Je m’excuse que j’attendais jusqu’a ce point d’écrire un poste en Français pour vous.    Mon Français est loin de parfait, mais je suis entrain de le pratiquer et j’espère qu’il serait au point que je pourrais traduire mes jeux de table dans cette langue. Un de mes priorités c’est de le produire mes jeux sans frais supplémentaires; je trouve comme frustrant comment chère les livres traduit sont d’acheter.

A tout les Montréalais qui ont été dirigées ici par la Grande Roludothon, bienvenus!   La plupart de mes commentaires ici sont en Anglais, mais je serais content de discutez en commentaires dans ce que vous vouliez la langue officielle de votre choix.  En addition, chaque page de mon site web présente l’option de le traduire par le service de Google.  C’est loin de parfait, mais il me semble comme une option que pourrais être meilleur que des toutes lires en Anglais.

Merci pour me rejoindre et si tu la aucun question, je t’invite de le partager ici.

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The Friday evening and Saturday at Cangames 2011 in Ottawa passed rather successfully. As soon as I post this I will dash off to “run” a game of The Extraordinary Adventures of Baron Munchausen followed by John Wick’s Wilderness of Mirrors. I just thought I would give a quick report on the first running of the Spark RPG yesterday.

It worked. The game held together and encouraged exactly the kinds of conflicts that I wanted to support. We had our cold and callous corporate scientist have a epiphany and change one of the pillars of her personality into “All people deserve respect”. The practical village headsman was inspired by the Shinto android and they were able to overcome great challenges.

There were problems, certainly. I had to alter how the dice were evaluated since botches were a mite too extreme in the old approach. Much of the rules presentation could be improved and I might need to rework some of the Resolutions (mechanical outcomes of rolls). Still, it was fun, fast and lively with excellent players who really seemed to get into it.

Speaking of which, if any of you fine players have found this post, welcome! I neglected to record your names so if you would like to be credited in the book and/or receive some other goodies, please email me!

Now back into the fray.

Links:

http://cangames.ca/

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I will be running a convention game of the Spark RPG at two local regional conventions.  The first of these is Cangames on the May long weekend in Ottawa,  where I will run my session on the Saturday morning (9-1).  The second convention will be the Grand Roludothon in Montreal on the 11th and 12th of June.

I would absolutely love people to attend these sessions, if they are available.  I will provide any participant with electronic access to my game as it is developed and add them to the credits if they are interested.  The adventure takes place in a “Kurosawa does Firefly” type of setting where the players try to discover what happened to a village and seek the headswoman Suki for reasons of love and honour.

 

Working on the design has led to a few delays in producing part 2 of that mechanics article, so please bear with me.  I will post that as soon as I can.

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Spark Icon

I am half producing this post simply to spur myself on to my design work.   This may only be interesting to a few diehards, but I figure that it is better to post something then nothing.  If anyone in the crowd has questions, comments or death threats, please feel free to leave them in the comments.

I have finished off a series of 3-4 story structured playtests which have been remarkably useful on my end.   Feedback from the three players (M., C. and J.) has led to me trashing the Glory mechanics where I had given thousands of words of examples with no consistency and unique mechanical effects.    I mentioned this a while back, but I thought that it should be emphasized seeing as it has been one of the most significant changes.  While I am not at the stage of a real externally playable draft, I am getting closer.

One of the other modifications that I am making is based on Vincent Baker’s innovative work “Apocalypse World“.   He decided to explicitly name all types of action as discretely named and very specific Moves.  In that game. players and GM’s alike are restricted to certain listed moves.    While I won’t be moving to that extreme with Spark, I am targeting a set of ~14 different “Resolutions”.  Most of the Resolutions performed can be done through mundane means, such as causing Damage or digging a hole.   Some of the Resolutions can be limited to the use of supernatural or superhuman Powers, such as the ability to Resurrect a character or to Transform into a wolf.    I am planning on tossing all of these into the old Powers Chapter, which will now deal with everything _after_ the dice have been rolled and counted.   My working title for this is the “Resolution” Chapter which may mess up some of my art as commissioned.    Oh well, I knew going into this that early art commissions were foolish.

This is what the new outline of the free / players content looks like;

Chapter 1: Character which focuses on exactly the process and traits used in Character Creation.

Chapter 2: Task which focuses on the task resolution system that involves rolling the dice.

Chapter 3: Resolution which focusses on the interaction of the dice roll and the world.

Chapter 4: Story which provides tools for enhancing the narrative, using character-focused tools such as Fate, GM techniques and storytelling principles.

Now, back to the revision process!

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Spark RPG Cover

Spark RPG Cover

Sorry for the slow update cycle of late; over the holidays I have been out and about which has slowed my development somewhat. That said I will have another fruitful playtest next Tuesday which should test some new design innovations. If things work out as well as I hope, I will finally have a solid base mechanical system to encourage the kinds of gameplay I am seeking.  I shall speak more if the playtest does go well.

The real reason for this post is to link to the cover art for Spark! Gabriel has done an excellent job in my opinion and I hope you agree.

I will hold off on doing the lettering and, well, the rest of the graphic design until I am dramatically further along in the design work.

Yeah, it’s premature to commission art but it also gave me a chance to solidify a standard artist contract template. Not to mention that Gabriel is remarkably good value for money. Check him out people!

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Two recent events in the world of the Spark RPG. Firstly, I have commissioned an excellent piece of art from Gabriel Verdon which I will be using for the Cover of the book. Lovely little piece and I thank him for his efforts. I will hold off from posting the image thus far, chiefly because I have yet to add the text. Keep tuned for more!

I am now fairly certain that I will be excising the old Glory mechanics. It used to be a very wishy-washy catch-all which would cover any weird drawback or special capability, but it grated on my design sensibilities. Instead, I am adapting the existing trait names and have fashioned a standard mechanic. It’s a variation of explicit aspect compels mechanics which were explained by Rob Donoghue found right here. Players declare situations where they are particularly capable or feeble. They will get very significant bonuses when they try those actions. Things are finally coming together, I believe. Certainly eager to see if it works out in playtesting.

So have any of you been inspired by Rob Donaghue’s insights?

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I am pleased to report that my design work has been progressing apace. I thought you fine folks might want an update.

1) I am officially out of the running for Game Chef 2010, but I have learned a great deal from the thoughtful reviews and the feedback I have acquired. My plan is to revise the game rather heavily and transition A Sojourn in Alexandria into a more versatile GM-less game with more structured resolution mechanics. This is going on the backburner. but eventually a more refined product will be released into the wild.

2) I am now undertaking some more serious alpha playtesting of the Spark RPG with my local crew. I will run a 5-session long game in a post apocalyptic Ottawa. At present we have a techno-wizard, a telekinetic thief and a military-ops samurai. I am experimenting with some novel mechanics for encouraging previews of future sessions with Fate (XP) and I have great hopes that this will add something solid to the gameplay.

Now, there are some fairly significant elements of the existing system that I am not currently terribly comfortable with. I am trying to determine how I might modify the system to streamline and prevent some of the need for delicate counterbalancing. My current design has “Glories” which are for all intents and purposes, mechanically complex merits and flaws. I think that I might be able to streamline and cut out some of the fiddly bits. I will keep you posted!

Do any of you gentle-beings in the aether have any questions for me? Now’s the time to ask!

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I have had a bit of progress with Spark of late and I thought I would explain where I am at in a bit more detail.   My master plan is to produce a single printed book which will be 8 chapters in length.  The first four chapters would contain everything you need to play or run a game, from character creation to funky powers to the intricacies of narrative arcs.   These four chapters would be freely available in PDF form on my site as soon as they are completed.

Chapter 1: Character Creation

Chapter 2: Mechanics

Chapter 3: Powers

Chapter 4: Fate

The last four chapters would contain some of the useful tools for running a game.  This would only be found in the dead-tree versions, or in the PDF version which I will have up for sale.  This is the full toolbox to help a GM tinker under the hood, build their own settings and would present three new settings to play in.

Chapter 5: Setting Design

Chapter 6: Hacks

Chapter 7: Stock

Chapter 8: Three Unique Settings

Since I have stated this publicly, I suspect that some of the above information will be forced to change.  Still, at this point, that is how the book is organized.

I have written first drafts of the first four chapters already.  I have done substantial revisions to Chapters 1 and 2 thus far, based on my early playtest feedback.  Chapter 3 revision is proceeding apace and I have a decent plan of attack for Chapter 4 when I reach that point.  I hope to have this (chapters 1-4) out to external playtesters in a few months and with luck I will be able to complete all of my editing by end of 2010.   I have a lovely line editor who will be helping me polish and clean up the countless residual errors when I am ready.  If all things go as planned, I should have chapters 1-4 complete in time for GenCon and on sale in a printed AshCan format.

So that is the current status of the Spark RPG.  I haven’t leaked that much content thus far, chiefly because at this early stage in development things are likely to change.  I just hacked off a significant sub-system the other day for example.    Still, I will try to give a few more trinkets as the editing progresses.

Anyone have any thoughts, comments, questions or concerns on my so-called master plan?

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As previously mentioned, the excellent composer James Durham has been working on a score for my podcast. I just wanted to report that the draft I just heard is astounding. It is my hope that within the next month or so, I will be able to at minimum provide a clip of the piece for you to feast upon.

In other news, I am nearing the end of my first run of playtesting of the game system. A great many things emerged from the process; a mechanic which makes conflict most dynamic, how to handle shipboard combat and a host of other tweaks. I have finished this revision pass for chapter one (character creation) and the first half of chapter two (mechanics). Once this particular editing is done, I will be sending it off to a few external playtesters to see how it runs in the wild. I will keep you posted.

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So, the attribute system for Spark is linked to Dice. The larger the die, the better the attribute, in a system somewhat similar to that found in Savage Worlds.   A D4 attribute is crippled, while a D12 is human maximum.

This is a clear example of a D12 Body attribute, representing the peak of human physical capabilities.  I am impressed and I hope you enjoy it as much as I did.

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