Thursday, May 20, 2010

Turd Pudding

In the proud tradition of "Shepherd's Pie" (or Sheppard's Pie, as the case may be)... I bring you "Turd Pudding"...

As promised, I have a quick teaser with some information on the game I've been working on, which I'm giving a new working title (since it's what I've been calling it anyway lately and since nobody really like the first working title - which was way too long).  But first, a few words about Geekcentricity and search engines.

If you run a blog or a website, there are a few tools available that can give you a picture, or more like a few snapshots, of what your web traffic is like.  I primarily use two of those tools: Google Analytics and Sitemeter.  Before you chastise me for even caring about who visits my site and/or how often, you should know that I realize how inaccurate these things are.  A percentage of my readers get their Geekcentricity fix from the RSS feed.  I use Feedburner to track that, but with all of these tools, I know I still don't get a realistic picture of my traffic.

Why do I bother?  Because it amuses me.  I basically track it for shits and giggles.  And yes.  I can giggle with the best of schoolgirls.

Where was I?  Oh, right.  Tracking worthless statistics with inaccurate tools.  Gotcha.  I'm a baseball fan, so I know all about worthless statistics.  When I go to a game, I don't just watch the game while consuming overpriced food and drink that will speed me to an early heart attack.  I do all that with a pencil and scorepad in hand.  Also, I was DMing when TSR introduced the Comeliness stat, so don't even chastise me about useless statistics.

Sometimes, though... Sometimes I find something interesting.  For example, when I first started Geekcentricity, I got a few visits from someone at LucasArts.  I was all geeked out.  Someone from LucasArts visited my new little blog!  It was like being visited by angels.  Then I started to wonder if I'd inadvertently screwed up and violated copyright or something.  Since my door is still intact, I have to assume that I didn't.  I just wish whoever it was would come back and check out the site now.

Another thing I find amusing is looking at what search engine terms people use to find Geekcentricity.  They used to just be boring and predictable.  I used to read Chuck Wendig's posts where he mentioned the bizarre shit people typed into Google to find his Terrible Minds blog and wonder how he got listed as a result for some of those searches, and lament over why I didn't get any hits from interesting searches.  I lament no more.  Instead of lamenting, I can share some of the wacky shit people have entered to find this place.

Fittingly, the two most common search terms people have been using to get here are geekcentricity and geekcentricity.com.  The 3rd most common result is still "i4e iPhone" which I have never used, reviewed or discussed here.  Below that is the ever popular "'mi llamo es' 'Bob Brent Spiner'" and my two strangest search terms "laxatives she shits herself" and "pissing video."  What the hell?!?  Unless I've been sleep posting (again), I've never written about these things.  You won't find either of those things here anywhere, I promise. Just don't look behind that door.

In case you missed my whole Geek Day post, I've been spending some time playing Alan Wake the last few days and I am really impressed.  The game is divided into episodes (which I mentioned as a preference in my post yesterday).  Each episode after the first begins with an intro of "In the Last Episode of Alan Wake" much like a television series.  I also have to say that the soundtrack is the best in any video game I've ever played (not exaggerating, I pay attention to music), with the music being arranged and positioned just like it would be in a tv series.  I also can't wait to play the travesty that is Deadly Premonition.  The more I read about this game, the more anticipation I build up for it.  Not to mention that I still need to finish Bioshock 2 and Splinter Cell: Conviction and haven't even started Red Dead Redemption yet.  Did I mention that Alpha Protocol releases in a few weeks?  More on that title closer to launch.

Finally, I haven't written much about my game over the past few days.  I had a busy weekend with the day job, but I've been working on it whenever I can.  I have two things I can share with you.

First, the working title.  I knew that my previous one was not the best, but for my own brain's sake, I needed to call it something.  I also  knew that I'd probably burn through a dozen or more working titles before I settle on one that's worth using.  With that in mind, I have a new working title.  For the time being, I'll be using:
The Dark Shift.

What do you think?  I am again soliciting your feedback for this working title.  Please, let me know.

I have also settled on the core attributes I will be using in character creation.

Since a portion of my backstory for the game is derived from Hopi prophecies about the coming of the "Fifth World" (too bad that title is already in use for an RPG by Jef Godesky), I will be dividing attributes into three categories: Body, Mind and Spirit.  The attributes in each category are as follows:

Body
Strength
Stamina
Agility

Mind
Intelligence
Reasoning
Perception

Spirit
Will
Stability
Charm

Each attribute will be ranked on an expanded 9-point Fudge scale (which uses adjectives to describe all traits) as follows:

  • (Legendary)
  • Excellent 
  • Great
  • Good
  • Fair
  • Mediocre
  • Poor
  • Terrible
  • Abysmal
Legendary is in parentheses because it is a level on par with the Strength of Hercules, the Reasoning of Stephen Hawking, or the Charm of Don Juan. 

I'll let you process the above and be back in a few days with more detailed explanations.  Comments are welcome.  Just keep in mind that I have more than this written and have not posted the full explanations of everything at this point, but if you're familiar with Fudge, you should be able to dig into it pretty quickly.

Also, I can see the need at some near future point, to move the more specific game information to a more private location.  With that in mind, I will be creating a site accessible to my playtest group and others who will be giving input into the process.  Stay tuned for details on that as well.

19 comments:

Darla on May 20, 2010 at 8:06 AM said...

I liked the previous title better. The Dark Shift seems really cliche and boring.

Also, you did not ask specifically for feedback for this, but I think the spirit attributes need better names (with the exception, perhaps, of Charm). I expect that you'll also describe them, but I think it is really important that they have good descriptive names anyway, even if people actually know what they mean (which I think is being quite charitable, expecting that every player actually knows what every stat means, and that they all agree). Otherwise people just won't use those stats for anything.

And, lastly... playtest group, singular? I assume at some future time you will have more than one playtest group? (Not that I am personally volunteering. Just saying, more than one group. Important. But you know that. So I am just being redundant.)

Anonymous said...

Well, your site is where I found the iPhone app for 2 Girls 1 Cup, as well as those great posts about bathing in women's socks.

If you're not posting about that anymore, you've lost a reader. ;)

Okay - anyway - about "The Dark Shift". Why did you decide on that? I have read about your game here, but I'm interested in your insight as to why that title came to mind.

Darren G. Miller on May 20, 2010 at 8:28 AM said...

@Magdalene - I think you're the only person who liked the original title. It was cool, just not memorable, too long to me. Like I said, I plan to burn through a dozen titles at least.

Oh, I definitely want feedback on everything. As far as the Attributes: I will post an explanation of each of them. I just wanted to get the list out there today and not get bogged down. Each of the "triplets" does have a function. I'll use the Spirit Attributes as an example since that is what you mentioned.

Will - How determined or strong-willed the character is. This refers to strength of Spirit.

Stability - The Shift and its horrors can be rough on an anchor's mind and emotional stability. This attribute refers to how well the character handles sudden shocks to the system and resists emotional/mental breakdown.

Charm - This attribute ranks how well a character interacts with those around him. It covers all social interaction.

Note: Those explanations are not the final text. They are what I'm working from right now.

And yes, eventually there will be more than one playtest group. When I said "group" I was referring to the set of all players and gamemasters who will be involved in playtesting.

You're not volunteering?

Darren G. Miller on May 20, 2010 at 8:36 AM said...

@Dane - Okay, I'll keep posting those, just for you.

"The Dark Shift"... Why? "The Shift" is the term I'm using for the change that characters/anchors undergo, the shift from the real world to that other world, where the curtains have been pulled back and all of the gritty ugliness that hides beneath has been revealed. I added "Dark" because the world becomes darker, more threatening, more foreboding. Hence, "The Dark Shift." I don't think it will be final, but I think it's closer than my last one. My readers (except as noted above) hated that one. I felt it was too long and obscure. I was thinking originally of just "The Shift" but it is a new Dr. Wayne Dyer book/philosophy and also sounds a little like a racing game. That said, I do like "Shift" in the title. I'm just not sure what I want to put with it. Suggestions/critiques welcome as always!

Thanks for reading!

TK on May 20, 2010 at 11:02 AM said...

I really like the word hollow in the title. Was thinking of several possible titles and every one that included the word hollow was better than the others. Really like the emotion it evokes and it will keep the title from being cliche.

The body attributes seem really intuitive and easily understood, but the mind attributes are a bit muddled in my head. The Spirit ones seem ok but when I then look at the mind ones I can't figure out the differences between them all. Perception seems the same as reasoning or charm, reasoning seems the same as intelligence. I'm assuming two are for mental capability (you can figure stuff out) and mental content (you know a lot of information). Is the other a sort of sixth sense or you just know something (or feel it in your gut)?

Unknown on May 20, 2010 at 12:11 PM said...

I like the new title better, but the old working title really does work well as a subtitle.

The stats make sense, but I do have a few questions:
#1. What about wits (thinking quickly)? That is a useful attribute. Is it needed, will a skill cover it, or is it part-and-parcel of one of the other mental attributes?
#2. What about physical beauty? Part of charm, a separate attribute, or a background attribute without game-mechanic impact (other than perhaps using merits or whatever version thereof you eventually decide upon?)
#3. What is your "base" stat? Will it differ for NPC's and PC's? For example, is a ranking of 3 assumed? 4? 5? In other words, what is baseline "normal", and will the players exceed that level initially?

I would also second Dane of War's question about the thought processes leading to "The Dark Shift".

Cameron

Darren G. Miller on May 20, 2010 at 12:54 PM said...

@TK - "Hollow" isn't bad. Just not sure how to make it fit and still be evocative of the game.

Okay, here are the Mind Attributes:

Intelligence - Pure knowledge. Your ability to learn and retain information.

Reasoning - Application and synthesis of information. Your ability to apply what you know and think through complex problems to a solution.

Perception - Your ability to pick things up quickly. Close to intuition. How quickly you notice things.

So, you are pretty close on that one.

Darren G. Miller on May 20, 2010 at 1:01 PM said...

@Cameron - Thanks!

1. I expect quick thinking to be covered by perception. I'll have to see how it goes once I hit the playtesting point, but I see the two going hand-in-hand.

2. Physical beauty is not something that there will be an attribute for. That is a pure character background thing. If your high Charm Rank is due to your stunning beauty, that should be noted in your character background/description. I may include a Gift regarding this, but am undecided thus far.

3. While core Fudge assumes a baseline of Fair, I plan on a baseline of Mediocre. There are points at character creation that will be used to raise Attributes. Also, Attributes are raised through XP. PC's & NPC's will have the same baseline since they are all average, normal people.

As for my "Dark Shift" thought process, please see my above answer to Dane. Unless I missed something, I believe I covered it. Unless you have specific questions related to that?

Anonymous said...

I'm still laughing over "turd pudding."

My 12-year-old self will be over here, thanks.

-- c.

Darren G. Miller on May 20, 2010 at 1:38 PM said...

@weaver - It seemed like a natural outgrowth of Shepherd's Pie mixed with "laxatives she shits herself" so I went with it. My 12-year-old self was laughing as I searched for a picture...

I figure it'll get me some more strange google hits. Thanks for reading! I hope you and your 12-year-old self come back.

Snapper on May 20, 2010 at 3:50 PM said...

I have to agree. The title sounds a bit generic. The Darkening. Shift to darkness. The darkening shift. Etc. Just throwing some ideas out there.

Darla on May 21, 2010 at 12:38 PM said...

Ok, so, seriously, does anyone know where this name for "Google Account" can be changed? My settings (as accessed from the gmail page) say Darla, not Magdalene.

Anyway... I think Will is problematic because it is used in every game that has ever existed (only a slight exaggeration, when you exclude games that don't have attributes!). That would be ok--except that different games use it to mean different things, so people come in with subtly different perceptions of what it means. And it doesn't matter how well you explain it (in the text) or how many wonderful examples you give, those perceptions will lead to misunderstandings, and misunderstandings lead to dissatisfied players.

On stability... why not just call it Sanity? That seems a lot clearer, to me.

I know. I know, this seems stupid, right? Trivial? But seriously, what is actually written on the character sheet matters, a lot. That's what everyone is looking at all the time. Even very cooperative, smart, willing-to-read-the-rules players are influenced a lot by what's actually in front of them all the time, every session.

And, I might volunteer--right now I don't even have a playgroup, really, though, and also I am secretly very hopeful that I will get to playtest another game in a few months (one of Vincent Baker's new games will allegedly need more playtesters soon).

Darren G. Miller on May 22, 2010 at 5:42 AM said...

@Snapper - True. Only a dozen more titles to go.

@Darla - Sorry. I knew who you were last comment, but had way too much fun calling you Magdalene. I have NO idea how to change it.

I definitely agree that what is on the character sheet it EXTREMELY important. Sometimes, it is the entry point to the entire game.

As far as Will, it is probably less common than Strength and Intelligence. But seriously, I want a stat to reflect the strength of a character's ability to stand firm on a principle or idea, to stand in the face of adversity, etc.

And on Stability v Sanity. Sanity, for one, brings Call of Cthulhu to mind in just that one word. The spiral into inevitable madness. I chose Stability to reflect both mental and emotional stability. How likely to not melt in the face of horror. The characteristic of not being flighty and flaky. Or with a low stability, of being prone to flake out or have mood swings.

That said, all of these things could change. I was plugging away at the rules last night until I fell asleep. I've already got a ton of notes in the margins, many of which say, "watch in play for..." (assorted variables) and the like. Still a ways away from playtesting, even in a limited first test. Once I get a rough set of rules complete, even if I don't have the written form polished, I will get the first test table together. My written descriptions are crap at this point. The character creation section is more of an outline than a usable chapter right now.

Darla on May 26, 2010 at 5:56 AM said...

You're right. Sanity's no good either. I knew it was important in some game, but couldn't remember which.

The reason I was more concerned about will and stability is that they are, to me, more vague and fluffy than intelligence or strength. I've just seen a lot more arguments about those kinds of attributes and skills. (Though, to be fair, that may have been a product of a specific group or two.)

Darren G. Miller on May 26, 2010 at 7:15 PM said...

@Darla - I like how White Wolf uses Strength, Dexterity and Stamina as physical attributes, then uses the mental and social equivalents of those three attributes as well for their 9 stats.

Darla on May 27, 2010 at 4:51 AM said...

I actually secretly like white wolf ok if we pretend the humanity/morality/whatever mechanics just don't exist.

One problem with that split in white wolf, though, is that the GM is encouraged so very much to reward roleplaying, and the only way he is given to reward it, is to let players get away with social things they might not based on their stats. This means, in practice some of those stats never really get used in most of the games I've played (except when they're used for magic or magic resistance, etc., or in PC vs. PC conflicts). Not that encouraging roleplaying like that is necessarily a bad thing... just saying, these two things together don't work as well as they might.

With one notable exception, in which I was called out on my character lying about liking the power puff girls.

Darren G. Miller on May 27, 2010 at 12:21 PM said...

@Darla - Sounds like you have played with some... interesting groups. I haven't seen that problem with White Wolf specifically, but I'm sure it could arise in any game, depending on who you're playing with. Hopefully someone with more storyteller experience than I will happen along and address your comment more thoroughly. My curiousity it piqued.

Darla on May 27, 2010 at 5:34 PM said...

That is SUCH a copout answer. (Sorry to be obnoxious. I have just come from an official work-related weekly team-building event called "Team Drinking". This actually exists. Did I MENTION I have moved to Germany?)

But, seriously, there are systems out there which actually help the GM be a good GM (by whatever measure is appropriate for the game). I think it is obvious there are games this particular problem wouldn't arise (I mean, trivially, games that don't have social stats? less trivially, games that have mechanics geared more to narrative structure?).

Also, you haven't addressed where you think I'm wrong... I mean, are GM's not encouraged to reward roleplaying? Do they have some other way to do that? (much less likely, in my opinion) does this not cause those stats to get used less, or, at least, to require conscious, concerted effort to use appropriately?

I mean, I'm serious [again, aside from the morality mechanic, because, eww, teen angst], I want to like the white wolf system. My own pet game I have wanted to run forever even uses it! But I think this is a problem that needs to be addressed... mostly, by the GM. Or, by someone modifying the system (which, clearly, I will be doing, because, eww, teen angst).

In case you are curious, my pet game is a fairy tale game. Inspired by Zorcerer of Zo, but that game's system is total crap. Lot's of good stuff about telling fairy tale stories though!

Darren G. Miller on June 1, 2010 at 8:47 AM said...

@Darla - I've been playing White Wolf games for only a little over a year. In my games, players are given XP for good role-playing. Every session. I'm not sure what you mean by "the only way he is given to reward it, is to let players get away with social things they might not based on their stats." In my experience, I have never seen that. Of course, I have only played in 1 WW session that I wasn't storytelling, so like I said, I was hoping someone with more experience with the system would come by and respond. A few readers/commenters here do have more experience with the game. I also don't play Vampire because of that angst factor. I was running a Hunter game, which is much less angsty. I also set the tone for my games, though as I've said in a previous post, one of the reasons for developing a game is that pre-existing games come with their own set of baggage that is hard to defeat, no matter what house rules or tone you work with.

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