1 Mar 2017

Hello fellow players. A month ago [LINK] we talked about the difference between random stat generation and point-buy systems. Tonight I hope to shed some light on the next major issue of character creation: choosing a class or creating a career. Class-based systems are linked to traditional wargaming. Career systems were designed as a way of addressing some of the issues inherent in class-based systems. Just as I did last month, I will look at both approaches and discuss how they affect us as players.

Class-Based Systems

22 Feb 2017

Welcome back! A few weeks ago, we examined a basic aspect of character generation. At the end of the article, we touched briefly on how knowing your play style helps you pick a game that suits you best. Today, we will use Robin D. Laws’ “Player Types” to discuss how people play, hopefully giving insight into your style. Remember these are just Laws’ approach, modified by me to talk to you, the player. The types can blend and your mileage may vary.

15 Feb 2017

Howdy, Adventurers. I started this blog because statements like “I believe a good game depends on the GM” seemed so wrong to me. Just do the math. A typical game table has 5 people around the table; 4 are players, the other is the GM. If four-fifths of the table are doing nothing, the GM just created the background, theme, mood and setting for a novel without the actions of characters. What is the responsibility of the players to the setting?

Let’s start from the top. What do the players do? With such a fundamental question, it’s best to start with some basic definitions.

Play Approaches

1 Feb 2017

I imagine metagaming originally occurred the first time someone got a look at Gygax’s or Anderson’s notes. This use of player knowledge was probably called “cheating” from the start. To ensure we are on the same page, let’s use this Wikipedia article to define it. Go ahead; I’ll wait.
Metagaming in role playing.

28 Jan 2017

Joined Tod Foley’s Project Ubi: a Cyberpunkish anthology and setting-building project with 9 other writers and game designers. https://www.patreon.com/UbiquiCity

Received our first commission art work for the company. Done by Ioana Muresan this piece of multi genre banner art reflects the focus of Chromatic Chameleon. We are hoping to bring her on as the main artist, for Asteria Rising. https://www.patreon.com/IoanaMuresan/posts

Trying to fix our forum issues.

Finished working on UbiCity for now

The Asteria Rising supplement has entered the editing phase,

Starting work on the Herocracy Supplement

First Episode of Travelling with Legos: A streaming show about Traveller rpg and modeling with Legos https://www.youtube.com/watch?v=qnmk7Oe0dsk&t=10s

18 Jan 2017

Hi friends. This is the second blog and it’s time to quit counting for a while, as I try to set up a schedule. This week we’re going to talk about the fundamentals of character creation: point-buy systems vs. random stats. The classic random system is DnD and the most obvious point-buy system is GURPS. Most of us are aware of which game is which, but there are fundamental differences between them that are worth discussing. When you’re making a DnD character and you roll three sixes for your character’s stat you yell in excitement (something like “I got an 18! Wahoo!” or words to that effect). On the other in hand, in RuneQuest, you get about 250 points to build your character. Your first words are usually something more like: “What should I spend my points on?”

11 Jan 2017

I thought, an introduction to the blog is needed so you know where I am going. Anyone who reads roleplaying blogs or listen to podcasts, or view video blogs, knows many cover how to be the best game master, while only a few cover how to be the best player. This strikes me as odd, considering everyone knows there are more players than game masters. You would think the hobby would focus on players and playing. That’s why we are here. I thought about the title for a while. One of the most interesting GM blogs is the Angry GM. You should read it when you get the chance. I thought about calling the blog the Happy Player but let’s face it we are not always that happy. GM’s always consider their side of the table as the most important part of the game but what about the other side--the players. It is for this reason I name the blog Other Side of the Table.

29 Dec 2016

test test

13 Dec 2016

I have been gaming since 1979 or so that gives me experience…too much for some. In the early 2000s, I broke into writing games by working with BITS followed by Polymancer Magazine. In the next decade, I moved into Independent storyteller games and even joined a game design organization in Portland. I recently wrote an article for an academic work on role playing that went nowhere. Same with a chance for freelance work with FASA...though that might work out so I can't talk much about that.