UncleBear Media

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Browsing Posts published in October, 2008

My original plan was to use Twitter to report from the gaming convention, and then let Twitter Tools (a WordPress plugin) compile them into a daily digest. Unfortunately, Twitter sort of freaked out today and was delaying tweets, causing them to appear out of chronological order. Pretty annoying, and useless for my intended purpose. So, here’s a quick overview, with more detailed reports and reviews in the coming week.

All of the usual SAGA suspects were there: the lovely and talented ThomasD, Don and Derek of Pulp Gamer, Ron Blessing of The Game’s The Thing, and JDCorley among others. I met John Wick and got my autoographed copy of Houses of the Blooded, and I’m signed up to play in a session he’s running Saturday evening. Met some interesting people.

Played Primetime Adventures, which is always fun, and I’ll have a full report on that in a few days. In a place filled with people playing wizards and warriors and fantastic stuff like that, I played an unassuming, mild-mannered accountant. That’s how I roll, yo. It was a great character, and I had fun.

I was signed up to play Sundered Skies, a Savage Worlds setting, bit it was cancelled due to a lack of players (as an official demo, it required a minimum of 4 players). Other smaller games were folding for the same reason. the play was hopping during the day, but after about 6 p.m. folks bailed to go do Halloween stuff. The fractured tables reformed pretty muich exclusively around D&D and White Wolf games, or board games. The sad part was watching Rick Loomis of Flying Buffalo running a Tunnels & Trolls demo with only one player (note to self: if I ever climb out of this financial hole, but a copy of T&T for my “old grognard” shelf). I thought about joining the T&T game, but decided that fate was telling me to go home earlier than planned and get some extra rest. Saturday is gong to be off the hook.

I’m not entirely sure what I’m doing tomorrow. I’m signed up for Wick’s game in the evening, but during theday I’m still debating either Scion or Werewolf in the morning, or Werewolf or D&D in the afternoon. I don’t want to play Werewolf twice. nothing against the game, but I’m trying to play as many different things as possible. And no offense to D&D, but I’m leaning towards Scion. I know practically nothing about the game, but it looks like White Wolf’s riff on Unknown Armies and the plot of the adventure appeals to me.

Oh, and I should mention that I was invited to join in a seekrit playtest of an unreleased product on Sunday morning, for which I’ll be getting a playtest credit when the book is released. Sunday afternoon there’s a film noir mystery game that I’m looking to get in on.

Other odd notes: some folks have offered me some free swag, which I’ll review. Steve Jackson Games’ Men in black were supposed to be there, but I didn’t see them; maybe they’ll be in tomorrow. There were no GURPS games on the schedule, but there’s plenty of space and free tables for a pickup game. I’ve been taking tons of pictures, and the ones taken with my camera phone have been sent to Twitter and Twitpic. I’ll upload and link to the pics taken with the higher-resolution digital camera on Monday.

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American Curmudgeon

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The good news is, I can finally talk about the big mystery project I was working on. The bad news is, I can talk about it because it’s currently dead in the water so the NDA no longer applies.

American Curmudgeon was going to be a web-based TV series (is it really a TV series if it’s on the web?) about a radio talk show host. It was sort of a “dramedy”; this guy would go about his life encountering humorously annoying people and strange situations, then get on the radio and rant about it. It was to be accompanied by a weekly podcast that was supposed to be an actual hour of the show, including fake commercials. That audio would also be playing in the background and over radios in the series, and some of it would be shot as the character in-studio on the radio.

I wrote the pilot and even recorded some test audio for a podcast, just to show the sort of tone I was going for. I wasn’t going to be in it; I was offered the part but declined, primarily because it was to be shot in another state and I couldn’t take time off from the day job to travel several days a month, and my health issues obviously make it hard for me to handle one day job. I was going to be listed as creator and be one of the writers and co-producers, which mainly meant that if it got picked up I’d have minimal involvement in the ongoing series but keep getting paychecks. The financial backing never came through, though.

The format was tricky to write, because it had a flashback effect not unlike Lost. Each show would open with the credits – shot from inside a car, from the point of view of the driver, watching cars in front driving erratically, cutting each other off, making left turns from right lanes, scary and dangerous commuting. With titles superimposed. Over this opening sequence, a monologue from the radio show would play, which set up the subject of the episode. Then it would flash back to earlier, with the lead character encountering whatever it was he would rant about. As some points, the radio show would act as a sort of voiceover. Each ep would end with him in the studio, signing off at the end of the broadcast. It was almost a Seinfeld format, in the early seasons that started and ended with Jerry doing stand-up, but I was shooting for more of a David E. Kelly vibe in terms of quirky and sometimes dark humor.

The hardest part was putting my own political leanings aside and writing the character as non-partisan, taking both the Liberals and Conservatives to task. Actual politicians and current events couldn’t be used, because production time would make stuff dated within days. That would have reduced costs; inventing fictional politicians, and having to cast them (for sound bites played on the show) is one of the factors that drove up costs.

Each episode was set to run 22 minutes, in the event a real TV station wanted to pick it up or the show would get a syndication deal.

I’m still going to try to shop it around, but i’m not going to put any more work into it unless I get some serious interest. It was fun, and probably one of the best things I’ve ever worked on (especially since it’s non-geek related). Researching the world of talk radio was an education unto itself and has probably left a permenent stain on my soul. Someday, if I declare it dead-dead, I may post the script and the test audio.

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Cameron Goble of Dice Make Bonk has written a very flattering review of being berin kinsman: 45th anniversary edition, the autobiographical RPG.

You know that scene in The Matrix when Agent Smith sits down across a table from Thomas Anderson (AKA “Neo”)? He flops down an encyclopedic collection of folders, papers, and dossiers: all the collated facts of Anderson’s day-today life. I think Berin Kinsman, AKA Unclebear, AKA the Dire King, alias infinitum, would have a similar permanent file: astonishingly thick, full of intricate deceptions, and ripe with coverings-of-tracks.

Yes, Berin Kinsman. Disguised as a mild-mannered insurance adjuster in a major southwestern metropolis, Kinsman has fought his own personal battle for truth and justice. Like the best heroes, he has his secrets that make him the man he is.

Buy Your Copy Now at Lulu! “being berin kinsman” is a role playing source book, self-published via Lulu.com. Proceeds go to cover the author’s medical expenses.

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In trying to order the sections of the Worldbuilding 101 book, I’d hit a conundrum and want to throw this out to you, the reader, for opinions.It has to do with House Rules and  published supplements. On one hand, I think they should go together. For the benefit of players, you state what system/edtion you’re using, what supplements you’re using, and any homebrew house rules together. ‘This campaign uses the D&D 3.5 core rulebooks, plus Unearthed Arcana. All player characters get maximum hit points for the first three levels, and no evil alignments are allowed. In addition, the following new character classes are available…”

On the other hand, part of me thinks that published supplements the gamemaster considers “legal” in the campaign, or at least open for discussion, should go into the bibliography. It’s a book that’s being referenced or used as inspirational material for the campaign. References to the book could be footnoted, or marked as “See Savage Species p.XX”.

To split hairs even further, I kind of feel that it should be modular, and I’m not sure how to present that. Solid rules – “It is strongly encouraged that players read over the rules for the Cheese Sphere of Clerical Magic from the Tome of Delicious Cheeses supplemental rule book” should probably be called out within the house rules section, because the gamemaster wants to point out a very specific thing within that book that will come into play heavily within the campaign.  The book itself would then go into the bibliography.

The object isn’t to make worldbuilding as much fun as writing a term paper, but to offer pointers and suggestions that will allow a gamemaster to put together a setting fairly quickly and easily, but also be able to organize it and expand upon it without hassle.

Comments and suggestions are more than welcome.

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Let’s continue to roll with the Halloween haiku theme. Lovecraft: the Man, the Mythos. Give us your best compositions in 5-7-5!

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Following up on yesterday’s post about system-free settings, I’ve been assimilating the various comments and putting together a business strategy. To recap, I’m more interested in producing fluff than crunch, primarily fluff that can be used with just about any system. I want to create, and not be hassled with Edition Wars or deciding what system works best, because I’m the kind of guy that will see something and say “cool, that would work in my campaign!” regardless of what system the source material was written for.  Green Ronin has had some success with Freeport, but it’s Freeport, and that line made its bones with 3e; would systemless stuff work out of the gate, without evolving out of an established game line? A lot of folks responded that they thought it was a pretty cool idea. A few folks also thought it would be cool to have appendices with the crunchy bits statted out for various systems, or to at least open it up for fan-based crunch.

So here’s the idea: I’m going to produce the fluff bits as copyrighted, proprietary material. The bits that need to be “crunched” –  NPCs, monsters, weapons, spells, powers, etc. — will go into an appendix that’s Creative Commons licensed. If  folks then want to stat them out in the system of their choice using the 3.x OGL, the 4.0 GSL, the Runequest OGL, the Traveller OGL, the Savage Worlds fan license, the GURPS internet/fan product guidelines, the M&M Superlink license, go for it. If you want to do it as a freebie, I’ll post it as a freebie. If you want to sell it as an add on, you can do so with my blessing and I’ll post a link to your for-sale product. And because the “crunched” bits will be Creative Commons licensed, you cna also take those characters, monsters, spells, weapons, etc and use them in your own products. If you want to use the fluff bits in a commercial product, we’d have to talk about a token licensing fee or something, but I think this is a pretty good balance of getting to do what i want to do, giving people what they want, and opening the door to let people expand upon what I’ve started.

Thoughts? Opinions? Feedback?

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In a previous article, I discussed the ramifications of Base Attack Bonus being level-dependant and an optional method of turning it into a skill-based function, with some inherent advantages and concerns. Now I’m going to turn an eye to other level-dependant abilities: the three Saves (Fortitude, Reflex, and Willpower) and the Initiative score.

This is available as a free PDF in the Downloads section.

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The Ultimate Western Era Gear Archive is a series of free visual reference documents in PDF format prepared by Colin Chapman for use with any pulp-era roleplaying game or related project. All contain pictures, manufacturing dates, and other useful real-world statics. They can be found in the downloads area, or accessed directly from the links below.

Western Handguns (1.25MB)
Western Handguns II (277.64KB)
Western Rifles (1.46MB)
Western Shotguns (307.22KB)

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Getting rid of Base Attack Bonus really isn’t that difficult. Turning it into a skill-based function is so simple it doesn’t even require tweaking the character sheet.

This is available as a free PDF in the Downloads section.

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The Ultimate Pulp Era Gear Archive is a series of free visual reference documents in PDF format prepared by Colin Chapman for use with any pulp-era roleplaying game or related project. All contain pictures, manufacturing dates, and other useful real-world statics. They can be found in the downloads area, or accessed directly from the links below.

Pulp Handguns (609.54KB)
Pulp Rifles (366.75KB)
Pulp Shotguns (181.03KB)
Pulp Machine Guns (376.89KB)
Pulp Sub Machine Guns (207.07KB)

Pulp American Diesel Electric Locomotives (998.81KB)
Pulp American Electric Locomotives (222.88KB)
Pulp American Steam Trains (542.13KB)

Pulp Airships (416.10KB)
Pulp Civil Aircraft (2.91MB)
Pulp Commercial Vehicles (630.78KB)
Pulp Racing Aircraft (306.53KB)
Pulp Military Aircraft (2.28MB)

Pulp American Automobiles (2.01MB)
Pulp European Automobiles (1.77MB)
Pulp Military Vehicles (2.78MB)
Pulp Motorcycles (1.09MB)

Pulp Menswear (2.99MB)
Pulps Ladieswear (1.81MB)
Pulp Cameras (587.07KB)
Pulp Radios (395.11KB)
Pulp Typewriters (503.03KB)
Pulp Gear Addenda (226.12KB)

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