On Schedule Slip

It’s the first week of the Newbie Blogger Initiative, which means I’ve now been doing this for a year. I haven’t kept up nearly the schedule that Belghast does, or even my own personal goal of twice a week. It used to annoy me that people would post about missing posts in webcomics, but when you previously did something regularly, it kind of stays on your mind. Unless you plan out time every day to do something like this, Schedule Slip is probably going to happen. This remains true if you write your posts ahead of time, unless you are diligent enough to keep a buffer of more than one post.

Causes

For me, my posting got a lot more irregular when I moved, and lost the ability to write and publish things during lunch. Even before I started my new job (and I had actual free time), I didn’t realize how important it was to my posting to have a time period set aside every day to do it in. Other things I’ve written about already. I have 3 drafts that I could finish and publish half-written. There’s a lot of “not good enough” that I feel about these, but really, I shouldn’t have to.

Then there are the other reasons. Just this past week, Tam and I had technical issues. Travel happens, and personally, I’m not the biggest fan of writing a post on an iPad. Life gets in the way sometimes.

Solutions

For me the solution is going to be setting aside time on specific days to drop everything and write more. The blog posting is a nice supplement to Aggrochat, and appearing on the same website is an added bonus. Bel gets around it by posting every single morning. Tam does something similar, but on weeknights. I think that might work better for me, so I guess I’ll find out if I can have more output this month.



Source: Ashs Adventures
On Schedule Slip

Gaming Ennui and The Pendulum

I haven’t been playing a lot recently. I’ve hopped on for FFXIV raids which have been a blast as always, but I haven’t been on much other than that to work on my character. A lot of that is I’m throttling back in preparation for Heavensward, which I plan to greedily consume as soon as it’s out. Normally, I play other games in the interim, but nothing is jumping out at me.chronometer-black_design_1024

This probably has a lot to do with what I call “the pendulum”. I like a really wide swathe of genre fiction, from high fantasy to hard sci-fi and everything in between. My interests tend to swing back and forth– for a while I’ll be really, REALLY into swords and sorcery, and later on I’ll find fantasy boring and want to delve deep into cyberpunk or spaceflight. The pendulum is slow, and the right thing can keep me somewhere or another for months or more.

When a game comes out at “the wrong time” for me, it’s often because the pendulum hasn’t swung the right way yet. As of this writing, I’m fairly deep into a sci-fi arc. I want cyberpunk games, fancy technology, and exciting futures in my entertainment. I spent several minutes this evening holding the most recent expansion pack for Android: Netrunner, despite knowing that no one I know plays it and I don’t even love it myself, just because it scratched that cyberpunk itch. I’ve been doing a lot of work with my Infinity stuff lately, rebasing an entire faction and fiddling with colour schemes in photoshop to see what I like.

This part of the pendulum swing has lasted for a while. I started playing Elite: Dangerous in January, played all the way through Deus Ex: Human Revolution in February, have played around a lot with Dreamfall, and all the while have been hip deep in Infinity. In the meantime, I’ve tried multiple times to get into Pillars of Eternity, Warmachine Tactics, and my second playthrough of Dragon Age: Inquisition, all without much luck.

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Last year, I was playing a ton of Dragon Age: Inquisition, Shadows of Mordor, Assassin’s Creed IV, and even some Divinity: Original Sin (when Ash and I remembered to sync up schedules). Borderlands: The Pre-Sequel dropped at a point where I really wanted to swing swords around and be a wizard, and it kind of passed me by.

There’s a bunch of stuff that sits neatly in the middle of the pendulum, though, and I can usually get into it no matter how I’m feeling. The biggest one of these is Star Wars, which blends sci-fi and fantasy well enough that I can be interested no matter how I feel. Loading up KOTOR is something I’ll do frequently, though I’ve been a little starved for good Star Wars games lately. Final Fantasy is often another that fits the bill, leaning a little more on the fantasy side but still pretty techy and satisfying. Even further towards fantasy are steampunk games like Arcanum or Dishonored or Thief. Modern Supernatural settings (Vampire: the Masquerade, The Secret World) are on the other side of middle, and Shadowrun is a little closer to sci-fi but still has that touch of fantasy (I’m convinced it’s the only reason I can talk some of the people I know into playing it).

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What happens with me is that I’ll need to complete the swing, get all the way to one side of the spectrum before coming back. Right now, I really, REALLY want to play something in a nice chrome-and-holographics world and I’m frustrated by my inability to find anything. I could fly spaceships if I wanted, but I really want, essentially, Cloud Atlas the game. Fantasy is a lot easier for me– I can hop into Diablo or Guild Wars 2 or anything LOTR to get my fantasy fix, but sci-fi is a lot harder.

I’m still trawling for something that might give me the sci-fi fix I’m looking for, or, failing that, get the pendulum swinging back towards something else. In the meantime, time to reroll my Shadowrun: Dragonfall character for the tenth time or so.



Source: Digital Initiative
Gaming Ennui and The Pendulum

Night of Primals

Juggling Games

Wow-64 2015-05-05 19-30-34-21 One of the challenges for me during the Newbie Blogger Initiative is determining which days I should make NBI related posts and which days I should do my traditional thing.  It is a bit of a juggling act because I want to keep pumping out articles in support of the initiative but I also don’t want my blog to stop being… well “my blog”.  As always I am juggling a silly amount of games.  Right now as it stands I raid Tuesday and Thursday in World of Warcraft, Monday and Saturday in Final Fantasy XIV and for the time being I am also filling in on Wednesday nights with another free company static group.  I would not mind staying with them indefinitely but I would love to get to a point where I am more optional than the current tank role that I am playing.  Finally on Friday nights I have been trying to join in the festivities with the Black Dagger Society as I play some Wildstar.  Other than this I am also trying to juggle playing Marvel Heroes and some Rift… and needless to say I feel like there is always something I want to be playing.

Last night was a WoW night and we once again stepped into Blackrock Foundry.  I did not place the sign above but I was wondering if it was going to foretell my evening.  At the beginning it did seem like maybe it was prophecy, because we had a rough start.  We wiped several times on heroic and tempers were flaring a bit.  Our raid leader made the right call and took us back outside flipping the difficulty to normal.  From there the night got significantly better.  I was once again being frustrated by Flamebender Kagraz not dropping pants or a sword for me, but that has now been par for the course so I really wasn’t that upset.  Last week we made serious progress on Furnace encounter so I was extremely happy when our raid lead said we were heading that direction.  Apparently we had not forgotten the progress we made because in a single attempt we downed our first new boss since March 19th.  While heroic difficulty is where we will find upgrades, there is a huge part of me that wants to be able to say we cleared at least normal difficulty before the 6.2 patch.  We are now two bosses away from being able to say that.

Night of Primals

ffxiv 2015-05-04 21-02-18-84 One of the things our Monday night group has decided to do is to spend no more than two nights in a row on any one encounter.  It has felt like we have ground our faces against turn nine for awhile now, so it is refreshing to get to see something else.  Monday night was our first “off night” in this rotation and we opted to get the folks that missed Leviathan Extreme their kill.  This fight went smoothly and by the numbers and other than some of the folks who were new to the fight struggling to stay on deck, we were able to make some serious progress.  I want to say it was on attempt four that we managed to push through and defeat Levi Ex unlocking Ramuh for a large number of the folks, and getting a nifty summoner book.  From there we moved on  to Odin as our group had not actually downed it before.  We made one night of attempts but then got enthralled by the push for Turn 9 never to return.  We shifted things around a bit this time and had me tanking it and Ashgar dpsing, hoping that my insane health pool would help soak the horrible Sangital attack.

ffxiv 2015-05-04 21-03-32-20 The assumption seemed to be correct as it would take me down to around half health instead of almost killing me.  The thing is… we have gained a lot of gear since when we last tried this fight so I am pretty sure Ashgar as a Paladin would have been fine as well.  We managed to take out Odin and get a piece of the armor set.  I believe it was the gloves, but I really want to take this guy down more because I need to be a Lala-Odin.  From here we opted to take on Titan Extreme in part because it was standing in the way of us working in Ifrit Extreme and finishing the first set.  When we downed Titan before we were missing a significant number of the folks that we had on last night.  This fight has been the bane of our existence for awhile because it is precisely the kind of fight we are generally bad at.  If a fight requires us to adjust to conditions on the ground, then bam we are on top of that.  If it is a fight that requires us to do the exact same thing over and over with laser precision…  went tend to fail.  Fortunately we managed to catch up to speed quickly and on I believe our fourth attempt we downed Titan once more keying a whole new batch of players for Ifrit.  It was one of the most enjoyable nights of raiding I have had in any game, because each of the primal encounters were so drastically different.

The Old Blood

WolfOldBlood_x64 2015-05-05 22-23-01-08 This game I honestly forgot was releasing yesterday, that is until in the middle of the raid I had someone message me over the steam client asking me if I was having trouble with the game.  After the raid I opted to boot it up and give it a look see.  I have agreed to play this game in part to let Kodra know if I think he would be interested in it.  He and I both loved Wolfenstein: New Order… but completely different reasons.  I loved the game because it felt like a throw back to the 90s shooter era, and he loved it for the complex character interaction and development.  It was awesome that the game supported both things so completely, and by the looks of “The Old Blood” it seemed like the 90s shooter part.  Essentially this game is a loving reworking of the classic Escape from Castle Wolfenstein game that I spent so many hours playing during High School.  If it is nothing more than Machine Games redoing that game… I would be completely fine with this.

WolfOldBlood_x64 2015-05-05 22-13-18-63 While I have only played a few minutes of the game right now, I have to say I am amped about it.  The game is just as gorgeous as New Order, and seems to have the exact same kind of dialog between characters.  The problem being that I have a feeling there is a much smaller cast given that the entire game takes place inside of Castle Wolfenstein.  This next bit is going to include spoilers because the introduction is pretty short, but still extremely fun.  Essentially the start of the game centers around this plan between you and a British agent to sneak inside Castle Wolfenstein and steal the blueprints to Deathshead’s compound… aka that thing you are storming at the beginning of New Order.  The problem being that when you get into the offices of occultist Helga Von Schabbs, the plans are missing.  There is nothing in the safe in the wall, and you and Wesley quickly draw unwanted attention and a firefight ensues.  While trying to make your escape you are captured by Rudi Jager and thrown in the cell that you in theory begin the original Wolfenstein in.  From there you have to escape the castle… and quite honestly I did not make it much further.  The game is rather short, supposedly only two chapters, but for the price that seems more than reasonable.  I think I am going to love this game, but I still question if there is enough story in it to appease Kodra.



Source: Tales of the Aggronaut
Night of Primals

Believable Settings

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In games, there’s a balance to be struck between realism and heroism. If the setting is too realistic, too much like the players don’t play a significant enough role, the game will feel pointless, with a lack of agency on the part of the players. If the setting is too unrealistic and caters to the players too much, it will feel contrived, like the world is just a set of facades without anything real behind them.

In a similar vein, agency is important. If your players have too much agency, they can run roughshod over anything you present, wandering the world and acting to their whims like callous, self-absorbed gods. If the world punishes them too harshly for any transgressions, the game can feel like a prison, where they must walk certain paths at certain times or get the lash.

I’m going to talk a bit more explicitly about tabletop games, but the kinds of things I’m describing can apply to other kinds of games as well.

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Despite not ever running punishing, punitive games, I have a reputation among my players of setting up extremely worrying campaigns with a low margin for error. I chalk this up to me leaving a lot to my players’ imaginations, rather than being explicit about what’s going on. It’s the difference between saying “there aren’t any traps here” and “you detect no traps”. I take very detailed notes on the actions of my players in any given session, so that I know what information to present in later sessions. I drop a variety of vague hints as we play, but I like to leave it to my players to ask the right questions to accomplish their goals. This leaves me open to answer questions I didn’t anticipate and open up new paths, rather than proscriptively deciding how a puzzle or problem is to be solved before starting.

Much like improv theatre, it’s best to think of things in terms of “yes, and” rather than “no, but”. To use an example from a recent game session: the (Shadowrun) party is presented with a place to break into in order to spy on a pair of corporate executives who have been making their lives difficult. It’s a private casino that’s surprisingly inaccessible. The very first question I’m asked is “how do we get invitations?” This leads down an interesting path, where instead of a stealthy break-in, the team is looking at waltzing in like they belong. It’s a perfectly legitimate option, and there’s no reason they can’t make this sort of plan. What happens once they’re inside is going to be interesting, but it’s not an inherently flawed idea. The mission has just changed from a stealthy break-in to an elaborate masquerade.

I’ve had people comment to me that I’m extremely flexible when running games and never seem to be caught off-guard when my players take a random turn towards something bizarre. There’s a trick to this that I’ve used for years, that’s also how I keep my worlds feeling like worlds and not facades.

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Behind the scenes, there are events that are playing out, based on a script. Mostly these aren’t things the players can influence, because they’re too detached from what the players are doing. Each session, every quest, mission, dungeon, and break-in yields more information about these events that are occurring out of sight. These aren’t the plans of the main villain of the campaign (if there even is one), they’re what’s going on in the broader world. There’s (rarely) any direct, earthshattering consequence to ignoring them, but they serve as my adventure hooks. Many are ignored, and the wheels continue turning in the background. Sometimes one comes to the fore, and the players can get ahead of it and start influencing the events either as they’re happening or before they occur.

The important thing here is that they don’t necessarily relate to the players. A lot of the loops resolve themselves without the players getting involved, and the world changes, and they may or may not notice. Sometimes they decide they have opinions about the world changing and do something to either hasten or stop the change.

It’s a trick I learned from reading Terry Pratchett’s Discworld series, which I still consider to be some of the finest longform worldbuilding out there. Over the course of the series, the Discworld changes significantly, and a lot of the changes have enormous repercussions, but aren’t necessarily traumatic. A lot of times, a game will only have one or two single, major events affecting the status quo, and those are the only things making any noticeable impact on the world. I prefer my games to feel like worlds in which the players are a part, but not the center of things (until they force themselves into center stage). Events and changes constantly occur, but aren’t necessarily directly threatening to the players. It lets my NPCs have lives and motivations outside of how they interact with the players that are more than just a prewritten text block, and can change over the course of the game without breaking things.

Above all, keep the world changing. Most of the games I’ve had that have petered out have done so largely because I finish a story arc and don’t have anything to follow it up with, and I haven’t made enough rolling changes to the world to introduce something new without it feeling contrived.



Source: Digital Initiative
Believable Settings