Day 6, my fingers twitch, but as much as I’d like to play some computer games I’m going to be good and follow my GPs advice on dealing with the tennis elbow in my left arm. I did log into World of Tanks to take advantage of the VE day specials, and to take a look at how my Soviet heavy tanks had been rejigged, but I successfully resisted the x5 experience bonus and logged out of the game afterwards. For a right hander, getting tennis elbow in the left hand is rare, I suspect its the dominance of WASD keys in modern gaming that has done it to me (that and playing computer games 4+ hours a night).
This does leave me with a lot of time for reading and thinking, so a good chunk of today was spent working on the Sun & Starship rules for Buckets of Dice 2012. Most of this was spent trying to nail down control of tokens, so people will always know who controls what in the game, or how control changes between players. I’m deliberately forcing players to keep ships concentrated in no more than three stacks, so as to encourage raiding tactics and to make it difficult to build solid defence lines.
The Senate Bills have also been fleshed out. Each of the five committees gets one to four Bills each turn. The exact number is determined by the Treasury Committee, which can increase or reduce the Bills other committees get. After the first draft I did a second pass for balance, prompted by realising that one committee had a power worth +/- 10 victory points, so I made sure the other committees had something comparable. I then did a second pass to increase the horse trading options so that most bills gave out boosts to more than one player at a time.
Planning ahead for 2013 I would like to design a railway building game. This would include options I wish were included in most published railway building games, to whit, the option to say “Screw this, mobilise the army” when someone else pips you to the next rail hub.
I am following the development of the next edition of Dungeons & Dragons over at http://community.wizards.com/dndnext without a lot of enthusiasm. While I purchased the core 4th edition books, I found that the game had gone too much towards a fully blown miniatures wargame and away from the narrative combat (“theatre of the mind”) that I use in resolving a lot of tabletop conflict. As a GM I simply couldn’t fit the options available to the players into my own mind, making the game too complicated for me to design scenarios for. That said, the actual written advice on running/designing campaigns was solid.
I am much more looking forward to The Design Mechanism’s sixth edition of Runequest, especially after the PDF preview was put up at: http://www.thedesignmechanism.com/resources/RQ%20Preview%201.pdf. I like the clean, uncluttered layout, and the style of artwork. I’m intrigued by the inclusion of cultural passions (e.g. loyalty, love, hate) and how they might influence the mechanics. It’s also good to see that mysticism will be a valid magic system in the main rules.
In part because of the upcoming RQVI I took a look at the Stafford Library’s Arcane Lore, which is essentially a 129 pages of GM/design notes on hero questing. One of the big frustrations of RQ was that there never seemed to be enough information about the hero quests of Glorantha to actually run players through, unless you were willing to hunt through obscure mail order fanzines. I suspect my next campaign game will use Runequest rules, although it may not be a Glorantha setting – there are hints that a new edition of roleplaying rules for the Artesia setting will be a D20/RQ ruelset.
Grabbing a few other PDF’s to read this week, I was disappointed by Monte Cook’s Ruins of Intrigue. While its only 98 pages long, I was hoping for a bit more in the way of interesting crumbled ruins and a lot less overland/wilderness terrain. While the alternate secrets for major NPCs and foes was nice, with competing explorer factions for Casablanca intrigue, it would have been nice for a range of lost artefacts and other lootable stuff to have been detailed rather than leaving the GM to make up all the loot themselves.
In an old school kick again, I picked up the D&D 3.5 edition of Blackmoor, in part because I read that the map in the 4th edition version was less than helpful. That’s next on the reading list.
Skyrim – still have not resumed play of this.
World of Warcraft – 3/8 hard modes, expansion is definitely winding down, have BETA invite not using it yet as I have no interest in the levelling content (I do want to see how the Paladin heals 5 mans and raids). Guild finished the Rogue legendary dagger two weeks back, so we may go back and finish the Firelands legendary staff next. Have been trying to clear off some grindy achievements in the down time – still have not found a useful BOE in archeaology.
TERA MMORPG – not going to touch this one, can we please have real armour for females in games?
Secret World MMORPG – looks interesting, modern day occult horror, but dear god where would I find the time!
World of Tanks – upgraded to a premium account, changed play away from acquiring new tanks to focusing on the ones I have that are fun to play – trying to get crew skills to 100%. So while I have researched the SU-14 for example, I’m still happy playing the SU-8 as my artillery piece. Patch 7.3 has rejigged the Soviet tree, so I’m going to have to relearn how to play the KVs – the 152mm “derp” howitzer has been shifted from the KV 1 to the KV2.
Guild Wars 2 – still looking forward to this after reading more beta info, as a non-subscription MMORPG its one that will be easy to play for just a few hours every now and then.
SWTOR – got bounty hunter healer to L40, enjoying healing much more than tanking, deep down I still prefer WoW.