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	<title>they.misled.us</title>
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	<link>http://they.misled.us</link>
	<description>Featuring rants unworthy of due consideration. Spell checked, but not proofread</description>
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		<title>Cortex+ Dragon Brigade</title>
		<link>http://they.misled.us/archives/1801</link>
		<comments>http://they.misled.us/archives/1801#comments</comments>
		<pubDate>Mon, 09 Jan 2012 00:41:39 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[cortex+]]></category>
		<category><![CDATA[dragon brigade]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://they.misled.us/?p=1801</guid>
		<description><![CDATA[Yesterday was my first foray into the Cortex+ system. It was a bit of a hot mess, but that is too be expected given that I chose to run Dragon ...]]></description>
			<content:encoded><![CDATA[<p>Yesterday was my first foray into the Cortex+ system. It was a bit of a hot mess, but that is too be expected given that I chose to run Dragon Brigade Opening Salvo. The problem with Dragon Brigade was that it took a lot for granted, and I think having finished reading Leverage, or reading Smallville would have helped immensely. The game includes the basics of Cortex+, which I was somewhat familiar with. But, as we got into things it became painfully clear that I had no idea how to run the game.</p>
<p>My biggest issue was trying to determine what the correct scale for actions was, and whether or not people were supposed to be acting independently or as teams. The biggest issue for the group was catching the exceptions to the rules, the fiddly bits proved to be a little too fiddly, for example that d4 complications are rolled by the player, but d6 complications are rolled by the GM.</p>
<p>After the game we came to a consensus that the game may be worth revisiting once the full version comes out, but we are going to avoid it in the mean time.</p>
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		<title>REVERB GAMERS 2012, #1</title>
		<link>http://they.misled.us/archives/1796</link>
		<comments>http://they.misled.us/archives/1796#comments</comments>
		<pubDate>Mon, 02 Jan 2012 17:25:03 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[Role-Playing Games]]></category>
		<category><![CDATA[reverb games]]></category>

		<guid isPermaLink="false">http://they.misled.us/?p=1796</guid>
		<description><![CDATA[Atlas Games has published a list of 31 writing prompts that relate to an individual&#8217;s experiences with role-playing games. I believe the idea is that you post an answer to ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://blog.atlas-games.com/2011/12/reverb-gamers-master-list.html">Atlas Games</a> has published a list of 31 writing prompts that relate to an individual&#8217;s experiences with role-playing games. I believe the idea is that you post an answer to each one throughout the month of the January. I however will not be doing so because I do not want to flood my blog with that content for the month. Therefore, I will sprinkle my answers throughout the year.</p>
<p>P.S. Since Atlas is a table top role-playing company so the answers to the questions will be related to that, not video games.</p>
<p style="padding-left: 30px;"><em><strong>REVERB GAMERS 2012, #1: What was your first roleplaying experience? Who introduced you to it? How did that introduction shape the gamer you&#8217;ve become? </strong></em></p>
<p>My first role-playing experience was with Advanced Dungeons &amp; Dragons second edition in the spring of 1999. A couple of my friends strong armed me into it due to our shared interest in role-playing video games, and fantasy novels. I was reticent to play due to my mothers initial, misplaced, believe that D&amp;D was associated with devil worship. However, after reviewing the material I was prepared for the following social complications that arrose.</p>
<p>We each had purchased a copy of the Player&#8217;s Handbook, and one of us had purchased the DM&#8217;s Guide. The initial plan was to rotate as DM. I am not exactly sure where the initial monsters came from because I do not recall getting the monster manual until later.</p>
<p>The first session we all took brief turns behind the DM screen, and brutally slaughtered each other because we had no sence of balance and difficulty in encounter design. As I recall my wizard did not fair well, as he fell before acting, and ending up drowning in a pool of filth. It did not take very many attempts before I realized that I enjoyed being the DM much more than playing, so I bought the DM Guide from my friend, and proceeded to write up our first adventure.</p>
<p>Our initial experience had a single profound effect: the desire to teach others. When we were first getting started we had to piece together what to do out of the core rule books, no one would help us. We were able to find other groups in the area, but they had no interest in assisting a group of high school kids get started. As a result, we mostly got the core of the game running but hand waved a lot of it. In fact, in recent months reading through Dungeon World has codified many of the aspects of the way we used to play. I did not want anyone else to experience the same thing. So, I couple years later I started running games at a local FLGS to help connected experienced players with new players. Unfortunately, this was not quite as successful as I would have liked due to my time constraints.</p>
<p>I took some time off gaming for graduate school, and when I returned I decided to take the reigns and start organized sanctioned RPGA play at another FLGS. This program was considerably more successful, and I&#8217;m pleased to see the amount of youth getting into the hobby now. But, I do have to say that 10 year old DM&#8217;s have NO mercy.</p>
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		<title>Mac Mini Ugh</title>
		<link>http://they.misled.us/archives/1784</link>
		<comments>http://they.misled.us/archives/1784#comments</comments>
		<pubDate>Mon, 12 Dec 2011 02:39:02 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[General]]></category>

		<guid isPermaLink="false">http://they.misled.us/?p=1784</guid>
		<description><![CDATA[After spending years without a proper mac I decided to spring for a &#8220;cheap&#8221; one. This did not go well. I booted it up, and it died within 10 minutes. ...]]></description>
			<content:encoded><![CDATA[<p>After spending years without a proper mac I decided to spring for a &#8220;cheap&#8221; one. This did not go well. I booted it up, and it died within 10 minutes. Now I don&#8217;t know if I should exchange it, or just get my money back. Bah.</p>
<p><strong>UPDATE</strong>: Wow, I have missed OS X. I think was finally started to get used to all the headaches that Windows and Ubuntu cause me, and now running with OS X is like coming home again. Sadly, this is only going to make me want to replace my defunct MacBook Pro all the more.</p>
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		<title>End of an Era: Google Reader</title>
		<link>http://they.misled.us/archives/1781</link>
		<comments>http://they.misled.us/archives/1781#comments</comments>
		<pubDate>Wed, 02 Nov 2011 01:03:45 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[Furious]]></category>
		<category><![CDATA[google]]></category>
		<category><![CDATA[Rant]]></category>

		<guid isPermaLink="false">http://they.misled.us/?p=1781</guid>
		<description><![CDATA[I was not planning on posting about this, but since I still catch myself going to google reader to see social shares I figured I might as well memorialize it ...]]></description>
			<content:encoded><![CDATA[<p>I was not planning on posting about this, but since I still catch myself going to google reader to see social shares I figured I might as well memorialize it on my blog.</p>
<p>On October 31, 2011 Google Reader effectively died. By stripping away the social features, google reader is little more than an average RSS feed aggregation. To read the full blasphemous press release check out the following:</p>
<p><a href="http://googlereader.blogspot.com/2011/10/new-in-reader-fresh-design-and-google.html">http://googlereader.blogspot.com/2011/10/new-in-reader-fresh-design-and-google.html</a></p>
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		<title>Play a New RPG Month &#8211; October 2011</title>
		<link>http://they.misled.us/archives/1775</link>
		<comments>http://they.misled.us/archives/1775#comments</comments>
		<pubDate>Sun, 02 Oct 2011 20:08:38 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[d&d]]></category>
		<category><![CDATA[inde]]></category>
		<category><![CDATA[play a new rpg]]></category>
		<category><![CDATA[Rant]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[traditional]]></category>

		<guid isPermaLink="false">http://they.misled.us/?p=1775</guid>
		<description><![CDATA[October 2011 is Play a New RPG month. A vast majority of the recommendations I have been seeing are focusing primarily on traditional RPGs. So, I ask the question: &#8220;are ...]]></description>
			<content:encoded><![CDATA[<p>October 2011 is Play a New RPG month. A vast majority of the recommendations I have been seeing are focusing primarily on traditional RPGs. So, I ask the question: &#8220;are games such as World of Darkness, Eclipse Phase, and Mutants &amp; Masterminds really different from D&amp;D? And, if not are there any alternatives worth considering?&#8221;</p>
<p>My argument is that traditional roleplaying games all offer a very similar experience, at least in the rules as written. So, regardless of whether you are playing D&amp;D, Pathfinder, Star Wars Saga Edition, it will have the same general feel. It is certainly true that the games are different, and there are differences of abstraction, and genre. But they tend to have a heavy crunch factor focusing on combat, and task resolution. I am an advocate of &#8220;play everything,&#8221; so if you haven&#8217;t played these games you certainly should. Ultimately, my perspective is that while these games are different they not different enough to get the best bang for your buck.</p>
<p>Rather than switching to another traditional roleplaying game (which would represent a significant time investment for learning an extensive rule system, and the financial cost of purchasing all the required texts) it may be better to look into an story game that offers a novel play experience at a reasonable cost. For the sake of discussion I am going to break these experiences into six categories: transitioning from traditional games, resolution scales, mixed success, alternative perspectives, GMless play, and alternatives to dice. There are a number of different aspects and minutiae, but I feel these are the larger categories.</p>
<p>Transitioning from traditional games is an exercise in trying to find a middle ground between traditional games, and story games. The two primary systems I recommend here are FATE and Solar System. But, since SS features conflict resolution I am going to recommend FATE for this category. There are a number of fantastic fate games available, for venues demoing this month I am recommending Bulldogs! or Diaspora as they both represent good, concise FATE implementations. Many people still recommend Spirit of the Century, but I think it is starting to show its age as FATE 3 has developed significantly since that initial release. For home groups willing to spend several sessions can definitely take a look at the large works, Dresden Files is a particularly good game.</p>
<p>Resolution scales demonstrate alternatives to traditional task resolution systems used in most roleplaying games. For venues running one shots I strongly recommend Lady Blackbird. Its free, light, and always a good time. The only drawback is that the GM should be familiar with the source games: The Shadow of Yesterday, and Mouse Guard. For home groups, the later two options are excellent. The Shadow of Yesterday runs on the Solar System, which features a conflict resolution scale with a special task resolution scale called &#8220;bringing down the pain.&#8221; Mouse Guard is basically Burning Wheel light bringing in character motivations GM vs. Player turns, and all kinds of good stuff beyond conflict resolution scale and definitely worth the effort.</p>
<p>Mixed success is a novel design feature made popular by Vincent Baker. Focusing on achieving a gray area between success and failure, yes you succeed, but with consequences. The Otherkind dice are great for demonstrating this, but I have found that Otherkind doesn&#8217;t always click with people. As a venue, if you have a good GM you might want to look at Ghost/ECHO, which uses Otherkind dice in a cool setting. Otherwise I would look at running Apocalypse World, or Dungeon World (a drift of Apocalypse World and original D&amp;D). Mouse Guard could also be used here, as failure is what makes the game interesting, because it introduces conflicts into the game.</p>
<p>Alternative perspectives is about playing from a uniquely different perspective. Most games traditionally portray the players as paragons of heroism to varying degrees. While it is true that numerous games offer other options, I am recommending My Life with Master for play this month. There is just something that seems to resonate with people playing henchmen for an evil master. This game also demonstrates concepts like predetermined outcomes, shared collaboration, etc&#8230;</p>
<p>GMless play holds a special place in my heart. I believe there is something fundamentally dysfunctional about the traditional GM v. Players relationship. There is something about playing gang up no one person, and in exchange you grant them what amounts to Godlike power in the game. Hurray for mechanically enforced artificial social structures! But, I digress. For venues focusing on one shots I strongly recommend Fiasco. Fiasco is dramatically different than traditional roleplaying games, as are many GMless games to varying degrees. Fiasco is a great game though, and can easily be a blast, even with people that have never roleplayed before. For groups, I would recommend something that will last longer, such as Love in the Time of Seid. There are so many good games in this category it shouldn&#8217;t be to difficult to find a topic local players are interested in.</p>
<p>Dice are used in nearly all tabletop roleplaying games; they are a bit of a fixture. That does not mean that dice are needed for a game to be good. In fact, the lack of dice is what makes some games great. My pick for the one shot in this category is a no brainer: Dread. Dread is a roleplaying game where the players act out horror films. Each player is given a questionnaire that they fill out, and the GM leads them through the story. Whenever there is a question as to the success of an action in the game players resolve that task by pulling from a Jenga tower. Its a horror game with a built-in tension mechanism, brilliant. Knock over the tower and you&#8217;re out. This is one of my first recommendations for people looking to get into roleplaying games, because the rules are simple and accessible for almost everyone. There are many other diceless games out there (many of which use playing cards or a sort of karma system) feel free to dig around and explore new options.</p>
<p>In conclusion, I am advocating that you not only play a new RPG this month, but you play a game that offers a novel play experience for your group. So get out there, grab some texts and learn some rules, its gaming time!</p>
<p>Here is a small list of games I usually recommend grouped in the above categories:</p>
<p><strong>Transitioning</strong></p>
<ul>
<li>Bulldogs!</li>
<li>Diaspora</li>
<li>Dresden Files</li>
<li>Strands of Fate</li>
<li>Starblazer Adventures</li>
<li>Spirit of the Century</li>
</ul>
<p><strong>Resolution Scale</strong></p>
<ul>
<li>Lady Blackbird</li>
<li>The Shadow of Yesterday / World of Near + Solar System</li>
<li>Mouse Guard</li>
<li>Trollbabe</li>
</ul>
<p><strong>Mixed Success</strong></p>
<ul>
<li>Otherkind</li>
<li>Ghost/ECHO</li>
<li>Apocalypse World</li>
<li>Dungeon World</li>
<li>Mouse Guard / Burning Wheel / Burning Empries</li>
</ul>
<p><strong>Alternative Perspectives / Player Agency</strong></p>
<ul>
<li>My Life with Master</li>
<li>Montsegur 1244</li>
<li>Dogs in the Vineyard</li>
<li>Breaking the Ice</li>
</ul>
<p><strong>GMless</strong></p>
<ul>
<li>Fiasco</li>
<li>Love in the Time of Seid</li>
<li>Polaris</li>
<li>Shock: Social Science Fiction</li>
<li>A Penny for My Thoughts</li>
</ul>
<p><strong>Diceless</strong></p>
<ul>
<li>Dread</li>
<li>Mortal Coil</li>
<li>Amber Diceless</li>
</ul>
<p><strong>Other Great Games I Didn&#8217;t Spotlight</strong></p>
<ul>
<li>Primetime Adventures</li>
<li>In a Wicked Age</li>
<li>Lacuna</li>
<li>Annalaise</li>
<li>Dust Devils Revised</li>
<li>InSpectres</li>
<li>The Mountain Witch</li>
<li>Don&#8217;t Rest Your Head</li>
<li>3:16</li>
<li>Zombie Cinema</li>
<li>Kagematsu</li>
<li>Freemarket</li>
</ul>
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		<title>Kanker&#8217;s Monkey: Fall of the Sorcerer Harish</title>
		<link>http://they.misled.us/archives/1768</link>
		<comments>http://they.misled.us/archives/1768#comments</comments>
		<pubDate>Thu, 22 Sep 2011 02:35:28 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[500 word rpgs]]></category>
		<category><![CDATA[kanker's monkey]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://they.misled.us/?p=1768</guid>
		<description><![CDATA[Behold, my entry to Ryan Macklin&#8217;s first(?) &#8220;Flash Game Design Friday.&#8221; It&#8217;s restricted to 500 words or less, and uses the principles: two dice that you don&#8217;t add together, and ...]]></description>
			<content:encoded><![CDATA[<p><em>Behold, my entry to Ryan Macklin&#8217;s first(?) &#8220;<a href="http://ryanmacklin.com/2011/09/flash-game-design-friday/">Flash Game Design Friday</a>.&#8221; It&#8217;s restricted to 500 words or less, and uses the principles: two dice that you don&#8217;t add together, and a countdown mechanic. </em></p>
<p><strong>&#8220;On the rise of the fourth moon in shadow of Anok the Sorcerer Harish harvested the souls of all the Kanker&#8217;s Monkeys of Malantha, save one.&#8221; -Kanker</strong></p>
<p>Monkey Vengeance is a competitive roleplaying game where each player assumes the role of Kanker&#8217;s Monkey as he tears his way through Harish&#8217;s fortress seeking revenge. Each player needs the following:</p>
<ul>
<li>scratch paper</li>
<li>writing utensil</li>
<li>six sided die (d6)</li>
<li>ten sided die (d10)</li>
</ul>
<p><strong>Dice</strong></p>
<p>The d10 is a counter that tracks of how many complication points each player has ranging from 0 &#8211; 9. All players begin with 0 complication points, more can be earned. The d6 is rolled to determine the level of success of failure for a scene, these rolls can explode.</p>
<p><strong>Monkey Creation</strong></p>
<p><em>Goal</em></p>
<p>Each player begins with the partial goal &#8220;Harish doomed my species to extinction, therefore I will&#8230;&#8221; players must complete the goal by defining what they intend to do to Harish.</p>
<p><em>Limitations</em></p>
<p>Kanker&#8217;s Monkeys have great supernatural powers, you could think of them as something like Neo from the Matrix. The problem is that most of the monkeys never realize their potential. Kanker&#8217;s Monkey did. Defining limitations on this power keeps play in check, and allows the players to wind back their complication counter on a one for one basis.</p>
<p><strong>Play</strong></p>
<ul>
<li>Play begins with the player that can most quickly recite the alphabet backwards.</li>
<li>Play passes to the left after completing a player&#8217;s scene</li>
</ul>
<p><em>Scenes</em></p>
<ul>
<li>Each player&#8217;s scene consists of the following:</li>
<li>Frame the scene by describing the environment and starting complication.</li>
<li>Other players then add complications to the scene by decrementing their complication dice, a player cannot face more than six complications in any given scene.</li>
<li>Negotiate the stakes for the scene with other players, and describe how the monkey deals with each complication in the scene.</li>
<li>Roll the d6. Success is achieved if the result of the roll exceeds the number of complications in the scene by less than three. Great success is achieved is the roll exceeds complications by more than three; turn back the complication die by one. Fail to achieve the goal if the roll is below the number of complications. Negotiate concessions against the objective with other players based on degree of failure, and turn back the count down on the complication die by one.</li>
</ul>
<p><em>Confronting Harish</em></p>
<ul>
<li>Players must achieve four successes before facing Harish. The confrontation scene varies in that there is no resolution roll: automatic success. Each opposing player introduces a complication to the scene for free.</li>
<li>Describe how Harish is deposed in vivid detail accounting for complications in the scene.</li>
</ul>
<p><em>Winning</em></p>
<p>Win by being the first to find and defeat the sorcerer Harish. If multiple players achieve this goal in the same round ties awarded to the player with the best final scene. If the group cannot decide who who won, contested players should play best two out of three &#8220;ball in a cup.&#8221;</p>
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		<title>Down the Goblin Hole</title>
		<link>http://they.misled.us/archives/1763</link>
		<comments>http://they.misled.us/archives/1763#comments</comments>
		<pubDate>Mon, 12 Sep 2011 00:44:13 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[dungeon world]]></category>
		<category><![CDATA[goblin hole]]></category>
		<category><![CDATA[indie rpg]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://they.misled.us/?p=1763</guid>
		<description><![CDATA[In answer to a request for additional information about running the Goblin Hole, this post expands on the details provided in the previous post. The Goblin Hole is an dungeon ...]]></description>
			<content:encoded><![CDATA[<p>In answer to a request for additional information about running the <a href="http://apocalypse-world.com/forums/index.php?topic=1855.0">Goblin Hole</a>, this post expands on the details provided in the previous post.</p>
<p>The Goblin Hole is an dungeon starter written by Marshall Miller for <a href="http://www.dungeon-world.com/">Dungeon World</a>. It consists of a series of questions, impressions, dungeon moves, custom moves, things, and monsters. The basic GM goals and agenda are also listed for quick reference. Impressions are basically one liners to provide inspiration for encounters, the rest are fairly self explanatory for those familiar with Dungeon World.</p>
<p>When I attempted to run the Goblin Hole, I grabbed the sheet, and decided to wing it. I was playing with a small group of players who were not overly demanding on environmental details. So I was able to string together a loosely defined dungeon based on a subset of the impressions. It worked pretty well, but it missed a few fundamental elements.</p>
<p>The most basic missing element was a map. Granted, a map for this is not specifically necessary, I could have spent a few minutes sketching out my own, which I should have done, but didn&#8217;t. Luckily that never came back to bite me. Had I been playing with my normal group it would have because one of my regular players has to exhaustively search every inch of everything.</p>
<p>The bigger issue was basically that the starter was an incomplete front. I am not sure if this was intentional or not, but it stopped this starter from being a good pick up a play supplement. While most of a front is there, its missing grim portents, and faces. Dungeon World is so big of relationships, it felt weird for there to just be an implicit void. I almost wonder if the format would be better if it was organized like a front with some sections intentionally left blank so the GM remembers they need to fill in those details. In the case of the later I can see these supplements are great resources for games. The GM could grab a relevant starter, and fill it in with details from an existing front that the players are engaging with.</p>
<p>My only real complain is not a show stopper, and that is the formatting. I found the layout, and typography difficult to read. I have bad eyes, so this is probably not an issue for other people.</p>
<p>Ultimately, I was pretty happy with it even though I am pretty sure I did not use it as intended. And, I would recommend the use of the dungeon starters to others with the points I made above.</p>
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		<title>Dungeon World &#8211; Don&#8217;t Mess With the Paladin</title>
		<link>http://they.misled.us/archives/1759</link>
		<comments>http://they.misled.us/archives/1759#comments</comments>
		<pubDate>Sat, 03 Sep 2011 23:18:02 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[ap]]></category>
		<category><![CDATA[apocalypse world]]></category>
		<category><![CDATA[dungeon world]]></category>
		<category><![CDATA[Rant]]></category>
		<category><![CDATA[rpg]]></category>

		<guid isPermaLink="false">http://they.misled.us/?p=1759</guid>
		<description><![CDATA[Recently I had the opportunity to run two sessions of Dungeon World. First, I ran the adventure starter, Goblin Hole for a small group. And then, ran Purple Worm Graveyard ...]]></description>
			<content:encoded><![CDATA[<p>Recently I had the opportunity to run two sessions of <a href="http://www.dungeon-world.com/">Dungeon World</a>. First, I ran the adventure starter, <a href="http://apocalypse-world.com/forums/index.php?topic=1855.0">Goblin Hole</a> for a small group. And then, ran <a href="http://apocalypse-world.com/forums/index.php?topic=210.0">Purple Worm Graveyard</a> for a larger group. Although both these games were run with different players, there was a common occurrence between the two: the paladin killed another player.</p>
<p>In the Goblin Hole adventure the paladin slew the thief. Granted this was an accident since he one shot her. And the decision was not made lightly as it was the result of a considerable amount of griefing (the thief did not like the precepts of the paladin&#8217;s order). In the second adventure the effort was more intentional. As the paladin went charging into a room the ranger attempted to trip him. This lead to a rapid series of events that resulted in the paladin beating the ranger to death. The odd thing in the second game was that no one tried to stop the paladin. They either stood their in shock, or healed the ranger between blows. It was a very strange occurrence.</p>
<p>Aside from this oddity things seemed to run pretty well. Character creation was a breeze, and there were no problems with the &#8220;no duplicate classes&#8221; rule. We had a good round table Q&amp;A to establish bonds.</p>
<p>None of the players were familiar with either Apocalypse World, or Dungeon World, but this was not a limiting factor because of the focus on character activity rather than rules guiding activity. In fact the more rules the players learned the worse it got, because they stopped focusing as much on what their characters were doing, and starting reading moves as menus.</p>
<p>Really the only major issue I ran into was with the larger group. Players felt combats required &#8220;rounds&#8221; where everyone was afforded an opportunity for action. This felt most natural from them being primarily traditional gamers. The issue that I had with it was that it was forcing disengaged player to participate in scenes they had no interest in. To me, one of the benefits of conversation actions is that it allows players with investment in the current activity to fully engage the system, while allowing those who don&#8217;t to get a breather. I would have much rather the group broken up by their focus so we could have flipped spotlights around, but the notion of &#8220;don&#8217;t split the party&#8221; was too ingrained for the one shot.</p>
<p>Generally speaking I am pretty happy with the system, but I think I would like to run and play in some more games before making a final assessment of it.</p>
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		<title>Extending Action Point Utility</title>
		<link>http://they.misled.us/archives/1748</link>
		<comments>http://they.misled.us/archives/1748#comments</comments>
		<pubDate>Mon, 22 Aug 2011 03:46:14 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[General]]></category>
		<category><![CDATA[action points]]></category>
		<category><![CDATA[dnd]]></category>
		<category><![CDATA[fate]]></category>
		<category><![CDATA[rpg]]></category>
		<category><![CDATA[shadow of yesterday]]></category>

		<guid isPermaLink="false">http://they.misled.us/?p=1748</guid>
		<description><![CDATA[4e D&#38;D is a game that is designed for combat as all the mechanics of the game sing within. Outside of combat, play is more loosely defined and most of ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://they.misled.us/wp/wp-content/uploads/2011/08/invoke-action-point1.png" rel="shadowbox[sbpost-1748];player=img;"><img class="alignright size-full wp-image-1754" title="invoke-action-point" src="http://they.misled.us/wp/wp-content/uploads/2011/08/invoke-action-point1.png" alt="" width="355" height="246" /></a></p>
<p>4e D&amp;D is a game that is designed for combat as all the mechanics of the game sing within. Outside of combat, play is more loosely defined and most of the game&#8217;s mechanics are no longer engaged. In this post I am taking a look at the utility of action points.</p>
<p>Action points are only usable within combat, they serve no other purpose than to give a player a free standard action once per encounter. It seems to me that we can open this up and come up with other uses for these action points. For inspiration, I have pulled from the concept of fate points from FATE.</p>
<p>On the right we have a sample power to replace the standard action point. Basically, we&#8217;re looking at an at will power that can be employed for a variety of purposes, many of which do not specifically apply to combat. While the power is listed as no action, it is limited to once per round to prevent excessive use. Let&#8217;s take a look at the possible effects we can achieve with this new action point.</p>
<p><strong>Gain a standard action this turn</strong></p>
<p>This effect is the standard action point effect, and is restrained by a special condition that it can only be used once per encounter. Its a solid effect, and there is no reason to change it here.</p>
<p><strong>Gain a +2 bonus to a non-damage roll</strong></p>
<p>This is straight forward, and perhaps the least useful effect for the power. It only grants a +2 bonus, but it can be invoked after die roll, which can be a life saver.</p>
<p><strong>Press an advantage for a +4 bonus to a non-damage roll</strong></p>
<p>This is largely situation. Basically, what we are looking at is allow a player to exploit a logical advantage they have within the fiction that is not regularly supported by the mechanics of the game. For example, a character may be attacking with a height advantage, or bringing up damaging evidence in an argument that sways the crowd in his favor. Situational bonuses are a pretty common DMing practice, this is just applying a specific mechanic for it.</p>
<p><strong>Make a declaration</strong></p>
<p>Basically, this allows a player to assert a minor fact into the fiction. This is not indented to hand wave obstacles or instantly solve problems. For example, a character finds himself in a dark dungeon without any of his possessions. He finds an unlit torch, and spends an action point to make a declaration &#8220;they didn&#8217;t find my flint and steel&#8221; so now he can light the torch. Not a huge deal, but helpful. This could also be used in other situations, for example the characters encounter a soldier. She happens to be in the army one of the characters is/was in. That player makes a declaration &#8220;I know her from the war.&#8221; While not directly important the declaration introduces some interesting possibilities for the story.</p>
<p><strong>Invoke for Effect</strong></p>
<p>This is similar to the the concept employed by press an advantage. Frequently in play there are events that occur that would naturally result in specific consequences that are not supported by the mechanics of the game. For example, say the characters set a boulder trap, and a monster springs the trap. The boulder strikes the monster, and does its damages, but that is it. So, one of the characters invokes an action point for the effect, &#8220;the boulder knocks the monster prone.&#8221; Again, nothing game breaking.</p>
<p>&nbsp;</p>
<p>While these actions open up the action point to other areas of the game, they are still limited to being earned to once per milestone. But, now that we have all these fun new options wouldn&#8217;t it be nice to earn more action points? I&#8217;ll address that topic in a future post, but essentially my solution is to replace the milestone award with an award mechanism that uses something like the keys concept from the Shadow of Yesterday.</p>
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		<title>Turning Jimmy John&#8217;s Into Comfort Food</title>
		<link>http://they.misled.us/archives/1744</link>
		<comments>http://they.misled.us/archives/1744#comments</comments>
		<pubDate>Thu, 18 Aug 2011 03:48:48 +0000</pubDate>
		<dc:creator>Jeff</dc:creator>
				<category><![CDATA[Rant]]></category>
		<category><![CDATA[delicious]]></category>
		<category><![CDATA[food]]></category>

		<guid isPermaLink="false">http://they.misled.us/?p=1744</guid>
		<description><![CDATA[Yesterday, while I was allowing Laura to rest after her surgery I was in the mood for comfort food. And, a sourdough melt from Culver&#8217;s sounded pretty good. But, I ...]]></description>
			<content:encoded><![CDATA[<p><a href="http://they.misled.us/wp/wp-content/uploads/2011/08/jimmy-culvers-web.jpg" rel="shadowbox[sbpost-1744];player=img;"><img class="alignright size-medium wp-image-1745" title="Jimmy Culvers" src="http://they.misled.us/wp/wp-content/uploads/2011/08/jimmy-culvers-web-224x300.jpg" alt="" width="224" height="300" /></a>Yesterday, while I was allowing Laura to rest after her surgery I was in the mood for comfort food. And, a sourdough melt from Culver&#8217;s sounded pretty good. But, I don&#8217;t eat a lot of meat, and that thing is greasy as hell to boot so I knew it was pretty much out of the question. Instead I decided to drive past Culver&#8217;s to Jimmy John&#8217;s in order to pick up my preferred sub, the number six (vegetarian), no mayo, no avocado, with dijon. Before I took my first bite the idea hit me. I could combine these two things into a delicious mega-sandwich.</p>
<p>I went back over to Culvers, and got that melt. I removed one of the slices of grease soaked bread, and placed the two halves of the burger into the sub. This stroke of genius resulted in an amazingly tasty sandwich. I had the nice, crisp vegetables from Jimmy Johns, and the crunchy, greasy, cheesy mess of the melt.</p>
<p>Needless to say I had to take a photo of this piece of heaven to share with the world. However, anyone thinking of trying this at home, be warned. I am pretty sure that sourdough melt from Culvers covers about your daily intake of calories!</p>
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