Showing posts with label Stronghold. Show all posts
Showing posts with label Stronghold. Show all posts

Thursday, July 17, 2014

Stronghold joins ArcheAge with Epic Podcast and 50 Rush

Good morning Internet!


I’m excited to tell you about The Flagship Alliance’s events and activity for this weekend’s Beta and beyond. Through the work and dedication of key members of <Stronghold> and <SPQR> we will bring you both engaging and informative content through Shot’s 50 Rush and The Flagship Podcast.


The Shot 50 Rush


Starting at Beta opening and continuing until our goal is met, Shot will be rushing to level 50 on his Twitch stream at http://www.twitch.tv/kin_tsuna. Kael, one of the guild leads of <Stronghold>, will be main s
upport and both guilds will be backing up the speed runners. Come check us out!


The Flagship Podcast

On Saturday, July 17th at 7PM EST (2300 GMT) The Flagship Podcast’s first episode will be live on Twitch at <insert stream>. The podcast will be hosted by Kael of <Stronghold> and Shot of <SPQR>. We will focus on topics that are relevant to the people that need it most: the average ArcheAge player who hasn’t been out scouring forums and prepping hard for Beta. We hope to shed some light on the game’s complex economy and essential quests that can be easily overlooked by the new player. For our more hardcore viewers we also have an exclusive interview with Pohx, a popular AA Twitch streamer who popularized the Daggerspell class. Come be part of the start of the best ArcheAge podcast on the Net!

Gamers United!

Thursday, September 26, 2013

Bards, Traders, and Commoners: Turning Gaming in to Commerce

After spending some time interacting with the community, it seems like there is this universal sentiment that making money through developing a game, role-playing system, or associated art, is inherently evil. There are the haves and the have-nots, and those in the latter category can’t imagine themselves as a money-grubbing sellout. My mission has been and continues to be one that helps to break down this misunderstanding, and show how with modern technology this doesn't have to be the case.

In a classical publishing model, large companies capable of handling demand for physical products scour the landscape of starving artists to find one that will play by their rules. There are production schedules, contracts, and obligations that must be met in order for the gears of the big publishing machine to turn. The writer or designer is just a small part of a huge value chain which has the potential to reach the entire target market.

Most gaming writers and designers I am in contact with couldn't imagine operating in this framework. They are independent, self-motivated, and will create when they are inspired instead of feeling forced by a contractual obligation to produce. Many I know wouldn't even want to write or create full time, but most share the urge to attract others to their personal game sessions or systems of choice.

What’s the solution? I want a company that has no vested interest in specific game platforms, play styles, or artists beyond a positive, open market relationship. As a neutral platform, I will incentivize my company and community to support all gaming projects and their associated art with fervor, showing no underlying bias for one game or another. Employees and owners alike would be encouraged to support their favorite projects through their votes and their dollars, but no matter your position, you have one vote. The market will decide who is popular, who is not, and for what period of time they are relevant.

The barrier to entry for even allowing someone to put up a creation on the Google Play store and other similar platforms is criminal. I want to pursue a model where anyone can put up any of their creations up for sale, while having a system in place to ensure the quality of a project and highlighting those who have submitted for approval. Although the endorsement by our company would not be required, it would definitely be worth it for designers to assure the quality to an adequate level before spending their money on a mostly unknown and untested game or piece of art.

This philosophy will also extend over to our tournament organization, management and retail platforms. We will strive to have exciting, large scale tournaments for every game possible, grouping smaller communities together if needed to still allow for efficient use of resources. There are also some amazing non-profit initiatives with gaming at their core, such as Child’s Play and the SDA (Speed Demos Archive) community and their charity marathons. These initiatives deserve to have their efforts recognized by an even larger audience, and we will drive more awareness and donations to those organizations with pride.

Gamers United!


Cavin “Pox” DeJordy


SDA Charity Marathons: http://marathon.speeddemosarchive.com/

Tuesday, September 24, 2013

Tavern Keeper: Hospitality at Its Finest

It is a common fantasy role-playing trope for the bar or tavern to be a center of strategy and planning for countless adventuring parties. For game leaders and those character’s controllers, the paperwork and record keeping involved can always be a challenge to keep updated and organized. Why not collaborate with your Tavern Keeper and let him do the mundane so you can focus on the story?

On Sunday, Kristi and Bill Centinario held an open Q&A for Tavern Keeper, a campaign advertising platform for game leaders with bookkeeping and game session support. I had an opportunity to learn more about their current beta version, as well as their Kickstarter plans, stretch goals, and licensing opportunities with game designers and producers. The passion for their product is evident, and they've already laid the groundwork with initial product development and community outreach. A Tavern Keeper is out of work without a tavern to work in and happy, engaged, and repeat customers. Fortunately, their initial users who have listed their games on the beta website are these first few happy patrons, proof of concept, and will be the first to enjoy the improvements as this project is funded and developed.

Currently, Tavern Keeper Beta is a solid backbone on which all of the functionality will be built. There are already plenty of games being advertised through the system, and the generic character sheet is still a great start for rules light systems like FATE and Numenera. The functionality I’m most excited for is their plans for Dynamic Character Sheets, which would allow the sheets to derive and look up all of the stats and bonuses associated with base stat, race, and class choices (ex. D&D stat modifiers, Initiative, Attack Modifiers, etc.). They also talked about some great ideas for a game leader display which would make finding any system information a snap.

One of the toughest things I've found about my new venture is that I’m trying to do everything and anything to improve gaming experiences. This is overly ambitious, and without a more narrow focus, is doomed to suffer feature bloat and countless delays. Luckily there are plenty other entrepreneurs in the Google+ community who are spearheading the development of complimentary products to my own. I’m looking forward to working with the Centinario's and Tavern Keeper in the future as we both help enhance the experience of our role-playing customers.

Gamers United!

Cavin “Pox” DeJordy


Saturday, September 21, 2013

From Digital to Dice: Neon Burn Playtest Review


When I think of an anti-gravity racing league my mind goes back to fond memories of games such as Wipeout, F-zero, and Star Wars: Pod Racing. There are other terrestrial contributors to this futuristic, super-fast sub-genre of racing such as Extreme G, POD, and Kinetica. All of these games have one thing in common: they are all video games. Neon Burn aims at bringing the excitement and speed of a futuristic racer in to the story driven and strategic realms of traditional RPGs. This is no small feat, but from what I experienced last night, Neon Burn is definitely on the right track.

In its present iteration, the game focuses on a cooperative model based around different character classes (Such as Driver, Publicist, Coach, Pit Crew) narrating off track scenes to generate Spark. When characters do things that relate to their character’s Passions, they are rewarded with Spark. This is used to activate player abilities which can be used in these scenes or during the race to modify rolls. The type of scene also determines what else you can gain from it, whether you are Moonlighting to make some extra Credits, Buying/Selling equipment, or setting up an Afterburn, which is a special kind of tension with rivals or other events that will affect the game in future scenes or during the race.

Once you've finished framing all of your off track scenes, which is determined by a race Start Time (real world time you transition from Scenes to the Race) it’s time for the race. The game has rules to help you generate a custom track, whether random or piecemeal. The track sections have a Width (max assignable dice) and Difficulty (minimum roll to get an Even result), as well as the preferred stats for vehicles in those sections. Vehicles can give or take a number to the Driver’s dice according to their stats, and after dice are rolled they are placed in a grid based on the max Width of the Section. Higher value successes trump lower values, and same values cancel each other out completely. The game’s dice system focuses around a d6 base with (+) or (-) modifying the dice size (ex. d6 with a (-) turns in to a d4) The Driver rolls dice for the team, while others roll dice for the Field and any Rivals or Drivers that are other drivers with stats and personalities. All of the players can use their Spark to modify rolls beforehand, allow for re-rolls, cancelling a Failure, or making modifications to what stats are affected by certain roll outcomes. There are many more nuances to Neon Burn’s rules, but I have outlined the most central components of the current system.

Overall, the game has married a very free-form storytelling system with a crunchier and tactical racing system. Personally, I feel like this is a great success. Neither side of the system feels neglected, and apart from a little lack of rolling for a couple of our players, was engaging and exciting. Craig and I discussed some possible solutions for giving players in the support roles a little more to do during the race. Other than that, the system is deep and flexible. Being in an early stage of development there are some glaring imbalances, but nothing that is rooted in the core mechanics. Class attributes can be balanced through Spark cost or redesign, and the competitiveness of Rivals, Drivers, and the Field can be adjusted through giving them some default uses and pools for their own Spark or similar roll modification system.

To me, the most exciting thing about this game is how fresh the idea of a racing system is in the RPG game system space. I’m sure there have been parts of systems for races in the past, but I have never seen one that could elevate a racing experience, which in itself would be hard pressed to leave the board game realm. The system already includes rules for many different types of Leagues, whether they are stock or custom, weaponized or pacifist, and single race or a long sustained Circuit over many play sessions. Another great aspect is that the system’s core allows for the addition of source material for all types of racing-centric eras and sub-genres. Anything from Roman chariot racing, fantasy beast racing, sci-fi tank racing (suggested by one of our playtesters), or something that even resembles modern day stock car racing would be supported. Could this be the system to allow NASCAR fans to live the dream of being part of a big time stock car team? I sure hope so.


Gamers United!

Cavin “Pox” DeJordy


Sunday, September 15, 2013

Breaking the Fifth Wall

This post is going to be very personal. I think it’s important to express my experience and views as openly as possible so that my audience can know the real me.
 My name is Cavin DeJordy, and I am a gamer. My life has been a tumultuous one, to say the least. I have lived from Pearl Harbor, Hawaii, to Groton, Connecticut, and eight other locations all around the United States. I have been married, divorced, in the military, worked in an office, a warehouse, at a restaurant, in retail, and am well on my way to a business degree in Entrepreneurship from the University of Cincinnati. I have spent countless hours sitting in hobby stores, running or playing in games, and questioning the shop's owners, employees, and customers. Every day I try to make time to learn about a new game, or dig deeper in to a complex one. I have lived in many worlds, from MMO, to Virtual World, to only those which exist in my mind and the minds of my Players and Game Masters. I have done all this with one singular purpose: to know the experience of as diverse a swath of humanity as I possibly can so I can, in turn, produce and direct compelling entertainment experiences and design the systems needed to support those experiences.
From all this travel, networking, inquiry, and analysis I have determined some universal truth. We all share a plane of existence, but not two of us live in the same world. We can all use our senses to reach out and experience our shared space, but our observation of those spaces is shaped by our past experiences, which not even the most identical of us share completely. Once I came to this realization, my whole life changed.
When I was growing up, I wanted everyone to be like me. As a kid who enjoyed reading encyclopedias, constructing things out of building toys, doing statistical analysis, mastering web research, and crafting role-playing modules, that wasn’t necessarily a realistic expectation. Once I learned to accept and study other people instead of trying to convert them, I have been a much happier and open-minded person.
To me, creativity has no bounds. I analyze multimedia games, board games, RPGs, collectible games, and other forms of art with an open, inquisitive mind. My goal is to revolutionize the way we all play, compete, and collaborate, and I will participate in any playtest, panel, discussion, or observation thrown my way. The Fifth Wall, in my opinion, is the wall that separates creative people from each other, and I am to provide the wrecking ball that opens a floodgate of art on to the status quo of the gaming community at large.
So here I stand, at the table of the Internet, ready to make a business out of supporting creativity, performance, and community interaction. In future posts I’ll be talking about Stronghold, my embryonic business, and my experiences with real life and online gaming communities. I look forward to feedback and collaboration in the future with some of the more established bloggers and Internet personalities. Also, if you live in the Cincinnati area and are interested in forming or allowing me to join your semi-monthly or monthly gaming group, be sure to contact me. If you would like to share your own story, please respond to this post and I will not hesitate to break the ice.

Gamers United!


Cavin “Pox” DeJordy