Showing posts with label evil hat. Show all posts
Showing posts with label evil hat. Show all posts

Tuesday, June 4, 2013

Time Heroes - Kickstarter Experiences and Chase Mechanics


Wow, it has been too long since I've done any updating on the blog, and I'm aware I still owe a part two to the Eternal GM topic I started on prior to the Time Heroes Kickstarter, but hey, who know managing a Kickstarter project was such hard work? If you haven't had a chance to see how the Kickstarter has been going, feel free to check it out: Time Heroes Kickstarter Project.

Kickstarter Experience
I've been doing quite a few things to try and spread the word about the Kickstarter project. There hasn't been a crazy rush of backers like I've seen for a few other RPG projects, but there has definitely been an amount I'm pleased with. At this point, I'm extremely confident that we will fund and possibly hit a couple of the stretch goals. Of course, there's still time to hit most, if not all of them, so who knows? Anyway, here are a few of the ways I've tried to spread the word about the Time Heroes KS, for those of you curious or looking for ideas on how to promote your own.

RPG Communities - I'm an active participant over at +RPG Geek (more the main website than the community, though, truth to tell). That made it the perfect place to make an announcement as I'm known, and have friends, there. I also posted on RPG.net and asked +Russell Morrissey to post a link in his news feed for EN World, which he was kind enough to do.

Social Networking - Yup. Google Plus and Facebook is the way to go. I've been making sure my updates get over to both social networking sites and I know several new backers resulted from it. I am also currently running a FB ad (only $25 total) that links to the KS and I've gotten at least one backer off of that. I also used the networks to ask people in the industry like +Fred Hicks if he wouldn't mind giving it a look, and have gotten some great tips from +Steve Russell , who recently finished the successful Lords of Gossamer and Shadow Kickstarter project and +Kevin Mickelson, the man behind the Berserkon Kickstarter. My social networks have been a great way to both boost the signal for my project as well as get advice on running a successful Kickstarter. If I had one recommendation for people new to Kickstarters, it would be: Don't be afraid to approach industry pros. In my experience, they have been extremely friendly and more than happy to help a new RPG Designer get off the ground.

Additionally, I've picked up some great items to offer via the Kickstarter from social networking. +Jacob Poss is offering up his Defenders of Amaranthia Fate Core setting as a stretch goal, which I have gladly accepted. +Amanda Mickelson has just agreed to make some Cthulhu plushies that I can offer as add-ons to any reward level. Both of these items are sure to help boost the funds Time Heroes ultimately raises.

Lastly, having a presence on G+ recently lead to my being approached by +Stacey Chancellor, one of the hosts of Fate Points, and now I'll be a guest on the show June 17, right around the time the Kickstarter hits the one week remaining mark.

Physical Presence - I backed the Berserkon Kickstarter at the Artisan level, so that I could have an artist's table setup there. We made a banner with sample artwork from +Melissa Gay on it and had it manned by kind volunteers the entire weekend of the convention (I had intended on being there more myself, but ended up running back-to-back Time Heroes sessions the entire weekend). 

This gave a couple of boosts to the Kickstarter. First, there was hands-on experience available. I ran about ten sessions of the game over the course of the weekend, and I know several of the people who played turned around and backed the project (a couple even mid-session). This was fantastic in and of itself, but this also gave me the chance to run the game for the likes of +Joanna Gaskell and +Brian Lewis. Even +Bill Cavalier stopped by to visit about the game. What started as simply wanting to be able to run the game to let people see how it plays turned into a surprise chance to boost the signal a bit by running for some gaming celebrities. Trust me, no matter how small the con, if there's one you can get to to promote your project (particularly as it's running), DO IT.




The second boost to the Kickstarter came from the fact that I was able to be interviewed for the local news and for a podcast. I'm not sure that these resulted in anyone backing the project, but it's quite possible (and in either case, was a lot of fun).

Chase Mechanics
The second part of today's blog post is about me (possibly) changing how chases work in Time Heroes.

As they stand now, chases in Time Heroes are resolved just like they would be in Fate Core. However, thinking back on Saturday morning cartoons, I seem to recall chasing happening a lot. Maybe even once or twice an episode. As I thought about this, I decided maybe it would be a good idea to make chases have a more prominent role in the game. From there I decided to add a Chase Stress Track to the Physical and Mental ones.

I think that the stress track itself will be based on Athletics. Yes, Athletics is already used for quite a bit, but I can't think of a better skill to use. I'm debating possibly dropping Athletics as a defense against Fight to balance it out better. So, this means that the Chase track will have its boxes determined the same way Physical and Mental do.

Additionally, chases are more of a "between scenes" situation. When someone can no longer take Chase stress, it merely will determine the way the next scene starts for the players. As an example, in the "Rise of the Plushies" episode, there is a scene where the players are chasing H.P. Lovecraft through city streets as he attempts to reach the field to complete a ritual. No matter how the chase scene turns out, the next scene will take place at the football field. The difference between success and failure will simply be whether they get there before Lovecraft has jumped into the ritual or if they arrive as he's nearly completed it.

With that in mind, I think I will be having the Chase track not involve the ability to take consequences. Also, in all likelihood, I'll probably have the chase be the ultimate chase roll determined by the PC with the lowest Chase track (the speed of the group is determined by the slowest member, after all), with the other PCs able to assist.

The full mechanics haven't been worked out yet, but that's about as far as I've gotten. I may end up also adding a Chase skill to the franchise and use THAT to determine how many "hits" the group can take before they fail, which would require changing the way franchises are built. Anyway, that is a start on how I'd kind of like to envision the new mechanic.

Friday, April 26, 2013

The Eternal GM - Player Buy-In

I thought anyone reading the blog might be interested in reading an article on a topic other than game design from me. If not, feel free to ignore. However, I've decided to start a series called "the Eternal GM." Why the title? Because, save for a very few exceptions, I've been strictly a GM for the better part of 20 years. I'll be adding posts to this series as the fancy strikes me in an attempt to provide insight to newer GMs and possibly provoke some discussions. In addition to an article for each topic, I will also briefly mention a RPG that I feel does a good job of addressing the problem. And now, our first topic:

Player Buy-In

Every GM has faced it from time to time; looking across the table to see at least one of the players staring with a blank look in their eyes, clearly not thinking about the game. You then realize: the same look is on the majority of the players' faces. They aren't interested in what's going on in-game. The question is, how to get everyone back into the game?

Preventative Measures

I've seen this often enough that it's something I try to prevent before the game itself even starts. How? By making sure the players are invested in their characters during character creation and adventures have personal tie-ins that they'll care about. Here are the ways I generally do this:

Make sure the PCs have back stories - I find that character creation shouldn't just be doing a bunch of math and writing the results down on a character sheet. Where the character came from is just as important to the game as what she can do now. In order to accomplish this, I take a couple of approaches during character creation to help the players flesh their PCs out, depending on the game/situation.

  • Questionnaire - I take a page from the brainchild of +Epidiah Ravachol and +nat barmore, Dread, and hand out sheets of questions to players. Each set of questions is different but generic. Generally I only go with five or six questions, just enough to get the players thinking about their characters. This results in more buy-in by itself (the more work put into a character, the more invested the player will be) as well as providing fodder for me to work character's stories into an adventure.
  • Group Character Creation - I'm a fan of this anyway, because it makes things easier in regards to balancing if necessary. However, as I have become drawn more and more into the world of narrative RPGs, I find it also serves a second purpose. I can ask questions to players about how their character came by a particular skill, or how two similar skills might mean a couple of the PCs know each other. This gives a similar result to the questionnaire method while also allowing the players to intertwine their characters' backgrounds (as well as give player the opportunity to make suggestions/give input on the backgrounds of the other PCs).
Using one of those two methods, most players in my games (even the laziest when it comes to story-type elements) end up with at least a somewhat-fleshed-out background. I then use the characters backgrounds as story elements, making sure that in each adventure, at least one PC background comes into play.

Know Your Players - If you're running a diplomacy game for a group of munchkins, of course they'll end up bored. You're either in the wrong group, or you don't know your players. Don't create the game you want to run, create the game everyone will enjoy playing. Obviously, with a new group this is a bit more difficult to ascertain, but there's quick way to solve this: ask. When you are preparing to run a game for your players, ask them what kinds of games they like to play. If they love combat and simulation, make sure that's stressed; if they enjoy outwitting their opponents, make sure it comes up. 

Fixing the Problem

The above advice does nothing to help the situation in progress. The players are mid-session and bored. Right. So, here's what I do:

Take a Break - Grab snacks. Catch up. Take 5-10 minutes and step away from the game. Ask the players what their favorite moments from the campaign have been so far, or what's been rubbing them the wrong way about the session. Maybe people are just having a collective off-night, maybe it's somethings specific. Then, call them back to the table and drop them in media res. Cut the adventure to the middle of whatever the next scene was going to be. 

If they were preparing to attack a camp of enemies, start back up in combat as the enemies take their first swing (maybe say one opponent was dropped "off-screen" and shouted to rouse the other). If they are preparing to enter negotiations, drop them in the middle of a screaming rant from the person they're trying to negotiate with and have them talk their way back. Essentially, start the game back up with an assumed minor failure or something similar. Nothing gets players into the game like adversity.

Now from time to time, I try other options that work with varying success, but I find that what I discussed above has the highest success rate for me. 

What RPG Makes Player Buy-In the Easiest?
Fate Core. Yeah, this might seem like the obvious answer from me, as my current projects have been revolving around hacking this system, but it's true. Evil Hat's Fate Core is a game that is built around player buy-in. Aspects are the most important parts of a PC's backgrounds, with a mechanical effect as well as story. Anytime there happens to be a lull during a session or a player's eyes start to glaze over, just compel on of their aspects and you've pulled them right back into the game. 

So there you have it, my thoughts on player buy-in and how to solve problems that come up with it. If this is of use to you in your GM endeavors, or even if it was just a semi-enjoyable read, I've done my job. And hey, if you have your own thoughts on player buy-in, or your own suggestions for games that address the topic well, please comment!

Thursday, March 21, 2013

Time Heroes of Fate Update - Beta Finished!


I've been pounding away at Time Heroes of Fate for quite some time now in order to ensure I have everything ready to go when I am able to launch the Kickstarter. Tonight, I managed to write the last few words of the beta draft of THoF.

I still have to go through and do some editing, reword much of it to add atmospheric flavor to it. I also have to go fill in some example boxes I added (so as to remember where examples should go). Other than that, the first draft is officially complete! Once +Fred Hicks and Evil Hat get the Creative Commons/OGL license up and running, the Time Heroes of Fate Kickstarter should be good to go!

Of course, now is when I rethink Magic/Future Tech yet again. I have included the version where either skill is used as a sort of replacement skill for another in situations where that skill would normally be ineffective (trying to hit someone with your weapon which is across the room on a table while you're handcuffed to a wall). However, after demoing the game at Plattecon a short while ago, I began to think about getting rid of that and instead making the two skills able to perform stunts you don't have for certain skills chosen during character creation (the amount of which is equal to your refresh after stunts are chosen) at the cost of a Quantum Point every time you do this. 

However, I'm wondering if this would eliminate reasons for people to choose stunts at all. Granted, even the simplest stunts would end up costing a Quantum Point when Magic/Future Tech is involved, but still, that seems pretty powerful. I think for now I'll leave it the way it is and see if I can't get some last minute feedback from folks.

So, what do you guys think? Leave those skills the way they are, or change them up?

Wednesday, February 6, 2013

Games Workshop Delusional about Space Marine Trademark

M.C.A. Hogarth is an author who has published several novels in ebook format. She has just had a book pulled (in ebook form anyway) from Amazon thanks to Games Workshop and a ridiculous trademark infrignement claim.

She has written a book called "Spots the Space Marine," and it appears that Games Workshop feels they invented the term and no one else should be able to use it. Never mind the fact that the term "space marine" has been around since the 1930s and has become a science fiction trope, they've been using it in Warhammer 40K since 1987!

I'm not a lawyer. In fact, I'm nowhere close; but this seems completely absurd to me. Why don't they go after elf and dwarf while they're at it? Those words are about as prevalent in the science fiction/fantasy culture as the term space marine is.

Unfortunately, Hogarth doesn't have the resources to take on a gaming giant like Games Workshop.

As she says in here livejournal entry about this (found here):


"To engage a lawyer to defend me from this spurious claim would cost more money than I have, certainly more than the book has ever earned me. Rather than earning money for my family, I’d be taking money from them, when previously my writing income paid for my daughter’s schooling. And I’d have to use the little time I have to write novels to fight a protracted legal battle instead."

Until I read this post, the 40K-themed RPGs on the market have been on my list of games to look into. Regardless of how this situation turns out, I've now crossed them off of that list. For them to have the gall to think they should have exclusive rights to a term that's been around for over 3/4 of a century disgusts me to no ends.

With companies like Evil Hat out there, doing their best to open the doors and make things more public for their fans, I can't imagine a worse move for a gaming company (I know, this isn't game related, but as far as I'm concerned the philosophy still applies) than attacking the very people who make their very existence possible.

I don't generally jump into "politics" like this, but I feel it's one of those situations where everyone who can should help spread the word of what's happening. Games Workshop is throwing their weight around because they think there won't be consequences for it. It's up to us in the geek community to spread the word and show that this isn't the case in order to prevent a precedent being set. So go read her page, spread the word and perhaps we can reach someone who CAN help make a difference for M.C.A. Hogarth.

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