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Showing posts with label table top games. Show all posts
Showing posts with label table top games. Show all posts

Splinter by End Transmission Games, RPG Review

If you like playing mash-up games, Splinter from End Transmission Games is one you will want to check out. There are several levels of combinations taking place in this game, and like the caveat reads when you first open up this book "If this is your very first RPG...put this book down, play another one first, and then come back."

Splinter is set in the future in a dystopian society where you (you), are playing a player (player), who is playing an avatar (character. This multiple level of play can get confusing to new player because even though the two characters you are playing are connected, they also remain separate.

Settings

There are strong elements of 1984, Brave New World, Metropolis, and Rollerball (more the original) in this game. Your player is a member of the dystopian society of the future. There is only one entity in power, the Entertainment Broadcasting Company (EBC), and they are in absolute control. The social classes are deeply divided and strong controls are in place to maintain the order. Being a player provides mobility that doesn't exist anyplace else.

Players choose, or are drafted (depending on where you start out in the social structure), to play in the Splinter. There are a variety of blood sports and story based games players, through their characters, are involved in. The player is working to achieve a fan base to gain stardom and the perks that go along with it. It is not an easy thing to do because the main goal of the EBC is to maintain control by providing entertainment and they have found that death is entertaining.

Players, however, also live in the real world. The real world is filled with the haves, the have-nots, and the in-betweens. The players are part of this real world. As players they have moved beyond the have-nots, but they are not part of the haves. Players may also have their own personal agendas, including politics, and they may have to choose to by joining the structure of the society, or fight against it.

Characters

Having both a player and a character in the game provides two games to be played. In the world you decide from what background your player comes from. There are those who have trained to be a part of the Splinter and those who are playing because they have been found to be criminals. Coming from either background provides benefits and penalties. When creating a character I found the system maintained a balance between the two, allowing you to build on the personality you want to create for your player.

There are more choices with the character. There are different races, bloodlines, in the Splinter and they have different abilities. There is also an element of power, harmonics, which is a form of magic. Characters also have three states of being: man, middle, and beast. In a sense each character is some form of lycanthropy, just not the types we are used to seeing. For example, one is golem or steam-punk style that can change out body parts.

Mechanics

Splinter uses two sets of mechanics for game play. When you are the player you are using the Dicepunk System. When you are the avatar you use another d6 system. This does provide some confusion to beginning players, but it makes for a defined difference between the settings.

There is some overlap between the settings on the basis of what the player and character can do, but there is no physical transference between the settings. To help with this a suggestion in the book is gives is to have two sheets defining each the player and the character. Then, only one sheet is on the table at any time.

The Book

I reviewed the PDF version of Splinter. Being able to bookmark a PDF makes for a quicker and easier reference document for playing. This applies to any PDF, but with the two settings depicted in this game it was very helpful. There is also no back coloring to the text areas, so the material was easy to read.

Concepts are introduced through story. The stories helped in understanding the concepts of what was taking place. I can see where this setting could be a strong setting for fan fiction work because of the tie between the dystopian and the fantasy.

The artwork was helpful in the placement and the understanding of the game.

Overall Impressions

Splinter, from End Transmission Games is a good game for people who are looking for something different. The players and characters are in a high risk setting, which gives to high fatality. Some of the EBC entertainment or straight out blood games placing characters against each other so they have to kill or be killed. This means a game master can set up games, and from some of the reading it appears to be encouraged, that result in player/character deaths. If you are not comfortable with the possibility of losing a character I wouldn't recommend Splint.

Splinter lends itself to both one-shot and campaigns. The blood-sport, short form games are good for a time when you want to run the characters in against each other and see who survives. These are very much like running gladiator fights. The Splinters long-form games for characters (avatars) and the dystopian society setting allows for the building of a longer campaign as you, and your players work on their agendas of supporting or fighting against the controlling EBC.

There is a lot of unique material in how the game is set up beyond the split setting. Not so much in the dystopian side, you will find hints of a number of books and movies beyond the ones I listed above. But, the information of the Splinter and the characters who reside there was interesting.

The results are mixed from the people sitting around the table. Some like the setting and some don't. Those who liked it stated it was because of the split between the player and the avatar, preferring to play just one or the other, while those who didn't like it said it was because of the split. One players was interested in playing a campaign based in the Splinter and not concern themselves at all with the dystopian setting.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstGmng).




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More On Equipment; Following Up Conversations

Same picture of 4th edition equipment
I didn't know how the tracking of a character's equipment was affecting the roleplaying games people were playing. My article, Do You Have That On Your Character Sheet, generated a number of comments and discussions. There are different ways of handling the equipment issue: some game masters (GMs) are strict about how items are recorded while others are more fluid with their game (and, by-the-way, this covered the spectrum of wanting detailed lists to I don't give a frack). Neither is a problem. How the game runs is part of the agreement between the GM and the rest of the players in the gaming group.

I was reminded how some games use an all-inclusive system of an adventurer's availability of equipment. In the systems I have seen where this is used the character purchases a supply of a limited number of items that are not predetermined. When a character needs an item like rope, grappling hook, small clay pot, bag, etc. it is one of the uses of the gear pack. The limit is drawn with being items of lesser expense and of a non-magical nature. When this was brought up in discussion it was loved and hated.

Another way of dealing with the issue is the use of skills, advantages, feats, or another method the system provides for character enhancement. The one that were quickly pointed out was a character who is a scrounger, or having the ability to gadgeteer, or McGyver. The idea put forward was to allow the player character come up with a method of finding what they need, or making an improvised item. Kind of how my example in the first article went at the end. The person who presented this use is a little more flexible with his group.

When the party hits a point where they need something that they don't have, he allows for a check to be made at a level of difficulty he feels is appropriate for the item needed and where the party is at. If the player makes a successful check the character finds something that is suitable to use, the better the check the better the substitute. He did point out that he has one player who has become reliant upon the skill check, which at times creates an oversimplification of the encounter the party is facing.

This brings me to how this plays into GMing style.

I am over-simplifying this into two styles, which really are on a multi-linear scale and not opposing. This is based on the conversations and breaking the main lines of thought down. It really was more complex than this, but I do try to limit my articles in length so they can be easily read in a single sitting. The first style is going for the combat experience and the other is going for the puzzle solving.

Those who embraced the concept of easily available equipment were GMs who like to keep a game moving quicker and are more interested in cinematic games with high adventure. When dealing in a campaign, or adventure, based on the combat that is going to take place, getting there isn't really the focus of the game. The characters need to arrive at the appointed place, sometimes by an appointed time, to face off against the adversary. When running this style the equipment a character has isn't all that important and not having the right item plays against the plot.

Those who were set against the idea felt it gave too much leeway to the players, and allowed the players to easily foil an encounter meant to make them work through a problem. This style has more non-combat, puzzle solving encounters as part of the plot. When these encounters are used equipment becomes more of an integral part of what is happening. The situations require the players to work through the puzzle, or obstacle, to achieve their goal and the limitation on equipment plays into that scenario.

I enjoy writing both types of encounters. I've had entire game sessions without a weapon ever needing to be drawn, except for affect. Other times, there have been sessions which were one continuous fight. Both are good and both are fun. Most the time there is a combination of the two so we can create the ebb and flow that comes with every good plot.

The biggest takeaway I had from the conversations is the need of having good communication between you, the GM, and your players. Let your players know ahead of time how you are going to run your game.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).


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Thoughts While Preparing For SaltCon 2017

I started writing an article to rant about how a couple of people were condescending when they heard I was going to a tabletop gaming convention. It was full of great witticisms and comebacks to their arguments with the thought that you could have ammunition to use when others put you down for enjoying this great hobby of playing tabletop games. When I came back to it to edit it for this week's Sunday article I realized I didn't want to say those things because, for me, gaming has been a way of bringing people together. Instead, I present these thoughts, published and unedited.

Gaming is a way to share a social event with others who have a common interest. Conventions are an extension of the social event with a larger group. We go to our choice of convention, or other shows, because there is something there we are interested in. I know people who go to car shows and boat shows every year. Others go electronic fairs, or music festivals. There are events for every taste and hobby. Sporting events do the same thing by bringing people with a common interest together.

The game library a couple of years ago
I like to keep an open mind about letting people join my gaming table. Not everyone is going to do it. I know the people who I had recent conversations with would not sit down for a night of playing tabletop games. It is their loss. Our gaming group is a good group and even those who don't show up regularly, some haven't sat in on a game for years, are still friends. That is because of the shared experiences we have had.

Other events create shared experiences, but many of them don't have the same level of depth. Games, all games, provide a level of personal interaction. If you are into sports, there is the level of competition that is naturally built in. The push to win by overcoming your opponent or through personal perfection. Tabletop games have that also, there just not usually as physical. What makes tabletop games different is they create a wide variety of experiences.

One of Eight shelves of RPG books
Yes, I hear the people who have told me before they remember the soccer game when something special happened. I am not denying that. Tabletop games allow for a wider range. Role-playing games (RPGs) allow the players to do more. Over the years I have played RPGs that have allowed me to go on epic fantasy adventures, have shootouts in the old west, perform espionage, fly a spaceship, hunt vampires, and be a gangster, mutant, and mouse. This also applies to other games.

Conventions kick this up a level. Our small group becomes part of the larger community at the convention.

This week I will be attending SaltCon 2017 where there will be over a thousand gamers in attendance. It is like going to a sporting event except all of us will be playing instead of watching. We won't be playing the same game, but we will be sharing in the experience of the convention. An experience that becomes part of the social conscious that can be drawn on in other settings.

When you see the people from a convention in another location it provides a bond. It might be because of a game you played together, or from the general event. One thing I like is the fact of acceptance that even if you were opponents across the board you can be friends. There is no us versus them and I have never heard a player get booed at a gaming convention.

Thursday, March 2 through Sunday, March 5, 2017 is SaltCon in Layton, Utah. I'll be there all four days, Every day I am running an official RPG for the convention, but I may also be running pick-up games. If I am not in that area I will be around playing games, talking with gamers, developers, and others who share an interest.

If you are in the area, stop by. Feel free to look me up and say hello. We all are part of the gaming community and for me that can be the beginning of a beautiful friendship.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).





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Coins, in Development, Game Review

Some of the coins from the game
The field of battle lies between you. Across the field you can see your enemy prepared to enter as your forces wait for the orders to advance. Each of them personally selected for this confrontation, a confrontation of winner take all.

I was able to play the Coins at Life, the Universe and Everything (LTUE). This was a demonstration game with the developer to gain feedback as he is still working on it. The basis of the game combines a strategy of selecting your troops for battle, moving them into play, and combatting your opponent. We played one-on-one.

Carl Duzett, the designer, currently has the game setup to be a two player game with a fantasy theme. In our discussion he mentioned he is looking at other variations of number of players, themes, and available coins. I will focus on what I experienced with two players.

The mechanic used for combat is flipping the coin that is the troop piece. One side of the coin focuses on defense while the other is focuses on attack. When the coins first move out into play the defensive side is up, but at some point someone has to attack. The coin is flipped and the result of the flip is where the coin stays. There are also some special effects for different coins.

Some coins have an effect when they move into the battlefield. These one-shot events have the possibility of changing the course of the battle. You need to plan ahead and decide not only which piece should be moved out when. Other coins have special actions when that side comes up. But, the strategy starts before you even move a coin into the battlefield.

You choose which coins are part of the army you field. The set we played had twenty five coins to choose from and we each had identical coins to fill out our six member force. There are also other ways to build an army: each person could choose from their own set of coins, the players could draft from a common pool, you could take turns drafting from individual pools, or you could take turns choosing which coin every player has. I am sure there are other variations you could come up with to build your force. There are more coins being considered, but even with the current number of coins and variations of creating a force, there is great replayability.

With a force of six the game took about fifteen minutes to learn and play. Variability of time can be made with different drafting techniques and the number of coins included in the armies. These variations allow the game to be used as a filler game while you are waiting for other, and the size makes for a good cabin game that can travel with you.

I look forward to seeing how Coins develops. I believe Mr. Duzett has a good solid start and this is one that can be brought to market.

If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.

You can also join Guild Master Gaming on Google+, Facebook, and Twitter (@GuildMstrGmng).




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