The Night Shift

olepeder:

Imagonems Onkel Reisende Mac har vært på laiv i Danmark for å se hvordan de gjør det der. Men er han skapt for denne surrealistiske rollespillkunsten?

Originally posted on Snarglebarf:

Before We Wake: a short-larp about dreams. Copenhagen Thursday 6th of August to Saturday 8th 2015.

Dreams have been an almost lifelong source of fascination for me. I remember writing down and illustrating a dream in answer to a school assignment when I was 11. Something about a blue giant, maybe Zeus, resting against one of the neighbor’s houses where I used to live. I like the quirky, personal symbols dreams generate, and the strange stories they tell. Or those we tell about them after the fact. I’m also fond of weird fiction and surreal elements in stories and games. So I was excited to take part in Before We Wake, an experimental larp designed with the aim of exploring the players’ own dreams.

The event took place at Copenhagen Music Theatre, which has a large black box space. Thursday was dedicated to workshopping, then the roughly…

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Moon Design tar over Chaosium

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Moon Design Publications, firmaet bak Hero Quest har tatt over Chaosium heter det i en pressemelding som rollespillhistorikeren Shannon Appelcine skal ha motatt på e-post og postet på RPGNet.

GREG STAFFORD ANNOUNCES NEW OWNERSHIP GROUP FOR CHAOSIUM AT GEN CON
2015 Diana Jones Award Winners Moon Design Publications welcomed as new management team

30 July 2015

GEN CON, Indianapolis – Greg Stafford, founder of the iconic game company Chaosium, used the «Future of Chaosium» seminar at Gen Con today to announce that Moon Design Publications has become part of the Chaosium ownership group.

The Michigan-based Moon Design acquired the rights to Stafford’s legendary game setting Glorantha and the game systems RuneQuest and HeroQuest in 2013. It is the publisher of the critically acclaimed Guide to Glorantha, multiple nominee in this year’s ENnie Awards, and winner of the 2015 Diana Jones Award for Excellence in Gaming.

Going forward, with Moon Design now part of the Chaosium ownership, Chaosium becomes the licensed publisher for RuneQuest, HeroQuest and other products related to Gloranthan universe, and will continue to publish the famous Call of Cthulhu line.

«I’m really excited to see Glorantha and RuneQuest return to their proper home in Chaosium,» said Greg Stafford, «The band is now back together, and we’re ready to rock on».

The four principals of Moon Design are the new management team of Chaosium. The new officers of the company are Rick Meints, President and Secretary; Jeff Richard, Vice President and Creative Director; Michael O’Brien, Vice President – Product Development & Community Outreach; and Neil Robinson, Chief Financial Officer.

«Our first priority is leveraging the experience from Moon Design’s previous successful Kickstarters to fulfill everything the backers are waiting on for Call of Cthulhu 7th edition, said Rick Meints, new Chaosium President.

Greg Stafford, who founded Chaosium in 1975 and was its original creative force, becomes Chairman of the company’s board of directors. Sandy Petersen, whose own involvement with Chaosium began in 1980, continues as a director of the company board, along with Meints, Richard, O’Brien and Robinson.

Chaosium will also continue to work in partnership with Sandy Petersen’s Petersen Games, with upcoming releases including the Cthulhu Wars «Onslaught» expansion, and God’s War, an epic boardgame set in Glorantha.

«I for one welcome our new Lunar overlords», said Sandy Petersen at the announcement.

For further information please contact:

Gen Con 2015 Chaosium Booth 501

Running Convention Games

Photo: Jorge Leal (Flickr/Creative Commons).

Photo: Jorge Leal (Flickr/Creative Commons).

US game designer and activist John Stavropoulos has game mastered hundreds of games at conventions over the years. In this text, he boils his experience down into 5 basic points. Originally published on G+, shared here with the author’s kind permission. For more about John’s projects, please see the end of the article. 

When I think about the games I enjoyed vs. times where I’ve had less fun, it often comes down to a few super basic obvious things that most people say «of course» and then in practice is gets muddy…

1. Set expectations
2. Time management
3. Spotlight management
4. Character vs. Player consent
5. Direct: Focus, Edit, Ask, Review, Teach as you go, Delegate

What does the above mean?

1. Set expectations

Don’t assume. Be explicit but brief. Maybe the players didn’t read the event description or they did but didn’t understand it. Why are we here? What do you want us to do? What do you want us not to do?

Is this a cooperative game? Competitive? Are we aiming for a certain tone or theme? Should we stick together? Should we split up? Should we stay serious? Make jokes? Attack each other? Wait till the last 30 minutes before PvP? Always work as a team?

It doesn’t matter. Just say what it is you want. Or be clear you are flexible and then let the group decide. Give enough info so people can opt out if they aren’t interested or buy in so you can all get on the same page and maximize the fun factor!

2. Time management

We have 4 hours to play which is actually probably 3 considering late starts and breaks. Then it is helpful to note how much time is left. When are we half way done? When do we have 30 minutes left? 5?

John is not, as far as Imagonem's editors are aware, a Revolutionary Icon from the 60's. However, he *is* an accomplished convention GM and organizer, and has graciously agreed to share some of his insights with our readers.

John is not, as far as Imagonem’s editors are aware, a Revolutionary Icon from the 60’s. However, he *is* an accomplished convention GM and organizer, and has graciously agreed to share some of his insights with our readers.

I know many great GMs like to limit new information after the halfway point to keep the game manageable. After that we reuse what we can, twist it, redefine it, combine it, destroy it, explore it but limit the amount of information.

Then once we hit that 30 minutes left point, start wrapping things up. Close loose ends. Resolve conflicts. Answer questions. Fulfill promises.

Then once we have 5 minutes left wrap up, epilogue, clean the table, and be respectful that players need to go to the next thing and new people may be playing at this same table next.

3. Spotlight management

One of the biggest convention game problems I see (depends on the game, there are exceptions). We make characters and the world for an hour. We play individual solo scenes for another hour. It can end up where players spent about 15 minutes talking and 100+ minutes being really quiet before the game feels like it really started and then you run out of time before you get any pay off for all the stuff you built up.

And if that is the point of the game… that is great! See «Set Expectations». Tell us so people can make an informed decision about opting in or out.

Maybe instead of solo scenes do scenes that start with 2 people at a time with a 3rd person coming in towards the end of the scene. Mix it up. If someone has been quiet a while, maybe they want to be quiet, maybe they are bored and anxious they haven’t done anything, not everyone wants equal participation but give everyone an equal opportunity to participate.

And make sure that spotlight is meaningful. Waiting 20 minutes to say or do anything and then stating 6 words, rolling, failing, having the GM describe how you fail, and then waiting another 20 minutes for maybe doing something engaging can kill many people’s interest real fast (or real slow so they can savor the agony). Stick with someone long enough so it feels meaningful. Context matters. Maybe that is 1 roll, maybe that is 3 rolls, maybe that is no rolls. They waited a long time, lets get some payoff!

4. Character vs. Player consent

This is a tricky topic that I should expand elsewhere. My opinion is the people playing a game are more important than the game itself. It should not matter if I win or fail at something, it is all still roleplaying. In an RPG ideally I could fail every single roll and still have a great time. Part of this is spotlight above. Part of this is that I am ok with the results of a roll. That even of it is the worst thing for my character, that I as the player am on board with it.

Part of this is simply the 3Cs. Communicate, Consent, Confirm.

Communicate the stakes of the situation, «if you fail X may happen, if you succeed Y may happen».  Get consent from those involved, «is this cool with you either way or would you like something else?» And then confirm, «to review, this is what we are doing, cool?»

It doesn’t have to be that formal. Or maybe it can be. Either way it is easier and faster than it sound above and with practice it solves many problems before they happen.

5. Direct: Focus, Edit, Ask, Review, Teach as you go, Delegate

As the facilitator (GM or GM-less), don’t be afraid to act like a director. Keep the above points in mind. Set expectations. Manage the game. Focus people when focus is useful. Get out of the way when people need time to process or slowness or uncertainty is a benefit to the game. Don’t let people talk over each other or interrupt people who haven’t had a fair chance to talk. Edit scenes by making suggestions. What if this scene happened here? What if we play the next few scenes as a montage? Lets cut the scene here or ask, «any last lines?» Ask for input, «what do we want more if in the next 2 hours? less of?» Review what we know, where we are headed, make sure the flow of information is manageable, understandable, and not full of misinformed assumptions. Don’t overwhelm people, teach rules as you go. And finally delegate!

While «directing» sounds like the GM’s job is to be a «dancing monkey» and «provide the fun» this doesn’t have to be the case. Delegate.

Have players frame scenes, play NPCs, suggest conflicts, answer questions directed at you, teach the rules. You would be amazed how much you can delegate. Hell, I’ve sometimes delegated entire games, then handed the players my phone number to text me if there were problems, got a coffee, came back, and asked, «how am I doing so far?»

Disclaimer:

It always depends. Context matters. There are many exceptions. And ultimately the needs of a specific game override some of the above. Just like the needs of specific people override the needs of specific games (in my personal opinion influenced by my own social context, cultural lens, privileges, experiences).

And while this may be 101 level material, sometimes we assume we have a solid foundation but lack the basics that help us have a great time. Take a step back and ask, «am I really doing all these things and where can I improve and practice.»

______________________________________________________________

About the author: 
John Stavropoulos. 

Brief gaming bio:
– organized 26 conventions in NYC;
– co-run Gen Con’s Games On Demand;
– designed convention game scenarios including MvsM, The Yearbook, CyberNoia, Demons at the Door, Monsterhearts LARP, Monekydome, and the5;
– playtested 100s of games;
– run numerous gaming industry panels;
– designed games for the History Channel played by 100,000s of people;
– co-created games in Ethiopia for the Nike Foundation to help hundreds of adolescent girls learn teamwork, financial literacy, and to speak out against gender based violence.
John has written: 
– How to Run Convention Games, http://tinyurl.com/run-con-games;
– How to Run Safer, Accessible, and Inclusive Conventions, http://tinyurl.com/run-safer-cons;
– How to Write Game Instructions, http://tinyurl.com/write-game-rules.
Find out more here: http://jstav.com

Stjernene er i posisjon. De Eldste har vendt tilbake.

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De som har fulgt Chaosium de siste årene vet at selskapet har problemer. De har hatt suksess med Kickstarterne sine men har hatt problemer med å levere alt som har blitt lovet. Horror on the Orient Express hadde en god del tilleggsmateriale som aldri ble levert. Papirversjonen av 7. utgaven av Call of Cthulhu har latt vente på seg fordi pengene til Kickstarteren dekket ikke fult ut trykkerikostnadene.

Går vi litt lenger tilbake i tid så hadde Chaosium allerede problemer på begynnelsen av 2000-tallet med kollapset til deres distributør Wizard’s Attic (vel dokumentert i Shannon Appelcines rollespillhistoriske bok Designers & Dragons). Chaosium har hatt hodet i vannskorpa lenge men dette ser kanskje ut til å snu?

Tidligere i dag postet Greg Stafford på rpg.net sitt forum at han tok over som daglig leder hos last nedChaosium. Samtidig annonserte han også at Sandy Petersen er tilbake på laget.

Greg Stafford er en av grunnleggerne til Chaosium og står bak Gloranthaverdenen som ble brukt som spillverden i rollespillet RuneQuest.

Sandy Petersen lagde Call of Cthulhu sammen med Lynn Willis så her kan vi snakke om at Chaosium har gått tilbake til røttene.

Pressemeldingen i sin helhet:

«Weimages have pressed the reset button…

In 1975 Chaosium started out as a quirky boutique game company. We were all about creativity, artistry and craftsmanship. With every game we provided you with new realms of imagination and entertainment. Over the last few years we forgot that, and lost our way.

The Great Old Ones have Returned…
Greg Stafford, founder of Chaosium and creative force during its heyday, is now President. Sandy Petersen, world renowned game designer who brought Cthulhu into the light three decades ago, has rejoined the team as well.

Greg says: «Chaosium is part of my legacy. My intent is to restore it to its rightful place in the world of gaming. Something we can all take pride in, and something that fans will look forward to.Where ‘what’s next?’ is answered with ‘I can’t wait’.»

The Stars are Right…
Sandy says: «I am excited to return to active participation in the Call of Cthulhu line, and I’m eagerly looking forward to working directly with Greg again. We are Chaosium’s original team from the 1980s. My first focus is going to be the Call of Cthulhu 7th edition Kickstarter campaign.»

Our main plan is simple (but will be a lot of work):

Quickly sift and sort through the current company problems
Immediately ship the remaining Horror on the Orient Express backer rewards
Focus on the Call of Cthulhu 7th edition Kickstarter backer rewards
Return to regularly making awesome new games.

We offer new hope, and ask only for your patience.»

Please visit Chaosium.com for regular news and updates. Contact us with questions, kudos, curses, or kindness. We are listening, and we will respond.

Greg Stafford, President and CEO of Chaosium Inc.
I’m puttin’ the band back together.»

Welcome to Nørway

olepeder:

Ole Peder har trålet gjennom 8 års utgytelser på Nørwegian Style-bloggen, og sammenstilt noen anbefalinger om hvor i all verden man skal starte.

Originally posted on Nørwegian Style:

Photo: Snarglebarf Photo: Snarglebarf

On this site, you’ve found an eclectic sample of Norwegian role-playing games, game poems and blog post in English since 2007.

Over the years, a lot of posts have accumulated. It can be a bit confusing: where to begin?

Here are some suggestions.

Reader favorites

These are some of the most popular games on the site, simply based on all-time clicks recorded:

Archipelago III, and predecessors
A popular GM-less game of collaborative story-telling, utilizing some innovative mechanics. Layout and everything!

Zombie Porn
Zombie Porn is a GM-less role-playing game that asks the question: “How far are you willing to go to survive in the undead entertainment industry?”

Until We Sink
An instant classic in the tiny Norwegian indie developer’s community. A surreal murder-mystery, GM-less, cards directing play and giving some instructions.

Blog posts

Photo: Snarglebarf Photo: Snarglebarf

Role-playing poems
A brief text introducing the concept of role-playing poems, 15 minute games anyone can…

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