I just published the 20th anniversary edition of Trapped in the Museum, a solitaire adventure gamebook I first
released back in 1999. Back then S. John Ross gave me his kind
permission and much-needed encouragement to use his Risus: The
Anything RPG game system for the brief pulpy tale of a college
student who suddenly wakes up in a dark, locked museum. Another
mutual friend, Shawn Lockard – who for a while hosted the WEDGE
West End Games fan website – maintained a site for me where the
free solo gamebook lived for a while. At one point I even printed
copies to give away at the few convention appearances I was making at
the time. It was all in an effort to keep my name and game design
reputation in the public eye in the hopes it might attract some
freelance writing work. It was the unintentional launch of a 20-year
independent publishing career.
Monday, June 17, 2019
Tuesday, June 11, 2019
Limitations of Programmed Solo Adventures
I’m wrapping up work on two programmed solitaire
adventures, a 20th anniversary revision of my Trapped in the
Museum free adventure and a much more substantial science fiction
scenario, The Asturia Incident, each using the OpenD6
system. I enjoyed working on them. They offered a break from more
traditional roleplaying game writing and allowed me to have fun
exploring elements within each genre. Both serve as tutorial
adventures walking players through the skill-roll process in numerous
situations, though this proved a bit more difficult to adjudicate
thoroughly in the longer scenario. And while I’m thinking about
developing a substantial pulp-themed solo adventure (a sequel of
sorts to Trapped in the Museum), I feel I need some time to
cleanse my palate from the rigors of programmed solo scenario
writing. As entertaining as I hope the final product might seem,
writing a programmed solo adventure takes a great deal of creative
effort and has limited appeal in the roleplaying gamer market.
Tuesday, May 28, 2019
Solo Tékumel Actual Play Report
Lately I’ve had an urge to explore M.A.R.
Barker’s Tékumel
setting through solitaire roleplaying. (You can read my earlier
missive on this subject, “Prepping A Solitaire Foray into Tékumel.”) So one night
while my wife was off watching Game of Thrones with
friends and my son sat glued to the television screen watching
American Idol (neither of which engages me in the least) I
spread my solo gaming materials across my standing desk and indulged
in a brief foray into the Empire of the Petal Throne. My heroes consisted of Ibásh,
a young, idealistic priest of Keténgku;
Bara, a protective aridani warrior late of the Legion of the Mighty
Prince; and Thékuto, a
well-traveled trade liaison for the Victorious Globe clan, to which
they all belong. Their masters have quietly charged them with
researching and retrieving an ancient automaton. As the first step in
their journey they stopped along the sákbe
road at the Tower of Deathly Hospitality (detailed in the earlier
blog entry on this subject). Seeking shelter in the midst of a
torrential monsoon, they find a caravan camped on the platform as far
as possible from the dilapidated guard tower, with a lone fellow
staring into the open door into the structure calling for his wife
but, alas, not brave enough to enter and search for her himself.
After learning of the tower’s haunted reputation from the encamped
caravan, the group approaches Hóru
hiArusá, a craftsman from
the Silver Collar clan heading home with his new wife. Dzái
sought shelter in the tower against his wishes; she has yet to
emerge, call for help, or otherwise make her presence known. Although
Ibásh wants to charge in,
Thékuto, ever the voice
of savvy reason, asks what Hóru’s
willing to do if they group finds and returns his wife. The artisan
offers them a finely wrought copper cup he himself crafted.
Encouraged by this incentive the heroes enter the tower.
Tuesday, May 14, 2019
Do I Need that New Edition?
Seems like everyone’s releasing a new edition of
our favorite games these days through regular hobby distribution
channels, online, or Kickstarter campaigns. Some are genuinely
updated and overhauled, others are classic games in spiffy looking
refurbished packages with enhanced contents. Each time I see one of
these I mentally undergo a quick evaluation – did I enjoy an
earlier edition, do I like the setting and mechanics, will I play it,
can I afford it? – and almost as quickly dismiss it. (Exceptions
exist: see below.) I expect most gamers employ a similar cognitive
subroutine whenever the prospect of any game purchase arises; but new
editions often add an extra factor, that we already have a version of
the game, one we most likely enjoy. Can it rekindle the love we once
felt for this game? Can this new edition encourage and enhance
additional gameplay? Is it simply a money pit to cash in on our
nostalgia?
Tuesday, April 30, 2019
Summertime Excursions & Battle Cry
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| A cannon overlooking Lenn Park on the site of a Civil War engagement. |
We recently took my son, the now nine year-old
Little Guy, to his first Civil War battlefield. I’m always worried
about doing these things too soon, but he demonstrated an interest in
the history: getting enthralled by the National Park Service movie on
the battle, examining and reading about the artifacts, walking along
the trails to the barely visible remains of entrenchments, and
tolerating his father and uncle droning on about aspects of the
exhibits and terrain. His growing understanding of history merging
with my enthusiasm for games gives me an idea for summertime
activities that might benefit him next year when he studies Virginia
history: combining day trips to area battlefields with reading books
from Daddy’s library and playing games portraying the events we
study. Our trial visit to the Chancellorsville battlefield and a few
rounds of Richard Borg’s Battle Cry helped convince me this
just might work.
Tuesday, April 16, 2019
Prepping A Solitaire Foray into Tékumel
Reading Man of Gold and diving back into Tékumel
source material inspired me to explore Professor Barker’s rich,
very alien setting through solitaire play (my distant past attempts
at running it with friends having met with little success or
satisfaction). I took some time to assemble my resources and work out
some story basics...and then I put it to the test on an adventure
seed I wrote as a challenge I issued in on of my recent blog posts,
“Demonstrating Potential: Adventure Seeds & Outlines.”
Tuesday, April 2, 2019
A Gaming Eulogy for Google Plus
Google Plus is gone. Like a friend who parts ways
following a different path of life than our own, it has wandered off
into the ephemeral oblivion that consumes much of the content on the
ever-changing interwebzes. I feel grateful to have involved myself
with it since 2011, when a gaming friend sent me an invitation to the
beta version. The experience expanded my horizons on various fronts,
mostly game related. Google Plus exposed me to new people, material,
and ideas that sometimes challenged my comfort zone but always
expanded my experiences as a gamer.
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