I’ve been working on the new No Rest for the Wicked trade system for a while. For a very long time I was just staring at a wall of numbers willing them to make sense. Then I sent them round to Rob, who provided some input and based on that input I rewrote the entire system (kind of) in a way that (a) didn’t make my brain hurt, (b) made a lot more sense, and (c) was almost fun to work with.
The updated trade system is now out for preview with some people. If you’re interested in being one of the people helping make it make sense, let me know.
Last night, I went to see Jurassic World because I was in town and there was a showing still on and I really wanted to see it. I was not disappointed. There’s a bunch of moments that stuck out at me and I had a lot of fun.
So, in no particular order:
- Lowery (Jake M Johnson) having a Jurassic Park t-shirt. Not only because it’s really cool, but because it foreshadowed the entire movie.
- The original John Williams sequence being used to accentuate both the glorious and creepy moments including the flyover of the new park, and the kids entering the old one. It was really great to pick out the theme and it accentuated things in entirely the right way while being part of an original soundtrack.
- The old park. I loved watching that and seeing the kids explore the old park set. Especially how the raptor painting looked like it was going to jump out of the wall.
- Jimmy Fallon doing the safety intro for the gyrosphere.
- The hedging and hawing about what went into the Indominus Rex from Dr Henry Wu
- Military applications for raptors. Have these people not been listening to Randall Munroe’s warnings?
- Indominus Rex’s genetics revealed. No really, have InGen not been listening to the warnings?
- Kids being cleverer than the adults, getting a car sorted and getting out of dodge while the adults become the new prey.
See also: Howard Tayler’s review of Jurassic World
I intend to take part in #rpgaday2015, a continuation of last year’s #rpgaday. Basically, it’s a list of topics which you write about (one a day) over August. The list is available on the Facebook page, but also below in a non-image form as while all the fancy graphics in the world might look nice, nothing beats text for readability and ease of grabbing the topics.
- Forthcoming game you’re most looking forward to
- Kickstarted game you’re most pleased you backed
- Favourite new game of the last 12 months
- Most surprising game
- Most recent RPG purchase
- Most recent RPG played
- Favourite free RPG
- Favourite appearance of RPGs in the media
- Favourite media you wish was an RPG
- Favourite RPG publisher
- Favourite RPG writer
- Favourite RPG illustration
- Favourite RPG podcast
- Favourite RPG accessory
- Longest campaign played
- Longest game session played
- Favourite fantasy RPG
- Favourite sci-fi RPG
- Favourite supers RPG
- Favourite horror RPG
- Favourite RPG setting
- Perfect gaming environment
- Perfect game for you
- Favourite house rule
- Favourite revolutionary game mechanic
- Favourite inspiration for your game
- Favourite idea for merging two games into one
- Favourite game you no longer play
- Favourite RPG website/blog
- Favourite RPG playing celebrity
- Favourite non-RPG thing to come out of
I’ve already seen some flak come up about the chosen topics, and I think there’s a lack of clarity in some of them, or that some have been added just for buzzwords. “Revolutionary game mechanic” being one of the prime examples there, as it’s the sort of term that could be used in derision of the idea, or even just to mock every new game system for using the buzzword in their press releases.
Still, I appreciate a topic list to work to, and I can build these up over time as well.
I’m working on a conversion of the Orpheus RPG by White Wolf to a simplified LARP format.
The reason I’m doing this is because (a) I love Orpheus, and (b) I don’t want to have to have people rolling dice or using another type of randomiser to resolve things in game. I want people to just be able to do things.
The problem with this is coming up with a balance factor. I haven’t decided whether I want to go for a contact system or not, and I don’t know how well what I’m working on is going to work.
Currently, I’m looking at having skills (abilities) that enable you to do a thing rather than being levelled and dropping attributes entirely. So Brawl gives you the ability to strike effectually in unarmed combat, and Melee lets you do the same with knives, while Dodge lets you avoid some strikes.
I’m trying to draw on the source material as much as possible – using the set rules rather than making my own where I can, but I don’t know if I shouldn’t just be trying to create a new system whole-cloth or just running it as if it were a tabletop system with acting the same way the Isles of Darkness do.