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Month: January 2017

OrcaCon 2017: Review

OrcaCon ProgramSusan and I went up to OrcaCon for the weekend. It’s a local gaming convention in its second year, with an emphasis on diversity and creating a safe space for gaming. It ran Friday through Sunday, 1/13 through 1/15, at the Holiday Inn Downtown in Everett, WA. Rumor is that it had around 1,000 attendees. I am no good at judging crowd sizes but that sounds about right to me.

Check out the cool program book there! (Oooh, visual aids.) Not only was there an awesome map, but the back six pages or so were a Mutants & Masterminds quick-start. This is the most useful con program book I’ve ever seen.

If you are too busy to read through the thousand words or so that follow, my quick recommendation: this con is definitely a must if you’re in the Seattle area, and it’s worth some travel if you like really well-run regional gaming conventions.

Quick AirPods Thoughts

The basics: I like my AirPods. They were easy to pair, the sound is decent, and they’re secure in my ears. The case is cool and will fit nicely in my backpack. I am not an audiophile, so if you are maybe you want something better, but they’re fine for me. I’m not going to be a huge fan of pulling my phone out of my pocket to change the volume, but I think I can live with that.

The really interesting thing is how unobtrusive they are. I could possibly have one of these sitting in my ear all day; it wouldn’t cut off outside sound and it wouldn’t be annoying. If Siri was really awesome, this would be the at-hand personal assistant as described in Oath of Fealty, which would be kind of cool. Siri is not that awesome yet, however, and she’s not tuned for voice communication. Like, I should be able to say “Where is Susan?” and Siri should tell me where she is instead of making me peer at my screen. (We have Find my Friends, it’s not creepy.)

Anyhow, lightweight: that’s the cool bit about this device. They’re a wearable that fades into the background. Or maybe they’re a signpost on the way to that wearable.

Reading RuneQuest: Chapter 3 (Mechanics and Melee)

I got busy during the fall. What can I say? RuneQuest originally came out almost forty years ago so the extra few months won’t have hurt much.

The Mechanics and Melee chapter starts out pretty normally. You have time, including the concept of turns and melee rounds. There’s a note about how a real day should equal one game week, which is a bit of old school detail I always liked. You also have three scales of movement: daily movement, scenario movement, and of course melee movement. Then, like all good systems, it goes into encumbrance. Here we get all narrative: encumbrance (which has an abbreviation, as do all important elements of old school RPGs), is measured in “things.” Way simpler than pounds and ounces. The motivation for this is explained up front: “Ideally, an ENC rule for a role-playing game should read, ‘Characters may not carry more than they should be reasonably be expected to carry under normal conditions.'” That’s the plaint of a man who was tired of too many rules. I think I liked this a great deal at the time.

The rest of the chapter covers melee — the total is about three and a half pages, which is pretty concise. It’s pretty straight-forward, in the way one might expect from the author of that quote on encumberance. Hit rolls are a d100, affected by the opponent’s Defense. You can try and parry, which introduces the possibility of either attacker or defender’s weapon taking some damage.

Initiative, here called strike rank, is deterministic and based on weapon and stats. Strike ranks are also subunits of time during a combat round, in case someone wants to draw a new weapon or something. This is also where we start talking about magic in combat: there are attack spells and ways of enchanting weapons mid-combat, which is cool. Evocative sentence regarding enchantment: “This is because a character will normally immediately carve the appropriate focuses on the weapons the minute he obtains it.” There are hit locations, and some funky bits where each location has hit points but the character as a whole also has hit points. This is pleasingly deadly.

Overall this is different enough from D&D to be interesting. Like Tunnels & Trolls, the basics are similar but the implementation details were refreshingly new. RuneQuest was also way crunchier than Tunnels & Trolls, in a way I still find I like.

It is perhaps a bit optimistic to have called this chapter “Mechanics and Melee,” since chapter 4 is called “Combat Skills.” Next time: fumbles! Impaling! Criticals! And a tiny bit of world building.