Sunday, May 13, 2012
Tuesday, May 8, 2012
2012 Gen Con Indy Event Catalog Posted
The Gen Con Indy 2012 Event Catalog is live!
Please take the next two weeks to review and begin planning your 2012 event schedule. You will be able to register for events beginning on Sunday, May 20 at noon eastern time, provided you have purchased your 2012 Gen Con Badge.
You can find event listings at registration.gencon.com. To view the listings, you will need to log into your Gen Con account, and click the “Find Events” link in the left navigation pane. From there, you can browse events by type, day, group, and more.
Additionally, you may review the schedule online at www.gencon.com at a link that will appear under the “Attend” menu. From “Attend,” you can mouse to “Events,” then click on “Event Catalog.”
Finally to download the spreadsheet version of the catalog, you can to the Community downloads page.
The Gen Con Indy 2012 Event Catalog is live!
Please take the next two weeks to review and begin planning your 2012 event schedule. You will be able to register for events beginning on Sunday, May 20 at noon eastern time, provided you have purchased your 2012 Gen Con Badge.
You can find event listings at registration.gencon.com. To view the listings, you will need to log into your Gen Con account, and click the “Find Events” link in the left navigation pane. From there, you can browse events by type, day, group, and more.
Additionally, you may review the schedule online at www.gencon.com at a link that will appear under the “Attend” menu. From “Attend,” you can mouse to “Events,” then click on “Event Catalog.”
Finally to download the spreadsheet version of the catalog, you can to the Community downloads page.
Sunday, May 6, 2012
Final marketing fellowship winners announced for GENCON
Final Four Marketing Fellowship Winners Announced
The final four companies have been awarded the remaining Gen Con Indy 2012 Marketing Fellowships, joining Dead General’s Society LLC and Floodgate games which were previously announced. Marketing Fellowship recipients receive increased exposure, expanded booth space, and featured on-site marketing placements.
Companies selected include:
The Very Us Artists
The Very Us Artists are thrilled to make their debut at Gen Con Indy this year. They hope to bring something new and different to the Gen Con exhibit experience, namely a cyberpunk-fuelled multimedia anthology of original music and fiction called Foreshadows: The Ghosts of Zero.
To learn more about the Very Us Artists, check out http://foreshadows.net and visit them in Entrepreneurs’ Avenue at booth #1749.
Rather Dashing Games
Rather Dashing Games also will make their Gen Con Indy debut in 2012. Veteran game designer Mike Richie and intrepid artist Grant Wilson (of Ghost Hunters fame) have pooled their talents to launch an all-new game company. Their Gen Con launch product, Four Taverns will have players competing to manage the greatest tavern in the land, where thirsty adventurers gather at the close of their epic quests.
To find out more about Rather Dashing Games, go to www.ratherdashinggames.comor check out their booth (#1849) in Entrepreneurs’ Avenue.
Wargames Factory LLC
Wargames Factory LLC specializes in hard plastic, wargaming miniatures in 28mm scale. They also recently have branched into 15mm scale with their new WWII line. Currently their kits cover Sci Fi, Historical, Fantasy and Modern genres with many new figures in the works. Their team prides themselves on achieving the highest detail obtainable in plastic miniatures and providing their kits at excellent prices.
Find Wargames Factory LLC in Entrepreneurs' Avenue at booth #1649 or learn more about their products at www.wargamesfactory.com
Scallywags International, LLC
Scallywags International, LLC, the mad partnership between the massive master of mustaches, Darren J. Gendron, and the tiny tattooed terror, Obsidian Abnormal, is showing off two new games at Gen Con Indy 2012.The Scallywags’ first board game release, Scurvy Dogs: Pirates and Privateers, was the result of a successful Kickstarter launch. As part of that promotion, the secret limited edition cards of the Mermaid, Melusine, Siren and Manatee will be available over Gen Con weekend.
Also, the Scallywags will be demoing a project known only as C3G. There are rumors of ninjas, weretigers, zombies, gnomes, erasers, Santa, and geeks involved.
Visit Scallywags International, LLC in Entrepreneurs' Avenue at booth #1949 and view their games at www.dernworks.com
The final four companies have been awarded the remaining Gen Con Indy 2012 Marketing Fellowships, joining Dead General’s Society LLC and Floodgate games which were previously announced. Marketing Fellowship recipients receive increased exposure, expanded booth space, and featured on-site marketing placements.
Companies selected include:
The Very Us Artists
The Very Us Artists are thrilled to make their debut at Gen Con Indy this year. They hope to bring something new and different to the Gen Con exhibit experience, namely a cyberpunk-fuelled multimedia anthology of original music and fiction called Foreshadows: The Ghosts of Zero.
To learn more about the Very Us Artists, check out http://foreshadows.net and visit them in Entrepreneurs’ Avenue at booth #1749.
Rather Dashing Games
Rather Dashing Games also will make their Gen Con Indy debut in 2012. Veteran game designer Mike Richie and intrepid artist Grant Wilson (of Ghost Hunters fame) have pooled their talents to launch an all-new game company. Their Gen Con launch product, Four Taverns will have players competing to manage the greatest tavern in the land, where thirsty adventurers gather at the close of their epic quests.
To find out more about Rather Dashing Games, go to www.ratherdashinggames.comor check out their booth (#1849) in Entrepreneurs’ Avenue.
Wargames Factory LLC
Wargames Factory LLC specializes in hard plastic, wargaming miniatures in 28mm scale. They also recently have branched into 15mm scale with their new WWII line. Currently their kits cover Sci Fi, Historical, Fantasy and Modern genres with many new figures in the works. Their team prides themselves on achieving the highest detail obtainable in plastic miniatures and providing their kits at excellent prices.
Find Wargames Factory LLC in Entrepreneurs' Avenue at booth #1649 or learn more about their products at www.wargamesfactory.com
Scallywags International, LLC
Scallywags International, LLC, the mad partnership between the massive master of mustaches, Darren J. Gendron, and the tiny tattooed terror, Obsidian Abnormal, is showing off two new games at Gen Con Indy 2012.The Scallywags’ first board game release, Scurvy Dogs: Pirates and Privateers, was the result of a successful Kickstarter launch. As part of that promotion, the secret limited edition cards of the Mermaid, Melusine, Siren and Manatee will be available over Gen Con weekend.
Also, the Scallywags will be demoing a project known only as C3G. There are rumors of ninjas, weretigers, zombies, gnomes, erasers, Santa, and geeks involved.
Visit Scallywags International, LLC in Entrepreneurs' Avenue at booth #1949 and view their games at www.dernworks.com
Wonderful article from Morris concerning 5th edition.
Prose, Terminology, Fluff, & Presentation: Spreadsheets or Haiku?
One
subject which seems to be raging like wildfire across various threads here on
the forums right now is not about the rules of D&D Next, but merely about the way those
rules are presented.
It turns out that this is a highly contentious topic. The opinions people hold are widespread and diametric, and very, very strongly held. Unfortunately, while a modular rules system can possibly appeal to different tastes in terms of mechanical complexity, the books themselves can only have one approach to presentation. That makes this a particularly difficult subject for WotC - there is no way they will able to not annoy a whole bunch of people, whatever they choose to do (unless they literally produce three different versions of each book!)
Here are just some of the threads which address this topic: I've given my own opinion a number of times; some people agree with me, but it's clear that an equal number do not. This really appears to be a divisive issue.
So, what is the issue? Well, to try and break it down into its simplest terms, it's about the language and layout used when presenting rules material. If I were to engage hyperbolic mode and create a witty and hilarious (no, really!) "scale" depicting the range of opinion, it might look something like this. Or it might not. Maybe a little. Anyway:
Now, obviously that's me being a little silly. But I hope it gives you a sense of what I mean when I talk of varied opinions as to how the rules text should be presented.
For the record, I am personally firmly positioned about 3/4 of the way between 1E (Gygax) and 3E/Pathfinder.
On a very basic level, those who trend towards the "spreadsheet" end of the scale tend to do so in support of clarity; while those who trend towards the haiku end of the scale tend to do so in support of flavour and immersion. Generally speaking, the former support "fluff" text, but want it kept away from the mechanics with an iron wall, and the latter - with some exceptions - don't generally want a return to Gygax's specific personal writing style, but to a style which is more prose-inclined than table-delineated. I don't think anybody is advocating either of the extremes on my scale.
Let's look at some examples. I'm grabbing these from the above linked threads, so thanks to those who originally posted them.
That's probably not even close to the best example of what I mean. The difference is even more pronounced when it comes to magic items (and if anyone wants to whip up some examples, I'd love to include them here).
So, other than briefly mentioning my own preference above, I've avoided arguing my opinion so far in this article in favour of simply summarizing the discussion. To put my opinion shortly: I personally believe that greater gameworld immersion is achieved when the flavour is intermixed and thus harder to ignore (I find that 4E's powers in-game have a tendency to manifest as a non-descript attack roll and effect, though I'm sure your own mileage may well vary), whereas when playing a 3E wizard I "feel" more wizardly as I read the spell description. I recognise that some of you will feel that it's my own fault if I find it harder to immerse with one than the other, and that it's all to do with the player not the game, but you'll remember that I've already argued that game syntax and rules structure are as influential as the people themselves when it comes to how a game manifests itself at the game table, and that the same exact people will play differently when given different RPGs to play. So the presentation does have something to do with it.
So that's one half of the debate. The other half deals with the concept of readability. Is a D&D rulebook designed to be read, or simply referenced? Again, as you'd expect, opinions are divided.
When I was younger, I used to spend hours reading and re-reading my DMG and PHB and other books - both 1E and 2E materials. They engaged me; and they still do - I frequently pull them off the shelf and read a few pages. That consequently excited my imagination.
I did that less with 3E, and I don't do it at all with 4E. With 4E, I just look stuff up, like I'm using a dictionary.
Now you might argue that's not a problem. The books are rulebooks; their function is the same as the instruction manual for a VCR, not a novel. You use them to access information, but you don't buy them to read. That may well be true for many, but it isn't for me - reading those 1E and 2E books was an integral and pleasant - I'd argue vital - part of my D&D experience growing up; a memory I cherish, and one I'd love to experience again. But I can understand the position of those who simply want clarity of information and ease of reference: I don't share their desire, but I understand it.
When I say I don't share their desire for clarity, I guess I should be clear myself - I'm certainly not advocating an opaque, incomprehensible wall of text. I'm advocating clearly written, engaging, well-indexed rules. I like clarity as much as the next guy; just not at the expense of readability.
I'd also like to add that I'm not talking about pages of "story fluff" or filling the books with sidebars of torrid fiction. Hints at a default setting are fine, but I don't want to be swamped with one; fiction I get from good fiction novelists, and settings I get from setting books or my own imagination. I want the text to prod my imagination so that I come up with my own stufff, not tell me a story. I'm talking about the presentation of the rules, not fluff text.
As I said, it's a contentious issue, and there really does not seem to be a consensus on it. In fact, it seems to get people quite angry in places!
As a final note before I sign off - I'd just like to mention that if I open the 5E PHB and see a sentence along the lines of:
Thoughts are welcome. I know this one is gonna be divisive, so please make sure you stay civil to each other.
It turns out that this is a highly contentious topic. The opinions people hold are widespread and diametric, and very, very strongly held. Unfortunately, while a modular rules system can possibly appeal to different tastes in terms of mechanical complexity, the books themselves can only have one approach to presentation. That makes this a particularly difficult subject for WotC - there is no way they will able to not annoy a whole bunch of people, whatever they choose to do (unless they literally produce three different versions of each book!)
Here are just some of the threads which address this topic: I've given my own opinion a number of times; some people agree with me, but it's clear that an equal number do not. This really appears to be a divisive issue.
So, what is the issue? Well, to try and break it down into its simplest terms, it's about the language and layout used when presenting rules material. If I were to engage hyperbolic mode and create a witty and hilarious (no, really!) "scale" depicting the range of opinion, it might look something like this. Or it might not. Maybe a little. Anyway:
Now, obviously that's me being a little silly. But I hope it gives you a sense of what I mean when I talk of varied opinions as to how the rules text should be presented.
For the record, I am personally firmly positioned about 3/4 of the way between 1E (Gygax) and 3E/Pathfinder.
On a very basic level, those who trend towards the "spreadsheet" end of the scale tend to do so in support of clarity; while those who trend towards the haiku end of the scale tend to do so in support of flavour and immersion. Generally speaking, the former support "fluff" text, but want it kept away from the mechanics with an iron wall, and the latter - with some exceptions - don't generally want a return to Gygax's specific personal writing style, but to a style which is more prose-inclined than table-delineated. I don't think anybody is advocating either of the extremes on my scale.
Let's look at some examples. I'm grabbing these from the above linked threads, so thanks to those who originally posted them.
Sleep (3rd Edition)The difference in styles is, I hope, fairly clear. Both are presenting similar information, but in very different ways. To me, they feel very different; neither is filled with paragraphs of torrid fiction or fluff text, but the former - to me - is more evocative than the latter. One interests and engages me, the other does not. One makes me want to cast a sleep spell, the other just lists the mechanical advantages of doing so. One feels to me like fantasy, the other just feels like information. It actually saddens me that our hobby, the hobby I grew up with, has reached the point where people consider a paragraph a turgid barrier of insurmountable difficulty. What happened?
Level: Brd 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 round
Range: Medium (100 ft. + 10 ft./level)
Area: One or more living creatures within a 10-ft.-radius burst
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
A sleep spell causes a magical slumber to come upon 4 Hit Dice of creatures. Creatures with the fewest HD are affected first. Among creatures with equal HD, those who are closest to the spell’s point of origin are affected first. Hit Dice that are not sufficient to affect a creature are wasted.
Sleeping creatures are helpless. Slapping or wounding awakens an affected creature, but normal noise does not. Awakening a creature is a standard action (an application of the aid another action).
Sleep does not target unconscious creatures, constructs, or undead creatures.
Material Component: A pinch of fine sand, rose petals, or a live cricket.
Sleep (4th Edition)
You exert your will against your foes, seeking to overwhelm them
with a tide of magical weariness.
Daily ✦ Arcane, Implement, Sleep
Standard Action Area burst 2 within 20 squares
Target: Each creature in burst
Attack: Intelligence vs. Will
Hit: The target is slowed (save ends). If the target fails its
first saving throw against this power, the target becomes
unconscious (save ends).
Miss: The target is slowed (save ends).
That's probably not even close to the best example of what I mean. The difference is even more pronounced when it comes to magic items (and if anyone wants to whip up some examples, I'd love to include them here).
So, other than briefly mentioning my own preference above, I've avoided arguing my opinion so far in this article in favour of simply summarizing the discussion. To put my opinion shortly: I personally believe that greater gameworld immersion is achieved when the flavour is intermixed and thus harder to ignore (I find that 4E's powers in-game have a tendency to manifest as a non-descript attack roll and effect, though I'm sure your own mileage may well vary), whereas when playing a 3E wizard I "feel" more wizardly as I read the spell description. I recognise that some of you will feel that it's my own fault if I find it harder to immerse with one than the other, and that it's all to do with the player not the game, but you'll remember that I've already argued that game syntax and rules structure are as influential as the people themselves when it comes to how a game manifests itself at the game table, and that the same exact people will play differently when given different RPGs to play. So the presentation does have something to do with it.
So that's one half of the debate. The other half deals with the concept of readability. Is a D&D rulebook designed to be read, or simply referenced? Again, as you'd expect, opinions are divided.
When I was younger, I used to spend hours reading and re-reading my DMG and PHB and other books - both 1E and 2E materials. They engaged me; and they still do - I frequently pull them off the shelf and read a few pages. That consequently excited my imagination.
I did that less with 3E, and I don't do it at all with 4E. With 4E, I just look stuff up, like I'm using a dictionary.
Now you might argue that's not a problem. The books are rulebooks; their function is the same as the instruction manual for a VCR, not a novel. You use them to access information, but you don't buy them to read. That may well be true for many, but it isn't for me - reading those 1E and 2E books was an integral and pleasant - I'd argue vital - part of my D&D experience growing up; a memory I cherish, and one I'd love to experience again. But I can understand the position of those who simply want clarity of information and ease of reference: I don't share their desire, but I understand it.
When I say I don't share their desire for clarity, I guess I should be clear myself - I'm certainly not advocating an opaque, incomprehensible wall of text. I'm advocating clearly written, engaging, well-indexed rules. I like clarity as much as the next guy; just not at the expense of readability.
I'd also like to add that I'm not talking about pages of "story fluff" or filling the books with sidebars of torrid fiction. Hints at a default setting are fine, but I don't want to be swamped with one; fiction I get from good fiction novelists, and settings I get from setting books or my own imagination. I want the text to prod my imagination so that I come up with my own stufff, not tell me a story. I'm talking about the presentation of the rules, not fluff text.
As I said, it's a contentious issue, and there really does not seem to be a consensus on it. In fact, it seems to get people quite angry in places!
As a final note before I sign off - I'd just like to mention that if I open the 5E PHB and see a sentence along the lines of:
... then Lisa Stevens, Erik Mona, and Jason Bulmahn will have won me as a customer for life without ever having to lift a finger! I understand the desire to appeal to all demographics, but I feel that 4E was pitched a little too young for me.
Play a dragonborn if:
- You want to be scaly.
Thoughts are welcome. I know this one is gonna be divisive, so please make sure you stay civil to each other.
A Hobbyist's Blog: Fading Suns 3 Stillborn
APossible tentative tale to help my freelancer friends.
A Hobbyist's Blog: Fading Suns 3 Stillborn: Fading Suns 3rd edition has been a long road for me. I have spent 4 years of my spare time labouring on it, and it has been a labour of l...
A Hobbyist's Blog: Fading Suns 3 Stillborn: Fading Suns 3rd edition has been a long road for me. I have spent 4 years of my spare time labouring on it, and it has been a labour of l...
Tuesday, April 24, 2012
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Cleric Design Goals)
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Cleric Design Goals)
The five points of designing ythe new cleric.
The five points of designing ythe new cleric.
Subscribe to:
Posts (Atom)