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Showing posts with label administration. Show all posts
Showing posts with label administration. Show all posts

Saturday, May 2, 2015

Notice: This 'Blog Will Be Overhauled

This 'blog is due for an overhaul.

I've run this for several years now. I've done okay, but I want to do more and I want to do it far better than I am right now. This requires that I stop doing the posts that I have done, and instead treat this 'blog more like a regular column or other more professional production. I've been off reading some folks' 'blogs and sites who have, in fact done just this and did so on a shoe-string budget (or less, which is where I am right now).

Rebranding, relauching, maybe even migration to another host- all that needs to be considered, decided, and then acted upon. In that time, I will NOT be posting. This 'blog, for now, is in Archive Mode; it will either be closed entirely or relaunched in its new form when I am ready, and that is not going to be anytime soon.

I thank all of you who've been here for this ride; I hope you come back for the next one.

Saturday, February 7, 2015

This Coalition Worship Has Gone Full Retard

So, today I received the weekly email from Palladium Books updating subscribers on what's out and what's coming. I cannot make this shit up.



QUOTE!

Rifts® Sourcebook – The Coalition States: Heroes of Humanity The events unfolding in World Book 35: Megaverse® in Flames threaten to change the entire landscape of Rifts® Earth, as the demonic minions of Hades and Dyval seek to bring Hell on Earth and turn the planet into a dimensional gateway to Armageddon!

The Coalition States, along with Northern Gun and Lazlo, take the lead in the defense of North America. Heroes of Humanity explores the good and bad in the Coalition’s efforts to save humanity and send this new threat back to the pits of Hell.
  • New Coalition weapons, armor and war machines.
  • The Coalition States: Are they heroes or villains? Or does it depend on whether you are human or not?
  • Can the CS fight alongside mages and D-Bees if it means saving the world?
  • How is the CS dealing with the Minion War on Earth?
  • One plan to battle the Xiticix and who really pays the price.
  • Adventure ideas and more.
  • Written by Kevin Siembieda, Matthew Clements and other contributors.
  • Final page count and cost yet to be determined but probably 96 pages – $16.95 retail – Cat. No. 889.


What is this I don't even.

But wait, there's more!

Rifts® Secrets of the Coalition States: The Disavowed

“Desperate times require desperate measures. War has nothing to do with morality or justice. It’s all about winning or dying. We cannot bind our hands with high ideals, even our own, or worry about the laws of renegade nations or the rights of alien people. We must fight fire with fire. And you are the match.” – Colonel Lyboc, addressing a Disavowed team.

The Disavowed are so Top Secret that their existence is known only to a handful of the Coalition States’ most elite, top echelon, with Joseph Prosek II the mastermind behind the Disavowed operation, and Colonel Lyboc its shadowy face. Find out who these men and women are. How the Disavowed get away with using magic, traveling to other parts of Rifts Earth and even to other dimensions in pursuit of enemies and strategic information that cannot be had through conventional means. Learn about the secret parameters in which these hard-boiled warriors, secretly hand-picked by Joseph Prosek II, operate, why almost every mission is considered a suicide mission, and why they must forever be the Disavowed.

  • CS operatives so secret that even the top military and political leaders right up to Emperor Prosek know nothing about them. And if they did know, would they condone their activity or condemn it?
  • Are the Disavowed heroes or renegades? Assassins or soldiers? Madmen or super-patriots? Or a little of them all?
  • Unsung heroes who keep the CS safe, or thugs and pawns of a shadow agency within the Coalition government?
  • What role does the Vanguard play in this group?
  • How do they reward their D-Bee “teammates” when the mission is over?
  • What happens to the Disavowed when they have seen or learned too much? Adventure ideas galore and so much more.
  • Written by Kevin Siembieda and Matthew Clements.
  • Final page count and cost yet to be determined, but probably 96 pages – $16.95 retail – Cat. No. 892.


Full. Retard.

We can stop fapping over these techno-Nazis any time now. They're Nazis. Stop trying to make Good Guys out of them, Uncle Kevin. Yes, I do blame you and not the "co-author" whose manuscript you--if you hold to your pattern, and you usually do--suckered out of the guy and then hacked up to suite your sophomoric sensibilities (which haven't matured since the 1970s). Christ, folks! This is just the sort of crap-tastic content that I spent so many posts trying to clean up and make sensible. Bother.

Saturday, January 17, 2015

RIFTS and Your Game: Making The Most of Who's At The Table

There are plenty of people who play tabletop RPGs, and what they get out of the experience varies. Lots of online arguing goes on over these differences, but at the table that need not be something that makes the fun go away. This is a hobby with a diverse array of satisfactions to obtain; make use of that for your group's benefit.

Both online and at the table, you will encounter people who play the game for reasons other than why you do so. It is wise to make the most of the matter, and you do this by apportioning some of the necessary work around to those who are interested and competent to do so. Do you have someone who is great at managing the minutia of the rules? Let them be the table's Rules Encylopedia, to consult as required. Got someone into the numbers game? Let them optimize characters to achieve the desired performance, in terms of mechanics, and instruct others in how to use the tools to get those results. You get the idea. Yes, this is very much like managing actual employees at your job; take the opportunity to develop and hone those skills. (And they say that tabletop RPGs impart no useful skills.)

This is also a good opportunity to become familiar with elements of the game that you would otherwise miss, don't properly appreciate, or aren't quite up to speed about. The game itself is a machine, however wonky, and the setting is a thing that operates under principles that mechanics alone cannot account for; I can only address so much at a time, so I would hope that you folks would be willing to do some examination and exploration of your own instead of waiting for me (or another writer) to do it for you. Those other elements attract those people whose perspective differs from yours, so you will soon tie faces to ideas and have opportunities to discuss productively with those people about these things- and in doing, make both of you better and more satisfied participants.

Saturday, December 20, 2014

Administration: End of 2014

Boring admin post this week. Look, long and short: traffic is still good enough to make keeping this blog going worthwhile, so I'll post on Saturdays when I am able starting on the first Saturday of January and as close to weekly as my life allows thereafter.

Saturday, November 22, 2014

House Rules & RIFTS: Managing the Game - Content Curation Pt. 2

The reason for the House Rule in last week's post will become increasingly clear as I go on about the curation process.

This week, we're going to look at what curation in RIFTS means. RIFTS is a game with a lot of sub-settings, much like HERO has its various genre books that sub-divide into major variations of those genres and then go on to address specific iterations and how the tropes and themes work. RIFTS deals with the same concept by marking out space in a given section of the setting and reserving it for that sort of genre or sub-genre. (E.g. "Cosmic Heroes" and "Space Opera" are the realm of the Three Galaxies sub-setting.)

Curation, therefore, must be done first to answer what sort of campaign you want to run. Take all that you own, and cut away every last bit that does not fit what you want. A campaign built around being Coalition Grunts slogging through yet another military campaign has no place for options and content that said Grunts will not encounter. Players should not access anything that doesn't fit that campaign's intention- not species or races, not Occupations, not gear, not powers, nothing at all.

So, the rule: "Players may not access options or content contrary to the campaign's premise."

This is, again, about pairing down all of the massive amount of stuff out there into something that you can easily and readily manage at the table; if you're playing the command crew of a specific starship, then you don't need to allow options to be or use anything else.

Saturday, November 15, 2014

House Rules & RIFTS: Managing the Game - Content Curation Pt. 1

Look, RIFTS is huge. Rifts Earth alone has, what, a dozen sub-settings spread throughout the post-apocalyptic globe? The Lunar Sphere (i.e. Orbit) and the Solar System add a few more, then there's the other dimensions and the cosmic sub-settings. Of all Palladium's games, this one truly is a kitchen-sink play-anything product line. That's a lot of stuff, and without care taken you can end up with an undesireable mess that's no fun.

You need to curate. That means sorting through the stuff and choosing what to allow and what to cut out, with the result of forming a collection of stuff that adheres to a theme or motif which binds the collection together into a greater whole.

In terms of house rules, it's this simple: "Players may not access any content that the Game Master does not own."

No races, no Occupations, no gear, no locations, no powers- not one damned thing can be had unless the Game Master owns the stuff that such a thing comes from. Loaned books and free PDFs do not count; only physical copies count. This makes the curation process easier; the GM only has to work with what he actually has on-hand, and not deal with requests from players to be whatever.

Friday, November 7, 2014

House Rules and RIFTS: The Fundamental Rolls - Damage

As with rolling Attributes, rolling for Damage is something that can seriously bog down a game. I recommend doing the same sort of short-cut creation here as you would there; figure out what the averages, and just use that instead of rolling when dealing with insignificant NPCs. Save the rolling of the dice for when it's someone that matters dealing with someone else that matters; "mook rules" are popular for a reason.

The scheme is the same: figure the average of a given roll of the dice, use that as a static number instead, and adjust it if you see a need to show what someone more or less proficient than average would do. The catch here is that you can play with some dice schemes (like 3d4x10) to get a better sense of what the average would be. (e.g. 3d4x10 is better averaged as 6d4x5; 2d4 averages to 5, multipled by 3 is 15, and then by 5 is 75)

If you go so far as to make static numbers of insignificant NPCs' Attack and Defense rolls (which you do by adding 10 to their relevant bonuses, noting the auto-fail for a natural 1 and auto-hit for a natural 20) so that the players do all of the dice-rolling, then you've automated NPCs to the point where you can focus on just the rolls of significant characters (the PCs and those NPCs important enough to merit individual attention) and thereby devote your attention accordingly.

Mull it over. This won't work for all of you, but for some of you this will be a great house rule to adopt. I shift depending on what I want out of the gameplay experience, and so--I advise--should you.

Saturday, November 1, 2014

House Rules and RIFTS: The Fundamental Rolls - Attributes

RIFTS is still rooted in the traditional tabletop RPG paradigm of yesteryear, and nothing shows this more obvious in the procedure used to generate new characters. Playable races/species, monsters, and so on are often given ranges of possible attribute scores given in the number of six-sided dice (d6) you're expected to roll. This isn't always to the liking of a given user, and it isn't always practical either to roll, so I'll talk about a very common house rule meant to speed this step up.

The idea is to skip rolling. The way to do this is to comprehend some basics about probability. The average roll of two six-sided dice (2d6) is 7; this is also expressed as "7:2", meaning "seven Foo for ever two Bar", and how it works is that the first part give you 4 and the second 3 due to the fact that half of 7 is 3.5 and you round up when you hit X.5.

For Humans (and those statistically indistinguishable from Humans in a given attribute), you roll 3d6; the average is 10.5. As there are eight such attributes in Palladium's games, a wholly average Human will have four attributes at 11 and four at 10. At 2d6, it's 7 across the board; at 4d6 it's 14 across the board; at 5d6 it's half at 18 and half at 17. The pattern extends down (though, in practice, you stop at 1d6) and up (though, for practicality reasons, you rarely pass 6d6) accordingly.

The end result is that you can use these averages as shorthand and create templates. The templates can then be used as-is for NPCs not important enough to merit individual attention, and they can also be used as the base model from which individuation can be applied as needed (and to the degree needed) when you require something notably better or worse than the baseline of a thing. However, there is one more step that some of you should consider: simplifying PC generation through making the process template-driven entirely, cutting out dice roles and other clutter.

This is not out of line. Specific Occupations have requirements, and those requirements favor certain traits; those that don't measure up don't go into that Occupation, or stay in it long if they slip under them. You can simplify the generations of Player-Characters by creating average score templates, merging them with Occupational templates (which is what those published are, really), and then tweaking to suite your taste. (In fact, this is how World of Warcraft does it; the baseline scores are generated by race, modified by class, and then modified further by level and gear- but is it one's race that provides the foundation upon which the rest build upon.)

You can eliminate all chances of a non-viable character by doing this, so I recommend that you consider it for your own usage in your games. I find that what gets people to actually playing the game faster tends to find favor with them, especially new players, so I would not dismiss it out of hand; you can also alter what templates are allowed to suit the specific wants and needs at your table, so this is a very customizable tool. Enjoy.

Saturday, October 11, 2014

Administration: Time To Shift Gears

I can only dance around Palladium's rules so long. I've run out of moves. Starting next week, I'm talking rules and rulings and how to make them do what you want them to do to get the results you want at your table. That is all.