Dec 302009
 

Conversation via comments with Joshua A. C. Newman, maker of Shock:, went pretty well after I confessed to my reasons of disconnection from the game. Josh deserves some serious kudos for how he handles critiques of his game. I know I’m personally inclined to try to look like I’m as calm about negative feedback as Josh is, but having met him I suspect Josh actually is that calm, and I envy his facility with that. Me? It’s a case of making myself act like I think I should, and hoping my adrenal response will chill the heck out and follow suit.

Anyway.

Later on, I talked about melding Shock: and Diaspora together in a particular way that I thought would suit my sensibilities well, and allow some of the potency of Shock: to make its way into a game I’d feel more connected to.  This is where the conversation got particularly interesting for me.  Some excerpts follow, focusing on the line of thought that brings me here.

Fred: “… the lighter weight crossbreeding I’m proposing here is more about letting the issues exist out in the environment, and allowing players and characters to encounter them at what is perhaps a less breakneck speed, less strictly directed.”

Joshua: “Antagonists are the primary route toward keeping players focused on Issues. They’re the teeth.”

Fred: “That focus is a little too relentless for me, though. Because we’re looking at a relentless collision with the issues, the issues never get to sneak up on me. … Which is why at the end of the day I’m suggesting that embedding the issues in the setting, available to be explored but not constantly clubbing the characters, may be the way to get me my absorbed/sympathetic/identification itch scratched.”

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Dec 282009
 

I always like to get a day of recovery after travel. This past Sunday was exactly that.

Our morning started with a trip to Mayorga Coffee down in south Silver Spring. Christie had gone there a few times as part of one of her moms’ groups, and had nothing but good things to say about it.

Hm, make that almost nothing but good things. The bad thing was that it’s shutting down at the end of the year. Continue reading »

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Dec 252009
 

So, common gaming question: if we had superheroes in the actual world, what government agency would regulate them?  If you’re from the United States like me, your first answer is probably The Department of Homeland Security.  But that’s too pat and too boring of an answer for me.

So I’m looking to head in another direction, one based on something that I think Rob Donoghue cooked up for a supers game once (though it might have been Matt Gandy).  I don’t remember much about it, other than the idea that the folks with superpowers were regulated by (and in several cases, employed by) the Food & Drug Administration.  Now that’s something that has legs, because the FDA is a weird choice, and it forces you to sit and think about what that choice means for the nature and origin of superpowers in your setting as well as the politics of regulation and oversight that got things stashed there in the first place.

So let’s go back to my original question, and turn it on its ear: starting with a particular government agency as the body of regulation, what’s the reason superpowers exist in the world, and what form do they take?

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Dec 232009
 

Popovers are ludicrously easy to make (though the cleanup afterwards can be a mild pain sometimes). I have deep, fond memories of the popovers of my youth. I’ve eaten them with strawberry preserves and butter with an accompanying lobster bisque while sitting by Jordan Pond in Maine.  Everyone should have popovers in their lives — the crispy fluffy eggy buttery goodness of them.  Today, I share the recipe with you. They are this easy. Make them. Better yet, make them for people you love; they’ll know how you feel.

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Dec 212009
 

Today I want to talk about PDF pricing, after seeing my friend Matt react poorly to the pricing of the recently released Dr. Who RPG PDF. (Don’t take this post as an attempt to jump on Cubicle 7′s case. As I’ve said before, I like the guys at Cubicle 7, and there are things I like about another game of theirs – Starblazer Adventures — that I’ve talked about before on Deadly Fredly. Heck, I was almost a part of the Dr. Who RPG project, and helped with their initial pitch to the BBC, but ducked out early on due to other time demands. This is a convenient and recent example, is all.)

PDF pricing with this product in particular is an interestingly sticky one. The physical product is going to manifest as a boxed set, so the PDF can’t bring along any physical components for the ride (though the only hint as to what those comprise is listed as “tokens” on the PDF listing). So things are already a little off the usual track here. Based on the markdown indicated on DriveThru, I’d surmise that the boxed set comes in at $60, and the PDF is showing as $35. That’s about 58% of the physical price for the PDF. Looking at Cubicle 7′s other “straight up gaming book” products, since DWRPG is their only boxed set so far, it looks like they trend towards pricing their PDFs as 70% of the cover price, so one could surmise that the math here is $60 = $50 of books (there are three in the box looks like) + $10 components (the box itself, the tokens), and thus 70% of $50 = $35.

For Matt, $35 is an abnormally high price to pay for a PDF, at least in this case. It’s a price he is deciding not to pay, at least at this time. I think Matt’s perceptions here match my own as a consumer, so I want to dig into that, and then talk about how my perceptions as a consumer affect the pricing decisions I make as a publisher.

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