Monday, August 8, 2022

Today's task: Reading others' work

I only had a bit of time for gaming stuff today, so I:

- read and commented on someone else's draft materials

- and skimmed but didn't in-depth read another person's draft materials

. . . both for DF-y stuff. Which would be a leak if anyone knew what the heck I was talking about.

A word to any writer - always, always, always have other people read your work. Especially people who are familiar with the system but not with what you've generated for it. It's not helpful, it's required to ensure you put out good work. Let the typos and weird grammar and semi-comprehensible first draft rules I put up here be an example for all y'all!

Sunday, August 7, 2022

What happens to Felltower during a hiatus?

As the subject says, we're on a hiatus - what happens?

Time Passes

Just like any other days, days of a hiatus pass 1:1 real:game time. Naturally, the PCs and action in play are frozen in game time. But when they come out of the dungeon, time jumps ahead to the current day.

The real trick is that the PCs will get back on the appropriate game-day, but then basically lose a bunch of time. It happens . . . it's unrealistc but it's the easiest way to deal with the issue. It punishes the players who would like to "realistically" use that time for their PCs to order up armor and weapons and such, but it also relieves those players who don't have the free time for game prep. They don't fall behind. It's worked so far and I don't see why it wouldn't work here, too.

Restocking Will Happen

Just in case I get hit by a blimp* I save this until the last minute. But it will happen all at once, and reflect months of changes in Felltower. Yes, this is the hard way, but here we are.

Rule Changes

Ironically, this is least likely, because I haven't had to the time to really fiddle. I mean, it's possible, but I just haven't been noodling around with the rules too much recently to have plans for when we're back.

Player Changes

Also shouldn't happen. The pool won't change.

Overall, it's just like a short hiatus except we'll need a much bigger restock.





* Which I'm pretty sure is a Bloom County reference.

Saturday, August 6, 2022

Creation vs. consumption in RPGs

Lich Van Winkle's recent article is, as they all are, worth a read:

The Commodification of Fantasy Adventure Games

The final paragraph inspired a few thoughts in me.

I'm a creator who is also a consumer. I buy a fair bit of RPG stuff. I use less than I buy, but I do use some of what I get.

I derive a great deal of pleasure from playing games. I also derive a great deal of pleasure from creating for games. I largely sell what I use in my games. Or stuff I'd like to use in my games, on occasion. I've been briefly interviewed on a podcast, had my stuff reviewed, and otherwise gotten some recognition. I've had the great joy of dragging my spouse to a gaming store and pointing out my book on the shelf. I've gotten amusement out of people looking me up on the internet and finding my list of written books. It's even more fun when they know me only as a fighter, or a trainer, or a teacher. I also get a lot of enjoyment out of other people using stuff I made for my game in their games. I've even had the dubious amusement of having people argue with me about the intent behind rules that I wrote and tell me I'm wrong about my interpretation of the intent behind the rules.

None of this would happen if I hadn't been playing games with other people's stuff and with my own. You can see how a slowdown in play due to summer scheduling issues has slowed down my writing here. The play is the thing, and without the play, the supporting material just doesn't flow as freely. I still write - and I'm still creating for game. Playing more will mean more of that.

Oh, and it's terrifically fun, by the way, to quote rulebooks at my players when I wrote that part of the rulebook.

Friday, August 5, 2022

Random Thoughts & Links for 8/5/22

Just a couple this week.

- Maximum & Ideal Party Size. I think we had 10 people once. 4-5 is a good number for engagement and speed of play. But I've had a blast when almost everyone who plays Felltower shows up the same day to play Felltower. It's unwieldy but fun.

- I don't want to lose this link to links about playing Chainmail.

That's it for today.

Thursday, August 4, 2022

GURPS Traveller for 4th edition?

I know this exists somewhere, but I can't seem to find it . . . did someone do a conversion document for GURPS Taveller 3rd edition to 4th edition? Unofficial or official?

Tuesday, August 2, 2022

Why all the merging?

I posted recently about possibly merging weapon skills in Felltower.

I've waived away skills I felt overlapped too much - no Filch, say, and I made Shield cover all shields, with no difference between a buckler and a proper shield.

I've merged a bunch of spells, too - most of the "Instant" versions of spells and Explosive spells and reverses of spells got merged into one.

Why?

Basically, because I think that there are too many skills, and too many spells, splitting hairs a bit too fine. I'd rather deal with broad strokes skills and spells and let the players have wide ability to apply them. Too fine of a distinction and yet get dead-end skills and broad skills that can't do some little thing that's actually important. You get players hunting just the right spell or skill that has wording that covers their specific goal. With wide skills, you get more problem solving and less solution seeking within the rules. In my experience, anyway.
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