<?xml version="1.0" encoding="UTF-8"?><rss version="2.0"
	xmlns:content="http://purl.org/rss/1.0/modules/content/"
	xmlns:wfw="http://wellformedweb.org/CommentAPI/"
	xmlns:dc="http://purl.org/dc/elements/1.1/"
	xmlns:atom="http://www.w3.org/2005/Atom"
	xmlns:sy="http://purl.org/rss/1.0/modules/syndication/"
	xmlns:slash="http://purl.org/rss/1.0/modules/slash/"
	>

<channel>
	<title>Flaming Monkey</title>
	<atom:link href="http://www.of2minds.org/monkey/feed/" rel="self" type="application/rss+xml" />
	<link>http://www.of2minds.org/monkey</link>
	<description>Michael Curry's strangely named gaming blog</description>
	<lastBuildDate>Tue, 19 May 2009 01:43:42 +0000</lastBuildDate>
	<language>en-US</language>
	<sy:updatePeriod>
	hourly	</sy:updatePeriod>
	<sy:updateFrequency>
	1	</sy:updateFrequency>
	<generator>https://wordpress.org/?v=5.7.14</generator>
	<item>
		<title>The blog&#8217;s dead, Jim!</title>
		<link>http://www.of2minds.org/monkey/2009/05/13/the-blogs-dead-jim/</link>
					<comments>http://www.of2minds.org/monkey/2009/05/13/the-blogs-dead-jim/#comments</comments>
		
		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Thu, 14 May 2009 02:16:14 +0000</pubDate>
				<category><![CDATA[Miscellaneous]]></category>
		<guid isPermaLink="false">http://www.of2minds.org/monkey/?p=280</guid>

					<description><![CDATA[In case anyone still has Flaming Monkey on their RSS reader, or has followed a link and stopped by, I&#8217;ll make if official and say that this blog is effectively dead. Right now I&#8217;m only occasionally reading gaming forums like Story Games and The Forge,Â  I haven&#8217;t bought a new game in more than a [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>In case anyone still has Flaming Monkey on their RSS reader, or has followed a link and stopped by, I&#8217;ll make if official and say that this blog is effectively dead.</p>
<p>Right now I&#8217;m only occasionally reading gaming forums like Story Games and The Forge,Â  I haven&#8217;t bought a new game in more than a year, the RPG convention I helped run (TBR) has closed up shop, and I&#8217;m in one sporadic D&amp;D3.5 game.Â  That doesn&#8217;t leave me with a lot to post about, which is probably why it&#8217;s been almost a year since my last entry.</p>
<p>While it&#8217;s not beyond the realm of possibility that I might start posting again in the future, for now I&#8217;m just leaving all of this up as an archive, with comments closed (or soon closing).Â  If you&#8217;d really like to offer a comment on something, just drop me an email.</p>
<p>Thanks for reading!</p>
]]></content:encoded>
					
					<wfw:commentRss>http://www.of2minds.org/monkey/2009/05/13/the-blogs-dead-jim/feed/</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
			</item>
		<item>
		<title>TBR 2008 post-con report</title>
		<link>http://www.of2minds.org/monkey/2008/07/09/tbr-2008-post-con-report/</link>
					<comments>http://www.of2minds.org/monkey/2008/07/09/tbr-2008-post-con-report/#comments</comments>
		
		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Thu, 10 Jul 2008 01:42:01 +0000</pubDate>
				<category><![CDATA[Cons]]></category>
		<category><![CDATA[GMing]]></category>
		<category><![CDATA[Playing]]></category>
		<guid isPermaLink="false">http://www.of2minds.org/monkey/?p=230</guid>

					<description><![CDATA[Last year I apparently never actually posted any sort of post-convention report for The Black Road, so this time around I&#8217;m going to do it before I forget. Further details on the games I mention below can be found here. Slot 1: Sons of Liberty GM: Jack Gulick Since this slot took place on the [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Last year I apparently never actually posted any sort of post-convention report for <a href="http://www.theblackroad.com/">The Black Road</a>, so this time around I&#8217;m going to do it before I forget.</p>
<p>Further details on the games I mention below can be found <a href="http://theblackroad.com/gamebook2008.html">here</a>.</p>
<p><strong>Slot 1: Sons of Liberty</strong><br />
<em>GM: Jack Gulick</em></p>
<p>Since this slot took place on the afternoon of the 4th of July, it was particularly appropriate that we were playing a session of Josh Roby&#8217;s <a href="http://kallistipress.com/?q=taxonomy/term/2">Sons of Liberty</a>.  It&#8217;s a game which is described as &#8220;a roleplaying game where the League of Extraordinary Gentlemen play Dynasty Warriors during the American Revolution.&#8221;</p>
<p>None of us had played Sons of Liberty before (except perhaps the GM), and that may have effected some of the decisions we made while setting up our characters.  I played Thomas Payne (who flies around on an ornithopter), and the other players chose Abigail Adams, Rachel and Grace Martin, The Marquis de Lafayette and John Stark.  The actual adventure itself was created using a madlibs style form that resulted in some pretty odd objectives.</p>
<p>As for the system itself, I think the problem I (and some of the other players) had with it was that the card game aspect often got in the way of the storytelling.  In order to play the most advantageous combinations of cards (something all of the Patriot players must strive to do in order to defeat the Tories) we had to come up with some rather contorted actions to match those cards, which led to ignoring the things that our characters might actually have done in a given situation.</p>
<p>Despite that, I think everyone had a good time, and the over-the-top Revolutionary War setting certainly was fun.</p>
<p><strong>Slot 2: Nine Princes in Spaaace: Star Patrol vs. The Moon Baron</strong><br />
<em>GM: Carolyn Lachance</em></p>
<p>This was the second installment of a game that takes the Amber archetypes, sets them in the world of serials (such as the original Flash Gordon films), and uses <a href="http://www.evilhat.com/home/?page_id=103">Spirit of the Century</a> as the system.</p>
<p>I played Rick Random, the eternal sidekick, who was actually shockingly competent in a variety of useful skills.  He also said, &#8220;Golly!&#8221; a lot.</p>
<p>More so than the last time we played, I think SotC got in the way, mainly because the GM was so disenchanted with the idea of actually playing through the combats that we mostly avoided them.  This resulted in the game being rather short.</p>
<p><strong>Slot 3: Fortune&#8217;s Fool: Jumping at Shadows</strong><br />
<em>GM: me</em></p>
<p>This was the third installment of my pirate zeppelin game, which uses Spirit of the Century as a system.  Or at least it did this year.  If I run another round of this game next year, I&#8217;m probably going to switch to something else, as I&#8217;m apparently just not cut out to run SotC.  I think the idea of Aspects is great, and I don&#8217;t have a problem with being a player in a SotC game, but there&#8217;s just too much crunch hidden under there for me to be able to run it effectively.</p>
<p>The session itself involved pirates, airships, ninjas, the Royal Air Navy, clockwork armor, and a giant steam-powered robot!  It seemed like everyone had a good time, which is the point, really, though I wasn&#8217;t entirely happy with my efforts.</p>
<p><strong>Slot 4: Roanoke: The Other Side of Fear is Freedom</strong><br />
<em>GM: Jennifer Jackson</em></p>
<p>An interesting take on the fate of the Roanoke colony, using Clint Krause&#8217;s <a href="http://www.bayn.org/wushu/index.html">Wushu</a>-inspired <a href="http://www.indiepressrevolution.com/xcart/product.php?productid=16220&#038;cat=0&#038;page=1">Roanoke</a> system.  The players go into things knowing that the colony is doomed, with the only question being the manner of its end.</p>
<p>In this game I played Cecily Barton, a 14-year old girl who was in an arranged marriage with a much older man, and was also pregnant by him.  She wasn&#8217;t entirely happy about this.  The other characters included the son of one of the colony&#8217;s leaders, a transported criminal, and two natives.</p>
<p>I enjoyed the fiction we created, but wasn&#8217;t entirely enamored of the Roanoke system, perhaps in part because sections of it seemed under-explained in the rulebook.  Still, we managed to save the majority of the colonists, thanks to the brave sacrifice of Ezekiel Finch.  Apparently even criminals can be redeemed in the end.  My character didn&#8217;t even end up being burned for being a witch, which was good, since she in fact wasn&#8217;t one.  She did, however, get to hit a demon with a stick.</p>
<p><strong>Slot 5: Nine Princes in High School</strong><br />
<em>GM: Jack Gulick</em></p>
<p>It was the third or fourth time I&#8217;d played in this game where <a href="http://www.talsorian.com/tfosindex.shtml">Teenagers from Outer Space</a> meets Amber, and it was as silly as ever, despite the amount of meetings and office supplies that ended up being involved in things.  I once again played Caine, leader of the Pirate Club, who triumphed despite having his ship burned.  By &#8220;triumphed&#8221; I mean that he got a new one, as he wasn&#8217;t really much help with the actual plot.  Fortunately, there wasn&#8217;t very much plot anyway.</p>
<p>That was my con for this year.  It was great seeing both those folks that I only see at TBR and those who I see more frequently, and I hope everyone will be back for TBR 2009.  Next year will be the 10th anniversary of The Black Road, and likely my fourth year as con chair.<br /></p>
]]></content:encoded>
					
					<wfw:commentRss>http://www.of2minds.org/monkey/2008/07/09/tbr-2008-post-con-report/feed/</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
			</item>
		<item>
		<title>An update of sorts</title>
		<link>http://www.of2minds.org/monkey/2008/03/22/an-update-of-sorts/</link>
		
		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Sun, 23 Mar 2008 00:50:35 +0000</pubDate>
				<category><![CDATA[Cons]]></category>
		<category><![CDATA[Game systems]]></category>
		<category><![CDATA[GMing]]></category>
		<category><![CDATA[Playing]]></category>
		<guid isPermaLink="false">http://www.of2minds.org/monkey/2008/03/22/an-update-of-sorts/</guid>

					<description><![CDATA[No posts for almost two months? Argh! Let&#8217;s see, right now I&#8217;m basically just playing in one monthly D&#038;D 3.5 campaign (which has been going on for a few years now), with an occasional session of a D&#038;D-like fantasy homebrew. To paraphrase someone else, you game with the gamers you have, not the gamers you [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>No posts for almost two months?  Argh!</p>
<p>Let&#8217;s see, right now I&#8217;m basically just playing in one monthly D&#038;D 3.5 campaign (which has been going on for a few years now), with an occasional session of a D&#038;D-like fantasy homebrew.  To paraphrase someone else, you game with the gamers you have, not the gamers you wish you had.</p>
<p>Last weekend was <a href="http://www.ambercon.com/">Ambercon U.S.</a>, and it was the third year in a row of my not attending.  Somehow it seems like longer.  I think it&#8217;s probably unlikely that I&#8217;ll be going again, but it&#8217;s not impossible.</p>
<p><a href="http://theblackroad.com/">The Black Road 2007</a> is now about three-and-a-half months away (registration is still open), and so far it&#8217;s looking like this year we&#8217;ve got enough GMs that I&#8217;ll only need to run two games.  Which is kind of a shame, since I&#8217;d like to run three!  The ones I&#8217;m likely to actually run are another installment of Fortune&#8217;s Fool (my pirate zeppelin game using <a href="http://www.evilhat.com/?spirit">Spirit of the Century</a>), and a game of <a href="http://gregorhutton.com/boxninja/bestfriends/index.html">Best Friends</a> (the details/setting of which I still haven&#8217;t decided on).  The one I&#8217;m unlikely to run, despite wanting to, is a session of <a href="http://lumpley.com/wicked.html">In A Wicked Age</a>.</p>
<p>That&#8217;s the status of my gaming at the moment.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>An interesting GMing technique</title>
		<link>http://www.of2minds.org/monkey/2008/01/27/an-interesting-gming-technique/</link>
		
		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Sun, 27 Jan 2008 20:20:48 +0000</pubDate>
				<category><![CDATA[Game theory (or close enough)]]></category>
		<category><![CDATA[GMing]]></category>
		<guid isPermaLink="false">http://www.of2minds.org/monkey/2008/01/27/an-interesting-gming-technique/</guid>

					<description><![CDATA[Over on Knife Fight, Vincent &#8220;Lumpley&#8221; Baker offered some advice for how to change the way a group plays to a method that resembles the set-up that&#8217;s used for towns in Dogs in the Vineyard. It&#8217;s pretty cool stuff, and I&#8217;m going to reproduce it here so that you can see for yourself without having [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Over on <a href="http://www.i-would-knife-fight-a-man.com/forum/">Knife Fight</a>, Vincent &#8220;Lumpley&#8221; Baker offered some advice for how to change the way a group plays to a method that resembles the set-up that&#8217;s used for towns in <a href="http://lumpley.com/dogs.html">Dogs in the Vineyard</a>.  It&#8217;s pretty cool stuff, and I&#8217;m going to reproduce it here so that you can see for yourself without having to join Knife Fight.</p>
<p><span id="more-228"></span><br />
The <a href="http://www.i-would-knife-fight-a-man.com/forum/?CommentID=57687">first comment</a> is:</p>
<blockquote><p>Never ever discuss anything with your group. Your group is made up entirely of self-ignorant liars, same as everybody&#8217;s. You&#8217;ve already seen the crap that happens when you try to talk about things.</p>
<p>Instead, shit man, you&#8217;re the GM. That&#8217;s not nothing. You have the power to change the way your group plays, without ever mentioning it. It&#8217;s easy, it&#8217;s painless, and it&#8217;ll work. Ready?</p>
<p>Don&#8217;t give up DMing, you&#8217;ll just be miserable.</p>
<p>Don&#8217;t ask your players to do a lick of work. ESPECIALLY don&#8217;t ask them for backgrounds or childhood friends, we hate that shit.</p>
<p>Change the way you prep. Don&#8217;t plan events ahead. If you imagine an event, notice it and set it aside. You aren&#8217;t responsible for what happens.</p>
<p>Instead, create a knot of NPCs who all want interesting, incompatible things from the PCs. I can give you very reliable instructions how to do this, but here&#8217;s a start: orcs are raiding nearby villages. This one village is doing its best to prepare for the coming raids. There are six people who matter in the village: 1. a pretty young married woman; 2. her husband, the guy who runs the village; 3. this headman&#8217;s nephew, a teenage kid who has his dad&#8217;s sword; 4. the village wisewoman, who&#8217;s responsible for the village&#8217;s relationship with the gods or the ancestors or whomever; 5. a competent, reliable older man, like a builder; 6. the headman&#8217;s right-hand man.</p>
<p>The pretty young married woman wants the PCs to help her husband make the village ready for the attacks. However, if anyone makes her husband look foolish, she will immediately hate that person with a fiery hate. She won&#8217;t sacrifice the village for this, she&#8217;s smart enough to see that her husband&#8217;s not going to be able to protect the village by himself, but she will hate.</p>
<p>Her husband, the village headman, sees the PCs as a big old threat to his status in the town. He&#8217;ll show them hospitality (otherwise he looks bad) but he doesn&#8217;t want their help. He wants to control them and make them inept, so accordingly he&#8217;ll a) demand that they undertake suicide missions and/or b) demand that they trench out the latrines. He&#8217;ll sacrifice the whole village for this.</p>
<p>The headman&#8217;s teenage nephew sees the PCs as people who&#8217;ll see his value and treat him as a man and a soldier, the way his uncle will not. Ultimately his plan is for them to make his uncle look like a moron for underestimating and belittling him. He&#8217;ll sacrifice the whole village for this.</p>
<p>The wisewoman sees the PCs as an opportunity to be rid of this good-for-nothing headman. She doesn&#8217;t dare speak out against him in public, but in private she&#8217;ll tell the PCs that this guy doesn&#8217;t have the support of the gods or ancestors or whomever, and shouldn&#8217;t run the village. She hopes that the PCs will settle here and she&#8217;ll say that the gods or ancestors or whomever have spoken. She&#8217;ll sacrifice the whole village for this, and say that they deserve it for this headman guy&#8217;s sins.</p>
<p>The competent older man won&#8217;t sacrifice the village for anything. He&#8217;s reliable, he&#8217;s strong, he&#8217;s smart, he sees the problems with the current headman. However, he&#8217;d be shit as a replacement &#8211; he lacks imagination, initiative and charisma. He&#8217;s with the wisewoman, hoping that the PCs are somehow a long-term solution to the problem.</p>
<p>And finally the lieutenant. This guy is an opportunist, a flatterer, and a bully. He sees the PCs as a threat to his position, where he gets to boss the village around. But also he wants real bad to fuck the pretty young married woman, so he also sees the PCs as an opportunity &#8211; if they overthrow the headman, he&#8217;ll be right there pressing the headman&#8217;s wife to jump ship. However, he won&#8217;t sacrifice the whole village for any of this; when it comes down to it, he&#8217;ll do what he needs to do to save the village.</p>
<p>Okay! Now, there are six outstanding things that the village needs to solve before the raid comes, to maximize its chances: 1. They&#8217;ve started building a stockade wall; they should finish it. 2. What are they going to do with the children and old people? 3. The wilderness has independent shepherds and woodspeople living in it, but the village doesn&#8217;t have much to do with them &#8211; if there were communication lines, the village would have warning before the raid. 4. The able-bodied in the village aren&#8217;t prepared to fight together; they don&#8217;t know basic things like holding a line and moving as a group. A little training will make a huge difference. 5. They somehow have to get the gods or the ancestors or whomever to support the village&#8217;s survival (or at least for the people of the village to believe that they do). 6. The village has an old feud with the village over the hill, and it&#8217;s a mean, dirty one. Both villages hope for the other&#8217;s destruction. There&#8217;s no solution to the feud in this generation, but the two villages should absolutely set it aside for purposes of surviving these raids.</p>
<p>That&#8217;s all the prep. It&#8217;s about 15 minutes&#8217; worth (although it took me 30 because I was typing to be understood, not making notes for myself.) Don&#8217;t prep the fate of the village, it&#8217;s not your job. For all you care the village burns. Prepare the raids for the second session.</p>
<p>I&#8217;ll tell you some techniques for play in my next post.</p></blockquote>
<p>And the <a href="http://www.i-would-knife-fight-a-man.com/forum/?CommentID=57704">second comment</a>:</p>
<blockquote><p>
I don&#8217;t think that your skill as a GM is in doubt, and I think that the skills you&#8217;ve developed will be a huge help in making this work. For the most part GMing well is a matter of what you apply your skills to, not what your skills are.</p>
<p>So here&#8217;s what to do in play. I wouldn&#8217;t recommend telling your players that you&#8217;ll be doing these things, just do them. If they notice and ask, just say &#8220;sure, I&#8217;m done making you roll for bullshit&#8221; or whatever.</p>
<p>1. Play short sessions. These techniques will let you cover a lot of ground at a good, gripping pace, and they&#8217;ll leave you feeling like you&#8217;ve worked out. Three hour sessions are about right. Call the session when you feel your energy start to flag, don&#8217;t run it into the ground.</p>
<p>2. The PCs don&#8217;t have to earn their basic competence. Also known as, don&#8217;t bother rolling for bullshit. Whatever reasonable thing the PCs undertake to do, just let them do it, right up until a) they do something that someone will try to prevent, or b) they do something beyond their basic competence.</p>
<p>This village? It won&#8217;t be too long before they do something that someone will try to prevent. Even fixing the damn stockade wall will make the headman look bad.</p>
<p>3. Have two different kinds of die rolling in your head: fights and leadup. If it&#8217;s not a fight, it&#8217;s leadup. The value of leadup is that successful leadup gives you a bonus in upcoming fights.</p>
<p>If they&#8217;re doing something beyond their basic competence, it&#8217;s leadup. If they&#8217;re doing something that someone else tries to stop, it&#8217;s leadup, unless it&#8217;s a fight. In other words, fights are always opposed rolls; leadup can be opposed as well as unopposed.</p>
<p>Whenever they win a leadup roll, make a note of it. If a fight happens where you can possibly reach-for-it-possibly give them a bonus for the leadup, give them the bonus. Be generous with these bonuses. &#8220;You remember how you finished the stockade fence despite the headman&#8217;s interference? Now that he&#8217;s attacking you, it shook his confidence. Take a +2.&#8221; And then later, &#8220;here come the orcs! Take a +2 for the stockade fence.&#8221; Make sure everybody can see that a successful roll now will mean a bonus later, if at all applicable (but again, don&#8217;t tell them the technique upfront, just do it and let them learn it by experience).</p>
<p>Whenever they lose a leadup roll, on the other hand, bring the fight closer. Bring it right now, if there&#8217;s a fight handy; otherwise say out loud how the fight&#8217;s coming and this is going to make it worse. &#8220;The lieutenant goes away for now, but he&#8217;s sneering like he doesn&#8217;t think you&#8217;ll put up much of a fight&#8221; or &#8220;so you don&#8217;t manage to rally the villagers to finish the fence. They straggle off. If you were an orc, man, this half-a-crappy-fence wouldn&#8217;t slow you down a bit.&#8221;</p>
<p>4. The NPCs don&#8217;t keep secrets for shit. Notice first off that none of them really have secrets &#8211; the lieutenant doesn&#8217;t want his nature to be widely made known, but it&#8217;s not like he has some key information he&#8217;s not sharing. The wisewoman has a self-serving take on what the gods want, but whether she&#8217;s lying or just letting her biases rule her we don&#8217;t know (or especially care, it&#8217;s the same in the end). When you play these people, play them close to the surface. Do you know what I mean? None of them have poker faces. Even when the lieutenant&#8217;s doing his poker face, be clear that he&#8217;s doing his poker face. &#8220;The lieutenant&#8217;s watching you trench the latrines. He has his poker face on.&#8221;</p>
<p>5. Whatever the PCs do, run down the list of NPCs and see how they react, then play them accordingly. You aren&#8217;t responsible for moving the plot forward, and you aren&#8217;t responsible for predicting what the PCs will do, those will take care of themselves. Your job is just to make the NPCs&#8217; reactions to the PCs&#8217; actions real.</p>
<p>This includes sometimes changing how they see the PCs and what they want from them &#8211; the starting positions are just starting positions, not binding over play. You may occasionally need to call a potty break to sort through the NPCs&#8217; motivations, if the PCs do something really startling.</p>
<p>6. Those six things I listed that the village should deal with before the raids? Those are just my (and now your) six things, in case the players sit there blinking at you. &#8220;Well, so do you just sit there or what? If you&#8217;re looking for things to do, there&#8217;s that unfinished wall, and what about the kids and old people, and the builder guy asked you to give the village fighters some pointers, and so on &#8211; anybody want to take any of those on?&#8221;</p>
<p>If the players come up with other things to do, fantastic. &#8220;Let&#8217;s scout out the raiding parties,&#8221; they might say. That&#8217;s cool, it&#8217;ll have the same effect on the coming fight as doing any of your six things would: you give them a bonus if they do it successfully, you bring a fight if they don&#8217;t, and either way the NPCs react according to their natures.</p>
<p>So. There&#8217;s 6 techniques you can use to get the kind of play you&#8217;re after, all within your job description as DM, without changing games and without needing your players&#8217; buy-in upfront. I can explain to you how I came up with the village and NPCs, if you want, but first I&#8217;d like to hear back from you about all this stuff I&#8217;ve written. Any questions? Any thoughts?</p></blockquote>
<p>There&#8217;s a lot of great points in there, and they can allow a GM to drive play this way no matter what system they&#8217;re using to run the game.  I think a lot of it would work just as well for either Amber Diceless or D&#038;D 3.5.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>In A Wicked Age</title>
		<link>http://www.of2minds.org/monkey/2008/01/15/in-a-wicked-age/</link>
		
		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Wed, 16 Jan 2008 03:06:56 +0000</pubDate>
				<category><![CDATA[Game systems]]></category>
		<guid isPermaLink="false">http://www.of2minds.org/monkey/2008/01/15/in-a-wicked-age/</guid>

					<description><![CDATA[This weekend, thanks to my preorder, I got a PDF copy of Vincent Baker&#8217;s newest game, In a Wicked Age. In this wicked age&#8230; &#8230;Gods, demons and mortals contend with one another for power&#8230; &#8230;Law and civilization are new, and no one is their master&#8230; &#8230;A simple midwife can set in motion the downfall of [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>This weekend, thanks to my preorder, I got a PDF copy of Vincent Baker&#8217;s newest game, <a href="http://lumpley.com/wicked.html">In a Wicked Age</a>.</p>
<blockquote><p>   In this wicked age&#8230;<br />
&#8230;Gods, demons and mortals contend with one another for power&#8230;<br />
&#8230;Law and civilization are new, and no one is their master&#8230;<br />
&#8230;A simple midwife can set in motion the downfall of tyrants and great empires&#8230;<br />
&#8230;Your birth is not yours to choose, but your fate is what you make it.</p>
<p><a href="http://lumpley.com/wicked.html">In a Wicked Age</a><br />
sword &#038; sorcery roleplaying</p></blockquote>
<p>I&#8217;ve only had a chance to read through my copy once, and, as was the case with <a href="http://www.lumpley.com/games/dogs.html">Dogs in the Vineyard</a>, I&#8217;ll probably need to read the rules again, check some actual play threads, and then play some myself before I <em>really</em> get it.  What I think I understand so far though, I really like.</p>
<p>For now, here&#8217;s <a href="http://lumpley.com/comment.php?entry=183">Vincent&#8217;s Anyway post from 2006</a> that started the genesis of the game, and <a href="http://www.indie-rpgs.com/forum/index.php?topic=25442.0">here is an AP thread</a>.  There&#8217;s also plenty of discussion going on about the game at the usual places, like <a href="http://www.story-games.com/forums/">Story Games</a> and <a href="http://www.indie-rpgs.com/forum/">The Forge</a>.  Also impressive is the number of <a href="http://www.random-generator.com/index.php?title=In_a_Wicked_Age">new Oracles</a> that have been designed in the days since IaWA came out, moving it into realms other than the original swords and sorcery.</p>
<p>And yes, there&#8217;s every chance I&#8217;ll run a game of In a Wicked Age at <a href="http://theblackroad.com/">TBR</a> this year.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Sometimes free can be very good indeed</title>
		<link>http://www.of2minds.org/monkey/2007/12/14/sometimes-free-can-be-very-good-indeed/</link>
		
		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Sat, 15 Dec 2007 02:58:16 +0000</pubDate>
				<category><![CDATA[Game systems]]></category>
		<guid isPermaLink="false">http://www.of2minds.org/monkey/2007/12/14/sometimes-free-can-be-very-good-indeed/</guid>

					<description><![CDATA[Jonathan Walton has started putting together a list of Free Games That Deliver, which hopefully will keep growing over the next few days and weeks. You can read more about it in this thread on Story Games.]]></description>
										<content:encoded><![CDATA[<p>Jonathan Walton has started putting together a list of <a href="http://thouandone.wordpress.com/free-games-that-deliver/">Free Games That Deliver</a>, which hopefully will keep growing over the next few days and weeks.  You can read more about it in <a href="http://www.story-games.com/forums/comments.php?DiscussionID=4975&#038;page=1">this thread</a> on Story Games.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Making it real</title>
		<link>http://www.of2minds.org/monkey/2007/11/24/making-it-real/</link>
		
		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Sat, 24 Nov 2007 16:36:41 +0000</pubDate>
				<category><![CDATA[GMing]]></category>
		<category><![CDATA[Playing]]></category>
		<guid isPermaLink="false">http://www.of2minds.org/monkey/2007/11/24/making-it-real/</guid>

					<description><![CDATA[There are a couple of fine blog posts here and here that were originally aimed at urban fantasy authors, and then expanded a bit to include authors in general. I&#8217;m posting them because they also look damned useful for designing both PCs and NPCs for RPGs.]]></description>
										<content:encoded><![CDATA[<p>There are a couple of fine blog posts <a href="http://kaigou.livejournal.com/419026.html">here</a> and <a href="http://kaigou.livejournal.com/419081.html">here</a> that were originally aimed at urban fantasy authors, and then expanded a bit to include authors in general.  I&#8217;m posting them because they also look damned useful for designing both PCs and NPCs for RPGs.</p>
]]></content:encoded>
					
		
		
			</item>
		<item>
		<title>Poison&#8217;d</title>
		<link>http://www.of2minds.org/monkey/2007/09/10/poisond/</link>
					<comments>http://www.of2minds.org/monkey/2007/09/10/poisond/#comments</comments>
		
		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Tue, 11 Sep 2007 00:19:10 +0000</pubDate>
				<category><![CDATA[Game systems]]></category>
		<guid isPermaLink="false">http://www.of2minds.org/monkey/2007/09/10/poisond/</guid>

					<description><![CDATA[What&#8217;s that? A pirate game designed by Vincent Baker?! Yarrrrrrrr!!!! The PDF is available now, and there&#8217;s supposed to be a print version in the not-too-distant future. And, though Poison&#8217;d just came out at Gencon, there are already some actual play posts out there if you look for them, as well as discussion over at [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>What&#8217;s that?  <a href="http://goplaynow.org/?p=14">A pirate game designed by Vincent Baker</a>?!</p>
<p>Yarrrrrrrr!!!!</p>
<p>The <a href="http://www.lumpley.com/games/">PDF is available now</a>, and there&#8217;s supposed to be a print version in the not-too-distant future.</p>
<p>And, though Poison&#8217;d just came out at Gencon, there are already some actual play posts out there if you look for them, as well as discussion over at the <a href="http://www.indie-rpgs.com/forum/index.php?board=44.0">lumpley games forum</a>.</p>
]]></content:encoded>
					
					<wfw:commentRss>http://www.of2minds.org/monkey/2007/09/10/poisond/feed/</wfw:commentRss>
			<slash:comments>3</slash:comments>
		
		
			</item>
		<item>
		<title>Note to self</title>
		<link>http://www.of2minds.org/monkey/2007/06/21/note-to-self/</link>
					<comments>http://www.of2minds.org/monkey/2007/06/21/note-to-self/#comments</comments>
		
		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Fri, 22 Jun 2007 01:32:16 +0000</pubDate>
				<category><![CDATA[Cons]]></category>
		<category><![CDATA[GMing]]></category>
		<guid isPermaLink="false">http://www.of2minds.org/monkey/2007/06/21/note-to-self/</guid>

					<description><![CDATA[Self, if you decide to run two games at next year&#8217;s The Black Road, don&#8217;t pick two systems you&#8217;ve never run or even played before, and most definitely don&#8217;t have one of those systems still be in development. Coming up with good game ideas is hard enough without having to also learn two sets of [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>Self, if you decide to run two games at next year&#8217;s <a href="http://theblackroad.com/">The Black Road</a>, don&#8217;t pick two systems you&#8217;ve never run or even played before, and most definitely don&#8217;t have one of those systems still be in development.  Coming up with good game ideas is hard enough without having to also learn two sets of rules and figure out how to teach them.</p>
<p>[For those who might be wondering, this year I&#8217;m running a pirate zeppelin game using <a href="http://www.evilhat.com/?spirit">Spirit of the Century</a> rules and also running a game of <a href="http://www.lumpley.com/comment.php?entry=201">Afraid</a>.]</p>
]]></content:encoded>
					
					<wfw:commentRss>http://www.of2minds.org/monkey/2007/06/21/note-to-self/feed/</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
			</item>
		<item>
		<title>Some thoughts on The Black Road</title>
		<link>http://www.of2minds.org/monkey/2007/04/04/some-thoughts-on-the-black-road/</link>
					<comments>http://www.of2minds.org/monkey/2007/04/04/some-thoughts-on-the-black-road/#comments</comments>
		
		<dc:creator><![CDATA[Michael]]></dc:creator>
		<pubDate>Thu, 05 Apr 2007 00:36:09 +0000</pubDate>
				<category><![CDATA[Cons]]></category>
		<guid isPermaLink="false">http://www.of2minds.org/monkey/2007/04/04/some-thoughts-on-the-black-road/</guid>

					<description><![CDATA[There&#8217;s a thread over on Story Games about The Black Road, which includes me commenting on possibly changing part of structure of the con for next year. Right now we follow the standard Ambercon method of having people sign up for their games well in advance, but I&#8217;ve come to realize that this may discourage [&#8230;]]]></description>
										<content:encoded><![CDATA[<p>There&#8217;s <a href="http://www.story-games.com/forums/comments.php?DiscussionID=475&#038;page=1#Item_6">a thread</a> over on Story Games about <a href="http://theblackroad.com/">The Black Road</a>, which includes me commenting on possibly changing part of structure of the con for next year.  </p>
<p>Right now we follow the standard <a href="http://ambercons.com/">Ambercon</a> method of having people sign up for their games well in advance, but I&#8217;ve come to realize that this may discourage some new people from coming to the convention.  With that in mind, I&#8217;m keeping a close eye on how a semi-scheduled thing works out for this year&#8217;s <a href="http://www.campnerdly.org/wiki/index.php?title=Main_Page">Camp Nerdly</a> to see if it might be something that we could adopt for TBR 2008.</p>
<p>For this year&#8217;s con though, I&#8217;m considering having a <a href="http://www.story-games.com/forums/comments.php?DiscussionID=2681&#038;page=1">Games On Demand</a> type thing in each slot (in addition to the scheduled games), which would basically mean people showing up with shiny games and deciding what to play.</p>
<p>Any input on either idea is welcome.</p>
]]></content:encoded>
					
					<wfw:commentRss>http://www.of2minds.org/monkey/2007/04/04/some-thoughts-on-the-black-road/feed/</wfw:commentRss>
			<slash:comments>1</slash:comments>
		
		
			</item>
	</channel>
</rss>
