Quantcast
Viewing all 252 articles
Browse latest View live

Twenty-sided rune dice for 13th Age Glorantha

I love that both 13th Age Glorantha and RuneQuest are up for awards at the UK Games Expo later this week.

So here's a note on on a product that people may not have realized works for both games: the set of RuneQuest expansion dice from Q-Workshop.

Image may be NSFW.
Clik here to view.
 RuneQuest Turquoise & gold Expansion Dice (3)


The hit location die and the twelve-sided strike-rank die aren't going to do much for 13th Age Glorantha players, but the runes on the 20-sided die are the runes used by 13G in exactly the right order to replace a glance at the random rune table.

Three Dragon Ante Preview: The Dracolich & the Dragonrider


Three-Dragon Ante: Legendary Edition aims to replace the long out-of-print core set originally released by WotC in 2005. As explained in my previous post on the contents of the new set, Legendary Edition is a mix of the original cards, a handful of Mortals from Emperor’s Gambit, updates of a few cards from the original set that have been revised with more interesting mechanics, and 17 entirely new cards.

Today I’ll show off an update of one of the original cards and one of the new Mortals.



Dracolich

Back in 2005, the Dracolich’s power read: Copy the power of an evil dragon in any flight.

That wasn’t the game’s worst power, but it wasn’t great. Occasionally you could pull off a combo with evil dragons you’d played earlier in a gambit. But not often. Usually you were somewhat reliant on the cards that your opponents had played. That type of reactive play wasn’t all that interesting, especially since a couple of the evil dragons in the core set had weak powers that have been slightly improved in Legendary Edition!

I didn’t think it was worth trying to hold on to the original ability. Instead, the new Dracolich, pictured above, wants to trigger its power when it’s played alongside other evil dragons. A bit like the Emperor from the Emperor’s Gambit set, the Dracolich is capable of boosting your flight’s Strength without giving the foe to your left a better chance of triggering their own powers. It’s obviously not much use alongside good dragons and Mortals, but if you can hold on to the Dracolich until you’ve got two other powerful evil dragons you should be capable of fighting above the evil dragons’ normal weight class.

It’s also worth considering as an opening bluff. Convince opponents it’s not worth fighting you this gambit and you may be able to take the stakes with middling cards.




Dragonrider

Illustrated by the wonderful Craig Phillips,who has now created all the illustrations for the game, this new Mortal can also play for Strength or for misdirection. If you can trigger its power in a flight with two strong dragons, you’re riding a winner. Played early in a gambit it can let you feel out the opposition. Is anyone going to rise to challenge? Or is an opponent clearly setting up a Druid, at which point you might even be able to challenge for the weakest flight!

In fact, one of the sneakiest uses of the Dragonrider is to team up with a Druid! Trigger the Druid and the Dragonrider alongside another Mortal and your 0-Strength Dragonrider can win through weakness!

The Rules

For more on Three-Dragon Ante: Legendary Edition, see the rulebook that WizKids has put up on Boardgame Geek.

Legendary Marvel Deckbuilding Fun

The photo is from playtesting the first of the two new Legendary: Marvel Deckbuildingexpansions that Devin Low is designing at the moment. Lisa has just identified the troubling details of the Faustian bargain that one of Devin's new game mechanics has offered her. She is turning the bargain down, hard.

Devin, meanwhile, is still chortling over the fact that so many players *will* accept the bargain, rubbing his hands together evil-mastermind-style to try and get Lisa excited about the possibilities.

Lisa said, "I read Faust in the original German. I'm not falling for this." And Devin/Mephistopheles had to be content with future souls.

I obviously can't provide details or even the names on the two expansions, but I can say we loved them both. The new mechanics provide a couple different assessment/achievement levels that are separate from the usual rubrics of Victory Points and slimmed-down decks. Trash-talking and roleplaying around the new mechanics is fun and fits the storylines that the expansions are based on. Fun new mechanics that are also funny? A big win.

Three-Dragon Ante Preview: Copper Trickster & Gold Monarch


Unlike games with the original 70-card 3DA set, games with the Legendary Editionstart with 70 cards made from the 10 standard dragon colors and add 10 unique cards chosen from 15 Legendary Dragons and 15 Mortals. You can customize your deck with the cards you enjoy playing with most or choose randomly for an unpredictable mix.

Today we’re introducing two of the new Legendary Dragons. The Copper Trickster is first, pictured alongside a standard Copper Dragon. 


Copper Trickster

As you can see, we’ve used the normal dragon art by Craig Phillips for the Legendary Dragons but set them apart with different card graphics. The Copper Trickster counts as a Copper Dragon for purposes of creating a color flight, though this may be a bad example to highlight, since Copper is arguably the most difficult color flight to attain!

Gambling with a Copper Dragon’s power when you don’t have any other good ideas is a time-honored method of inviting luck to solve your problems. As the legendary representative of its color, the Copper Trickster applies the luck to where you need it most. Unlike a normal Copper Dragon, the Copper Trickster discards a differentcard from your flight and replaces it with the top card of the deck. Unlike normal Copper Dragons, that can sometimes trigger powers that are actively bad for you, you can trigger your new card or not, as you choose.

The Copper Trickster has a way of shaking things up when your opponents thought they understood the probabilities. Your top deck card draw may fail you, but at least it’s going to put a scare into everyone else.

Gold Monarch

Timed correctly, Gold Dragons are a huge helping of awesome. Win the gambit with high cards? Check. Draw lots of cards? Check. Search for a color flight of Gold Dragons while drawing those cards? Triple-check.

Therefore, I felt fine about giving the golden Legendary Dragon a touch of noblesse oblige!

The Gold Monarch’s drawback doesn’t kick in unless you win the gambit. If you’re going to whine about it, you’re whining as the winner, so try roleplaying draconic majesty instead. You've carved a slice of high moral ground covered in treasure! 


Guest Post: Jonathan Tweet's GenCon Schedule




In 1978, I went to Gen Con as a 12-year old and bought Cosmic Encounter. Nine years later, I returned as a vendor selling Whimsy Cards, and I’ve been back most years since. This year at Gen Con, I’ll mostly be promoting Over the Edge, the all-new rewrite of my influential 1992 RPG. Here’s my schedule of public events.  

Wednesday during the day, no plans, maybe I should make some. 

Wednesday night, Diana Jones Award party at the Slippery Noodle, game professionals welcome. Eager to see who wins from among the four worthy nominees.

Thursday, 11–1, Atlas Games booth, #1421. Talk to me about Over the Edge, Clades/Clades Prehistoric, Ars Magica, On the Edge, or anything. Yes, I’ll also sign whatever books of mine you bring.

Thursday, 2–3, Crowne Plaza: Pennsylvania Stn A. Basics of finding players, getting a campaign started, and taking the gamemaster role. With Darcy Ross, Robin Laws, and Justin Alexander. Crowne Plaza is the place with the creepy white statues, so that’s good. https://www.gencon.com/events/149629

Friday, 3–4, Chaosium booth, #829, signing 13th Age Glorantha, or anything. With Rob Heinsoo. 

Friday, 7pm or so until much later, ENnies reception & silent auction (6pm) and awards (8pm). Union Station Grand Hall. Last year I had a fun time bidding at the silent auction and losing all my bids. 

Saturday, 11–4, Atlas Games booth, #1421. 

Sunday, 11–2, Atlas Games booth, #1421. 

Sunday, 3, http://twitch.tv/genconstudio, live interview. 

Then 24 hours until my flight out on Monday.

My GenCon Schedule

I'm going to be simpler to find this year. Many years I orbit the Pelgrane booth, but in the past it's been a loose orbit. This year the orbit tightens and I'll be working the Pelgrane booth most of the show. Find me and the rest of the Pelgranistas at booth #1417, where we'll have a couple new products for Night's Black Agents and one new sandbox adventure book for 13th Age: Shards of the Broken Sky.

13th Age Monster Workshop 
Friday, 11:00 am to noon. Stadium Meeting Room 12
This panel is a team-up between 13th Age designers and audience members who end up as 13th Age designers! Previous workshops' creatures that we polished and published include three entries in Bestiary 2: the shadow mongoose, the salamander (originally designed as the lava moth), and the Koruku, the avatar of the Iron Sea's hatred for the Dragon Empire. That's Rich Longmore's illustration of the Koruku above. Its brainstorm melted my brain cells. Bring your brain and help distribute the meltage.

13th Age Glorantha Signing
Friday, 3-4 p.m. Chaosium booth #829
Jonathan Tweet and I will be scribing runes into books. Also autographs.

BGG Interview about Shards
Saturday 1:30
Digital discussion for on-line viewing.

Swords, Spies, & Shoggoths: the Pelgrane Press Panel
Saturday, 2-3 p.m., Crowne Plaza: Pennsylvania Station A
This is one of our Ken & Others Talk About Stuff panels. Happily the stuff includes some mostly-unannounced 13th Age books!




Three-Dragon Ante Legendary Edition Preview: A New Archmage


Today we’re looking at one of the mortals from the original 3DA that always struck me as a missed opportunity . . . and how it has changed now that I got the opportunity to revise the cards that were the least fun.

The Archmage

Here’s my honest assessment of the Archmage’s power in the original 3DA set: I can’t remember it. I remember every other card. I can never remember what the Archmage did unless I had the card in front of me. When we published the Emperor’s Gambitexpansion for 3DA I started playing with custom decks and the Archmage hasn’t been invited to my table for years.

So I have to look at the original cardset again. OH. Right. It used to read, “Pay 1 gold to the stakes. Copy the power of an ante card.” Let’s count the ways that was bad.

First: The Mortal Tax

Why did mortals cost 1 gold to play in the original set? It wasn’t for play balance. Back when I came up with 3DA I had the notion that it was meant to a game all about dragons. Mortals, I thought, might have wild powers, or might not, but there needed to be an expected cost for playing them. The same reasoning originally led me to rule out color flights of three mortals.

By the time I designed Emperor’s Gambit, I understood that forcing a 1-gold cost for playing a mortal was a silly/meaningless game mechanic with no story payoff. The mortal tax went away and it hasn’t been missed.

Second: Oddly Weak Power

But speaking of story, what was I doing making an Archmage, a powerful wizard, so dependent on ante cards that are by definition almost always cards that someone has decided aren’t worth playing? Maybe the card offered a hint of a gambit-opening tactic: “I could put a high card in the ante, make everyone ante a lot of gold, and have a good chance of using that card’s power through the Archmage as the first player in the round.” Maybe, but so what? That tactic seldom qualified as the smartest use of good cards. Even when it triggered its power, the original Archmage was usually reduced to stealing a few coins or cards from the ante. It rarely seriously affected the game.

the new Archmage

New Arch-Magic

The first goal with the new Archmage was to live up to the card name with a power that feels magical. The second goal was to change the power into something that can affect the way you play. Playing the new Archmage early in a gambit may paint a target on you for your foes’ Red Dragons but it’s also going to ensure that the high or middling cards you plan to use to challenge for the stakes will trigger their powers no matter how puny the flight of the player to your right.

As powerful magicians who generally favor the side of Law, it’s not surprising that Archmagi would rather not team up with Copper Dragons! If you play a Copper Dragon after triggering the Archmage, you must want to throw a little Chaos into your flight.

Incoming
Three-Dragon Ante: Legendary Edition should be on shelves in about a month!

Fun to Watch: NWSL Soccer


We’ve loved following the National Women’s Soccer League in the USA the last four or five years. It’s presently a nine-team league, which is small, but the quality of play is excellent and games can be watched on yahoo or on some of the ESPN channels.

There’s about a month left in the regular season and then there’s a four-team playoff before the championship game on October 27th.

Without going into too much detail, I’m going to write a paragraph on why each of the teams in the league is Fun to Watch. This first installment features the three teams on the bottom of the league. They’re not making the playoffs this year.

Orlando City FC
Honestly . . . the first half of the season they weren’t much fun. Superstar forwards Alex Morgan (USA) and Marta (Brazil) both played like they were conserving their energy for the World Cup. Defender/midfielder Alana Kennedy was the team’s high goal scorer, managing at least one ridiculous bicycle kick, but when you have two of the best international strikers on your team and only your defenders are scoring, you’ve got trouble. The best things they had going for them were that midfielder Dani Weatherholt wasn't being dragged down like the rest of the team and that defender Ali Krieger and goalkeeper Ashlyn Harris are engaged, a sweet romance in the middle of a hard season.


So, the reason they’re fun to watch now? Marta came back from the World Cup inspired and passionate. Yes, she quickly collected a red card for her passion, but watching Marta play now is like watching angry-Michael Jordan cut through fools. It’s too bad this a sport where being Michael/Marta isn’t quite enough to take over games completely and win, but it’s gasp-worthy entertaining.

Sky Blue FC, from New Jersey
I love watching Sky Blue because they feature two talismanic players, stars who pushed their countries to win World Cups. Unlike Marta and Alex Morgan, Carli Lloyd did NOT conserve her energybefore the World Cup, she played to prove she belonged as a starter on the national team. Also unlike a lot of her USA national teammates, Lloyd didn’t spend weeks celebrating the win, she got back to work and has been either lethal or great fun to watch or both at the same time.


The other national talisman, Nahomi Kawasumi of Japan, hasn’t been getting as much playing time this year. Shewas on the Seattle Reign for years and is one of the best passers in the game, maybe she is on the downside of her career, but she hits the ball sweetly and enjoys Beckham-level fame in Japan. She’s always worth watching. (Actually, there's a third highly skilled national talisman on Sky Blue, but Raquel "Rocky" Rodriguez is famous for scoring Costa Rica's first World Cup goal rather than for pushing her team to win the whole thing.)


Houston Dash
They haven’t lived up to expectations, so this is another team that’s features an extremely talented player trying to push her team towards the playoffs. Or a win or three, just-maybe. Rachel Daly, of England, is a striker or midfielder when she plays for Houston, and if the USA’s Crystal Dunn wasn’t in this league, Daly might qualify as the NWSL’s most versatile player. England played Daly a little as a defender in the World Cup, at first, and later let her sub in at midfield. I think they would have been better off to play her from the start. For Houston she’s a constant threat, no matter where she is on the field. Like Marta, she’s not taking sh*t from anyone and has the recent red card to prove it. Also like Marta, and like the aforementioned Michael Jordan, Daly does seem to play better when angry, so who can say what she'll throw into the last few games?


Three-Dragon Ante Designer's Diary

Three-Dragon Ante: Legendary Edition should be on sale on Thursday, September 18th! For a bit more of a preview and notes on a couple of the game's origin stories, check out the Designer's Diary that came out today on Boardgame Geek


I saw the finished cards and the sturdy new game box for the first time yesterday. That's me above, squinting in Seattle's single moment of sun yesterday afternoon, timed perfectly to celebrate the arrival of the shipment from Wiz-Kids. 


And in what looks like a smoky tavern but is actually just a photo taken with my fuzzy phone-camera in my garage studio, here are friends Rob, Michael, and Sunga playing our first gambit with the actual cards. We played three games in the style that the game terms 'among friends'--playing with ten random cards secretly selected from the thirty mortals and legendary dragons. You find out which special cards have been added to a particular game by playing the cards or having them played against you. As our trash-talking and brutal ambushes revealed, among friends could be a dangerous style in a world where everyone is armed with daggers and lightning bolt spells. To emulate the games  played by gamblers in D&D worlds who want to reduce their chances of being slashed or electrocuted, maybe you'll want to play show 'em style as explained on page 14 of the rules! 

New 3DA ability and archetypes for tournament play

WizKids is running Three-Dragon Ante tournaments on Friday and Saturday of PAX Unplugged in Pennsylvania, December 6th and 7th. They had the fun idea of having people play in-character using the roleplaying rules for meshing 3DA with D&E 5e!

I thought a bit about how the current roleplaying rules would work in a casual-but-still-competitive tournament. My feeling is that the Ante Manipulation abilities (page 26 of the rulebook) aren't right for tournament play. They're OK in a home setting where players are accustomed to picking on each other week after week, but they're both vindictive and distinct from the way the game usually takes players' money, so no Ante Manipulation abilities in this tournament.

To help the fighter/barbarian types who are most likely to have the Threats & Promises ability we just ruled out of the tournament, here's a new Card Draw ability that's for characters with muscles. Like the other Card Draw abilities, Getting Angry Now lets you draw two cards when it triggers.


Getting Angry Now
Pre-requisite: Strength 16+
Trigger: You just lost a gambit with the second-strongest flight, or tied for second.

I'd say it makes perfect sense to let it be used if you're the second weakest when the Druid has awarded the gambit to the weakest. You're gonna be angry. 

If you bring your own character, the folks running the tournament will help you you select abilities that are right for the tournament. If you're showing up to play and you don't have a character ready, here's the short list of possible character archetypes I put together for WizKids to work from. These archetypes use the abilities as printed in the rulebook, with one exception: the Desperation ability is fine, but could get irritating if used too many times in a game, so for tournament play I'm suggesting that each player with the ability can only use Desperation once per game. Since it's therefore one of the weaker abilities, characters with Desperation will also have another ability that's on the weaker side, so they'll never be entirely out of options. 

3DA Archetypes

Drow Rogue
Card Draw: Versatile Trickster

Dragonborn Fighter
(Player chooses their color!)
Card Draw: Draconic Ancestry
Card Draw: Desperation [[but only usable once per game]]

Gnome Bard
Card Denial: Cutting Words
Card Draw: Fast Hands

Half-elf Paladin
Card Draw: Inspiring Leader

Half-Orc Barbarian
Card Draw: Getting Angry Now
Card Draw: Desperation [[but only usable once per game]]

Halfling Rogue
Card Draw: Gambling Background

Human Cleric
Card Draw: Blessing of the Trickster

High Elf Wizard
Card Denial: Mystic Discouragement
Card Draw: Practice Counts

Wood Elf Ranger
Card Draw: Desperation
Card Draw: Practice Counts

Other heroes…

The halfling rogue’s ability is fine for any player character who has a lot of experience gambling.

The half-orc barbarian’s abilities work for any strong fighter-type.

The wood elf ranger’s abilities work for any character who otherwise doesn’t belong at these tables!


13th Age Update

Here's an update on the first wave of 13th Age books that are in production. And if you haven't picked up earlier books, now could be a good time at the Bundle of Holding, which has the core 13th Age books as a bundle here, and more recent sourcebooks and adventures here.

Book of the Underworld
We're nearly finished developing Gareth Ryder Hanrahan's Book of the Underworld. John-Matthew DeFoggi finished his development pass and I'm midway through my own devpass. Today I'm designing some new fungaloids and troglodytes. I think the book will be headed to the editor by the middle of December, and we have more art to commission as it's being edited. Artists' timelines will influence the publication date, but my guess is that editing and art will be wrapped up close to the same time.  Pelgrane likes to put books on pre-order when editing is complete, so look for the pre-order sometime early next year. 

If you missed the origin story for the cover of the book, painted by Lee Moyer using some pencils from Rich Longmore, look here

Gar's work is endlessly inventive. I laughed out loud several times reading through the book and what Gareth doesn't know yet is that other people are looking to follow up his book by writing a full adventure based on something he tossed off in a couple paragraphs. The except that follows is not that specific inspirational paragraph, but it is another chunk that got me thinking. It's the first of the thirteen Secret Ways into the Underworld. 

1.      The Unraveled Dungeon: A few feet to the left, and this living dungeon might have been one of the infamous horrors of the age, a fiendish labyrinth of monsters and traps sprawling out beneath the skin of the world. Unfortunately for the dungeon, something snagged it in the depths of the underworld as it climbed towards the surface. As it rose, the dungeon unraveled, leaving a thread of corridors and chambers behind it, a long linear path stretching down behind it. When it finally broke through to the surface, there was almost nothing left of it—it now looks like a small dungeon of a few rooms, only one door leads to stairs that goes down and down and down forever . . . . 


Elven Towers
We don't have the cover art for Cal Moore's new adventure yet, but given that Cal turned over the manuscript yesterday and John-Matthew started development today, I'll be working on the cover art assignment this weekend. 

Shards of the Broken Sky is the story of how the Archmage fumbles protecting his secrets. Elven Towers is the story of how the Elf Queen tries to avoid a similar disaster. The campaign-tier adventure's usual assumption is that the PCs are more or less on the Queen's side, but there are options for working against her. 

Depending on how your campaign paces itself, there's material for at least 1.5 or two levels of play, and with a bit more attention paid to the Court of Stars (possibly borrowing ideas from Robin D. Law's writing in 13 True Ways), the adventure easily handles three levels of play, all of champion-tier. 

Crown of Axis
The impetus for this experiment is that The Strangling Sea, a first-level adventure, is finally out of print. Crown of Axis is an entirely different approach to a first-level adventure. Instead of being published as a print-product, it's going to appear as PDF-only. We gave Wade Rockett free rein to create an introductory adventure and he's chosen to take us into the arenas of the capital city. Further plot details would count as spoilers, so let's just leave it at this: Crown of Axis isn't just a reference to the Emperor, it's also the name of the venerable-but-fallen-on-hard-times arena that's the main setting for the adventure. It's in this list of first-wave products because Wade will finish the first draft quite soon and the fact that's it's PDF-only means it may zip past other products into publication.

Wingspan: Vote of Confidence


For about 36 hours, I owned a copy of Wingspan. I taught the game to a nine-year old who coincidentally shares his name with a bird. That's his younger sister on the left, she realized the game was too much for her and instead she gleefully punched out eggs. When the nine-year old loved the game as much as I did, he took it home to his nest.

Gaming this week: Book of the Underworld, Wingspan, Cypher System


The wonderful car-web photo above was taken by Lisa Eschenbach, and I'm using it to acknowledge that I finished the development phase on Gareth Ryder-Hanrahan's Book of the Underworld earlier this week. Yeah, it took a few weeks longer than I expected. The book is now with the editor. All the art is coming in on schedule so it won't be too long before it's in layout.

Also this week, I made huge progress on two new designs. The secret card/boardgame I've been designing for my own personal satisfaction has achieved harmony. Players have been enjoying it for awhile, and now I'm also simply having fun rather than seeing things that need fixing. Notably, I'm no longer winning every game. There's a specific type of imbalance when the designer's advantage in knowing what might be unbalanced pays off too often. Happily, I'm losing now, so that development phase is over.  I'll be looking for a publisher soon.

Meanwhile on a different unannounced boardgame project that has a publisher already, I solved the last of the design problems that was bugging me and am making a pass through the cardset and other components to live up to the new solutions. I'm looking forward to playtesting next week.

I also enjoyed a couple first-plays this week. I've only been able to find the European supplement for Wingspan, but friends Brittany and Miguel brought over the core game. We all loved it. Lisa used the Audubon app on her phone to accompany turns with the calls of the newly played birds. Brittany arranged a ridiculous combo and stuffed what she called a 'Christmas goose' with 20 VP, so curses accompanied the bird calls.

I also got to play my first game of the Cypher system, in a highly diverting fantasy genre session run by Bruce Cordell. I had fun as a Resilient Speaker Who Keeps a Magic Ally. Specifically, I'm playing a priest of a war god that died in apocalyptic fashion (the god I mean), and now I get my spells from random deities, changing every day, who are using me as an experiment, or a bet, or something. More or less a One Unique Thing that will definitely make for fun prayers. Also: I'm a kite-fighting and bocce ball aficionado. My comrades are considerably doughtier (more on them next time), so all shall be well.

And though we didn't play The Gods War this week, it launched a Kickstarter with Gloranthan gods of War, Secrets, and Magic, and I'm pretty sure I never shared this method-acting photo from our Gods War game. From right to left, Sean pulled faces as Chaos, Jonathan was a stickler-for-rules Solar, and I was a Storm player who never rolled a 6 after mistakenly using a wargaming plan in an area control universe. The sword was an attempt to compensate for 6-less-ness. Paul, the Darkness troll photographer, ate us all.



Alphabet Prime Music: Numbers


My Alphabet Prime playlist contains 224 (and counting) songs that at one point or another have been my favorite. Everything that comes up is worth hearing again. I can press repeat or just let it roll, knowing that I’ll like the next song just as much, though perhaps in an entirely different way.

I’m going to run the playlist in my blog, serialized a few songs at a time. If there’s a story that goes with a song, I’ll tell it.

I originally created the list working alphabetically by band, but it’s more interesting to move through alphabetically by song. I'm using links to videos, but in nearly all cases, my affection came from the music.  

Image may be NSFW.
Clik here to view.
Image result for saturday knights mingle album
The Saturday Knights; Mingle

Best to say nothing and let this song’s lyrics rumble for themselves! They’re a Seattle/Tacoma group and haven’t released anything recently. The entire Mingle album is great.

Image may be NSFW.
Clik here to view.
100 Years
Vagabon; Infinite Worlds

So new to me I haven't gotten around to checking out her second album. 

Image may be NSFW.
Clik here to view.
Image result for cornershop woman's gotta have it
Cornershop, Woman's Gotta Have It

The prototype of a song I listen to on endless repeat as I work or do most anything else. In fact I listened to it, and to its slightly longer variation, 7:20 A.M. Jullander Shere, for months while working on QA for King of Dragon Pass, and for weeks before that while designing a flawed-but-interesting Magic: the Gathering miniatures game. That was several years before getting hired at WotC. My design used the five mana symbols as die results that gave different commands to units (Red: charge, White: Defend) as well as activating powers. It was hugely baroque. At the time I didn’t know that simply baroque was too much. But it was the second game system I’d designed and the first from scratch, so the song has many powerful associations . . . .  


Image may be NSFW.
Clik here to view.
99.9F° - Wikipedia
Suzanne Vega; 99.9 F

An older tune, back from the years just after college, in my case. I got sick the night a friend had a ticket for me to one of her shows and if you're going to carry regrets, let them be about missed concerts. 

Guest Post: Tweet's Projects

Since Jonathan Tweet is temporarily between blogs, he occasionally posts on game design here. He's something of a minimalist so I added italics and boldface.

Jonathan says. . . .

Here’s a list of my current projects, from a game that’s done and in the publisher’s hands to games that are just in the beginning stages of design. I always have several projects “live” at a time, although sometimes a single project takes over most of my schedule. Over the next months and years, here’s what you might see from me. 

Design complete: A science-oriented kids’ game with a new publisher. 

Largely complete:Sourcebook for a new publisher, offering a new take on a well-loved setting. 

Design underway: A new edition of Everway, where I can apply what the free-form roleplaying game design community has learned and invented over the last 25 years. Working with the Everway Company, comprising people I’ve known since Everway’s debut. 

Underway: Monthly 1,000-word essays about my history in RPG design, posted on EN World. 

Underway: Sourcebook for another new publisher, also offering a new take on a well-loved setting.  

Underway: In the tradition of Grandmother Fish, another lovable picture book that teaches evolution science to pre-schoolers. 

Maintenance: Every year, I update the content of the game-design course I teach each fall through the University of Washington. 

Beginning stages: Head-to-head card game. Latest brain storm. 

Beginning stages: A story-oriented supplement for 5E with a new publisher. 

Beginning stages: Possible relaunch of a quirky trading card game from the 90s. 

Back-burnered:Non-fiction book, Jesus for atheists


How Things End: Two Rereadables

I don't reread books often. When I do, there's something special going on. Here are two books I've reread and will soon reread again.

Image may be NSFW.
Clik here to view.
For the Time Being by [Dillard, Annie]
For the Time Being, by Annie Dillard
Earlier in life, I was so inspired by passages in Dillard's Pilgrim at Tinker Creek that I started seriously attempting to write. One of my college-professors slammed me for giving her "belle-lettristic" essays and after she explained the meaning of the term I had to admit that writing pretty letters sounded like a plan.

For the Time Being is the philosophy of being and mortality by a writer capable of beautiful letters who can also strip subjects down to startling fundamentals. The metaphors for the differences between single tragic deaths and mass catastrophes will stick with you forever. I reread the book after the Japanese tsunamis and I suspect I'll look at it again soon. Not my original copy: that I left on a plane after I'd started writing poetry in it, so someone out there has a copy that's plus/minus my interstitial poems.

The summary of For the Time Being on Amazon is excellent, and will tell you if you're interested if my words have not.

Image may be NSFW.
Clik here to view.
The Hydrogen Sonata (A Culture Novel Book 9) by [Banks, Iain M.]
The Hydrogen Sonata, by Iain M. Banks
Banks' last Culture book is about a civilization figuring out how and if it's going to transcend. It's also about a musician and the instrument she carries that's devoted to attempts to perform a single impossible piece. I've had other Banks fans tell me they didn't like this book that much, but I love it, and some of its observations are right up there with Dillard, not to be forgotten.

If you can order from your local bookstore, do it.

And if you read on Kindle, The Hydrogen Sonata is on sale today as a Kindle deal.

Birthday Games

When I was a kid, my family used April Fools Day as the reference point to track my end-of-March birthday. Last year, in sunnier times, I had a big birthday party, something I usually avoid. To make it sing, our friends Elise & Aaron let us use their big-enough-for-a-big-party-house. Of course Elise went one step further: she arranged a birthday piñata, stuffed with something for everyone: Kinder eggs, fruit snacks, gluten-free cookies; chocolate truffles, dinosaurs, and so on. You can see the birthday piñata below. Elise went to the internet to find a picture of me to hit, so of course she ended up with my blog's Diabolic Tutor face, minus the tutor. 


I love this Harlequinade of a photo that Lisa took while the teenager-most-likely-to-slay-the-pinata was taking his second turn. A great ending to a wonderful party.

Earlier in the party we played a game I can share. It's a human bingo game, meant to be played when you're lucky enough to be able to gather a large number of friends who don't all know each other. Lisa brought it into our lives from working in environmental education and we've used it for several big parties, including the intermission at our wedding. 

The hosts make a bingo card ahead of time with items oriented towards people they expect to see at the party. If you've got kids attending, you make sure to include a number of questions that kids will be likely to qualify for, because kids turn out to be highly active participants, buzzing between circles of adults and helping make all new introductions. 


As the card says, you're looking for signatures from party-goers who can say "Yes, I did that," and each person can only sign your card once, so you gotta mingle. Some people play super-competitively until they've scored a bingo, others fill the card. Choose the right categories and you ensure you're going to hear interesting stories. 

Here's the card from last year's game . . . .

Coining the Coronavirus: Terms that Might Be Useful

Cultures are going to change. Not just ours, everybody's.

I've heard a couple new uses of language and there will certainly be more. I don't expect that the terms I've started using work for anyone else, but they provide a less-boring way to talk about changes-in-progress. 

It's easy to go dark very quickly in the coronavirus hole, so this note on vocabulary is deliberately on the lighter side. That's probably helped by the fact that I'm not in on medical jargon. 

baabaas: What I'm calling ironically vulnerable populations, demographics, and politicians who have made the mistake of listening to the wrong leader, against their own survival prospects. For the term to apply, both conditions need to be present, so most applicable to elderly religious organizations and states like Florida, Mississippi and Alabama. 

bc: Before coronavirus. I've heard this used already. It feels right. I'm not at all sure that 'ac' will go anywhere, it feels more like there's a bc and a now

cv: Sorry, curriculum vitae, your stuff has been taken. 

cv-lite, cv-medium, heavy cv: One way to phrase the virus' levels of effect. 
  cv-lite is asymptomatic or about as much trouble as a regular cold for only a couple days. 
  cv-medium is a multi-day problem, heading into weeks, but not involving marked difficulty breathing. Maybe a little but not much. (If what I've been having this last week is actually cv, it's looking like cv-medium.) 
  heavy-cv is high fevers, trouble breathing, complications with pneumonia, and so on. In Seattle, you can maybe eventually get tested if you're in the middle of heavy-cv

cv-maybe: The status of suspecting you have had cv but not having been tested and therefore not likely to be sure anytime soon, as of early April in the USA. 

emissary: Someone friendly and helpful who tested positive already, survived, cleared the time limits and is now running errands and shopping for friends and family. Eventually emissary status probably needs to be extended officially into being able to return to work, but that's future-talk. For now, emissaries care for their community. 

mask-maker: Self-explanatory, but relevant to both private individuals and larger organizations like NanoLeaf. Maybe also useful to describe companies and organizations that are converting to making medical supplies instead of what they usually make. 

necromancer: Politician or pundit who argues that those most vulnerable to the virus should be willing to greatly increase their risk of death so that everyone can get back to work and keep the economy rolling. Not necessarily applicable to every scientific argument that heads this way, but definitely applicable to talk show hosts and politicians who claim they'd be willing to die to save the economy so everyone else should be too. 

returner: Version 1) Player who left a familiar roleplaying group behind because of a move or other circumstance, who is now returning to the table because everyone has to be online, not just them. 
   Version 2) Future possibility: what emissaries could become, people with antibodies against cv who get to return to wider life and helping people without worrying about spreading the disease; requires wide distribution of antibody tests and yes, hopefully science that proves that antibodies matter. 

tree-counting: Paying too much attention to the reported numbers of cases, because the forest is so much larger than the trees. Only positive tests make it into the numbers, and tests that are pending don't make it into the numbers yet, and so many people are asymptomatic. Morgues and mortuaries in the USA, at least, may be a bit of a Wild West in terms of how deaths can be classified, perhaps especially in places that don't want to have cv deaths. 

I said I'd stay on the lighter side, so I'll sign off with links to two good things. 
First, an article about communities bonding to fix problems that government isn't. 
Second, a link to the Humble Bundle of games and gaming books that's sending all its proceeds to organizations fighting cv. 

Johnny Reb, Dana Lombardy & Glorantha

As a younger dude who hadn’t entirely grown into game designer boots, in mid 1996 I got a job at Chaosium as Greg Stafford’s right-hand man for publishing Glorantha. Positioned on the right-hand, I learned that neither the left hand, nor the checking account, nor the pockets, nor any other chunk of Chaosium, had money to pay freelancers for work they produced within, oh, maybe three years if all went amazingly well. So, my Glorantha work was mostly about shutting projects down.

But Greg’s dream was that Giovanni Ingellis and his company, Stratelibri, from Italy, were going to produce a Glorantha miniatures game. Stratelibri hoped to challenge Warhammer, go big or stay home. But it wasn't something we could start working on at Chaosium. Giovanni wanted to design our Glorantha game, that was his dream, and in return he would fund it.

So I dove into the world of miniatures gaming. I’d already been turned on to a clever ancients/medieval game called Armati by Jon Kovalic, of all people, who for a brief time helped put out an Armatifanzine. But I’d missed the brilliantly abstracted DBA (De Bellis Antiquitas, which I still love) and its wooly ancestor (WRG 7th Edition, which Charlie Krank & friends introduced me to in Charlie’s game garage). About the same time, Scott Schneider of Chicago introduced me to Great Battles of History, the GMT ancients wargame that plays a lot like a minis game with counters.

Closer to home in the Bay Area, Chaosium’s friend Dana Lombardy wanted to teach me to play Johnny Reb. I put him off for a little while. I believe I was thinking that a regimental American Civil War minis game wasn’t all that relevant to a supposed rival to Warhammer.
Image may be NSFW.
Clik here to view.
The Game Rule Book
the rules at the time; these days some gamers prefer John Hill's newer rules, Across a Deadly Field

After work one day, Dana set up a giant battle (well, giant to me!) and we played for several hours. I'd played write-orders-then-execute-them wargames before, but Johnny Reb improved greatly on that model with face-down order counters executed in a timing sequence that created a dynamic battlefield. Dana was enthusiastic and helpful and wanted to help the Glorantha minis project take off. I remember the Johnny Reb game fondly. Which is ironic, because at the time I was nowhere near appreciative enough.

Image may be NSFW.
Clik here to view.
War College by Dana Lombardy
Dana, closer to now

I was caught up in the strange dance steps of preparing to produce a game that I wasn’t allowed to think about designing. Greg was focused on turning out orders of battle for the various combatants in the Hero Wars, particularly the Lunar Empire. (Some of this work has recently resurfaced in Martin Helsdon’s The Armies & Enemiesof Dragon Pass.) Giovanni of Stratelibri wouldn’t talk about the Glorantha minis game until I visited him in Italy. I thought that was unhelpful, but hey: free trip to Italy!
Image may be NSFW.
Clik here to view.
Il Gioco è una cosa seria: una Piazza in memoria di Giovanni Ingellis | ACQUAVIVA PARTECIPA
Giovanni, someone I'm glad to have met

The trip was delightful, Stratelibri were gracious hosts and just meeting and hanging out with Giovanni was splendid in a life/historical sense. But the minis business rolled a fumble. It turned out that Giovanni didn’t actually have time to design anything new, he planned to re-purpose a quirky little cyberpunk skirmish system he’d created years earlier. It hadn’t really worked as a cyberpunk game and I didn't think it was going to work as a Glorantha game. I hadn't really expected to challenge Warhammer but I'd at least hoped to take advantage of Greg’s work on the military histories of Dragon Pass. 

By the time I had returned to California, Giovanni had regretfully pulled the monetary plug because of a) problems with Magic: The Gathering; b) store expansion plans; c) knowing the Glorantha project wouldn’t work; d) choose your own adventure. That was when nearly everyone at Chaosium got laid off thanks to the Mythos over-printing disaster.

But back to Dana. He was on hand, helpful, and would have been one of the best people in the world to talk with about miniatures and wargame design. I stumbled along without recognizing that Dana’s presence in the project was a lucky penny that I should have flipped many times. On the bright side, my mistake wasted less of his time than if I'd understood what I was doing. 

You can find links to Dana’s doings here. If you grab a copy of Green Ronin’s wonderful 100 Best HobbyGames, edited by James Lowder (now of Chaosium!), Dana wrote up Johnny Reb on page 157.

Playing Three-Dragon Ante Across Two Zooming Tables

Last night we played four-player Three-Dragon Ante in two households. We played with Ann and Rob Dorgan, friends you'll find in the 3DA: Legendary Edition playtester list. Ann pushed past my qualms and we tweaked the game on the fly. 

If you feel like playing 3DA across multiple physically isolated tables, here are some recommendations for a two-table game.

First, I think you need at least two players per table. The ideas that follow assume you don't have any single-player tables mixed in.

Tracking Gold
You're going to need to figure out how to keep track of everyone's gold across split tables. We dared to maintain the game's physical presence by creating stacks of gold for the players across the Zoom-divide and moving gold in and out of both stacks, banking for the players who weren't in the room. It worked, usually, but we clearly weren't entirely up to the process, the game is too distracting to perfectly track coin-movement for players who aren't in the room. So if we do it again, I'm going to vote to have a banker who will keep track of all gold, probably on a google doc or the like, though it could be on paper.

Gameplay
Unless otherwise mentioned, the normal rules work! (But tell me if you play and run into issues we didn't.)

Deck Preparation
Each table creates its own deck using the 70 standard cards and 10 random Legendary cards. Yes, the game could end up with two Druids, one per table!

Camera Set-Up
Set up the cameras and computers so that the flow clockwise around each table matches the positioning of the video of your friends in the far room! It needs to be obvious which players are on your left and right, everyone will have one side occupied by a player beside them and one side occupied by a player in the other room, unless a table has a third player sandwiched in between.

Strength Flights
Go ahead and let Strength flights pick up the ante cards at their own table, if any. If there aren't any left, that's too bad.

No Stealing or Gifting Cards Across Tables
The specific card power revisions below nearly always hinge on the fact that we aren't stealing or passing cards from one table to the other. A power that's going to steal a card from the player next to you at your own table can work the same as ever, but if the card would steal from a player in the other room, it's going to have a slightly different effect.
    The card revisions that follow also apply to Legendary versions of the same powers.

Brass Dragon: If the player to your right isn't in the room, they just give you the gold instead of having the option to hand over a stronger good dragon.

Bronze Dragon: Take the weakest card from the ante at your table. Then draw a card. If there are no cards left in the ante at your table, just draw a single card.

Green Dragon: Same situation as the Brass. If the player on your left is in the room, they can choose what they want to give you. But if they're at the other table, they just pay you the gold. The Green Schemer's left-and-right version of the ability can end up with one opponent being forced to pay and one opponent getting to choose.

Red Dragon: If the strongest opponent is at the other table, they must discard a random card. Well, let's be clear: the opponent next to them chooses a random card from their hand and discards it, because that's more aggressive, like stealing! For fun, everyone sees the card that got discarded. And then you, the player who triggered the Red Dragon, get to draw a card and keep it secret.

Illusionist: Maybe don't play with this one!  This card is all about the fun of swapping Mortals and it's hard to swap across tables, so I'd say you should feel free to skip it, take it out of the game before you choose the 10 random Legendary cards. But if you do play with it, and are prepared to hurt your brain just a little, you could say that it works normally if you swap at the same table . . .and if you swap to the other table, then you all have to use your virtual reality parallel-thinking skills to swap the Mortals for the duration of this gambit. At the end of the gambit, the two Mortals go their tables' discard piles as normal, but for part of a gambit you were caught in the ill-uu-shee-on.

Viewing all 252 articles
Browse latest View live