The fanfic is Diamond in the Sky (NSFW for mature themes), but it's not related to the Dead Space crossover from earlier! It's actually the next part of the Pearlapis fic series, this time a bit action-y as well as emotional, and it marks a breakthrough in their relationship. It also features illustrations by my partner spinecrawlerrush, of course, and you'll definitely want to see the concept art for this one. <3
Meanwhile, in the world of miniatures gaming we've been sidelining and selling off our 40k and Warmahordes things, to make room for the extremely cute Endless Fantasy Tactics and Kami Tale miniatures lines!
Finally, check out this interview with Emily Whitehouse on PinkFae! It's a trans-inclusive games website, and the co-designer of Endless Fantasy Tactics has a story our readers may find interesting. ^^
There's a danger in getting overly concerned with tropes, and the real point is to be free to draw inspiration from where you like while creating something that means something to you.
That's from the Yaruki Zero book, where Ewen talks about anime, but I feel like it addresses a problem we have been having with trying to make the erotic rpg we mentioned awhile back. Or any of our other attempts to make "universal" games, like fursonarpg, and try to create stuff that we don't fully understand the appeal of on the basis that someone will want to play as it.
I think there's something to be said for opening up a game's rules or a setting's canon, to allow for something new to fit in. Sort of like how halfway through the game's run Games Workshop took the unusual step of creating an idealist faction, with clean lines and anime-inspired mecha, in Warhammer 40,000.
But I feel like this stuff is maybe best done gradually, and custom-made on a case-by-case basis. The Cleric and Monk classes in Dungeons and Dragons, for instance, came about because Gary Gygax's friends wanted to play a vampire hunter and a martial artist respectively. Meanwhile, I've been doing an ongoing freeform 40k RP, that started with ideas for my Tau characters and grew to encompass burning_ground's Chaos Daemons and Alias / spinecrawlerrush's Necrons.
Sometimes we think about game design. This is one of those times. >_>b
Warmachine, and its companion game, Hordes, were made in the United States. Warhammer 40,000 was made in Great Britain.
The more I think about it, the more I feel like this explains a lot of the differences between the two games.
( Read more... )
We just wrote a single character sheet that represents three characters, one for each of us. Check it out on Myth-Weavers, along with our suggestions for how to play like this.
... I think this is the first time we've designed magical girl characters. Unless you count the male magical girl that we wrote for raikacreations.
Fate is <3. Now we just need to finish writing stuff for capsulerp, although I suspect we won't get much done (at least not with all of the players together) before the end of this holiday season.
From the product page:
The Chosen Visitor is a Dungeon World class for people from present-day Earth who’ve been sucked into a fantasy world. It draws inspiration on an entire genre of fantasy literature, exemplified by works like Poul Anderson’s Three Hearts and Three Lions, as well as anime like Magic Knight Rayearth.
Don't let the schoolgirl on the cover fool you -- this is actually a comprehensive treatment of the "person from earth ends up in fantasy world" trope, and lets you play characters much more diverse than Kagome from Inuyasha! It falls short on the actual execution in several ways, though.
( Read more... )
The Chosen Visitor - A Dungeon World Playbook is licensed CC-By-SA.
I'm reading another FATAL and Friends, this time of a 90's-era RPG that was heavily inspired by World of Darkness. It's called The Everlasting, and it is, if anything, even more pretentious than OWoD.
How pretentious are we talking, here? Well, for starters, it calls your character sheet a "Protagonist Profile," and it calls the act of playing an RPG "Legendmaking." This is the example of actual play that it gives in Chapter 12: Storytelling: Rediscovering the Magic of Life:
Four people have gathered in a basement for a night of legendmaking. They have exchanged the light bulbs for red lights and have placed some lit candles on the large table they are seated around. Also on the table are two fake skulls, hand-scrawled directions to a haunted house on what looks to be the brown paper of a grocery sack, and everyone's cards, dice, and protagonist profiles.
I hope no one filled in their character sheets- excuse me, Protagonist Profiles, in red ink. :P
In all seriousness, though, seeing people like this book's authors describe RPGing in mystical, pseudoreligious terms, reminds me of Mormons talking about how amazing sex is once you're married. When the truth is, it's not something you have to do in a particular way, the most important things are to listen and make sure that you have people's consent and enthusiasm, and you're going to make lots of embarrassing mistakes but the best way to get better at it is by practice.
When I believed my own hype, so to speak, it just made me a perfectionist who was too scared to actually play. What helped more than anything else, in getting capsulerp and the in-person game started, was opening up about my insecurity, letting go of the need to make everything perfect, and trusting my RPing partners to know and describe what they wanted.
This essay was written as a response to Landmarks of Gaming Theory. It is meant to address problems which roleplayers and game designers experience, and to deconstruct a reactionary ideology which would in some cases prevent people from doing so. It is not meant to be the last word, so much as our personal starting point.
( Read more... )
So, I went out to GM the first session of the in-person Fate game we planned with the other players. Who are a guy we already knew, and his two friends.
(Content Note: Fictional pepper spray, and sibling abuse.)
One of the characters was a mad scientist college student, one was his (doormat) assistant who took the same classes, and one was a Fighter-class fantasy adventurer who stumbled upon their "Time Fridge," when it teleported them to an alternate timeline.
Yes. Time Fridge.
(Name shamelessly stolen from the Faulty Logic webcomic.)
All in all, it was a really fun experience and educational as well. ^^; I feel like I'm learning a lot about game design, which is now my Dream Career, by playing out these new games on the table. And seeing just how much they empower players, GMs, and creatives.
This is what I wanted, long ago, with the "Fursona Project" and "Fursona Code" and "Become Your Fursona" website. At their core, at the most basic level, I wanted people to be able to live as their personal characters, and have a common design vocabulary and resources to help express what they're like. I'm still learning the historical reasons why, but d20 and Pathfinder did not deliver on that.
From what I am seeing, Fate Core has delivered on that promise.
Now to see if we can kick off this online campaign properly.
So, lately I've taken to reading transcripts of the "FATAL & Friends" reviews on Something Awful, named after the legendary Worst RPG Ever. It's been very interesting to get a fresh perspective on games like Pathfinder, and see their flaws pointed out by an outsider.
(The Original D&D review was also very interesting. Did you know that the reason Pathfinder has so many spells like Cloudkill and Hallucinatory Terrain is because they were originally supposed to be used in a Warhammer style miniatures game, to delete blocks of infantry or to create or obscure terrain?)
Fate Core in person
I also recently had the experience of going out to GM a starting session of Fate Core in person, for a Pathfinder veteran and his friend who was new to RPGs but was very interested when I described Fate.
In hindsight, I think I did things all wrong for the planned Capsule Contingency RPG. >_>;;
So, for redsixwing and sablin27 ...
What should we do for our planned game? Do you want to just start it right now, and then help us come up with things as we go? Because I think that we could do that, if there is an understanding that it isn't going to be perfect. ^^; We could alternately discuss some of the ideas we had for where the game's going to go, so we can find out what stories you're interested in exploring and maybe get some ideas and stuff.