Bloggin' with AscentStudios

Join Alex's epic journey as he experiences the trials, tribulations, thrills and chills as an RPG designer...

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Location: Portland, Oregon, United States

Wednesday, June 30, 2004

Front Mission Whore

Hey all - busy. So busy, can't use in-between words such as "I," "the," that" or "I am really f'n". Job application to major game company goes well - am in last round before interviews. Super secret surprise is coming, also makes life very busy. Am now Front Mission 4's snivelling little bitch - so addicted, will play about 2 hours past bedtime. Day job also busy, sucks. More later.

Thursday, June 24, 2004

Best. Band. Evaaaaar.

Sorry for the less-than-stellar updating this week, but I found a rare gem. They're called The Four Eyes, "The Nerdiest Band in the World", whose latest album is called "Rock and Role-Playing."

I'm really not kidding. Proof - listen to this wargamer's lament in "Painting Guys," rawk out on "Rivendell," or hear an alternative narration of "Death Race 2000."

Enjoy, folks.

Thursday, June 17, 2004

On the Game Table -- Wraith: the Great War

Well, it's been a while since I wrote a column on cool games I've played/would like to play/are useful in general. Since I've been sticking with stuff I've already talked about in previous OtGT articles lately, I'm going to look at some of the rare stuff I have laying about on my shelves. In following up with article I did about a month ago on world creation and the importance of atmosphere, I feel obligated to talk about Wraith: The Great War from White Wolf, which displays perhaps the most successful creation of a asthetic, combined with a wonderful historical game that gives the mess that was Wraith: The Oblivion an honest-to-god purpose.

As you may know, the premise behind Wraith is you are a ghost, caught between the skinlands of the living and the shadowlands of the dead, fettered to the earth by unresolved tasks, burning passions and precious objects. The land of the dead is a harsh place, where souls form both population and currency, being used to forge weapons, relics and even the buildings people live in. The world itself is a place formed and warped by passion, a horrible place ruled by anomie and creatures ruled by the their own twisted internal self-images and the circumstances of their deaths. What's worse, all wraiths struggle against the dark side of their own natures, called shadows, who try to take over wraiths' bodies to ruin their unlives. Players must struggle to protect their fetters, escape the slavers and intrigues of the shadowlands, and fight back their shadows, all at the same time. The result is very cerebral, very character driven, but delicate and ultimately disjointed game experience that is very hard to get a group's collective head around.

Enter Wraith's period setting book, The Great War. Released in 1999, the situation was really one of too little, too late for the foundering line - even though Wraith second edition had fixed a lot of the problems, getting people to reinvest in a game that was cool to read but way too hard to play proved to be difficult. The Great War is a well-written, good reading piece about the 'other world war', World War 1, which is all too often overlooked as the turning point in world history, warfare, international politics, social attitudes, and technology that it is. WWI in many ways introduced the machine gun, the tank, dispursed formations, trench warfare, chemical warfare, and airpower to the battlefield; encourage the birth of both the League of Nations and the Nazi party; advanced medicine such as pennicilin; created great artists like Picasso and Hemmingway and Keroeuac; and birthed the postmodern era of today.

In The Great War, players are individuals amongst the literal millions that died in the fields of the Somme and Ardenes, or to the epidemics of Spanish Flu or Yellow Fever, or to the infinite sadness that floods the world following the brutal shattering of social values and the loss of an entire generation of young European men. The incredible passions and numbers of lives lost in the world create something of a population explosion in the Shadowlands, who is undergoing a major social schism as the "War to End All Wars" comes across the veil with the newly-dead. Slavers and soulforgers harvest new, confused souls as soon as they arrive, while mindless drones re-enact their deaths countless times on massive battlefields.

There is only one thing I can say about what WW accomplished here - this game is wow. The holy-shit-I-can't-believe-they-actually-pulled-it-off-better-check-again-yes-it-really-is-that-fucking-good kinda wow. I believe the authors of this book captured the mood of German Expressionism, the historical perspective of the War, the angst of the core game, and the purpose Wraith so desperately needs all in one tight package. Guy Davis, frequent WW artist and illustrator of Sandman Mystery Theater, captures the era incredibly well thorough his art, as do his contemporaries. The book is a tragic read that almost makes you want to cry - sadly, before I read this book, I had little respect for WWI and an even smaller understanding of what it meant, but I certainly have a greater appreciation now. Everything in it is part of a greater whole, one that far outshines the vast majority of White Wolf's catalogue (save maybe their other historical settings, and Mage of course).

So, in conclusion, if you EVER see this book - FOR GOD'S SAKE, BUY IT!. Beyond the fact that it's worth a lot of money on eBay, it's a lesson in good RPG writing. If you've never purchased a White Wolf book before, you'll not regret it; if you never plan to run Wraith, consider it a lesson in good world development well worth learning from.

Wednesday, June 16, 2004

It is MINE! My Preciousssssss....

Yes, precious - we founds it at the cave, the mall. No, it founds us, precious. Front Mission 4 it calls itself, yes. It's our precious and it's ours, and asks us to play with it, yes precious. Keeps it away from the filthy Scottses and mean Claytonses, yes precious, for they wants it for themselves. We must go, go the quiet way where they can'ts finds us. All for us, yes, all for us, precious....

Preach it, brotha!
In a recent post about web comics (and why he thinks sprite-based comics are largely inferior), Gabriel at Penny Arcade neatly summarized what I hope to accomplish with my game design career, and why striking off to work on your own projects is fearsome yet necessary if you actually want a career. Read on:

"Since you own none of your own IP you can't ever hope to make a cent off your work. I know that lots of these comics are started just for fun as a hobby, but so was Penny Arcade. I thank Jesus Christ our Lord and Savior every Fucking day for my job. Imagine your hobby took off and became some kind of cult phenomenon. Imagine you had a large enough readership that you could quit your job and make a living doing what you love. Then imagine you can't actually take advantage of any of that because you stole all your characters from Capcom."

The sad thing is that everything in the industry is work-for-hire, unless you come up with the next Magic or Legend of the Five Rings and get some sort of commission, OR try it on your own. No matter how brilliant Spycraft is, it will never be mine, just like it will never by Clayton's or Scott's or Patrick's. Maybe I'll get lucky in the long run.

Monday, June 14, 2004

Flufftastic

I continue to work on pressing projects, forcing me to dig back into my archive of the weird to keep things fresh. Today's post - The Worst Album Covers Ever, II.

I really will try to get something game-related up soon. Considering the chaos of last night's session, I have some new material.

Friday, June 11, 2004

I Feel for This Kid

They won't let me into the museum anymore for the same reason (be sure to scroll down).

Geek Symphony
A refreshing take on those annoying sounds issuing from your PC.

And more game-related stuff soon, I promise.

Thursday, June 10, 2004

Quickie
Publications Credits have been updated with some sexy new styles from a fantastic designer I know. If you need a good web/graphic designer, ping me and I'll put you in touch.

Project X's new name
Since C:S is driving so many people nuts, Scott and I though we should share a new codename for Project X -- GFTFA. Hehe.

Tuesday, June 08, 2004

The Rare Gem

OK, so bear with me for a moment while I geek out on pop culture. There's this absolutely cruel, heinously embarrassing, yet disturbingly funny send up of American Idol here in the states called Superstar USA, in which the "judges" select the most atrocious performers to be the 'next superstar USA'. Sadly, these poor chumps have no idea as they meet various B list celebrities to give them hints on making it to the top that they are the laughingstock of a nation. So, my girlfriend is watching this show last night and I walk in to find her crying from laughter. When I sit down to watch the judges critique this ridiculously aweful performance of Genie in a Bottle by a self proclaimed 'Latin diva' I witnessed quite possibly the best back-handed compliment ever to grace the small screen, from the bad-guy judge:

"Do you know the saying, 'Don't bring a knife to a gun fight?' Well, you didn't. Instead, you brought the most lethal weapon I've ever heard - your voice.'

The singer was quite pleased with this remark, in fact. I, however, have been laughing about it for over 24 hours.

Friday, June 04, 2004

Drat

I broke my own streak of almost 2 weeks of updates on every working day. At least it was in service to a good cause - I finished the resume and cover letter (and will be firing them off to my prospective employer once I get some last-minute feedback from colleagues), then I killed a lot of people in SOCOM II. Finished a job application, saved the free world from poorly-dressed terrorists - not a bad day's work.

The Board Lives Again
Well, the Spycraft boards have recently sprung back to life, and that can only mean one thing - a new book! Mastermind has been sighted by the gaming community and so far, no bad reviews. We'll see how it's taken by the greater majority in the next couple weeks.

Overall, I am pretty darn proud of this book. Developing and expanding minions was something I always wanted to do, which I got in spades, and Chapter 4: Running a Villainous Campaign was my first opportunity to sit down and write about gaming (much like I occassionally do in the blog) and to meditate on effective evil in gaming, something I enjoy very much. It was one helluva push in the end, but it was totally different from the one to complete Faceman-Snoop a year before. I guess I can chalk that up to experience/battle scars/wisdom engendered by great pain :)

Wednesday, June 02, 2004

Stay on target...

Agh, almost forgot to update for today! So with 6 minutes to go, what to say?

I'm applying for a super-cool game-related job right now, actually, so that should be nifty.

And if you want to see my current publications credits, click here.

That is all. And with 5 minutes to go!

Tuesday, June 01, 2004

Good Press

The stars have aligned, for Psion (a tough and respected reviewer of EnWorld fame) has given Agency a 5 star rating, placing it up there with the 60's Decade book and the Spycraft Espionage Handbook as our heretofore best-rated Spycraft products yet. It's a unexpected - yet welcome - surprise.

I survived Geekend II and all I got was this lousy blog post
The second Geekend has come and gone, and though we had a few fewer people than I expected, it was immensely entertaining. Grimm was a hoot, The B Horror Movie Drinking Game is a modern-day classic (and a devious plot to get me drunker than a skunk), and much WARMACHINE was played, of course. I'm still recovering.