September 29, 2009
[ Gaming & Design - 2:32 pm ]

An interesting little bit floated by way via twitter today, via @mikkohypponen by way of a retweet by @mithaler

It all pointed to an entry on wikipedia that discusses a program (IEFBR14) that runs on all IBM mainframes.

The program does absolutely nothing. And according to a story retold in the article, it took a few revisions to get it right.

There is an apocryphal story about the large number of attempts that were required in order to produce a “correct” version of MVS’s null program, IEFBR14 (this was done back in the days when MVS was still called OS). As with all MVS programs, IEFBR14 is called using the standard system calling conventions, and all it has to do is return successfully.

It reads like it was taken straight from a Paranoia game, which is why I’m posting it here. Go read the whole story and judge for yourselves.

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 September 25, 2009
[ Gaming & Design - 11:03 am ]

Shambles has a couple different modes of play. One of the modes is called simply “I want my life back.” This mode isn’t funny it all. The characters spend their time trying to hold on to the things that made them human, and struggle with the loss of everything they loved.

The shot below is used as an illustration for this setting. Here we see poor Lisa, who only wants to go hang out with her friends at the club, just like the old days.

20 Want Life Back

I’ve gotten loads more art, but I’m still holding out on you.

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 September 24, 2009
[ Gaming & Design - 5:49 pm ]

I was on a little vacation. Ahhhhhh… nice to be back. But I didn’t get much done.

  1. Shambles – More art over the last couple days. I will post some tomorrow. Working diligently on some related bits.
  2. Codename: Obnoxious Howler Monkey – Unchanged
  3. Codename: Simulated Jocular Anaconda – Unchanged
  4. Codename: Insignificant Diversionary Anaconda – Unchanged.
  5. Shambles Source Material – Unchanged
  6. Codename: Unwashed Repeat Pedestrian – Unchanged.
  7. Codename: Enormous Intersected Automaton – Unchanged.
  8. Codename: Gremlin Persistent Malice – More crawling ahead, even while I was gone.
  9. Codename: Cackle Smash Soup – Unchanged.
  10. Codename: Tactical Plastic Laser – Unchanged.

Excuse Of The Week: Me, drinking a Tecate at 11,000 feet.
Me drinking a Tecate at 11,000 feet

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 September 16, 2009
[ Gaming & Design - 2:55 pm ]

Just a quick update, and then I’ll be running silent for a couple days. Do not let the lack of updates alarm you.

  1. Shambles – I got some preliminary pieces for a different kind of art, and I’m looking at production specifics for October. Also working on getting a mild revision done on the free preview, so I can upload it to some of the RPG download sites.
  2. Codename: Obnoxious Howler Monkey – I have acquired the remaining parts, and could assemble at any time.
  3. Codename: Simulated Jocular Anaconda – Did a bit of writing on this one. Lots more to do.
  4. Codename: Insignificant Diversionary Anaconda – Unchanged.
  5. Shambles Source Material – Unchanged
  6. Codename: Unwashed Repeat Pedestrian – Unchanged.
  7. Codename: Enormous Intersected Automaton – Unchanged.
  8. Codename: Gremlin Persistent Malice – This continues to crawl forward without my intervention.
  9. Codename: Cackle Smash Soup – Unchanged.
  10. Codename: Tactical Plastic Laser – Unchanged.

Excuse Of The Week: I had some RealLifetm stuff for which I needed to prepare.

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 September 11, 2009
[ Gaming & Design - 3:11 pm ]

I had something else I wanted to write about today, but I realized that I’m a week and a half or so away from being prepared to discuss the topic further. I did, however, want to post a few links that I’ve been wanting to share all week. I don’t normally do this sort of thing, but I’ve got a few things I do want to get out there.

If you live in the SF Bay Area, you should absolutely read this and follow up on it. I am hoping I will get a chance to before it disappears. It appears to be a combined Alternate Reality Game / Art Thing that, for a change, isn’t being driven by a marketing campaign.

I found an excellent link from someone on Twitter today (sorry, I’ve forgotten who). It’s an article about writing good mystery RPGs, and in particular how to avoid the problems that arise when the party misses The Important Clue.

A great post earlier this week by David Hill, who’s working on the Creative Commons game that’s been discussed here. In the post he talks about the mechanics he’s going to be using.

Check these out, and have a great weekend.

 September 10, 2009
[ Gaming & Design - 3:40 pm ]

A lovely little update on the Shambles Art. Here’s character portraits from a couple sample characters.

16 Portrait Bill and Lisa

We’re about 5 pieces of art away from being able to begin some layout stuff. Exciting stuff!

[ Gaming & Design - 8:00 am ]

Tuesday and Wednesday evening I sat at the Red Cross building in San Francisco, taking a class in Basic First Aid and CPR. It’s the first time I’ve ever actually done so. And while I don’t want to imply that I spent the class sessions thinking of ways to milk a game out of the course materials, I had a lot of gaming stuff to think about after the class was done.

I’ve come to the conclusion that every Player, GM and Game Designer should take a First Aid course from the Red Cross. Arguably, everyone everywhere should take at least a CPR class. Sure, it’s handy knowledge to have when someone chokes on a nacho flavored corn chip. But there’s much more to it than that.

How many times have you run into this:

You’re playing a modern era game, where there’s no magical healing abilities in the party (Maybe 1920s Call of Cthulhu). The party has a designated medic who may be an actual doctor or an EMT, or even an actual field medic. Due to bad luck, the medic gets hit and goes down in an unconscious heap.

Player A : “Anyone have First Aid?”
Player B : “My default is a 30, I can try.”

It may even go further.

Player B : “Ok, my default is a 30, I rolled a 2.”
GM : “The Medic gets 1d6/2 hit points back and you revive them.”
Medic : “Can I use my Medicine roll now that I’m awake?”

And soon before you know it, what was a near-fatal fall is brushed off to some bruising and a close call.

I know games are supposed to be able heroes and so on. But the thing about humans is, we’re much more fragile than that. This should be reflected in our games.

I’m not going to turn this into a post that tears down any game due to a lack of realism in wound management. But having just come out of the class with these thoughts, I wanted to share a few things that might help.

Take A Class Yourself

This is the best piece of advice I can offer. A little bit of training can go a long way and you never know when it’s going to come in useful. Additionally, you will get a better sense for the limits of First Aid training and what you are taught. Go to http://www.redcross.org/ and click on “Preparing and Getting Trained” to find classes near you.

“Default” Means “Untrained”

If you have never taken a formal First Aid course or learned First Aid in Boy Scouts, you have a default First Aid skill. That means everything you know about treating wounds you picked up in school, from your mom, or from watching tv. This is EXTREMELY limited information that more or less means “Apply Pressure,” “Cold Water For a First Degree Burn”, and “Call 911.” You might also have something in there like “Keep Them Warm” and “Put Cornstarch On A Bee Sting.” That’s just about everything a default First Aid skill will give you.

Basic First Aid Training Means Stabilize

Your mileage may vary on this one. Looking back at the course I just took, I sat in a classroom for seven hours over two nights, and learned basic First Aid, CPR and AED use. That is a lot of material to cover in seven hours, and most of it consisted of driving home one main point: that your job is to keep things from getting worse until someone with better training comes to relieve you. Currently, the average response time for an ambulance in San Francisco is 8 minutes. So keeping someone calm, covering a wound, performing CPR if necessary, it’s something that’s done for a short period of time until the professionals get there.

We didn’t learn how to put a dislocated shoulder back in place. We didn’t learn how to set a broken arm. We didn’t learn how to stitch up a wound. We didn’t even learn how to clean a wound. What we learned was how to take control of the situation and how to try to keep things from getting worse until the ambulance arrives.

Giving First Aid Takes Time

Even a professional isn’t going to be able to give First Aid in combat rounds. If your character is giving or receiving First Aid, they’re essentially out of the scene unless they stop. It takes time to dress a wound or tie a sling, even for a professional. In particular, with combat rounds, if you ARE in combat, a trained professional’s first task will be to move the patient to a safer location for both of them. That would essentially remove them from combat anyway.

Recovery Takes Time

It can take at least a couple weeks to recover fully from an injury that doesn’t break bones or damage organs. It can take months to recover from a gunshot to the shoulder, and there may be long-term effects. Serious injuries require long term medical care to deal with infection and complications. We have all played in games where characters have gotten beaten up pretty badly, rested for a couple days and then started jumping around on rooftops. It doesn’t work that way.

What To Do As A GM

As a GM, you might feel handcuffed now. If the characters get badly hurt and have to be written out of the story, things can get complicated fast. One effective tactic I’ve seen used in this area is to specify severe injuries to a limb, such as a badly broken arm or leg. This can allow you to keep the character around (hobbling on a cane or with an arm in a sling) while driving home the seriousness of the injury (such as when they need to run away, or pull someone back from the cliff). It makes no difference how you choose to handle it as a GM – you may ignore all this completely – as long as it’s consistent. You shouldn’t feel like you need to make injuries and recovery 100% realistic, but it can be helpful to know when things have crossed into the absurd.

Taking the class was a good experience for me, and one I recommend to anyone. If you’re a game designer, a gm or a role player, you can get a little extra use out of the class by bringing some realism into your games. You might find your characters treating potentially hazardous situations with a little more respect.

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 September 9, 2009
[ Gaming & Design - 12:23 pm ]

I put up a forum that maybe we can use for SPUC. Actually I put it up for something else, but it was suggested that I do a SPUC forum, and that suggestion was a good one. So I did.

Just as long as you don’t ask me about Codename: Simulated Jocular Anaconda everything will be fine.

  1. Shambles – I’m getting the art in faster than I can post. Since last week I’ve gotten 5 new pieces. I should post one tomorrow. We’re rapidly approaching the halfway-point for the art, which is exciting.
  2. Codename: Obnoxious Howler Monkey – Unchanged.
  3. Codename: Simulated Jocular Anaconda – It was coughing up blood last night.
  4. Codename: Insignificant Diversionary Anaconda – Unchanged.
  5. Shambles Source MaterialWill gave me a great idea for a new bit of source material. I didn’t NEED another idea, but it’s a good one so I’ll use it.
  6. Codename: Unwashed Repeat Pedestrian – Unchanged.
  7. Codename: Enormous Intersected Automaton – Unchanged.
  8. Codename: Gremlin Persistent Malice – I’ve gotten a few bits of narrative for this, and I’ve been very happy with them. One of them highlighted an area where I needed to flesh out the mechanics. Bonus!
  9. Codename: Cackle Smash Soup – Unchanged.
  10. Codename: Tactical Plastic Laser – Unchanged.

Excuse Of The Week: Look, I put up forums!

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 September 8, 2009
[ Floatsam,News - 5:12 pm ]

I don’t know if I want to add forums to my site or not. I have a sort of specific purpose in mind, but I’m not sure if this is the right medium. Convince me, one way other. Good idea? Bad Idea?

Please come check it out and leave comments in the forum, unless you think it’s A Terrible Forum, in which case leave comments here.

 September 3, 2009
[ Gaming & Design - 5:56 pm ]

I got 4 new pieces of art this week, but I’m only showing you one.

Is it:
A – Because I’m a jerk;
B – Because I want you to buy the book;
C – Because I want there to be some surprises when you buy the book;
D – All of the above.

While you contemplate on that, feast your remaining eye on this:

10 rolling dice

Awwwwwwww yeah.

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