The Arkyd Series 100 LEO class. A assembly line manufactured, low planetary orbit telescope designed for remote sensing in space and detecting rare elements, water and metals.

The Arkyd Series 200 Interceptor class. A modification of the LEO where propulsion capabilities have been added, allowing for deeper spaced penetration and coordinated tracking of orbiting bodies using multiple Intercepter class spacecraft.

The Arkyd Series 300 Rendezvous Prospector class. A modified Interceptor class craft with tight beam laser communications capabilities, exhibiting swarm capabilities with other Prospector class craft they will minimize risks of deep space mining by spreading that risk across multiple, semi-autonomous craft.

Whether you like your SciFi gritty and human, or slick and scientific, you should be celebrating right now.  All of those craft sound a hell of a lot like science fiction, but in reality these could be less than 20 years in the future. In fact, the Arkyd 100 LEO is slated for use before 2020.  Cheap, assembly line created spacecraft for use in prospecting throughout our solar system with the end result being water depots in space and rare-earth elements being brought to our planet.

In what really is a historic press conference, Planetary Resources outlined their mission, nothing short of asteroid mining (the basis for so many scifi stories and game elements) which will certainly change the way we as a species view space, and view the resources available off-Earth.  I was watching the press conference yesterday and I was really struck by the overall science fiction feel of our modern lives.

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Shamelessly stolen from the Project 1999 Facebook page

A few weeks ago, I became aware through my Technical Vizier of a project called EQEmu.  Not a strange, flightless bird, but rather a reverse-engineered emulator of the popular MMORPG EverQuest.

I have to admit, on hearing this and then visiting the EQEmu site, it was love. Why? Let me delve a bit into the past.

Back in 1999, I was a fresh-faced office drone, just out of college and looking for the kind of distraction we’ve come to know as massive multiplayer online roleplaying games. A friend had been playing this new game called EverQuest and talked me into giving it a try. And I was hooked! Not in a “forget the outside world” kind of way, but I enjoyed the game very, very much. After Masters of Orion 2, this was only the second time I’d every gone head over heels for a video game.

I loved the interaction with other people, the ability to do quests, the social aspects that existed before most of the social web did, the fact that it was like Rogue but with graphics and many, many other people.  Some of my best gaming experiences were had in this game. Sadly, I got a bit burned out, especially when expansion after expansion started coming out and gave the game up for good around 2001.

Now my friend and I stood up our own EQEmu server, and after digging out our old EverQuest Titanium installs, were able to get up and running! Everything was there again! There it was! The world of EQ as we remembered it… almost.  What was missing was the interaction.

That’s when we discovered Project 1999 – the largest EQEmu servers available to the public, with the mission to keep things as they were in Everquest classic.  This really hit our sweet spot -back in the game we loved as it was when we loved it most, and doing this with a thousand other folks at the same time.  Surely not as busy as the EQ servers were back in ’99 but still more than enough to have people in every zone, characters of every level and class.

I’m loving it! For the first time in a long time, I eagerly await the time I’ve been able to set aside to play video games. In fact, I’m now eagerly setting aside time rather than doing something else. Everything that I enjoyed about the original game is right here, in all it’s 1999 glory.

The folks at Project 1999 have a great getting started guide that’s very easy to follow. Probably the hardest thing you’ll have to do is dig up an older copy of the client software from somewhere. Once you’ve gotten that though, the rest is a breeze. I was up and running on Project1999 in 20 minutes, and that’s including the 10 minutes it took to install the client software.

If you’re even slightly nostalgic for the experience that was Everquest in its early glory, I can’t recommend doing this highly enough! I’ve started several characters so far and am still fairly low level, due to the limited time I can play. I can tell you that everyone I’ve bumped into in the game has been very friendly and helpful! If you get yourself into this, keep a lookout for my Druid, Toetagger and my buddy’s Monk, Elthar.

Special thanks to Slave – it’s never easy being the one who knows all the right words.

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Total Confusion

Last year the folks at Total Confusion were incredibly nice to me and invited me to attend their convention as an industry guest. I neglected to tell them that I had snuck into the industry when someone left the back door ajar and was currently running amok through the basement level of self publishing and PDFs.

I participated in a few sessions, did the official TotalCon podcast with Blix, ran a couple of games and generally enjoyed the hell out of myself and the convention while gaming all weekend. It was a purely joyful experience and everyone involved in running TotalCon were amazing.

This year I’ve managed to sneak back in as an industry guest! My bio is a bit outdated and I won’t be running any formal Aruneus sessions this year, but I will be doing a few fun things. I am running two hours of Argyle & Crew for the young players at the convention. That’s happening on Saturday. Later that evening, I’ll be running a Talisman game, in which my wife will once again attempt to kick our collective gaming asses, as she seems to do every time.

If you’re in New England, or near enough, I’d highly suggest you stop in. TotalCon runs from February 23rd through the 26th, and with about 1000 attendees it’s the perfect mix of not to big but big enough. Last year I met a ton of cool people, tried a ton of new games and generally had an amazing time of it. I’d like to meet more folks, have more cool discussions and games and have set aside more time this year to actually play.

Other Gaming Stuff

In other gaming happenings for me, I’m finally making strides with both Encounters ~ Plots ~ Places and Aruneus again. It’s great to have even limited use of my left arm back. Limited still encompasses typing, which is all I really need to move forward.

I’m also working on a new Argyle & Crew project which I hope to share more of in the near future. The chances of me getting it done before TotalCon are pretty damned low, but I’d like to have it out early this spring.

I’ve also found myself getting more and more into board games. My wife has been slow to convert, but the board game fever is starting to take hold with her, which means we have very little self control when we wander into our FLGS. Not really a bad thing, I think. You can expect to see a few more board/card game reviews from me in the future as we start playing through our unopened library.

 

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enchantedforest

Hello and welcome to 2012! If you’re like me, you’re going to cram as much gaming into this year as you can because come December, well that’s it for the entire world.  Not that I believe that, but I’ll take any excuse to get a few rounds of Dominion in, or an extra Palladium Fantasy RPG session on the boards.

It’s been a while since there was a lot of activity on Troll in the Corner, due to several factors beyond my control.  Here’s a quick recap on the content front, and then we’re going to dive right in a talk about gaming with a bunch of mini-reviews.

First and foremost, I had to have my left shoulder surgically altered so that the bicep tendon is no longer attached to my arm inside my shoulder joint, but rather a bit lower down on my humerus. In spite of any obvious comical links, it was not a fun time. I’m still in a sling and taking life mostly by the right hand – but able now to type in short bursts. Things are getting better and I’m looking forward to getting back to writing to finish off two ongoing projects – Aruneus and Encounters ~ Plots ~ Places.

Second, a number of my go-to writers and editors have found themselves either too busy with every day life, or moving on to other projects, which leaves most of the writing load on me and my poor, abused left shoulder.

With those two factors hitting me hard, the content on the site has fallen off dramatically, and over the past three weeks I’ve been pretty much unable to contribute to it, or write for either of my two projects.  Good news is on the horizon though – the somewhat stalled Aruneus project is back in motion, with more art flowing in and me gearing up to write furiously on it.  Same with Encounters ~ Plots ~ Places.  The outline for EPP is complete as is about 75% of the layout work – now it’s just a bunch of creative writing, editing and some finishing up with the layout once the full text is in place.

Over the break, despite the dead weight of my left arm, I did manage to get a bit of gaming in. Here’s what I played, and what I thought about it.

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Many, many thanks to everyone who participated in this fundraising charity pack!  The folks who purchased it and the folks who put their products into it – you are all amazing.  A total of $1820.75 was just donated (via Google checkout) to the Wayne Foundation.  This includes the $1813.50 raised from the sale of the charity RPG pack, and the first installment of money raised from the sale of Argyle & Crew.

The charity pack sold 186 copies, consisted of over $95 worth of Indie RPG titles and sold at $15 retail price.  65% of all sales came to me from DriveThruRPG and I just passed that on directly to the Wayne Foundation.

The Reason

Hello, my name is Jamie Walton – founder and president of The Wayne Foundation.

According to the U.S. Department of Justice, child prostitution has become an epidemic crime with victim estimates ranging between 300,000 and 800,000 children internationally.

Human trafficking, domestic trafficking, and child prostitution are crimes that can befall any child, anywhere, and at any time. I was once one of these children.  Like so many other victims my abusers were never arrested for their crimes.  I felt as if no one loved me or cared about what happened to me.

It has taken me many years to come to terms with the horrendous abuse I experienced as a child. Now, I am breaking my silence in the hope that I can give a voice to children who are today’s victims.

Every day, thousands of children in the United States are bought and sold for the purposes of sex.

With your help, we can give them a way out and a chance to start a new life.

The Wayne Foundation’s vision is for a world without child slavery. Our mission is to provide young women who have fallen victim to commercial sexual exploitation and domestic trafficking with a means of leaving the sex industry for good. The Wayne Foundation is committed to fighting human trafficking, child prostitution & child sex exploitation one victim at a time by providing individuals with a safe home environment that will empower them with the tools they will need to stop the cycle of abuse.

It is our intent to stop commercial sex exploitation within the United States through direct victim assistance, public outreach, and by directly working with those who shape the policies and statutes which impact victims and their abusers.

Download The Wayne Foundation Pamphlet as a PDF.

Where you come in

Every cent of profit made from this bundle will go directly to The Wayne Foundation to help them accomplish this mission. Not only will you get some great RPG and board game products, but you’ll be helping Jamie and her foundation get off the ground and in to action.

You can listen to an amazing interview with Jamie Walton, hosted by Kevin Smith which will give you a much more detailed idea of what Jamie went through as a child, and why she, with Kevin’s help, decided to start the Wayne Foundation.  Here’s part one and part two.

Great job everyone!

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Much like growing up, and a little bit like the process of grieving, I have identified 3 stages in character development that the standard gamer goes through in every campaign.  The illustrations were created by me and serve as illustrations of your standard gamers in each stage.  They’re actually the result of giving someone like me a powerful toy like an iPad at the gaming table.  PDFs?  Sure, whatever.  This is where the real breakthrough lies though – taking startlingly odd pictures of your gaming group.

Stage One: Creation

My character embodies within it all of my hopes and dreams for this campaign. They will become powerful beyond belief, if I could just figure out what page the rules about bashing with a glass shield are on. And has anyone thought to include the errata from The Munchkining Magazine, Issue 47, page 19 wherein all Elves are retroactively given the power to wiggle their ears? How will that affect my flight spell?  Extra points to Dodge?  No?

Stage 2: Anticipation

I could not be happier with the results!  My character has flown through the first ten levels and is everything I could want!  Well, except maybe I’m thinking of multi-classing into a bard/rogue/paladin.  Would that work?  I can probably bribe the GM with liquor.  Also, I wish my character’s Int stat was just slightly higher, which means I have to find that rod of  limited wish!  But other than that, the  armor I have, and the fact that I only have a +3 glaive, I’m good!

Stage 3: Fulfillment of Destiny

Total party kill.  Goddamned Tomb of Horrors! Whelp, guess I’ll play some WoW.

While this may not reflect every party out there (and actually, doesn’t reflect my own very well), we’ve all been there, right?

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Early morning on the 15th of September, before the sun had risen, I uploaded the Wayne Foundation Charity RPG Pack to DriveThruRPG.  Within two hours, with no advertising, three people had ponied up their $15 to purchase it.  By the time 24 hours had passed – our first day in a 15 day sale, we had sold over $810 worth of charity packs, raising over $520 dollars for the Wayne Foundation.

Thank you.

It says a lot, in my eyes, that people from all around the world will jump in to support causes like this. I’ve seen it time and time again on DriveThruRPG when natural disasters cause huge amounts of human suffering, or when gamers get together to support a charitable organization they believe in.  It’s always been a great feeling.

When you’re the one spearheading an effort to get something done, that feeling is magnified.  I’m very proud of our community and proud to be a part of it.  The indie press publisher who contributed their products to this bundle, the folks at DriveThruRPG for helping me put this together, and everyone out there who’s purchased it, helped spread the word and sent words of encouragement my way. You are all amazing.

To get on with a bit of housekeeping – there’s some great news for charity pack purchasers.  The Impossible Dream have stepped up and asked to be included, adding their Ennie award winning horror game Dread to the charity pack.  If you’ve already purchased this, just return to the charity pack page on DriveThruRPG and download the dread-already-purchased.zip file.   New buyers will find Dread already included in the Wayne Foundation Charity Pack.zip and need not download the second .zip file.

Any help you’d be able to give spreading the word about this over the next 14 days would also be greatly appreciated!  Social networks, email, blogs… if you need anything by way of images, blurbs or lists of product, get in touch with me and I’ll happily provide them.

I expect the first day of sales to be the largest but would love to show up on the Wayne Foundation’s virtual doorstep with a nice big donation, so every sale from now to the 30th of September counts a great deal!

Finally, I’ve just confirmed that I’ll be at Total Confusion XXVI in Mansfield MA this coming February 23-26.  This is a great gaming convention and I’d encourage anyone within travel distance to stop in and hang out! Attendance runs just under a thousand, which means there’s enough people to always find a game or hang out with, but not so many that you’ll be lost in a crowd.  I hope to see you there!

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Here’s a brief interlude of semi-nonsensical music from a semi-non talented musician!

That would be me, by the way.

Yesterday afternoon in a fit of potentially misguided creativity, I install the Garage Band app on my iPad.  I spent the evening with my kids making silly songs with them mostly in control. When they finally passed out from exhaustion, I took control of my badly finger smeared tablet and made this little ditty:

Tech Support

Click that link to listen. Right click to download. Middle click to confuse your browser.

It’s an ode to all of those who work in tech support, or have enough computer savvy to be deemed their family and friend’s person support guru.  It’s only about a minute and a half long and is by no means a musical masterpiece, it being the my first attempt at a song without the intervention of a 5 year old.  But I think it gets the job done.  All in all it took me about one hour to cobble it together.

I’m particularly proud of the fact that I used no loops and made three percussion tracks all on my own.  Go me!

I’m hastily shoving this into my RPG soundtrack area as well because it could conceivably be used as such. Perhaps in a Paranoia game.

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I’ve been spending a lot of my free time writing.  Some creative writing for recently release projects, some for forthcoming projects and a whole bunch of almost-technical writing in the form of stat blocks, game mechanics and whatnot.  I’ve always known that I love having written something, and putting my creations out there for the world to see. I’ve also always known that I sometimes enjoy, sometimes dread and sometimes even loath having to write – the actual act of creating those things I love having written.  Creations a bitch, man.

Here are a for simple ways I’ve found over the past few years to optimize my writing experience, be as productive as I can and come to actually look forward to those writing sessions.  Perhaps they’ll help you as well.

Gene Fowler, the American journalist and author, once wrote “Writing is easy. All you do is stare at a blank sheet of paper until drops of blood form on your forehead.” I’ve never read a single other word written by this man, but I agree with his statement wholeheartedly.

Ticking away the moments that make up a dull day

The time you write is important.  Not just important in that you’re changing the world by adding a little bit of creativity to all of the previous creative bits that have already piled up. I mean, look at that clock. Writing at 2:47am when you’re bone tired may be a really, really bad idea.  Conversly, if you’re a night owl without kids or an early starting day job, that may be perfect!  Take a good, hard look at your schedule and your internal clock and figure out where you can snatch an hour or three to write when you are at your most creative.  For me, that’s in the early evenings, around 8pm to about 11pm.  My kids have gone to bed, on the nights I write my wife is doing her own thing and there are really no interruptions.  Well, at least not until after 9pm, when my kids are actually asleep.

I’ve also found that writing on my lunch hour can be very rewarding, and provides me with a nice distraction during my day.

The point of all that being, you really do have an optimal time to write. It could be at 5am.  It could be at 2pm.  You know yourself and when you function best, but do a bit of experimenting if you can as well.

Tweet that Twitter nugget or it will rot in your brain

Distractions are my life blood. Seriously, if it weren’t for the myriad distractions available in today’s connected world, I’d have burnt out writing a while ago.  I do love me some long stretches of writing, especially when I’m in that zone where everything flows and time melts away.  That zone just doesn’t happen every day though. When I find myself getting frustrated, or having written myself into a corner – even dealing with a bit of the old writers block, I turn to a distraction.

I’ll fire up a twitter client and see what everyone else is dealing with. Perhaps I’ll vent my frustration on Google+, or put an idea out there to see if it gets shot down or lauded. It gives me five minutes away from the currently grinding process of writing, lets me think about peripheral interests and honestly fires up those creative juices. Perhaps this won’t work for you, but I’ve found the mini-distraction to be a great tool.  When I’m cranking through the word count, I don’t need it and won’t use it. When I’m dribbling 4 words a minute, it helps a great deal.

As a side effect of this, I find that those pat little sayings I occasionally come up with for Twitter, actually get to twitter, and aren’t taking up space in my head, demanding attention from me while I try to write things longer than 140.

The Anthrax Principle

Music.  Music, music, music!  I use it as background noise, for the occasional inspiration, to set the mood I’m aiming for when writing and sometimes as a gauge for knowing when I’ve actually hit that creative zone of muse-influenced writing. (The Greek muses, not the band.) I’ve always been able to work better with music in the background. At my day job, while studying in school, and writing is no exception.  One aspect of listening to music is I can use it as a tool to measure when I’m in that zone and for roughly how long I was in it. I know that if I start off writing to one song, and am suddenly aware of things other than my writing with a different song playing, that some amount of time has passed. A quick glance at my play list can show me roughly how much. It’s my muse measuring device.

It also (for me) provides a nice background noise, ranging from white noise filter to foot stomping, pile driving motivator. Your mileage may vary but I personally I love having some music on.

I cannot state exactly why, but I can tell you that the two best bands for me to write during listening are Anthrax and Pantera. These are the bands I hear the least of while writing, which is a great thing!  They go the furthest towards putting me into that trance which is the opposite of Writer’s Block.

The Boot to Ass Principle

Sometimes you have to be your own boot in the ass.  That’s all there is too it, really. There are going to be times you’ve set aside to write when you just don’t feel it. Your games will be calling you, or that new episode of whatever.  Hell, even grooming your cat can look like an appealing alternative to sitting down and writing.  Well put that damned cat brush away, put your ass firmly in the seat in front of your computer and start writing.

Even if what you write is pure, unadulterated crap, you’re still writing.  In most cases, as you write you’ll get into the groove and at least be able to get a few useful bits and pieces out.  Who cares if you have to delete 87% of what you’ve written. You’re in the digital age, it’s not like you’re sitting there with velum, ink and a rough stone.  Force yourself to write as often as you can write and the act of writing becomes, if not easier, at least habitual.

No one is going to be your motivational coach with this except you. Exercise a bit of that will power and write, dammit.

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Well, Argyle & Crew has been released into the wild for just over 24 hours now.  This game is quite different from anything else I’ve designed or written for and the process of making it was, quite frankly, more fun than I expected.

Don’t get me wrong, I love designing games. There’s something about getting into the crunchy bits, especially when you can get them to all line up just right so that things work.  Determining at which levels certain powers should take effect, looking at how the mechanical bits I’m adding will change and compliment those of the original system without breaking them and in general, doing more math than I’m comfortable with. Doing all of this generally ends up being fun, if time consuming and for me results in some products I’m pretty proud of.  It’s like working out at the gym – doing the heavy lifting isn’t easy, but the results are worth it.

Writing Argyle & Crew was more like skipping through a flower strewn field on a mildly windy, sunny day with my own theme music playing and a host of dancers romping playfully around me. To start with, the bulk of this game was written in about a week, which is pretty good for me. I didn’t have to force myself to sit down, it was more me begging my family for more time at the computer because the ideas just kept on coming.

There’s a bit more creative writing involved in this game as well. Two complete short stories for children are included in the game, along with an original poem. That part was  just as much fun writing as the rest of the game was.

Then comes play testing. I have never, not in my wildest dreams, thought about play testing any of my other games with a small horde of children, all under the age of 10. This game practically demanded that situation.

Usually play testing a crunchier game is a balance of doing the same thing with minor changes an awful lot until you find what’s broken, and then tweaking it so it (hopefully) doesn’t break anything else.  All the while keeping an eye on the base system mechanics to make sure you adhere to them. It’s a lot of die rolling, a lot of trying this with this stat just a little higher, or what if we move this power to be accessible at level 15, not level 17?

The hardest part of play testing Argyle & Crew was figuring out where my 5 year old had left the glue.  After that, it was all fun. While making Soppets, I was able to say “yes” to just about every question.

“Can I paint my wings orange and purple?”  – Yes.

“Can I add 15 lbs of glitter and call it fairy dust?” – Yes!

“Can I use this pine cone as a spaceship?” – YES!

I’ve never said yes so often during a gaming session.  No arguing about rules, no looking up interpretations in game forums, no players with hurt feelings. It’s incredibly empowering to be a ‘gm’ and to be able to say yes to just about everything.  Man, does the story just flow from there! It amazed me how rapidly the kids would start developing new scenarios, bring in random npcs (props in this game) and give them incredibly developed back stories and play them themselves!  When was the last time you had your party clamoring to be the one who gets to play J.Random Peasant Farmer #1?

This was an experience that I was hoping for, but wasn’t really prepared for. I was pleasantly surprised!  I mean, it worked, and it worked the way I planned it! As I started getting reports in from other folks play testing, I found a lot of the same happening elsewhere. Which was great, because it wasn’t just my biased view and familiarity with the game.

So, if you’re looking for a fun time developing games, make a game for kids! It’s amazing to see just how excited they get over it, and how much they get into it.

 

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