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Written by Antti
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Tuesday, 14 April 2009 |
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Now for something that has been long overdue: The Actual Play report of the last session of our Shell Shock in Gaza game.
I've been meaning to write this for a while, but other stuff have been
climbing over it in my priority hierarchy (mainly getting back to my
dissertation work and creating my Little Game Chef game To Elysion).
And as the session was the final one in our game, I didn't have a
forced deadline of writing it before the next session. My apologies,
here it comes at last.
A Palestinian man looks out towards destroyed Hamas government
buildings following an Israeli air strike in Gaza City, Tuesday, Dec.
30, 2008. Photo by Amir Farshad Ebrahimi (CC-licensed, attribution, share alike)
Preparation
We had decided that we'd play one more session as we had had some fun.
The players' preferences for the session were to do something a bit
different this time as well as to deepen the inter-personal issues in
the squad. We also talked about how this session would mark the end of
the campaign for the player characters.
The Situation
We agreed that the characters would have been on a leave for about a
fortnight before being called back to action. In the meantime,
Lewandowski's niece had been hurt badly in the missile strikes. I
introduced this to tie Lewandowski more strongly to the Israeli cause.
The player characters' group had been briefed for their mission which
was to find an entrance to the Hamas' tunnels west of Gaza city. They
were to interrogate Gazan civilians and anyone not co-operating were
to be treated as a Hamas collaborator.
I also set up so that one NPC of the PC's group, Epstein, would not
return from the leave. Sergeant baruch was told only that he had hurt
himself during the leave. He was replaced by another soldier. The new
guy made some noise about killing and terrorizing Gazans in the
transport to the area, irritating Spielberg and Baruch and drawing
interest from private Humboldt.
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Last Updated ( Tuesday, 14 April 2009 )
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Read more...
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Written by Antti
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Saturday, 04 April 2009 |
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Lachek (from Hammergames) created a voluntary critique forum for the Little Game Chef 2009 comp. I entered the peer critique thing and got some really good feedback already (thanks Ash!) so now it is time for me to give some back. The first game that was chosen to me was Chained (pdf link), here's the intro blurb straight from the game:
In Chained, you and two or more of your friends will play individuals who have fallen under the sway of a psychorealm known as the Hole. Ultimately your characters may succumb to its pull, but hopefully you will be able to save the people dear to you first!
You can read my critique on the Critique Forum or by reading the full version of this post.
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Last Updated ( Sunday, 05 April 2009 )
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Read more...
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Written by Antti
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Saturday, 04 April 2009 |
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(via Story Games) David Berg has created this wonderful pace dial for players to signal their preferred pace of events during a role-playing game session. I don't think I've experienced many difficulties related to negotiating desired pace in face-to-face sessions, but in online play this could come in handy.
On the other hand it would need an application that would keep all the players dials updated on every screen. OpenRPG's map view (or Vassal's game board) would do, but what if you needed that for something else? I think the preferred way would be to collect all kinds of semi-passive signaling devices into a one application andd use them together.
With semi-passive signaling I mean that you don't have to interrupt anyone who's currently active, but still can leave a notice that anyone sees. And everyone should see everyone else's status at one glance (here, distracted, will arrive at 8 pm, wants to up the pace, is going to go to sleep in half an hour, is interested in this and this plot element and this and this npc, has had too much spotlight etc.). This would be to cover for the non-existent non-verbal communication in online play.
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Last Updated ( Saturday, 04 April 2009 )
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