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	<title>Futile Position</title>
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	<description>Futile Position - Your Indie RPG Blog (Well, my indie roleplaying game blog, really). Updates Monday, Wednesday, and Friday.</description>
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		<title>Interview with Ben Robbins about his new world-building story game Kingdom</title>
		<link>http://futileposition.com/2013/06/interview-with-ben-robbins-about-his-new-world-building-story-game-kingdom.html</link>
		<comments>http://futileposition.com/2013/06/interview-with-ben-robbins-about-his-new-world-building-story-game-kingdom.html#comments</comments>
		<pubDate>Tue, 18 Jun 2013 17:00:40 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Interviews]]></category>
		<category><![CDATA[RPGs]]></category>
		<category><![CDATA[Ben Robbins]]></category>
		<category><![CDATA[Interview]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[Kingdom]]></category>
		<category><![CDATA[RPGBA]]></category>

		<guid isPermaLink="false">http://futileposition.com/?p=4194</guid>
		<description><![CDATA[<p>Ben Robbins, designer of the story game Kingdom, presently on Kickstarter, was gracious enough to answer some questions about himself, Kingdom, and what makes his new game awesome. You should read it. Q) How did you first get into roleplaying &#8230; <a href="http://futileposition.com/2013/06/interview-with-ben-robbins-about-his-new-world-building-story-game-kingdom.html">Continue reading <span class="meta-nav">&#8594;</span></a></p><p>The post <a href="http://futileposition.com/2013/06/interview-with-ben-robbins-about-his-new-world-building-story-game-kingdom.html">Interview with Ben Robbins about his new world-building story game Kingdom</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></description>
				<content:encoded><![CDATA[<the_content()><a href="http://futileposition.com/wp-content/uploads/2013/06/20130618-090001.jpg"><img src="http://futileposition.com/wp-content/uploads/2013/06/20130618-090001.jpg" alt="Kingdom by Ben Robbins" class="alignright size-full" /></a></p>
<p><em>Ben Robbins, designer of the story game Kingdom, <a href="http://www.kickstarter.com/projects/lamemage/kingdom?ref=FutilePosition" target="_blank">presently on Kickstarter</a>, was gracious enough to answer some questions about himself, Kingdom, and what makes his new game awesome. You should read it.</em></p>
<p><span id="more-4194"></span></p>
<p><strong>Q) How did you first get into roleplaying games?</strong></p>
<p>I&#8217;d heard of D&#038;D but I didn&#8217;t understand the basic concept of a role-playing game. Was it a board game? Did you draw cards to find out what happened? I didn&#8217;t know. My Dad took me to a hobby store to buy a copy. This was so long ago that a) you still bought D&#038;D in hobby stores that sold trains and models, b) it was the Holmes Basic D&#038;D boxed set, and c) the box didn&#8217;t even include dice, just numbered chits you&#8217;d pull out of a cup.</p>
<p>I taught myself to play and then recruited different groups of people and taught them to play. Eventually they went off and taught other people to play until we had these cells of gaming all over town.</p>
<p><strong>Q) What inspired you to create Microscope, which has a very different design perspective than many traditional roleplaying games?</strong></p>
<p>I was always the GM (well, 99% of the time). And as any GM will tell you, a lot of the fun is preparing the game, making the world and then just fleshing out all the details. Running an adventure is almost a separate activity.</p>
<p>For Microscope I wanted to bring that fun of making the setting and exploring all the nooks and crannies to the game table and do it together. Instead of having one phase of game prep that happened away from the table, the world-building and the action all went together. You&#8217;d do a bit of one and then a bit of the other back and forth, making big history like Periods and Events and then zooming in and playing scenes.</p>
<p><strong>Q) How did you get the idea for Kingdom?</strong></p>
<p>I actually wonder the opposite: how did it take me this long to recognize the idea?</p>
<p>One of the tag lines is &#8220;Kingdoms are all around us.&#8221; That&#8217;s not hype. I think it&#8217;s one of the fundamental issues we deal with as people: we&#8217;re individuals but since the dawn of time we&#8217;ve also been part of groups. We can get a lot done as groups but it also means that sometimes we have to do what the group wants instead of what we want. I look back at every job I&#8217;ve ever had, every club or organization I&#8217;ve been a part of, every meeting I sat through and the core concepts of Kingdom just jump out at me.</p>
<p><strong>Q) How was the design cycle for Kingdom? Was it different at the start or did you create exactly what you set out to?</strong></p>
<p>Much like with Microscope, the core was solid from the very first playtest but all the peripheral stuff went through revision after revision after revision. That seems to be my modus operandi.</p>
<p><strong>Q) Anything you can drop about what Perspective is? I can&#8217;t say I&#8217;m not curious.</strong></p>
<p>Perspective is one of the three roles characters can have in a Kingdom. When you have Perspective you understand the Kingdom, how it really works and what&#8217;s really going on. You can foresee consequences of actions the Kingdom takes. Does anyone listen to you? That&#8217;s a different question. You might be a trusted vizier or you might be Cassandra.</p>
<p><strong>Q) Can you share something awesome you&#8217;ve seen during a game of Kingdom?</strong></p>
<p>So many great moments! It&#8217;s hard to choose just one.</p>
<p>A pretty recent one was from the same game that I use at the start of the Kickstarter page with Captain Browning and the colony ship. This was actually a game with some buddies of mine from way, way back. They&#8217;ve played some Microscope but generally do a lot more D&#038;D than story games. This was their first exposure to Kingdom so I was really curious to see what they thought and whether they&#8217;d enjoy it.</p>
<p>Our second Crossroad was about birth control: the ship was full of married couples but the plan was that no one would start having kids until we were close to our target world. It was all very carefully calculated based on the population limits our ship. But since our first Crossroad had established that our original survey data was totally wrong and we didn&#8217;t know where we were going or when we would actually settle a world, the question was &#8220;do we start letting people have children now?&#8221;</p>
<p>It was a dramatic lightning rod. One of the locations on our ship was this massive playground built for the children everyone was hoping to have, but which instead stood totally empty as a haunting reminder just how childless the community was. Characters would walk by it on their way somewhere and they just sit and brood.</p>
<p>The heat got turned _way_ up when one of the Chief Engineer&#8217;s subordinates confessed that his wife had skipped her pills and was pregnant. He was in a bind: tell me boss, what should I do? It opened a huge can of worms. If there were people cheating and just getting pregnant, what does the Kingdom do about it? Do we just let them have kids, effectively rewarding them for cheating while everyone else looks on jealously? Then add that the Chief&#8217;s wife *really* wants kids now. The Chief is torn and he&#8217;s also Touchstone, so most people in the Kingdom feel the same way.</p>
<p>Rumors start flowing and people start getting really, really mad. We&#8217;re on the verge of witch hunts to ferret out who was getting pregnant on the sly. Just when it looked like the Kingdom was really going to implode, the Captain floated a few (intentionally terrible) plans like a lottery to let some people have kids, but which totally favored the higher-ups over the common crew and did nothing about people who just cheated. The Chief winds up being an unwilling popular leader and reluctantly takes Power, openly planning on only having Power for a few days, just long enough for the Crossroad to resolve.</p>
<p>Unfortunately for him, the Crossroad triggered a Crisis which spilled over into a interlude where time passes and we reflect on everyone&#8217;s life. So he meant to lead the mobs for a day or two before getting back to work but instead got stuck being a protest labor leader for six years. And they still didn&#8217;t have a kid.</p>
<p>It was fantastic.</p>
<p><strong>Q) Where can people find more stuff about you, your games, and Kingdom?</strong></p>
<p>My website is <a href="http://lamemage.com" target="_blank>lamemage.com</a>. If you have a few days to spare you can go back and read a couple hundred blog posts about gaming at <a href="http://arsludi.lamemage.com" target="_blank">arsludi.lamemage.com</a>.</p>
<p><a href="http://www.kickstarter.com/projects/lamemage/kingdom?ref=FutilePosition" target="_blank">The Kickstarter</a> has just under a week to go, so if you want to get your hands on Kingdom as soon as possible you still have a chance.</p>
<p><strong>Q) Is there anything else you&#8217;d like to share?</strong></p>
<p>Have fun! And play more games!</p>
<p><em>Have thoughts about Kingdom? What sort of world would you create? Talk about it <a href="#Comments">in the comments</a>!</em></p>
<p>The post <a href="http://futileposition.com/2013/06/interview-with-ben-robbins-about-his-new-world-building-story-game-kingdom.html">Interview with Ben Robbins about his new world-building story game Kingdom</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></content:encoded>
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		<title>Brian Engard Kickstarts his new RPG &#8216;Becoming&#8217; with all backers at $1 or more getting a copy of the pre-layout PDF</title>
		<link>http://futileposition.com/2013/06/brian-engard-kickstarts-his-new-rpg-becoming-with-all-backers-at-1-or-more-getting-a-copy-of-the-pre-layout-pdf.html</link>
		<comments>http://futileposition.com/2013/06/brian-engard-kickstarts-his-new-rpg-becoming-with-all-backers-at-1-or-more-getting-a-copy-of-the-pre-layout-pdf.html#comments</comments>
		<pubDate>Tue, 18 Jun 2013 15:00:49 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[RPGs]]></category>
		<category><![CDATA[Becoming]]></category>
		<category><![CDATA[Brian Engard]]></category>
		<category><![CDATA[Kickstarter]]></category>
		<category><![CDATA[RPGBA]]></category>

		<guid isPermaLink="false">http://futileposition.com/?p=4175</guid>
		<description><![CDATA[<p>Brian Engard&#8217;s credits include being co-author for the highly acclaimed Bullodgs! from Gallileo Games and a contributing author for Fate Core but he&#8217;s now trying to add a new one: Author of Becoming. As seen in the moody video above, &#8230; <a href="http://futileposition.com/2013/06/brian-engard-kickstarts-his-new-rpg-becoming-with-all-backers-at-1-or-more-getting-a-copy-of-the-pre-layout-pdf.html">Continue reading <span class="meta-nav">&#8594;</span></a></p><p>The post <a href="http://futileposition.com/2013/06/brian-engard-kickstarts-his-new-rpg-becoming-with-all-backers-at-1-or-more-getting-a-copy-of-the-pre-layout-pdf.html">Brian Engard Kickstarts his new RPG &#8216;Becoming&#8217; with all backers at $1 or more getting a copy of the pre-layout PDF</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></description>
				<content:encoded><![CDATA[<the_content()>
<p><center><iframe src="http://www.kickstarter.com/projects/208911350/becoming-a-game-of-heroism-and-sacrifice/widget/video.html" height="360" width="480" frameborder="0"></iframe></center>Brian Engard&#8217;s credits include being co-author for the highly acclaimed Bullodgs! from Gallileo Games and a contributing author for Fate Core but he&#8217;s now trying to add a new one: Author of Becoming. As seen in the moody video above, Brian Engard is trying to Kickstart his game about &#8220;heroism and sacrifice.&#8221;</p>
<p><span id="more-4175"></span></p>
<p>Cool note, Becoming, which is <a title="Becoming on Kickstarter" href="http://www.kickstarter.com/projects/208911350/becoming-a-game-of-heroism-and-sacrifice?ref=FutilePosition" target="_blank">presently on Kickstarter</a>, includes a copy of the prelayout PDF to anyone that pledges at least $1. So, if the system at all seems interesting then it&#8217;s hard to pass that up, I reckon (at least it was for me), with $10 being the sweet spot for electronic backers. Becoming is a roleplaying/story game where one player takes the role of a hero on a quest and the other players take the roles of the Fates, constantly standing in your characters way, sounding much like Poseidon constantly churning the oceans against Odysseus&#8217; quest to return home. The goal is to see how far the Hero will bend, what they will have to give up in order to complete their quest. It sounds marvelous and I&#8217;m sure I&#8217;ll have impressions once I get a chance to give it a readthrough. Engard hasn&#8217;t identified stretch goals yet for Becoming, but it looks like that is only a matter of time. It&#8217;ll be interesting to see what other developments Engard brings to the table but, in the meantime, I&#8217;m looking forward to getting a chance to readthrough the rules and see exactly how his game of suffering heroes works. You can learn more about Becoming <a title="Becoming on Kickstarter, again" href="http://www.kickstarter.com/projects/208911350/becoming-a-game-of-heroism-and-sacrifice?ref=FutilePosition" target="_blank">over on Kickstarter</a>, which ends on July 6, 2013, or <a title="The Official Becoming RPG Web Page" href="http://becomingrpg.com/" target="_blank">on the official blog</a>. Also, look for my interview with Brian about Becoming in the next few days.</p>
<p>So, what do you all think of Becoming? Are you interested in the concept? Does the Kickstarter for $1 make you more likely to back? Talk about it <a title="The Comments will challenge your destiny" href="#Comments">down in the comments</</p>
<blockquote></blockquote>
<p>a>.</p>
<p>The post <a href="http://futileposition.com/2013/06/brian-engard-kickstarts-his-new-rpg-becoming-with-all-backers-at-1-or-more-getting-a-copy-of-the-pre-layout-pdf.html">Brian Engard Kickstarts his new RPG &#8216;Becoming&#8217; with all backers at $1 or more getting a copy of the pre-layout PDF</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></content:encoded>
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		<title>Fate Core and Fate Accelerated open licenses. What would you like to see done with it?</title>
		<link>http://futileposition.com/2013/06/fate-core-and-fate-accelerated-open-license-is-active-what-would-you-like-to-see-done-with-it.html</link>
		<comments>http://futileposition.com/2013/06/fate-core-and-fate-accelerated-open-license-is-active-what-would-you-like-to-see-done-with-it.html#comments</comments>
		<pubDate>Mon, 17 Jun 2013 15:00:52 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[RPGs]]></category>
		<category><![CDATA[FAE]]></category>
		<category><![CDATA[Fate Core]]></category>
		<category><![CDATA[RPG Discussion]]></category>
		<category><![CDATA[RPGBA]]></category>

		<guid isPermaLink="false">http://futileposition.com/?p=4163</guid>
		<description><![CDATA[<p>You may have seen a few days back that Evil Hat has officially released Fate Core and Fate Accelerated Edition (FAE) into the wild under both the Open Gaming License and CC-BY. The open license also includes a &#8220;Powered by &#8230; <a href="http://futileposition.com/2013/06/fate-core-and-fate-accelerated-open-license-is-active-what-would-you-like-to-see-done-with-it.html">Continue reading <span class="meta-nav">&#8594;</span></a></p><p>The post <a href="http://futileposition.com/2013/06/fate-core-and-fate-accelerated-open-license-is-active-what-would-you-like-to-see-done-with-it.html">Fate Core and Fate Accelerated open licenses. What would you like to see done with it?</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></description>
				<content:encoded><![CDATA[<the_content()><a href="http://futileposition.com/wp-content/uploads/2012/12/Fate-Core.png"><img class="alignright  wp-image-3187" alt="Fate Core. Evil Hat Kickstarter." src="http://futileposition.com/wp-content/uploads/2012/12/Fate-Core-284x300.png" width="170" height="180" /></a>You may have seen a few days back that Evil Hat has <a title="Evil Hat - Fate Core and FAE open source announcement\" href="http://www.evilhat.com/home/fate-open-licensing-is-live/" target="_blank">officially released</a> Fate Core and Fate Accelerated Edition (FAE) into the wild under both the Open Gaming License and CC-BY. The open license <a title="The Fate Core/FAE licenses" href="http://www.faterpg.com/licensing/" target="_blank">also includes</a> a &#8220;Powered by Fate&#8221; logo as well as the action glyphs used in the games. All of this begs the question: What would you like to see released now that Fate Core and FAE are out in the wild? </p>
<p><span id="more-4163"></span></p>
<p>The complaint about d20, likely the most famous open source tabletop roleplaying game ever made, was that it was hard to sort out the good stuff from the bad. Still, I have to feel like the ability of creative people to get over the initial hurdle by adopting Fate Core or FAE as their central system and then building off of it. The key words there are &#8216;building off of it&#8217;. I want to see people use Fate Core and FAE in interesting ways and to actually adapt the mechanics to their setting either by adding new mechanics or streamlining the existing rules in interesting ways. What I do not want to see is a bunch of people republish the enter Fate Core SRD with a few new words and a setting attached to it. Of course, those things will happen, but I think that the Fate Core and FAE framework can probably be altered in some interesting ways to create some unique games that are not just the base system with a new setting slapped on top of it. Maybe you&#8217;ve got ideas? You can take a look at the <a title="Fate Core SRD" href="http://www.faterpg.com/wp-content/uploads/2013/06/Fate-Core-SRD-CC.html" target="_blank">Fate Core</a> and <a title="FAE SRD" href="http://www.faterpg.com/wp-content/uploads/2013/06/Fate-Accelerated-SRD-CC.html" target="_blank">FAE SRDs</a> or <a title="Evil Hat Publisher Page on RPGNow" href="http://www.rpgnow.com/index.php?manufacturers_id=2152" target="_blank">get the formatted PDFs on a pay-what-you-want basis</a>. We need people evolving the rules, not just adapting them. I&#8217;d love to hear your thoughts <a title="Seriously, leave a comment." href="#Comments" target="_blank">down in the comments</a>.</p>
<p>The post <a href="http://futileposition.com/2013/06/fate-core-and-fate-accelerated-open-license-is-active-what-would-you-like-to-see-done-with-it.html">Fate Core and Fate Accelerated open licenses. What would you like to see done with it?</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></content:encoded>
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		<title>Vast &amp; Starlit and Witch House, East Coast &#8211; Epidiah Ravachol&#8217;s roleplaying games that you buy with more than money</title>
		<link>http://futileposition.com/2013/06/vast-starlit-and-witch-house-east-coast-epidiah-ravachols-roleplaying-games-that-you-have-to-buy-with-drawings-as-well-as-money.html</link>
		<comments>http://futileposition.com/2013/06/vast-starlit-and-witch-house-east-coast-epidiah-ravachols-roleplaying-games-that-you-have-to-buy-with-drawings-as-well-as-money.html#comments</comments>
		<pubDate>Fri, 14 Jun 2013 15:00:02 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[RPGs]]></category>
		<category><![CDATA[Ben Lehman]]></category>
		<category><![CDATA[Epidiah Ravachol]]></category>
		<category><![CDATA[RPGBA]]></category>
		<category><![CDATA[Vast & Starlit]]></category>
		<category><![CDATA[With House East Coast]]></category>

		<guid isPermaLink="false">http://futileposition.com/?p=4098</guid>
		<description><![CDATA[<p>I had somehow missed that back in March of this year, Epidiah Ravachol released information on how to get his nano-RPG Vast &#38; Starlit. You may have missed it, too, and that&#8217;s a shame because the way he is doing &#8230; <a href="http://futileposition.com/2013/06/vast-starlit-and-witch-house-east-coast-epidiah-ravachols-roleplaying-games-that-you-have-to-buy-with-drawings-as-well-as-money.html">Continue reading <span class="meta-nav">&#8594;</span></a></p><p>The post <a href="http://futileposition.com/2013/06/vast-starlit-and-witch-house-east-coast-epidiah-ravachols-roleplaying-games-that-you-have-to-buy-with-drawings-as-well-as-money.html">Vast &#038; Starlit and Witch House, East Coast &#8211; Epidiah Ravachol&#8217;s roleplaying games that you buy with more than money</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></description>
				<content:encoded><![CDATA[<the_content()>I had somehow missed that back in March of this year,<a title="Ravachol's Web page, Dig 1000 Holes" href="http://dig1000holes.wordpress.com/" target="_blank"> Epidiah Ravachol</a> released information on <a title="Vast &amp; Starlit" href="http://dig1000holes.wordpress.com/2013/03/13/the-vast-starlit-library/" target="_blank">how to get his nano-RPG Vast &amp; Starlit</a>. You may have missed it, too, and that&#8217;s a shame because the way he is doing it is, well, it&#8217;s interesting. The main game of Vast &amp; Starlit is only 445 words long and contains a game of &#8220;interstellar crime &amp; rebellion.&#8221; Ravachol has also has three supplements (each coming in at 460 words or fewer) covering topics such as commanding troops, interstellar travel, aliens, rules for alien technology creations, and more. It sounds like a neat package for a game totaling fewer than 2000 words.</p>
<p><span id="more-4098"></span>So how do you buy it? Well, that&#8217;s the trick, isn&#8217;t it? If you run into Mr. Ravachol on the street you can just give him a dollar each for the game and its supplements. Except, let&#8217;s say &#8211; like most of humanity &#8211; you don&#8217;t live particularly near Massachusetts. Also, I have no idea what he looks like, so that&#8217;s another complication. So let&#8217;s say you don&#8217;t want to take a plane to hand him a few dollars (as epic as that story would be). Well, he&#8217;ll ship you copy if you send him a dollar for each book <strong>plus </strong>a drawing the topic of which is determined by which book or books you are requesting. Your art, then, may appear in future supplements for Vast &amp; Starlit. How did I miss this? I intend to begin drawing forthwith! Further (and more recently), you can also get <a title="These Are Our Games" href="http://www.tao-games.com/" target="_blank">Ben Lehman&#8217;s</a> (Bliss Stage, Clover) lasted game <a title="Witch House, East Coast" href="http://dig1000holes.wordpress.com/2013/05/27/witch-house-east-coast/" target="_blank">Witch House, East Coast</a> which is available for the same price ($1) plus a representation of something you are afraid of. I mean, it&#8217;s not just me, right? This is great stuff. More information is available on Ravachol&#8217;s <a title="Dig 1000 Holes - Ravachol's Blog" href="http://dig1000holes.wordpress.com/" target="_blank">Dig 1000 Holes</a>. I&#8217;ll let you know what I think once I order my copies.</p>
<p>The post <a href="http://futileposition.com/2013/06/vast-starlit-and-witch-house-east-coast-epidiah-ravachols-roleplaying-games-that-you-have-to-buy-with-drawings-as-well-as-money.html">Vast &#038; Starlit and Witch House, East Coast &#8211; Epidiah Ravachol&#8217;s roleplaying games that you buy with more than money</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></content:encoded>
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		<title>Penny Arcade &#8211; On the Rain-Slick Precipice of Darkness 4 Review</title>
		<link>http://futileposition.com/2013/06/penny-arcade-on-the-rain-slick-precipice-of-darkness-4-review.html</link>
		<comments>http://futileposition.com/2013/06/penny-arcade-on-the-rain-slick-precipice-of-darkness-4-review.html#comments</comments>
		<pubDate>Wed, 12 Jun 2013 15:00:11 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[On the Rain-Slick Precipice of Darkness 4]]></category>
		<category><![CDATA[Penny Arcade]]></category>
		<category><![CDATA[Video Game Review]]></category>
		<category><![CDATA[Zeboyd Games]]></category>

		<guid isPermaLink="false">http://futileposition.com/?p=4049</guid>
		<description><![CDATA[<p>&#160; Penny Arcade&#8217;s On the Rain-Slick Precipice of Darkness series had a tough road to completion. Last week, however, Zeboyd Games (makers of On the Rain-Slick Precipice of Darkness 3, Cthulhu Saves the World, and Breath of Death VII) released &#8230; <a href="http://futileposition.com/2013/06/penny-arcade-on-the-rain-slick-precipice-of-darkness-4-review.html">Continue reading <span class="meta-nav">&#8594;</span></a></p><p>The post <a href="http://futileposition.com/2013/06/penny-arcade-on-the-rain-slick-precipice-of-darkness-4-review.html">Penny Arcade &#8211; On the Rain-Slick Precipice of Darkness 4 Review</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></description>
				<content:encoded><![CDATA[<the_content()><center><iframe src="http://www.youtube.com/embed/7nHpdOIpNKY" height="315" width="560" allowfullscreen="" frameborder="0"></iframe></center>&nbsp;</p>
<p>Penny Arcade&#8217;s On the Rain-Slick Precipice of Darkness series had a tough road to completion. Last week, however, Zeboyd Games (makers of On the Rain-Slick Precipice of Darkness 3, Cthulhu Saves the World, and Breath of Death VII) released On the Rain-Slick Precipice of Darkness 4, the final entry in the series. If you are a fan of both Penny Arcade and Super Nintendo-style roleplaying games, On the Rain-Slick Precipice of Darkness 4 is a no-brainer.</p>
<p>However, let&#8217;s say you want more discussion of the game than that? First off, it&#8217;s a nice looking game. Which is to say it looks exactly like you want it to. The graphics are Fantasy Fantasy III (nee VI)-style sprite art and are all extremely well drawn. It&#8217;s a very pretty game and it makes me all the more excited to see what Zeboyd can do with their new, Chrono Trigger-inspired engine once they get to making their next game. On the Rain-Slick Precipice of Darkness 4 also shines in terms of monster design. I mean, there are some really bizarre, interesting monsters roaming out there and it seems like every few fights you are discovering something new.</p>
<p>On the Rain-Slick Precipice of Darkness 4, like previous Zeboyd affairs, eschews traditional random battles. Instead, there are enemies placed about the map and fights are engaged once you walk into the monsters. This allows for more even pacing through the game, although it also has the side-effect of making the game feel more linear. Still, overall, it&#8217;s a blessing. You never feel like you can&#8217;t walk 10 feet without being assaulted and the leveling curve seems very tight.</p>
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<p>The combat itself is a proxy battle waged by several monsters (shades of Pokemon, to be sure, although you gain the monsters at set points throughout the game or by finding them, not be capturing them during battles) you gain control of throughout the game. I found at least two that appeared to be optional and each monster has its own set of strengths, special moves, and weaknesses as well as a second set of moves based on which &#8216;Trainer&#8217; you have attached. I managed to get through the game with some pretty minimal min-maxing, although I would guess that others more devious than me could create some pretty wicked monster combinations between adding accessories that boost various stats (and create other effects) and the aforementioned trainer abilities. The combat itself is definitely some of the best JRPG combat I have ever come across (And, yeah, I&#8217;ve been playing these things since Dragon Quest was called Dragon Warrior and there was only one of it). Tactics matter. You need to keep track of various enemy weaknesses (the game tells you how many elements each enemy is weak against) and each monster gets more powerful each turn you fail to kill it so just hitting &#8216;Attack&#8217; over-and-over is not a valid strategy in the vast majority of fights.</p>
<p>Gone is the dot-based navigation system of the previous entry, replaced by a full overworld map that makes On the Rain-Slick Precipice of Darkness 4 feel much, much larger than its predecessor. The world feels much more alive. I wanted to read everything that the various townspeople had to say, each one fleshing out the world a little more. On the Rain-Slick Precipice of Darkness 4 seems to take itself a little more seriously than its predecessors. This is not a bad thing. I mean, there is still levity, to be sure (each monster has flavor text that I always took the time to read before destroying said monster), but the story itself is not terribly &#8216;comedic&#8217;, as such. There are certainly funny parts. Asides, the aforementioned flavor text, the overall level of absurdity, but the game &#8211; as a whole &#8211; takes itself pretty seriously despite all of that. I found myself invested in the story, which is probably the nicest thing I could possibly say, and enjoyed it all the way through the end. It&#8217;s a big, interesting world to explore that takes a while to get through but never drags and rarely gives you room to breathe (although the towns help with that). So, how long is On the Rain-Slick Precipice of Darkness 4? Well, my completed game clocked in at eight hours, according to Steam. I tried to search around for hidden stuff at the end of the game, so you could probably push through faster if you really wanted to.</p>
<p>I would be remiss to not mention the music of On the Rain-Slick Precipice of Darkness 4, as well. Hyperduck, frankly, just crushes it. The music is epic stuff. It feels like it would not be at all out of place in the legends of the genre. Bad music can really drag a game down and, contrarywise, amazing music like this really elevates an already amazing game even higher.</p>
<p>So, is On the Rain-Slick Precipice of Darkness 4 any good? Yeah, if you haven&#8217;t caught on yet, I think it is. It&#8217;s a gorgeous example of a genre that died a long time ago and is, largely, kept alive by people hapazardly making clones. Zeboyd, on the other hand, keeps bringing new things to the genre. So far, every one of their games has been their best one, and On the Rain-Slick Precipice of Darkness 4 is no different. Until June 4, 2013, it is <a title="On the Rain-Slick Precipice of Darkness 4 on Steam" href="http://store.steampowered.com/app/237570/" target="_blank">on sale on Steam for $4.49</a>. After that it is $4.99.</p>
<p>So, have you played On the Rain-Slick Precipice of Darkness 4? What did you think? Or are you considering picking up the game? Let me know down in the <a title="The Undercomments are under the Overcomments" href="#Comments">comments</a>! If you&#8217;re not reading this on the front page, why don&#8217;t you spend some more time reading my stuff on the<a title="Futile Position" href="http://www.futileposition.com"> Futile Position home page</a>?</p>
<p>The post <a href="http://futileposition.com/2013/06/penny-arcade-on-the-rain-slick-precipice-of-darkness-4-review.html">Penny Arcade &#8211; On the Rain-Slick Precipice of Darkness 4 Review</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></content:encoded>
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		<title>Interview with Nick from 10&#215;10 Room about Conclave, their new, asynchronous web-based RPG</title>
		<link>http://futileposition.com/2013/06/interview-with-nick-from-10x10-room-about-conclave-their-new-web-based-rpg-which-is-part-computer-rpg-part-tabletop-rpg-and-part-choose-your-own-adventure-book.html</link>
		<comments>http://futileposition.com/2013/06/interview-with-nick-from-10x10-room-about-conclave-their-new-web-based-rpg-which-is-part-computer-rpg-part-tabletop-rpg-and-part-choose-your-own-adventure-book.html#comments</comments>
		<pubDate>Mon, 10 Jun 2013 15:00:35 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[RPGs]]></category>
		<category><![CDATA[Video Games]]></category>
		<category><![CDATA[10x10 Room]]></category>
		<category><![CDATA[Conclave]]></category>
		<category><![CDATA[Kickstarter]]></category>

		<guid isPermaLink="false">http://futileposition.com/?p=4027</guid>
		<description><![CDATA[<p>&#160; The guys over at 10&#215;10 Room ran a successful Kickstarter in September of last year for their game Conclave. The elevator pitch? Trying to put the feel and some of the player agency of a tabletop RPG into an &#8230; <a href="http://futileposition.com/2013/06/interview-with-nick-from-10x10-room-about-conclave-their-new-web-based-rpg-which-is-part-computer-rpg-part-tabletop-rpg-and-part-choose-your-own-adventure-book.html">Continue reading <span class="meta-nav">&#8594;</span></a></p><p>The post <a href="http://futileposition.com/2013/06/interview-with-nick-from-10x10-room-about-conclave-their-new-web-based-rpg-which-is-part-computer-rpg-part-tabletop-rpg-and-part-choose-your-own-adventure-book.html">Interview with Nick from 10&#215;10 Room about Conclave, their new, asynchronous web-based RPG</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></description>
				<content:encoded><![CDATA[<the_Content()><center><iframe src="http://www.youtube.com/embed/_JEyq42Kp_8" height="315" width="560" allowfullscreen="" frameborder="0"></iframe></center></p>
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<p>&nbsp;</p>
<p><em>The guys over at 10&#215;10 Room ran a successful <a title="The Conclave Kickstarter" href="http://www.kickstarter.com/projects/10x10room/conclave?ref=FutilePosition" target="_blank">Kickstarter in September </a>of last year for their game Conclave. The elevator pitch? Trying to put the feel and some of the player agency of a tabletop RPG into an online game. Which sounds pretty sweet. Now, Conclave is available for you to try over at <a title="The Official Conclave Web Site" href="http://www.playconclave.com/">playconclave.com</a>. The first 10 missions are free and the remaining 15 cost $19. Nick from 10&#215;10 Room was gracious enough to answer some questions about Conclave, which you should totally read below. You can also watch the launch trailer, embedded above, natch.</em></p>
<p><b>For those that aren&#8217;t familiar, what was the idea that sparked you to make Conclave?</b></p>
<div><span style="font-size: 1rem; line-height: 1;">Derek and I were discussing how we used to love playing tabletop RPGs like Dungeons &amp; Dragons and GURPS, but hadn&#8217;t done much with them since college, lacking both the time to play and friends living nearby with similar interests.  Our gamer friends had scattered throughout the world, gotten jobs, had families, etc.  We knew we were not the only people with this problem, so we looked around for answers, but didn&#8217;t find any that fit our situation &#8211; limited time, limited tolerance for scheduling, geographically dispersed friends &#8211; very well.  So we decided to build a game with all the elements of tabletop RPGs that we missed, but that was highly flexible about when and where you played.</span></div>
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<div><b>How did the development process go? How much changed about Conclave as you made the game?</b></div>
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<div><b></b>It took a long time &#8211; much longer than we had originally anticipated.  Computer RPGs are amazingly complicated beasts, and ours was further complicated by the need to develop mechanics and code designed to keep the game time- and space-flexible.  However, there are a lot of elements of Conclave that we fixed upon early which made it through the entire development process.  One was that we would support cooperative, party-based play.  Another was that there would be a mix of combat and of noncombat elements &#8211; that Conclave would be more than a tactics game.</div>
<div></div>
<div>One that thing we did not immediately know was what form combat would take.  We contemplated a much simpler combat system, closer to old-school Wizardry or something like Monster&#8217;s Den, with minimally spacial combat.  We also contemplated something with much bigger battlemaps and multisquare movement, akin to modern D&amp;D systems.  In the end, we found a happy medium with smaller battlemaps similar in scope to games like Heroes of Might and Magic, offering spacial tactics but limited movement, thereby avoiding the need for scrolling.</div>
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<div><b style="font-size: 1rem; line-height: 1;">Were there ideas you wanted in but you could make work or had to put off for later?</b></div>
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<div>Hundreds?  Thousands?  <img src='http://futileposition.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> </div>
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<p>Here are a few examples of things we wanted to be in the game, big and small.</p>
<p>- Conclave app:  We&#8217;d love for our mobile users to have an app rather than having to go to a web page.  This would let us offer an customized interface, and push out notifications instead of relying on email to let them know when they can take a turn.</p>
<p>- Summoning and allies.</p>
<p>- PvP:  Lots of people have voiced their enjoyment of our tactical combat system, and we&#8217;d like to let them square off against each other.</p>
<p>- Content creation and hosting tools:  The most common request we have from people is a way to develop their own adventures, or even worlds, built atop the Conclave engine.</p>
<p>We also simply want to offer more adventures, new archetypes, new abilities, and so on.</p>
<p>The good news is that, because Conclave is browser-based, it&#8217;s easy for us to keep updating and adding to.  That&#8217;s something we do regularly:  just yesterday, Derek released an upgrade to our chat system faster by an order of magnitude.</p>
<p><b style="font-size: 1rem; line-height: 1;">What do you think makes Conclave special?</b></p>
<p>As far as I know, Conclave is unique in offering deep gameplay, a rich world filled with lore, full browser support (without Flash, so iOS users can play too), and a smooth mix of asynchronous and synchronous gameplay.  For those who don&#8217;t know, &#8220;asynchronous gameplay&#8221; refers to games where you take your turn while other players are offline, whereas &#8220;synchronous&#8221; means that everybody is online playing at the same time.  Conclave works in either situation, and commonly parties will play in a mix of modes.</p>
<p><b>There are 25 quests in the main campaign. Do you have plans for more quests going forward?</b></p>
<p><b></b>Yes.  We&#8217;ve only explored a small fraction of the world of Orn as yet; there are more tales we want to tell, as well as new kinds of decisions and combats we want players to face.</p>
<p><b>How distinct are the different character archetypes?</b></p>
<p><b></b>Very distinct, but flexible enough to play many roles within a party.  For example, a Vanguard is typically heavily armored, a slow melee heavy-hitter who can absorb a lot of damage, whereas a Beacon would prefer to hang out right behind the Vanguard, supporting him and providing healing for everybody while landing some hits with her polearm.  But you can play a Beacon as a front-line character &#8211; something I often do in a party that needs it &#8211; and choose abilities and equipment that support that choice.</p>
<p><b style="font-size: 1rem; line-height: 1;">Explain how the system of voting on story choices works in Conclave?</b></p>
<p><b style="font-size: 1rem; line-height: 1;"></b><span style="font-size: 1rem; line-height: 1;">If you&#8217;ve ever read a Choose Your Own Adventure book, you are 90% of the way there.  There are two major additions we make to that tested mechanic.  First, everybody in the party participates.  Plurality rules; if there&#8217;s a tie, the first vote cast for a potential winner is the decider.  Second, some options are only available to you if you&#8217;ve got a high enough trait, have a certain skill, or have (or lack) a certain distinctions.  Distinctions are things you can earn through your actions; for example, by choosing a specific path I could become a Friend of the Spireguard, which gives me new story options later (and might deny me other ones).</span></p>
<p><b>For those interested, where can they get more information about Conclave?</b></p>
<p><b></b><span style="line-height: 1.714285714; font-size: 1rem;">The easiest way to get an overview of Conclave is to watch our gameplay video; there are things that are best shown rather than read about.  </span></p>
<p><span style="line-height: 1.714285714; font-size: 1rem;">That&#8217;s at </span><a href="https://www.youtube.com/watch?v=_JEyq42Kp_8" target="_blank">https://www.youtube.com/watch?<wbr />v=_JEyq42Kp_8</a></p>
<p>You can also check out our About page:  <a href="http://playconclave.com/about" target="_blank">http://playconclave.com/about</a></p>
<p>Or browse the forums:  <a href="http://forums.10x10room.com/" target="_blank">http://forums.10x10room.com</a></p>
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<div>Finally, we enjoy questions, so just email us.  I&#8217;m nick AT 10x10room DOT com.</div>
<p>The post <a href="http://futileposition.com/2013/06/interview-with-nick-from-10x10-room-about-conclave-their-new-web-based-rpg-which-is-part-computer-rpg-part-tabletop-rpg-and-part-choose-your-own-adventure-book.html">Interview with Nick from 10&#215;10 Room about Conclave, their new, asynchronous web-based RPG</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></content:encoded>
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		<title>A Dungeon World Artifact: The Eye of Xaxxoz</title>
		<link>http://futileposition.com/2013/06/a-dungeon-world-artifact-the-eye-of-xaxxoz.html</link>
		<comments>http://futileposition.com/2013/06/a-dungeon-world-artifact-the-eye-of-xaxxoz.html#comments</comments>
		<pubDate>Sat, 08 Jun 2013 13:47:12 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[RPGs]]></category>
		<category><![CDATA[Dungeon World]]></category>
		<category><![CDATA[Eye of Xaxxoz]]></category>
		<category><![CDATA[GM Advice]]></category>
		<category><![CDATA[RPGBA]]></category>

		<guid isPermaLink="false">http://futileposition.com/?p=3994</guid>
		<description><![CDATA[<p>In a recent game of Dungeon World that I am running, the players managed to slay a world-bending chaos fiend from a different realm. The creature was a a huge, amorphous black blob with shifting tentacles and an eye in &#8230; <a href="http://futileposition.com/2013/06/a-dungeon-world-artifact-the-eye-of-xaxxoz.html">Continue reading <span class="meta-nav">&#8594;</span></a></p><p>The post <a href="http://futileposition.com/2013/06/a-dungeon-world-artifact-the-eye-of-xaxxoz.html">A Dungeon World Artifact: The Eye of Xaxxoz</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></description>
				<content:encoded><![CDATA[<the_content()>In a recent game of Dungeon World that I am running, the players managed to slay a world-bending chaos fiend from a different realm. The creature was a a huge, amorphous black blob with shifting tentacles and an eye in the middle of it which was subconsciously inspired, I think, by <a title="Shuma-Gorath on Wikipedia" href="http://en.wikipedia.org/wiki/File:Shuma_Gorath.jpg" target="_blank">Shuma-Gorath</a> who, while not identical, certainly shares a lot in common with the creature. In any case, after the players destroyed the chaos fiend, its eye &#8211; roughly the size of a cantaloupe &#8211; still lived. The players disagreed as to whether the thing should be destroyed once and for all but the group thief snatched it away from under the fighter&#8217;s hammer and placed the chaos eye in a bag. Here is my write-up for that eye:<span id="more-3994"></span></p>
<p><span style="color: #000080;"><strong><span style="font-size: 1rem; line-height: 1;">The Eye of Xaxxoz</span></strong></span></p>
<div><span style="color: #000080;"> The eyeball was retrieved from a felled chaos beast. A creature of pure entropy made physical. It is now carried in a plain looking bag, a token of victory from a hard-fought battle. But it still sees. And it still whispers. It promises power, wealth, glory. It says it has the answers to all of your problems if only you would ask it. It only wants to talk…</span></div>
<div><span style="color: #000080;"> </span></div>
<div><span style="color: #000080;">Roll 2d6 + WIS. On a 10+, you may ask the Eye of Xaxxoz any one question. It will attempt to answer it honestly and truthfully, to the best of its abilities, which are vast. On a 7 through 9, you choose two:</span></div>
<div><span style="color: #000080;"> </span></div>
<div><span style="color: #000080;">             It does not drag something into your realm from the chaotic abyss that lies beyond</span></div>
<div><span style="color: #000080;"> </span></div>
<div><span style="color: #000080;">             It does not lash out at your mind, dealing d10+1 damage (no armor)</span></div>
<div><span style="color: #000080;"> </span></div>
<div><span style="color: #000080;">             It answers your question with two lies and a truth</span></div>
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<div>As always, what happens on a 6 or less is left to the imagination. I want the Eye to be dangerous. It grants a magical power that uses up some of the power traditionally left to the Wizard but using it is dangerous, especially since the Thief, who has low HP, is the one using it in this case. On a 7 through 9 you can avoid damage entirely but it will not tell you anything or you can have something awful happen but you are either going to hurt yourself or bring suffering to your party. I am still unsure about the amount of damage. It will not be doing the damage all that often, so I wanted the character to feel it (or &#8211; at least &#8211; be at risk for feeling it) and I felt like the d10+1 was a decent amount of risk without just outright killing the PC.</div>
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<div>I&#8217;d love to hear your thoughts down in the <a title="The comments" href="#Comments" target="_blank">comments</a> or, if you&#8217;re not there already, you can always <a title="Futile Position!" href="http://www.futileposition.com">head back to my home page</a>.</div>
<p>The post <a href="http://futileposition.com/2013/06/a-dungeon-world-artifact-the-eye-of-xaxxoz.html">A Dungeon World Artifact: The Eye of Xaxxoz</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></content:encoded>
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		<title>First Impressions of Scrolls: Mojang&#8217;s new online trading card game/tactical strategy game hybrid</title>
		<link>http://futileposition.com/2013/06/first-impressions-of-scrolls-mojangs-new-online-trading-card-gametactical-strategy-game-hybrid.html</link>
		<comments>http://futileposition.com/2013/06/first-impressions-of-scrolls-mojangs-new-online-trading-card-gametactical-strategy-game-hybrid.html#comments</comments>
		<pubDate>Thu, 06 Jun 2013 02:09:48 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[Video Games]]></category>
		<category><![CDATA[First Impressions]]></category>
		<category><![CDATA[Mojang]]></category>
		<category><![CDATA[Scrolls]]></category>

		<guid isPermaLink="false">http://futileposition.com/?p=3984</guid>
		<description><![CDATA[<p>Early this week, Mojang, the studio best known as the one that released a little game called Minecraft, introduced its newest game to the public: Scrolls. The launch was &#8230; rough. At least, my experience with it was, suffering numerous &#8230; <a href="http://futileposition.com/2013/06/first-impressions-of-scrolls-mojangs-new-online-trading-card-gametactical-strategy-game-hybrid.html">Continue reading <span class="meta-nav">&#8594;</span></a></p><p>The post <a href="http://futileposition.com/2013/06/first-impressions-of-scrolls-mojangs-new-online-trading-card-gametactical-strategy-game-hybrid.html">First Impressions of Scrolls: Mojang&#8217;s new online trading card game/tactical strategy game hybrid</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></description>
				<content:encoded><![CDATA[<the_content()><div id="attachment_3968" class="wp-caption alignright" style="width: 310px"><a href="http://futileposition.com/wp-content/uploads/2013/06/Mojang-Scrolls-1.png"><img class=" wp-image-3968" alt="Mojang Scrolls Gameplay" src="http://futileposition.com/wp-content/uploads/2013/06/Mojang-Scrolls-1-300x187.png" width="300" height="187" /></a><p class="wp-caption-text">I really enjoy Scrolls&#8217; bright, cartoon art.</p></div></p>
<p>Early this week, Mojang, the studio best known as the one that released a little game called Minecraft, introduced its newest game to the public: <a title="Scrolls Official Website" href="http://www.scrolls.com" target="_blank">Scrolls</a>. The launch was &#8230; rough. At least, my experience with it was, suffering numerous setbacks as I attempted to throw my ~$20 at them. Eventually, a Paypal option was added and all was right with the world. Since then, I have logged several games (mostly offline, since I&#8217;m still getting used to the game) and figured I would share my first impressions of Mojang&#8217;s Scrolls. (<em>Edit: I failed to note that Scrolls is in Open Beta, so some of things mentioned here might change as the game is developed.</em>)</p>
<p><strong></strong><strong>So what is Scrolls anyway?</strong></p>
<p>Well, more or less, it is an online trading card game. The &#8216;scrolls&#8217; referred to in the title are, for all intents and purposes, cards which represent magic and units in a fashion that will be very familiar if you have ever played Magic: The Gathering or any of its kin. However, instead of waging battle just with the cards, playing your scrolls allows you to summon units to your side of a battle map. This allows for a spacial element to the game, as you might be able to move to avoid attack by an enemy or to hit a different totem. And those totems are really the core of the thing: The map in Scrolls is made up of five rows. At the end of each row, each player has a totem. The player that destroys three of his opponent&#8217;s totems first is declared the victor. The whole thing is played out with very pretty 2D graphics. You start the game with one of three preconstructed decks, each one with a different playstyle and them. The rest of the cards you will have to buy, which I&#8217;ll get to in a bit.<span id="more-3984"></span></p>
<p><strong>So what do I like about it so far?</strong></p>
<p>Well, so far I find the game to be very fun, but I have not waded into ranked play yet and have not seen the sort of dastardly play that those with tons of scrolls can engage in. Still, the strategy feels engaging and that sort of metagaming is likely inevitable in a trading card game. At least the strategy of position your pieces well and the hard choice of being able to discard one of your cards each turn to either increase your energy supply or draw two cards means that players will need to make some decisions as they play through the game. Finding a match was easy and there are a bunch of offline trials that award bonus goals for overcoming steep odds. The graphics are very pretty and the design seems solid and colorful. I like it. All told, the prices for the packs of scrolls do not seem awful, as you get Gold after each game you play (more if you win), although I have spent most of my time with the Trials, which &#8211; as noted &#8211; grant bonus Gold for completing increased challenges, some of which will likely require you to get more cards. You can also trade your cards, so that&#8217;s a bonus, as well, since packs of 10 random cards are the most efficient way to buy them so far from what I could tell.</p>
<p><strong>What don&#8217;t I love?</strong></p>
<p><strong></strong>Well, you&#8217;re connected to the server at all times, so I did hit some pretty awful lag last night. I have hopes that this will be smoothed out as we get away from launch, but it certainly took away from my enjoyment of the game. Also, as is often the case, there are two currencies: Gold (which you earn through playing games) and Shards (which you buy with real money). From what I saw, there is nothing you can buy with Shards you cannot buy with Gold and the prices do not appear to be egregious compared to similar games I have played, but it is a little off-putting to have paid $20 for a game and then see them ask for more. So far, my Gold rate has been pretty good, you can buy everything just by earning Gold through play and the ability to trade should help, so hopefully it won&#8217;t detract from the game in the long run, but I am always skeptical.</p>
<p><em>Edit: I have noticed that you can&#8217;t buy packs of cards with the Shards (the real money currency). You can only buy the prebuilt starters or one of a set of randomly (?) chosen cards that are reset each week, which should mean that the game rewards good play over time instead of spending money, which is a nice way to protect against a &#8216;Pay-to-Win&#8217; mentality, since the cards you can get with real money are so limited.</em></p>
<p><strong>What am I not sure about? </strong></p>
<p><strong></strong>The big question is how the game will stand up competitively as more people get more scrolls and start building more powerful decks. How much does superior strategy buy you? How constrained will the meta be? These things remain to be seen.</p>
<p><strong>So overall?</strong></p>
<p><strong></strong>My first impressions of Scrolls from Mojang are very positive. I really enjoy the game and expect to be playing it for quite some time. The graphics look great, the game is a lot of fun, and if I get frustrated playing people online (still to be seen) I enjoy dueling the computer enough for the time being for it to be worthwhile. In the long run? Well, that will be seen, I suppose. Certainly, it has the promise to be a dominant entry in the online trading card game field and it appears to be off to a roaring start. If you want to learn more about Scrolls, you can always go to the official web site.</p>
<p>If, on the other hand, you would like to talk about it, why don&#8217;t you <a title="Comments! You leave 'em, I read 'em! " href="#Comments">leave me a comment</a>? If you&#8217;re reading this on a page other than the front page, why don&#8217;t you <a title="Futile Position" href="http://www.futileposition.com">go to my home page and check out my most recent posts</a>?</p>
<p>The post <a href="http://futileposition.com/2013/06/first-impressions-of-scrolls-mojangs-new-online-trading-card-gametactical-strategy-game-hybrid.html">First Impressions of Scrolls: Mojang&#8217;s new online trading card game/tactical strategy game hybrid</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></content:encoded>
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		<title>GM Advice: The Two Detail Rule</title>
		<link>http://futileposition.com/2013/06/gm-advice-the-two-detail-rule.html</link>
		<comments>http://futileposition.com/2013/06/gm-advice-the-two-detail-rule.html#comments</comments>
		<pubDate>Wed, 05 Jun 2013 02:19:11 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[RPGs]]></category>
		<category><![CDATA[GM Advice]]></category>
		<category><![CDATA[RPGBA]]></category>
		<category><![CDATA[The Two Detail Rule]]></category>

		<guid isPermaLink="false">http://futileposition.com/?p=3963</guid>
		<description><![CDATA[<p>Look, I&#8217;m no masterclass GM. I try my best and I think I get by okay, but I&#8217;m not going to sit here and tell you that what I do is better than what you do. It probably isn&#8217;t. Still, &#8230; <a href="http://futileposition.com/2013/06/gm-advice-the-two-detail-rule.html">Continue reading <span class="meta-nav">&#8594;</span></a></p><p>The post <a href="http://futileposition.com/2013/06/gm-advice-the-two-detail-rule.html">GM Advice: The Two Detail Rule</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></description>
				<content:encoded><![CDATA[<the_content()>Look, I&#8217;m no masterclass GM. I try my best and I think I get by okay, but I&#8217;m not going to sit here and tell you that what I do is better than what you do. It probably isn&#8217;t. Still, I have heard many people lament that they have trouble getting enough detail into their worlds as they are running games. What I offer, then, is what I am referring to (pretentiously) as the Two Detail Rule. It&#8217;s a rule insofar as it is a rule of thumb. A way to keep your eye on having your games being sufficiently descriptive without spending a ton of time writing out scripts or worrying too much about it. I&#8217;m writing this in the hopes that it spurs someone&#8217;s imagination. By thinking about the small details that make up your world, you can go a long way towards making the whole thing feel much more alive.</p>
<p>Which brings me to my next reason for the Two Detail Rule: I really dislike flavor text. I have never heard any flavor text that made me more interested in the world I am supposed to be interacting with. I am sure that some of you love it dearly and perhaps you or someone you know reads it with such gusto and grandeur that it never fails to impress. I have found that what it does is slow games down to a grinding halt while creating something akin to the backgrounds in Myst: Beautiful, unliving landscapes.</p>
<p>So, you have probably already figured out what the Two Detail Rule is, but here you go: Any time you mention something that is important, be it a room, a person, a place, or whatever other category I forgot, think of two things that make it stand out, point them out and shut up. The rule is fractal, too. So, if you have a room with a table in it and pelts hanging on the wall (two details!) describe the table as made from wood rotting apart, smelling of strange fungus and the pelts as stained with blood and cut with a lack of care. The scene now feels much more alive and you haven&#8217;t worked yourself into a frenzy describing the fracture patterns of the stone. <span id="more-3963"></span></p>
<p>Of course many scenes have more than two details. Obviously this is magnificent, especially when you are talking about the contents of a room. Just give each thing or category of things (describe all of the tables together unless one is special) two details and move on with your story telling. Obviously, this requires some discretion: Not every rock or stream blocking a path needs details, but you can probably think of at least two things in the room that do deserve them. However, if a room is largely empty, it can&#8217;t hurt to describe the stream as filthy and clogged with debris. </p>
<p>The rock is just a rock.</p>
<p>Want to discuss it more? Hit me up in the <a href="#Comments">comments</a>.</p>
<p>The post <a href="http://futileposition.com/2013/06/gm-advice-the-two-detail-rule.html">GM Advice: The Two Detail Rule</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></content:encoded>
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		<title>Trying to adapt Apocalypse World/Dungeon World to handle Eclipse Phase</title>
		<link>http://futileposition.com/2013/06/trying-to-adapt-apocalypse-worlddungeon-world-to-handle-eclipse-phase.html</link>
		<comments>http://futileposition.com/2013/06/trying-to-adapt-apocalypse-worlddungeon-world-to-handle-eclipse-phase.html#comments</comments>
		<pubDate>Sun, 02 Jun 2013 18:47:16 +0000</pubDate>
		<dc:creator>Michael</dc:creator>
				<category><![CDATA[RPGs]]></category>
		<category><![CDATA[Apocalypse World]]></category>
		<category><![CDATA[Dungeon World]]></category>
		<category><![CDATA[Eclipse Phase]]></category>
		<category><![CDATA[RPBBA]]></category>

		<guid isPermaLink="false">http://futileposition.com/?p=3938</guid>
		<description><![CDATA[<p>So, as a bit of a project, I&#8217;m going to chip away at trying to hack Dungeon World/Apocalypse World to run Eclipse Phase. Will it work? Well, it could. I have no doubt that someone could make a really neat &#8230; <a href="http://futileposition.com/2013/06/trying-to-adapt-apocalypse-worlddungeon-world-to-handle-eclipse-phase.html">Continue reading <span class="meta-nav">&#8594;</span></a></p><p>The post <a href="http://futileposition.com/2013/06/trying-to-adapt-apocalypse-worlddungeon-world-to-handle-eclipse-phase.html">Trying to adapt Apocalypse World/Dungeon World to handle Eclipse Phase</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></description>
				<content:encoded><![CDATA[<the_content()>So, as a bit of a project, I&#8217;m going to chip away at trying to hack <a title="Dungeon World" href="http://www.dungeon-world.com/" target="_blank">Dungeon World</a>/<a title="Apocalypse World" href="http://apocalypse-world.com/" target="_blank">Apocalypse World</a> to run <a title="Eclipse Phase" href="http://eclipsephase.com/" target="_blank">Eclipse Phase</a>. Will it work? Well, it could. I have no doubt that someone could make a really neat game out of this. The problem, of course, is that I am not sure I am that person, but I am going to try. I&#8217;m still in the early phases, obviously, and spending a lot of time reading through the rather daunting main rulebook for Eclipse Phase. Still, I&#8217;ve started to put some thought into what sort of things from Eclipse Phase would need to be modeled in a * World game in order to still have it feel like Eclipse Phase. That&#8217;s the goal, after all. The issue, I think, is that Eclipse Phase is sweeping in its scope. The world is massive and the amount of details in just the main rulebook (much less all of the additional supplements) are legion. This means that the first step is identifying the stuff that, at its core, needs to be modeled by mechanics to make it feel like Eclipse Phase. This is my first draft of the stuff I&#8217;ve got in mind:<span id="more-3938"></span></p>
<p>Egos vs. Morphs &#8211; This is, perhaps, the most importantly. My current thinking is to have your Ego and Morph have their own playbook. Your Ego playbook does not change, your Morph playbook does. The number of moves you get from your Morph playbook is based off of your Ego&#8217;s current level.</p>
<p>Attributes &#8211; I originally considered keeping the names of the seven Eclipse Phase attributes so that it would still &#8216;look&#8217; more like Eclipse Phase but, after considering it, I think it might be cleaner to go the Apocalypse World route of more evocative attribute names that each cover a couple of moves. Otherwise I think we have too much information to juggle for very little gain.</p>
<p>Identity &#8211; It will be important to maintain the concept of &#8216;identities&#8217; and the masking thereof. It will likely just be through a &#8216;Create an Identity&#8217; move, but I really think it needs to be in there.</p>
<p>Social Networks &#8211; Again, probably a move related to your Mesh skill, but I love the idea of a move with a list of five questions you can ask your social network (or maybe just allowing it to answer any one question you have on a success).</p>
<p>Rep &#8211; I initially considered handling Rep like Hx, with a number for each of the seven factions, but that seems like too much bookkeeping for a *World game. Instead, I think that Rep should just be handled either through the fiction or through a series of &#8216;Bonds&#8217; similar to those found in Dungeon World.</p>
<p>Psi Traits &#8211; This one seems easy enough. You just have a playbook with access to Psi moves. No problem there, I think.</p>
<p>Cred &#8211; Not sure how I want to handle money yet. I mean, it seems like there should be some way    to buy things in an Eclipse Phase-style game, but I don&#8217;t really want to make players get down to  actually counting Creds, although I suppose it might go that way (plus, then you could just use the costs listed in the main book, which is a huge plus). Still mulling this one over.</p>
<p>So, that&#8217;s where I am right now. Will it ever get finished? Who knows, but I&#8217;m going to give it a try.  The first thing I have to do is to really dig in and read the Eclipse Phase book all the way through and thoroughly enough to really identify what makes that world tick. Once I do that, then I&#8217;ll be able to get to work in earnest on creating playbooks, moves, attributes, and the like. Got some ideas of your own? I&#8217;d love to hear them.</p>
<p>The post <a href="http://futileposition.com/2013/06/trying-to-adapt-apocalypse-worlddungeon-world-to-handle-eclipse-phase.html">Trying to adapt Apocalypse World/Dungeon World to handle Eclipse Phase</a> appeared first on <a href="http://futileposition.com">Futile Position</a>.</p>]]></content:encoded>
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