Get Your Asset in Gear

The Cypher System, as represented by The Strange and Numenera is versatile and simple. So simple I think, that some things can easily be overlooked. Take for example, the humble asset.

Need to get that artifact out of a deep pit? You can just climb down, grab it, and climb back out. What’s that you say, the thing masses 200 kg and the walls of the pit are greased synth? The GM calls for a Task Difficulty 7 climb check. maybe you need some help from that asset in your pack, rope.

    “…. but I do have my rope with me!”
Ilvarya Faelyn, a Clever Jack who Controls Beasts.
TRFP: Mysteries of the Ninth World, ep. 1.

Using the rope to help climb lowers that Task Difficulty 7 climb down to a, now possible, Task Difficulty 6. Not running solo are you? Have a teammate help with the rope and that 6 goes down to a Task Difficulty 5. Add two levels of effort and now you have a rollable Task Difficulty 3 with a Target Number of 9 on the dice. Oh, you’re specialized in climbing? So make that a Task Difficulty 1 climb now. Think you can roll a Target Number of 3 on the dice to climb out of a greased pit? Good thing you had assets to help.

The rules allow for two assets per action, they are a bit frustratingly vague as to what counts as an asset. I have elected to see this vagueness as freedom to use the world for assets.

The first place to look for assets is your PC’s abilities.  A player who Controls Beasts has an asset in combat, in movement, in survival, and even things like repair, if it is narratively possible. I.E., my monkey hands me tools. Someone who Consorts With the Dead also has a built in asset farm. I once had a NPC, a necromancer, who fought from within a mobile fortress of undead, I would call that a defensive asset.  Can you reduce gravity? That is an asset to movement, jumping, climbing, and lifting rolls.  Someone who Bears a Halo of Flame, would have an asset to cooking tasks, blacksmith tasks, or many other crafting tasks.  Do you Carry a Badge? That’s an asset anywhere laws are enforced, but not where laws are absent. Hedge magic is an asset to perform, cook, disguise, and other things.

One other source of assets is your cypher collection. Remember the artifact in the pit? Muscles alone might not get that out of the pit, but that gravity reducing cypher could help, even it only lifts 100 Kg, I would still call it an asset. Got some rocket boots and some super adhesive, yep assets. Cyphers are perhaps your most expansive range of possible assets, so get extra creative with them.

Your equipment list is a shopping cart of possible assets, get creative with your narrative to use what you have. The very first asset every Nano gets, is a book on Numenera. Other books and information devices are also knowledge assets, perhaps even a song or chant.  Your Spinner dressed to the nines? Oh yeah, that is an asset to talk their way into a club, or out of a problem. Anything on the special equipment list potentially is an asset. Brilliance Cloth would be an asset to disguise, persuasion, perform, and deceive checks. String, is an asset to fishing (and a thousand other things).

Cast off items could be assets. A spent torch is an asset for crafting ink, building a deadfall trap, or starting a fire. So you found a bag of old power cells, that’s a barter asset with the right NPC. Spent cyphers possibly still have a use, injectors could be refilled with venom or spices, to kill or cook with.  (Don’t mix those up.)

Don’t forget your friends. A player using skills can receive an asset from other players, but only if the other player is trained or specialized in the skill being used. But when doing something as basic as offering a hand over a wall, I feel this needs no training. Use a bit of judgment with this, but try to err on the PC’s side. Remember; “That’s not cheating, that’s awesome!”

An asset might take time to use, so be sure you use the right asset for the job. A book could add 30 min to identify a piece of Numenera. An expanding cypher might move a rock, but takes 10 min to do it. Keep the time to use the asset in mind when dramatically appropriate.

The idea of an asset in combat is even less defined, but things like scopes for ranged attacks come to mind. Direct Task Difficulty reduction from assets in combat, is limited with special items to their descriptions.  For instance a shield is specifically an asset to speed defense.  Situational assets, such as high ground, should be judiciously applied. Most of the things your companions could do as assets, are covered under cooperative actions rules and provide respectable additions to attack and damage.

From the GM’s chair, assets are also an endless source of GM intrusions. If it is a thing, the thing can fail, or go badly, in so many ways. If the asset is situational, say high ground, high ground can be unstable. Anytime a cypher is involved, it’s nature can be turned into a GM intrusion. Gravity was expected to be less, now your artifact is sinking into the ground.

I hope you have a better understanding of the humble asset and will try and include them in your game more. Why roll without an asset? Get your assets in your game, everyone needs a bit of help now and then.

Beyond the Threshold 2: Leavin’ on a Jetplane

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Trying to avoid capture, the agents flee across Europe and back to the United States, hoping to find an explanation for their new status as fugitives.

Featuring Aser, Brian, Matt, Megan, and Phil.

Music by Kevin MacLeod, “Hitman”

Direct Download!

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What’s Weird on Kickstarter

A lot of times what I find on Kickstarter is really awesome. Other times….it gets a little weird.

For instance, one group is selling biodegradable pins to stick in dog shit you see that no one has cleaned up. People not scooping the poop is gross, but I can’t imagine being so obsessed with people not doing so that that you buy these biodegradable pins to stick in the remains. What’s worse is the gross pictures of dog shit all over the Kickstarter. I would have included one here, but I didn’t want to see it every time I look at the site. Ughhh…

Also while in the park, if biking isn’t your thing then you can skoot through the park instead. Like, why not just get a scooter? I don’t understand the motivation for this bike/scooter at all. Except for using it as a chair like in this picture. I’m pretty sure these are going to blow up in Portland or something.

For our final stop in the park you need the Sandwich Knife for your picnic! This doesn’t do something novel. It just saves you from making two cuts in the bread. And I don’t think having the two pieces not completely separated is that great.

Good Player Habits

I’ve spent the past few weeks focusing on GM tips and advice; I thought it was high time to dispense with some wisdom/requests to the players that read these articles as well. GMs have a pretty big job in store for them when they choose to run the games we enjoy; helping out by being a courteous player is something that will help them in their pursuit of a good story or exciting hack n’ slash and make your experience better as well. Here are a few things that will go a long way in doing so.

1. SHOW UP – No brainer. It seems a bit easy at first as generally playing an RPG is something you want to do anyway, but it’s more than simply being present. It means being ready to game and stay focused while you play. If your GM has to keep getting your attention on your turn or asking for your involvement you’re doing it wrong. Sure, we all have things in our life that may be distracting you, but if they are that bad think about bowing out of a session. Your party will understand if you have life things going on. If they don’t, find another group of people to play with.

2. COMMUNICATE – With your GM and party. Give them feedback about their game and characters. Let them know if you will be late or absent, preferably early. Coordinate what your character is looking at doing or how you plan to develop them. Let your GM know what choices you are making. A well informed GM is a GM that can shape the game accordingly. During the game, be clear with what you are doing. Don’t assume the GM will read your mind and extrapolate your finely crafted plan to assassinate the bad guy. If you don’t say it, it doesn’t happen.

3. PAPERWORK – Please, try your hardest to have all of the “clerical” work done on your character before your next session/game begins. It can be a pain if at the beginning of each game session, after XP was given or a level was gained, you spend an hour trying to figure out what you want to do. This is especially important if the advancement that you take requires more work from the GM, as in the case of the D&D/Pathfinder feat “Leadership”. I usually plan my characters out a few levels in advance so I can knock out the details as they arise. Keep an accurate record of what your character has on their person, it will lead to less tears when you reach for your wizard hat and robe just to find you didn’t note them and the GM calls bullshit on you.

4. MAKE A DETAILED CHARACTER – This one right here is my biggest pet peeve. Mainly because well fleshed out characters make my life easier. When one of my players hands me a character sheet without a background I usually hand it back and tell them, “It’s not done.” This oft leads to a look of bewilderment until I point out that I have a limit of one “Mystery Man/Woman from the East” per adventure. I want meat. I want a fleshed out character with motivations and reasons why they do what they do. I want my players to hand me a character that is dripping with the possibility of meaningful growth. It may take coaching some players through the process a few times but eventually they will think about their characters as more than a grouping of numbers and lists. Do this for your GM, provided they value a good story, and it will be a more rewarding experience.

5. SHOWER – This applies more to gaming in person, but it’s true. Please, don’t arrive smelling of last night’s pizza. Even if you play online. Give a damn about hygiene. Smelly players often don’t get invited back for another session. If you are coming fresh from work, think about packing some deodorant and a clean shirt. Expanding more on this, just don’t be offensive; not just in odor. If your group is relatively new, consider the words that come out of your mouth. I’ve excluded a few players as they just ended up being vile at the gaming table. There is a time and place for that kind of speech/thought, know when that is.

There you have it, a few quick guidelines for player habits. There is certainly more that can be on this list, but I feel I covered the biggies. If you have anything you want me to cover in a future article as a player or GM, please let me know in the comments.

Thank you for reading and happy rolling!

What’s Cool on Kickstarter

Fall of Magic
This is one of the most interesting looking RPG/board games I’ve seen. The primary piece is a scroll that you unscroll as the game progresses, revealing more locations and story. I really like the idea of the game being revealed as you go along in this way. They promise the game has replay-ability, which it better have at the price!

“Fall of Magic is a game of collaborative storytelling were we play a group of travelers in the company of the Magus. The game follows a literary tradition of the fantasy journey where the character’s relationships, transformations, and experiences take center stage.

The game features an elegant rule set and stunning presentation including a canvas scroll which unrolls as we travel, revealing perilous roads, strange hosts, and fantastic locales. The scroll is over 5’ (1.5m) in length and is masterfully illustrated by award-winning artist Doug Keith.”

 

Fibonacci Clock
I love the Fibonacci sequence, and this clock uses the first 5 numbers of the sequence to tell you the time. There is math involved and you have to remember what color means what. So I don’t think I want to think quite that much to figure out the time. But it looks really cool, and would be a fun clock to have around.

“I present to you the Fibonacci Clock, a clock for nerds with style. Beautiful and fun at the same time, the clock uses the famous Fibonacci sequence to display time in a brand new way. The Fibonacci Clock has been designed for curious and inventive people who like a time piece that keeps them on their toes.”

 

CHIP- The World’s Smallest Computer
This is a $9 computer. That’s crazy. It has 1 GHz processor, 512 MB of ram, and 4GB of storage, and connect to WiFi and Bluetooth. I want one just to play around with! If you spend $40 more you can get the PocketCHIP, which has a small touchscreen, keyboard, and battery.

“C.H.I.P. is a computer. It’s tiny and easy to use.

C.H.I.P. does computer things. Work in LibreOffice and save your documents to C.H.I.P.’s onboard storage. Surf the web and check your email over wifi. Play games with a bluetooth controller. With dozens of applications and tools preinstalled, C.H.I.P. is ready to do computer things the moment you power it on.

C.H.I.P. is a computer for students, teachers, grandparents, children, artists, makers, hackers, and inventors. Everyone really. C.H.I.P. is a great way to add a computer to your life and the perfect way to power your computer based projects.”

 

A Feminist Deck
This deck will be full of cards featuring feminists that are currently active within the community. I think it’s great to have a project celebrating women and their work in a variety of fields. Unfortunately, this project has come under attack from various internet groups due to it’s content. There will be a variety of decks to choose from, but here’s info on the main one being offered.

“The Main Deck: The main deck has 56 cards, each highlighting a feminist writer, artist, game dev, activist or other creator. Each card is in the style of the old Fleer Marvel trading cards, with a big picture on one side and facts, quotes and recommendations on where to find their work on the other side.”

 

Wink Pens
These pens let you use any liquid that has a staining pigment as ink. So if you’ve been wanting to draw with wine, coffee, tea, or beer you should check this out. I kind of want to write all my letters with cheap wine now.

“The basis for the branding, WINK, was derived from the concept of using “wine as ink” but the pen can be loaded with virtually any liquid that possesses a staining property.

The idea of using raw inks was something I thought of while working on a concept for a sustainable printer, during which I learned that inks—even those made with vegetable and soy—used in traditional printers are not 100% biodegradable. From the printer project, I re-evaluated my approach toward product design as a whole and began taking into consideration the full cycle of products; everything from how materials are first sourced to the manufacturing processes, as well as environmental foot prints pre and post-consumer use. Being inspired I ran with the idea of integrating alternative inks leading me eventually to the creation of the WINKpen!

In essence, the WINKpen was born from the desire to create a sustainable alternative to something that many of us use in our daily lives. Traditional pens are, more often than not, disposable products; once the pre-loaded ink stem is exhausted, they essentially just become empty plastic cases that inevitably wind up in a land-fill somewhere. With with the WINKpen, however, an ink reload can be found right there in your kitchen.”

 

Ctrl-Alt-Del 1.0: The Box
I used to read Ctrl-Alt-Del religiously, and now you can enjoy this long running webcomic in book form. If you’re a fan or have been a fan of this series, it’s definitely worth checking out!

“The Ctrl+Alt+Del 1.0 Box Set houses the entire first ten years of the comic. Everything from the first strip in 2002 to the end of the original Ethan and Lucas story arc in 2012.

Each 8″x12″ book is a cloth-wrapped, foil-stamped hardcover, and includes a matte dustjacket with front/back synergy artwork. The title and volume number reside on the spine. Inside, the comics are arranged two-per-page, side by side on quality matte art stock. Each comic is printed from my original, high-resolution Photoshop files and is accompanied by the title and original publish date.”

 

Still active!

NerdAche Cakes
Where’s Cthulhu?
The Cthulhu Breakfast Club
Snappower
Perilous Journeys
Innsmouth: A Joseph Hoffine Photograph
BattleBards
Elsinore: A Time Looping Game
The Adventure Case
Titus and Dronicus

Trail of Cthulhu: Castle Bravo

Detonation of Castle Bravo
Detonation of Castle Bravo

As the crew of the USS Bairoko watches the detonation of Castle Bravo, there is more fallout then the nuclear snow that is descending around them.

Featuring Aser, Brian, Megan, and  Phil.

Music by Kevin MacLeod, “Spiders Web” and “Classic Horror 1”

Direct Download!

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Delay of Game! 5 HP penalty, still the fighter’s turn!

Or rather the flow of your game session.

Flow or pacing is a pretty big deal when running a game session. And it’s so much more than simply having a smooth combat where everyone is ready during combat. It’s one of the more difficult things to get a good grasp of and implement well. It took me a good long time to really suss out what worked for me with how my game. Part of it came down to good session planning and the rest was just practical table top gaming habits.

Planning how you want your session to run sounds easy at first, but it does take some finesse. Start with the basics; length, the plot points, and what you want your players to accomplish. I like to keep the game sessions that I run to be around two to four hours long. Being an arguably responsible adult (as are most of the people that I play with) this fits it with the time I have available as well as my players. It also fits the attention span of most people. Sure, we’ve all heard of the 8 to 15 hour games that people are down for playing when they were young. But from personal experience, they sucked. People tended to drift to something else, or thumbing through manuals and stop really paying attention.

Another important thing to mention is when running a session of decent length is to know when to break. Get the breaks in; I like to do it before boss fights. It gives me time to get the table ready, and give my players a chance to strategize and be back at the table refreshed. Ready to tear the boss up, or die horribly; AND they can’t say they died because all they could think about was using the restroom. If you feel your party start to slip into la la land, hit the brakes, and let them get up.

Good habits are the best way to keep a good flow for your game, but are sometimes hard to instill in yourself and your players. I’ll list a few, but know that as people are great and varied, so are the things they do.

First and foremost, make sure EVERYONE (yes, even the GM) has a good grip on how combat or skill check works in the system you are using. This can kill the flow of the game in no time flat. I know that not everyone has the capacity to memorize all of the rules and nuances for every system they play. And if people are having issues with it, the rest of the group should be there to assist. Perhaps jot down a note card with available actions or a sequence of actions from round to round. Anything to keep things moving.

Next, try your best to keep rule books off the table. Having to look things up right in the middle of combat or dramatic moments is terrible. If a player calls out a rule you flubbed, or you are unsure about something trust your gut, make a ruling and look it up later. Post session rundown or breaks are great for this. Research can wait, your game should not. If a player insists on challenging a ruling, die off for it. Then look up the issue later.

One of the more draconian things that I do to keep things on track is timed turns. Especially when things are dicey for the characters. Indecision is a killer, not only of characters but of game sessions. During stressful moments I will point to a player and ask directly what they are doing, anything less than a clear action is ignored and they are skipped for the next in initiative order. Some will claim that it is mean, and it kind of is, but rest assured they will be ready the next time their turn comes around.

Before I forget to mention it, there is one thing that all if not most RPG groups like to do is have side conversations that do not pertain to the game at hand and spin off into full blown tangents. How you deal with this is entirely up to you, but it is critical to recognize where things are going and when to try to get people back on track. This is one of those things that are really difficult to avoid, especially if one or two of the players have gaming history together. They will like to tell “war stories” of past RPG exploits. I myself am guilty of this way too often. I’d advise you as a GM to let them tell their piece, but the reign things in soon. Sometime the old stories can be long winded; a simple “Nice! You’ll have to tell me about that after the game/in the next break.” Is a polite way to say, “OI! Get on with it” and back to the current task.

Finally, limit distractions. Phones should at least be set to vibrate. The TV should be off. And if you plan to have music during your game, make sure the set list is long enough to last, or keep your remote handy to restart the playlist.

So there you have it,  a few things to think about for your sessions. If you are having trouble with keeping things flowing, reflect upon behaviors of the group and write down things that you want to change. Bring them up with the party, and gain consensus. It will make things loads easier.

Thank you for reading, and happy rolling!

What’s Cool on Kickstarter

Titus and Dronicus
Turning Titus Andronicus into two characters that are noir detectives investigating the crimes that occur throughout Shakespeare’s plays? Sign me up twice. The two main actors seem to be having a lot of fun with the concept. I can’t wait to see it.

“Titus and Dronicus is a web series about two private eyes – and best friends – who investigate crimes inspired by Shakespeare’s plays. Each season we dive deep into a different Shakespearean play, and discover insights, surprises and unexpected hilarity as we lovingly dismember some of the Bard’s most famous works. We are inspired by the crime noir Los Angeles of Raymond Chandler, and the coconut-clapping silliness of Monty Python, not to mention the larger-than-life ambition of Shakespeare himself.”

 

The Adventure Case
This is the most gorgeous gaming case I’ve seen so far on kickstarter. I love that there are even little lights that can be inside. I wish it was much cheaper though.

“Organize your gaming supplies in this high quality customizable case. This masterwork piece of hardware is designed specifically for the tabletop gamer – it acts as a dice box, rolling tray, storage area, and doubles as a screen for stealthy players and GMs that want to hide their dice rolls. It features elegant folding doors that stand the case up to be used as a rolling screen.

Our goal at Dog Might Games is to make the best quality gaming gear around. The Adventure Case has gone through nearly a year of prototyping and we are very proud to offer it to tabletop gamers everywhere.”

 

Elsinore: A Time Looping Game
Hamlet is my favorite of all Shakespeare’s plays, so a game where Ophelia is trapped trying to survive the play is something I’m in love with.

“Elsinore is an adventure game set for a 2016 release on PC, Mac and Linux. In Elsinore you play as Ophelia, a young noblewoman of Denmark, who awakes from a terrible vision: in four days, everyone in Elsinore Castle will be dead. To make matters worse, the vision has inexplicably thrown her into a time loop. Forced to relive the same four days over and over again, Ophelia must learn to survive in Elsinore, doing everything in her power to change the future.

Elsinore is a point-and-click adventure game with time loops; at its core, it’s Shakespeare meets Majora’s Mask/Groundhog Day. We’re experimenting with combining story-creation mechanics to produce something we feel is truly new.”

 

BattleBards
BattleBards has relaunched with a new model that allows you to download the audio instead of just streaming it. Check out the new launch!

“The Best Downloadable Fantasy Audio & Tools for your Tabletop RPGs — BattleBards is the most expansive Tabletop Audio Library and Tools ever assembled to help bring your campaigns a new level of immersion. An ever expanding library starting with 500+ professionally crafted tracks from the get-go to unlock for download and for streaming through your browser on any of your computer-based or mobile-based devices.”

 

Still active!

Phoenix: Dawn Command
Ion: A Compound Building Game
Calamityware Dinner Plate 5
NerdAche Cakes
Where’s Cthulhu?
The Cthulhu Breakfast Club
Snappower
Perilous Journeys
Innsmouth: A Joseph Hoffine Photograph

Beyond the Threshold 1: Totally Not a Setup

sase2

Four operatives are tasked with a mission that all of them find to be an easy day’s work. Perhaps too easy. Will they discover the truth in time? Probably not…

Featuring Aser, Brian, Matt, Megan, and Phil.

Music by Kevin MacLeod, “Hitman”

Direct Download!

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BattleBards Kickstarter Update!

Hey everyone,

I interviewed the crew behind the BattleBards kickstarter a few weeks ago. Since then they have cancelled their kickstarter and relaunched! I think this is really great because they were well on their way to being funded, but many of the funders let them know they didn’t like the subscription model they had set up and they listened! Now your pledge goes to downloading and streaming packs of their custom made tracks for use in your games. This project is a great tool for introducing audio into your games and you should check it out ASAP!