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, July 3, 2014

Basic D&D Next: First Impressions

Hold on to Your Dice!

After skimming the new Basic D&D PDF, I have to say that I'm filled with a sense of optimism and excitement. Even in this first offering of the new system my mind and spirit are drawn in to the new way characters are composed, as well as new core systems like Advantage and Inspiration. In this article I'll talk briefly about the top level mechanics and my thoughts. This series will continue with a deeper discussion about races, classes, equipment, and spells to give some opportunity for discussion and debate. On with the show!

Advantage Play

From the beginning of the playtest I've been a staunch proponent of the Advantage system. Mathematically the system changes the deviation of rolls without having to give some kind of real bonus. With a mechanic as simple as "roll two d20 and take the highest/lowest result," it is an elegant and general solution for tackling all kinds of archetypal and mechanical instances where players and DMs alike would have the feeling of "this should succeed/fail a lot." This also lends well to flattening out all of the numerical values for Difficulty Classes and Armor Classes, allowing even the lowest level of characters to make some progress against overwhelming odds instead of it being a completely futile exercise. Giving players more choice instead of shutting things off mechanically is a great way to foster the fantastic and vast openness of possibilities in a role-playing game.

Find Your Inspiration

Inspiration further builds on the Advantage system, allowing Dungeon Masters to reward players that are true to the character they have created. Also, since a character can only be Inspired or not, it encourages players to use that Advantage roll liberally instead of constantly saving them for the most challenging moments. It also seems to give DMs the opportunity to describe how things are resolved during those rolls, making the Inspired player a focal point and encouraging other players to earn Inspiration status themselves.

A Touch of Character

One of the complementary systems for Inspiration is the addition of Ideals, Bonds, and Flaws to characters. I find that many players would be much more engaged in the acting and improvisation of an RPG experience if they just had a little direction. Players are, in fact, actors, and these tidbits can give even the creator of a character a place to start from when it comes to portraying themselves as their adventurer. Like a good director, DMs and the system itself should give their players the tools to succeed. I believe that emphasizing these attributes in conjunction with the Inspiration system will incentivize players enough to do just that.

I Cast Burning Hands... FOR SCIENCE!

I think this was one of the more subtle changes in this edition, but the description of the areas of area of effect spells is fantastic. Now it is a geometric description of the area instead of "this is what a 30ft cone looks like in squares" as it was in previous editions. The math nerd in me giggles in delight since I now have good, solid rules to back up a decision of where AoE should reach.

Keeping Up With the Jhessails

For the first time by my observation, the idea of having Lifestyle Expenses in a concrete way is not something I have had in my own games. I really like the idea of characters having a home instead of being vagabonds, both for role-playing opportunity and to give players a sense of belonging to the world. A little drip of gold out of the character's pockets, along with descriptions of where it goes, seems to add even more life to them at the table.

You Are What You Eat (or Don't Eat)

I'm also glad that they have added meaningful and balanced penalties for lack of food, water, and rest to the Basic game. These needs seem to be overlooked in a lot of sessions in which I've played. However, they are a vital part of anyone's life, and the quality of your food, drink, and rest can really have an impact on your health and sharpness in important, even life-threatening, situations.

All of these aspects of D&D Next and more give my team's pursuit of writing a fantasy campaign setting an even better foothold. These rules are innovative and really seem to emphasize the openness of the RPG platform beyond its recent tactical focus. As we saw with 4th edition, over-engineering can be a bad thing. Instead of constantly bloating out the rules, the D&D guys can put more energy towards telling compelling and engaging stories while enriching their own campaign setting with wonder instead of concrete abilities and status modifiers. I'm sure there is much more complexity to come, but for a younger and more general audience, the Basic D&D rules are plenty to chew on as the rest of the books are released.

What do you think? I'm all ears when it comes to your own observations and takeaways.

Gamers United!

Cavin "Pox" DeJordy


Wednesday, June 18, 2014

Gamers for Good: Giant Dragons and Their Critical Hit Against Leukemia

During all of my work and adventures in game and systems design, I stumbled upon one of my favorite places to go to exchange ideas and beta test some of my work: Giant Dragons Gamer Chat. Here, +Jonathan Henry+Cameron Corniuk, and friends have been hosting a get-together of game players and designers alike, networking its participants for RPGs via Google Hangouts or to just talk about what's going on in the world today and how we might adapt things in to our own gaming sessions or settings. One of their newest and most excellent initiatives is centered around helping our little Dragon, Siberius Corniuk, in his battle with cancer.


We all hope that the Critical Hit Against Leukemia will help to bring a little relief to the Corniuk family through sponsoring them via the Children's Organ Transplant Association for everything from drugs, to special dietary needs, to all the little things that pile up through the many hospital visits required by the family. WIth your help, we hope to give Si a +5 Shield of the Gaming Community. We need to reach the goal of 42 orders for any help to reach him, so tell your whole social network about Si's story and be a hero, just like the ones we all love to write about and play in our gaming sessions.

Gamers United!

Pox

Saturday, May 24, 2014

Stronghold and the Sandbox

Hello Internet. I know it’s been a while since my last blog, but in the interim I graduated college, moved across the US, got a part time job, and prepared to launch a ton of communication channels for The Pox Box. Through all this I was also trying to find some focus on which project I would begin pursuing once the dust settled. As always, it won’t be just one project. However, the focus that has come to the surface is the sandbox.

For a long time I have focused on studying games, game communities, and the economics of these platforms, both in their design and their operation. In all of my travels through the world, the Internet, and my own imagination, I am always pulled back to games which allow for immersive and emergent elements. Because of this, my company looks to become a developer and supporter of these platforms, namely:

IC Emblem.png


- EVE Online through Infernal Creations, a US/EU PvP corp dedicated to good fights and good profit through any and all means available in the game (Industry, Incursions, Trading, Mining, Ratting, and Missions.) We’re aiming currently to provide a consistent schedule of alliance (DNS Alliance) and open events where people can count on a good time, as well as opportunities to learn and grow in their EVE experience.



- Minecraft through The Carver Club, a server moderated by my good friend Rak. It’s a tough place to live, with a focus on a challenging PvE environment and open PvP. The Rak server follows a safe creation policy in which structures and other things created by players are strictly off limits to the creator’s rivals. Just remember, breaking a block doesn’t mean you constructed the blocks around it! Miners beware…

- D&D Next through the creation of a campaign setting code named “Stronghold.” The campaign setting itself is going to be free to the public through a wiki, while associated works such as adventure modules, stories, novels, and other supplemental materials will be available through your favorite online retailers. We’ll be giving fans of our setting an opportunity to submit their own modules, stories, and other materials. Approved works will become part of our stores, and the creators will receive the majority of the profits!

Stay tuned for more updates, more tips, and more sandbox fun with The Pox Box!

Infernal Creations Forums: http://infernalcreations.prophpbb.com/
Infernal Creations Killboard: http://zkillboard.com/corporation/98292949/

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/

Wednesday, September 25, 2013

Arisean and Me: How Gaming Sparks Creativity

When we are young, our life is about repetition and experimentation. Much of our time is spent finding our limits and identifying what seems to make us happy. Because of this, it’s very important to have someone to look up to. Our role models can even be fictional, and as gaming becomes the media of choice for more and more, those role models can shape and inspire kids of the Millenial 
generation.

Yesterday I had the privilege of spending my first afternoon as a volunteer tutor at the Wordplay Creative Writing Center in downtown Cincinnati. I arrived just upon opening, and Arisean, my student for the afternoon, was there too. It was also his first day at the center, so we were both able to learn the flow of the day, ground rules, and about each other together. He shared with me his two biggest passions: math and Sonic the Hedgehog.

Since he was a new student, he was able to decorate his personal binder with a front panel insert. Of course, he started by drawing Sonic and the seven Chaos Emeralds. While he worked, he began describing to me all about the recent history of the Sonic games, along with his ideas for Sonic’s long lost brother, Shadow. He told me all about his powers, his super form, and that he was black with green stripes. It was so heart-warming to see Arisean constructing his own member of an existing fictional family. It seemed that Wordplay was going to be just the right place for him.

After some homework and a reading activity, Arisean took some blank paper and began to write on one of the many typewriters at Wordplay. I joined him on another typewriter close by, as I hadn’t used a manual one in probably 15 years. He started to write about how he liked Wordplay and me, and all about other details of his first day’s experience. When I was getting ready to leave for the day, I let the organizer know about his experience and his ideas about Zero the Hedgehog. She was absolutely thrilled, and Arisean joined some of the other children in the Creative Writing Group. In that group, instead of giving kids a specific writing activity to focus on, they allow creative kids with ideas to write drafts of their own stories.

Would an analytical kid like Arisean ever have been interested in creative writing if it were for his experience with the Sonic franchise? With so many schools cutting everything but the most basic activities required due to budget constraints, it isn’t surprising to me that children would imagine their own additions to their favorite games. With all of the bad press that gaming seems to bear in mainstream media it’s nice to interact with real gamers; kids and adults who use these gaming IPs as springboards for creative thinking and art production. I believe in the huge impact of Wordplay’s program on children in inner city Cincinnati, and I look forward to working more with Arisean, other students, and in the soon to start WordUp program for high school freshmen and sophomores who need a tutor, mentor, and friend.

Gamers United!


Cavin “Pox” DeJordy

Wordplay Creative Writing Center: http://wordplaycincy.org/

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