Wednesday, 18 April 2012

The race and the swift

If you want to get cracking on the wargame deck from yesterday's post by writing your own cards, here's a blank. It's the same size; just click on it.

Feel free to print them all out, but I'm interested in hearing about whatever it is you come up with.

If you're wondering about the titles, they're from Ecclesiastes; I might use the first for the deck.
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Tuesday, 17 April 2012

Nor the battle to the strong (1)

You might remember a while back I linked to a post Big Jim wrote at Galaxy in Flames on the wow factor and GMs in 40K, and the discussion we had in the comments on creating a kind of automatic GM for players who want more unusual action in games.

This is a start on one possible approach, three cards for a deck of interlinked cinematic events. Although the original discussion focused on 40K, I've generalised here, aiming to make it compatible with a range of wargames, hopefully with very little adapting in-game.






As you'd imagine, the idea is that each player has a hand of cards and is able to play a given number per turn, applying each to a target listed below the title, with some targets created by the deck itself. You can see how Spill creates a new element for interaction, which is also a target for Spark, and Spark in turn creates one for cards like Plume.

To make things more reasonable, it could be that it a vehicle can only be targeted when it moves, a weapon when it fires etc. and depending on the game, the weapon can be a heavy weapon or artillery piece only. The wording of the cards also allows for effects to be selected via a table when a potential target acts, but that's all still to be worked out.

One obvious point to make re Spill and Spark is that they are less suitable for settings pre-black powder or combustion engine. In cases like this, Spill would be best dropped and Spark could have the weapon and vehicle target options struck out on the card. As the deck grows, there should be ever more cards suitable for a fuller range of settings.

I can see it borrowing not only from the death scene post, but also the living objectives idea for 40K and maybe even the ever-present, still open Getting out of the boat project.

All feedback welcome - I recommend reading the discussion over at Big Jim's as well.
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Friday, 13 April 2012

The noble art of the rip-off?

Tied loosely to the subject of the last post is this suggestion - link found here - that Electronic Arts has been heavily inspired by old GW tanks. The usual debate follows.

One commenter even writes: "Nothing’s been truly original for the past 50 years or so, however the given combination of unoriginal can produce something original." It's not so original a claim, but coming up with a specific number of years shows creative potential.

Another links to this exchange on replicating miniatures. Could the commenter who says "The onus is on the rest of us to get these stupid laws changed" have a point?
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Thursday, 12 April 2012

The noble art of the yawn

For me there is value in this discussion on genre at Monsters and Manuals. But having followed it up by watching scenes from Sucker Punch, I'm feeling mild despair right now.

By the by: Does anyone see in this Butthole Surfers video a spark for the video for "We Come 1"? Or think the Streets ran with that Faithless theme for "Turn the Page"? If you don't know the Butthole Surfers, Independent Worm Saloon looks a good place to start.
_

Handle - mat - collapse

As the rhyme goes on beyond the door, you reach for the iron handle. Movement on the floor catches your eye, and with a puff of dust the doormat strikes, sinking bristles deep.

You fall back, off balance, and seize a wiry root running out through the brick wall. For a moment it takes your full weight, then pulls away, and with a pounding of brickwork and rush of loam the tunnel collapses, carrying away the world in cold dust and damp earth.

Silence. Pressure and pain. The darkness grips tight and you realise you are buried - held down deep. You splutter in panic, spitting out clumps of soil and worms. They tumble back. Choking.

Cry out for help   Blog One
Struggle against the weight   Blog One
Attempt to compose yourself and take stock   Blog One
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Tuesday, 10 April 2012

40K OSR? (19)

What's a 40K OSR? There's some basic info on 40K here and a definition or two for 'OSR' here.

Colonel Kane's logo is to the right, and ready for anyone who identifies with the idea. If you use it, consider giving him credit and adding Tales from the Maelstrom to your blogroll for the inspiration.

Like the Inq28 battle report posted yesterday, which also has news on a July event at GW HQ.

Here's the list, with a lot of new rules especially.

        The usual applies: if I've missed anything at all, just leave a link, even to your own posts.
        _

        Sunday, 8 April 2012

        Back-to-back reality, or Ouroboral gaming

        Cygnus of Servitor Ludi reminded me of this at the dis-Atlantean post. It's a sequence from an old episode of Red Dwarf, a sci-fi sitcom about a group of humanoid misfits lost in space three million years in our future. Just before the clip begins they're blown up...

        After watching it again I really want to set up a marathon session with a mix of settings and systems, with each game flowing on into the next and the players running through scenes based on this one, or using the kinds of framing at the Conan le Barbare post.

        It could be another approach for S. P.'s guerilla gaming concept, and there might even be a universal supplement in it, just inspiration and possible methods for transformation.

        Maybe it could be integrated into the Pluristem campaign when it gets up and running?

        _

        Saturday, 7 April 2012

        Grilled Porky

        The interview I did with Loquacious for the ID series is up here at World of Wonder. If you don't know the series, the subject is game design and it goes wide and deep. All of the interviews are here, and to anyone interested in gaming I recommend a good read. 
        _

        Tuesday, 3 April 2012

        Still blogging our own

        We have a new scene in the online adventure, a second option from Ricalope over at The World of Damnation, continuing up the dry streambed.

        That makes 44 scenes at eight blogs. If you want to write one, go for it. Post it when it's done then drop the URL in a comment at the scene before. The master list is here.

        Begin the journey here.

        Update: Ricalope actually has three more than I thought - one, two from Sunday and one more today, all exploring the space beyond the hole in the earth. That's 47 in total.

        Update: Make that 48 - Ricalope has another, catching the creature high up in the tree. 
        _

        Monday, 2 April 2012

        Campaign undercurrents

        At the last sly-fi post I suggested a table for dark plots in old school gaming. On the same subject, here's a simple proposal for improvising shadowy dynamics through play. It's propluristemic, i.e. for various systems, and maybe for fiction generally.
                                                                                                                                      

        Campaign undercurrents

        Roll one die after each event, i.e. each encounter or session in roleplaying, or turn, combat or game in wargaming; the lower the number of faces, the stronger the currents.

        If the maximum result is rolled, the event hints at the currents. The DM/GM / players decide which aspect of the event was most unusual or clear and add this to a list; each aspect could be given a proximity to the eye of the storm with the 'well met' idea.

        At regular intervals the list is reviewed and links made, and these are fed into the choice or design of future events. As the list grows, the details emerge more fully.
                                                                                                                                      

        For example, if the aspects on the list are a) a powerful blow struck by a weak member of a group, b) a defeated warband fleeing parallel to a river and c) a die chipping a terrain piece, these could be taken to mean the weak member is protected, a dark power lurks beneath a mountain lake and the physical world is decaying; as the campaign goes on, rains and erosion could intensify, highlanders could be driven from the valleys by raiding amphibians, and the weaker member could develop a strange ability or draw followers.

        I'd guess a lot of us use a system like this already, more or less formally and with more or less complexity, but it seems worth putting out there for experimentation or tweaking.
        _

        Thursday, 29 March 2012

        Billions of 'actual banknotes' found in unsold clothing?

        I'm thinking of running an occasional series on arguably dodgy science writing, with stand-out snippets. It may or may not be good for sly-fi.

        I found this title at the website of a generally well-respected British daily newspaper.

        New 'life in space' hope after billions of 'habitable planets' found in Milky Way

        Note how the inverted commas suggest the phrases 'life in space' and 'habitable planets' are either quotes or questionable. So far so standard. But why not mark the word 'found' in the same way? Have they really been found in the usual sense, i.e. observed directly?

        Not yet. The science itself is also interesting. It seems that indirect observations - and arguably very indirect observations - gave a number for the possible planets orbiting a specific set of stars, and that this number has been scaled up for a much larger set.

        It looks a bit like me finding what feels to be a banknote in a jacket I have on and betting I'll find one in a pocket of every item of clothing I own, and maybe items not bought yet.

        Is it reasonable to wonder whether our 'knowledge' is based on overeaching, whether it's a house of cards? If you can imagine ulterior motives in things like this, a corruption of language say, or generation of support for a project, it could be used for sly-fi after all.

        Using concepts like that in gaming is fairly simple, in roleplaying campaigns especially, maybe as the central idea, and some settings do suggest mass unawareness. I have a setting-specific sci-fi plot table here, but a general old school table also seems possible.

        Although fitting it into wargaming is tougher, I should have a loose proposal for the next part of the look at Devastation Drive-In, and I expect that up in the next day or million.
        _

        Wednesday, 28 March 2012

        Deeper dice (2) - Dice+ and networking

        If you haven't heard of Dice+, there's some info here at BGG.

        It's a powered die, for use with tablets and so on. The version shown seems to have a battery, accelerometers, LEDs and a wireless transmitter. You roll as normal, the LEDs show the roll was recognised and the result is sent to the main device.

        With all that tech inside we might wonder how balanced it can be, and how big the market is. After all, how many of us would want to carry it with a mobile device, especially for a possible US$30? I'd guess the firm want the niche to support long-term development with an eye on larger electronic gaming surfaces.

        Whatever, it has me pondering how else a die like this could be used. There's clearly potential for peer-to-peer with setups like Pluristem and Flailsnails, and for any dispersed group. But what about in face-to-face games too? If all the dice were hooked up as a network, some of the ideas on relationships in the last post could be automated, and explored much further.

        Assuming we're even willing to accept the idea - and I'm not convinced it's a good move - what else could a network do?

        Think how cybernetic our kind of gaming already is. The basic language we use can seem quite limited, and tabletop games very mechanistic - we're all but chess computers at times. So what if the dice had voice recognition? If they realised one roll was a hit roll, they might guess the next die picked up was for damage, and even identify the rules needed. They could follow the game. With a speaker they could even tell us the number we need, or the chances, or correct us, and maybe advise us.

        If terrain and miniatures were tagged, or the map scanned, the dice could triangulate the positions. The network could act as an opponent. Maybe one day we'll be pieces in their games..?
        _

        Tuesday, 27 March 2012

        The Interknut

        <wtf>I'm in here. I'm in here right now, working your circuits, spamming your bandwidth and getting high on all your lolololovecraft ~O{:}~

        Oh yeah – 'WTF' is what you're thinking. 'WTF For The Win' maybe, and you'd be right there. 


        Knock, knock. Who me? Not the fishman or mouse I was that much I'll tell you for freak's sake get me outta here! Ba! I'm electric sheep, plasmatic seep, an electromagnetic bleed. I'm soaking out into the information systems of the rolypolycosmos. I'm here, there and pretty much e  v   e    r     y      w       h        e         r          e           .            .             .
         

        Mr Everywhere to you. I got titles, headers and letterheads, letters, numbers and strange squiggles. I'm softwaring Empedocles' new clothes, done up to the '99s in binary finery.

        I'm the count in your beads, a friction in fiction, warp and a weft for a universe that might never were. I quantum tunnel through the 1s and round the 0s, set chips burning in the grease of Orion and see you and who's army in timespace and relative dementures.


        I'm out there now - really out there - a bright spark in the dream steam cogitors, a punch drunk in the haxor codebreakers, mending the pangalactic pulsar nets of undying poets, and that's no (fish)wive's tale, unhand me fair maiden, oh princess my princess bride.

        I'm the Interknut, data powered, but rising powerless in an A-ZX spectrum of EM waves.

        Pwned! O rly? I wanna talk to my lawyer. I want my call! But they're all ringing.

        It's information a long way down. * closes eyes (but not webcams) *

        Help and all that.</wtf>


        *          *          *          *          *          *

        Good job getting this far. If you don't recognise the format, it's a third entry in the series of character concepts for various settings. The name 'Interknut' is inspired by the famous story about Cnut the Great, and there's a link to the idea we're teaching AIs. If you want to use the character, here are the basics, stat-free for building up in any game system.
                                                                                                                                      

             The Interknut, as one of its early 21st-century Earth offshoots names itself, is...
        • a vast artificialised intelligence growing into diverse information systems,
        • unstable locally, but adaptive and aggressive in hacking host mechanisms,
        • fearful, but likely found through outputs representing attempts at contact.
                                                                                                                                      

        As with Mr Higginsbottom and those splinter Santas, the Interknut could be anywhat...
        _

        Monday, 26 March 2012

        Read any good sly-fi?

        More inspiration for gaming and wider fiction, like the space plasma and symbiogenesis posts, but more like those on geoengineering and warming, and maybe even comment forms teaching an AI.

        This time it's about helium, a gas with a range of applications, some arguably critical.

        But there's not much on Earth, and even less because the market price has collapsed thanks to a timed sell-off of stores. The good news is the moon seems to have a lot...

        The fiction? What if a sell-off was designed to cause a shortage and create an economic incentive, in this case for private spaceflight? Providing transport to the moon for helium extraction could be highly lucrative, and a decade or so is good lead-time; a consulting role in exchange for support might seem a smart career move. For bonus plot strands, some of those involved might want to cut funds to projects for ideology or appropriation.

        More? From the blogs, how about this suggestion of western self-deception re Chinese military development, or this challenge to a buttress of modern physics, Mr Einstein's special relativity, or this look at the failings of reason itself in contemporary culture?

        I need a label for these posts, so I'll propose a possible new genre. Here's a definition:

        sly-fi (n., pl. -s)  a fictional genre consisting in the interpolation of feasible secret histories from reported facts and their elaboration in other settings

        That's the label I'll use from now on, so you can find all the posts, including this, here.
        _

        Friday, 23 March 2012

        Deep thought Friday

        Another DtF via Mr Clarke, with a warm-up here.

        Any sufficiently advanced technology is indistinguishable from magic.         Arthur C. Clarke

        Is "advanced" the right term? If we perceive time as linear, are we mistaking the nature of change, seeing it as progress? Seeing what was or could have been as failed? Is our thinking on science a teleology, or teleological argument, with science the deity? Would 'sufficiently unfamiliar' be more accurate? Could elsewhen than our future hold unfamiliar technology and our age be 'backward'?
        _

        Wednesday, 21 March 2012

        40K OSR? (18)

        The latest 40K OSR? update. What's an OSR?

        Could be an Old School Renaissance, an Other School Renaissance or even an Optional School Renaissance, or not, and maybe the 'R' stands for 'Review', 'Revolution' or 'Revelation'. Maybe...

        Colonel Kane's logo is to the right. If you use it, consider giving him credit and adding Tales from the Maelstrom to your blogroll for the inspiration.

        Here we go then - even more of that inspiration.


            If I've overlooked anything this time round, feel free to leave a link - even your own work.

            Update: I missed Ron's post at From the Warp on sculpting hair and beards, as well as this 28mm Inquisitor force at The Grim Darkness, of which there's even more here.
            _

            Saturday, 17 March 2012

            Porky models - Ork (10) - Body 2

            The next part of the series. This time it's the body of the current 28mm Ork, still without the arms. The torso is part boiler and one leg is a peg, which follows the bionik theme of the other elements - the piston on the shoota arm, the toof-like plates bolted directly into the choppa arm and the antenna on the head. Pics first, then the write-up area by area.



            Thursday, 15 March 2012

            Table - Stray thoughts




            Another old school table I've never seen done, to go with the failed dungeons and rumour accuracy. It's for what the adventurers' minds might be getting up to during a pause or in a quiet moment. The idea is to supply musings the GM and players can weave into the action, and maybe encourage backstory and narrative arcs. It takes a D20 then a D6.

            1. Captivated by 1) apparently insignificant detail / 2) motion, perhaps inexplicable / 3) glimpse of unearthly beauty / 4) immensity of it all / 5) own genius / 6) death
            2. Craving 1) specific beverage, food or similar / 2) simple comfort / 3) a little respect / 4) love / 5) blood, ichor, lifeforce, mana or other energy / 6) absolute power
            3. Trying not to 1) think about it too deeply / 2) say something in any way unworthy / 3) give self or another away / 4) suffer same fate / 5) fall asleep / 6) wake up
            4. Fighting 1) urge / 2) demon / 3) panic / 4) bodily function / 5) combat / 6) fantasy
            5. Struggling with 1) knowledge, quite possibly forbidden / 2) unacknowledged or newfound desire / 3) role / 4) identity / 5) destiny / 6) impossibly catchy tune
            6. Wondering 1) what that thing could be... / 2) what if / 3) if really pawn of higher power / 4) if in any way responsible / 5) how it came to this / 6) how best to put it
            7. Hoping 1) no one heard it / 2) beyond all hope / 3) for divine or other intervention / 4) open/closed it properly / 5) all that been forgotten by now / 6) not yet too late
            8. 1) Desire / 2) Jealousy / 3) Anger / 4) Tears / 5) Mirth / 6) Creativity welling up
            9. Trying to recall 1) name / 2) face or equivalent / 3) number or sequence / 4) where left relevant item / 5) fleeting sensation / 6) why all seems so very familiar...
            10. Reliving 1) youth / 2) success / 3) failure / 4) last night / 5) freedom / 6) past lives
            11. Regretting 1) missed opportunity / 2) youthful indiscretion / 3) recent indiscretion / 4) recent meal or equivalent / 5) pact made or unmade / 6) what it is about to do
            12. Feeling 1) younger / 2) age / 3) insecure / 4) overlooked / 5) close / 6) empty
            13. Feeling sorry for 1) self / 2) last victim / 3) next victim / 4) one or more others in party, conceivably entire expedition / 5) childhood friend / 6) imaginary friend
            14. Calculating 1) distance / 2) dimension / 3) angle / 4) number left / 5) bill / 6) odds
            15. Drafting 1) epitaph / 2) ode / 3) love letter / 4) claim 5) / shopping list / 6) IOU
            16. Making 1) mental note / 2) best of it / 3) hay / 4) concession / 5) excuse / 6) out
            17. Running through 1) relevant but unfamiliar process / 2) route taken so far / 3) life to date / 4) words of wisdom / 5) enigmatic last words / 6) ABCs or equivalent
            18. Losing 1) faith / 2) feeling in extremity / 3) way / 4) track / 5) hope / 6) control
            19. Struck by 1) absurdity / 2) horror / 3) terror / 4) ennui / 5) remorse / 6) indecision
            20. Nothing 1) at all, in the usual sense... / 2) very much / 3) you need worry about / 4) can prevent it now anyway / 5) but unending pain down the ages / 6) -ness
            _