Showing posts with label myBlog. Show all posts
Showing posts with label myBlog. Show all posts

Thursday, 2 February 2023

[Adventures] The Cabinet

 I got the most interesting client this week. Certainly the most interesting for my whole career. Before I even attended the first lesson I had to sign a Non Disclosure Agreement, I remember it had a 10 year clause, for the generics, but a lifetime on specifics. So in interest of that NDA, I'll be light on some details.

I had to attend a meeting with an official at the Russian DUMA to get signed off. I approached this imposing building. All squares in shape for my recollection. big columns outside. I approached the front 'desk' which was a cabinet of soldiers? wood. slots for papers & passports. They wanted mine, but I was in a quandry.

Australians are instructed not to let out passports out of our hands. Its our only 'link' to the outside world. If we lose it, or its stolen, we are stuck in the country for months, and if your visa expires in that time, you are doubly stuck that you MUST leave, its  a catch 22 you do NOT want to get stuck in. I have once, and I never want to again.

So when asked to hand over my passport, I could not, without it, they could not let me enter. catch 22 again.

Russians all have this 'internal passport' like a licence really, you hand it over, show it off. its a pain in the ass to get a replacement, so its LIKE a passport, but at the same time, not such a hassle, so people hand them over to these goons at the desk, and they get a 'pass' to go in.

I ring my student contact. I can't get in. they ring back, wait there. For a small time I'm staring at the ceiling, the stairs, watching officials come and go, its fascinating. Eventually a small demure girl of 20 comes to talk to the goons,. long story short I left them with a photocopy of my passport.

I go up the stairs in some side wall, then through some corridors to another building, whose floor is not aligned with the first, so the doors are all skewed by a few feet, and some steps. 

Then I walk down this beige + orange corridor, passing wooden doors. its strange, like in those 70s movies, but this is real life. 

We come to a door. she has one of those old lock&key style keys, a slot in the door, the turn of this 3 inch metal rod, and the door puckers, as the leather 'seal' inside gives way. We enter this tiny little office. a desk, a laptop, a cupboard, a chair. none of it quite fits. its not meant to be a secretary room, or wait room, its only meant to be a cupboard for your coats. I'm sitting on a chair, INSIDE a cupboard, with a secretary, and her desk and chair, and laptop. inside a cupboard for coats. insane.

Soon enough, the door to the next room opens, and my student stands there, motions me in. I'm a little in shock, I was not told the position of this man, but I recognize him. I know who he is. BUT I'm a good teacher, it doesn't matter. I teach movie stars and ministers of finance, I can teach anyone, and ignore their position in life. I'm there to teach English.

He knows enough English, we discuss his needs, his level his practice. He's heard of me from some of the cabinet, and I'm unknown enough to be anyone. I signed an NDA remember. its all good.

For the next 6 months, I entered that chamber and spoke to him about a wide range of topics, and at one point, he advised me that it'd be in my best interests to return to Australia. that was 2011. I know now what he meant.

I'll go into more detail in my book, but I wanted to start writing some small parts out as marketing. get some interest and then publish.

I did alot of strange and interesting things in Russia. many of them far stranger than the above, 100x stranger. living in sheds in the snow, to 'test' my resolve. Digging ice tunnels. drinking Vodka with a man about to kill me. watching Explosions in Chechniya, and being told by my govt I needed to leave, after 80+ foreigners were bombed in a theatre. OH and I got to see paul McCartney Live in moscow. 

I did alot. and I think its time to write it all down, before I forget and so my kids can read it when they're old enough. 

Friday, 13 November 2015

Veterans Day in your world

After seeing so many of the 11/11/11:11 posts, I was reminded of an old TV-show that had rigged up a trap to go off and shoot anyone trying to access a treasure chest. It was such a moment in my childhood that I never forgot, So I was going to write about that..

But then I saw a photo-shoot of returned, healed veterans, missing arms, legs, both, faces from burns.. and for a moment I thought.. no-one in a fantasy world would be coming back like that, they'd either die.. or get miracle cures / limited wish back to full health.. but I asked myself again..

What would happen to veterans in our fantasy worlds

Our lives are affected by events around us, what we see, how other people explain what they see, and the cumulative effect it has upon us.

So When roleplay characters have events around them, their lives will be affected as much.. yet I get the feeling that maybe some GMs forget to add that to their games and worlds.

How Often have you had NPCs in taverns talk about the last great war, how it affected them, what they did, their stories. More interestingly, how did the non-worldly events change things. Magic can be both napalm and airstrikes, tactical strikes and reconnaissance, so would a medieval war be like we think of a medieval war? or would it be more on par with WWI & II, even some of the skirmishes being played out now.

What of Healing? If a cleric or three exist on the battlefield, wouldn't they be the no.1 target for all strikes? Mass heals, miracle cures, Resurrection for the top brass or greatest heroes? Surely the local kings would be half decent warriors, and would go into battle daily, with the knowledge that no matter what, they'll be alive again the next day.

I don't know about many systems, but my Clerics gain XP for healing, based on the wound and how much healing took place. After a week of constant, regular healing, plus surgery, they'd gain a level or maybe two, sure the diminishing returns would take out some of the smaller HP heals, but any mid level Cleric/Priest with a minor in healing, is going to get more than half a dozen levels from just being on call.. 

and if they were running M.A.S.H. I'd have some epic level doctors by the end of the campaign.

What of the wounded? the dying? ok guys, rush them all into this 10x10m room, and I'll mass heal everyone to stop bleeding and close severe wounds.. then the junior clerics can take over and do some extra healing on the severely wounded, and within a few days the entire platoon would be back on their feet, right as rain.

Only the dead would be the limiter, so get those clerics in some arrow resistant armour, out on the battlefield, and heal them before they die, not much, just enough to survive the trip back to hospital.

Wars would go on for much longer. Soldiers would gain enough XP to level up, by the end of a campaign, you'd have an army of 3rd or 4th levels.. that's a scary thought.. maybe that's why they go fighting, for massive XP boosts.

Sieges might be the same, except a few mages that summon up food would counter the main problem, and the sight buff spells would take care of sappers and other tricks from the enemy..

Again Mages, they could do all the fighting, summon up creatures, back him up with a cleric to cover the possible backlash and damage.. (Magic the Gathering?)

begs the Question.. why hire, train and pay an army, if a few mages and clerics would do.

Would War even exist in such a fantasy world? could it still exist? The enemy declares war on your kingdom, so you send over an assassin, kills the opposition king, then maybe a bard, disguised using voice and illusion spells, pretends he's king for a bit, strikes up a treaty, then retires, to allow his 'friend' (you) to rule his lands too.

But the question in the beginning is, if wars are changed, people arn't coming back missing parts, burnt faces, and the greater populace doesn't see this, how will they be affected.. how will they think about wars.. just some crazy game played by kings? go off, have a good fight, don't get killed and you'll be right? return all levelled up? ready to be a hero?

Doesn't feel ok to talk about it in such glib terms, but I think that's the survival mechanism kicking in, so would a medieval person feel the same way about it, not having yearly reminders?

Tuesday, 23 June 2015

When Sterotypes hurt your Game

Something I've strived for in a lot of my games is an attention to detail. You always see posts, articles and stories about how the designers added so much background, and the user barely notices, but overall the game/movie does better for it. I never expected it to backfire so badly as my last roleplay session.

When your players stereotypes clash with each other

  I started a 4 week stand alone session about Pirates, Sailors and their dealings with a strange phenomenon called magic.
  The Session started with quicker than normal character creation, we even had to skip formalized equipment and their stats (though proved humourous) so we could get started and into the basic plot quickly enough.

The basics were thus: There are two sides, Arabian Pirates, who come from a land which has outlawed magic in all forms. Consequently the majority of the pirates are actually magic users. And the European Sailors, having had their entire city wiped out by undead magic users because their race managed to invent gunpowder (magic users everywhere have banned the invention) those politics aside, the players know that they consider their 'guns' to be anti-magician guns.
  Throw in a Knights Inquisitor, whose sole reason for infiltrating the pirate ship is to root and rat out the mages to be beheaded at the next port.
  So we have two sides, with conflicting inner struggles. I expected some emotional and political conflict, as did the players.. but we didn't expect what did happen.

Arabian Indians & German Gunners

Some of my players like to put on voices.. the 'Europeans' jumped for German, and for some strange reason, the Arabians decided to be Indian (some jumping from Scottish to Iroquois mid sentence) alot of funny moments for a later blog.
  What happened was a misunderstanding of ranking.
  Some of my players are older gentlemen, they have families, kids, wives who expect their husbands home by 10pm, and the rest, Uni students, not so serious, just having fun with it all.
  The Serious players, want to get to the game, get it happening and enjoy themselves, while the younger players have yet to learn that sense of urgency and self control.. so already different tensions started in, players not respecting the game, monty python quotes, etc etc

  The Pirate 3rd Mate & the Ships cook were instructed to take this group of sailors and pirates of equivalent by slightly lower rank out to inspect the island, look for fresh water and food. The Cook can of course identify plants & poisonous varieties, and the 3rd mate bossed people around, to get stuff done..
  But The Pirate player, had previously played a D&D adventure on the high seas, and the campaign had extremely poor understanding of life aboard a ship, crew, rules, emotions and the like. Far worse than the stereotypes of the movies. The players had been press-ganged into ship slavery, whipped, beaten, half rationed, disease & seasickness, it was a brutal campaign (I never played, I just got this players impression)
Now, does that Officer look like he's going to run him through?
  Also, in games prior to 2000, I used to run many of my campaigns with a strict iron fist. Players who would encounter guards and give them flack, would likely end up in prison for unruly behavior or beaten up and left in the gutter. Players learned that they might be the heroes of the story, but they are certainly not given free reign to do as they please.

The Skirmish

So, this player, felt that his 3rd mate, was in charge, and should/would deserve the respect of his position, to the point of almost bashing the back of the head of the German gunner who was giving him a little flack, at which point, the gunner drew his flintlock pistol and told him to back off.
  This set off the 3rd mate, insisting that the rest of the crew, imprison the two germans in a discovered stone room, til he could summon up someone of higher rank to have them flogged. The germans went in the room, but not so much as punishment, but instead creating a nice walled barrier against the feral mate, so they would obviously only have to guard the one entrance with flintlocks. Strategically, a good move.
  I, at this point, honestly thought the player was playing his pirate like this on purpose.. to create angst, or disrupt the possible inquisitor from discovering that he was actually a mage.
  It turned out, he honestly thought that pirates were blood thirsty bastards who would sooner run in a scurvey prisoner than take lip. While 6 of the 9 players had other ideas.

 The Key point had been pointed out earlier in the hand out text, which I'll quote:
A Ship of European style, A Galleon, 14 Guns (Extremely rare), but a crew of only 50 (The Galleon needed 75 to operate at full ability, but sleeps 150) Lost a Battle to a Pirate known as Twin Blades McCrowly and his crew of 40 pirates. The Pirates has (rightly) never encountered guns, and thought the booms were a storm coming over the bow, while 8 of them were killed on the opening attack, the remaining 32 managed to kill the captain of the galleon and 15 crew so effectively, their scrimshaw blademanship was so deadly, the remaining crew gave in (it was fairly obvious these warriors were so deadly, they would slaughter the crew and burn the ship)
The Master Gunner, knowing that the future of his culture was at stake, pleaded with the pirate captain, to take them on as crew. McCrowly took a look at the 8 dead, holes blown through them, and looked back at the massive hole blown in the side of his own ship and realised. He had now gained some of the most powerful “magic” that existed.. but it was not actually magic, somehow, this would be perceived as “evil” and the Knights Inquisitors might be pissed, but since it was not magic, their anti-magics would not work..
So, the Crew of the Galleon was given a choice, Join the Pirates, Plunder the Seas and if they want to get off at the next safe port, they may do so, AFTER they train the replacement crew member how to operate the guns & cannons.
The Ship has been anchored off the coast of a small, uncharted island, The Captain has ordered you lot, to go investigate, gather water, see if supplies exist and buried treasure (he adds with a laugh).
Beautiful Tropical Island, filled with Deadly Creatures, Crazy Terrain and Wild-men, must be Australia.


  So, you can see The Galleon Crew are on 'probation', to prove their worth, and become pirates, as equal ranking to the rest.
  For myself, I've always thought that the idea of a Pirate Captain, treating his crew like scum, would eventually result in mutiny. The concept that any higher ranking sailor on the sea, trying to act all big and tough, better be chummy with 80% of the crew, and only try that kind of thing with the least well liked persons on the ship.. that said.. close quarters, no where to go, I don't like the odds of anyone being less than amicable on a ship, but idiots will be idiots, and that's why the quartermaster exists.
  
  Returning to the situation, 'the 3rd mate thinks he's top sh*t', not because the player wants the character to be played that way, but thinks that this is how higher ranked pirates are supposed to act. The Pirate Stereotype has 'forced his hand' so to speak.
  No one else agreed with him, and began to belittle the player( in and out of game) because he was playing an a**hole. The Player didn't want to be boxed in, Some of the Pirates were siding with the Germans, which the Player insisted was against the spirit of the game.
  So suddenly we're all raised voices and getting angsty about whats going on.. I blame myself, not providing enough material to the player about how pirates should be played.. because quite frankly when you have a group, it is, sorta, the responsibility of the GM to set a scenario that the group has a reason to bond & team up against the GM.

  We had to pull the session to an end, so I could write up several pages based on historical data to show the more truer version of history and why the stereotypes would destroy the ability on pirates being pirates.. but it really got me thinking..

How many sessions of roleplay are disrupted by this kind of clash, players playing the 'classic trope' which ultimately ruins everyones fun?


Monday, 29 December 2014

Game Jammin'

When I arrived back in Australia, after 10 years abroad, It came as no surprise to me that I had no social life anymore. My friends had moved on.

So I had to start again, find out groups, people, places that did things I (and my wife) liked to do.

As I was studying IT, Games and Entertainment, I of course gravitated towards Game Design, and I saw a poster for Global Game Jam 2014.. what was it? Game Jam?

For my former English Students: to Jam, to put as much as possible into one thing. quickly, messily, but done.

So Over 48 hours, you create a Game, based on the theme.. be it board game, card game, computer game, roleplay game, you make a game. The Theme is revealed on the day, Friday Night typically, and by Sunday night, you present your game to the world.

Doesn't sound too hard right? If you look online at what people have done, I've seen some amazing works, and when you say.. "wow, that was all in 48 hours" you think.. I could do that.. and you can

If you Prepare

So thats what this blog is going to be about.. not a Proper Game Dev write-up.. just a home brew blog on MY personal opinion on how to do a game jam.

Why do I feel qualified to speak on this topic, other than "the internet"

So a few months earlier, I'd been asked to head up the Game Development Club at UniSA, and it turned out, there was no official club.. So I had to create it.. and in the process, I found out that we needed to run events.. and After participating in my first Game Jam, I understood one thing..

I Need Practice!

So I asked the club, how about we run game jams, monthly, and get some practice in..

So we did.. and now, a year on, I've run 12 Game Jams, and Participated in 3.

The first Question you ask yourself is

Why would you do it? 

Well, for starters, Its a sense of accomplishment, you may not make a polished game in the time allocated, but you get something done, if you're close to finished, you might add a few hours, if the theme suits you.

In anything in life, getting started is hard, making something is hard, and actually deciding that you've finished is very hard. Having a concrete end date to work against, forces your hand. and takes the psychological issues away (for many people)

Then there is the feedback. Once you complete a game, and publish it, there are thousands of people, like yourself, Game Jammin, who'll play your game, and if they like it, they'll want more.. that creates motivation to finish it, and publish it..

The Experience itself. In a room of 20 people, all working to a similar goal, having the same troubles as you, creating friendships through hardships, it creates a vibe like none other. I cannot explain it.

So, finally.. my hints and tips

* There are many things you can do before the Jam, such as installing the latest engines/builds/browsers etc before the start date..   I saw 2 teams lose several hours on day one, because they didn't have everything set up, and encountered problems,

* If you're running a team, then get your team organised. If you have already got your team together before the Jam, great, but that's not all Jammers do, some come along on the day and hope to join an existing team. If that's you, then make sure you covered the 1st point.. again, I saw a guy arrive to join up on the day, didn't bring anything, had to go home to get a laptop, then had to install git, chrome and unity.. didn't get started til Saturday afternoon, felt like he hadn't been able to contribute, and quit.

* Get an idea of what you can do within 48 hours. If you are making a board game, would you have time to print a board, carve miniatures, print cards AND design the rules.. probably not, So figure out what can be done and do that.. I had a proffessor sit down with our team and draw up a list of what games could be made, from scratch, within 48 hours. Platformers were out, as were 3D, too much engine creation needed. 

* Pre build what you can. If you're doing a card game, bring 250 blank cards, or cut them out from card-stock, bring note pads, coloured texters, Pens, Pencils. For a board game, bring pieces from other games to use until you design what you'd use, you won't know the theme, so it matters not what you use in testing. If you are making a computer game, its not a bad idea to pre-build an engine, or have one ready to use.. if you want a platformer, make the entire platformer engine weeks before you decide on whats going on IN the platformer. For myself, I had an idea for a map control game, Hex grid, Isometric and I was going fantasy themed, regardless of the Jam Theme, I'd make it work.. so I already had a mini-civ style game engine built, and downloaded hundreds of iso tiles and icons..

* On the Day, Form your ideas fast, throw around hundreds, brainstorm it sideways. If you want to stand out from the crowd, thing of what the obvious answers are, and don't do that. If you're here for the first time, just think of something doable, which matches the theme.  

But don't spend too much time.. every minute you think of something, is a minute of your game creation lost. My rule of thumb is 1 hour for a 48 hour jam. 

* Write down a document of what you have time to add. If you have 20 graphics and your graphics guy has 20 hours left, then you need a minimum of 1 an hour each, Do you have levels? how long will a level take? can you make more than one level? 

Remember, you're not making a complete game, you're making the components and just Jamming them together..

* When you have a big list of all the things you want to add.. cull it, put it to one side as reference and ask yourself the first big question.. What is the core of the game.. minus all the fluff, the pretty pictures, the design of the minis or characters, what is the basic core of the game.. THIS needs to be done first, and it needs to be done within the first 24 hours..

I'm very serious on this point, If your core cannot be completed in the first day.. you will struggle to get a game done by the 2nd. I saw game after game after game, which could not be played, could not be tested, was so horribly broken, 4 hours to go to deadline, and only then do they begin to cull the project, 

My First Game Jam

The Theme was "We don't see things as they are, we see them as we are" which probably sounds nuts.. So for about 20 minutes I wandered around asking about people, who had teams, who needed an someone like me.. newb to the experience, and found 4 others who had no teams either.. 2 artists, 1 GameMaker programmer and myself.. So we got a whiteboard and wrote up the theme, we talked about what it meant.

Firstly, we wrote it on our whiteboard wrong, instead we had  "We don't see them as they are, we see them as we are" so we assumed the whole thing was about camouflage.. which turned out ok.. but this took us 2-3 hours. we designed levels, we designed 12 major characters, we had map structures, game flow, logic puzzles, storylines, so much, and then it was like almost midnight, so I went home to sleep!

Day Two, I got there at 9am, the team has already started. GameMaker can do some nice things quickly, but its hard to collaborate. So our programmer had to do everything, I drew up levels, maps, and pixel painted tiles. We needed around 200 tiles or so.. and I thought I could do that, they only took 5-10 minutes each.

Our Artists drew up characters, simple, easy, 8 frames per animation cycle, 8 directions for each of the characters...for 12 major characters, and some others for minor NPCs.. they seemed to be ok with 1 per 15 minutes

By the end of the day, we had our basic mechanic, when you move, you appear as a soldier, and when you stand still, you appear as an alien.. and we had trees on a grassy field, and a path, and 1 alien and 1 soldier and they fired bullets.. so that worked.. sorta.. again, I left before midnight.. last bus..

Day Two, Sunday, Arrived earlier.. one artist was burnt out, we only had the graphics for 1 alien, 1 soldier half of a map, and some broken machanics.. so we had a breakfast meeting about how to scale the game down to just 5 maps, with 3 characters, no NPCs and only 3 terrain types, field, forest and village... 

with 4 hours or so to go, we scrapped this, and went for 2 characters, 3 maps, scrapped the village and got some splash screens, and Menus together instead.. Oh and sounds.. always forgot sounds..

How insane... 

As you can see, I learnt a lot since then, You can pretty much see where we went wrong, but how better to learn than by doing.

Hopefully, this little blog helps you to make some better choices in your Jam future, so you'll get a game done in time!

Play it Cool.