Wednesday, September 7, 2011

National Buy A Book Day? Okay, I'm In!

Philip Athans declared today National Buy A Book Day last year over here on one of the blogs he writes for. Reading that blog entry we see a pretty accurate prediction for Borders and the way things are going for Barnes and Noble... well, perhaps in the future they'll be more like Amazon, a place where you buy things through some type of interface and get your Star Bucks coffee at the actual coffee shop.

Anyway, I bugged him about downloading free books. In case you were unaware for example, if you look for Tarzan on Amazon in Kindle format, there are a ton of such books for free over here. While he seemed overjoyed to download such classics at no cost, I felt the stern eye and explanation that no, a purchase must be made.

Me? I've made no secret that I think most ebooks are priced way too high. I've seen some authors come out and say they have no control over that. Eh? This isn't the Exorcist. You can't sit back while someone goes, "The Power of Christ Compels You." and writhe on the ground. If you're not willing to stand up for your own digital rights then say nothing or say, "I gave up all ability to control pricing," not "I'm powerless."

But that's another story.

Instead, I'm here to talk about somethings I did buy. In a rare move for me because I've already read all these books in particular. But... I'm a big fan of voting with your wallet. If you vote that it's okay to pay $14.99 for an ebook, that's your vote. I vote that $2.99, and over here, on Tor, apparently someone thinks that perhaps as the first book, as an introduction thing, that The Eye Of The World, Gardens of the Moon, and Mistborn, are all priced at $2.99.

So with my e-wallet, $2.99 for each and I'm there. Will I ever read any of them again? Maybe. While I read the first trilogy of Mistborn, I decided to wait until both Wheel of Time and Malazan were finished so haven't finished reading them. Will I pay anything more than $2.99 for the other books in the e format? Nope. The dollar rack is spinning with tons of these series books and I don't think I'll have to suffer for 'em.

But if they come along at $2.99? Mother may I have another.

Okko: the Cycle of Water by Hub

While at Gen Con this year, one of the things I picked up was Okko, the Cycle of Earth and the Cycle of Air, both by Hub, sold through the Archaia both. They had a deal where it was buy one get one free and as these are sturdy hardcovers, the cover price of $19.95 seemed more than fair for two of them. I was so enthralled with them, that I immediately ordered the the Cycle of Water, which was waiting for me by the time I made it back to Chicago.

I'd heard of Okko before. Thinking back on it, it was during my numerous trips to Games Plus where I first saw it, but it was in a miniature game format there. The figures always looked interesting but since I wasn't playing anything that would require them, and I have a ton, perhaps more, or miniatures, I always passed on them.

But reading? Hell, I could read that with no problem, especially in a graphic novel format.

So what is Okko about? A group of, well, they're not all quite friends, but allies in some aspects with Okko, the demon queller, serving as the master of the group, go about Pajan, that is not a misspelling, and take care of demons and other supernatural entities.

After reading the thee graphic novels, I am more fist shaking at the skies then before that I didn't have material such as this to inspire my Oriental Adventurers and Legend of the Five Rings games.

In the first volume, The Cycle of Water, which by the way, I'm going to start spolier alerts now so read no further if you wish to remain unaware of what's coming....

Anyway, in the first collection, Okko and his friend Noburo, an oversized warrior who always has a red demonic mask on, is visiting Little Carp, a young Geisha, who Noburo informs her, is preganent. During the night, the house is attacked and Little Carp taken away. Here we see something resembling a hencheman coming into play as Tikku offers his service to Okko if he will rescue his sister, Little Carp.

This is a standard of some stories where the characters have the action brought to them. If the players are sitting around too much, doing too much role playing with the weapon smith and the tavern keeper, have something happen. Force them to engage the setting.

During the investigation to find Little Carp, we are given some glimpses into the setting. This includes visiting Tagakka Uchi, the port of the hundred Morays, and upon that, a trip to the Red Lotus, "the most infamous and dangerous casino in the city.". We also get to see what sets this setting apart from merely being 'Japan' with some misspellings in the form of a demonic water creature that Okko has killed, a summoning of a water spirit, and a combat 'Bunraku', a so called 'puppet' which is actually similiar to a giant robot piloted from within.

Okko and his allies manage to do a lot of investigating in a little time at the Red Lotus. This involves looking around the massive casino, finding secret passages, and finding an abaitor pit in the heart of the casino. One of the things that happens though, is that their 'stealth' is blown early because Noburo, being a masked giant of a man, is quite easy to spot and quite distinctive.

This is something that the GM should keep in mind with the players in his own game. While some players, especially those of rogues or rangers, prefer to stay out of the limelight with dirty grimy cloaks, the fighters, paladin, clerics, and mages, often have very distinctive clothing, weapons, and reputations. If the players are looking for information by those on the run, and they carry such distinguishing marks with them, make things a little more difficult for them.

The next thrust of the adventure takes place on an island. In fantasy role playing games, islands work fantastic to provide some weird things because they are isolated from the main land and can have vastly different rules and structures. In this case, Here, the island is ruled by the Satorror Clan, the rulers of the northern archipelagoes. An ancient, and supposedly dead clan...

The author makes good use of the characters here in providing more challenges and more story.

The drunken monk for example, seeks spiritual guideance, but in exchange, must rebuild the temple left to rot.

The warrior Okko himself, tests out the head samurai here and manages to get a look around the compound.

The giant manages to fit in with the other commoners, finding out details of what else is happening.

Tikku, being new to the whole thing of being an adventurer, does some unofficial scouting of his own and gets a brand upon his forehead of the thief. This brand is a permanent mark and is noted on in later issues. When looking at the cost of failure, I've mentioned before that death does not have to be the only alternative. Having something happen that marks the players, is one way to move the story forward with a complication, but still move the story forward. Perhaps the mark is common and everyone knows it. Perhaps the mark is more obscure and only a select group of people know of it.

In a game like Hero, this would be a distinctive feature and be worth points. In GURPS, or at least the last version I played, while it's still a distinctive feature, earning one during game play provides no points. In class and level based games, such earned scars and marks often do not have any game play mechanics to them but the role playing opportunities can be huge. If nothing else, they are a point of conversation starters for those various nights adventurerers spend at the taverns.

Another twist is that in the battle between the giant and the puppet, our giant masked warrior finds even his strength isn't enough to overcome a giant robot and has to use different tactics. In 4e, some skill checks to provide ideas on how to beat a puppet, even a combat one, might lead to what happens in the comic. In this case, it's a chase to wear the driver down, and then a sneak attack to knock the puppter off a ledge and crush the drivers inside the machine. While 4e skill checks can be some what odious at times, the ability to do things that only combat mechanics would result in failure, is a nice change of pace and does allow the players to use a larger variety of skills.

In the end, it turns out that the enemies Okko faces are a pair of pennagolans (in D&D they're the vampire undead creatures that are just heads with organs) who seek to create a child. To do so, they needed a woman that was already preganent because of their undead nature.

After Okko and his comrades defeat the undead, Okko reads up on the notes of the Lady of the house and discovers their ties to the Red Lotus, and where they originally came from. By putting the details in the back, the author allows the characters to pursue the information at their own leisure. In D&D or other action oriented games, this is a fine possibility, while in a game like Call of Cthulhu, whose nature is mostly centered around investigation, it might be better to have those documents found earlier.

Okko brings together a varied cast of characters in a manner that would work well for any role playing game. By making them demon hunters, the Game Master can avoid a lot of the whole clan and hnor issue that can drag down  certain aspects of OA style games and focus on the demon hunting and exploring a setting different than the standards.

If you're running a fantasy game, especially something like Legend of the Five Rings, Okko is a visual inspiration with a solid story running through it.

Hunted The Demon's Forge

While I generally consider myself someone who doesn't play a lot of video games, that doesn't mean I don't enjoy them. With the unpaid week off work, I decided to throw on Hunted, The Demon's Forge. I picked it up from Amazon for under $20. Not bad for what is a new game.

I'm still playing and learning it and while it could be me, it feels very... choppy. It does set up a very nice, grim and gritty, down and dirty setting though. While the two characters, who might as well be named Cheese Cake and Beef Cake, claim to not be heroes, at the first opportunity they start to help out the innocent townsfolk.

I give it a C+, maybe a B on the old Kushner scale. It has some interesting bits, like having your shield get destroyed over time and having to swap it out, but there are other bits I thought worth mentioning because they gave me a OSR smile.

1. Interaction with the environment. Long before 4th ed came along and pretened that it made the environment some integrated part of the game, older editions had traps that required you to think about what you were doing and explain these efforts to the GM. Here,  Beef Cake, I mean, Caddoc, uses muscle to move the environment around. This is a great reminder to add in things that require strength tests not necessarily to break or smash open, but to change the environment by say, moving a statue onto a pressure plate.

In addition, Cheesecake, I mean, E'lara, is often called on to use her sharpshooting to either shoot prisoners free or to set fire to things. In one early instance in the game, there is a riddle read aloud that you, the gamer, have to figure out what it means. It wasn't a difficult one or anything, but it was just a nice nod to not having to chop the crap out of everything. And it's something that can usually be added to a role playing game with little difficulty.

The next time you're adding some material to your game, think about ways in which the players can use little things to impact the environment. Can they change the area in some way? Can a statue be moved? Can a rope be cut? Can they climb over the walls? Can they navigate tumbling walls to their own benefit? If a C+ game like The Demon's Forge makes it possible, when the GM is running it without computer assistance, anything should be possible.

Tuesday, September 6, 2011

What Price Dai-San by Eric Van Lustbader

Another $1.00 book I bought at the Half Price spinner rack, Dai-San is the third in the Sunset Warrior trilogy. The copy I have is a fifth printing from 1982 that costs $2.75.

What is the old rate of inflation eh? In terms of growth, you always hear about, say 3% a year is good growth. Would that bring this book into the 2011 price that most paperbacks are, the $9.99 reach? Short answer, no. With a 3% increase from 1982 to 2011, $6.48 is the magic number. The book looks like it would have something like a 400% increase no? Well, if it was $2.50 (x2 = $5.00, x3 = $7.50 and x4 $10.00) I'm sure there are some 'real numbers' out there, but as things continue to go up hundreds of % in a short span of years, think about the effect these purchases have on your income. I can't speak for everyone, as I've only be in the working field since I was oh, 16 but I don't make 400% of what I did then and hey, minimum rate isn't 400% of what it was then either.

Keep looking for the inexpensive buys and keep fighting the voices the tell you X must cost Y.
year  price 
1982  $       2.75
1983  $       2.83
1984  $       2.92
1985  $       3.00
1986  $       3.10
1987  $       3.19
1988  $       3.28
1989  $       3.38
1990  $       3.48
1991  $       3.59
1992  $       3.70
1993  $       3.81
1994  $       3.92
1995  $       4.04
1996  $       4.16
1997  $       4.28
1998  $       4.41
1999  $       4.55
2000  $       4.68
2001  $       4.82
2002  $       4.97
2003  $       5.12
2004  $       5.27
2005  $       5.43
2006  $       5.59
2007  $       5.76
2008  $       5.93
2009  $       6.11
2010  $       6.29
2011  $       6.48

Treasure Island by Robert Louis Stevenson

When I posted yesterday bout the old $1.00 Exalted book, I knew that sooner or later I'd mention another reason why I think ebooks are vastly overpriced.

The free ebooks. Now these aren't only books done by unknown authors or authors trying to get word out on the street. They are books whose age puts them into the public domain and well, are free to read if you have a reader and well, are classics such as, you guessed it, treasure Island by Robert Louis Stevenson. For a brand new author to come out with an ebook that cost $14.99 out the gate when readers have the choice of thousands of classic titles... well, that's just $14.99 I'm going to save.

Today's post was in part inspired by the webcomic, d20monkey, in particular, this strip.

http://www.d20monkey.com/2011/07/27/laying-claim/

In Treasure Island, one of the passages goes a little something like this;

"Captain," said I, "Trelawney is the dead shot. Give him your gun; his own is useless."

They exchanged guns, and Trelawney, silent and cool as he had been since the beginning of the bustle, hung a moment on his heel to see that all was fit for service. at the same time, observing Gray to be unarmed, I handed him my cutlass. It did all our hearts good to see him spit in his hand, knit his brows, and make the blade sing through the air. It was plain from every line of his body that our new hand was worth his salt."

When I read the above in Treasure Island, I instantly thought of the d20 Monkey comic because I've seen similar behavior and at times, as a GM, I'm a little stumped by it because it transcends editions and game systems and its a point of player behavior. As a GM do you just stomp on this player because he's being an ass or do you wait it out and see what the other players do? There are no easy or right answers because people are complex and what works for one group may not work for another group.

All too often advice for role playing games tends to focus on the Game Master. How to be a Yes Game Master. How to be a No Game Master. How to identify different play styles. How to accommodate said play styles.

What is really needed is more advice on how to get players to work together in the game. How to let players use that knowledge they have of the system to not lay claim to an item whose obvious use is better with another class. To use that meta knowledge to make a character that fits into the party.

In short, to be part of a group. Stop hiding behind "It's what my character would do." If you as a player can ask for healing because you're down 25 hit points, you as the player can stop and go, "Maybe I shouldn't sell this wand of magic missile for gold because the mage or the fighter-mage can use it." Don't hide behind your character on one hand and then profit from it on the other.

Oh, and speaking of free books...

http://www.gutenberg.org/
http://www.baen.com/library/

Don't believe the hype!

Sunday, September 4, 2011

A Day Dark As Night by Carl Bowen

I bought A Day Dark As Night at Half-Priced books on Touhy for $1.00 off of the spinner rack. The low price that the store has, and the huge number of books, continues to tell me that epublications have a long way to come till I'm reading them in anything resembling a normal pattern.

Part of this just strikes me as odd though because if these various media industries haven't seen what's happening with the music industry, to start off with, and they think charging people the same thing for a trade paperback as for an ebook by a first time out author... well, truly the drugs are in need of passing.

Anyway, off that stand onto the Exalted stand.

I know some people who don't like anime. I'm not one of them. I find there there are a lot of interesting bits out there and that much of it doesn't try to fold itself into the standards as many block buster movies do in terms of being so formulaic. Now on one hand, that means we get some great series but on the other, it means we get some thing that could've been great series but ended up in some strange location where even the original author is shrugging his shoulders in trying to explain what happened. I try not to judge the whole of anime by what I've seen of it, because much like Hollywood is finding out with CGI and other methods over here, movie making magic doesn't necessarily have to be just one type of story.

But back to Exalted. The high energy and action vibe I get from some of my favorite anime is something I 'get' from Exalted. It's a role playing game where you're coming back from the dead, from a past life, from betrayals that are deep and hidden. It's one where upon your return, you are blessed with vast powers, the powers of a demi-god, or perhaps even greater. The setting, monsters, foes, allies, sourcebooks, region books, and other bits, all point towards an awesome experience.

Unless someone else is running it, even more so than 3rd edition Dungeons and Dragons, I tend to stay away and must ask for assistance when it is my turn to make a character. See, I've always found it a bit too over the top in terms of how the system runs. and whenever I look at say RPG.net, despite several fans of the system, many admit that its highly crunch and that it takes a certain... willingness to run as is. Add on that its probably got as much errata as 4th ed... well, you can see why I might want to read the fiction line but avoid the game itself.

But why read the book, even for $1.00? Part of the epic scope of the setting, is in the naming. Take one of the villains of the setting, Adorjan, the Silent Wind. I dig that. How about the Witness of Lingering Shadows? How about one of the main characters, Harmonious Jade? Her love interest, Disciple of the Seven Forbidden Wisdoms? Very inspiring, especially if you're going for over the top names. Perfect for D&D Death Knights who've given up their old titles, ancient monks who no longer have standard names, or the arrogant player character's who feel that to name oneself in such a fashion is the top of the list.

It's also got a pretty standard storyline that can easily be snagged. While out for revenge, the characters learn that their enemies have made allies of powerful undead who are seeking to unleash a demonic entity into the world and unless they can stop them, more villages and towns will be wiped from the face of the world. This requires them to dig into the ancient vaults of their home city, pit themselves against the corrupt politicians and police, and try to determine where the entity that works the cities will stands and exactly ow powerful is he. And what exactly is stored in those old vaults anyway? Why were they constructed as they were? Were all the rituals performed correctly? Are there any secrets buried down there?  Along the way they must deal with old friends and rivals who have their own stake in the happenings of the city.

A Day Dark as Night has a lot of high action going on and while it has a few heavy handed bits and a few cop out sections, as an introduction to the bones of the setting, it provides enough details to showcase how powerful the Exalted are as well as how much they're needed and indeed, how much they don't know about the world in which they've risen.

Robert V. S. Redick's The Red Wolf Conspiracy

Sorry for the lack of posts, but like the end of every month, it was time to take my beating at work. Then to add the awesome to the sauce, they gave me a week off without pay to help bolster company profits for the 3rd quarter. Ah well, there is neither here nor there but just a warning to the readers that I may have a bit more free time to post and assault the internets with my thoughts this week.

One of the things I mentioned about Robert V.S. Redick's book is that he introduces a race of savage Littles. Tiny humanoids with their own origin story and own purpose and own deeds that intermix with the, ahem, excuse me, larger action going on around them.

But Robert wasn't happy just leaving things alone there. Indeed, he also added awakened animals. These are various animals that discover how to talk and reason. When it happens to a rat, the revelation of thinking, of the greater world, of how things work, is almost too much for him. Another rat it happens to, does indeed turn him mad. The animals can still communicate with their own kind, but when you're a rat, the conversational skills of the other rats aren't quite up there and well, the only others you're size, the murderous littles, aren't too keen on making friends with a carnivore such as yourself.

It's another example of taking a standard of a fantasy setting, and putting it on its side. While I've seen the magical companions done up in such a fashion before, I get the feeling that Robert is going to be taking these characters a little further. In a point based game, you might be hard preseed to use everything in a manner that didn't make you a super rat unless it was a very low point buy game, but in a game like D&D or other level based game... unless it's something like Rifts, the GM would have to do a lot of handwaving.

When designing your races, you don't necessary have to design just for the players side of things. To me, this is part of where 3rd and 4th edition took a nosedive into their own kool-aid. When the dark elves became nothing more than just common player races, where was the mystery? It's must the same as I've noted on the Archon in Dungeon Siege III, limited playable attributes and lack of background information can make for an interesting unique character. Turning everything into something everyone can play? Not so much.

In short, unlike the yes motto of third and fourth edition, don't be afraid to design some really weird races and cultures and explicitly tell the players, "this is not for you."


Another thing I'd like to hit here, is the ship that is almost another character in and of itself. From the inside cover, "The Imperial Merchant Ship Chathrand is the last of her kind. Six hundred years old, the secrets of her construction long forgotten, the massive vessel dwarfs every other sailing craft in the world. It is a palace with a sails, a floating outpost of the Empire of Arqual."

That whole bit sounds awesome to me. while Dragonlance did bring us the floating citadels, a fortress ship sounds pretty plausible too. As a matter of fact, it reminds me a little of the old carton, Pirates of the Dark Waters, where there was a huge vessel.

By making such a ship, and making it the last of its kind, and hinting that the details of how to make these ships were lost to intra-guild warfare and greed, it showcases a destination that few can claim to have travelled and sets up the stage for elements to come further down the road.

By being so huge, much like the Macross from the Robotech saga, it allows the author to throw in dozens of characters that won't push the boundries of "how many damn people are on this boat.".

When looking at the military might of your setting, or when looking to how trade works, don't forget the ships. For example, the miniature company Forge World, has a massive land ship that is perfect for soldiers of the Warhammer setting army, The Empire.

Much like the war wagons used in Earth's own history, a little unique elements go a long way.