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	<title>Genesis of Legend Publishing</title>
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	<link>http://www.genesisoflegend.com</link>
	<description>Telling new stories around the digital fire</description>
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		<title>Dungeon World Alignment Moves</title>
		<link>http://www.genesisoflegend.com/2012/04/dungeon-world-alignment-moves/</link>
		<comments>http://www.genesisoflegend.com/2012/04/dungeon-world-alignment-moves/#comments</comments>
		<pubDate>Wed, 25 Apr 2012 13:13:55 +0000</pubDate>
		<dc:creator>Jagash</dc:creator>
				<category><![CDATA[Alternative Games]]></category>
		<category><![CDATA[Free Stuff]]></category>
		<category><![CDATA[Home]]></category>

		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=439</guid>
		<description><![CDATA[I am a fan of Dungeon World as a member of the Adventurer&#8217;s Guild.  When I heard about the idea of &#8220;Alignment Moves&#8221;,  I was fascinated. D&#38;D was the perfect game for alignments to have mechanical effects and moves seem ideal for this.  Since I couldn&#8217;t find any of these in the text of v <a href='http://www.genesisoflegend.com/2012/04/dungeon-world-alignment-moves/' class='excerpt-more'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>I am a fan of Dungeon World as a member of the Adventurer&#8217;s Guild.  When I heard about the idea of &#8220;Alignment Moves&#8221;,  I was fascinated. D&amp;D was the perfect game for alignments to have mechanical effects and moves seem ideal for this.  Since I couldn&#8217;t find any of these in the text of v 2.2 of the Beta, I wanted to post them here as a hack.  Dungeon World is by Sage Kobold productions and the following text is public domain.</p>
<p>&nbsp;</p>
<h3>Alignment Moves</h3>
<p>When you are faced with a complex ethical or moral problem that impacts bystanders or society on a whole, Roll+ Wis. When acting on the solution provided, take +1 Forward.  Each alignment has it&#8217;s own move with different lists of items to choose from. On a 10+ choose two from your list. On a 7-9, choose one.</p>
<p><strong>Lawful Good </strong></p>
<ul>
<li>You uphold the greater good</li>
<li>You uphold the law</li>
<li>You mark XP</li>
</ul>
<p><strong>Neutral Good</strong></p>
<ul>
<li>You uphold the greater good</li>
<li>You uphold the status quo</li>
<li>You mark XP</li>
</ul>
<p><strong>Chaotic Good</strong></p>
<ul>
<li>You uphold the greater good</li>
<li>You uphold freedom</li>
<li>You mark XP</li>
</ul>
<p><strong>Lawful Neutral </strong></p>
<ul>
<li>You uphold the balance of power.</li>
<li>You uphold the law</li>
<li>You mark XP</li>
</ul>
<p><strong>True Neutral </strong></p>
<ul>
<li>You uphold the balance of power.</li>
<li>You are confident in your alignment.</li>
<li>You mark XP</li>
</ul>
<p><strong>Chaotic Neutral</strong></p>
<ul>
<li>You uphold the balance of power.</li>
<li>You uphold freedom</li>
<li>You mark XP</li>
</ul>
<p><strong>Lawful Evil</strong></p>
<ul>
<li>You increase your personal power</li>
<li>You uphold the law</li>
<li>You mark XP</li>
</ul>
<p><strong>Neutral Evil </strong></p>
<ul>
<li>You increase your personal power</li>
<li>You uphold the status quo</li>
<li>You mark XP</li>
</ul>
<p><strong>Chaotic Evil</strong></p>
<ul>
<li>You increase your personal power</li>
<li>You cause anarchy</li>
<li>You mark XP</li>
</ul>
<p>&nbsp;</p>
<p>&nbsp;</p>
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		<title>Lantern&#8217;s Legacy</title>
		<link>http://www.genesisoflegend.com/2012/04/lanterns-legacy/</link>
		<comments>http://www.genesisoflegend.com/2012/04/lanterns-legacy/#comments</comments>
		<pubDate>Sun, 15 Apr 2012 02:09:08 +0000</pubDate>
		<dc:creator>Jagash</dc:creator>
				<category><![CDATA[Downloads]]></category>
		<category><![CDATA[Free Stuff]]></category>
		<category><![CDATA[Mini-Design]]></category>

		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=421</guid>
		<description><![CDATA[ It has been a great pleasure to participate in GameChef 2012, where I completed a game titled &#8220;Lantern&#8217;s Legacy&#8221;  Here is the intro blurb. Our world is ending, as it has countless times before. Our mortal worshipers are passing into the void as this apocalypse claims their lives. We hope to maintain our divine mandates <a href='http://www.genesisoflegend.com/2012/04/lanterns-legacy/' class='excerpt-more'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p lang="en-CA"> It has been a great pleasure to participate in GameChef 2012, where I completed a game titled &#8220;Lantern&#8217;s Legacy&#8221;  Here is the intro blurb.</p>
<blockquote><p><em>Our world is ending, as it has countless times before. Our mortal worshipers are passing into the void as this apocalypse claims their lives. We hope to maintain our divine mandates with the ancient Lantern Rites handed down since the dawn of time. We can speak with the few mortals who remain and petition them to take our cause. Their final moments will give us the light we need to find a new world in the void. In exchange, we will remember them and provide them a legacy in our new home. </em></p>
<p><em>Which of us will each Lantern choose? How will they spend their last moments? What legacies shall we pass along into our new world? Those are divine mysteries we hope to explore.</em></p></blockquote>
<p>I have enjoyed the process of designing this game and I think it&#8217;s a great deal more playable than my 2010 entry. My take away from this process was that I need to seriously consider purchasing a copy of Adobe InDesign. Scribus was not doing the job and the errors were slowing me down significantly.</p>
<p>Here is the game for your enjoyment; I would love to hear any questions you might have.</p>
<p><a href="http://www.genesisoflegend.com/wordpress/wp-content/uploads/2012/04/Lanterns-Legacy.pdf">Lantern&#8217;s Legacy</a></p>
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		<title>Easter Status Report</title>
		<link>http://www.genesisoflegend.com/2012/04/easter-status-report/</link>
		<comments>http://www.genesisoflegend.com/2012/04/easter-status-report/#comments</comments>
		<pubDate>Sun, 08 Apr 2012 16:48:01 +0000</pubDate>
		<dc:creator>Jagash</dc:creator>
				<category><![CDATA[Home]]></category>
		<category><![CDATA[Spark]]></category>
		<category><![CDATA[The Process of Design]]></category>
		<category><![CDATA[Mini-Design]]></category>

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		<description><![CDATA[My current plan is to provide 6 chapters of content for the open beta this summer. In order to pull it off, I need to get those chapters drafted and revised by the end of the month. I am happy to report that I have already drafted two chapters this weekend (Introduction and Setting Creation). <a href='http://www.genesisoflegend.com/2012/04/easter-status-report/' class='excerpt-more'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>My current plan is to provide 6 chapters of content for the open beta this summer. In order to pull it off, I need to get those chapters drafted and revised by the end of the month. I am happy to report that I have already drafted two chapters this weekend (<em>Introduction</em> and<em> Setting Creation</em>). I am currently working through the <em>Character Creation</em> chapter and it is going well. I think I should make my targets at this rate, which is a heck of a relief.</p>
<p>The other thing that is taking up my attention is Game Chef 2012 &#8211; Last Chance. This week-long game design competition is great fun and an excellent testbed for new games. I have an outline of my submission ready and it seems remarkably solid, all things considered.</p>
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		<title>The Blood Oath Empire: Dreamation 2012 Playtest</title>
		<link>http://www.genesisoflegend.com/2012/03/blood-oath-empire/</link>
		<comments>http://www.genesisoflegend.com/2012/03/blood-oath-empire/#comments</comments>
		<pubDate>Mon, 26 Mar 2012 03:42:11 +0000</pubDate>
		<dc:creator>Jagash</dc:creator>
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		<category><![CDATA[Playtest]]></category>

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		<description><![CDATA[Dreamation 2012 started with a bang and I snagged four players for a Thursday night playtest session. For ease of reference, let’s just call them players A, B, C and D. We achieved my goal for the session; to test the Setting Creation and Character Creation systems/procedures. Fortunately, we also got a chance to play <a href='http://www.genesisoflegend.com/2012/03/blood-oath-empire/' class='excerpt-more'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Dreamation 2012 started with a bang and I snagged four players for a Thursday night playtest session. For ease of reference, let’s just call them players A, B, C and D. We achieved my goal for the session; to test the Setting Creation and Character Creation systems/procedures. Fortunately, we also got a chance to play the normal game for the second half of the session and a fun story emerged. Here is an explanation of our process and the lessons I learned from this test.</p>
<h2> Setting Creation</h2>
<p>The first step of creating a setting was determining our Lines, Veils and Thresholds. I will warn you this gets a little dark. <strong>Lines</strong> are strict limits; topics absolutely forbidden during gameplay. By contrast, indirect references to subjects under <strong>Veils</strong> are acceptable. <strong>Thresholds</strong> are topics that you personally find sensitive, but you would be interested in seeing respectfully explored during game play.   We came up with rather dark lines and veils, and had thresholds of “Inbreeding” and “Ethnic Cleansing”.</p>
<p>Now we needed to determine what kind of setting we were making. I went around the table asking everyone to provide their favourite book, movie, tv show, video game or song. Once we got this together, I asked them to each state what specific aspect of their chosen media they most enjoy.   This is the list of inspirations we created from the process.</p>
<ul>
<li>Army of Darkness – Comedy Horror</li>
<li>Mass Effect 2 – Mortality</li>
<li>Hardboiled – Heroic Bloodshed</li>
<li>Revolutionary Girl Utena – Dream-like Symbols.</li>
</ul>
<p>We added a few more inspirational ingredients to add to that list:  Drug abuse, Duels and Mechs</p>
<p>Using the various inspirations as guidelines, we started to brainstorm potential setting Beliefs. After producing this list, we selected three of them (bolded) to represent our new world.</p>
<ul>
<li>Change requires bloodshed</li>
<li><strong>The ends don’t justify the means</strong></li>
<li>Drugs are the only way to make it.</li>
<li><strong>Everyone dies for a Reason</strong></li>
<li>Laughter makes us human</li>
<li>Honour lost is blood lost.</li>
<li><strong>The price of Honour is blood.</strong></li>
</ul>
<h3>Faction Creation</h3>
<p>Once we had the core themes of the setting established, we started on developing the various major factions and their relationships with each other.  We went around the table twice, with each person picking either a faction’s Name or their Mandate. The Mandates represent the organization’s core purpose and must be related to one of the setting’s Beliefs. Our final list was as follows.</p>
<ul>
<li><strong>The House of Crimson Shackle</strong>s: To tell bereaved families the reason for their loss.</li>
<li><strong>The Mechbuilder’s Guild:</strong> To ensure the weapons of war stay in Noble hands.</li>
<li><strong>The Crows of Heaven</strong>: To punish lies.</li>
<li><strong>Diviners of the Black Gate:</strong>  To eat dishonour from the dead. (Established as exclusively female)</li>
<li><strong>The Children of the City:</strong> To tally the honour of the ruling houses.</li>
</ul>
<p>Once we had the factions established, each player chose one relationship between different factions.  The House of Crimson Shackles and the Crows of Heaven became rivals for control of the truth. The leaders of the Mechbuilder’s Guild and the Children of the City are brothers. The House of Crimson Shackles apparently owns the Diviners of the Black Gate, who are plotting against them.   Lastly, the Mechbuilder’s Guild are apparently unwitting pawns of the Crows of Heaven.   It’s a great deal leas confusing with a relationship map in front of you.</p>
<h2> Character Creation</h2>
<p>This went by quickly enough, with four key characters established.</p>
<p>A’s character was a noble from the House of Crimson Shackles with these key beliefs: “The Children are our future.”  | ” I will control the future.”  | “Change requires bloodshed”.</p>
<p>B’s character was a torturer from the House of Crimson Shackles with these key beliefs:  “I don’t ask questions.”  | ”A man isn’t measured by his actions.” | ”A torturer is an artist”.</p>
<p>C’s character was a drugged out mech pilot with these beliefs: “The drugs pilot the mech” | My will is Reason enough” | “I follow a false purpose”.</p>
<p>D’s character was a jaded duelist with these beliefs: “Duels and honour are meaningless” | “Laughter is the Coward’s Way” | “Violence must be democratized”.</p>
<p>We took a break, two hours after starting the session, then dove into game play.</p>
<p>&nbsp;</p>
<h2>Gameplay Summary</h2>
<p>We started game play with the prelude. I provided the group with a focus for play “Darshim, a Child of the City with a secret to reveal”. Each of them had a chance to narrate a short introductory scene where they showed off their characters and determined why they needed to reach the focus of play.  This went fairly quickly and we established some interesting facts about the world at that point.</p>
<p>We then got into normal gameplay where a duel had commenced in the royal dueling arena. We established that there were two kinds of duels in this world: The Duel of Wits and the Duel of Blades. We had various characters try to interrupt the sacred tradition of the Duel of Wits and they learned that the House of Crimson Shackles was plotting against the Emperor. Add some imperial adultery from A’s character’s wife, and you get a very tense and exciting scene.  It was short, but we ran the system through its paces and discovered a few spots deserving of attention.</p>
<p>&nbsp;</p>
<h2>Lessons from the Playtest</h2>
<ul>
<li>The first thing we noted was that by starting things off with Lines, Veils and Thresholds, the game became very adult and very dark, very quickly. Everyone at the table was comfortable with this, but it was a concern.</li>
<li>I need to give a list of potential lines and veils to kickstart the discussions.</li>
<li>It was hard for people to come up with Thresholds; likely due to the conflating of “Handle with care” and “request for others to handle”.</li>
<li>I need to create a separate setting-creation worksheet where the Lines, Veils, Thresholds, Inspirations and brainstormed setting Beliefs could be recorded.</li>
<li>We needed a stronger setting agreement before play. I resolved that in the future, we would create a title and tag-line for the settings during the process to help tie it together.</li>
<li>I failed to deal with the step of character creation where the players would provide their setting concepts to the group. As a result, the characters were only loosely related.</li>
<li>I need to more clearly define talents and conditions with more examples.</li>
<li>We were having a hard time remembering to narrate after pickling Resolutions.</li>
</ul>
<p>My kind playtesters said they really enjoyed the process of using existing media and transforming them into tangible beliefs representing a new setting.  I have to admit, it was enjoyable on my part as well, so I will be keeping this in with a few minor modifications.</p>
<p>The Blood Oath Empire was fun to create and explore. I wish to thank all four of my kind playtesters for their hard work in crafting a world and PC’s in a span of a mere two hours.</p>
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		<title>Dreamation 2012 In Review</title>
		<link>http://www.genesisoflegend.com/2012/03/dreamation-2012-in-review/</link>
		<comments>http://www.genesisoflegend.com/2012/03/dreamation-2012-in-review/#comments</comments>
		<pubDate>Sun, 04 Mar 2012 23:47:19 +0000</pubDate>
		<dc:creator>Jagash</dc:creator>
				<category><![CDATA[Spark]]></category>
		<category><![CDATA[The Process of Design]]></category>

		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=402</guid>
		<description><![CDATA[Dreamation 2012 in Morristown NJ was an astounding convention for a host of reasons.  I drove down from Ottawa with break in Syracuse to meet an old friend of mine in the flesh for the first time. It was a remarkably pleasant time to drive down through upstate New York, but I was most grateful <a href='http://www.genesisoflegend.com/2012/03/dreamation-2012-in-review/' class='excerpt-more'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Dreamation 2012 in Morristown NJ was an astounding convention for a host of reasons.  I drove down from Ottawa with break in Syracuse to meet an old friend of mine in the flesh for the first time. It was a remarkably pleasant time to drive down through upstate New York, but I was most grateful for the opportunity to stop and rest in the hotel. The lack of affordable internet did not help matters, but at least there was a wi-fi enabled greasy spoon a few blocks away.</p>
<p><strong>Thursday evening: </strong>The first event, where I ran my playtest of the Spark RPG under the title “The Spark of Creation”, where we cooperatively made a setting and a group of characters from scratch, followed by 2-hours of gameplay.  This playtest will get its own dedicated post.</p>
<p><strong>Friday morning:</strong> I had my second playtest, titled “Seeking Suki”, using a premade setting and pregen characters. Three noble playtesters participated in this session and we tried out using the faction/organizational subsystem. I will give the blow by blow in its own post later on.</p>
<p><strong>Friday afternoon</strong>, my playtest session imploded with insufficient players, so I jumped into a playtest of Project Ninja Panda Taco, which was a ton of wacky fun. We had a few slip-ups in terms of the procedures and the emotional reaction to the game was not perfect, but it was a barrel of laughs.</p>
<p><strong>Friday Evening:</strong> My astounding girlfriend threw me a surprise birthday party and invited the other game designers at the con to attend. It was a real joy to meet people in the designer community and It was probably one of the best birthdays I have had in recent memory.</p>
<p><strong>Friday Midnight:</strong> Microscope was excellent, starting with the touching personal story of a father who feared to abandon his sick daughter&#8217;s bedside until the dust storms left him no option. New artificial lifeforms, the Tunan, were discovered in the underworld. The Tunan were special in that they recycled of the same 1001 souls lifetime after lifetime. It was a short session, maybe 2.5 hours long, but it was a blast and worked better them I expected.</p>
<p><strong>Saturday Morning:</strong> This was the second cancellation of my Spark RPG playtest, but It gave me an excuse to jump in on a session of Shooting the Moon with Emily Care Boss. It was the most emotionally powerful game I have ever played in my life. It is rare to have a game session with enough depth that I feel that I grow as a person. Thanks to all of you who participated in this experience.</p>
<p><strong>Saturday Afternoon:</strong> I played in a playtest of Brennan Taylor&#8217;s new game &#8220;The Art of Power&#8221; where I tried to portray a commoner in a noble&#8217;s world. It was lots of fun with some novel mechanics and a lovely theme. Check it out if you can.</p>
<p><strong>Saturday Evening</strong> This was the penultimate playtest session of Spark, once again following the “Spark of Creation” formula with a total of five players. Three of the players had been present in the Friday Morning game, one had heard good things about it and the fifth person there was Rob Donoghue. This was certainly the most fruitful of the game sessions, partially because I made several significant illustrative errors in running the game. Rob’s frank and accurate criticism really helped me understand some of the more subtle flaws in the game as written. This will get its own post later on down the line.</p>
<p><strong>Sunday Morning</strong> I say in as an observer in a game of &#8220;Becoming&#8221;; currently a rich and fairly balanced betting game with minimal storytelling elements. Brian got a number of comments from this test and I can foresee a rock solid RPG (or board game) emerging from this. I am eager to pick it up when it is available for purchase.<br />
<strong>Sunday Afternoon</strong> I ran a 7 player session of Dungeon World, Curse of the Bloodstone Idol. I hacked it to include an ambush of caniblalistic halflings and a prince of the Quasi-demi-paraplane of snow. In hindsight, running that game was probably foolish, but the sensation of running that was incredible. Without more guidance from an initiative principle, it was a bracing and intense experience. I can’t wait to run another session of Dungeon World.</p>
<p>I had a lovely time and I certainly look forward to attending more Double Exposure events in the future. I look forward to meeting each of you in person once more.</p>
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		<title>Dreamation 2012</title>
		<link>http://www.genesisoflegend.com/2012/02/dreamation-2012/</link>
		<comments>http://www.genesisoflegend.com/2012/02/dreamation-2012/#comments</comments>
		<pubDate>Wed, 22 Feb 2012 05:09:25 +0000</pubDate>
		<dc:creator>Jagash</dc:creator>
				<category><![CDATA[Spark]]></category>

		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=399</guid>
		<description><![CDATA[Just a quick update to say that I will be at Dreamation 2012, running a crazy number of playtests of Spark. By crazy, I mean 5 games which could potentially include 28 different players over the course of the weekend.  I have managed to organize things as well as I can and with luck, I <a href='http://www.genesisoflegend.com/2012/02/dreamation-2012/' class='excerpt-more'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Just a quick update to say that I will be at Dreamation 2012, running a crazy number of playtests of Spark. By crazy, I mean 5 games which could potentially include 28 different players over the course of the weekend.  I have managed to organize things as well as I can and with luck, I should get some priceless feedback out of this. I hope to see many of you there!</p>
<p>While I&#8217;m here, I might as well say something that I will later regret. As of this moment, it appears that I am targetting a late-summer open beta-test of the Spark RPG. While the text is not yet complete, the actual rules behind it are relatively solid. This target may not be reached, but it&#8217;s worth a try.</p>
<p>Thanks for reading and I hope to see you soon!</p>
<p>&nbsp;</p>
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		<title>Introduction to Independent RPG&#8217;s &#8211; A GenCon Seminar</title>
		<link>http://www.genesisoflegend.com/2012/01/sem1230671/</link>
		<comments>http://www.genesisoflegend.com/2012/01/sem1230671/#comments</comments>
		<pubDate>Mon, 30 Jan 2012 19:41:42 +0000</pubDate>
		<dc:creator>Jagash</dc:creator>
				<category><![CDATA[Home]]></category>
		<category><![CDATA[Seminars]]></category>

		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=393</guid>
		<description><![CDATA[I will be on a panel at Gencon on Thursday morning, providing an introduction to independent RPG&#8217;s.  I hope to see you there. &#160; Introduction to Independent RPG&#8217;s A panel of independent game designers are here to help! Hear about the major schools of rpg design. Learn some GM techniques from indie designers. Discover new <a href='http://www.genesisoflegend.com/2012/01/sem1230671/' class='excerpt-more'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>I will be on a panel at Gencon on Thursday morning, providing an introduction to independent RPG&#8217;s.  I hope to see you there.</p>
<p>&nbsp;</p>
<blockquote><p>Introduction to Independent RPG&#8217;s</p>
<p>A panel of independent game designers are here to help! Hear about the major schools of rpg design. Learn some GM techniques from indie designers. Discover new games that match your interests!</p>
<p>This seminar is here to help you learn about the philosophical underpinnings of traditional games, Story Games and the Old School Renaissance. Our goal is to provide context about different types of games so that people can explore a variety of different games.</p>
<p>We will share some handy techniques and tricks, either invented or discovered by independent designers, that you can use in your games. Indie games tend to be a hotbed of innovation and we want to help you take advantage.</p>
<p>We will be happy to play matchmaker, finding just the game that would meet your particular interests. What sorts of things do you want to see in play? We can help you expand that to include things you didn&#8217;t even think of, and then try to hook you up with games that do that.</p>
<p>Let&#8217;s explore Indie Games.</p></blockquote>
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		<title>Software Choices</title>
		<link>http://www.genesisoflegend.com/2012/01/software-choices/</link>
		<comments>http://www.genesisoflegend.com/2012/01/software-choices/#comments</comments>
		<pubDate>Sun, 15 Jan 2012 22:16:30 +0000</pubDate>
		<dc:creator>Jagash</dc:creator>
				<category><![CDATA[Home]]></category>
		<category><![CDATA[The Process of Design]]></category>
		<category><![CDATA[Art]]></category>
		<category><![CDATA[Design Process]]></category>

		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=387</guid>
		<description><![CDATA[Good software is nearly essential for producing a good roleplaying game book.  Over the years I have made a series of choices between different software packages and I thought I might explain my reasoning. Perhaps this may be useful to some of you. Brainstorming:  I am currently undecided between using the technical solution (Freemind) or <a href='http://www.genesisoflegend.com/2012/01/software-choices/' class='excerpt-more'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Good software is nearly essential for producing a good roleplaying game book.  Over the years I have made a series of choices between different software packages and I thought I might explain my reasoning. Perhaps this may be useful to some of you.</p>
<p><strong>Brainstorming</strong>:  I am currently undecided between using the technical solution (<a title="Freemind" href="http://freemind.sourceforge.net/wiki/index.php/Main_Page" target="_blank">Freemind</a>) or simply resorting to pen and paper for this function. I haven&#8217;t quite internalized a separate &#8220;brainstorming&#8221; step in my game designs, so I tend to use this in an ad-hoc fashion.</p>
<p><strong>Writing the Draft</strong>: I started using the very nice open-source program <a title="Celtx" href="http://celtx.com/" target="_blank">Celtx </a>which is a remarkably versatile media pre-production program. That one is particularly good for screenplays and movies, but I managed to get it working for my game writing. Easy to learn and freely available, it was a good choice.</p>
<p>That was when I found that <em>Literature and Latte</em> had released <a title="Scrivner" href="http://www.literatureandlatte.com/scrivener.php" target="_blank">Scrivner </a>for windows.  I picked up the program and fell absolutely in love. It&#8217;s a logical system for organizing and shuffling content without the fiddly bits involved in word processing software. Excellent as an organizational tool alone, it also supports the writing of content.  It comes with a a two-hour long tutorial and costs about $40 USD, but well worth the price. It&#8217;s telling that this is one of the few pieces of commercial software I currently use.</p>
<p><strong>Editing</strong>: My go-to word processor is the open-source program <a title="Libreoffice" href="http://www.libreoffice.org/" target="_blank">Libreoffice </a>at the moment. While I have access to MS Word and WordPerfect, I like to support the free program. Despite a few aesthetic disagreements, I have found the program to be robust and it fulfills my needs at the moment.  Some of the technical decisions, such as the use of frames, work quite well.  As a supporter of the open-source movement, I appreciate the use of open standards.</p>
<p>That said, I do fall back to MS Word on occasion.  Turns out that word 2007 has some extremely handy automated tools to point out passive phrasing and a host of similar stylistic problems. It&#8217;s also the default file format for writing, so sometimes it must be used.</p>
<p><strong>Art: </strong>The open-source domain has continued to treat me well when it comes to art. I use the excellent and intuitive program <a title="Inkscape" href="http://inkscape.org/" target="_blank">Inkscape </a>for all of my vector art.  I have replaced the proprietary Adobe Photoshop with the excellent and free program<a title="The GIMP" href="http://www.gimp.org/" target="_blank"> The GIMP</a>.  Both of these are of professional quality and free</p>
<p>That said, I fully realize that some closed-source software can be worthwhile.  One program in particular, <a title="Corel Painter" href="http://en.wikipedia.org/wiki/Corel_Painter" target="_blank">Corel Painter</a>, has earned my praises.  I know that it would take me months of continuous practice to learn how to use the program effectively, but the incredible versitility has impressed me.</p>
<p><strong>Layout and Publication:</strong>  I have the hardest time in choosing the best programs for layout and pdf production.  Picking an excellent closed-source PDF Editor was easy (<a title="PDF-XChange" href="http://www.tracker-software.com/" target="_blank">PDF-XChange </a>by <em>Tracker Software</em>). The challenge was in picking the ideal layout program for my purposes. I am torn between sticking with the open-source Scribus or invest in the proprietary Adobe InDesign.</p>
<p><a title="Adobe InDesign" href="http://en.wikipedia.org/wiki/Adobe_InDesign" target="_blank">Adobe InDesign</a> is aboslutely the industry standard and is objectively the best program of it&#8217;s type on the market.  Everyone uses the program, printers expect it and tutorials abound.  It&#8217;s also a closed-source program with a price-tag of $699 USD.  That is certainly not a casual purchase, especially for a new publisher.</p>
<p>The open source competition is <a title="Scribus" href="http://www.scribus.net/canvas/Scribus" target="_blank">Scribus</a>, a program with its own challenges.  The consensus within the Forge and Story Games appears to be, avoid the program. There is a significant learning curve and the help files/tutorials are quite poor. Adding to that, several professional graphic designers have mentioned some key deficiencies in the program. I put in days of effort learning the bloody program and the effort paid off; I am now able to do my own rudimentary layout. I used Scribus for &#8220;<a title="A Sojourn in Alexandria" href="http://www.genesisoflegend.com/PDF/A%20Sojourn%20in%20Alexandria.pdf" target="_blank">A Sojourn In Alexandria</a>&#8221; in Gamechef 2010 and it worked well enough.</p>
<p>&nbsp;</p>
<p>I hope that someone finds this information worthwhile.  I would love some discussion on the layout programs in the comments, if you kind reader(s) would like to help. Thank you.</p>
<p>&nbsp;</p>
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		<title>Creative Constraints</title>
		<link>http://www.genesisoflegend.com/2011/12/creative-constraints/</link>
		<comments>http://www.genesisoflegend.com/2011/12/creative-constraints/#comments</comments>
		<pubDate>Sat, 24 Dec 2011 00:05:18 +0000</pubDate>
		<dc:creator>Jagash</dc:creator>
				<category><![CDATA[The Process of Design]]></category>
		<category><![CDATA[Design Process]]></category>
		<category><![CDATA[English]]></category>

		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=382</guid>
		<description><![CDATA[Storytelling demands creativity.  It’s challenging to design a game system that consistently encourages inspiration.  Fortunately, some great minds have found approaches to solve this problem.  Let’s focus on the first of these approaches today; Creative Constraints. Some games are limited in scope and these constraints can help.  In Vincent Baker’s game “Poisn’d”, players portray rapacious <a href='http://www.genesisoflegend.com/2011/12/creative-constraints/' class='excerpt-more'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Storytelling demands creativity.  It’s challenging to design a game system that consistently encourages inspiration.  Fortunately, some great minds have found approaches to solve this problem.  Let’s focus on the first of these approaches today; <strong>Creative Constraints</strong>.</p>
<p>Some games are limited in scope and these constraints can help.  In Vincent Baker’s game “<a title="Poisn'd" href="http://theunstore.com/index.php/unstore/game/3" target="_blank">Poisn’d</a>”, players portray rapacious and violent pirates.  The rules tell you what general kinds of things a pirate will do and encourage you do to follow those conventions.  <a title="Dogs in the Vineyard" href="http://rpggeek.com/rpg/596/dogs-in-the-vineyard" target="_blank">“Dogs in the Vineyard”</a> has the players portraying naïve and faithful youth in a western setting with more power then experience.  Since much of the story is defined, these games let you focus your attention on creating interesting Situations and conflicts.</p>
<p>The limited scope can often show you where the interesting conflicts may be hiding. “<a title="How we Came to Live Here" href="http://galileogames.com/how-we-came-to-live-here/" target="_blank">How we Came to Live Here”</a> presents a setting with very strict gender roles.  How many of you fine folks reading this considered playing characters which violated that cultural norm?  By telling players what is forbidden, they start to consider how that would impact a character.</p>
<p>Some of these constraints can force us to play outside of our comfort zones. The gender roles in How we Came to Live Here attracts our attention because it clashes with our cultural assumptions.  Other games such as “<a title="Grey Ranks" href="http://rpggeek.com/rpg/657/grey-ranks" target="_blank">Grey Ranks</a>” or “<a title="Steal Away Jordan" href="http://rpggeek.com/rpg/768/steal-away-jordan-stories-from-americas-peculiar-i" target="_blank">Steal Away Jordan</a>” do the same thing, forcing us to consider new perspectives and triggering creativity.</p>
<p>I recommend you check out “<a title="Narrative Fenceposts" href="http://games.transneptune.net/2011/05/07/narrative-space/" target="_blank">Narrative Fenceposts</a>”  by the fine folks at Transneptune Games for some related discussions.</p>
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		<title>Who are you designing for?</title>
		<link>http://www.genesisoflegend.com/2011/12/who-are-you-designing-for/</link>
		<comments>http://www.genesisoflegend.com/2011/12/who-are-you-designing-for/#comments</comments>
		<pubDate>Sat, 10 Dec 2011 05:54:38 +0000</pubDate>
		<dc:creator>Jagash</dc:creator>
				<category><![CDATA[The Process of Design]]></category>
		<category><![CDATA[English]]></category>

		<guid isPermaLink="false">http://www.genesisoflegend.com/?p=376</guid>
		<description><![CDATA[Universal Principles of Design, published by Rockport, has taught me dozens of excellent techniques.  One technique is referred to as &#8220;Personas&#8221;, where you try to create diverse profiles of potential users so that you can consider each of their needs &#38; preferences.  I suspect that using a technique like that might help improve our presentation <a href='http://www.genesisoflegend.com/2011/12/who-are-you-designing-for/' class='excerpt-more'>[...]</a>]]></description>
			<content:encoded><![CDATA[<p>Universal Principles of Design, published by Rockport, has taught me dozens of excellent techniques.  One technique is referred to as &#8220;Personas&#8221;, where you try to create diverse profiles of potential users so that you can consider each of their needs &amp; preferences.  I suspect that using a technique like that might help improve our presentation of games to a wider variety of audiences. As roleplaying game designers, I feel we have a big advantage when it comes to creating fictional users and anticipating their needs.</p>
<p>Here is my list of different Personas which you can feel free to use for your own designs.  These are in no particular order and any resemblance to individuals living or dead is purely accidental.</p>
<p>1) <strong>Richard: </strong> Richard is a middle-aged Caucasian male with a classical education and a long history with the gaming hobby.  He cut his teeth on basic D&amp;D and still considers 2nd edition to be a bad decision.  His experience focuses on the older games such as Rolemaster, Tunnels and Trolls, Runequest, Gurps and Champions.  He has a broad experience with telling good and realistic stories as a fair and benevolent dungeon master.</p>
<p>2) <strong>Zak</strong>: Zak is a well-off Caucasian teenager from the suburbs from a dual-income home. He just started playing Pathfinder over the summer and is having a blast killing monsters and taking their loot. He picked up D&amp;D 4e and it looked interesting, but he considers himself is strictly as a player. His Tuesday and Friday nights are spent drafting magic cards at the local gaming store and he considers himself quite the expert in that game.</p>
<p>3) <strong>Gloria</strong>: Gloria is an Caucasian woman, just turning 18 and considering college.  She embraced drama class enthusiastically and has tried her hand at improvisational theatre. Unfortunately for Gloria, a genetic condition has set in of late and her eyesight has deteriorated over the last few years.  She has never been exposed to an RPG.</p>
<p>4) <strong>Suzanne</strong>: Suzanne is a first-nations youth in an isolated community.  She has had some difficulty in schooling due to the poverty gripping her people.  She has been trying hard to improve her reading and writing skills and has gotten into reading fantasy novels of late. She has never played a roleplaying game, though she listens to every story that her elders are willing to tell.</p>
<p>5) <strong>Mohammad</strong> : Mohammad is a devout Muslim gentleman of Arabic decent, currently living in the middle east.  He is passionate about designing new roleplaying games, particularly those originating from the Forge.  He thinks that his current game will have an impact on his society on a whole and help people explore themselves and their faiths during these turbulent times.</p>
<p>6) <strong>Lily</strong>: Lily is a mature Chinese woman with a master’s degree in psychology. On her off hours, she plays in a game of Lamentations of the Flame Princess with a few other women from the university she works at. She has embraced the Old School Renaissance movement, enjoying pitting her mind against the pitiless fantasy world. Years ago she had played a number of Vampire: the Masquerade LARP’s as well and she appreciated the experience, but was weirded out by the extent people were playing in character.</p>
<p>&nbsp;</p>
<p>I hope that some of these persona are of use when examining your own designs and your potential audiences.</p>
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