Thursday, February 10, 2011

Content - Pariah House Rules

Here, I present the Pariah Houserules for 4th Edition Dungeons & Dragons.

Yes, I realize that I've been posting a lot of D&D stuff lately.  Fact of the matter is, I like D&D.  I like game design, and I spend a lot of time working on various elements for the D&D ruleset that I want to share with people.  So, since I have this place to do so, I'm doing so.

Every gaming group has their own set of houserules.  Every player has things they like to be different, and every DM has preferences in regards to various portions of any given ruleset.  I don't expect everyone, or even anyone, to embrace my houserules whole-heartedly.  Rather, I present these simply with the hope that at least a few people will find at least a few of these ideas useful in their own campaigns.

These are a set of houserules developed, over time, by my current D&D group.  They have been built by the group as a whole, and they are used whenever I DM.  Keep in mind that the presentation is rather bare-bones, and the file was built to be used as an internal document.  I only, on a whim, decided to post these rules here, so I slapped some credits on the end and here they are for your enjoyment.

So, again, here for you are the Pariah Houserules.

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Thursday, February 03, 2011

Content - Realm Walker

Here, I present the Realm Walker.

Among my favorite additions to D&D in the 4th Edition was the concept of epic destinies.  On one hand I enjoy most of the game mechanics introduced by the various epic destinies.  However on the other hand, and this is the more important aspect, I think epic destinies are very much an encouragement to role-play.  They provide a few bonuses, one extra power, and a really fun feature at 30th level that usually makes gameplay fun and over-the-top as epic play should be (though, honestly, some of them are kind of silly).

Yet it is the immortality portion of each epic destiny that I most often read.  Even when I find myself uninterested in a particular destiny, whether because the idea itself doesn't immediately appeal to me or because it's tied to a class or race that I'm not terribly excited about, I almost always read the bit specifying the attainment of immortality.  These almost always have nothing to do with any dice rolls, or even stats of any kind.  They are, instead, ideas for how to role-play your character's hard rise to one form of immortality or another.  Moreover, each form of immortality (barring a few exceptions) tends to be interesting and fun.

I have a few epic destinies unique to my campaign setting, but one that I think fits anywhere.  In fact, its entire premise is one that is designed specifically to fit into all campaign settings and be specific to none.  So, as already linked at the top of this blog, I present the Realm Walker in PDF form.

Also, the document itself uses an image that I think fits the theme rather nicely.  It's a lovely piece by an artist named Joe Wilson who was nice enough to let me make use of his work.  I linked to his Deviant Art page in the file, but I thought I should do so here as well.  He's pretty good, please check him out!

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Monday, January 31, 2011

Rambling - Radar Gaming Implements Moving Hobbies

This is vaguely gaming related, right?
I am a gamer.

I like Halo, but it was not my introduction to shooters.  I like World of Warcraft, but it was not the first game into which I devoted significant portions of my life.

Games are not my hobby; I am a gamer.

So often I get the impression from other people that my values are completely backwards from theirs.  This is not an opinion that they express, or anything that they indicate to me any way, but an observation I frequently make when I notice the differences between my life and theirs.  There is simply a fundamental difference between the way I view games and the way other people seem to view them.

Gaming has rather quickly become a much more powerful force in the media, general life, and public consciousness than it ever was even ten years ago.  The release of Black Ops had people waiting in line for its midnight release.  Tell any game designer in 1998 that any person would wait in line to buy their game at midnight the very second it was available, and they would scoff.  Tell them that stores would spend money on lavish midnight releases, and those developers would laugh in your face.  In the 2010's, this is common.

Yet for all this pervasiveness and acceptance (barring the obsessive "dem gamez is rew'nin r kidz" crowd), video games are more or less still a hobby.  This is evidenced primarily by the success of the Wii, and the development of the Move and Kinect, in that they appeal to a wider base of people who are unfamiliar with game pads.  These people, they can be called casual gamers, like to have fun with games every now and then, but they are not interested in spending the time with games to learn the ins and outs of how things work.  They do not, for example, care about the arguments for various button-use layouts that vary from shooter to shooter.  In fact they are likely to become annoyed just trying to figure out the control scheme of one game, let alone the pros and cons of its implementation as compared to another shooter with a different control scheme.  Hell, these people are unlikely to be interested in any shooter to begin with.  They want a game they can play now & then with friends or family at a party, when there is nothing else to do.  Things that do not require controllers at all are a boon for casual gamers.

Stepping farther than the casual gamer is the hobby gamers.  They are much more interested in gaming than casual gamers.  It is a genuine hobby to them, and they can often spend quite a bit of money and time on their games.  They are the majority of people at any midnight release of any game, and for a large part they are the crowd that made gaming what it is today.  Numerous enough to have an impact, their buying weight managed to grow the medium by leaps and bounds when they embraced such games as Halo and WoW.  These games, among a few others, managed to force gaming into popular culture like never before, and it is only as a result of their wide acceptance that video games on the whole have become much more accepted.  Hobby gamers might actually care about the control scheme of a shooter, or prefer one to that of another game.  They are not, however, usually inclined to spend much time arguing about it or contrasting differences.

Finally we come to gamers.  I say not hardcore gamers, or true gamers, or any other sort of chintzy and unnecessary term, because gamer is simply the best term to describe people who might fall into this category. Just that; gamer.  For you see the primary difference between a hobby gamer and a gamer is the priority to which games are placed for each respective individual.  A hobby gamer does lots of things, including playing games; a gamer plays games, and does other stuff too.  This is the difference, and it is a very key difference. A hobby gamer likes to hang out with friends, spend time with family and loved ones, and they play games too because it's another fun thing to do.  A gamer almost invariably includes games into any of the above scenarios, or will occasionally take gaming in their place.  The argument about control schemes is a real one for a gamer, because it has an impact on something that matters to them.

Keep in mind, I'm using the control scheme argument as one example.  There are a great many gamers who couldn't give a fuck less about what control scheme any shooter uses, since shooters aren't a game type they care much about.  They might instead argue about the superiority of their favorite edition of Civilization, the comparative greatness of RPGs from the west or the east, or why they think Fortitude, Reflex, and Will should be a saving throw or a defense.  I merely use shooter control schemes here as one example to express the levels of interest that people from each category might hold.

When gaming first became A Thing That Someone Can Do, it was as everyone knows a very simple and basic event.  Pong kind of embodies that whole era.  People were excited for a while, and wondered what the future might bring.  Then most people simply went about their lives.  Those who would fall into the casual gamer category had no interest in such things for the most part.  Hobby gamers had an interest, and they manned the arcade lines with quarters in hand when the time came.  Gamers took this New Thing and ran with it.  Small communities were developed around the idea of Gaming (what a strange term, this New Thing has!), and many discussions were had.  Discussions held away from hobby gamers and far, far away from casual gamers, all of whom would give a gamer shit for dissecting the intricacies of a game system far too much.  That's nerdy.

Yet with the advent of the modern generation of games, everything has changed.  Finally, finally, we are getting everything out of a game that we had ever hoped to get.  Technology is capable of giving us games that actually cause emotional reactions, and can tell stories just as well as books and movies but in a whole different way than ever possible in human history.  These are the things gamers have been yearning for, even striving for, since The New Thing came into being.  Unfortunately these games are expensive.  Making games cost more time, effort, personnel, and money than ever before; on par with movies.  This means, logically, that buyer interest must drive the efforts of developers, at least to some extent.

Gamers are a small minority of the current customer base.  Hobby gamers make a much more numerous portion of the customer base, and their interest has steered the hobby to a point where we get Black Ops (not bashing the game, mind you, just saying it should be as hyped as it is).  Yet it is casual gamers who are the potential problem.  Through the sheer combined weight of their wallets, they could forge a nigh-unbreakable grip on the game industry if they ever became much more interested than they currently are.  Do you get what that means?  Casual gamers don't actually care about gaming.  They don't care about the thing over which they could very soon have unbreakable control.

This is akin to me having a control over the future direction of football.  I don't give a single shit about football, it means absolutely nothing to me.  How frothing mad would it make a die-hard Raiders fan if I could dictate the direction that football took in terms of presentation and even implementation?

This ramble has no real point.  I am simply lamenting the fact that gaming, which I love, is in danger of soon being controlled by people who don't care about it, completely ignoring those who care about it most.

As a side note: never drink old dew.  This is a lesson I've learned for the eightieth time.  Fuck.

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Thursday, January 20, 2011

Content - Atravos, Terror of the Duskmoore

I realize it's been some time since I posted anything on my blog, but that is not without reason.  On one hand, I have been putting in many extra hours at my actual pays-the-bills-for-now job.  More importantly, there are several projects I've been working on, each of which keeps me busy in its own right.  These projects are the important part, more important in many respects than the job that pays my bills.  As a brief rundown, I'm working on:

  • A publication called Beginnings: Part 1.  This consists three short stories about characters in the Divine Lands setting.  At present the work is nearly finished, I'm just waiting for some editing input and some cover art (which looks gorgeous so far, and it's not even done).  Two of the stories in my blog, Mechises and Janon, make up the bulk of this project.  I realize this is kind of lame, but in all honesty I never thought I'd be publishing those stories, and it seems bad form to take them down now just to ask people to pay for them.  After some thought, I've decided I'm just going to make the work super cheap.  Win for you!
  • The second project I'm working on is a pointless just-because bit of game design.  I am a fan of the Warcraft setting in its many forms, and I love the whole story.  So, just because I like making things, I am building the first level of the Warcraft 1 orc campaign using the Warcraft 3 engine.  If there's enough response (read: any response at all), I might even continue the project.
  • Finally I am working on a collection of YouTube videos.  These range from readings of the history of my setting, to silly sketch comedy.  Completion of these might be a bit down the road, but they're coming.

The main purpose of this post, however, is to present to you a document that I worked on for the last day or so. It's nothing much in the way of fiction, but it should be interesting to anyone who likes game stats.  The dragon Atravos is a character in the Divine Lands campaign setting.  He's not among the more important characters, but he does play his role and I am fond of the vicious beast.  So, as an exercise in comparative game design, I built his stats in three different editions of D&D.

If you're interested, feel free to download.  It's a simple PDF, nothing special, but hopefully someone out there will find it as interesting as I do.

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Thursday, December 02, 2010

Rambling - Falcon Fidelity Runs Magically

Purple Pirate Broad
-by appledust
Immersion seems to have become the reason I play games.  Regardless of genre, game type, medium, or any other factor, it has become apparent to me that I play games in such a fashion as to acknowledge that they are actually games as little as is psychologically possible.

This is not to say that I play them to the utmost realistic way possible, in that my characters never do anything that is silly, unrealistically foolish, or the like.  For example I do not walk 100% of the time when playing WoW, my D&D characters can be quite silly (in particular Sir Walter O'Reilly; self-identified royal obsessed with developing his O'Reilly Coil to rival and surpass that of Nikola Tesla), and I may often spend inordinate amounts of time doing ridiculous or repetitive things that have nothing to do with what I should actually be doing simply because of game mechanics (cheevo requirements, anyone?).  No, I still indeed do many things that are only done in games, and in fact may often only be done because the act in question takes place in a game.

Rather, when I speak of immersion I speak of the absence of this realm dubbed "Reality" (and, when I say reality, I use it in the sense one would use the proper name given a campaign setting, like Dragonlance or Warcraft, not in the sense that this place is real and other places are not).  This place in which we live must melt away for me to truly enjoy a game.  My senses visual and audio must become so highly tuned to the game I am playing that nothing short of a taser could possibly intrude, and my senses of touch and smell and taste must be set aside so my brain might better process the use of the former two.  It does not always happen, but when it does is when I am able to experience some of the most profound things one might imagine.

I remember the run up the Citadel Spire, Sovereign's massive arms visible and growing larger as I neared the apex of that deadly run; my Commander Shepard firing one precision burst of assault rifle fire after another in her desperate bid to save every life in the galaxy.  I remember a battle of the young wildmage Aerial Teshlin against the only opponent who ever defeated her; both magi going at each other with staves after having expended every spell at their disposal.  I remember defeating the traitor Admiral Zaarin; screaming through the empty black of space in the pinnacle of SFS brilliance, reducing enemies who threatened my Emperor to ash with horrific storms of green blaster fire.  I remember these things with such clarity, precision, and vibrancy that they are to me as the memories of my life in this world.  They hold weight, in my memory, equal in proportion to any significant event in my life that took place in Reality.

To some, this may sound preposterous, stupid, foolish, or even dangerous.  I care not about those folk.

Just where this love for immersion stems from--this need to make my games supplant Reality while I play them--I do not know.  I can speculate, but like anyone interested in self reflection I do not actually know where my problems and advantages truly come from.  I do know that I consider these memories to be just as valid as any memories I have of this place called Reality, to which most people give far too much importance. My view of existence stems to the limits of the omniverse (beyond even that adorable little multiverse some people talk about), and it is within this utterly limitless potential that I know, both within my feely place and in my logic place, that nothing can be imagined that does not exist.  Which means, to me at least, that anything we can imagine does exist somewhere out there.  To that extent; Lieutenant Commander Samantha Shepard really made that run, Aerial Teshlin really fought that duel, and pilot Maarek Steele really flew in that battle.

I think that is where a large part of my focus on gaming immersion comes from.  Being that I believe these things truly do exist somewhere in existence, in a way I feel that I am watching the amazing adventures of other people and doing my part to help them as best I can.  This ties in, at least partly, with my distaste for this rather drab and uninteresting world in which I find myself.  With such world view, the amazing adventures of game characters become so much more interesting than this place of petty, insignificant, pointless little nothings.  As Smith said; it is inevitable.

It began, I believe, when I first encountered the game TIE Fighter.  The memory is still strong in my mind, if not perfectly clear.  I was at Computerland, the place my stepfather worked.  He was there late one night, and for some reason I don't remember I was there with him.  To keep me occupied--I was a teenager at the time, after all--he fired up TIE Fighter.  At the time a new game, with its fancy gouraud shading, TIE Fighter enveloped me almost immediately.  That night, in particular, I flew a simple station patrol mission and was tasked with inspecting freighters going to and from the area.  I remember, being that I was an impatient child not yet in control of my violent streak, I simply began to open fire on many things.  In particular, I immediately opened fire on a YT-1300 that was in the vicinity.  It was not the Millennium Falcon, but it felt the same as opening fire on that legendary bird herself, and we joked at the time about Chewbacca angrily bashing away at the mechanics of the ship while I fired at it, trying to get the damn thing to enter hypserspace already.

That moment, I believe, is when it began for me.  Because I remember, I almost physically remember, the rest of the office darkening until all I could see was the monitor.  All sound faded until I could hear only the blast of my TIE Fighter's cannons, the soothing hum of its engines, and the laughter as I chased after that poor helpless freighter.  Years later, when discussing existential concepts with the only man I've ever loved and called my ally, we came to the conclusion that there are infinite realities and that whatever we can imagine is real somewhere out there, and I realized that things I experience in games are in that way somehow as real as the world around me.  Even later in my life, when I discovered the concept of the omniverse, everything I had already thought about just clicked right into place.  My obsession with immersion was solidified.

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Monday, November 22, 2010

Rambling - Snowy Working Intimidation

Model and photographer unknown
Massive snowflakes, the size of children's eyes, fell in silent rivers as I left work this morning.  There was barely any space between them, and they fell with such consistency that within the time it took me to enjoy a steaming hot breakfast sandwich all the world around me was buried in a thin layer of crystal silver joy.

I truly love the snow.  I love how silent snow is when it lands, I love the sounds of snow when you walk through it, I love that it tends to drive all the humans back into their homes and businesses.  The world feels to me, when snow is falling, as if it is somehow smaller and I am more prominent.  This stokes my ego of course, but more importantly it alleviates my perpetual distaste for this state of being that is called "meat sack," and I instead get to spend at least a few moments enjoying the silence of the snow.  I can forget about the rotting, sloshing, grinding, stretching, pulling, straining activities caused within my prison by even the smallest moves I make.  At least, for a brief while.  I truly love the snow.

There is actually some work coming your way, from my general direction, at a future time which I cannot specify (not for sake of secrecy, but because I honestly do not yet know).  In terms of writing I must admit that the severe lack of any continuation of the works on this blog, or anything new, stem entirely from my own lack of effort.  I could blame writer's block, but I feel that in itself would be lazy.  Although, in a way, is a disinterest in the work and an overabundance of interest in gaming itself a form of writer's block?  Or am I just a lazy ass?  Probably both.  Yes.

Either way, there are some video projects coming down the road as well as fiction.  I do have writing that will be posted here in the near future (in particular a third entry to the Beginnings series), but write now (HA!) I am focusing on writing the details for two different YouTube projects that I really hope to get off the ground.  While I do not want to go into too much detail, I can most certainly generalize. The first project is a simple (and arguably overdone) series of comedic sketch pieces.  Nothing entirely special about that, but I like to think the sketch ideas I have thought up are funny, and hopefully they will work.  The second project is much more involved.  It involves zombies.  Dead ones.  Yes.

While at work this evening, I was informed by a co-worker that I am apparently "smug."  She said this in the friendliest tone possible, and I have no illusions that she was being malicious in her statement.  Rather, I believe that her intent was to inform me of other peoples' general opinions, and in this I am not the least bit surprised.  When I was in high school, few people talked to me because they were sure I was going to snap and, as one classmate put it, "shove those boots right up your ass."  When I was in the Navy, everyone thought I was going to snap and bring a weapon to work, and a member of my squadron even asked one of my closest friends to tell me "when he snaps, remember that I was always nice to him."  Now, at the wretched place of Walmart, apparently everyone believes I am smug and have no time for them.  This, I must admit, is the least inaccurate assessment.  Yet it is not something that I have ever deliberately cultivated.

I dress strangely, I read books (GASP!), and I am comfortable enough with myself to be alone instead of feeling the need to constantly fill my life with other people.  These things, apparently, alienate me from the rest of the herd-species.  I have come to accept this, yet that does not alleviate the annoyance I feel when told that everyone at work thinks I am smug.  I have done literally nothing to anyone at work; I read my book on breaks and at lunch.  I suppose that in itself is enough.

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Tuesday, October 12, 2010

Rambling - Memory Serves Unknown Calendars

Model, photographer, and source unknown.
Simple little moments pass me by with every turn of my head, and enough of those moments build into a full-fledged chunk that can only be defined as time.  Each of those moments is precious, irreplaceable, and unique; there will never be another like it in the entirety of history, nor are there duplicates of it in the infinite alternate versions of reality that exist.  How many have I let by without a thought or deed to give it value?  Far too many.

There are three criteria by which I judge the passing of each rotation of this piddly little speck of dirt upon which we spin.  Three activities in which to participate, each of which must be fulfilled in order to consider any day anything other than a waste of irreplaceable time.

Play a Game: This one is rather obvious, given that I am a gamer who proudly declares that I define my life with gaming.  The game in question could be anything; cards, computers, consoles, dice, anything that is an entertaining and imaginative enterprise in recreation.

Have a Good Conversation: I love good conversations, and I believe they are among the more important mental stimulations in which one can ever engage.  A good conversation can be a discussion about game mechanics, criticism of a political topic, dissection of theoretical speculation, or laughing about the latest Venture Brothers episode.  The conversation could involve constant agreement with the other participant or participants, or it could be a pseudo-hostile argument in which participants hold contrasting viewpoints.  So long as it is so engaging as to force my participation simply by my own inability to resist replying to what was most recently said, it is a good conversation.

Create Something Worth Creating: I value my creativity more than any other aspect of my personality, and it is something that I have a need to exercise more than anything else.  A good idea is not something that I ponder, enjoy, and discard.  I must develop it, I must figure out what makes it work, and I must complete it.  Not doing so eats at me and can, in the right circumstances, make me physically ill with the thought that I have let a good idea slip my mind without being studied.  I need not ever publish these ideas, for it is in their development that I find my enjoyment.

It is with dedication and discipline that I begin this, the first full day of the fourth decade of my life.  (That's my thirty-first year, for the mathematically disinclined among you.)

How many moments have you let slip by?

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