Nov 282010
 

I got the chance to head down to Labyrinth DC today. It’s a new game store in the DC area, friendly to RPGs but not stocking deep or wide on them just yet (we’ll have to show interest and follow-through with purchases to improve that!), and I wanted a chance to talk with the store owner, Kat. Turns out she’s great, very positive and very motivated to come to know her community and how best to serve them. So definitely take the time to talk to her if you drop by and let her know what would bring you back to the store and spending money there. It’s located in the Capitol Hill area, just one block’s walk from the East Market metro stop, so the rent is high — this store will definitely need some focused community support in order to take off. More on that in a bit.

The store has a few key things going for it which may set it apart from other stores:

  • It’s a super attractive, very open-feeling space despite having a long narrow floorplan with a slight bend in the middle (see the photos below).
  • The front window lets in a lot of light to the front part of the store — and the back of the store ALSO has a big window that lets in daylight to the back half. As a result it’s one of the few game stores that’s managed to pull off the abundant natural light feel, which I think is a huge win for atmosphere. (Endgame in Oakland, CA is the big example of this in my mind.)
  • It has a very family-friendly vibe going. The owner actively encourages folks to bring their kids and let them run around and explore the store.
  • Location: while the parking isn’t great, the fact that this is a very metro-accessible game store smack in the middle of the DC area means that we may now have a convenient, central location to have the occasional mini-con. The store could seat 4 tables of 6 easily as is, with the option to shuffle some shelving around and get another couple tables if need be. Plus, there’s good (if Capitol Hill priced) variety in the nearby walkable food options.

I’m interested in seeing if we can get a few events happening at the store. Taking a cue from the Endgame/Go Play SF Bay “A Taste Of…” events, Tom Cadorette and I may be looking soon into organizing a few “A Taste Of… [fill in an RPG here]” events in the coming months. On the short-list of early candidates, I think, would be Gamma World, Leverage, and Fiasco. In the somewhat longer-term view, we might look at doing a multi-slot all-day thing ala “FateCon” or “HatCon” or what have you, but for right now looking at doing a single-slot, 2pm-6pm thing on a weekend “taste of” events to get our feet under us is likely the right call.

Anyway, enough of my rambling — I’m still processing my visit to the shop and thinking about possibilities — and on to a view of some of the pics I shot while there.

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Nov 242010
 

Links for reference in this post:

So, Daniel recently reposted his thoughts in response to my Bandwidth idea from December last year, and it’s gotten some interest stirred up on Twitter and his blog. Daniel’s 5×5 notion is solid, but it also cleaves close to the kind of design he prefers: interesting word-game mechanics which build towards the collaborative creation of a story. My angle is usually much more inhabit-a-character oriented and as such Dan’s designs — while good! — aren’t always in the pocket for me in terms of the designs I personally want to play. [1]

As a designer, I’m more interested in creating interesting dynamics of choice and tension through the numerical operation of the game mechanics, and THEN fitting theme and story to that. Bandwidth comes from the other direction, however, by saying “here’s some general themestuff and a setting concept” and then looking for system pieces that fit that. So as I back-of-the-brain tinker with this concept, I discard a lot of stuff that doesn’t fit the mechanical motifs that I find interesting. It’s a process of finding the Venn overlap between my system preferences and the setting conceit. At present, here’s what’s left after that vigorous flensing.

So here are words and phrases from the theme (radio broadcast superpowers) which I find interesting and which I think can be tied into system:

  • 5×5 – Strength and Clarity
  • Distortion
  • Static/Interference

Here’s how I’d systemize these concepts for something interesting-to-me.

Tuners (or Receivers), the folks who gain powers by listening to the right signals, list the various signals they can pick up on their character sheets. They’ll rate these in terms of maximums — how much signal power they can handle (Strength) and how clear of a signal they can manage to achieve (Clarity) with their natural equipment. Strength will correspond to the magnitude of the effect the power can have, while clarity will correspond to how finely controlled that power can be utilized. Maybe the system will value clarity more than strength, if there’s a point-buy gig going on here, making it cost, say, 3 points per point of clarity but only 2 points per point of strength. [2]

Six sided dice, maybe as few as two (and definitely no fewer) get rolled when resolving an action. The goal is to get two numbers, each equal to or less than the strength & clarity numbers the character has for that signal, hopefully exactly equal so the character performs at peak ability. (Stay with me here.)

The player rolls the d6es and allocates two numbers from the results, one to strength, one to clarity. The more clarity (beneath or at your maximum), the more control you can exercise over the effect, the more delicate, the more complex. The more strength (beneath or at your maximum), the more power output you can achieve, covering a wider area, a more potent hit, etc.

If you can’t allocate a number that’s less than or equal to your target strength, that creates distortion, like what happens when you try to play something too loud through speakers that can’t handle it. In the game, distortion is a measure of unintended side-effects — extra bits of power that spew out the sides of your ability, increasing the level of (unintended/undesired) property damage and bystander casualty for example, or changing the nature of your power (it doesn’t sound the same!) in this instance.

If you can’t allocate a number that’s less than or equal your target clarity, that creates static; static builds up over time and (perhaps) reduces the number of dice you can subsequently roll, until you get a chance to squelch it. In play this may feel a bit like hit points: if you can’t roll at least 2 dice because of the static penalties you’ve accumulated, you aren’t receiving any signals. You’re jammed.

Even when generating static or distortion, generally your character successfully does something — assume that your power operates at its max level in something you can’t allocate, it just has some nasty side-effects, so long as you’re not allocating a 6. If you can only allocate a six to something, that should be a significant screw-up.

Let’s talk a few scenarios.

I’m playing a Human Torch type dude, someone who can dial in a lot of pyrokinetic power (Strength 4) and is at least middling good at mastering it (Clarity 3). Let’s say the default number of dice I might be rolling at the moment is 4 d6es (the number rolled needs to be examined but the idea isn’t far enough along yet to be sure of the ideal quantity).

Case 1: I roll 6, 5, 4, 2. I need to allocate that 2 to my Clarity, and that 4 to my Strength, to get close to ideal: I don’t have my ideal level of finesse with how I use the power this time around, but I am able to dish it out at my maximum power level (4). So maybe this is a quick-from-the-hip burst of flame tossed at my target: it burns what it should burn, but it’s not as selective or well-targeted as it could be [3]. Or maybe I could decide I’m willing to take a burst of static in order to get the higher clarity result, allocate the 4 to my Clarity (it’s over my 3, so I get a 3 clarity result) and the 2 to my Strength (I didn’t need that much power in order to pull off the effect I’m going for).

Case 2: I roll 6, 5, 5, 3. I go for 3 clarity, and 5 strength, over my 4, which gets me some distortion. Bam! I fry the target, but (distortion) I fry it a little too good and a fire begins to spread. Or maybe instead (distortion) I throw my flames at the target but it comes out as more light than heat — I overload its optic sensors, but I don’t do lasting structural damage.

Case 3: I roll 6, 5, 5, 4. I can’t allocate any proper number to my clarity, but the 4 hits the target for my strength, so I put that there (I don’t want any distortion). This does mean I end up with one or more points of static (do I have to allocate a 5, and subtract my 3 clarity rating, to take 2 static? or do I just call this a burst of static and make a single tick mark?), which will reduce my subsequent die pool. But I get a clarity 3 effect and maximum power, and grit my teeth through the painful static.

Case 4: After taking some static I end up rolling only 2 dice. I get a 6, 3, and now the pain really sets in. First off, I have to allocate a 6, and if it’s clarity then there’s a complete lack of control, a true miss; if it’s strength, then I simply have no juice, a straight up fizzle. Where I put the six matters more than color, though. If it’s strength, then I’m looking at distortion, pure distortion as my power runs away with itself and does something really unintended. If it’s clarity, then I take static again, which would take my die pool down to 1 die — removing me from the fight as I get jammed. It’s likely I’ll choose the distortion, but what if my Aunt Mae is in the crowd?

So that’s the rough draft start of the direction I’d take the idea into system. It likely has some deep flaws to it, but it’s a start, and the dice allocation and shrinking pool elements mean I get the effects I’m looking for in a design: tension as the pool shrinks due to static [4], and interesting choices as the player decides how to allocate his numbers.

—-

[1] Don’t get me wrong, I think there’s something interesting in the word-game ideas that Dan has, but I also find myself squinting a bit when a sentence like “I kill you” is easier to build than “I kill your dog”. Yes, I’m oversimplifying his ideas here, but hopefully you get my point. [back]

[2] So, the Hulk’s superstrength signal might be high strength, low clarity — not a lot of control but a hell of a lot of power. Dazzler’s lightshow ability might be low strength, high clarity — a lot of finesse in using the power, but not a ton of punch. Magneto would be a classic 5×5 guy, tons of power and a lot of deliberate versatility in its use. [back]

[3] I’m imagining the existence of tables for both Strength and Clarity that give examples of what a use at levels 1 through 5 of each might look like. Today, I’m handwaving it a bit. Bear with me. [back]

[4] “Interference” is probably a term I’d use to describe static that’s inflicted upon you by others. Maybe that points at a “contested roll” situation where the strengths and clarities generated are compared to one another as you try your Superstrength signal against my Forcefield one. Other axises may exist on the character sheet as well for each signal, such as a Bandwidth rating that suggests how broadly your power can be applied — Telekinesis being potentially much broader than Heat Vision, thus being a greater bandwidth power. That kind of thing. [back]

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Okay! Refer to this other post for longer-term scheduling, but it looks like at least three of the previous players can make THIS THURSDAY (November 18th) work, so in the interests of keeping our momentum going, I’m gonna make it official: THIS THURSDAY IS THE NEXT SESSION.

It’ll be at my place. The six folks who were able to make it last time have first dibs (Tom, Chad, E, Dave, David, and Rob “The Daves” Donoghue). We’ll run from 7pm to 11pm like last time. Meal-planning will start in email shortly, because… we need to have a plan in advance this time. :) If you could make it last time, but can’t this time, NO GUILT. This is the system operating as designed — pick-up play means we don’t have to have the same players each time.

If you are within comfortable driving distance of the Silver Spring, Maryland area and would like to be put on the waiting list to help fill us up to 5-6 players, please SPEAK UP below. Jim Henley was #1 on the waiting list last time, so he’s #1 on it this time (if available & interested). Getting onto the waiting list is first come first serve by posting in the comments here on deadlyfredly.com. That said, fair warning, it’s possible that the 6 players from last time will be able to make it (three or four of them have already said it’s possible).

Join me, as we face the deadly threat of SEVER ARK!

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Okay, this is where I list a set of candidate dates for running the next Gammaryland game. I’m focusing strictly on my own availability, here, and looking at Tuesdays, Thursdays, and Saturdays as the viable ones (though I know that Tuesdays are going to be bad enough for enough of the core folks that that one may have to drop off the list of targetable days).

Problem is, for the next several weeks, Thursdays stink for me, hard. This week, I’m watching Evie while Christie’s out; next week is Thanksgiving; week after that is Christie’s birthday; week after that is a nursery school thing. So that’s a straight month of unavailability for me to run/play Gamma World, and I am singularly uninterested in waiting that long.  My Saturdays are also pretty crowded

  • Tuesday, November 23rd
  • Saturday, November 27th* (This is a maybe; it’s part of  Thanksgiving weekend, but we aren’t angling to be out of town for Turkey: The Turkening, so I might be able to make this happen if enough folks could do it.)
  • Tuesday, November 30th
  • Tuesday, December 7th
  • Saturday, December 11th
  • Tuesday, December 14th
  • Thursday, December 16th

So as you can see, Tuesday tends to be a more regularly possible thing for me running through the next month (4 of the 7 dates).

If you’re part of the six players who made it last time, speak up as to which three of the above dates are most possible. I’ll use this to figure out which dates I want to officially offer, and like last time I’ll fill in any empty seats with other available locals.

EDIT AFTER MY WIFE HAS READ THIS

Interestingly I may be able to free up some Thursdays if those end up being days of opportunity. That adds two more maybes to the list:

  • THIS THURSDAY (the 18th of November) — I’d need to hear from folks able to make this ASAP if it’s a winner
  • Thursday, December 9th (we may be able to reschedule the nursery school thing)
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[Please note: if you have a deep, passionate, well- or ill-considered rant about the CCG angle on Gamma World, take it to another blog. I'm not interested in hearing about that here. A little bit of collectorism is fun for me, so don't poop on my fun please!]

This is mostly for locals who are buying Gamma World boosters and are looking for possible trades around their duplicates!

I’ve gone through the cards I have, and here’s what I’m missing, numerically, from the expansion (the three-electrons-around-a-nucleus set):

Commons (circles, 1-40) – Not missing any.

Uncommons (diamonds, 41-80) – Missing those numbered 54, 57, 61, 64, 79, 80 (6 total)

Rares (stars, 81-120) -81, 82, 92, 93, 96, 98, 99, 100, 101, 111, 112, 117, 118, 119, 120 (15 total)

Note, for those academically curious, that these are the gaps remaining after grabbing into the low twenties of booster packs by this point (as the 18 missing rares out of 40 would suggest).

In terms of my own duplicates, I have a fat stack of cards, but I haven’t sorted through them and don’t have those to list right now. I do have one duplicate rare (Mind Trick), but that’s it for that range. Plus I need to figure out which ones I have *triples* of, because that’s where the personal utility falls off (for personal deck building). So I may post those later, or not. Duplicate uncommons that I wouldn’t want for personal deck building use would at least be worth sussing out.

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