Tuesday, July 17, 2012

A Wee Poem

Someone left behind their game notes, and I slipped this into their binder.

A billiant day and sithine goves
sumbled oér sumps and meather
Sithered into surious hoves
slimbering together

Beware the frumious hitersitch
teeth that clather, jaws that smach
A skit a scather a bumblehitch
many a warrior's match

He took his allful spear to hand
a fortnight sought his umbred foe
Once rested on the seaside sand
and dreamt of vengeance owed

A huffle heard through hinderbrush
a snip of twig a silent twirt
The danderbolt came trumbling crush
to snick the boy's chain shirt

A day and night, a night and day
the allful spear went shick and bloom
The creature died, the singers say
while whispering our doom

Our hero slewt the danderbolt
but bought us only endless night
The doom the creature spuck at death
will soon be brought to light

A billiand day and sithine goves
sumble oér sumps and meather
Sither into surious hoves
And pray...

Plot Blocks

This was written two years ago, and it wasn’t the thing I was hoping it would be.

So I wrote this. It’s what I was hoping it would be. Having read it over, it feels a lot like what skill challenges were really trying to be.

Friday, July 13, 2012

D&D, The Classic Car of Role-playing Games


I was having a chat with Friend Ian and Friend Zak about Dungeons & Dragons today. Mostly, we were looking at how to make a better D&D, which seems like a pretty difficult thing to do. See, they made a pretty great D&D when they put together Third Edition. While it wasn’t elegant and seemed to lack focus, the game was well loved for its incredible flexibility, it’s adherence to the game’s roots, the much streamlined system (when compared to Second Edition), and a community-first approach (the OGL in specific) that really made the game shine.

One of the things I’ve been talking about a lot lately is tech constriction. Basically, it works like this: when White Wolf created Vampire: The Masquerade, they had a really cool goal – “Make a story-based horror role-playing game” – but they didn’t have the technology they needed to make that goal a reality. You see this a lot in early attempts at narrative-heavy role-playing games, with my favourite example being Skyrealms of Jorune. They did the best they could with what they had, and what they managed to squeeze from the systems of the time was pretty spectacular. It didn’t really lend itself to story-telling horror, but it did provide a cool avenue for Awesomer than Thou “superheroes with fangs” role-playing, and a lot of people really dug on that.

When a bunch of years passed, and it was time to look at relaunching the game, the technology available to the designers was significantly advanced to be able to handle more narrative games. But, rather than build a game that leveraged that new tech, they built a game that was a lot like the first version with some streamlining and some clever twists.

No one liked it.

Now, I personally prefer the New World of Darkness to the Old World of Darkness. But I don’t look at a game with the same eyes that most folk do. I look at games with the eyes of a designer and a retailer, and I can really appreciate the direction they were attempting to drive their line. But it didn’t work for most of the fans of the original game because it was “too different.” Imagine the shitstorm that would have come if they’d actually scrapped their whole system and designed one that was actually well-built for telling stories of personal horror.

This is tech constriction. When you publish a popular role-playing game, there is an expectation that future editions of the game are going to be very similar to that game. And that’s fine, it’s an understandable expectation to have, but it really ties designers hands when building a new edition of a game. If you don’t innovate, the game becomes stagnant and no one appreciates the new edition. If you innovate too much, it doesn’t “feel” like the previous editions of the game, and people get upset at having their expectations dashed.

Fourth Edition D&D suffered from innovating too much. The game took a new and unexpected direction, moving from comfortable simulation-heavy role-playing into a much more game-centric focus, and that move was jarring to a lot of people. I thought it was a brilliant move myself, because Wizards of the Coast has already exemplified simulation-centric play with Third Edition, and indie games have filled the niche for narrative games to the brim. Still, it wasn’t enough like previous editions of the game, and people railed against that.

So what’s the answer? How do you build a better edition of Dungeons & Dragons? How do you build a version of D&D that holds true to everything D&D is about, how do you utilize new technology without alienating your core audience?

In Friend Ian’s opinion, the solution is to exemplify the old tech, to give players a reason to love the old busted tech. The comparison he made is that, right now, D&D is a clunky jalopy held together with tape and hope, but what it needs to be is the shiny, perfectly restored classic custom. The 1967 Cadillac Eldorado. The 1971 Barracuda. Shine the old rules up, make them really count, and focus on those things that make D&D what it is.


Levels

Most modern role-playing games aren’t using levels as an advancement system. The vast, overwhelming majority of games designed in the past ten years are designed with point-allocation systems, or a system by which use directly affects advancement. Some games, notably Do: Pilgrims of the Flying Temple, use parallel advancement, by which I mean the character does not become statistically better, but instead grows in personality and that new personality changes how the player will play their character. (If you haven’t read Do: Pilgrims of the Flying Temple, I suggest you go buy it immediately, because it’s incredible).
Levels are archaic and they tend to make about as much sense as Save vs. Magic Wand. Why does gaining X amount of experience make me universally better at everything I’m good at? Wouldn’t the skills I’m not using fall behind those I’m exercising constantly?

But that’s part of this exercise, right? Making all that is old new again. How do you make levels matter more? The team at D&D next have flattened the curve, making each level less statistically important while opening new choices and options for your character. We’re still not really sure what that looks like, exactly, but it’s probably a strong step in the right direction. I need a reason to want to be level 13 as opposed to level 12. So give me those reasons. Give me something at every level that makes me go “What? Really? Really?” Give my fighter a castle at level 10. Let my warlord field armies at level 6. If my mage can’t lift an island out of the sea and build a tower on it at level 12, there’s no reason to be a 12th level wizard.

Now, these are obviously just spitballing, but seriously, if you have to do levels, and each level is supposed to be an achievement, you need to make every level a really big deal, and make them something I want to work towards. And that doesn’t just mean cool new attack powers. You need to build systems that are going to make those levels sweet. Like I said, let the warlord field an army, because at level 6 that’s something you seriously need to consider occasionally. Don’t get me wrong, that should definitely cost something. You shouldn’t be able to field an army just because these 13 orcs are kind of fucking with your day without it costing you a small fortune. But we’ll get to wealth in a minute.


Hit Points

Hit Points, even as the abstraction they’re made out to be, are sort of dumb. Like many of the weirdest mechanics in role-playing, hit points are a holdover from their wargaming roots, and in a larger-scale combat scenario, they make a fine abstraction of a unit’s ability to take damage and continue to function. A few people die, but it’s not enough to hinder performance. A whole bunch of people die, and the unit dissolves into a scattered rag-tag barely capable of hindering a healthy military force. Even in this case, I think it’s something of a stretch, but if you’re talking large-scale, unless a general dies, your armies should keep ticking away without too much difficulty if they take some casualties.

As a measure of an individual’s health, hit points are utterly ridiculous. Let me illustrate with an example. When you’re slicing something that you’re about to cook, and you cut yourself, what’s the first thing you do? If you’re not acting like a huge tough-person, your reaction is very likely “stop everything you’re doing, cover the wound, swear a lot.” This is a normal reflex, and everyone does it (unless they’ve been trained not to, and even then, if you’re not in a scenario where the training fits, you’re still probably going to jump, cover and grumble). This is a shock reflex. In small amounts, shock will keep you alive. In a rough situation, it can kill you.

Another illustration! I was watching a great video of a Krav Maga instructor talking about self-defence. I don’t remember much of the video, but there was one thing that really stuck out for me. “No matter how well trained you are, no matter how many martial arts you learn, a fifteen year old with a knife can kill you.” This is a paraphrase, of course, and I have no idea who the original instructor was, but it’s a really interesting point when talking about how much damage a human body can take before it dies.

A lot. And not much at all.

You’d be surprised what you can live through, and you’d be equally surprised what can kill you. People have survived falling a thousand feet without a parachute. People have survived being shot a dozen times. People have survived horrifying animal attacks and stabbings and hangings and getting hit by lightning three times. And a fifteen year old with a knife can kill you.

So how do you make hit points cool? How do you make hit points jump out at me and scream that they need to be a part of a game’s design? Well, D&D Fourth Edition did some things very right with hit points, but didn’t quite hit the mark. First of all, Fourth Edition gave you a lot of hit points compared to other games, because you’re supposed to be a badass. Second, the minion rule was a brilliant stroke that told a very simple story: minions are unimportant; they are mooks that you don’t need to worry about, and shouldn’t feel bad killing; and by extension, the player characters are goddamned heroes because they take a beating and don’t die like normal people.

Hit points have been sold, typically, as an abstraction for health, and I think that’s the wrong track. They’re not an abstraction for health, they’re not an abstraction for ducking and dodging and defending yourself and getting worn down (because if that were the case, they would have an affect on your abilities as they depleted). They should be an abstraction of how badass you are. When you take a hit point of damage, you get a wicked Bruce Willis cut on your chin. A single stream of blood runs across your forehead. Your armour dents, your sword chips, you get that single line of red cut across your cheek that is a dire insult to your honour and must be addressed.

If you want to make hit points matter, it’s imperative to make them an important part of the game by utilizing them in both flavour and mechanics. Wizards came close to this with the idea of marking a “bloodied” value, a mechanical middle-point to your hit points. Where I think they failed in this endeavour is making the bloodied value really mean something. As it currently sits, being bloodied is something you complain about to your healer and your healer zaps you with some healing. Being damaged is, at current, universally bad. This leads to a proliferation of healers and the horrible “five minute work week” that Game Masters have to constantly struggle against.

I want fighters to be rewarded for getting damaged. I want to see paladins and warlords at the hottest when they’re cut up and bruised. I want to see player characters getting pushed to the line and then coming back in a big way. Incentivize getting hurt. Make me want to jump into the fray and get bashed around a little, because I’m at my strongest when I’ve been tossed around a little. Add another tier of damage (Broken, 1/4 total hit points) that unlocks the big moves, the big bonuses, and huge damage.

And reverse that for wizards and sorcerers and warlocks and the like. They don’t want to get hurt, they’re not jumping into frays, they need to be protected while they’re slinging their spells or those spells are going to be less effective at Bloodied and catastrophically weak at Broken. It’s not easy to concentrate when you’re bleeding out. We’ll talk more about that when we get to classes.


Gold and Wealth

Once upon a time, you got an experience point for every single gold piece you acquired. Seriously. It was a big deal to find a dragon’s hoard, because that meant you were probably going to hit your next level (not that levels really meant anything beyond an achievement unlocking; see above). Gold mattered to the mechanics of the game in a very real way, and that meant that adding up all of your gold pieces was actually sort of fun.
Most modern role-playing games have done away with recording every penny on your character sheet.

More popular in the current stretch of games is an abstracted “resources” or “wealth” stat that you can use to purchase items you want or need. A few games still keep track of individual credits (Shadowrun, for instance), but if your character sheet has a “resources” score on it, the game is probably new school.
Greed is huge in D&D. The First Edition cover is famously a pair of adventurers prying a gem from the eye of a statue they probably shouldn’t be fucking with. Adventurers are in the game for the gold and the experience. But more recent editions of D&D have turned wealth into a way to get that magic item you want than an ends unto itself.

I say, bring back the gold/experience track. Make people crave gold itself because it makes you rich and helps you out mechanically at the same time. Add your current gold pieces (not your silver, not your copper, not your electrum, but your GOLD pieces) to your experience. Keep a separate track for experience from gold and experience from adventuring, and add them up at the end of each session.

Perhaps more importantly, change the economy of magic items. In specific, take the gold piece cost off of them, because magic items should be damned near priceless. No more the +1 sword, because that shit be whack, yo. More on that when we discuss “equipment.” But, seriously, make it impossible to walk into Ye Olde Magick Shoppe to buy a +2 dagger of slaying. Make buying magic items difficult and incredibly expensive. Make buying potions difficult and incredibly expensive. Make it clear that a peasant could never, with a thousand years of toil and saving, afford a simple +1 ring of protection, because players will think twice about dropping their experience count to buy one, and we want that tension in the game.

Then make it matter in the flavour. I live in Canada, so I think I have a better understanding of this problem than some of my southern compatriots. We have yellow dollar coins in Canada. We call them loonies, because we’re funny that way. The picture to the right is a stack of loonies. That’s $17, which isn’t a ton of dough. Each coin is about an inch across. What you’re looking at is a literal handful of money. You could fit seventeen dollars more-or-less comfortably in a single hand. Now, for the sake of our discussion, let’s say you and your crew take down a juvenile red dragon. Looking at the D&D 3.5 stats, a juvenile red dragon is a CR 7 creature, and it usually has three times the treasure of a normal creature of the same level. A normal treasure at seventh level would be 1d12x100gp. I’m going to roll a d12 now. Came up ten. A normal encounter would have 1000gp sitting here, but this is a dragon, so it’s triple that at 3000 gold pieces.

That is 176 handfuls of coins. That’s actually more coins than I can imagine with any sort of accuracy. And you’re going to stuff that into some sacks and drag it home? Man, I’ve had a pocket full of loonies before, and it’s not comfortable. Trying to drag home my share of thousands would make me a grumpy dude.

Moreover, where the hell are you going to keep all of this money? You can’t just carry it around, because it’s thousands of fucking gold pieces. You have to keep it somewhere, and if a young dragon couldn’t guard it from four asshats like your party, how are you going to make sure that the money stays yours?


Alignment

I love the words “alignment system,” when applied to D&D, mostly because it doesn’t really exist. Early on, it seemed like a good way to figure out whose team everyone was on. Are you part of the chaos team or the order team? Good or evil? I have a spell to find out for sure.

Later, it became a flavour point. A good character acts in different ways than an evil character at least some of the time, and the guidelines set out in the books tell you what sorts of things people in each alignment do. But boiling complex ethical questions down to a nine point grid is always going to be problematic. Moral relativism is entirely ignored for absolutism, which in itself is problematic because the D&D morality system assumes that the absolutes can be found in North American cultural values.

Democracy and personal freedom are not “good” in a society that values adherence to a strict code of conduct and absolute loyalty to one’s liege lord. Indeed, encouraging democratic rebellion eschews the divine right to rule entirely and in such a society would be a heinously evil act of treason. But, because we largely live in mostly democratic nations, we assume that democracy is good and tyranny is evil.

Still, it’s a hallmark of the game, and one of its most clearly recognizable symbols. There have been internet memes built around it. People like it. With Fourth Edition D&D, it was made to matter even less than in Third, with spells no longer affecting specific alignments and alignment restrictions being removed from even the clearest example of them (a paladin can only be Lawful Good). Fourth Edition also stripped the system of Chaotic Good and Lawful Evil, assuming that Evil is the Lawful version and Good is of the Chaotic sort unless otherwise specified. Where once there were some minor systematic overlaps in alignment, there are almost none, now.

To make alignment important, to make it a focal point of the game’s system, will require something of an overhaul of the way we look at alignments in general. While I desperately hope we never see alignment restrictions ever again (I mean, a paladin is just a warrior for the cause of a god, yeah? There are evil gods. You don’t need a separate class for that.), I think that bringing back alignment-specific effects would be a solid step in the right direction. This should be especially true of the “holy” classes like clerics and paladins, who should deal damage typed to their alignment. Demons should be forced to occasionally take 10 points of “good damage,” while angels should eat “evil damage” for dinner once in a while. In fact, the more closely related you are to a specific alignment, the more damage you should take from its opposite. Make a whole bunch of creatures that are vulnerable to Good Damage. Keep radiant and necrotic damage, because both of those are awesome, but don’t use them in place of damage.

Alignment specific bonuses should be applied to gear, as well. Magic the Gathering has this shit locked down, because card colour is basically alignment. One of the cycles from the newest core set gives a creature a strength and toughness bonus for being the right alignment, and also provides an ability typical to that colour’s effects. That’s cool business, and could easily the be ported over to role-playing games.

For the record, Neutral shouldn’t get a damage type. It’s also the stupidest of the alignments, and one of the few areas in which I agree with Kevin Siembieda is that “selfish” is a much better description of that alignment set.


Vancian Magic

There are two things I hate about Vancian Magic. The first is the forgetting of spells at inconvenient times (like right after I’ve cast the damned thing). The second is the idea that the level of the spell is not the level of the person casting it. Both of those problems got fixed in Fourth Edition, and it’s one of the things people complain about the most readily. “My wizard is too effective. He should be way more horrible than this,” say the grognards.

A lot of people have talked at length about Vancian Magic and why it’s good and why it’s horrible. I’m not going to retrace over that conversation. Instead, I’m going to try and find a way to make Vancian Magic the best magic it can be.

First of all, going back to levels a bit, if I’m going to lose my abilities after I use them, those abilities are going to need to be really cool. And they’re going to need to be way cooler at every new level. Now, when I say that a spell needs to be cool, I’m not suggesting that it needs to do way more damage or whatever, it just needs to do something that is awesomely flavourful and also useful. Some damage-dealing spells are great, and you can’t build a Vancian magic system without staples like Magic Missile or Fireball. But I need a reason to cast spells that isn’t combat. Or if it is in combat, it shouldn’t be roughly as effective as the ranger’s arrows. A mage’s spells need to do something weird and cool. At first level, it’s not enough to just throw some force at a guy and have him get knocked back a square. I want to throw a mystical orb of glowing green power at him and have his face covered in three fighting squid for a turn. At tenth level, I should be able to turn a castle into a peach that I can carry around in my pocket for a day. At fifteenth level, I should be able to rearrange continents into shapes that please me, and damn the ecological considerations. At twentieth level, I should be able to carve my own face into the moon, where I will smile upon those who make me happy and scowl angrily at those who’ve wronged me. And my scowl should cause your genitals to turn into sea anemones that whistle annoying songs all the time.

Seriously, the whole concept of magic in D&D needs an overhaul. Magic shouldn’t be a tool, it should be fucking weird. It should do weird things more often than it does Magic Missile. If you have to have fireballs, have those fire balls carve the runes of my future into the bodies of my enemies, easily readable by wise bison and children, but not by me. If you have to do rope trick, have the portal cut a hole in the meat of the world where we will be warm and safe, but marked forever by our crime (thank you to 7th Sea for that one).

This is what magic is, it’s filled with strange flavour and weird concepts that can’t possibly be replicated by current technology.

And it’s really time that wizards, sorcerers, warlocks et al get different flavours of magic. When a wizard casts a spell, it’s refined, perfect, as pristine in form as it is in function. It’s focused, simple, elegant, but lacks power, flair, or pizazz. When a sorcerer casts a spell, it’s wild, weird, doesn’t really know what it wants to be until it’s finished, and might not go off properly at all. When a warlock or a cleric casts a spell, it’s not a spell of his or her choosing. No, the choice is left to his or her benefactor, which makes a warlock’s spellcasting effectively political.

Make magic cool and weird again. And build the powers of the people who use it with some thought to what sort of magic they wield.


Classes

I like the freedom of a point-buy system, and I love the flavour that comes pouring out of a lifepaths system like Burning Wheel. I absolutely adore the Aspects of FATE and the similar traits of Dogs in the Vineyard. I don’t really dig on classes all that much, because they restrict the focus of my character to whatever settings were determined best by the folk who wrote the class. They certainly have their uses, and they increase grokability in a big way, but what they gain in recognition from the players is lost in a lack of flexibility and real customization.

Classes in D&D need to be rethought from the ground up, I feel. Each class needs to find a unique way to interact with each facet of the game. Fighters need to fight, but they should also get better at fighting the more beat up they get and they should get better at their skills while they’re in combat and their equipment should be at its peak in the middle of a brawl. A wizard casts spells, which is neat, but they’re not well suited to combat and should do their best to stay away when the swords swing. They are, however, incredibly useful in a library and their skills get much more relevant when they have a rich pool of knowledge from which to draw. Their equipment works best in universities and labs and their feats give them all sorts of bonuses to knowing stuff. Thieves steal stuff, and sometimes that means getting your hands a little dirty, but the less you’re noticed the better. They get better at fighting when the chips are down, but they look their best when everything is going their way. Their skills work best in silence and darkness; they don’t perform well under bright lights, or when anyone has noticed them. They are incredibly useful in cities and do their best work in dark alleys. These are simple things to talk about, but making them matter in the course of play can be a lot more challenging. Situational bonuses should be built into characters to exemplify what it is they do, where they do it best, and how they get it done.

Make fighters better at what they do when they’ve had the crap kicked out of them.
Make wizards better at what they do when they have some time to think and a cup of tea,
Make thieves better at what they do when they’re on the rooftops and in the alleys.
Make clerics better at what they do when they’re facing down the enemies of their church.

Give people a situation in which they are better at doing the things they do, and encourage players to work to those strengths. Reward your players for doing things outside of combat that their characters are good at (except fighters, because fighters excel at combat, hence the name). Build role-playing hooks into your characters from the get-go. Build abilities that encourage non-combat situations and enhance exploration. Instead of looking for four basic ideas of what player characters do, look at what each class does, find a way for them to excel at that thing in different circumstances, and build the class around that. Let’s take a look at the fighter and the ranger, for instance.
The fighter fights. Fighters are at their best in combat. The fighter gets better at things the more damage he or she has taken. The fighter’s skills get better when in a fight. The fighter’s equipment thrives on combat and combat situations. Fighters look their best when they’ve been beaten up.

The ranger hunts. Rangers are at their best in the forest. The ranger gets better at things as he or she fells enemies. The ranger’s skills get better after a fight. The ranger’s equipment thrives in the wilderness. Rangers look their best when they’re travelling.
These are very different character builds for two martial style characters. Neither is magical, both of them “fight,” but these are two completely different sorts of characters who excel at very different things. The fighter doesn’t care if he or she’s in a forest or a cave; he’s going to fight and fight well. The ranger cares about where he or she is, but only cares about fights after the fact. Building classes this way provides a lot of avenues for archetypes that haven’t been explored a lot, and can help in finding the specific niches between similar characters (wizards and sorcerers for instance).
The wizard casts spells. Wizards are at their best surrounded by books. The wizard gets better at things as his or her resources improve. The wizard’s skills get better while preparing to cast a spell. The wizard’s equipment thrives in places of learning and knowledge. Wizards look their best when well-rested.

The sorcerer casts spells. Sorcerers are at their best when celebrating. The sorcerer gets better at things as his or her emotional investment gets more intense. The sorcerer’s skills get better when surrounded by strangers. The sorcerer’s equipment thrives on new experiences. Sorcerers look their best at parties.
Obviously these are just examples, but they build character classes in a direction that creates cool and interesting niches and ties characters to the situations in which they find themselves, which I think is much more important than making sure the party’s meat shield is sticky enough to pull aggro.

Kill all of the classes in D&D. Build them up from scratch. Look at what they’re good at, look at where and how they want to be good at it, and find ways to represent those preferences mechanically, and you’ll end up with characters that are much, much cooler in the long run.

Obvioulsy, all of this is just my opinion (and, to some extent, Friend Ian’s). But by sanding the rust off the chassis and rebuilding the transmission, D&D might have a lot of life left in her. Rather than looking at ways we can redesign the Mustang, why don’t we see if we can make this one pretty again?

Thursday, July 05, 2012

Building a Career in the Games Industry

I saw this on Youtube and thought it was pretty great. Marcelo Figueroa is a veteran of the Edition Wars, an AEG alum and knows what he's talking about. It was an enlightening talk (even if I'm sort of late to the game, seeing it some three years late), and it hopefully has something in it that will appeal to you.


Also, as an industry professional who is looking to further his career in sales, marketing and management, if someone in the know could fill me in on the Weasel List and Gamer High - assuming these institutions still exist - that would be great. 

Saturday, June 30, 2012

GenCon 2012: Why “Spouse Activities” is the Worst Thing

This is my first-ever guest column. The young lady who wrote it doesn’t have a blog of her own, but expressed her concern regarding GenCon’s off-putting programming for non-gamers, and I agreed to share her thoughts on my little corner of the web. I hope you find it as interesting and thought-provoking as I do.

So I guess I should start by introducing myself. My name is Natalie, I am 20 years old, a child and youth care worker and a nerd. I’ve attended Gen Con once, had an absolute blast and I just bought my badge for this August. There is, however, one thing that still sets me off in a red-faced rage: the “spouse activities” (SPA). Seriously, I’ve screamed in the faces of strangers about this, something I’m not too proud off. What enrages me even more is that in my courtesy Google search I found a few bloggers who were displeased by the issues, frustrated even. But not pissed off. I saw a gap and I plan on filling it.


Gen Con is amazingly diverse in its attendees and from what meager programing I attended out of the 2+ inch activity book it’s clear to me that the organizers did a damn fine job of providing for every kind of nerd. From table top gamers of all breeds to zombie lovers, anime freaks and LARPers; you name it there was a seminar, class, tournament or show about it. There was also a good selection for maturity/age level. Hit up the hentai cafe or chill with your younglings at the training grounds. No matter who you are or what you like, pull-ups to Depends Gen Con has something for you. Unless you’re female. Now, don’t get me wrong, there is good stuff for the nerd ladies, please refer to the 2+ inch program book. I’m referring to the Con Widow, the poor chick that gets dragged along by their boyfriend/husband to the biggest tabletop geekfest in North America. Upon arriving these ladies aren’t directed to Gen Con, instead they are provided with spouse activities. And what do the organizers think a non-nerd lady wants? Knitting.


The section for those, mostly female, who are not at the con for the con is full of activities like scrapbooking, beadwork, belly dancing and self-defense. Oh, and then there is “Crochet for Your Gamer” where you can “learn to crochet… so you can make fun little things for the gamer in your life.” The D 20 Girls project is running this event. They are also running “The Red Light District” and “Killer Bunnies: Quest for the Golden Carrot” among others. But not for the Widows. Rather than learning about a Dr. Who RPG (a free event, no experience required) or playing a Killer Bunnies game (always a recipe for fun times) the Widows get to crochet things for their gamer partners. Some, if not most of these events are things I can see being worked into the regular programming. They may not be inherently nerdy but as a family focused con it makes sense to have non-gamer activities for people to attend. And with some creativity any nerd can integrate their new self-defense knowledge into a RPG experience. But nope! Instead the randoms are labeled For Spouses Only and gifted to the partners of nerds in assurance that there is a space for them. A nice, safe and quite space away from all the hustle and bustle of the unwashed masses, not to mention their partners, where non-nerds can pass the days until they go back home. Which is just dumb.


So, ladies, if you’re at the con with your nerdy lad and you don’t want to game at all, have no fear for there are many other things to do. Into making or watching films? Maybe you could check out a seminar like “Film Budget and Finance” or “Trailer Park Jesus”, one of many featured films. Like anime? Learn with “The Guide to Anime Tropes” or watch with a room full of fellow fans with “Epic Battles of Amine”. Like crafty things? There are classes like “learn to make chainmail” and “21 days to a novel”. Have kids? Take them to the “Peter Pan Dress Parade” or “Create a Game” which as you may have guessed will teach your young geek how to create their very own game. Not to mention a whole butt load of child care giving you the freedom to check out all these events. And then there is the Misfit events section which has “Spot the Geek” a cosplay photo scavenger hunt and “BattleTech: Firestorm Tesla 11 Virtual Reality Cockpits”. That’s right ladies and gents, for 7 minutes you can command a battle mech on a 31st century battlefield. These are all event sections that require no playing of games and many of the events themselves involve less then nerdy things like watching movies or writing a novel. Yet none of them are marketed to Con Widows. So why have a completely different section for Widows full of non-gaming programing when there are already a few non-gaming activity sections?


If SPA was just another non-gaming category I think it would be pretty damn cool. Learning how to make your own yarn, taking a haunted walking tour of the city and learning the Thriller dance are all fun things that nerds and non-nerds can enjoy. The problem is this: the SPA is girlfriend daycare. Not to be left alone in the con to find the many non-gaming options the lowly Con Widow is dropped off at the SPA center to be entertained until the men folk return home. It is an unnecessary segregation of a group who could be having just as much if not more fun without the penned-in safe zone. There is no need for this category. It perpetuates the misconception that women lack ability or interest in gaming, and more annoyingly that they lack interest in peripheral nerdly pursuits. The insistence that women who do not want to game will be soothed by traditionally feminine hobbies is both condescending and rooted in a strange sort of sexism. For a convention that encourages families to attend it should be reaching out to those with less experience or exposure to the world of geekdom not shutting them up with zumba classes. One massively simple way to fix this would be eliminating the SPA.


It’s an easy solution; all they have to do is integrate the programming. Have an icon for non-gaming activities instead of activities for non-gamers, any overflow can go towards filling out the Misfit section. Design the programming so that gamers are invited to take part in knitting just as much as non-gamers are invited to take part in a D&D game. Don’t make it so that a person coming into the scene for the first time is shown the door to their roped in section of the party while their partner is off riding in a mech suite simulator.

Tuesday, June 26, 2012

God Damn You, Wil Wheaton

I have a new nemesis.* His name is Wil, and he's this ridiculously popular Internet guy. He did some really cool stuff in the 1980s as an actor and now he is a blogger and writer and game designer and basically too cool for school.

He's been doing this thing lately, and it's a thing that is really good for the games industry, and I hate him for it because it makes my life moderately more difficult. He has been reviewing games. Good games. Games people then want.

And then I can never buy that game for my store again.

See, Mr Wheaton, being the incredible nerd icon that he is, has a lot of reach when he reviews a game. He gets a lot of people interested in his game, and then I have people asking me for it. Except, I'm not the only games retailer in Canada. I'm one of hundreds, and all of them are calling the same distributors trying to get a bunch of copies of whatever was just reviewed. In the past six months, I haven't had one request for Castle Panic. This week, I've had a dozen or more. And I know I'm not the only retailer who has to deal with this.
So my distributor runs out in the sudden deluge of orders, and then they have to wait for more from the producers of the game, and the producers need to wait to reprint because Wil Wheaton is something like a localized board game Armageddon.

What the hell, Wil? How am I supposed to sell people a game I can't get anymore? Why do I have to look like an idiot because you decided to like a game nobody's asked me for in months? At least send me an e-mail or something, letting me know you're going to be publishing a review of Game X so I should stock up In a big way. Or, y'know, return any of my calls. Or just to chat or whatever. Dick.**






* For the record, I actually dig Wil Wheaton, and wish him and his all the best in all of their endeavors, even those that have me fielding calls for games I don't have, or have enough of. What he's doing is great for the games industry and I'm really happy that he's devoted some of his time and energy towards introducing people to games they don't own.

** Wil Wheaton isn't actually a dick. And I've never actually sent him emails, nor phoned him. Though, having a retailer Advanced Warning list would actually be awesome.

Monday, June 25, 2012

The Ghost of D&D Third Edition

Wizards of the Coast announced yesterday that they were going to be re-releasing the Dungeons & Dragons Three point Five core books. I’m sure there are a lot of people who are tickled pink by the news, and as a person who sells D&D books for a living, I’m certainly not against having the version of the game people want to play on my shelf. But it seems like a strange marketing choice to me, especially with D&D Fifth Edition currently in the pipes.

When the PDF battle was at its highest pitch, I came out swinging for the minority opinion that it would be deeply silly of Wizards of the Coast to release digital copies of earlier editions of the books. There’s a pretty vocal group of people that are suggesting that it makes good business sense to have all of the various versions of D&D available at once; they’d like to be able to buy First Edition core books and modules and things, and so they assume that there is a sufficient audience to warrant those books’ continued availability. And while that might actually be true, it doesn’t address the fact that Wizards of the Coast is a company that survives primarily by publishing books you don’t own, and that to continue to be successful, they need to be able to sell new and interesting material. You’re quite a bit less likely to buy something new if you can still get the thing that is familiar to you. Pathfinder proved this in a big way, by continuing to support the most recent version of D&D while Wizards of the Coast did its best to kill it so that D&D Fourth Edition could be successful. Pathfinder is a continuous best-seller, not just in my store but in many others, while Fourth Edition languishes under poor reviews and the persistent clarion shriek that it’s “Just like World of Warcraft.”

And it’s not because D&D 3.5 is a better game than D&D Fourth. It isn’t a better game than D&D Fourth, though they are radically different in scope and tone. It’s a different game from D&D 3.5, and different isn’t something people, and gamers especially, deal with very well. This fear of change is exactly the reason that D&D Fifth is going to have the same six attributes that the game has had since the beginning of the hobby. It’s the reason Vampire the Requiem is largely vilified when it is just better at what it sets out to do than any version before it. It’s one of the big reasons RIFTS books continue to sell like crazy. People generally don’t like to do new, different, weird things, and the games we play need to account for that trend if they want to be popular.

It doesn’t take a marketing genius to see that this is a catastrophically silly move on the part of the company. All of the potential issues that come from releasing PDFs of earlier editions exist here (piracy only marginally less so), with far greater impact on future sales. At this point, putting out a 3.5 Player’s Handbook both detracts from your current line and actively supports a game that has been gnawing away at your player base. This cannot possibly be anything more than a desperate grab for popularity in a beauty pageant Wizards of the Coast has already lost. It stinks of fear and distress from a company that has made a number of critical marketing mistakes in the past few years. The small gains to be had from re-releasing a sure-seller are certain to cause problems in 2013, as the marketing machine for D&D Fifth starts rolling out in earnest.

If you absolutely must try and sell older versions of a game, it makes much more sense to at least package those older versions with the edition you’re currently trying to make a market for. Put out a new core set for all four editions of Dungeons & Dragons when Fifth Edition hits stores. When you buy a core set, you get one Fifth Edition book packaged in with it. First Edition comes with the Player’s Handbook. Second Edition comes with the DMG. Third Edition comes with the Monster Manual and Fourth Edition comes with a setting book for whatever the assumed setting of D&D Next is. At least that way, if you sell an old edition of your game to people, they’re getting the thing they want and a pretty decent incentive to give your new game a try. I mean, hey, we’ve already got one of the books, right?

Friday, June 22, 2012

SIFT: A Free One-Page Role-Playing Game

So, I’ve been pounding my face against the keyboard for the last little bit trying to put together a role-playing game based on Avatar the Last Airbender. There’s a 4E hack for the series, but I don’t think that the D&D treatment really hits on what Avatar was about, so I’ve been trying to mash together a version that hails to some of the better narrative-centric role-playing games of the past little bit.

But, I’ve got writers block, mostly in the sense of “I don’t want to work on this project right now.” And partially because my work doesn’t exist until I show it to you.That’s part of why I started a blog in the first place, was to get writing for an audience instead of just putzing around on a project, not finishing it, and not caring because fuck it, no one was ever going to read it anyway.

So rather than languish in my feelings of “Writing conflict resolution chapters suuuuuuuuuuuuucks,” I decided to write a new game in the meantime. It’s just one of my little one-page role-playing games, and it’s here for your enjoyment. It’s a military-mystery game based on an alternate reality game.

The ARG itself was sort of poorly put together and didn’t make a ton of logical sense, but the people who were invested in it were invested to the hilt. I have some pretty hefty criticisms of it, and those criticisms were eventually responsible for my leaving the game, but this isn’t really the place to air those. In the role-playing game, a United States military operation has recruited civilian help to crack codes and gather intelligence on an important mission. This more-or-less mirrors the ARG (where the role the civilians played was much less clear). There is something crazy going on somewhere in the world, and it’s up to one agent, one strike team and a group of asshats from the internet to stop it.

If you’d like to take a look at the game, you can find it here.

If you’d like to take a look at the source material, you can find most of it here.

If you’d like to take a look at the source material for the source material, you can find it here.

Wednesday, June 20, 2012

So You Wanna Work in the Games Industry

One of my most valued co-workers has put in his notice. He’s moving on to bigger things, and I wish him the best in his new ventures. He’s good at what he does, and whoever steps up to take his place has some big shoes to fill.

That’s put some of my own focus on what it takes to work in the games industry. I’m pretty happy with my job as it is, and while I’m looking at moving on myself in a year or two, whatever I move on to will be involved in games and gaming. It’s an industry I know and I’m good at what I do. There are a lot of people who want to work in this industry, though, and to be perfectly honest, most of them aren’t going to and aren’t suited to it. For those of you reading who would like to work in the industry, whatever piece of the industry you’re looking at, I’ve compiled this post to aid you in that endeavour. Hopefully, it helps.

 

You Don’t Need a Degree, Go Work at McDonalds


The co-worker who is leaving us has a degree in English, and it serves him fairly well. I don’t have a degree in anything, and that’s served me fairly well. What we both have is experience working shitty jobs. And that’s really important, because what you’re applying for at the entry level in games is invariably a shitty job.

You’re going to be a lackey to begin with. You’re going to stock shelves or alphabetize games or dust or shrink wrap millions of books. Sometimes you’re going to have to lift heavy stuff. None of this is glamorous, none of it shows up in your school transcripts, and we can’t really tell what sort of a worker you’ll be from a blank resume.

If you want entry-level work in the games industry, you need to work shitty jobs first. Those are what we’re looking for: are you willing to do occasionally crappy work, and are you good enough at that sort of work that you can keep a job doing it for a while?

 

You Need to Know Your Stuff


This one should probably speak for itself, but you need to know what you’re talking about. Play games. Play a lot of games. Read gaming blogs. Keep up on news and rumours. Become involved in forums. Talk about game design. Talk about organized play. Get involved in organized play. Learn. Actively go out and learn more about what you’re aiming to do.

I’ve been working in the games industry for just over five years, but I have over twenty years of experience with hobby gaming. If you want to steal my job, you will need more than that (and you’ll need to convince my boss that you’re worth more to him than I am, and if that’s true, we can’t afford you). If you want to get a  job selling Dungeons & Dragons, you need to play some Dungeons & Dragons.

Likewise, if you’re going to write dialogue trees, you should probably be a solid writer. Designing systems? Might want to know something about design. And games. And games design. And math. Programming a computer game? Best know some programming. And even selling D&D requires that you know something about sales, and specifically the sale of intangibles (because while the book itself might be an object someone can buy, what you’re really trying to sell is fun). If you want to work in a specific job, you need to know how to do most of that job.

Note that I didn’t say you need to know how to do the whole job. I didn’t know everything there was to know about being a games manager when I started being a games manager. I had to learn some stuff on the job. Merchandising, event management, ordering, these were new things to me. But I knew games and I knew how to sell stuff, and that’s the biggest part of the job. If you don’t know how to do at least the basics of the job, no one is going to hire you on.

To learn those things, sometimes you need to do stuff that isn’t directly related to the job you want to be doing. I used to sell timeshare. That was where I learned to sell stuff and got some experience under my belt.

 

Know Your Abilities


Not everyone is a salesman. Not everyone knows how to program. Not everyone is a writer. Not everyone is an artist. But you, you are good at something, and that something can probably translate into the games industry somehow. Find out what you’re good at, and get as good at that as you can be. Then find ways to apply that thing to the world of games.

A lot of people start out in Quality Assurance when they’re trying to break into video games. And for a lucky few, that’s a good way to break into the games industry. For a whole lot of others, it’s a lot of backbreaking labour in an industry that doesn’t care about the guys doing the backbreaking labour. When’s the last time you heard of a famous game tester? How about a famous game designer?

But Quality Assurance isn’t the only entry-level position at a game company, and if you’re not classically “entry level,” you increase your chances of getting a better job exponentially. If you’re a pretty good programmer, you should apply for programming positions. If you’re a decent writer, apply for positions in design or writing. If you’re a kick-ass salesman, sales and marketing always need more feet on the ground. And all of these positions are going to come into contact with the parts of the company you’re actually trying to break into. And if you want to break into a career in games that has a few different options going forward, why not do something that doesn’t suck as a baseline?

 

Know Who You’re Working For


I knew about Warp One long before I’d ever walked through the door. Back in the nineties, a friend of mine used to run a comic shop called Front Page Comics in the thriving metropolis of Stettler, Alberta. The shop did pretty well for itself, and was my first real introduction to nerd culture as a whole. When I was looking to get into the industry myself, I foolishly thought the best way to do that would be to open my own store, and I went about thrashing around like an idiot for a few months trying to do just that. When I went to Jeff for advice, he told me “If you want to make money at this, be like Warp One.”

Fast forward a whole lot of years, and I live a few blocks away from Warp One, slinging pitas at the local Pita Pit. It’s not a terrible job, and it’s a pretty great place to live, and one day my girlfriend comes into the Pit and says “Warp One is hiring. You should drop off a resume.” I’d been in there a handful of times, picking up a copy of Secrets of Xen’Drik for Eberron and a horrible 3.5 Africa-inspired rulebook, but it hadn’t even occurred to me to drop off a resume. When I finally did, I was hired on the spot.

I included a list of all the games I’ve played and/or still play on the back of my resume. It was a long list.

 

Be Awesome

 
I can’t really teach you this one. Ironically, I think it’s the most important point. You are going to need to fit in with the rest of the crew where you work. A lot of employers don’t hire for talent or education, especially in the games industry. They hire for personality. You need to be personable. You need to be generally likeable, or convince whoever is doing the hiring that you can be, and if you force it, people can tell.

I’m not the hiring authority at our store, but I take in a few resumes a week. Some of them get put in the File. Others get put directly into the garbage. The difference is the first impression they gave me. The ones that get put into the File are the ones that I could possibly see myself working with in the future. The ones that go into the circular file have probably failed somewhere, and it’s usually at this point.

When we keep a resume on file, by the bye, it’s kept in an enormous stack of other resumes. Sometimes for a really long time. Sometimes forever. But if you made it that far, that means that either someone who doesn’t think like me got your resume in there, or someone at our store thought you were cool enough to vet.

And if someone at our store thinks you’re cool enough to vet, other nerd locations are going to think you’re pretty cool too.

Playing Games for a Living

 
The people who work in this industry don’t do it for the money or the glamour. You aren’t going to make more than a decent living wage in this industry. Working in timeshare, I made a lot more money for a lot less work (and those of you who know me personally know how little work I must be talking about here…), but I choose to do this because I love it. I love games. I love gamers. I love events that bring people together and create shared experiences. And I get to play games for a living, which is pretty great.

If you’ve got what it takes, maybe you can too.

Pokemon Should be an MMO. On my iPhone.

This one doesn’t have anything at all to do with tabletop gaming. You have been warned.

I’m not the first person to suggest this. In fact, from what I hear, it’s some sort of wagon. With a band. There are a lot of Pokemon fans in the world, and a good chunk of those fans have grown up on the internet hoping that their favourite franchise would grow with them. And in some ways, it has. The graphics are better, the storylines actually bring the morality of Pokemon training into question, and gameplay has certainly grown more robust over the course of the last sixteen years. But that doesn’t really scratch the itch, here. What people really want is some Massively Multiplayer Pokemon love.

Now, Nintendo has come out pretty strongly against the idea, and I understand some of their reasoning. Pokemon was built on a mobile platform from the get-go. The key word there is “mobile,” they want to make playing Pokemon something of a social experience. You can’t capture all of the Pokemon in the world by yourself, you need to walk up and talk to people to get the trades you need, to get into battles with a real-life opponent. Nintendo has made a pretty solid name for itself in the mobile market with moves like that, and what they really don’t want to see is more people sitting in front of their computers playing games like World of Warcraft. When Nintendo talks about something being “social,” they don’t mean Facebook-style social. They mean classic social, actually-having-to-see-another-human-being social. Which is, honestly, something about which I’m totally in favour. The shirt I’m wearing right now says:

Click through to buy it!

for exactly that reason. I love it when people get together to play games, and that’s definitely something I’d want to further encourage, but I don’t think that keeping Pokemon from being an MMO is encouraging anything. It’s discouraging a style of play in which a solid number of people have expressed interest, and discouraging one style of play does not automatically encourage a different style of play. The people who want an MMO are still going to play an MMO, whether it’s the one you’re making money on or not.

Instead of keeping people from playing the game they’re begging you to make for them, it would seem to make better sense to make that game, and then reward the style of play you’d like to see more of. While it certainly won’t make everyone play the way you want them to play, it will encourage more people to throw their money at you, and to play the game the way you want them to. Provide bonuses to groups that are playing within proximity to one another. Give people a reason to battle face-to-face. Provide actual encouragement to players, and a solid portion of them will do what you’re encouraging them to do.

I think it behoves Nintendo to put together a game that does this, and I think it would make them a lot of money to do so. I also think they should make that game for iDevices and Android, for a few reasons.

The first is that these systems together cover an insanely large sector of people who own electronic gaming devices. I own one of each myself (an iPad and an Android phone), and I don’t actually know anyone in the 18-35 demographic that doesn’t own at least one. Moreover, nearly every iOS and Android device has a GPS system in it that would allow for rewards based on playing around other people who are playing the game. Also, having played some Final Fantasy III on my iPad now, I can really see where touch devices are going to be the best platform for rejuvenating classic games, and similar game play and graphics update (though, personal preference, I would look at cell shading as an alternative to polygons) would work beautifully for Pokemon.

I’m not saying anything new, here. Other people have said pretty much everything I’ve written. I’m just adding my voice to the chorus. If Nintendo put out a Pokemon MMO app on the app store and in Play, I know a number of people who would buy it and play it. I would buy it myself (and I’m an unrepentant app pirate; I would walk across the street, buy one of those stupid itunes cards, and buy this fucking game, just like I have for other apps I’m particularly psyched to see).

Untitled

Better, though, would be a Free-to-Play model in which players pay for particularly awesome things. Master Balls, out-of-area pokemon, pokemon “pets” like the pikachu from Yellow, faster bikes, stronger repel, some weird power-ups… the list of cool things you could buy in a cash store for Pokemon is intense. Also, add-on apps like a pedometer that keeps track of your steps to power-up your pokemon or an ARG akin to Pokemon Snap that allows you to take pictures of pokemon you find around your house to add them to your pokedex. The possibilities (and the money) are endless.

Friday, June 15, 2012

New Name, New Layout

When I first started this blog, its name was an obscure reference to an obscure piece of information from a setting book for Eberron. Under the Giant’s Bridge, there’s a nightclub called Glitterdust, and I thought “Well hell, I’ll make the URL www.giantsbridge.blogspot.com, and under that, I’ll make the title Glitterdust, I’m so clever. Bwah ha ha!” I picked the most evocative theme I could find in less than an hour and started typing my heart out.

That was in 2007. I’d like to think that in five years I’ve matured some. So the name of the blog is now Giantsbridge, much like it should have been from the start. And the layout is simple and clean, with higher contrast which should hopefully make it easier to read. Hooray!

Tuesday, May 29, 2012

Things I asked Mearls & Crawford

When you’re in charge of making the new Dungeons & Dragons and you offer to do a live chat on the internet, there’s no way you can get to everyone. Thousands of people were tuned in and asking questions, so there was no way to get to everyone. Still, I kept track of the questions I did ask, and decided to post them here, and why I think they’re important.

How do you plan to deal with the five-minute-workday?

This is one of the most important points of Dungeon Crawl games, and it’s something I saw very early in the game. The player characters would play hard for an encounter or two, and then take a four-hour walk back to town, or secure a dungeon room to rest in for the next six hours. With long rests getting you all of your hit points and all of your hit dice back, this gets to be a big pacing problem pretty quickly.

Is there a plan to break up combat pacing mechanically, or will that be largely left to the DM?

Combat in the playtest is monotonous. And I don’t mean that to be harsh, I mean that it hits the same notes over and over again, which may well be the direction they’d prefer. “Move, Attack, Minor Spell, Major Spell,” are pretty much your only options in a fight, which is fine as long as you have a Dungeon Master that’s keeping things interesting in other ways. There are a few outliers (rogues hiding, for instance), but this is how entire combat encounters roll, and while that was certainly enough ‘back in the day,’ it makes for some pretty boring encounters without a way of shaking things up.

My players have lamented the loss of Awesome Daily Powers. Are there plans to include options that will have a much more pronounced “Wow” factor?

The playtest player characters look good, and they don’t lack for interesting, but there isn’t anything on the sheet that made my players go “Holy shit, check this thing out!” The games that do this better than anyone, in my experience, are Warmachine and Magic: The Gathering, and both of those are doing really, really well. It hits one of those psychographic cues that I think is really important in gaming: it’s fucking badass. A 14/14 with flying and trample that costs 12 mana is going to make your face drop. Same with a warcaster that has RoF infinite. There’s something visceral and attention-grabbing about something that’s bigger and cooler than it has any right to be, and as long as it can be generally balanced, there’s no reason to not include more “Wow” factor abilities.

A small point, but I found the concept of Hit Dice was ambiguously worded. At second level, your Hit Dice are 2dX. Does this mean your roll 2dX? If so, how many times can you do this? Or do you roll 1dX and you have two uses? Wouldn’t it make more sense to write that as 1dX (2)?

We played with the latter, but it’s vague.

Monday, May 28, 2012

I am the RPG 1%

Browsing through Lumpley’s blog on a lark, I came across this lovely article on how to sell Dread to people who don’t already want to buy Dread. Now, I’ve never really had that problem because the good folk of Whyte Ave in Edmonton are a role-playing lot, and they love them some innovative design. Dread’s Jenga-tower resolution mechanic is about as innovative as design in role-playing gets, so all I have to tell interested parties is “When it looks like the shit could hit the fan, you take a block from the bottom and you put it on top.” I’ve sold out of Dread.

But there’s a concept in that article that I found particularly interesting, and that’s her use of what seems like an entirely made up statistic that 90% of players show up to a role-playing game to consume the medium, 9% are occasional participants, and 1% are active participants and content-creators. I’m a content-creator. I like to fiddle around with game design, and I appreciate design from a consumer’s point of view. I am like a million other role-playing game enthusiasts who is “writing a game” that will likely never see the light of day. More importantly, I write a blog, and while my level of participation is low, I’m still creating content that some people find interesting or valuable. That’s really important.

But I’m not. In the role-playing game industry, at least at a design level, I’m nothing, nobody. I’m certainly important in other directions, mostly in sales and community leadership, but people should not be designing role-playing games with me in mind. I’ll play damned near anything and find something to like in it. Hell, I played RIFTS for years, and had a blast.

The 1% of people in the role-playing game industry aren’t the people you need to design for. You need to design for the 99% that aren’t us, because if you can get those people buying your product, you’re going to make a lot of money. You need to make product for the guys who just want to show up and play, who spend hours reading the books because they’re neat. And to go back to RIFTS for a moment, nobody does this better than Kevin Siembieda. One of the constant refrains I hear in my position behind the counter is “I can’t believe this game is still around.” Then four people come in and buy RIFTS: Lemuria and they’re super-stoked about it, not because they’re going to go home and play it, but because they’re going to sit at a Starbucks and read the book cover to cover, Oohing and Ahhing at the awesome pictures of Dragon Mech Warrior King Insect Demons and the stats for power armor that makes no godly sense whatsoever. This is why Kevin is still in business, he understands the Wow Factor of your average gamer better than most of the people currently designing role-playing games. If he could get his feet back on the ground and start pumping out product like he was in the late nineties, he’d be laughing.

And this is sort of what the guys at Wizards of the Coast have been trying to do for a while, now. You can see it all over the design of Fourth Edition, and having played the Fifth Edition playtest thingie, I can see a lot of work being put into getting some of those people back. Fourth Edition had REALLY COOL POWERZ and your hero was a balls-to-the-wall ass-kicker from the word Go. There were entire books full of COOL RACEZ and WICKED GEAR that were trying to reach something in the 90% gamer that made them go “Whoa!” One of the problems, though, was that Fourth Edition was dedicated to a sterile brand of balance that made it impossible to reach that visceral WANT reaction. I think some of this came from a miscommunication between Brand and Design, and like one of my friends constantly says “The biggest problem with Fourth Edition is that it was built to fix all of Third Edition’s problems, and it did, but then nobody liked it because it didn’t feel like D&D.” It made balance a primary concern, and while that’s great, while that is a brilliant goal to try and work towards, it’s a goal that makes players like me happy. It doesn’t make players like my friend Matt want to play.

Matt doesn’t want to play a balanced game. If we’re using Mark Rosewater’s “Timmy, Johnny, Spike” chart, Matt’s a Timmy. He wants to experience something, and he wants that something to come in the form of Awesome Wish Fulfillment. His favorite character was a troll called DeathStalker. He wanted a character that was Huge and Powerful and Awesome and Strong and nobody ever fucked with him ever. Because that’s the sort of thing players like Matt, players who are the 90% of gamers, really want. I think Matt’s a pretty extreme example, for sure, but what about that quiet guy who shows up and uses his powers but doesn’t really say much? He’s probably just there to watch the story unfold and have a drink with his buddies, and designing a game that gets players like him involved is actually really tough.

Designing for the 90%

Some of this comes back to my Busted Game Theory.
ShadowRun, D&D 3.5 and RIFTS are the three games that most immediately come to mind when I think about how to design a game for the 90% of gamers who aren’t me. They are all, intrinsically, games about wish fulfillment. You get to be exactly as cool as you want to be, in whatever direction you want. You want to be pretty, agile, flexible? Be an elf. Looking for big, brutal and smashy? Rock a troll. Want to be smarter than everyone? Hackers and rogue scholars. Looking to be faster, stronger, better than normal? Juicers are the way to go.

If you’re looking to design with these players in mind, you need to understand that what you’re looking to build isn’t a game that’s cool. Because wish-fulfillment is seldom actually “cool.” It just seems cool to the players who are into that specific direction of wish fulfillment. You need to cater to the people who want to be an Action Movie Star and the guys who want to be in World Wrestling Entertainment. You need to build a game that is complicated and fiddly, a game that can be “broken” in a lot of different ways and in a lot of different directions.  Third Edition D&D did this flawlessly, and it’s still the most popular version of the game ever printed.

With that in mind, it also has to be fun. Setting has to take a back seat to your player characters’ awesomeness. Have you ever really looked at the setting of RIFTS? It’s a ridiculous hodgepodge of settings and milieus that serves as nothing more than a backdrop for how awesome your character is.  Sure, there are dragons out there, but they’re mostly there in case you get a hankering to prove you’re more awesome than a flock of dragons. There’s a tyrannical cult-nation of human supremacists, too. You should probably go kick their asses so that you can punch Future-Hitler in the face. The setting for Shadowrun is, honestly, no better. It’s a stew of fantasy tropes and horrible 1990’s cyberpunk bullshit. Why? Because trolls are cool. You know what’s cooler than a troll? A troll in a trench coat punching Future-Corporate-Hitler in the face.

Importantly, power creep is not a thing you need to avoid in a game that caters to the 90%. It should be actively embraced. It should be crammed into books as often as it can be justified. One of the lessons game design has learned from Yu-Gi-Oh and Warmachine is that if everything in a game is broken, nothing in the game is broken. If you put a bunch of crazy over-the-top machine-gattling-rail-guns in your first book, you’d better have something that one-ups that bitch in the next book, because that’s gonna need some one-uppin’. Power creep allows those players who are enjoying the media while expressing their wish fulfillment to continually reach for a new wish to fulfill. If you already have a Hackmaster +10, the +11 coming out in the next book is going to look pretty sweet, whether you can obliterate small villages by yourself or not. This keeps people buying books, it keeps people playing your game (or buying your game without playing it, in the case of many RIFTS folk), and it makes sure that no matter how “cool” the last stuff was, the stuff in your next book will be even “cooler.”

And this isn’t going to make people like me very happy at all. I will probably complain about your game publicly and wonder why the hell I can’t keep it stocked on my shelves, because seriously, who plays this garbage? But I already know who plays this garbage, and there are a bunch of people I could point towards it with a clear conscience, because that’s the game experience they’re looking for.

And there are more of those people than there are people who could appreciate Burning Wheel.

D&D Playtest Session One

So, the public playtest is out and running around, and my group just finished our first session of it.

My crew ran the gamut from second-time players through to AD&D veterans, and most had similar things to say about the experience: it feels like a step backward, and that isn’t meant as a compliment. There were some differing opinions about how far we’ve strayed, some players saying it feels like third edition, with others saying it plays more like second or first, but there is general agreement in the fact that it plays a lot like previous versions of the game, and that this is not necessarily a good thing.

The best points about the game are that it is very much Dungeons & Dragons. The character sheets are familiar, and without much in the way of rules tweaking, we found ourselves in familiar territory. We knew what we were about, and everyone was able to make informed decisions based on their understanding of D&D in its previous incarnations and from other media that mirrors the conventions of the game. It was really easy to pick up and play, and there were only a few occasions where we had to stop and look something up to see if “this version” of the game had such-and-such a rule (in particular, critical fumbles and attacks of opportunity). The flow of the game was less immediately heroic than Fourth Edition, which is in many ways both a benefit and a flaw, but we all had fun, and that’s the important thing.

As a Dungeon Master I found myself settling into a comfortable role, doling out boxed text and sending waves of monsters at the players. The monster blocks were instantly recognizable and easy to work with. The descriptions of sounds, smells and lighting all helped my descriptions work, and I found the game flowed really easily and a lot like my experiences of playing First Edition as a DM.

The worst points about the game were the same things that make all of the editions previous to Fourth less than great. There was a real sense of slogging, even though the hits were harder and the combat rounds faster. The battles were quick and bloody, sure, but there wasn’t a lot to  work with. Every player on the table bemoaned the loss of Awesome Daily Powers, noting that the player characters had fewer options for mechanically-enhanced ass-kickery. Singlue use spells for the casters couldn’t quite make up for the loss of Serious Face Kicking that would result from the busting of a massive daily power. Skills were another sore point, with each player wishing that they had different skills on their sheet than the ones they were presented. A rogue without Perception? No one had Bluff? Really?  One player in particular found it atrocious that the laser cleric would have a minor spell that does nothing but damage. It doesn’t heal, doesn’t provide a bonus, doesn’t debuff the enemy, doesn’t do anything but hit a guy with lasers. Yeah, the damage was solid, but rogues and fighters are there to cause damage. Clerics are support, and that spell doesn’t support anything other than killing things faster.

As a Dungeon Master, I found each encounter made the game seem longer and more boring until eventually we just stopped because one guy had to go home. The adventure we were presented had a lot of choke points and it often felt as though one or two creatures were In the Shit, and the rest were standing off on the sidelines while stuff happened. It was tough to make the encounters interesting because a) they were very short, b) they lacked the tactical depth of Fourth Edition or even Three-point-Five, and c) it’s just another room full of fucking bugbears. I used some of my best description to liven things up, but it was turning into a real grind towards the end. Contested strength checks to move a guy out of the way would have been great, if there wasn’t always someone right next to the guy you’re trying to move.

Mechanically, the playtest isn’t all that different from Dungeons & Dragons Second or Third. Movement has certainly improved, but the encounters we played didn’t really build on that too much. Using Attributes for Saving Throws makes mechanical sense, but one player pointed out that not having Int attached to Armor Class or a more general saving throw made the Attribute feel a lot less mechanically important. Advantage and Disadvantage were stunningly intuitive, and likely the best version of the concept I’ve seen thus far, though when something grants Advantage or incurs Disadvantage is a little murky in actual play. The loss of Attacks of Opportunity is a massive blessing, and has sped up combat considerably. It’s also made running away a much more viable option in combat, as you don’t have to give your opponent a free chance to kill you if you want to disengage and get out. In future sessions, I will be working on putting player characters into specific situations that will test out how some of the rules work, specifically movement, magic, conditions and hiding.

Until then, may your adventures always remind you of adventures from your past.

Friday, May 18, 2012

Innovative Design

One of Dieter Rams' Ten Principles of Good Design (and mind you, it's only one; the others are just as important, if not as flashy) is "Good design is innovative." A good game design requires innovation, it has to do something that hasn't been done before, or do something that has been done before in a way that is appreciably unique. Because board games and card games are so reliant upon rules to remain interesting, we see a lot of cool rule innovation happening in both of those sorts of games. Collectible card games, in particular, are constantly innovating, and it's really neat to be able to watch innovation occur at three month intervals (that might seem long, but it's blistering fast...). One of the hot new CCGs that's on the market, Cardfight!! Vanguard, uses cards for everything. Damage is cards. Response triggers are cards. Buffs and debuffs come from cards in your hand. They're using zones in a way I've never really seen them used before, and I think that's really neat. Most of the game is very similar to Magic or Yu-Gi-Oh or Pokemon, but they're doing old stuff in a unique and interesting way, and those innovations have made the game incredibly popular among our Yu-Gi-Oh players.

Role-playing games can get away with sloppier innovation than other games, largely because a huge amount of the fun that comes from RPGs comes from sources outside the defined rules set. You can come up with really interesting rules, and people will certainly appreciate them, but how those new rules are utilized on a table is largely up to the group of people playing. So we see innovation less often in role-playing games, generally, but the innovations we see are really, really neat. Today I'd like to talk about a few of my favorite innovations from the last ten years or so, and why I think think they're a big deal. Now, I'm not going to claim that I have all of my sources in order; I'm listing innovations based solely on where I became aware of them, but they could easily have shown up in other works before that.

FATE Aspects

Attributes define who our characters are. They tell us what the character can and cannot do, what he or she is good at and what he or she is poorly at. Generally, though, attributes have failed in that they are sort of an arbitrary collection of statistics. They don't tell us anything about the character, they simply determine the limitations of that character in specific types of tasks. Really, what is the difference between a character with Dexterity 16 and another with Dexterity 17? Not too terrible much. There isn't even a mechanical difference; they both get the same bonus.

FATE introduced Aspects, which were more personalized, free form and provided meaningful information about your character right on the character sheet. Free form attributes didn't make their debut in FATE (they'd been seen previously in Sorcerer, Over the Edge, and Hero Wars). Aspects, though, pushed the idea into new territory, encompassing items, careers, catchphrases... anything that can be used to define your character.

Gumshoe Investigation

Someone once said of Robin D. Laws: "If you give Robin a job, he comes back with something that is somehow infinitely better than the thing you told him to do, and at the same time exactly what you told him to do." I believe that person was Kenneth Hite, who is himself an accomplished designer, but he's managed to describe Mr. Laws as a designer pretty spot on. Robin Laws is one of the best in the role-playing game industry, and the simple, elegant solution to The Investigation Problem is a great example of that.

The problem is something anyone who has played role-playing games for a long time will recognize. You enter a 10ft x 10ft room with a clue in it. You roll your Find Clues check, and it comes up empty. The game crawls to a fucking halt. That isn't fun, no one is enjoying that. The options become "The GM spoon-feeds you the clue," or "You roll over and over again until you finally get the clue, which makes the skill check arbitrary and ridiculous." The solution was one of the most incredibly elegant pieces of games design I've ever seen.

If you are trained in finding clues of a specific type, you find the clue as soon as that clue becomes available to you.

This gets the focus back where it belongs: putting the clues together and getting chased by frog men down the streets of Innsmouth. Just having the clues is seldom enough to solve a mystery, and the closer you get to solving the mystery, the more intense the resistance to your solving it gets, which leads to all those crunchy-fun actiony bits.

Dread Conflict Resolution

It's tough to do horror role-playing games well. It's a medium that extols the virtues of wish-fulfillment and power fantasies, and those things actively hinder your character in a horror game. This is, in my opinion, the greatest failing of White Wolf's games, the key reason that Vampire so often devolves into a superhero game with trench coats and fangs. As much as I would love to partake in the introspective navel-gazing that Vampire games advertise, I never really get a chance to. There are too many explosions.

To get horror done right, there are a few requirements you need to fulfill. Characters have to be less inherently powerful than whatever they're up against. There needs to be a sense of rising dread as the stakes get higher and the options get fewer. And sometimes, the shit has to hit the fan and everyone dies. Dread hits the last two notes brilliantly, using a Jenga tower to ramp up the anxiety and constantly move things towards a room covered in fecal matter and shame. Every time something happens that could be horrible, take a block from the bottom and put it on top. If the tower falls, people die.

Wednesday, May 16, 2012

Meditations on Resolution and Detail

I was reading a blog post about how D&D has really boring scenery most of the time, and the first thing I thought about was Mouse Guard. Then today, there was a news post from the guys at Wizards of the Coast about how D&D doesn't do skills in a way that's really interesting or compelling, and there's a few different systems for skills and that sort of suck. Again, I thought about Mouse Guard. To me, both of these things stem from a single issue, and that issue is addressed head-on in Mouse Guard in a really elegant way.

In D&D, skills actually serve to limit player authorship. In early versions of the game, versions without skills, a player had to clearly describe every single action he or she was going to take, and ask a lot of important questions about the surrounding area to make sure they weren't making an insane mistake. The advent of skills allowed a player to quickly and simply describe the task he or she was about to attempt in a sort of gaming short-hand. "I'm going to search for traps," and then rolling dice was a perfectly acceptable way to handle situations that would have taken a lot of thought and consideration without the skill. And that's actually pretty cool, that's a neat piece of gaming technology that gets the focus back where it belongs, on the violence.

But somewhere along the way, we got lazy. We started replacing ingenuity and thought with skill checks almost entirely. Rather than try and remember a pertinent detail yourself, you'd roll a History check. Rather than role-play your way through a sticky situation, you'd roll a Diplomacy check, and that was it. That's all that was expected of our players, and while that certainly made it easier to get to the violence, I think D&D design has sort of lost its way when it comes to skill design and why and how skills are used in the game. Players aren't authoring things anymore, they're rolling dice and calling it good.

And Mouse Guard presented some really elegant fixes to that problem, while still retaining the shorthand. A really good example of this is how the game handles weather watching. If you'd like to know what the weather is going to be like in the near future, you can make a weather watching check. If you succeed, you decide what the weather is going to be like at the start of the next session. If you fail, the GM gets to throw a weather-shaped monkey wrench in your plans, or you take a condition.

There are two parts of this that deserve a closer look: 1) you decide what the weather is going to look like and 2) if you fail, things get worse. Deciding what the weather is going to look like is a hell of a lot of power to put in a player's hands, but properly balanced with the threat of a massive drawback, it's not that big a deal. But imagine that power (and that threat) applied to other aspects of the game. To take an example from the Wizards post, let's look at a history check.

You're in the middle of deep, dank dungeon, and you come across a statue of a beautiful woman in her middle years, holding what looks like a spear, but the haft is busted halfway to her hand. With the current resolution system, you would roll a d20, add your skill bonuses, and compare them to the difficulty. If you succeed, the DM tells you stuff about the statue (or not). If you fail, nothing happens.

With the Mouse Guard system, you'd roll your D20, add your skill bonuses and compare the result to a difficulty number again. This time, if you succeed, YOU tell everyone what's up with the statue. Make it up. Tell a story. If you fail, the DM gets to throw a twist at you. The statue attacks, it crumbles and a horde of scarabs crawl out, the ceiling collapses, the statue's sculptor begins haunting you for getting it wrong, whatever.

What this does, and I think this is important, is provide a mechanical reason to add detail to the world. With success, players get a chance to author bits and pieces of the world, and with that duty spread among multiple people, more interesting details will begin to emerge. With failure, the DM gets to throw in twists and challenges that add further detail to the world through their very existence. Used while travelling, this will give players and DMs a chance to flesh out the scenery. Used in dungeons, it will provide a powerful tool for adding depth to a simple treasure-hunt. And in the right circumstances, it might encourage players to rely less on their skills. If you're in a room with three sleeping dragons and a kobold is about to sound a gong to wake them up while you're on a ladder over a river of lava, let's face it: you don't need any added complications in your life. Maybe you should think this one through the old-school way.

Saturday, March 17, 2012

Ten Things About Las Vegas

So most of my “regular” readers know that I put up something of a travel blog over the course of any time I’m away detailing my various adventures and derring do, and finding ways to make those adventures relatable to games and gaming. This time around, though, I have not had the usual hour a day to devote to writing because I have been incredibly busy from eight in the morning straight until two in the morning most days. If these hours seem skewed to you, it’s because I don’t normally get up until ten and I don’t go to bed until around four in the morning. So I hope my dear readers understand the delay. After all, it’s fucking Las Vegas.

And because I can’t remember ever day in exacting detail (they’ve all rather blurred together in a haze of booze, gambling and shopping for clothes – and houses…), I’m going to be changing up the format this time around. I am not going to be writing a day-by-day account of my trip, but will instead be looking at a theme for each day that I post. And because I almost always do one of these, today I’ll be starting off with my Ten Things About Las Vegas (Since the Last Time I Saw Her).

Ten Things About Las Vegas (Since the Last Time I Saw Her)

1. The money isn’t where it used to be. If you look around America, there is an obvious financial crush going on, and I think that the most obvious place in the world to see that is in the place known for its ridiculous amounts of money. Las Vegas, the City of Lights, uses more power in a day than a third world country does in a year. That’s a statistic I just made up, and I wouldn’t be at all surprised to be told it’s accurate. Lights are everywhere, there is money everywhere, and everything is of impeccable quality. Until you get up close. Vegas is starting to show some of the cracks in her make-up, even in the richest, prettiest, most incredibly well kept casinos. The Wynn is gorgeous, for instance, but the paint in the men’s room has been peeling for some time. The Venetian is incredible, but the carpets are starting to look their age. The newest casinos of which I’m aware, the Aria and the Red Rock are in great shape and their newness practically glows off the walls, but the rest of Las Vegas is slowly starting to come apart at the seams. Much like I found in the Palace at Versailles, the floors squeak, and it’s the little details like that which illustrate the full impact of the American economic collapse.

2. I’m particular. I travel in a very set sort of way, and that way is called “ADVENTURE TIME!!!!” which is not in any way affiliated with the children’s television show of the same name. If you would like to travel in a style similar to ADVENTURE TIME!!!!, the process is simple. Every day, wake up whenever the hell you feel like waking up. For me, that’s usually around nine or ten in the morning when I’m travelling, but if I’m at something like GenCon, it’s closer to seven. Then find something to do. At a convention, that usually involves a game I call “Go to Every Seminar.” When I’m travelling by myself or with a significant other, we usually decide between us which thing we’d like to do that day and then we go do that one thing.

And maybe that’s the real kicker for me. I don’t fill my days with stuff. I plan a thing early in the day, and everything that comes after that is just… whatever. I’ll do whatever I feel like doing. If that involves going to dinner at the Crab Shack, well then fuck it, we’re going to the Crab Shack and eating some goddamn corn. If that means going to Castro Street to see the gay partying that is San Francisco, so be it. In Las Vegas, I haven’t had much of a chance for that sort of thing. There hasn’t been a ton of spontanaeity on this trip, it’s all been pre-planned, and usually by someone who isn’t me.

Also, I have some things I love to do when I’m vacationing, and one of those things is partying. I was informed early on that it was not going to be “that kind of vacation,” to which my mental response was “So it’s not a vacation?”

3. I used to have a crush on her, but now I think she’s a thieving whore. The last time I visited Las Vegas, I didn’t have any money to gamble away, which made her seem like a pretty tame place to be. She was open and friendly and weird and flashy and classy and fun and all the sorts of things I look for in a city. This time, I came with dollars, and that was obviously a massive mistake, for two reasons. The first was shopping. See, I don’t do a ton of shopping at home, at least not for clothing. I spend a lot of money on meals out, and I buy gadgets and gifts for friends and family, but since I decided that time share money wasn’t worth time share grief, I’ve been skimping on my wardrobe in a huge way. Coming to Las Vegas was like opening a fashion floodgate for me. I have three new pairs of jeans, two new shirts, a leather jacket, a belt, and some shorts that got forced on me. We got a brand new, never-been-worn, pair of Guess jeans for six dollars. My twelve year old me is kicking the crap out of my incredibly well-adorned ass right now. The second pitfall was gambling. See, I’m not much of a gambler, really. I have an addictive personality, I form habits pretty easily, and I’ve been known to do incredibly stupid things of occasion. That all adds up to “I don’t know when to quit,” and that has become apparent through my gambling this week.
Once upon a time, I would have considered living in Las Vegas full time. As of now, I think I’d probably just end up hating on her. I could probably rock three months at a time. Probably. I’ll write Dave a business plan.

4. Shopping. I realize that I don’t make this abundantly clear very often, but I actually do know how to dress myself. Dave is of the opinion that I am far fatter than I am and keeps trying to get me into clothes that are XXL or bigger, and occasionally shaming me for it. Personally, I think I’ve been looking like a million bucks lately and my girlfriend agrees. I’m sorry, sir, but her opinion weighs a little heavier than yours most times.
Also, going back to how I’m particular, I have some pretty quirky ideas about how I want to dress myself, and trying to force me into something that I don’t want to wear is only going to make me seem like an asshole because I don’t want to wear those things. I don’t wear shorts, for instance, and I ended up feeling like a total dick that I don’t like, nor do I wear, shorts.

Regardless, I have a bunch of new clothes, and I think they look pretty great on me. I’ll be showing them off at the store damned near constantly for the next little while.

5. She’s not as friendly as I remember her being. Las Vegas in 2008 was one of the friendliest cities I’d ever been to. People would just say hello to you on the street for no reason, and everyone I talked to had an awesome story to tell. Then again, the last time I was in Las Vegas, I was actually allowed to party, and that might have made all the difference. Drunk me is a pretty friendly dude, if a little quiet, and I’m a lot more likely to walk up to a complete stranger and start a conversation than I am when I’m stone sober.

Las Vegas this past week has been cold. Not in temperature – weather wise, it’s been gorgeous – but by the people. They’re distant, they don’t want to talk to you, they’ve got places to be and crowds to hang with. Maybe it’s because this time I’m older and fatter and Las Vegas is a superficial sort of place, very hung up on appearances. Maybe it’s just that America as a whole is under a lot of stress, and Sin City is feeling the crunch a little harder than most.

6. Tits. The first show we went to was a thing called X-Burlesque. I don’t do a lot of burlesque shows in Edmonton, but I know they’re gaining some popularity with the Victorian renaissance that’s made SteamPunk cool, and there is at least one person on my Facebook friends list that invites me to all of the burlesque shows she’s performing in. I am, however, familiar with burlesque and it’s trappings, and what I saw at X-Burlesque was nothing more complicated than a very well thought out strip club show with much more expensive drinks. There were tits everywhere, and one girl, the Asian lady, kept making eye-contact, which was both very sexy and incredibly frustrating. I don’t like being able to see a girl naked without being able to at least attempt to bring them to orgasm. It hits all of the wrong buttons for me, and none of the right ones that make the wrong ones stop.

7. Sleaze Sells. The second show we saw was a thing called Absinthe, and it was brilliant. It was a self-aware, self-referential, sleazy, vulgar circus act. The ringmaster was a slimy grease ball with a vicious smoke-damaged voice and a mean streak. His assistant was a perky, sexually repressed, squeaky bimbo. The acts were incredibly impressive, most especially the Eastern European fellows who did a paired gymnastics routine that was, as the kids say, off the hook. When one 250lb man-slab can hold another 230lb man-slab horizontal from the ground with one hand, I consider that a feat worth seeing.

The second comic shop we visited was also incredibly sleazy. It was in a seedy part of town in the corner of a strip mall, with ugly, hand-painted signage. The interior was murky and dank, there were trees everywhere crowding the space and making the whole shop claustrophobic, with strange reaching branches to lash out at you from nowhere. The shop’s only saving grace was the store-cat, an addition I have occasionally petitioned Dave and James for, to no avail. Dave points out, we have trouble keeping plants alive. That gentleman apparently has no difficulty selling through 200 copies of a comic book we barely carry. Also, he has a porno moustache, thinning hair and a big, pink Las Vegas car.

8. The GAMA Trade Show taught me nothing I don’t already know. It turns out, I’m already really good at my job. I was actually pretty excited to hit GAMA for the seminars. In particular, I was hoping to hit a few by Dave Wallace, who literally wrote the book on making your store successful, but his seminars were late in the convention and I had already given up entirely on the con by Wednesday evening. If you need someone to tell you to get involved with D&D Encounters if you’d like to sell more role-playing games… Well, you’re in the wrong industry, pal. Every time someone asked a question, my mental response was “How the hell do you keep your doors open?” There was one guy who was incredibly proud that he had discovered a prizing system this year that almost exactly matches the one we’ve been using for years. When I found out that an employee making minimum wage in Nevada makes $5, and that the average new house costs $150k, that sort of answered my question. I have to be a lot better at what I do than most of the people at the convention because it is so much harder to succeed in the city of Edmonton than it is to succeed in the city of Las Vegas. For the cost of my rent each month, I could afford to buy a brand new Las Vegas home. If your employee can sell two single-issue comic books per hour, he or she has earned out his or her wage.

Things I’m bringing home with me from the convention: Um… A new appreciation for how incredible my store is.

9. Shoes are of the utmost importance. In 2009, my ex-girlfriend bought me a pair of incredible shoes with incredible liners in them. I am still wearing those shoes, and they have never failed to be the most incredibly comfortable pair of shoes I have ever worn. If you would like to get shoes that are perfect for your feet, you need to go talk to Holly at Totem Outdoor Outfitters in Edmonton on a Saturday. You will not be at all disappointed.
Yesterday, I bought new shoes because I’d left my dress shoes at home. Having a whole schwack of new clothes didn’t mean a thing, really, because my shoes were looking pretty ragged after three years of continual beatings, and they didn’t really match anything I’d just bought. So I picked up some new shoes, and they look good, but they feel like crap on my feet. I’ll be needing to go in and pick up some new Super Feet insoles from Totem soon.

10. Couches. So, when I said that I wanted to come on this trip, my understanding was that it was just going to be Dave and I. When I heard his mother and her friend were coming along, I was a little surprised, but it was certainly manageable. I like his mom quite a bit, and while I’d only met her friend once or twice, she seemed like a nice lady. When I heard Ida from Warp Two was coming along, I was a little confused but figured she’d be bunking with the ladies or we’d have a room with three beds.

That is not what happened at all.

I have spent this week sleeping on a couch. Dave offered to share his bed with me, which is a thing I chose to not do mostly because I am uncomfortable sharing a bed with a dude and partially because, as much as I love Dave, I don’t really want to ever be in the same bed as him. I have a pretty solid reputation for being a very sexual person, and that mixture of traits – sexual dude plus sleeping in the same bed as your boss – comes rife with jokes and innuendo. So the first night in Las Vegas I “slept” on the floor. That’s in quotation marks because there wasn’t really a lot of sleeping to be had. Since then, I’ve been sleeping on a couch in our upgraded room. The couch is not long enough to fit my body onto, it’s more of a loveseat really, but it’s a far cry better than sleeping on the floor or in the same bed as my employer. My knees, for the record, are not happy with me, and if there’s one thing I’m looking forward to about getting home to Edmonton, it’s sleeping in a bed.