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I was catching up on my favorite blog today and it reminded me of my LJ buddy list. You guys should read this article. Sirlin has some pretty good points.

http://www.sirlin.net/articles/subtractive-design.html

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11:15, restate my assumptions:

1. Games are the language of nature.

2. Everything around us can be represented and understood through games.

3. If you play these games, patterns emerge.

Therefore: There are patterns everywhere in nature.

...

Spend the evening with a beautiful friend of mine tonight, someone I've known for a long time. We talked about a lot of things, but mostly games. She looks as young and beautiful as ever, and I keep getting older. That's the problem with elves.

I've been feeling like a bad game designer recently. I feel like I am not growing. It just looks like old ideas that get smoother and better the more I mull them over in my head. Sure, the ideas get better the longer I think about them, but the -machine- that is producing the rules is just turning around and around like some rock tumbler. She gave me a challenge that I think might really help me. it's scary to leave your comfort zone and try something different, but it's the only way to grow. More on that method depending on how it works out.

She said something that really effected me. She said she learned a lot about how to GM from me. That sort of thing has a really big emotional impact on me, because I've learned a lot about how to GM from her.

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Saw a huge thread about IP infringement. It made me mad.

It makes me mad that so many people feel morally superior for their 'stance' on pirating media.

I wrote a huge rant reply, and then deleted it. Basically, it comes down to this: The humans involved in the process (actors, tech, logistics, ect) are all paid up front. So they pirating media does not -directly- hurt them. The developer (studio, publisher, ect) that owns the IP is the one that took the risk, and wants it to pay out. That company is who you are 'harming' when you pirate.

And before you start the whole "if an IP does poorly, than the company wont be able to make more" blah blah, stop. Think about what you are saying.

Sony wont make music? Paramount wont make movies? Blizzard wont make games?

Did I just board the stupid train at retard station? All music/movies/games will not disappear overnight, leaving thousands of professionals out on the street and starving. Creative humans have transferable skill sets, and can work for other studios and in other arts. Art is not a desk job. Artists don't (typically) take a job at 18 and for the company until retirement. If a studio closes, that sucks, but no one is going to starve over it.

Data piracy is unstoppable. Rather than focus on stopping it, these megalithic companies need to re-examine their business plan and adjust their model to the -reality- that P2P exists. Then, the bosses make money, the workers get paid, and people online can feel smug because they have legal access to the IP.
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fuck yeah google.

Red-Pip.com has finally made it onto a google search on the first page. with "red pip games"

Not as the first hit...and still nothing on "red pip" or "red-pip", but all in all, it got me excited.
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It looks like my pipe dream for publishing micro games is going to come true. All the pieces are falling together now.


Thanks to everyone at the store for helping me play test the game I brought down today. I am pretty pleased with out it worked out, as well as for all the additional help you've all given me.

I had a productive night Wednesday, I ended up writing two small board games. This weekend I hope to produce some more content for the site. At least the launch game is ready now, so I can rest a little easier. There are a few other things I need to design before launch, but not too much.

For instance, I'd like a business card sized game by launch so that we can start distributing them to people and generate some word of mouth buzz.

So that's my food for thought. A game that fits on a business card. Not too much text to work with. It's only a 3.5 inch by 2 inch area. We'll see what I come up with.
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...the first round of my presents arrived.

You should check your emails. That's how it'll be transmitted.

If it didn't arrive, you should e-mail me: spot_jill at yahoo dot com with your correct e-mail and I'll put you on the list.
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I cranked out the basic rules for the 12th night game today. I manged to write and format them in about 80 minutes. It's a pretty good little start to a game.

But it's really taught me one thing. I need a real layout program, and I need some picture editing training. I think that should be part of my new years resolution: Learn the tools of the trade so I am more self sufficient. That's really the key to a lot of projects that I'd like to get going. In essence, I need to upgrade my computer knowledge up to the next level.

I've got a lot of ideas brewing now. It's reached that critical mass where things start to get produced. First I'm going to complete the 12th night games, and then I'm going to finish DCD. Not all before I go to bed tonight though.
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I've decided that this Christmas I am going to have a different type of present for my whole nerdherd. It'll also be a little present to myself.

From Christmas Even until Epiphany I am going to write a game, one page per day. Each page is going to be a self contained mini book for a larger book. Like a GURPS supplement, but in a page.

I've always wanted a game like that. Ever sense I bought TWERPS I knew that I loved microgames. But somehow, in all of these years, I've never written a microgame that I really -loved-. Some that I liked, but none that really sung.

So here's my chance. And I'm giving it away as a gift to all of you. And that's where you come in.

Xmas eve the 'base rules' are going to be released, and Epiphany is going to have the conclusion rules. But that leaves room for 11 days of creative input. I'm leaving it up to you all to decide what goes into the game.

So drop me a note, or let me know someone in the next couple of weeks what mini-settings you'd like included in my Twelve Days games.

Because if you don't, you know what will happen. It'll just be more robots and superheroes.

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I've been going over a lot of my old work, tinkering, looking for inspiration, ect. I found this old piece I was working on a long time ago and decided it would be fun to share it with you guys. It has to do with character design. I originally was trying to work out a set of what should come 'free' with a character (opposed to what a game engine should charge points for).

*********

These qualities are of particular importance for adventurers. They are by no means universal among protagonists in all forms of storytelling. As an art form the RPG places specific stresses and requirements on characters. It is by it’s very nature a cooperative story that requires many people introducing their own ideas and working with one another. Characters that consistently require special attention disrupt the flow of the story. By forcing the other players to give this poorly designed character attention and accommodation the player is effectively holding the story hostage. Either it stops until that player feels they have been antiquity placated, or else the other players are forced to leave that character behind. Because neither situation ensures that all the players are happy, characters that are likely to disrupt the game should be avoided at all costs.
A player who wish’s to play a character who lacks one of these characteristics should consult their GM before building, as they may be disruptive or difficult to incorporate in a campaign. Due to birth defects, accidents later in life, or the ravages of time not all humans possess all of these traits. Despite these normal exceptions perfectly healthy humans all have these traits. All heroic characters should be assumed to be of sound body and mind.
Of course, there are many excellent characters that would be barred from play if these guidelines were dogmatically enforced. There are also many problems that can be prevented if the player, GM, and rest of the party are willing to work together. It is important to bear in mind that different players are attracted to games for different reasons. A player who is respectful of the game and the other players should be allowed to play characters that violate these guidelines as long as it enriches the story. It is reasonable to expect that a player be able to provide a workaround. Thus while playing an alien who cannot breathe air is disruptive, if the race typically wears fully environmental suits while on plant than it becomes an enriching piece of flavor in the same way that glasses or a wheelchair can add an extra dimension to a human character.
Some campaigns will demand different characteristics. These characteristics are distinctly homocentric and assume that the characters will be required to be part of a party or team, as per a conventional table top RPG. Within the framework of some campaigns these assumptions are very untrue. In particular, groups with a large player base and groups that play over the internet both typically reject the pack based mentality of table top games. As always, if questions arise ask your GM for guidance. Equally, some games have exotic concepts, such as an aquatic world or playing bacteria, where these guidelines are also suspect to change.
Physiology
) Humanoid – Two arms, two legs, a torso and a head. This form allows for the character to use most gear, pilot most vehicles, ride most creatures, and access most locations within a typical campaign.
) Terrestrial Air Breather – Adapted for breathing air in an earth-like environment. Is capable of existing on land for extended periods of time.
) Manipulators – Two appendages that are capable of fine motor skills.
) Muscles and form – Full control over one’s self; the ability to perform gross motor skills. This includes the ability to move within the mediums they are adapted for life within.
) Perception – The ability to detect and identify their surroundings by using more than one sensor.
) Climate – Able to function normally while in their most common state of attire in temperatures between 20 and 90 degrees Celsius.
) Size – Ranges between 4 and 7 feet in height and 25 to 150 kg. This allows for the most integration with human-made structures.
Mind
) Memory – Able to remember people, places, and events with a degree of regularity.
) Self – Can pass the mirror test (is able to recognize their reflection in a mirror).
) Education – Has the potential to gain access to the abilities necessary for adventuring.
) Problem Solving – A capacity for rational thought.
) Growth – Their personality is adaptive and has room to grow.
) Driven – Capable of forming long term goals and has short term goals.
Cultural
) Ethics – Understand and is capable of following ethical and moral thought.
) Social – Is a social creature that will work with a team.
) Language – The ability to communicate in the most common language of the setting.
) Freedom – Previous obligations should not prohibit the character from participating in most adventures.

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My show's over.
It ended a week early, but it's taken me about that long to try and get my life back in order after the hours I was working and all of the goings-on at the apartment. Justin's subletting from Quinn for the next 4 months, so there is literally zero room for anything in here right now.

That does mean that I will be free until I get my next gig (with none in sight). So I was planning to start another saturday night game. Dont worry, our D&D heroes are alive and well. But I am in the mood to bark down another awful tree.

I am going to start a Rifts game. My estimation(hope) is that it will be in the 3-8 session range, telling a fairly concise story arch. It may feel rather different than stock rifts, I'll be toying around with the rules to make them function at a higher level. That is to say, vainly trying to hodge podge togather a slightly better system than the one in place now.

Next sat (22nd) I'll be teaching rules and building characters. Drop me a line to let me know if your interested. As always, everyone's welcome and don't hesitate to bring a friend. It should be a blast. Despite what you've all heard about rifts, it's really not a bad game. It just is one of those games that would make an awful video game (sorry nokia). A machine cant interpert rules like that very well, but a game-artist can.

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