Don't get me wrong, I like a good
challenge in my games. I suppose one of my biggest complaints,
though, is a game that doesn't make my objectives clear and causes me
to wander around aimlessly, dealing with random encounters that feel
purposeless because I don't know where I'm going. I also don't like
games that I can put hours and hours into, but because of randomized
rewards, I might not gain anything useful to advance in the game. Yet
games like this that require “grind” seem to appeal to the
younger generation, and I catch myself about to judge them when I
recall how much more time I had back when I was that age. Long, empty
summers with no job, no family to take care of and nothing to do
meant a lot of time to kill--what better way to pass time than to
pound away at a game and feel like I'm accomplishing something
through brute force? It can be immensely gratifying, somehow, but
these days, not so much.
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Tuesday, February 28, 2017
Monday, February 27, 2017
Game Mileage Varies By Age (part 1)
There are all types of gamers, but one
way to categorize them is by age. Games mean different things to each
of us at the various stages of our lives. I remember when my friends
and I used to gather around a table to play Dungeons and Dragons,
back in elementary and middle school. Once high school began, there
wasn't as much time for getting together with friends, but we still
managed once in a while. However, video games became something I
could do on my own more spontaneously. The types of games I spent my
time on varied, though, mostly because of my limited budget as a
teenager. I remember dedicating myself to solving a single game,
working on it for months and months, practicing all the patterns and
tricks to get through a game that I finally was able to solve—Ghosts
'n Goblins. I solved the game because I didn't have the money to buy
any others, so I got the most mileage I could out of it. Today, I
often move on to a different game before solving it. Buying a new one
isn't as much of an issue, and I have less free time to devote to a
game that is punishingly difficult. If I don't feel like I'm
progressing, I feel like I'm wasting my time and since I have so
little of that, I switch to something different.
Friday, February 24, 2017
NASA Discovers 7 Earth-sized Exoplanets!
You
may have heard about the recently announced NASA discovery of 7
earth-sized worlds orbiting an ultra-cool dwarf star. The system is
called TRAPPIST-1, named after the Transiting
Planets and Planetesimals Small Telescope (TRAPPIST) in Chile, and is
40 light years away from earth. To give you a small idea of how far
that is, if there are aliens in the TRAPPIST-1 system, they are just
now receiving our TV broadcasts from 1970. Still, this system is
considered relatively close to us, and scientists are excitedly
trying to determine if any of the planets have an atmosphere or water
on the surface. An interesting feature of the system is that the
planets are thought to be tidally locked with their sun—meaning
that one side of the planet is always facing the sun, producing a
permanent daytime side and a permanent night-time side.
Coincidentally, the Reln planet of Sardos in the Solar Echoes
universe is also tidally locked with its sun, and its influence upon
Reln life is significant. Imagine what it would be like to live in
such a place!
Thursday, February 23, 2017
Drop your weapon!
Every
once in a rare while, players interpret something in the rules
differently than intended. The game last weekend involves such an
example. In the equipment section, the “Flash Freeze Grenade”
description stated that the grenade “freezes everything in the
blast radius.” An obvious, literal interpretation of that
description is the assumption that everything is frozen in place,
including targeted enemies, although this was not the intended design
of the grenade—it was simply meant to do cold damage. I've since
updated the Player's Guide with a new description, which now states,
“the grenade covers an area with a wave of extreme cold.” I still
played out the player's interpretation, though, which led to comical
effect: a smuggler was aiming a pistol at the characters, but got hit
with a flash freeze grenade. I allowed it to freeze him in place, and
the characters all shouted, “Drop your weapon!” He tried to say
between frozen, clenched teeth, “I can't!” but they couldn't hear
him, and decided to shoot him anyway! Clearly, from nearby security
camera footage, he had refused to drop his weapon!
Wednesday, February 22, 2017
Dreamation Battle Report, part 3
Yesterday,
we left our indomitable hero clutching the hood of the smuggler's
skimcar, racing away from the warehouse at high speed. Zack, the
undaunted human agent, declared, “I'm pulling out my machine-gun
and I'm aiming at the engine!” The smuggler saw this and reacted by
slamming on the brakes, sending Zack flying through the air about 30
yards. Before hitting the ground and suffering painful injuries, Zack
still managed to fire his gun at the smuggler's car, damaging it but
missing the engine and the smuggler. As he landed upon the hard
asphalt, now critically injured from the grenade and the crushing
fall, Zack heard the smuggler revving the engine threateningly. The
smuggler then opened fire on Zack with the mounted rotary cannon on
his car. Zack somehow managed to roll aside fast enough to avoid the
bullets, and as the car sped towards him, he used his last bit of
strength to stand up. The car was about to crush him but he used his
Reaction to sidestep away just in time, declaring, “I'm shooting
him through the window as he drives by!” Unfortunately, the
penalties from his critical injuries prevented Zack from hitting the
escaping smuggler, but the rest of his team had already piled into
two cars and were racing after him. Zack called angrily over the com
unit, “Guys, come pick me up, I can barely stand here!”
Tuesday, February 21, 2017
Dreamation Battle Report, part 2
“I
don't care, I'm doing it!” This statement was something that the
player of the human character on the team was heard to say several
times, and the other players knew better than to try to dissuade
him—he was fiercely determined to see his plans through, every
time. When a smuggler ran to his car to escape the firefight, the
human character, Zack, ran to the car as well, trying to hop in the
passenger side with the smuggler. A contested skill check resulted in
the smuggler managing to lock the doors just in time. Undaunted, Zack
decided to “slap an EMP/Flash grenade on the windshield of the
car,” despite my warnings that he, too, would be in the blast
radius. “I don't care, I'm doing it!” he said emphatically, then
ducked down on the side of the car. The smuggler made a skill check
in Reaction to seeing the grenade placed on his windshield, and
activated the windshield wipers, which quickly knocked the grenade
right into Zack's lap. This might have been the end of our hero, but
he reacted by Diving for Cover—onto the hood of the car! The
grenade went off, damaging both him and the car, and the next round,
the smuggler floored it and the car sped away at high speed—with
Zack clutching the hood! Find out what happens next, tomorrow!
New Miniature Available!
I finally got the 3D prints from Shapeways, and they turned out great! I've now made the Reln Voidrunner available online at Shapeways, check out the different materials and how cool it looks!
Thursday, February 16, 2017
Dreamation Convention this weekend, and new battlemap!
I'm heading out to another convention tomorrow, and this is one I've
never attended before, called the Dreamation convention in Morristown,
NJ. I have scheduled to run 4 Solar Echoes demo's, 4 hours each, so it
should be a lot of fun with lots of new role-playing gamers! One of the
things I did this week is work on preparing a few maps for some of the
environments the missions take place in. An example is from the Seeds of
Chaos mission, where the players need to stop some hackers
hiding out in an elementary school room during the summer. It was
struggling to make the map interesting until I decided to try to use
lighting and shadows. The final result is pretty cool, and it definitely
sets up the foreboding atmosphere of a gang of dangerous hackers
huddling around a computer. I can't wait to see how players handle this
situation tactically!
Wednesday, February 15, 2017
Telling a story through games (part 3/3)
Another
example of telling a story through an RPG is the short mission
included in the Explorer's Guide to Sa'mesh. Questions about cloning
are explored in the story, and players will experience a future where
cloning is legal. But what happens when illegal cloning operations
are conducted and cloning laws are violated? How will violators
bypass the laws, and what are the repercussions upon genetics if they
succeed? An RPG game is ultimately a story told by the players after
beyond dropped into a setting and plot, and what one group
experiences and gets out of the game might be different than what
another group experiences, depending on the choices they make. In the
end, though, I think RPG's produce very memorable experiences because
they involve player choices. This personalizes the story in ways that
other games can't, because in those games, rather than shape the
narrative, players are usually just along for the ride. That doesn't
mean good stories aren't told through other genres, but for me, at
least, the most lasting and fond memories are formed through the
experiences I had some control in shaping.
Tuesday, February 14, 2017
Telling a story through games (part 2/3)
Story-telling
through a scifi RPG provides the opportunity to deal with themes that
are just starting to emerge as real issues in reality. For instance,
the mission "The Seeds of Chaos" deals with questions
regarding robots in society. How safe are they? What happens if they
malfunction or are hacked? What kind of ripple effect will that
incident have upon public confidence in the use of robots, or upon
the industries that rely on them? These and many other questions
surface through the story, and my hope is that it excites players and
perhaps causes then to consider these issues as they slowly become
relevant in our society. I've always seen science fiction as a
warning: look where you're heading, because if things continue as
they are, you might just end up stuck with this future!
Monday, February 13, 2017
Telling a story through games (part 1/3)
Games
can easily be considered as a conglomeration of various art forms. In
the case of video games, art, music, and creative writing are all
involved in the final product. Table top role-playing games (RPG) are
similar--though usually without music--but the main focus of these
games is the story telling. Whether it's the GM running the game or
the players acting out their characters, the experience of an RPG is
very story-driven. Game groups differ, of course, and some are more
interested in combat than others, but the RPG genre at its core
revolves around experiencing a story. This is why the RPG genre
provides me with endless excitement and creative fuel. I've played
RPG's most of my life, ever since I was first gifted the basic set
for Dungeons and Dragons back in 1980. Most of the video games I own
and have played the most are RPG's: I snatch then up almost as fast
as they are released, usually resulting in disappointment when
there's an RPG sale later and I realize I already own just about
everything offered on discount. When I started Solar Echoes, much of
the drive behind it for me was that I love writing stories, and the
sci-fi RPG was the perfect platform for it. All of the setting and
character info aside (though writing all that was extremely fun) the
actual missions are where I feel I can really start to tell a story.
I see the Solar Echoes universe as a framework upon which to hang
stories that are often related to events in our own reality.
Friday, February 10, 2017
Getting Over the Post-product Release Blues...
Since
I released the Explorer's Guide to Sa'mesh on Tuesday, I've been
trying to figure out what project to focus on next. Next weekend,
from the February 17-19, I'll be in New Jersey at the Dreamation
convention, running Solar Echoes games, so I've decided to get a few
more full-color battlemaps ready for the games. I thought about the
different missions I usually run, and of course, Gun Runners from the
Starter Kit is the best beginner mission. I already have some great
maps for that, including a “fog of war” map option that makes
sneaking around in the air-ducts a lot of fun. One short mission I
have that needed a better map, though, is the “Novaburn Raid,”
taken from the Novaburn Character Pack. In this mission, your team
needs to raid an apartment where a group of hackers are operating.
That little apartment can prove quite difficult to effectively breach
and clear, with all kinds of corners, side rooms, and dangerous
angles to consider when going up against the heavily-armed hacker
gang. I just finished the full-color version of the map today,
complete with lighting (so you or the criminals can hide in those
shadows—watch out!) If you haven't purchased the $2 Novaburn
Character Pack, it includes the Novaburn Raid mission, new
pre-generated characters of each alien race for your team, map icons
featuring the art of Sarah Carter, and now, the new full-color
battlemap! If you downloaded the Pack before, you can update your
download and enjoy the new map for free!
Thursday, February 9, 2017
Post-product Release Blues 2
So I received the .stl file yesterday from 3D sculpting artist, Charles Oines, and I rushed upstairs to my 3D printer to get started. Keep in mind, my 3D printer is a Flash Forge, which is good with basic stuff but not great with detail. Plus, I think I need to play with the heat settings, because currently, you can see the layers when it prints. Anyway, I got my first Reln Voidrunner printed out--there's something that's so cool about bringing an image you've conceptualized to life and to actually hold it in your hand! This print is very low detail, but I've already uploaded the file to Shapeways and ordered copies in several different materials. As soon as those arrive, I'll post those pictures on Shapeways and make the product available. I'm soooo tempted to try to have them make this for me in stainless steel, wouldn't that be cool? They have options for silver, brass, bronze, and gold even, but it's expensive, so I probably won't make it available in those materials unless someone really wants a platinum Voidrunner. Enjoy the picture, and rest assured, far greater detailed prints are coming soon!
Wednesday, February 8, 2017
Post-product Release Blues
What
does a product designer do after his product is complete and it has
been released out into the wild to survive on its own? Yesterday the
Explorer's Guide to Sa'mesh went live on RPGnow.com, and I've done
all the marketing for it that I know how to do. As sales are coming
in, I find myself wondering something I haven't thought for weeks
because I was so focused on the Guide...I'm asking myself, “What's
next?” I could take a break, but it's not in my nature—I can't
wait to get started on a new project! Interestingly enough, another
project that was being worked on simultaneously is about to come to a
close, though most of the work has been on the artist's side, with me
advising on tweaks here and there. That project is the new 3D sculpt
for the Reln Voidrunner starship, and I literally just received an
email with the final image from 3D-artist Charles Oines. I've pasted
the original artwork from Jay Darnell that this design is based on in
the upper left, so you can make comparisons. Isn't it cool?! I can't
wait to try printing this on my 3D printer, plus uploading and
ordering my own copy from Shapeways!
Tuesday, February 7, 2017
Monday, February 6, 2017
Friday, February 3, 2017
The Art of GMing (5/5)
Overall balance is one of the toughest
things to maintain as a GM when running a game. A good GM is able to
keep the group of players under control and on task while still being
flexible enough to keep things fun. Rigidly insisting on railroading
players to behave a certain way can disrupt the fun and flow of a
game session, but allowing too much flexibility can cause chaos to
emerge. Rules exist in a game to provide a common agreement and
structure among players, but a good GM knows how to manage things to
keep the game exciting—if a particular scenario or action requires
too many die rolls and calculations, a GM might decide to average
things out or otherwise tweak details to keep the game moving. A
critical situation that would unfairly kill all the players'
characters should be adjusted secretly by the GM to still give them a
challenge, but allow them the possibility of victory. After all, a GM
is a story-teller, and he should want his players to walk away from
the game with a great story to tell of their experiences together.
For more GM tips, tricks, and resources, check out the Solar Echoes Mission Controller's Guide!
Thursday, February 2, 2017
The Art of GMing (4/5)
Similar to a movie director, a good GM
needs to have good actors to sell the players on the story. But a GM
must BE all of the actors, otherwise known as NPC's (non-player
characters) in a role-playing game. Some RPG's can be played more
combat-heavy, while others as more of a narrative, dynamic
story-telling experience. It really depends on the game and what the
players seem to prefer. But a GM needs to be able to create
intriguing NPC characters by acting out and describing then to the
players. This provides an immersive experience, where players
willingly "suspend disbelief," something we all do when
watching a movie. I've seen some players get so involved in the
acting that they'll jump out of their chairs and act out their own
characters in response to the way I'm acting out my NPC's! Often, a
published adventure or mission has dialogue text for the GM to read
to the characters, but this can be enhanced by embellishing the words
with personality. Is the NPC a bully? A proud person of high status
that looks down at the characters he's talking with? Or maybe he's a
sniveling, treacherous con-artist, looking for any angle he can find?
Preparing a different persona for each NPC really helps enhance the
experience for players, and I've often found that players reacted so
well to certain NPC's, I brought the memorable characters back in
later episodes during the campaign.
Wednesday, February 1, 2017
The Art of GMing (3/5)
Preparation is a must, but a good GM
also needs to be able to lead. The GM is in charge of conducting the
game, which, like a movie director or orchestral conductor, means
that he calls the shots. Doing this without coming across as a
dictator can be a challenge, so the GM needs to make sure the players
still have the freedom to express themselves so they can enjoy the
game. But player discussions can sometimes stray too far from the
game and disrupt the experience, so a GM has to know how to manage
things and know when to jump in and get everyone back to the game
events. The GM also needs to manage arguments over rules, and do so
in a way that seems fair to everyone. A movie director who can't
manage his actors and keep them on task will never finish the movie,
and a GM who can't manage and guide his players to stay involved in
the game might end up losing frustrated players. If players just
don't seem to be interested in the game, it could be the players, the
game, the GM, or a combination of these reasons. The GM might need to
adjust his gaming style for each group of players he works with. With
all the Solar Echoes demo's I've run at conventions, every gaming
group I've played with has been a different dynamic, and it's a fun
challenge to see if I can adjust to each group in a way that can keep
the experience fun for every type of player!
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