Perception Check is an open place to let loose my (sometimes random) brainstorms, theories, ideas, queries, creation and general ramblings on geek life - specifically hobby games and role-playing game thought.
Monday, December 13, 2010
Sunday, December 12, 2010
Friday, December 10, 2010
Wednesday, December 8, 2010
Tuesday, December 7, 2010
Sunday, December 5, 2010
Phone/Computer APPS + Table-Top = ???
[Zombie Game] Using phone/computer apps for/at Table-Top RPG
Watching "The Walking Dead" my girlfriend mentioned the app we have on our (Android) phones called "Zombie Run".
Another idea I had for GMing a zombie game would be to invite the game gang over to my apt. start the game (as if they are coming into my apt for a game) THEN say that I (as an "NPC") go outside to get something and the zombies KILL ME!! The players "see" this from the window and then need to deal. The zombie invasion has begun!!
Now... The players can use anything in my (the recently in-game dead version of me) apartment to help their plan and escape. From using (taking) my computer (for Google Earth or other maps/resources) to anything they could LITERALLY find in my apartment to use to survive.
Out-of-Game, I'd plan the game day to even allow everyone to "search" my apt and possibly even go outside (limited) in my apt. building, my car, and even my building's garage, and cars parked outside. Whatever they can "scrounge" from that limited source. They can record on their character sheets!
Then we return to my apt for the table-top fun of any "planned" encounters I've created for the game session. All based on the players leaving from my apartment and moving about the local area. (an area I know well, of course)
Anyway.
I'm wondering what people think.
Any suggestions, thoughts, questions or advice if you've tried something like this before.
Especially if you can think of any "technology" used for a laptop or (Android) smart-phone that might add options (like the idea above for a "Zombies, Run" app).
Anything?
-kev-
PS... my Zombie RPG of choice is the wonderful "All Flesh Must Be Eaten", but I'm open to hearing other ideas that might work in tandem with any of the above technology ideas.
"Zombies, Run is a trans-reality game for the Android platform that pits you against a world full of zombies in a race for your life. This game requires you to have your GPS enabled and that you're outside before you can play.My question is... Has anyone used it for your table-top games or anything like this to build a zombie survival experience?
After you select zombie type/speed options, the app will take it's time trying to figure out exactly where you are. Once it's done locating you, it will ask you to enter in an endpoint for your journey. Once you do that, the game begins and it's your job to get to your endpoint without running into any of those red dots representing zombies."
Another idea I had for GMing a zombie game would be to invite the game gang over to my apt. start the game (as if they are coming into my apt for a game) THEN say that I (as an "NPC") go outside to get something and the zombies KILL ME!! The players "see" this from the window and then need to deal. The zombie invasion has begun!!
Now... The players can use anything in my (the recently in-game dead version of me) apartment to help their plan and escape. From using (taking) my computer (for Google Earth or other maps/resources) to anything they could LITERALLY find in my apartment to use to survive.
Out-of-Game, I'd plan the game day to even allow everyone to "search" my apt and possibly even go outside (limited) in my apt. building, my car, and even my building's garage, and cars parked outside. Whatever they can "scrounge" from that limited source. They can record on their character sheets!
Then we return to my apt for the table-top fun of any "planned" encounters I've created for the game session. All based on the players leaving from my apartment and moving about the local area. (an area I know well, of course)
Anyway.
I'm wondering what people think.
Any suggestions, thoughts, questions or advice if you've tried something like this before.
Especially if you can think of any "technology" used for a laptop or (Android) smart-phone that might add options (like the idea above for a "Zombies, Run" app).
Anything?
-kev-
PS... my Zombie RPG of choice is the wonderful "All Flesh Must Be Eaten", but I'm open to hearing other ideas that might work in tandem with any of the above technology ideas.
Saturday, December 4, 2010
Modular Modules
the requirements of story structure apply to DMs and adventure writers just as much as to novelists, playwrights, and screenwriters. As a unique form, RPGs have some unique adaptations … but perhaps not as unique as we'd like to think.
For example, act 1 of an adventure—the setup—tends to be very short. Characters typically meet a patron who needs their help, get some exposition from that character, and launch directly into act 2. Alternatively, they might stumble right into the main plot on their own with hardly any act 1 at all.
Act 2 occupies the bulk of the adventure as characters fight their way through a series of conflicts before finally cornering the villain. Then act 3 kicks in for the final confrontation—and that's usually where it ends. Seldom do we get a real denouement, a 'scouring of the Shire' to bring it all home after the chief evil has been vanquished.
In Dungeon, we publish three types of adventures: encounters or encounter sites (1-3,000 words) that are like one-act plays; side treks or delves (4-6,000 words) that are like short, off-Broadway productions; and feature adventures (8-16,000 words) that are the hour-long TV dramas and feature films of the magazine. Each should have a setup, a confrontation, and a resolution, whether it's a one-session delve or a multi-level marathon.
For example, act 1 of an adventure—the setup—tends to be very short. Characters typically meet a patron who needs their help, get some exposition from that character, and launch directly into act 2. Alternatively, they might stumble right into the main plot on their own with hardly any act 1 at all.
Act 2 occupies the bulk of the adventure as characters fight their way through a series of conflicts before finally cornering the villain. Then act 3 kicks in for the final confrontation—and that's usually where it ends. Seldom do we get a real denouement, a 'scouring of the Shire' to bring it all home after the chief evil has been vanquished.
In Dungeon, we publish three types of adventures: encounters or encounter sites (1-3,000 words) that are like one-act plays; side treks or delves (4-6,000 words) that are like short, off-Broadway productions; and feature adventures (8-16,000 words) that are the hour-long TV dramas and feature films of the magazine. Each should have a setup, a confrontation, and a resolution, whether it's a one-session delve or a multi-level marathon.
Thursday, December 2, 2010
Gooooooo TEAM!
getting the "TEAM"
together. I'm not that concerned.
As for gathering a "team"... There are a couple ways to go when playing a game.
#1. No explanation or It's in the backstory: Where the group just agrees that
for whatever reason the team is already together.
#2. GM forced: Where the team is just assumed and/or put together by the GM.
Sometimes having an NPC "employer" or the like to say "you're a team!" and
done.
#3. Player created: Where the players come to the table looking to role-play
through the team creation. Looking for ways/opportunities to role-play and form
the team in-game.
I will note that in my humble opinion, gathering a TEAM in the game is one of
the PLAYERS responsibilities. The GM can help this with setting up situations
and giving opportunities, but in the end - obviously my preference is option #3.
The players want to play a game. A role-playing game is almost inherently going
to need some form of "team" no matter what setting/system or set-up. So the
players SHOULD come to the table willing to role-play their characters and find
means, methods and options to "build" the team in-game. Even if their PC hates
the idea of a "team" the player can angle that PC to "accept" or "deal" with
being on the team... while (perhaps) another PC is "ACTIVELY" looking to form
the TEAM.
together. I'm not that concerned.
As for gathering a "team"... There are a couple ways to go when playing a game.
#1. No explanation or It's in the backstory: Where the group just agrees that
for whatever reason the team is already together.
#2. GM forced: Where the team is just assumed and/or put together by the GM.
Sometimes having an NPC "employer" or the like to say "you're a team!" and
done.
#3. Player created: Where the players come to the table looking to role-play
through the team creation. Looking for ways/opportunities to role-play and form
the team in-game.
I will note that in my humble opinion, gathering a TEAM in the game is one of
the PLAYERS responsibilities. The GM can help this with setting up situations
and giving opportunities, but in the end - obviously my preference is option #3.
The players want to play a game. A role-playing game is almost inherently going
to need some form of "team" no matter what setting/system or set-up. So the
players SHOULD come to the table willing to role-play their characters and find
means, methods and options to "build" the team in-game. Even if their PC hates
the idea of a "team" the player can angle that PC to "accept" or "deal" with
being on the team... while (perhaps) another PC is "ACTIVELY" looking to form
the TEAM.
Who needs a GM?
Wednesday
Why is there only one person that's the GM, calling the shots, making the rules...
Why is there only one person that's the GM, calling the shots, making the rules...
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