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2012-10-03 Old School Random Characters

Much like Ramanan Sivaranjan’s beautiful character generator, my character generator allows you to create a random 1st level character. The random character buys equipment with stuff from Moldvay’s Basic D&D equipment tables (the most important difference from Labyrinth Lord being that plate mail costs 60 gp) based on some rules inspired by Brendan’s equipment table. Abilities are rolled 3d6 in order, no switching or trading allowed. Class is picked according to some rules I felt mimicked how I go about these things.

Click to enlarge

In addition to that, it offers:

  1. German interface
  2. 50 compact characters
  3. statistics on the characters generated
  4. source code
  5. a link that allows you to edit the character in the bottom right corner (will disappear when printed)
  6. you can also bookmark the URL to your character (follow the link in the bottom right corner)

In theory, it should be easy to extend it to show different character sheets – it’s just that I never felt the need for another. Perhaps I will do a Pendragon character sheet (without the random character generation to go along with it: it’s too complex).

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Comments on 2012-10-03 Old School Random Characters


AlexSchroeder
This is how it would look using Pendragon. I added the placeholders for the Personal Data and Statistics sections. Making it look good is a whole different story. :)

Source:

Charakter:
rules: pendragon
charsheet: http://campaignwiki.org/Pendragon.svg
name: Aliduke the Proud
age: 31
son: 1
homeland: Salisbury
culture: Cymric
faith: Pagan
liege: Earl Roderick
class: Knight
home: Tisbury
siz: 11
dex: 14
str: 15
con: 14
app: 12
features: ginger
wounds: 
chaste: 5
energetic: 6
forgiving: 10
generous: 14
honest: 13
just: 10
merciful: 10
modest: 4
pious: 10
prudent: 11
temperate: 10
trusting: 10
valorous: 16
awareness: 11
boating: 1
compose: 1
courtesy: 9
dancing: 2
faerylore: 7
falconry: 6
firstaid: 12
flirting: 11
folklore: 4
gaming: 4
heraldry: 3
hunting: 3
intrigue: 3+5=8
orate: 3
play: (harp) 3
read: (latin) 0
recognize: 10
religion: (pagan) 2
romance: 5
singing: 2
stewardship: 2
swimming: 2
tourney: 2

AlexSchroeder 2012-10-03 20:55 UTC



AlexSchroeder
Now with support of a Crypts & Things character sheet.

Crypts & Things example

Character:
name: Rogor
charsheet: http://campaignwiki.org/Crypts-n-Things.svg
rules: crypts-n-things
gender: male
class: barbarian
age: 23
level: 1
nation: pict
xp: 1
str: 12
dex: 10
con: 8
int: 11
wis: 11
cha: 10
hp: 2
ac: 15
save: 16
equipment: chain mail (+4)
equipment: war axe (1d8, +1 if 2H)
equipment: whip (1d4)
equipment: short bow
equipment: arrows
equipment: manacles
equipment: backpack
equipment: shovel
equipment: 1 gold
life: pict
life: jungle
life: translator
skills: charge +2(x2)
skills: +3 vs. poison & disease
skills: AC +1

AlexSchroeder 2012-10-09 05:28 UTC


Das ist ja super! Wow!

– Chris 2012-10-15 11:54 UTC

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2012-10-03 Search and Replace

I was looking at tabular data on a wiki page:

|[[...]]     |   1 |          6563|     3796|   |[[...]] | — |
|[[...]]     | 1/3 |          2315|     1259|   |[[...]] | — |
|[[...]]     | 1/3 |           159|      607|   |[[...]] | — |
|[[...]]     | 1/3 |           159|      597|   |[[...]] | — |

I wanted to add 56 to some of the values in the third column.

Emacs to the rescue: M-C-% to run query-replace-regexp and search for ^\(|[^|]*|[^|]*|[^|0-9]*\)\([0-9]+\) and replace it with \1\,(+ (string-to-number \2) 56)) – I was surprised at how easy it was once I had remembered to use \, in the replacement pattern.

Update: EmacsWiki:PierreGaston tells me that I could have used \#2 instead of (string-to-number \2). I guess I should have finished reading that paragraph on the Info page. ;)

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2012-10-05 Sandbox and Megadungeon Advice Links

https://farm9.staticflickr.com/8172/8056090611_cc86e9774f.jpg

Two threads I’ve been reading over the last weeks. Every now and then it’s good to be reminded of good practices.

Advice on building a megadungeon, and a campaign around it by Benoist Poiré (G+). The author provides examples, discusses benefits and drawbacks, technique – and then he goes about implementing them, designing a megadungeon as you read along.

S is for Sandbox by Raven Crow King. The author discusses the things you need to prepare and the things you should not prepare. Key phrases that he repeats a few times:

“After immediate needs are met, do whatever work interests you the most. Or, take a break if nothing is particularly interesting to you.” – Raven Crow King
“Every hour of prep work should result in at least two hours of game time.” – Raven Crow King

The series then moves to the design of an adventure site and I really like how he makes sure that the dungeon has replay value. In the first dungeon, for example, he hides some treasure that is very hard to find and says: “This area will be hard to discover without additional information, and a map in another adventure site will indicate where to look.”

It’s a bit wordier than my humble Swiss Referee Style Manual but still far shorter than some of the advice books out there. I just looked at my GM Advice folder and found Gamemastering by Brian Jamison, 330 pages. (Hm, the site gamemastering.info seems to be down; what happened?)

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2012-10-11 Kevin Crawford

Spears of the Dawn
African-flavored fantasy adventure gaming
Why is Kevin Crawford (Sine Nomine Publishing on RPG Now) so awesome? After reading An Echo Resounding I get the itch to return to my Wilderlands of High Fantasy map (pretty big) and give it the Sine Nomine treatment. I also liked what he said on the Jennisodes as he was talking about running a sandbox and publishing supplements that help others run sandboxes.

I backed his Spears of the Dawn with $8 on Kickstarter. I really like this part:

To encourage this, all art used in Spears of the Dawn will be released into the public domain upon its publication. You are encouraged to use it for your own commercial or noncommercial products. – Kevin Crawford

I started looking around the Sine Nomine website and noticed Other Dust. A post-apocalyptic old school game? I’m thinking Mutant Future and Gamma World. Have you tried it? I just read the review on Grognardia. I guess I could justify the $19.90 price tag for the PDF as a sort of donation for the free Stars Without Number.

Then again, when will I ever have the time to play all of it? And yet, I can’t shake the feeling that I’d love to have all his products as hardcovers in my bookshelf. ok

Update: My review of Spears of the Dawn.

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Comments on 2012-10-11 Kevin Crawford

Completionist urge hitting hard again?

Harald 2012-10-11 13:35 UTC


I read his Kickstarter write-up and in it he says there is a market for African based settings/adventures and this Kickstarter will prove it. I hate to tell Kevin Crawford this but if I do pledge some money it will be because this is a Kevin Crawford product, not because of the setting.

I love his work and nothing he has produced thus far has been bad, in fact, his products are above the norm.

callin 2012-10-11 13:55 UTC



AlexSchroeder
@Harald – indeed! :)

@Callin – I’m not sure. After all, Nyambe for d20 was mentioned a lot back when it was new. Then again, I bought it and never played it. So perhaps that’s true for many of the others who bought it.

AlexSchroeder 2012-10-11 14:54 UTC


I have Nyambe as well along with one of its sourcebooks. While I never ran it as written I did include parts of it in my 3E campaign. I am indeed a completionist. However, with this particular offering I am more drawn by the author than the actual setting.

callin 2012-10-11 15:43 UTC

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2012-10-11 Traveller, Spelljammer, Planescape

http://farm8.staticflickr.com/7121/7698864396_86ca1d8e91_n.jpg

I finally decided that the Astral Sea needed a map. One of the player characters decided to pursue his quest to revive Arden, the dead elven god. His corpse is being drained of its remaining life force by the sorcerer queen of the gray elves (Githyanki). His corpse is also drifting in the Astral Sea. A gate was found (a bottomless pit in the Barrowmaze), a ship was gained (pictured on the right), and now the party is sailing the Astral Sea Spelljammer style and finding places in the Planescape fashion. ok

Anyway, I was wondering how many random encounters I should be rolling for any trips from A to B. I should draw a map, I thought. I remembered my Traveller Subsector Mapper. All I had to do was to generate an UWP for my locations.

Easy:

Tu Akhra     0404 D0602B3-1  P  As De Lo Lt    R
Susrael      0503 B0604A4-1  N  As De Lt NI    A
Nova Genova  0607 B867686-1  N  Ag Ga Lt NI Ri
Hinia Oot    0705 E060200-1     As De Lo Lt    A

I basically ignored the requirement for an atmosphere of 0 to generate the asteroid trade code. All these worlds have breathable air. Plugging this into the mapper:

Astral Sea

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2012-10-12 Agency

http://farm9.staticflickr.com/8468/8075205292_799022722b.jpg

Remember the old posts about player agency and the “quantum ogre” back in 2011? Today I was reminded of a different issue regarding agency.

Philip Watson mentioned on Google+ that he moved from AD&D 1st ed to Pathfinder with his group. The DM basically continues GMing like he did before, making up rulings rather than looking stuff up, but now some of the players are questioning this and even arguing with him, especially those who know the rules of Pathfinder better.

Here’s what I said: I left D&D 3.5 and Pathfinder because of the rule discussions. I think the reason these rules afford (encourage, invite) arguing about the rules – and I think it’s perfectly rational, which is why I decided to change the rules instead of trying to convince my players – is best summarized by Courtney Campbell in an old blog post called On Skills in Games.

By giving me agency (making choices matter) for those choices made while building my character, I am having my agency removed during play.

Courtney was using this passage in a slightly different context, but I still find it apt: players made important choices during character generation where as the GM is making rulings at the table, possibly negating the choices they made (“How can I fail to convince the guard having rolled a 15 and having a Diplomacy of +17?”) – and now the only recourse they have during play in order to make those choices they made matter is to argue their point using the rules. That’s why players might feel cheated if a game master ignores the choices they made.

As I said, what I took away personally is that I needed to change the rules such that not many choices are made during character creation and thus agency returns to the moment at the table where play happens.

(As an aside, back in 2010 I was playing a paladin on level 12 with Charisma 19, Diplomacy 32 und Sense Motive 24 and felt unhappy about the GM making too many rulings instead of sticking to the rules. I reacted just the same without really understand why I felt so unhappy.)

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Comments on 2012-10-12 Agency


wickedmurph
When I DM’ed a 2e game in university (back in the late ‘90’s - uhg), one of the characters had the ability to speak with plants. My knee-jerk reaction as the DM was “what the fuck would plants have to say”, so the first few times he used the power, I basically gave him no use.

Then, one of my players (who was also a DM in our group, but for non-D&D games) pulled me aside and said - “He was really excited when he got that power, and just because you don’t like it, doesn’t mean it should be useless”. That comment really changed my DMing style. To the point that now I tend to give characters the benefit of the doubt on their skills and powers.

Some DM’s don’t agree with this, but from my perspective, you should reward characters for decisions made in character design. If somebody has dumped everything into Diplomacy, then they should be a god in scenarios relating to diplomacy.

wickedmurph 2012-10-12 17:19 UTC



Philo Pharynx
Well said Murph. And yes, following this will soemtimes make things harder on the GM. Suck it up.

As for the hypothesis that you can either have player agency during creation or during play, I call that a poor excuse. Giving the GM more power does not magically produce player agency. GM agency can be used to increase or drastically decrease the player’s agency.

Let’s take your example about trying to convince the guard. Why did it fail? With some GM’s it could be that having the guard get cooperative at that moment wouldn’t be convenient to the plot. In this case, GM agency directly negates player agency, both at character creation and at the table. The GM who prefers rules will be enabling the player’s choices, both at character creation and in his choice to use diplomacy on this particular guard instead of cold-cocking him.

Note that this doesn’t prove that strict rules interpretation favors player agency either. We can come up with lots of scenarios that show the opposite. I don’t think the two are related at all. Player agency happens when the GM lets it happen. I’ve seen it in rules-heavy games and rules-light games.

– Philo Pharynx 2012-10-12 18:04 UTC



AlexSchroeder
I agree: strict rules interpretation is independent of player agency.

I find the dichotomy “player agency during creation or during play” to be an exageration. I’ll try to reformulate: I think we reduce our agency later in the game if we make a lot of decisions during character creation or while levelling up. If a character is a good diplomat and a bad mountaineer, then no matter what you say or do later in the game, the character will be a good diplomat and a bad mountaineer. It doesn’t matter that the DM can take our agency away at any time. That can always happen. As a player, we are reducing our freedom to choose now by making choices earlier in the game. I think that to regain control over our character’s destiny, we could make a list options such as the following:

  1. roleplay and hope for a minor circumstance bonus (“no, no, no,” I cry and wipe a tear from my eye, “you don’t understand how much I love her!”)
  2. try a different approach using a different skill set, thus changing the situation (we’ll intimidate him instead of sweet talking him)
  3. argue about the situation and hope for a different interpretation of the situation (where is everybody standing)
  4. argue about the rules and hope for a circumstance bonus (if the dungeon walls are roughly hewn, climbing should be easier)
  5. argue about the rules and hope to introduce or invalidate a rule, thus changing the situation (it can’t take a five foot step in difficult terrain)

In a game with less front-loading of skills and feats and more emphasis on player skill, I expect more of the following:

  1. roleplay and hope to convince the DM (“no, no, no,” I cry and wipe a tear from my eye, “you don’t understand how much I love her!”)
  2. try a different approach using a different skill set, thus changing the situation (we’ll intimidate him instead of sweet talking him)
  3. argue about the situation and hope for a different interpretation of the situation (where is everybody standing)

It’s not perfect, but I prefer the second set over the first set of options.

AlexSchroeder 2012-10-12 20:54 UTC

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2012-10-17 Charakterblatt Verbesserungen

Auf dem Kampagnenwiki gibt es schon seit einiger Zeit die Möglichkeit, seine Charaktere in einer Art Schlüssel/Wert Liste abzulegen. Mit einem passenden SVG Charakterblatt sieht das dann ganz ordentlich aus. Neu ist die Möglichkeit, Links anzubringen. Im Kampagnenwiki funktionieren folgende Textauszeichnungen:

  • **fett** → fett
  • *fett* → *fett* (eingeschränkt)
  • [http://example.com/ Beispiel] → Beispiel
  • [[Alex Schroeder]] → Alex Schroeder

Die Links werden in normale HTML Links übersetzt (<a href="http://example.com/">Beispiel</a>) bevor sie an den Charakterblattgenerator weiter gereicht werden. Dies insbesondere wegen dem letzten Beispiel. Der Generator weiss ja nicht mehr, auf welchen Wiki diese Links zeigen sollen. Die Alternative wäre gewesen, dass man noch einen speziellen Schlüssel mit der Wiki Adresse hinzufügen müsste. Ich fürchte, dass ist etwas komplizierter.

Hier ein Beispiel von einem meiner Spieler, Schalk:

Klick um die Links zu testen!

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Comments on 2012-10-17 Charakterblatt Verbesserungen


Dirk R.
Hi Alex, was hat dich denn dazu motiviert, die etablierte Übersetzung der Attribute zu ignorieren?

– Dirk R. 2012-10-25 12:14 UTC



AlexSchroeder
Hoi Dirk – was meinst du denn damit? Die Berechnung der Boni? Je nach D&D Version war die ja schon immer etwas unterschiedlich:

  • OD&D, Swords & Wizardry: nur ±1
  • AD&D, OSRIC: mit Prozent-Stärke
  • B/X D&D, BECMI D&D, Labyrinth Lord ← so habe ich es implementiert
  • D&D 3 & D&D 4: in zweier Schritten

Verschiedene Varianten einzubauen wäre allerdings kein Problem. Ob sich das hingegen lohnt, weiss ich nicht.

AlexSchroeder 2012-10-25 12:26 UTC



Dirk R.
Nein nein, nicht die Regeln, ich meine tatsächlich die Übersetzung der Begriffe: Kraft statt Stärke, Gesundheit statt Konstitution, usw.

Ich bemängele das gar nicht, ich finde es sogar cool, ich frage mich nur: warum?

– Dirk R. 2012-10-26 08:12 UTC



AlexSchroeder
Ah! Das hatte ich ganz vergesssen. Stimmt! Ich glaube ich war damals unter dem Einfluss von Jeff Rients Gedankenexperiment: einfach mal alle Attribute umbenennen und schauen, wie sich das anfühlt. Ich hatte eine Weile sogar Yoga statt Weisheit. Das hat bei den Spielern aber nur Kopfschütteln ausgelöst.

AlexSchroeder 2012-10-26 08:51 UTC



Dirk R.
Im Original-Microlite-Bandwurmthread hat jemand mal angeregt, die drei Attribute nicht STRENGTH-DEXTERITY-MIND zu nennen, sondern FORTITUDE-REFLEX-WILL.

Das fand ich nur konsequent, aber ich habe mich bei meiner Übersetzung aber doch von deiner Vorarbeit leiten lassen…

– Dirk R. 2012-10-26 14:32 UTC

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2012-10-17 Traveller Maps for Campaign Wiki

Since I’m apparently going to use my Spelljammer-Planescape-Traveller map for a while, I added a way to make map display even easier on Campaign Wiki pages.

Write “Traveller:” followed by the UWP like this:

Traveller:
Tu Akhra 0404 D0602B3-1 P  As De Lo Lt R
Susrael 0503 B0604A4-1 N  As De Lt NI A
Nova Genova 0607 B867686-1 N  Ag Ga Lt NI Ri
Hinia Oot 0705 E060200-1 As De Lo Lt A
Monkey Island 0308 E064105-0 Lo Lt

And the result will be this:

Traveller and Spelljammer

Klick to switch to the map. There, you can click on the systems to get the wiki pages.

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2012-10-17 awk

Sometimes it’s hard to remember how cool awk used to be – I haven’t used awk ever since I switched to Perl about 15 years ago. :)

Today I wondered who had so many sleeping php-cgi processes on the server hosting Campaign Wiki:

ps aux | awk '/php-cgi$/ { user[$1]++} END { for (u in user) { print u, user[u] }}'
1231 233
greywulf 1

Thanks, awk. You might be awkward to use, but you get the job done. Now we just need to figure out who this user 1231 is. Who needs 233 php-cgi processes running?

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Comments on 2012-10-17 awk


greywulf
Wish I could figure out what’s causing these. Most annoying :\

greywulf 2012-10-17 21:25 UTC



AlexSchroeder
Not your fault! When I looked you had one php-cgi process running. That makes total sense. It was this other user id that had more than 200 sleeping processes running that I cared about. (Added this clarification to the blog post, too.)

AlexSchroeder 2012-10-18 07:00 UTC

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2012-10-19 More about the Mashup

https://farm9.staticflickr.com/8474/8102076024_67c3d07001.jpg

Today I posted about my Planescape-Spelljammer-Traveller mashup on Google+ and I was asked to say more about it.

Basically the players got hold of a Spelljammer ship to sail the astral sea. It was one of the classic ships: a Mindflayer Nautilus class called the Black Strangler. Basically the astral sea is what Planescape has as the sea at the bottom of Celestia. When I read about the astral plane, the big wheel and all that, I was confused and I figured the players would be as well. Instead I opted for something alike Marion Zimmer Bradley’s travel to Avalon: get on a boat, travel for a bit, use some magic and you can be elsewhere. I think the astral sea is how D&D 4E does it as well?

Anyway, so we have a “sea” and “islands” on it – or basically worlds, systems. It already starts to sound like a bit of Traveller. Many of them will have gates linking them with larger worlds – fantastic worlds inspired by Planescape: hells, elemental planes, alternative prime material worlds. A bit like Philip José Farmer’s World of Tiers, perhaps?

One world, for example, is non-magical except for the gate that leads to the astral sea. So they built a fortress in the astral sea and discovered that magic works on the other side. Now they use it like a space station or star port to manufacture mundane stuff that requires magic to be built.

All these small worlds, astroids and stations get an UWP and I feed it to my Traveller Subsector Mapper to produce a nice map. Check out the astral sea map and click on the systems to go to the campaign wiki pages.

I think my greatest inspirations from the web where the One Page Dungeon submission The Forgotten Depths by the author of The Metal Earth and the session reports on Planet Algol. Nevertheless my campaign took a while to evolve to this place. At first it was very traditional Wilderlands of High Fantasy. Then we explored the first few levels of Dismal Depth, the Fight On! megadungeon and a bit of Barrow Maze. And when a player character fell into an “infinite pit” and another player character threw himself after the first one (picture), I decided to push it to a new level.

Oh, and the Google+ post was me saying that I was working out the domain stats for the region using the rules from An Echo Resounding (interesting comparison of An Echo Resounding and Adventure Conqueror King). I hope my players aren’t overwhelmed by my sneaky introduction of these domain rules. I think the two key phrases I heard last session justifying this move were “I think we’ll keep Monkey Island as our base!” and “Can we benefit somehow from reopening the mine on Monkey Island?”

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2012-10-21 Streaming from a Mac to the Xbox 360

One word: Vuze can do it! It’s not what Vuze’s main purpose is, but it works. ok

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2012-10-23 Ashes of Time

Ich sitze alleine daheim, den Nachgeschmack von Port auf der Zunge. Ich habe gegessen und mir Ashes of Time von Wong Kar-Wai angeschaut. Die Bilder von Christopher Doyle wirken wie ein endloser Traum in falschen Farben, die Filter verfremden alles, was bleiben sind die Gesichter der Schauspieler, die sich ihrer begangenen Fehler bewusst werden, die ihre sich an ihr Lebenslicht erinnern, an ihre wahre Liebe, die verflossenen Möglichkeiten, die traurige Gegenwart. Wahrhaftig, ein Film, wo man sich freut, wenn man Nachts nicht alleine im Bett liegt.

Leslie Cheung, Brigitte Lin, Tony Leung Chiu Wai, Charlie Yeung, Maggie Cheung, Tony Leung Ka Fai – da hat es nur geniale Schauspieler dabei. Ich glaube ich muss mir noch mehr Wong Kar-Wai Filme zu Gemüte führen.

Ich sehe gerade, dass ich schon früher über Wong Kar-Wei geschrieben habe. Der Blog ist alt. Ich auch. 2005-01-20 Movies. 2005-01-09 Movies. 2002-12-28!

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2012-10-23 Spielleiterschirm und Improvisation

In letzter Zeit frage ich mich manchmal, ob ich mich zu wenig vorbereite auf den Spielabend. In den letzten Jahren war mein Ziel, nie mehr als eine Stunde Vorbereitung für vier Stunden Spiel zu leisten. Als es darum ging, meine “besten” drei Spielleiterqualitäten zu nennen, war der zweite Punkt auf meiner Liste ich improvisiere gut. Doch als ich Courtneys Artikel On the Preparation las, fing ich mich an zu fragen: verschwende ich die Zeit meiner Spieler? Wird zu viel unnötigerweise chaotisch, beliebig, mittelmässig, vorhersehbar, langweilig?

Der Mann hinter dem Vorhang Neuerdings spiele ich mit einem Spielleiter, der keinen Spielleiterschirm verwendet. Ich hatte früher schon mal erwähnt, dass ich wieder einen Spielleiterschirm verwende. Jetzt, wo ich auf der anderen Seite des Tisches sitze, und kein Schirm mir den Blick auf die Notizen des Spielleiters versperrt, beginne ich zu ahnen, dass vieles improvisiert ist. Und irgendwie ist improvisiert doch nicht ganz so echt wie niedergeschriebenes. Wer kennt es nicht, das Gefühl, das Dinge wirklicher sind, weil man sie geschrieben gesehen hat, im Fernsehen gesehen hat? Aber, aber, ist man versucht zu murmeln: das ist ja gar nicht echt! Plötzlich sieht man den Mann hinter dem Vorhang. Ist das nur Einbildung? Oder ist die Einbildung in einem Spiel, wo es auch viel um Einbildung geht, nicht sowieso besonders wichtig?

So stehe ich nun vor dem Dilemma:

Mehr Vorbereitung Mehr Improvisation
Knackigere, ungewöhnlichere Szenen Chaotischere aber auch mittelmässige Szenen
die Illusion einer eigenständigen Welt klare Hirngespinste des Spielleiters
die Konsequenzen scheinen eigenen Naturgesetzen zu folgen die Konsequenzen wirken wie persönliche Entscheide des Spielleiters
aber auch: die ständige Versuchung, Dinge nach zu schauen frisch und frei erzählt
die unabhängige Existenz der Welt auf Papier belohnt die Spieler für ihre Entscheide unabhängig von den Entscheiden der Spieler befindet man sich unter der dramaturgischen Fuchtel des Spielleiters

(Zum Thema Einflussnahme der Spieler bzw. player agency gibt es Artikel zuhauf auf Courtneys Blog.)

Was mich ebenfalls beschäftigt: Wie steht es denn um die Einflussnahme der Spieler in einem Spiel wie der grossen Pendragon Kampagne? Es macht Spass, aber irgendwie fühle ich mich auch komisch. Das muss ich weiter beobachten.

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Comments on 2012-10-23 Spielleiterschirm und Improvisation


Jan
Ich habe ich letzter Zeit auch versucht mehr zu improvisieren und Zeit zu sparen. Trotzdem schreibe ich mir immer noch gewisse Eckpunkte auf. Bestimmte Ort, Szenen oder NSCs, die wahrscheinlich auftauchen werden. Ich überlege mir einzelne Beschreibungen, um besser zu beschreiben. Ich würde es die “Leuchtturm-Vorbereitung” nennen (ui, hier entsteht gerade ein neuer Blogartikel): Wichtige Punkte werden genauer angeschaut, der Rest dazwischen improvisiert (mit etwas allgemeinen Vorüberlegungen im Hinterkopf). Damit kann man trotzdem eine gute Leistung bieten und Zeit sparen. Es muss ja nicht jede Szene perfekt sein, manchmal brauchen auch Spieler eine lockere entspannte Szene.

Und manches wirkt vielleicht auch einfach banaler, wenn man weiß, dass es improvisiert ist. Wenn man sich mehr drauf einlässt und auch ausnutzt, das Dinge offen sind, in denen man als Spieler gestalten kann, ist es besser. Aber wenn man als SL nicht versucht gut zu improvisieren, kann es natürlich leicht beliebig und langweilig werden.

Jan 2012-10-23 14:32 UTC

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2012-10-25 DRM

I liked the Boing Boing article about the recent DRM problem: A woman living in Norway had her Kindle wiped by Amazon and was not given an explanation. What I loved was this logo:

Break the chains!
DRM PNG 1 900, a CC-BY-SA image by listentomyvoice

Nice set, by the way: Librarians Against DRM. ok

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2012-10-28 Charakter Portraits

Ich zeige gerne Bilder am Spieltisch. Leider dauert selber zeichnen oft sehr lang, und irgendwie habe ich auch nicht so das Talent für Gesichter. Im Moment bin ich sehr zufrieden mit einem Phantombild Programm. Ich habe ein paar Beispiele auf Flickr.

https://farm9.staticflickr.com/8048/8128736368_e0d82793bd.jpg http://farm9.staticflickr.com/8468/8075205292_799022722b.jpg http://farm9.staticflickr.com/8472/8078550106_de12b4fa37.jpg http://farm9.staticflickr.com/8319/8073260556_baaeb63c2c.jpg

Mit etwas Nachhilfe gibt es sogar Spitzohren:

http://farm9.staticflickr.com/8049/8130204214_295004d432.jpg

Ich selber verwende ein App für mein iPad, als Google Play App und als Flash Anwendung auf dem Web.

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2012-10 Book Club

What: Oscar and the Lady in Pink by Éric-Emmanuel Schmitt (original title: Oscar et la dame en rose)

When: 24 October, 19:30 – RSVP on Meetup (optional ;))

Where: Bistro Lochergut (tram 2+3 ‘Lochergut’)

Wikipedia: Oscar and the Lady in Pink

From The Book Nut's Blog:

Just to round off the year, I read this rather sweet little book. It’s very short – 88 pages of widely spaced font, but packs a punch with its story. Oscar is a young boy who is dying of leukaemia, and lives in hospital. He receives visits from the ‘lady in pink’ who he calls Granny Rose, and she is the only person who he thinks understands him. He resents his parents and Doctor for their inability to tell him he’s dying, or to treat him normally. Granny Rose encourages him to see each of the following 12 days – which lead up to Christmas – as a decade of his life, and to write a letter to God each day, telling him what had happened in that decade. Even though Oscar doesn’t even believe that God exists he starts to write the letters anyway.

The book is narrated by Oscar (through his letters to God) and he shares the great things about his life – falling in love with another patient, the friends he has at the hospital,and especially Granny Rose; and the not-so-great – his frustration with his parents, feeling tired all the time. He is a very wise for a child, but somehow this all seems believable. I adored Granny Rose especially and found the myths and tales that she told Oscar to be very entertaining (it was easy to see why he loved her).

Although the book consists of letters to God, it is not preachy in any way – it is just a deceptively simple story. I’d recommend this – it would only take about an hour to read and I think many people would enjoy it.

First suggested: July 2012 – live choice at our July meeting :-)

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