Commonality Between Engineering and Gaming: a Rant

I haven’t yet become a slave to blogging; but, I’m starting to feel the pull that cries compulsion. It’s been a week since my last post (excluding Valentine’s Day, which I’m claiming doesn’t count – not that I had particularly grandiose plans).

The last week witnessed a few half-assed attempts to work on the Regiment and another, good Thursday session of Apocalypse World. Results: a few more tweaks to the Regiment and an illustration of a tank, a few beers consumed MC’ing AW.

Rant Alert: you’ve been warned.

I don’t know what other occupations are like. I’ve always been an engineer, whether at heart or in practice. In engineering, we have Processes and Metrics. Processes are procedural things that you are supposed to do because they encourage a consistent approach to doing things. In theory, it’s a rational thing; in practice, it’s mostly bullshit. Invariably, someone (management) wants to know how well the Process works, so they make you collect Metrics. Metrics are measures of performance or effectiveness: usually things that are countable, like duckies and horsies; because, units like foot-pounds or dollars-you-pissed-away-collecting-metrics don’t resonate with people who have a mind for the consistent and the countable. Designing and implementing a Process or a Metric is a lot like GM’ing a campaign for a well-known, d20-based roleplaying game: there’s the rules lawyer, the power-gamer, the game hostage-taker, and the guy who either doesn’t show up or doesn’t have a clue what’s going on and always fucks up on his turn. The difference is, in this analogy, the GM typically works for one or more of the players, so the GM’s paycheck is tied to the continual suckfest of running that game on a monthly, weekly, or even daily basis. Running the campaign for 30+ years is called a career.

Today was actually a good day at work…

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Undying

After giving it some thought, I’m going with “Undying” for the title of my upcoming vampire game. Thanks John, for the title and the conceptual layout.

Thanks also to Shannon, Joe, and PII for your ideas.

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Title?

What do you call a game about vampires and how they resist/embrace their vampiric nature? I’m at a loss. If you have suggestions, please let me know.

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Apocalypse World – Vampire Hack

I’ve recently completed a first cut of rules and playbooks for an Apocalypse World hack and I’m starting the process of play testing it. The game embraces a wide cut of vampire mythology; but, it’s also derived from White Wolf’s Vampire. Call it homage.

What’s Different?

What I’m calling “the downward spiral,” the theme of a vampire struggling against two competing identities: vampire and human, is at the core of this game. The game’s mechanics seek to emphasize the downward spiral in play through a set of interrelated moves (moves are the interface between the system and the fiction – check out Apocalypse World) that manipulate the character’s stats. These stats, Humanity and Will, sum to zero so, as one is driven upward the other is driven downward. Humanity represents the character’s connection to people/being a person. Will represents the character’s connection to being a vampire. The moves that allow the character to interact with people use Humanity as the base stat and the moves that allow the character to do the crazy, cinematic, vampire stuff run off Will. So, the choices you make for your character in play, the actions that make your character more or less in tune with humanity, modify the stats that represent your character’s connection to humanity, which in turn affect the probability of successful outcome of moves related to being a person or being a vampire. That’s the idea.

I ran one play test before Christmas with a couple of friends of mine from out of town. We had a great time playing it and the guys gave me a bunch of great feedback. I’ve incorporated that feedback into what is now the alpha play test draft.

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It’s Alive!

Enigma Machinations, a blog dedicated to game design and game play by Paul Riddle, launched!

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