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nathanhill

james, hill, bond, bad, nathan

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January 3rd, 2007

Originally published at mysticages.com. You can comment here or there.

So, one bit of interesting news - Barbarians Versus is now available on LuLu.com as a PDF download. Check out http://www.lulu.com/mysticages for the beginnings of the online store there. I’ll update the BV site with this info later.

On the game design front, I posted a rather quickly put together game of spelling action called… Swords & Spelling. It’s a fantasy roleplaying game. Check it out and tell me what you think. My niece, who is in the 3rd Grade, is getting ready for a spelling bee later this month. I wrote it for her… It’s kind of ridiculous, but I think it would be fun. http://www.rpglaboratory.com/mysticages/swords_spelling_round_one

August 14th, 2006

Indie Game Commandments

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james, hill, bond, bad, nathan

Originally published at mysticages.com. You can comment here or there.

I noticed a great article from one of the co-founders of Bungie, arguably the greatest computer game development company to have ever existed (although it still sort of exists within Microsoft’s gargantuan mass). Alexander Seropian lays out four indie game commandments, before he begins to tackle elements of video game design. I thought this was a good read and parallels many core principles of the indie rpg movement. Here are the four commandments:

  • First Commandment: We shall establish our game’s creative direction.
  • Second commandment: We shall own our intellectual property.
  • Third commandment: We shall not let a third party determine our success, such as the publisher who’s doing (or not doing) the marketing, or the funding source (likely a publisher) making demands that are not in-line with our goals.
  • Fourth Commandment: We shall have a small manageable team. We don’t want 50 employees making one game over three years in house (we want low overhead), and we don’t want to suffer the churn of ramping up and down for projects.

You can read the rest of the article here: http://gamasutra.com/features/20060811/seropian_01.shtml

I shouldn’t be surprised at how these link up with the indie rpg movement, but I am curious if there is a broader “indie” movement taking place. Are these just good ideas, or is this a result of what is happening as creativity, new media, and internet collide? Good stuff to think about at least…

July 14th, 2006

Noumenon: First Look

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james, hill, bond, bad, nathan

Originally published at mysticages.com. You can comment here or there.

NoumenonI received my comp copy in the mail last week, and it’s been fun looking over it. I think I will try a more expansive review on RPG.Net once I have a little time, but for now, here are my first thoughts:

  • The game mechanic uses a domino system. This is very sweet. Not only do I like it, I think I could it use for other games. This is really sweet. Basically, there is a difficulty number, and to beat that difficulty number, you have to get that many matches from the dominoes that you and your fellow players draw. It’s just like playing dominoes.
  • The world of Noumenon is frickin’ weird. A gigantic building with 78 rooms, although those rooms are sort of a sustained reality in themselves. Some are fairly open to tinkering, while others are built solidly to convey a theme and maddening message. Exits are not always clearly defined.
  • Rooms were written by other authors, without collaboration. So, some rooms read like a standard dungeon crawl description, while others are written in first person with references to strange beings. I wrote three - Sophia, Spider Mountain, and Scorpio.
  • Players play the weird bug creatures on the front of the book. There are questions as to the nature of this whole game - what is this world? Who are these creatures? What is their purpose? I like the idea that each bug-man is a soul with a chitinous shell. Just weird, but cool.
  • The game has some horror mixed in, as well as bizarre fantasy. There is definitely Lovecraft influence poured in, though I have to admit - I’m not quite sure what to do with it on first glance. I’m still reading, so I’ll see what develops.
  • Overall, I hope you pick it up, just because it’s a very unusual entry into the roleplaying game hobby. It certainly can be used as a resource in horror or occult rpgs (plenty of weird source material here to play with), but it can be played on its own. The biggest mark against it is the wide varying tone of the various rooms… some frankly read very amateur, like bad game fiction that makes my soul cringe. Some also tend toward the dungeon crawl tone (at least one of my rooms reads like it), which may or may not put you off. With that said, the domino mechanic is nifty (and simple), and it’s very off the beaten path for mainstream sort of games. I recommend that you check it out.

P.S. I’ll be out of town on July 23rd…. well, out of the country. My fiancee and I are going to visit her parents in Incheon, South Korea. I’m hoping it doesn’t turn into a Korean version of Meet the Parents. Other than that, it should be a very cool trip.

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