December 30th, 2008 | Miniatures
Would you like to add a custom miniature to your wargaming army or role-playing game? This article will show you how to sculpt your own dungeons and dragons miniatures using a polymer modeling clay like sculpey or fimo.
Sculpting Tools
We’re going to make a basic fantasy monster, so we won’t need the more advanced miniature sculpting tools - we’re going to use a regular X-acto Knife and our hands to do our sculpting. We’ll also need some regular paperclips to make our wire armature with. You might also find it useful to have a pair of small crafting pliars. To finish our miniature we’ll use some paints, flock, and sealer. Continue reading Sculpting Miniatures for D&D with Polymer Clay
May 27th, 2008 | Dungeons & Dragons
A minimalist role-playing game. The rules for character generation, combat, magic and level advancement take up a single sheet of paper, meaning it is perfect for introducing role-playing to new players, gaming one-shot adventures or tailoring into your own game system.
May 26th, 2008 | Role-Playing Games
This is an article I published on my other blog back in 2006. I had intended to write a follow-up article, but ultimately decided to focus on actually making games instead of writing about them. All the same, I thought I’d post it here so that I’ve got all the gaming stuff in one place.
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Activities, Competitions & Games
The word “game” is often used to refer to a variety of different activities. Playing make-believe, seeing who can run the fastest, and searching for friends who are hiding, are all commonly described as being different types of “games” that can be played.
For the sake of this essay, we’ll only look at the most structured and interactive of these as representing a “game”. In order to do this we’ll first establish what activities we’re not including in our definition of game.
Arts & Entertainment: also offer challenges and rewards
Creating, enjoying, and interacting with works of Art and Entertainment can be very rewarding activities, and can sometimes include challenges and costs that are similar to a game. However, they are without any set goals, and the challenges and rewards associated with them are inconsistent between individuals. They may represent things you can create games with—but are not games themselves. Children playing make believe, multi-million dollar movies, a ball, and a Playstation 3 would all fit into this category.
Competitions: Separate Challenges
Specific challenges and rewards where players attempt to outperform the other participants creates a competition. This is very similar to a game, but the individual participants are independent of one another. They have no influence on how the participant does in the challenge, and thus no effect on their reward, whether there are 2 competitors or 200. Teams engaged in competitions work together towards a goal, but have no effect on the other teams in the competition. The team acts as an individual competitor in it’s own challenge. Although referred to as “Games” many Olympic events could alternately be described as “competitions”. Competitions are usually very easy to turn into games.
Games: Players Affect Each Other’s Challenges
Where a “game” differs from various rewarding activities and competitions is the way the various players interact with one another as they attempt to overcome challenges and gain rewards. A game requires interaction between the players that has an effect on the challenges of the game. This will in turn affect the rewards the game offers, and how likely each individual is to receive them. The interaction between players creates variability that makes the challenges of the game more unpredictable.
Elements of a Game
Now that we have established which activities we’re referring to when we say “game”, we can look at the elements they have in common.
Challenges & Rewards
Games reward players for overcoming challenges.
These challenges are explained in the rules of the game and may be based on mental or physical ability, as well as luck. Many games have a variety of challenges combining these three elements in various ways.
The reward for winning a game can include entertainment, satisfaction, fortune, and increased social status. Games often have multiple rewards, which have different levels of value to various players. Some games continually reward players during the game as they overcome challenges.
Costs & Risks
Games include costs and risks to participants.
The cost of playing a game will usually include a loss of time, and sometimes a loss of money. All games take some amount of time to play, usually require players to spend time learning the rules of the game, and often time practicing the game before they begin playing.
Many games require players to spend money on equipment, training, or admission to the game itself. Some games, like Tag, only cost time. Other games, like the Lottery, take very little time but require players to spend money on a ticket.
Games can include a variety of other costs that often mirror the rewards they can offer: an unpleasant experience, disatisfaction, loss of money, and loss of social status. Many of these costs are unpredictable at the outset of the game, and represent Risks to participation. The player might incur these costs during the game, but it is dependent on whether they are successful in the game.
People are more inclined to play games where they value the rewards being offered, and have associated costs and risks they are willing to accept. The greater the reward(s), the more costs and risks that will be considered.
Conclusion
Before we move on, we’ll review our definition.
A game:
(Originally published: November 8th, 2006)
May 21st, 2008 | War Games
HexDraw is an easy to use graphical editor for designing hexagon grid maps for wargames or RPGs. With your favourite bitmap-painting program you can draw anything you like directly on the hexes. Load an image as the background - let the map be see-through and place you
May 20th, 2008 | Role-Playing Games
Write an adventure scenario for an “old-school”-style fantasy game and send it in by midnight, July 20, 2008. Prizes include miniatures “inspired by the iconic imagery of the early role-playing games.”
May 19th, 2008 | Role-Playing Games
An interesting analysis of the structure of a Choose Your Own Adventure book. This graph shows the flow of pages(121), choices(44) and endings(36) in CYOA #5 The Mystery of Chimney Rock.
May 17th, 2008 | Board Games
A good resource for the DIY gamer: some handy files that you can print out, fold up, and glue shut to hold your game cards. Great for CCGs, card games or board games with cards that came without boxes — or that had fragile boxes.