Thursday, March 25, 2010

Why Self-Publishing?

There's something of a stigma associated with self-publishing. People have this idea that if you didn't go through the rigorous selection process involved in having someone else publish you, then your work is no good. So why do people do it?

If you're writing for a niche, self-publishing is often the way to go. Professional publishers often look for books that they think will sell several thousand copies in bookstores across America. If they think your book will only sell a few thousand, or even just a few hundred, they will pass you up. Oz is considered to be very niche, so it is very hard for Oz writers to get published traditionally.

Other writers may self-publish simply for the joy of seeing their name in print. This is largely where we get our concept of "vanity presses."

Self-publishing is increasingly common in the RPG sector. This is largely due to the niche nature of the industry, as companies focus on providing support for their existing successful products instead of taking risks on new properties. Also, many publishers are gamers and game designers who started their companies in order to get their babies published and everything else is secondary.

So now that I am a publisher, what am I going to do with it? Will I keep this godly power to myself? Or will I use my powers for good and help some other guy get his work out there?

I don't know. I don't know if I'm going to be successful. If I can't pick a winner that I've created, I'm certainly not going to take a risk on something that someone else sends me. Once I've got a success or two under my belt, we'll see.

Thursday, March 18, 2010

The Importance of Being the Narrator

One thing that many newbies may not be familiar with when it comes to tabletop RPGs is the role of the Narrator, or Game Master.

One of the main things that a Narrator does is create the impetus for adventure. When I was first researching Oz RPGs (to see if anyone else had a similar idea), my Google searches turned up a lot of topics on various forums that were "Let's start a Wizard of Oz RPG!" The first few posts are where characters are decided (who's the Scarecrow, who's the Tin Woodman, etc.), then the next few posts are everyone saying hello in character. That's when the thread just dies. Without a Narrator, there's no one to say "And then the Winged Monkeys come flying in!" or "Glinda needs your help!" leaving the characters with nothing to do but exchange silly pleasantries. Some of these RPGs are able to go on longer if the players are willing to be proactive and create situations for their characters, but this seems to be fairly rare.

One thing that I found interesting was how some Internet-based RPGs will have "Stealth Narrators." That is, the moderators or other people-in-charge will have their own characters, just like the other players, but these characters are the movers and shakers in the setting. In an Oz RPG, this would be characters like Glinda, Ozma, or the Wizard. This allows them to guide the story (or stories) much like a typical Narrator in a tabletop game.

And of course, one trick that the Internet allows for is the assumption of multiple identities. So a Narrator can be signed in as Ozma and tell a player "Go talk to Glinda." Then the Narrator signs in on the Glinda screen name and lets the player interact with Glinda.

One downside of this approach is what is known as the "GMPC." This is where the Game Master has their own Player Character embedded with the rest of the party. Some GMs do this with the best of intentions, having someone there to provide a little boost to the group if they need a hint or a little backup. And since supporting cast characters are not limited to the same level/ number of points/etc. as the other players, this GMPC often winds up being more powerful than the other characters in the party. Often, the game devolves into "The GMPC Show" with this character providing most of the story potential and firepower, making the players feel like spectators instead of protagonists.

Another important function of the Narrator is the mediation of action. In a tabletop RPG, this involves handling usage of the rules as well as settling arguments and keeping everybody focused on the adventure. Because it is very possible for a discussion of the peace negotiations between the Flatheads and the Skeezers to derail into a debate about the physics of Robotech given the right group of people (All you gamers out there, tell me you haven't seen that happen).

Thursday, March 11, 2010

And Now The News

I started this blog to keep everyone informed about my RPG project. Then I got tired of silly little updates that basically equaled "No news yet" and started blogging about other stuff. Now when things do happen, it's fighting with all the other stuff in my brain.

As I write this, I am one illustration away from having all of the art for the book completed. Once that is turned in, then the layout can be finalized and the book can pretty much go up for sale.

The only thing that could create a significant delay beyond that is the ENnies. It would certainly be nice for my game to be considered for such an award (and maybe others if they come up). But the cutoff for the latest round of awards is April 30th.

My challenge is that in order to enter, the game must not only be released to the public by April 30th, but I must provide 6 copies for judging. That not only requires money (and the game itself will not have been on the market long enough to pay for itself in this regard), but proofing time (Print-on-demand may be a modern miracle, but it isn't perfect yet). And if a problem does turn up in the proofs, that'll delay things even further.

My current options are:

1) Scramble to get everything done by April 30th. This may result in a sub-optimal quality and less chance for an eventual award.

2) Delay the print version, releasing only the PDF version before the deadline. PDFs are much harder to mess up in transmission. The downside here is that the print version would not get a fair shake.

3) Delay the release of the game until I have enough good quality copies to be eligible for judging. If this means waiting until next year, so be it.

4) Deliberately delay the release until after April 30th. With no deadlines to worry about, I can prepare for next years' ENnies in relative peace. A May release does have a certain appeal, given that I can release it on L. Frank Baum's birthday (May 15th)

Thursday, March 4, 2010

Character of the Month: Gord the Rogue

While this would normally be when I post an Oz character with full game stats, today is also the second anniversary of Gary Gygax's death. So in his honor, I've decided to stat up one of Gary's signature characters, Gord the Rogue.

Name: Gord the Rogue
First Appearance: Saga of the Old City
Template: Wanderer
Size: 3

Athletics: 3 (Fighting with dagger and longsword)
Awareness: 2
Brains: 2
Presence: 2
Sneaking: 3
Wits: 2

Traits: Deadly Weapon

Friends List

Rexfelis

Thursday, February 25, 2010

Simian Circle Design Blog #2

Now that we've done some brainstorming, it's time to see how it turns into a game.

Since Rainbow-signers embody change, that will probably lead in to our magic system (because every game has to have things players can't do in real life, whether it's psychic powers, magic, or the ability to pull of really crazy stunts). But I've established Rainbows as pariahs, so it should be as much a curse as it is a blessing. And since it's about change, there are no "something from nothing" effects, like fireballs or pulling rabbits out of hats. It should play a little bit more like manipulating luck, creating blessing or curses.

What comes to mind is a boiler. If you just let it boil, it will continue to build pressure until it explodes. So you have to keep an eye on it, releasing pressure as needed to make sure that doesn't happen. Turning this into a game mechanic, we have a number (call it Change) that continually rises as game time passes. 1 point per day, let's say. When the player wants to cause a change, they roll a d10 (because the contest rules say I have to use d10s) and adds the die roll and the current Change score together. If this total is 10 (a nice round number) or higher, the effect happens and pressure is relieved (Change points are reduced).

Now for the curse part. Anytime a player rolls a natural 1 (a 1 is showing on the d10) on any die roll, they must roll a Chaos check. This is just like the Change roll, adding a ten-sided die to the current Change score and seeing if the result is 10 or higher. But if this check is successful, it bleeds off a number of Change points equal to the roll result -10 (so a roll of 12 would bleed off 2 Change points). These Change points then manifest in a manner determined by the GM (spoiling milk, turn straw into gold, and so on depending on the amount of Change).

This also does a nice job of suggesting a core mechanic. Roll 1d10, add stat, get 10 or higher to succeed.

But what stats will characters have? How does the rest of the weather-based astrology fit into this? It took some Mountain Dew-induced insomnia to answer that one.

Weather is made of three basic elements: Rain, Sun, and Wind. A typical day's weather consists of some measure of each of these things. There are days where the clouds and rain keep the sun away, or that are perfectly sunny without a could in the sky, but these are more exceptions that rule.

Thinking metaphorically, someone with a lot of Sun-aspect would be very noticeable and vibrant. But also, they would have a hard time avoiding being noticed, even if they were trying to stay hidden. So how sunny it was on the day of their birth would add to social ability, but subtract from stealth actions.

Extending this idea to the other elements, Rain would add to persistence, as rain eventually erodes everything that it falls on, but penalizes perception, as rain is indiscriminate. Wind aids movement, but spends so much time acting that it doesn't think.

To chart it out:

Rain helps Endurance and hinders Perception
Sun helps Presence and hinders Stealth
Wind helps Athletics and hinders Intellect

Sounds like the Basic Skills I used in Adventures in Oz, doesn't it? That's at least partly intentional. As much as I want the mechanics to support my themes, it needs a certain level of robustness. The game needs to be able to support a variety of actions that players might attempt. The AiO list was short and sweet and meshed with my current project in at least a few points and only minor stretching was required to make the rest fit.

The big thing we can say about this list is that it's not totally fair. Some things are helped and some things are hindered, but there's no element that helps the hindered things or hinders the helped things. I'm sure if I took a more in-depth approach, I could come up with a interlocking trait scheme, but it might not be as robust or have a satisfactory payoff in terms of serving my themes. We'll see.

Thursday, February 18, 2010

How I spent my Winter Vacation

I wound up not sleeping Thursday night. I got home from work at 3 AM (normal, regrettably) and wanted to make sure everything got packed and squared away before we left at 9 AM. One thing I have learned is to pack light for these things. Especially in terms of games to bring. I've seen multiple luggage carts full of games and entertainment electronics being carted into the hotel by people who would never be able to use it all over the space of the weekend. So I brought my rulebooks for GURPS, D&D, and World of Darkness, three games that are likely to come up.

This is me and the girl getting ready to go. Neither of us is driving. That would be our friend Mike, who was kind enough to take this picture before we headed out.

The trip itself was pretty uneventful, though I'm sure at least part of that was the fact that I wound up napping in the car. We got to the hotel at around 3 PM, and checked in with no major hassles.

It was at this time that I discovered an interesting glitch. I had planned to run my game "The Jaded City of Oz" on Sunday, and had printed up fliers to that effect before I left. But when I arrived, I found that references to the game being placed on Saturday. After conferring with con officials, it was basically decided that I would run the game both days. Since it did not require extra scheduling or other effort on their part and just a little bit more time on my part (and got more people to play my game), I was perfectly fine with that. After posting some hastily revised fliers, I went straight to bed and got some much needed rest.

My first run of the adventure went pretty well. I was a little nervous, since this was my first time running this particular scenario and it was also my first time running a game for kids. I was pleased to discover that all of them had some experience with RPGs, a little surprising because I think they were all under 10 years old. The surprising thing was that some of them had no familiarity with Oz at all. They hadn't even seen the MGM movie.

I failed to get pictures of the kids gaming, but I did get pictures of some of the props I used. One part of the story takes place in Fuddlecimjig (for those who have read The Emerald City of Oz) and involves a pair of mismatched Fuddles. So I went out and bought some blank puzzles and had a friend draw the characters on the puzzles. It may have been a reflection on how young they were, but they complained that the puzzles were too difficult to solve. I was actually afraid they'd be too easy.

The kids really enjoyed the story, but found the final encounter (the Jaded City itself) to be too hard. But then, I found that it was very easy to make that challenge too difficult. Although I had reserved the space for 6 hours, we played through the scenario in about 2 hours.

The Sunday session wound up not happening. Only 2 people showed up (both grownups) including a fellow who tried to build his own character. (Anton, if you're reading this, please get in touch with me. I don't know where I packed your email address.)

Unfortunately, I didn't get a chance to play many games myself, or see many seminars. I did get a couple of fun shots from around the convention, though.

I got pictures of both the SCA and Amtgard combat demos this year, so you can see the difference between the two. As we see in this first picture, the SCA fighter is wearing something that looks actually protective. The weapons look like they have a heft to them.

The Amtgard fighter, on the other hand, is not wearing significant armor and the weapon is actually very light. One of the people there was wearing a silver lamé shirt which I'm sure counted as chainmail under their rules. I'm reminded of a friend of mine who actually had a chainmail shirt. He would play in a boffer LARP similar to Amtgard around here and was frequently disappointed that his authenticity went unappreciated. His chain shirt only counted as chain armor, while some guy wearing foam pads wrapped in duct tape or something equally silly was considered to be wearing plate armor.

Speaking of chainmail, here's something particularly interesting that I found in the Dealer's Room. Unfortunately, neither her nor her chainmail bikini were for sale, or else I might have tried to take her home with me. We did wind up supporting her booth by buying a World of Warcraft t-shirt. You can too!

Some things I did wind up buying were quite exciting, though. The stack of books is a little bit smaller this year. Blame the econony, or something.

Spirit of the Century: A two-fisted pulp RPG using the popular FATE system. FATE is a variant of the FUDGE system, so I might actually get some use out of the set of FUDGE dice that I bought a few years ago. Based on what I've read of the book so far, FATE seems like it would do Oz rather well.

Changeling: The Lost: A World of Darkness game in which the characters are all people who have been abducted by the fae and managed to escape. I have yet to read this one, but I hear much good about it.

Pathfinder RPG and Bestiary: One of the contenders to fill the gap left when the latest version of D&D wasn't what people really expected it to be. Looks like it could be fun, with a more heroic and epic bent than classic D&D. Though with all the other games out there, along with my own design efforts, it will be a while before I have time for another D&D-style game.

Battlestar Galactica RPG: While I grew up on classic Galactica and have seen any of the new stuff, this game and the underlying Cortex rules have gotten some pretty good press, so I thought I'd check it out. Overall looks good, with a much more established setting than the old show. The rules look serviceable, like a good house system should.

Robotech RPG: This is based on the classic Robotech cartoons from back when I was a kid. While I am not a fan of Palladium, I picked this up to help me out with a project I'm working tentatively titled Project BTR.

Castles and Crusades: Old-school strikes again with this one. An attempt to replicate the old-school feel with a more intuitive rules system borrowed from more modern versions of D&D (where a good Armor Class is high rather than low).

GURPS: It's becoming harder and harder to find GURPS book that I don't already have, but I was able to score some winners this year. Notably GURPS Conan and GURPS The Prisoner. I think Mongoose Publishing currently has the Conan license, but I have been sufficiently unimpressed with Mongoose that I will not be picking up anything from them. The Prisoner was based off of an old British show from the '60s that developed something of a cult following. I remember watching it on the SciFi Channel back when it was new (the channel, not the show. I'm not that old).

Thursday, February 11, 2010

First Look: Me!

One of the things I've had to do as I'm getting ready for DunDraCon is to buy a new digital camera. The one that I used last year died soon after we got back. And there were no pictures of me taken at the con last year because I was in dire need of a haircut. So as I'm playing with the camera and admiring my hair, I'm realizing that you guys haven't seen what I actually look like. Here I am:
Some of you may have seen the little icon that I use which looks kind of like this, but with a goatee. The thing is: for many years, I did indeed have a goatee and it was dead sexy. But I was forced to change jobs a couple of years ago and my new job didn't allow facial hair. As I had to feed myself and my fiancee, and pay for my publishing dream, I bit the bullet and shaved. I'm actually going to try to grow it back a bit over the weekend, so watch as I get progressively scruffier and sexier.
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