only able to run one game in particular, I'm very happy it was Asylum solely because it was finally getting a run at the table.

For those who may have missed it, Asylum is the game conceived and drafted during a single week for EN World's 7 Day RPG Creation contest thingy back in May of this year. While it didn't win any beauty pageants, the mechanics really stuck in my head and I've tweaked them since that time and gave it a run for its money on Sunday afternoon with the help of Brian and Jeff. They play convicts freshly delivered to the island known only as Asylum. Their neighbours? 198 other convicts who have started up the Contest in an effort to become the last living resident and win a ticket home. In other words, it's a bloody massacre in a can and I'm the can opener.

Have a peak for yourself and let it play in the background while you work. The mechanics are fairly simple (especially in contrast to my earlier work) and I'm very pleased with how this game turned out. If you want to skip the video and learn more about it, just check out this earlier post about Asylum.


Tuesday, 17 September 2013

Down To The Core, Part 3: Containing the d20

This is a gif of my favourite d20, Big Red.
And now I'm facing the dilemma of not using it
in Optional Core. 
I am the Warden!!

After two weeks of intense hair-pulling and stressing out over some of the most complex school work experienced to date, it's finally time to return to the world of game design. While I do have quite a few projects on my plate, there is the matter of how to incorporate the d20 into dice pools for Optional Core.

Last time I wrote something for this series, I addressed the problem of dice pool sizes and how the make the d20 fit this new model. Back in the good ol'Killshot days, it was entirely common to roll anywhere from 6-8 dice in a single roll, attack or defence. It worked just fine for the style of the game - not crazy fast-paced, but strategic and cautious. For Optional Core, speed is of the essence, but the system is still based on the Optional System powering Killshot and one of those fundamentals is the use of dice pools. Considering the issues addressed last time, that leaves me with one invaluable question to finally answer...

How many dice will provide the perfect balance for Optional Core?

I put this question to members of the Optional Core community two weeks ago and the general consensus was 4 to 6 dice per roll was a good average. I'd agree with that, though I'm trying to lean more towards 4 dice as the baseline for your average roll. Problem solved, right?