Showing posts with label Interviews. Show all posts
Showing posts with label Interviews. Show all posts

Tuesday, February 22, 2022

COVID-Coping Roundup

 

Mercy (Overwatch) Fanart
Courtesy of PNGEgg

So, COVID-19 has kicked my ass hard, and prevented me from getting much done. I am too muzzy-headed to DM an RPG, let alone write anything useful about it in a timely fashion.

On the nights when I've been supposed to be running games I've been playing Overwatch* and Conan Exiles instead, just to be able to spend time with my friends.

That said, I never stray far from my two favorite hobbies, and I have kept up on media that helps me scratch my D&D itch. I thought I might share my favorites: 

Monday, June 7, 2021

Game Review : First Fable

First Fable Cover Art by Chris Bates
CC-ND-SA 2012 Play Attention Games 

Game Review : First Fable

Author: Matthew McFarland
Publisher: Play Attention Games and One Bookshelf, Inc. 
Engine: Custom d6 Pool
Marketplace: DrivethruRPG

I have had First Fable longer than I have had kids. It was in a bundle I purchased from DTRPG in 2012. It is a free, open-source TTRPG oriented to kids aged 8-12.

Player characters have three attributes: Strong, Fast, and Smart determined by character class (Knight, Pirate, Animal Keeper, and Faerie Princess.) They also select three "Shines", one "Slow" (weakness) and a special item or ability. All things are rated 1-5.

A challenge is set by the GM with an appropriate stat as the base pool, the Player's may choose to increase or reduce the pool based on character shines (with a rating) and slows.

Players may expend charges on their ability item (max 5) to boost the pool.

The players roll the final pool in d6. Each result of 4 or higher is a "Star." One star is a success, multiple stars improve the quality of the success. If all rolled dice a Stars the character adds a new shine.

In opposed rolls, like combat, both sides roll and the character with the highest number of Stars win. Ties are rolled over.

In combat, characters have a fight value equal to total stats and shines (12 for a new character). At the start of a fight, PCs choose how many stars an enemy may deal in damage (net stars from an opposed fighting roll) before they are out of the fight, to a maximum their fight value.  If a PC takes more damage than their highest stat, they are "hurt" gaining a penalty on all challenges and getting a new weakness temporarily.

In many ways this is a quintessential Kid's role-playing game:

  • It includes classes based on what the author assumes kids would like, such as pirates and faerie princesses.
  • It uses only d6s.
  • The system is simple and relatively robust. 
  • Combat has relatively light consequences.
  • It uses a lot of unique, cutesy jargon.
  • Focuses on pets or magic objects as a source of power. 
  • Assumes the game will initially be played by kids and run by grown-ups. 

Monday, September 14, 2020

Game Review: Maze Rats

 Game Review: Maze Rats

Questing Beast Logo
© Ben Milton
Author: Ben Milton
Publisher: self-published 
Marketplace: DrivethruRPG/ Itch.io
Engine: 2d6 Roll-over

Maze Rats with the first Indie RPG offering by Ben Milton of Questing Beast. I have previously reviewed his more recent game Knave. In my review of Knave, I mentioned that maze rats was not my cup of tea. On a third glance through, however, I've changed my opinion of it.

Before I begin, I want to make a note that I am using version 4.3 of Maze Rats. My initial version of this review was for version 0.1.

I originally grabbed Maze Rats a few weeks after it was announced on the Questing Beast YouTube channel, as I make it a point, when I have the money, to give back to creators I appreciate. I lost record of my purchase of Maze Rats, and my purchased copy in a computer meltdown. I grabbed a replacement copy from an old folder, and ended up reviewing a much older version of Maze Rats. I decided to put my money down again and buy a new copy, so I could make this review accurate.

Maze Rats is very lightweight and minimalistic. It uses a 2d6 system in which player characters are expected to roll over and in order to succeed on a task after adding bonuses. Characters have three stats Strength, Dexterity, and Will ranging from + 0 to +2. Characters are randomly rolled on a table to get an array of stats. Advantage and Disadvantage, determined narratively, sllows you to add 3d6 and take either the highest or lowest to dice respectively. Maze rats encourages a style of play in which dice rolls are only made players have not narrated choices and actions that will guarantee success.

So, describing how you stick a wedge under a pressure plate will automatically succeed, where is declaring that you wish to "disarm the trap" without any details will require a roll. Attack rolls work slightly differently, as they try to beat an armour class that starts with a base of 6 and then goes up with Armour or Shields.

Maze Rats is extremely lightweight and fast. It is also designed to be highly lethal, and to treat combat as the fail state. Player creativity isn't just rewarded, it is a precondition for survival.

Thursday, September 3, 2020

Developer Interviews: Alan Bahr

Growth and Responsibility: An Interview with Alan Bahr

Alan Bahr is the creative powerhouse behind Gallant Knight Games, a company that produces some of the most creative projects on the small press indie game scene. He has helped bring the Brazilian OSR to North America with projects like Knights of the Underbed, and has helped make ultra-light minimalist games, like his Tiny Dungeon 2e, a big part of the current wave of Indie games.

As always on W2tDT, the answers here are unedited, unabridged, and entirely the Author's own. 


W2tDT: You have made a lot of cool games. Some are pretty straightforward, like Tiny Dungeon and Tiny Frontier. Others are really unexpected: like Moods of the Mad King, a game about entertaining a tyrant and Cold Shadows, a le Carré / Ludlum inspired game of espionage that is built on Trust and Deception. You even have a game about playing Gods! Where do you get your ideas?

AB: Oh wow. I don’t have a good answer for that. I’m really inspired by music and art I see, and I find myself responding to cool media I find and using that to try to leap-frog into new styles of games.

From Hell’s Heart was written entirely to use public domain art from a single artist (yes, I found art I liked and wrote a whole game to justify it.)


Which of your games are you most proud of?

That’s hard to answer. I love the whole TinyD6 line, but I think Cold Shadows is probably my favorite. It’s an underserved genre and I’m really proud of what we did (especially considering it was the third game we ever released and it was a big jump for us in terms of mechanics and production.)


Many of your games are built on the super-minimalist TinyD6 engine. It is probably one of the three lightest systems I have played. Why focus on the minimalist angle in games?

Everyone has fun differently, but I found that my style of fun (fast resolution, rules light, easy to teach and play) was hard to find in games on the market at that time (partially because I didn’t know where to look). Tiny Dungeon really lit a fire under me and I wanted to keep going with it. 


What is different about playing a minimalist game vs. playing a crunchier system like Pathfinder? What does a game master have to do differently when he is running a minimalist system?

Well, I think a GM has to be prepared to fill in some gaps. I’m fond of saying in panels that the goal of TinyD6 is to get you 90% of the way there, and the last 10% is all the GM and what makes your game YOURS. 


Obviously, a minimalist game, like an OSR game requires a focus on making rulings not rules, being reasonable, logical, and open-handed as you run the game. And you have to reward player creativity. What do you think is a major difference between playing in minimalist system and playing an OSR game like OSRIC?

On a philosophical level, not much. I think they follow a lot of the same principles in terms of openness towards modification and exploration of what the mechanics can and can’t do. I think TinyD6 is more forgiving in terms of lethality (though that’s a different debate, I suppose), so the GM should feel enabled to make mistakes and grow. It’s a very forgiving and rewarding game system. 


Over the last few years, Gallant Knight games has become, to my mind, a place where you can see some of the most imaginative projects coming out of the small press scene. I’m thinking of games like Knights of the under bed, Gears of defiance, and Solar Blades and Cosmic spells. How would you describe the Gallant Knight ethos for choosing which games to publish? What makes you look at a project and say that it is a Gallant Knight game?

It's super simple: would I want to play this game at my table with my gaming groups? If my gut reaction is “hell yes”, then we’re all in. 


You have a reputation for being a mentor to other game developers and someone who knows how to boost the signal for other developers and great organizations. I’ve noticed your name in a lot of special thanks and Acknowledgements sections of Indie Games I picked up over the years. How important is mentorship, do you think, to this Hobby?

That’s the first I’ve heard of this! I’m gratified to hear that it’s such a thing, but honestly, I’m just a passionate fan of games. I’ve never lost that “fanboy” feeling I get around other game designers, and I just want to see them be successful. 


Is there anyone you would love to turn my readers attention to right now? A worthy cause or a great new project?

Well, at the time of this writing, Gallant Knight Games has For Coin & Blood: Second Edition up on Kickstarter! It’s a classically inspired grimdark fantasy RPG (inspired by RPGs from the 70s and 80s) where you play the stories of gutterscum and villains. 

I’m personally really excited for the Free League version of Twilight 2000. Free League is one of the best and most exciting publishers on the market and I can’t wait to see what else they do.


And how about yourself? What are you working on right now?

Well, we just put Tiny Cthulhu to layout, so that’ll be shipping soon! Other than that, I’ve got a lot of freelance work I owe folks (sorry!) and I’m actually kinda taking it easy on GKG projects for the next few months while I clear our backlog, catch up on errata style busy work, and work to improve our operations. 

I’ve got a few long-simmering projects I’ve recently turned my eye to that I’m very excited about, so we’ve been doing some playtests. 


After I bought my second copy of Tiny Dungeon 2e, I watched the year-long campaign you ran with Victory Condition Games to showcase it. It was a campaign that really went off the rails; you had a character who set fire to things and got other characters killed in almost every session. You had players who would appear and disappear. And you had, towards the end, a pair of completely ridiculous PCs that I don’t think anyone would quite know how to run. I have, since I first conceived this blog, intended to write an article about the after game discussion you had at the end of that campaign. You sat down and talked very frankly about your part in how the campaign had gone so wrong. Especially how the biggest role of the GM is providing direction and leadership to the group. That had to be hard to do in an open forum! To me, it was absolutely stunning to watch someone display that level of self-Honestly. Do you think that campaign has had an impact, good or bad on you in the long term As a GM or as a designer?

One of the great parts of running games online and publicly is that all your mistakes are nice and visible forever. 

It’s definitely impacted how I talk about GMing in the books we publish, how I talk about GMing at conventions, and how I communicate with players (in person, online and through any medium.) 

It was a lot harder on me than I expected, and it damaged some of my self-confidence I think, but if I’m being honest, I needed to be challenged and I feel like I was better after being pushed to grow as a GM.


You made the transition to full time game developer in 2016, and then in 2018 you went back into the full-time workforce for the best possible reason: to be a Dad. So few people in this industry ever get to be developers full time. I'm envious...

Hah! It’s like a lot of jobs where you spend more time doing the non-fun parts than the fun parts 😊


...What advice would you give the guys who are aiming to develop games for a living?

Be patient, be smart with money and finances, and make sure you learn everything you can. It’s a lot harder than expected in some ways (and some things are a lot easier.) Everyone make and plays games differently, so you have to make your own mistakes, so you can grow into the designer that only you can grow into. 


...Do you think it is possible to have financial stability while making games? What would someone need to do to make that happen?

I think this is really a big conversation, frankly. Short answer is: yes. This is a topic that gets me really fired up, so I’m sorry for the wall of text!

But there are some hurdles that need to be adjusted in the industry. Consumers, publishers, distributors, and streamers all share a responsibility to ensure the industry can sustain and support the wonderful creativity that comes out of it.

Piracy is a real problem in the game industry (some of my angriest twitter rants have been piracy focused.) Consumers need to be willing to pay fair prices for the games they want to consume (RPGs are an insane return on investment for what they cost. They’re cheaper than a movie most times and you can do it repeatedly without purchasing more!)

Publishers need to set up and hold each other accountable, both in terms of what we pay freelancers (a sustainable wage), and what we charge. The “race to the bottom” pricing that you see only harms other publishers (and eventually yourself.)

Distribution is a whole can of worms. I’m really glad I have such a great distributor (Studio2 is wonderful.)

Streamers, actual plays, and those who monetize RPGs in artistic and creative format like that have a responsibility to promote and share games. Streaming is such a wonderful new frontier for tabletop RPGs and it’s so exciting to see all the amazing things that come out of that community. It has the potential to revolutionize the way RPGs are consumed, but when wielded improperly it can be harmful too (as can be seen sometimes.)


Thank you Alan, for your time, and a shelf full of amazing games!

Thank you!

Saturday, July 4, 2020

Developer Interviews: Venger Satanis

Wicked Mentations of the Crimson Ink-Stained Warlock

(An Interview with Venger Satanis)


This is the first in what I hope will be a long series of Q&A jams with notable (or notorious) people in the Indie and OSR game communities about their work, ideas, and inspirations. I intend to write carefully researched, thought-provoking questions with each developer so tgey can give us their most complex, boldest takes on Gaming, Fantasy, and the future of our hobby. Not to mention a chance to plug their creations.

The anwers are unedited, their ideas are their own. Hopefully each one will find a way to blow your mind. This is going to be a wild ride.

Venger Satanis
W2tDT
: Venger As'Nas Satanis is the author of some of the wildest, weirdest, and occasionally most controversial material for the OSR. From his weird horror-fantasy hex crawl Islands of the Purple Putrescence, to his long-running exploitation Sci-Fi inspired Alpha Blue, his work is strange, subversive, and experimental. His latest book, Cha'alt is a gonzo science fantasy story that includes everything from space amazons to Lovecraftian horrors to high-stakes alien game shows. He is also a co-host of the podcast Inappropriate Characters alongside Kasimir Urbanski and Jobe Bittman (and previously, James Desborough), and writes the blog Venger's Old Time Gaming Blog. Thanks for letting me pick your brains, Venger!


VAS: Happy to do it. I think being asked interesting, probing, and possibly awkward questions gets us to open up and think about our process a little more. That's always a good thing, if occasionally uncomfortable. The sleeper must awaken! 

Let's start with the obvious questions: How long have you been playing RPGs? How did you start? When did you decide to take it that big step beyond being a DM to being a developer?

I was gifted the magenta box of Basic D&D way back in 1984 or thereabouts when I was about 9 or 10. Didn't come naturally, but eventually I figured out what was going on and played D&D with friends, their older brothers, cousins, babysitters, etc.

As soon as I started DMing, I injected my own original material into the game. Periodically, I would create my own games based on familiar properties, like G.I. Joe and Transformers. Just me writing a couple pages out with pencil on loose-leaf paper. It wasn't until around 2012 that I discovered the Old School Renaissance and really wanted to write a proper dungeon module that was clear enough for others to run. That first adventure was Liberation of the Demon Slayer.