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Android Karenina PDF Print E-mail
Written by Lizard   
Thursday, 29 July 2010 15:29

Gameable Literature: Android Karenina

Android Karenina

Having decided to end a rather long period where I haven't done a great deal of reading (given I used to go through 2-3 books a week and I've been barely doing one book every month or two, it's pathetic), I have also decided to try to make some use of this reading time in terms of adding some content to this blog. Thus, as I finish any book which might even be vaguely useful to gamers, I will compose an essay/rant/review on it here, in the vauge hope someone finds it useful. This time, we shall be looking at "Android Karenina".

(And if you find this article intriguing and/or useful and seek to purchase the book, well, I've just set up an amazon affiliates link.)

Read on for an exciting tale of Robots and Russians, of Androids and Angst, of Cossacks and Calculators! (All of which would make great circa-1978 game titles, except Androids and Angst, which is something the Forge would publish.)

 

Last Updated ( Thursday, 29 July 2010 20:54 )
 
More Bunnies, More Burrows PDF Print E-mail
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Written by Lizard   
Sunday, 18 July 2010 16:00

Further Down The Rabbit Hole

(Why Didn't I Use That Gag In Part I?)

(I mean, it's not like there's such a thing as "too lame and predictable" for this blog.)

OK, when we last we left our intrepid bunny,  (who is named Hickory, just in case you forgot) I was distracted by trying to figure out why the paging mechanism wasn't working and it seems to have been related to a backslash in the category name. Now that that's been taken care of (I hope), I can get back to writing.

We were discussing Dexterity... well, more technically, I was discussing it and, in theory at least, you were reading it... though hopefully the new comment system will lead to a few more posts here and there... and this led to the fact you need dexterity to carry things, and that led me to go off on a tear about how the cover and interior art of the book promises one kind of game (humanoidish rabbits with at least iron age technology) and the actual rules of the game deliver something completely different, namely, a much more "low key" experience where you play a sapient but decidedly non-humanoid rabbit, the ultimate in anti-powergaming. This was way ahead of trends from the 1990s, where "munchkinism" was sneered at and the more inept and useless you were, the better. (And this led, in turn, to the trend where the game text and the game rules were horribly out of sync, a trend mostly exemplified by White Wolf, which had endless pages of black-on-dark-grey prose discussing your gloom, angst, and personal horror, and then even more pages, oddly enough far more legibly laid out, which detailed a seemingly infinite list of cool, kick-ass abilities. "This is a storytelling game of personal discovery" said the marketing, and "Here's detailed and complete mechanics to RIP someone's HEAD off and then SPIT down his THROAT!" said the rules. Or, sort of, the opposite of Bunnies & Burrows, which sold you this and then gave you this.

And it took me like an hour to learn enough CSS to get that to work, so, please, click "Read more" to read more!

Last Updated ( Monday, 19 July 2010 18:59 )
 
Star Rovers, Finale PDF Print E-mail
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Written by Lizard   
Wednesday, 14 July 2010 12:39

Star Rovers, Encore

Well, here we are. Barring a response, or libel suit, from Mr. Stocken, this will most likely be my final Star Rovers article. (There's a temptation to begin producing new material for a game out of print for almost 30 years, surely the ultimate in both retro-gaming and quixotic gestures, but I will finish Earth Delta before embarking on any other large undertaking. I will, I will, I will. (Beta 1 is in heavy, active, "I was editing it last night and will be playtesting it tonight" development. Really. This is not going to be one of those projects where I post annual messages declaring I'll be getting back to work on it soon.))

Anyway, while the focus of the "Characters From A Thousand Games" section is supposed to be solely character creation, with other game systems looked at as needed, I'm going a bit beyond the scope with this look at the cosmology of Star Rovers, because a world in which more people know about hyperspace trenches and rainbow holes is a better world.

After the break, yadda yadda. There's also a picture. You like pictures, right?

 

Last Updated ( Wednesday, 14 July 2010 14:31 )
 
Earth Delta, Beta 1 PDF Print E-mail
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Written by Lizard   
Wednesday, 28 July 2010 20:28

Earth Delta, Beta 1

stormcrocSmall

Man, it took me a lot longer to write those words than I'd ever imagined it would.

Anyway, at long last, here's the Heroic Tier Beta for Earth Delta (there's still some higher level stuff in there, but it's 90% of so for levels 1-10). Earth Delta is Lizard's take on classic Gamma World style roleplaying, using the current Dungeons & Dragons Fourth Edition rules as a base.

By "Beta", I mean, "I believe the main mechanics have been tested enough that there's not going to be any radical, 'rip everything out and start over' changes. There will certainly be small adjustments to powers, to items, to mutations, to darn near everything, but they'll be on the level of errata, not system replacements. Because it's "Beta" and not "Release", there will be a good number of them.

The next major phase, which mostly means "After GenCon", is of course Paragon Tier, as well as updating all the monsters to the new MM3 standards.

Then Epic, of course.

In the process, I expect to add in lots and lots of Mo0r Stuph, especially technological items.

Also, look for (probably in the next Beta release), something which will make using guns a lot more attractive for classes which aren't Rangers. I can't say more because I don't have much more than a nascent idea.

You can click here to download Beta 1.

 
Rudyard And Ringworld PDF Print E-mail
Written by Lizard   
Monday, 14 June 2010 14:03

Rudyard And Ringworld

This is a continution of the RPG Blogger's Network blog carnival theme, on what non-RPG material inspires or informs your games. My previous entry on this topic is here. Today we (well, me... er... I) look at two other factors from my formative years which have contributed to my ideas of gameplay, world design, and general sense of... I don't know if there's a word. Something like 'aesthetic', something like 'scope', something like 'the feeling that those things give me'. Stupid English language with its stupid limited vocabulary of only a quarter million words or so.

Read on for more!

 
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