Episode 016: PABBs

AlbumCoverIn the first episode of the winter season we say our thanks to Ron and Vern, Lee talks about the Interface Zero 2.0 Kickstarter, and we discuss Post-Apocalyptic games and settings.

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2013 Gaming Resolutions

Justin Suzuki

Yes, I am writing about New Year’s resolutions. I have lowered myself to do it. But I think gaming resolutions might be worth discussing. I’m talking about making changes to my hobby to make it more enjoyable. Here are my gaming resolutions in no particular order:

  • Prepare a little bit more. I’m still guilty of winging parts of my games. It’s not that I do zero work, but for most of my home games I don’t put too much effort into the pre-production of a game session and my games can suffer because of it.
  • Communicate more. This should be in every aspect of life, but I will apply it to gaming. Lately I have found myself perplexed by some of the behaviors of those I game with. I will resolve to talk to those people and ask that they do the same with me. I’m sure I do a lot of crazy things that players do not like.
  • I will not buy D&D Next/5th edition. Really…I won’t do it. Don’t give me that look of doubt!
  • Play more often. I love to GM, but I can learn a lot and relax a bit more by sitting on the other side of the screen.
  • Try five games I haven’t played. I’m open to suggestions on this one.

Do you have any gaming related resolutions? Let’s hear them!

Game on!

-Justin

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Episode 015: Contract Negotiations

In our Fall 2012 season finale we talk about social contracts at the gaming table and how they can help save your game. This is also Ron and Vern’s last episode with us (insert sad face here). See you in January!

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Season Finale Delayed and Other Huge News

Justin Suzuki

It is true, we haven’t blogged in ages. We were in the middle of working out a plan for blogging that would provide you, our fans, bigger and better things and work with our increasingly busy schedule. I wish we could say that we make our livings off of gaming and podcasting, but that isn’t true. All I can promise is that we will try to do better in the future.

Speaking of the future let me drop some news items on you. First is we will be delaying recording of our season finale till next week. This means you will not get your scheduled dose of RPDNA on the 15th. As it turns out a few of us aren’t feeling well and the rest of this week doesn’t work well to get the five of us together to record. The plan, as of now, is to record next Monday and release shortly after that. Give you a little something to listen to as you grind through the many levels of the holiday season.

The next bit of news you may already know. Ron and Vern are retiring from podcasting in order to focus on other things. Which means the next episode will be their last as regular members of the RPDNA crew. This is news that is sad in the sense that Ron and Vern are extremely talented podcasters and great friends. This show is the brain child of Ron and he helped it become what it is today. They will be missed on the air.

However RoleplayDNA will move forward and Lee, Ed, and myself will continue to discuss the topics about gaming that you hopefully want to hear about. With any change to a show like this you can expect some minor alterations as things evolve, but I hope you will stay tuned for the winter season of RPDNA to see what we come up with. Game on!

Justin

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Episode 014: Tango Papa Kilo

With Ron and Veronica sitting this episode out, Justin, Ed, and Lee take the reins and have a lively discussion of the thrills and dangers of the Total Party Kill, and those who seek it out. Is it a goal worth seeking, an awful prank, or best saved for certain settings and systems?

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Episode 013: Derailed

In this episode we talk about maintaining focus in your game.

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Selling Your Ideas in the 21st Century

Ed Doolittle

I hope to see a lot of you at ThanksGaming tomorrow at Total Escape Games in Broomfield, Colorado. We’re going to have a lot of fun and raise some money for a worthy charity.

Welcome to 2012, the age of digital distribution. Many of my gamer friends are equipped with small tablet computers like iPads and Kindle Fires. Our weekly game includes six people, four of whom have immediate access to a tablet device of one kind or another and PDF versions of rulebooks and sourcebooks, as well as access to the entirety of the internet. This allows them to find a rule, locate errata, and answer the many trivial questions that arise when any group sits around a table. I wish I could call them pioneers, since I’m behind-the-times in this regard, but my friends are hardly at the cutting edge. PDF as a method of distributing content is quite popular. A significant portion of roleplaying game sourcebooks are currently sold digitally and the numbers are growing. But what is the most effective method for selling your digital roleplaying game content?

If you share an interest in producing roleplaying source material with us here at RoleplayDNA, this new reality of distribution is probably fascinating to you. There are obvious advantages and disadvantages to digital distribution, such as the low publishing and delivery expense when compared to the costs of printing and shipping paper books, and the risk of losing sales due to the ease of file duplication. There are design factors at work as well, to make the books more suited to the typically small format of the devices or to make the files more suitable to printing on bitonal printers perhaps. But digital distribution is not something to be avoided; assuming you will distribute your brilliant roleplaying products digitally, you have multiple options for collecting payment.

The vast majority of roleplaying games are sold for a set price. Pay once, receive one product. If you’re writing just one book or gaming aid, this is the appropriate pricing method. Or perhaps you are a prodigious writer/creator, but your products are not closely related, thus selling them as independent products just makes sense.

But if your plan is to produce a series of related products, and you’re looking for a way to encourage customer loyalty and you value steady income over feast-or-famine income, it may be worthwhile to consider a subscription model; It’s been gaining adherents in different industries, such as software and webcomics. But how you structure your subscription plan is up to you. The popularity of MMORPGs like World of Warcraft has created an army of potential customers who are accustomed to paying every month for continuous play and regular updates. D&D Insider provides game supplements and online tools for a monthly fee, but as I understand it core books sold separately. Pathfinder has a subscription plan that’s really more of a commitment to buy new products as they come out.

What to charge users should of course be based upon how frequently you can commit to putting out new material and an honest analysis of the value of your work. And, the lower buy-in cost of a subscription as compared to an up-front purchase means you, the creator, won’t be receiving a fat and sudden influx of cash. But, don’t be intimidated by the potential complications – there are services out there that you can take advantage of to take the worry out of setting up subscriptions and taking payments. Of course, if you’re a totally unproven commodity, attracting subscribers will be a challenge.

Ron and I occasionally discuss the topic of digital distribution and pricing, but I haven’t heard your opinions. Let’s hear from the other writers out there. Have you had experience with this, from the sales side or the purchasing side, and want to share your opinion? Please comment!

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Iron Kingdoms RPG: Role Play or Roll Play?

Lee “The God of Gaming” Langston



Aye, anyone can read the Corvis Treaties for themselves’ but the most important deals were never set down on paper. The Iron Kingdoms were born of bloodshed and dark dealings, and so shall they fall.
– Torven Wadock


The answer is yes! For those who do not know, Iron Kingdoms [by Privateer Press] is based on their Intellectual Property, Warmachine. Iron Kingdoms is a Hard hitting Steam Powered Fantasy where Magic is big and Mechanika is bigger. Huge Steam powered “Jacks” controlled by Jack Martial’s and Warcasters through magically created artificial intelligent brains, are used for daily labor, heavy lifting, or as machines of War. It is a place where Gun Mages use arcane energy to manipulate the bullets fired from their pistols and Cygnarian Trenchers fire off hundreds of bullets a minute from their clockwork chain guns. A place where followers of Menoth use magical fire to purge the non-believer and the Trollkin protect their forests from invaders with nothing but their voices!

For those who know Warmachine [and its Sister game Hordes] a lot of the world and setting will be known. For the uninitiated, I will just go over what you can expect from this book. This RPG is based very heavily on the Warmachine miniature combat system. Magic in the world is brutal and sometimes hard to control, so it is mostly focused on combat and defense. The rules assume you will be using miniatures and playing on a table top with out a grid. The system could [and likely will] be used to make a custom set of characters to be used in a “Narrative” style miniatures campaign. It can be a rather intimidating system as its roots come from miniature wargaming.

This should not dissuade you from looking at the system however, as even D&D got its roots in historical miniature wargaming. Chainmail anyone? It was the system that eventually inspired most of what is now modern role play.

Overall, this is a wonderful book for background and fluff and has some great art in it. Is it for the faint of heart? Heck no! It is a solid combat system wrapped in a RPG shell and set up to inspire people to play the miniatures game. Is it a great read and a decent system? ABSOLUTELY! If you like High fantasy with guns and lots of hard hitting magic, this can be a great game to look at and the book has some really amazing art in it!

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Episode 012: IP (that’s “intellectual property”) Freely

How do you handle settings that are licensed or heavily developed in your gaming life? The crew–sans Justin (feel better, man!)–discusses just that. Also, you should heed our call for backup writers on Facebook!

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You Reap What You Sow

Justin Suzuki

You will only get out of a game session what you put in. Really. I have been a Game Master for a while now, and a truth I have discovered about players is they will get more out of a game story if they interact with it more. It seem obvious, but I have found quite a few players who have a hard time with this concept.

The players I refer to I like to think of as baby birds, holding the beaks open to the sky, hoping a mama bird will regurgitate some food into their mouths. In this case these are players who just want the plot fed to them. Is there anything wrong with this? Not at all, but you cannot expect the GM will toss you a lot of meaty plot hooks if you never take one. I don’t want to see any player go this route. Why? Because you are becoming a passenger in the plot wagon, when you could be steering it.

So, how do you get more involved? Follow up with what the GM offers you. If I am running you through a game of mystery and you find a bloody handkerchief with initials embroidered into it, don’t just pocket it and never look at it again.  That is a hook I am putting out for you to grab on to, and discover more about this unknown world we are exploring together.

If you are given the bloody handkerchief then start following up. Who does this belong to? Why is there blood on it? Is it made of silk? And don’t be afraid to declare what you think about the plot point you have been handed. Maybe the GM will follow you down the rabbit hole that you are trying to create.

Again, if this isn’t your kind of game no worries. But I would rather have a full table of players who are trying to help create the reality of the game, than just one player steering while the rest hoard bloody pieces of cloth to cherish forever.

Game on!

 

 

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