Showing posts with label Actual Play. Show all posts
Showing posts with label Actual Play. Show all posts

Tuesday, September 09, 2014

Top Five Most Viewed RPG Videos


Periodically I go through my YouTube channel (you can find a link to the right) and see what videos are the ones that people are watching. It is always interesting to see what people want to watch on my channel. Following are the five (in order) with the most viewings.

1) Dorkland Roundtable with Zak Smith

A couple of years ago I launched an experiment in interviewing gaming people via the wonders of the (then new) technology of G+ Hangouts on the Air. I did these for a couple of reasons: to put faces and voices to the names that so many of us have seen on books over the years, and to help humanize gaming creators as well. When people are used to interacting with people through the text of books, or social media, they can start to see those people as just that text. Sometimes seeing a game designer or publisher in their home, or office, shows that they aren't all that different from the rest of us.

Zak is a controversial figure for some, but he made for an interesting interview subject. Someday, I think that I would like to tackle interviewing him again.


2) The Great Cyberpunk 2020 Adventure Ep. 1

I love Cyberpunk 2020. I found the game while I was in college, back in the day when a lot of the elements of the game were still science fictional. It is a great game, and it has given me a lot of fun over the years. I ran a few episodes of it for some G+ people before scheduling fell apart. We took on the game as a sort of retro experience, much like playing Old School D&D. We didn't try to change or update the game, we just went for it. The group become a ring of "art terrorists" fighting against the corporations of the "future." It was a fun game while it lasted.



3) Dorkland Roundtable with James Maliszewski

I enjoyed this interview, even if I still can't pronounce James' last name properly. We talked a lot about our experiences as gamers back in the early days of the hobby. Both of us being about the same age, and having started gaming at about the same time, it was interesting to see how our experiences compared and contrasted. This was probably the last interview with James before all of the controversy around Dwimmermount. I know that's mostly why people have been watching the interview. There is still some good stuff in there, and it is an interview that I am proud of having done.


4) Masks of Nyarlathotep: Episode 1

I love Call of Cthulhu. One of the things that I had never had a chance to do was to run one of the big "megacampaigns" for the game. This was my hope. Sadly, scheduling caused the game to quickly fall apart. We still had a good time with this session. This session shows off the reasons that I enjoy the Call of Cthulhu game. One day I will run this campaign in its entirety. Hopefully.


5) Rifts Episode 1

Ah, Rifts. I've been a fan of Palladium games since I found a copy of Ninjas and Superspies back while I was in college. I have a lot of their games, but the one thing that I have never had a chance to run has been Rifts. Things blew up fast, but that's cool because that is what Rifts is supposed to be. I would run Rifts again, definitely. Every time I see a new book for it, it makes me want to run the thing. We almost went for another Rifts game as the interim before we start playing D&D 5e, but Call of Cthulhu won out instead. Surprising, but it is a fun game.


Really, I am surprised that the actual play videos have been as popular as they have been. None of us really expected that people would want to watch any of us sitting around playing role-playing games by Google Plus Hangouts. I have always been surprised that my Dorkland Roundtable with Monte Cook wasn't more popular. It does make me realize that I need to do more vblog posts on my YouTube channel, however.

Sunday, February 02, 2014

Fear And Loathing In Las Vegas: Call of Cthulhu Style

Last week +Helen Yanolatos and I spent an almost week in Las Vegas, enjoying our birthdays (and her first time in the city). It was a fun time and the bar was set high when we started the week off with a game of Call of Cthulhu with some locals and others.


This was the view from our hotel, it turns out that, not to be outdone by London, Vegas is going to get a Ferris wheel...a party Ferris wheel. But you guys don't want to hear about that stuff, do you? No, you want to hear the gory details of our game of Call of Cthulhu! Let me preface this by saying that I spent the better part of a day in airports, in three different time zones around the country. I started in Tampa. Then I flew to Charlotte, North Carolina. Then I flew to Phoenix, Arizona. And then finally I ended up in Las Vegas. My day started at 5am EST and I arrived in Vegas at 3pm PST. That was a crazy day, and I topped it off with running a game of Call of Cthulhu.

But before gaming came dinner, and I had this:



That's a tiramisu milkshake, by the way.

Yes, now I'm just taunting you. If you like burgers, and find yourself in Vegas...be sure to check out Holsteins Shakes and Buns. You won't be disappointed. Helen recommended it, after her sister had been there on a previous trip. It was some great food. I've always found that Las Vegas is a really good place to find some really good food.

And then, of course, came gaming. This group slowly gathered at the hotel:


Pictured, from left to right: Larry Dixon, +Helen Yanolatos+Trentin Bergeron and +Caroline Pierce. If it turns out that Larry's on the Plus, I'll be sure to tag him in this.

After snacking and character generation, we got down to the brass tacks of gaming. For a while now, Caroline and I have talked over Twitter about a game of Atomic Age Cthulhu. It almost happened when she was down in Tampa last fall for Fetish Con, but it fell apart a week or so before hand (totally my fault on that). But I swore that I would run a game, and when this trip with Helen came through...I put the plans into motion. Luckily I have a girlfriend who thinks that meeting strangers for a game of Call of Cthulhu makes an for an excellent vacation plan.

In case you're not familiar, Atomic Age Cthulhu is part supplement and part adventure collection, dealing with the 1950s. There is some good information on the decade, for those who might not know a lot about the time, and the adventures are top notch.


I should probably review it sometime, formally, but I will say that the adventures in the book are pretty good. I ran the scenario based in pre-Union Hawaii (which I have run partially before via G+ Hangout). It is a really solid scenario, and it is easy to hook characters into it. I let them make up their own characters, and gave them a pretty free range on what they could do. Larry played a Navy mechanic who was also a car buff, Caroline played a lounge singer hoping that the movie being filmed would let her break into the big time, Trent played a Navy Captain (his rank fluctuated a few times during play), and Helen played a travel writer. Rather than try to shoe-horn them into the scenario, since a couple of them had very loose reasons for getting involved in a Cthulhu investigation, I told them that they were all there at the hotel where the movie's star (Hoyt "The Hips" Oakes) was staying and then had a planned riot draw them into the story.


This is right after Trent's character was throat punched by a female cultist that he tried to ask questions.


This is Larry during the character creation part of the evening.



The characters survived the night, through the judicious application of Marines to the end of the adventure. Which demonstrates that sometimes it is best to let the guys with the big guns deal with irradiated Deep Ones. Everyone had a lot of fun, and it was a great way for Helen and I to start our (too short) time in the city.


This is my new Greyed Out dice bag, among the growing gaming debris.. It made it through TSA and airport travel like a Boss, plus everyone commented on how lovely it was, as well. And then after we finished at 3ish am....we collapsed for the night.

Friday, January 24, 2014

Things About The Rifts RPG From Palladium Games

A photo of my Rifts: Ultimate Edition book.
You may not have noticed, but our weekly G+ Hangout group has been playing Palladium's Rifts RPG. We spent a couple of weeks working out characters and going over our ideas for setting, and then last week we had our first actual session of the campaign.

If it seems like I am making a lot of posts, I am going on a trip to Las Vegas next week (where there will be some gaming that I will be talking about once I get back), and I want to get a little ahead of things.

There seems to be two groups that have come out of the internet as we have been talking about our excitement over getting to play this game. The first group is made up of lapsed Rifts players/GMs, and those who have never played the game, who have taken our enthusiasm as an impetus to pick up the game for the first time, or to replace the books that they had gotten rid of previously. The other group were the people who wanted to complain about the game being "broken" or "outdated." We talked about some of this in the Rifts episode of our Geeky Voices Carry podcast (embedded below).


For some people, just the existence of Rifts, and the fact that we are excited about it, is enough to cause them to want to explain (at length) how we would be so much better off using the Rifts setting with another (modern) ruleset, most likely Savage Worlds. You would think that they would have figured that out by now.

Some of the things that have come out because of our prep and running of the Rifts game:

1. "Combat is difficult." Our group has spent most of our time with OSR stuff, primarily Swords & Wizardry, the OD&D retroclone, so we are used to a fast paced form of combat. We had a lot of problems with some of the other games that we have tried because none of them would be as past-paced as our Swords & Wizardry games. So far, the Rifts RPG has turned out to be the exception to this. Even when you incorporate normal armor, Mega Damage and Mega Damage armor the combat of the game is still pretty fast paced by our standards. We've found combat smooth and easy. Rolling a d20 (with an opposed defensive roll if you choose to make a defensive action) is simple.

2. "Character creation is complicated." This I will agree with. Compared with what we've played in the past, Rifts does take a while to make a character. Normally I'm not a big fan of the front-loaded character generation methods, I have to say that for us it is working out so far. It's nice because it gives the players an idea of the world that they are getting into, and it let's them get a handle on it before play starts. There is a lot to know/learn about the Rifts setting after so many supplements have been put out. Character creation really helps with it. So, yeah, character creation is complicated (more even than I would normally be interested in) but it helps the game.

3. "The system is bloated." This is code for "I don't like the mechanics but its subjective, so I'll phrase it in a way that I won't have to argue." Yes, Rifts uses a d20 roll for combat and saves, and a percentile system for skills. Let me let you in on a little secret: after years of Call of Cthulhu and Runequest I like percentile-based skill systems. They have a nice gradation to them, they're easy to maneuver in play and they are easy to explain to new people. I would go so far as to say that I think all of the games should use percentiles for their skill systems. I also like that all of the d20 rolls in Rifts are roll high. It is so much easier to remember than "this d20 roll is roll high...but this one is roll low..." Bleh. Actually, when I go back to work on my Demon Codex game eventually, I am going to give it a percentile-based skill system. I think it will smooth out some of my issues with how skills work currently.

Watch us play our first session of Rifts:

Basically, people should be gaming to have fun. If you aren't having fun, if you aren't enjoying what you are doing something is wrong. However, that doesn't mean that you get to harsh the buzz of those of us who are having fun. Go out and have some fun yourself. Our fun isn't lessening yours.

Tuesday, July 02, 2013

Machinations Of The Space Princess Playtests

One of the things that we have been talking about behind the curtain here at the Dorkland! blog is to augment our usual "capsule" reviews (talking about games by reading them) with Hangout-based playtest reviews. Obviously, this isn't something that we are going to be able to do with everything, but when we can do it we would like to provide as many angles as we can.

Recently we played a couple of sessions of +James Desborough's Machinations of the Space Princess game. A couple of the bloggers back the Indigogo campaign, so that got us some early access to the rules. +David Rollins, one of the new bloggers here, ran a couple of sessions of it. We were all excited about the game, many of us being fans of science fiction, and that's what lead us to back, and then play a couple of sessions of the game.

Machinations of the Space Princess, despite calling itself an "old school" game, really owes a lot more to D&D 3.x and D20 Future than it does the Lamentations of the Flame Princess rules that were used as the game's starting off point. That isn't automatically a bad thing, but it did cause us some problems with expectations of the game. All of us have previous experience with Lamentations of the Flame Princess, which actually caused us trouble during play. Those expecting Machinations of the Space Princess to be the result of the equation of Lamentations of the Flame Princess + European science fiction may be disappointed. The game really diverged quickly from its base and took it into directions that were both heavier (from a rules angle) and more confusing in places.

Like I said, it could be that some of our troubles came up from the fact that we were expecting an "old school" game and instead received something different. Not different bad, but just not the game that we thought that we would be getting.


While we had fun with the game, we felt that much of that came more from the group itself than the game. Obviously what we played was a playtest draft, and hopefully there will be some changes made in the final version that is supposed to be out in July.

The parts we enjoyed: 

Character creation was fun. You can make interesting and varied characters with the system. Some of the rules were a bit confusing as to how many options characters received, but we decided on a ruling based on an extrapolation of a couple of the rules. The game went out of its way to support the weird and sleazy style of science fiction in the Heavy Metal/Metal Hurlant vein. There was plenty of support for creating weird alien races for the game. The game did a pretty good job of spelling out what kind of game that it was, and tried its best to support those things.

The parts we didn't enjoy:

The game was fiddly. The game was very fiddly for a gaming touting itself as an "old school" game. There were a lot of moving parts to character creation and combat, and they didn't always work the way that they should have. You can see us having troubles with the combat rules in our playtesting. Being called an "old school" game, our expectations were different from what we got out of the game, and I think how combat worked was a prime example of that. There was also a disconnect to the rules at time, as things were attempted in order to bring "balance" to the game that ended up not making sense in play.

The things that we didn't get to see:

This was a text-only playtest draft of the rules that we used, so we did not get to see the art from +Satine Phoenix, which was an important selling point to many of us in the initial crowdfunding campaign. This isn't a negative against the game. The cover provided, at the time, was a great and evocative piece of art, stylistically idiosyncratic and different from a lot of what you see in games today. Gaming seems to have forgotten its idiosyncratic past in favor of more homogenized experiences. Seeing that style coming back is a good thing.

Once the book is officially released, we may revisit our review of the game.

Thursday, March 07, 2013

Tomorrow: The New G+ Hangout Campaign

We started a new game this week. We have had a lot of fun with our Swords & Wizardry games over the last few months, but we decided that it was time for a change of system and genre for a bit. As most people who know me know, I am a big fan of the Fudge RPG, so after a few false starts that is what I pitched to the group. We're using a variant called ASCB for the characters, with a few embellishments on my part.

We made characters:
We also started to flesh out the connections of the various characters.

We aren't sure yet how long this campaign is going to go, but we are definitely in for an interesting ride.