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John Lammers on EpicTable and Story Games

I’ve been following the development of EpicTable almost since the beginning. As it nears completion, I thought it would be a good idea to “interview” John again, and get a feeling about how it will support the creator-owned and small press games I love.

What exactly is a Virtual Tabletop, and why do I need one?

A virtual tabletop is an application specifically designed for tabletop games. It’s not a game itself, but an environment that allows you to play games. For a lot of people, this is a means to play tabletop games online, though many virtual tabletops are useful for face-to-face play as well.

Why do you need one? There are plenty of general-purpose tools out there–Skype, IM, for example–and some of them have gaming add-ons like dice rollers, but the advantage of a virtual tabletop is that it’s not general-purpose. It’s specifically tailored to gaming. So, the dice roller’s not a bolted-on feature, but is integrated into a cohesive whole that may include mapping, character sheets, combat trackers, etc. It’s like the difference between managing your finances in a general-purpose number cruncher like Excel vs. a dedicated app like Quicken. You can manage your finances in Excel, but it’s more cumbersome, less capable, less cohesive.

There are already a handful of good VTs out there, what does EpicTable offer that the others don’t?

Each VT has its own strengths, and I’d really encourage people to check them out and see what matches their needs and style best. A lot depends on how well the things you value match up with the things the VT designer values. With EpicTable, I’ve chosen to concentrate on ease of use and end-user extensibility. I believe very strongly that you shouldn’t have to be poking around in the file system, dropping files in specific directories, or writing XML and scripts. Yet I strongly believe you should be able to define your own resources–textures, map objects, light sources, character sheets, even adapt the game you want to play for use with EpicTable–all through EpicTable’s graphical interface. As a consequence, there are features that EpicTable might not offer out of the gate–for instance, the character sheet designer is still under development, and I’ll release version 1.0 without it–but this is because I really believe that every EpicTable feature should be usable by a “normal”, non-techie gamer.

EpicTable is the first VT that is designed to support so-called “indie” or “story games.” How is playing an indie game in EpicTable different that using other VTs, such as MapTool or Fantasy Grounds?

There are features that are specifically aimed at games in the indie/story community–for instance:

* the ability to move dice around in support of Dogs in the Vineyard

* index cards for characters and relationships in Fiasco, for facts about the story in Universalis, etc.

* game board support for games like Grey Ranks

* support for dice pools of different colors for games like Don’t Rest Your Head

* game pieces fanmail tokens for Primetime Adventures, coins and stones that you can use for Fate points, for DRYH’s Hope and Despair, for Universalis currency, etc.

* the ability to build up wide variety of interesting dice mechanics

* rich chat functionality that allows you to easily shift between multiple personas, convey mood, etc.

* non-traditional treatment of roles is something I’m exploring as well, though I’m not certain how it’s going to appear in version 1.0. For instance, I want to separate the notions of host and GM and support GM-less games.

Some VTs have some of these features, but I think it’s actually less about a feature checklist and more about EpicTable and its designer being aligned with indie/story goals:

* This community tends to play lots of different games, so you need lots of flexibility, lots of little pieces you can put to your own purposes.

* You can’t always wait for someone else to adapt your game to the VT. In fact, a lot of the games are too low-volume to expect a commercial adaptation of it to appear, so it’s important that you can adapt it for use with a VT yourself.

* You might only play a given game for a couple sessions, so you sure don’t want to spend days or weeks building support for it.

You’re nearing the alpha testing stage. What can alpha testers expect? What do you expect from them?

The goal of the alpha is to get some feedback from people actually using EpicTable for gaming. There will be some features missing, so it’s more like a playtest than a normal gaming session. There will be a series of alpha releases, leading towards a beta. The distinction between the two is that during the alpha, features will still be trickling in, while during the beta EpicTable will be feature complete and I’ll just be polishing some rough edges and reacting to feedback.

In terms of my expectations, I’d really like people to provide feedback, and I’m hoping they don’t get too hung up on missing features. I’m a little concerned that I’m going to see a blog that says, “EpicTable doesn’t have feature X!” because the blogger doesn’t realize that it’s not feature complete. I think the feedback will make it worth that risk.

How can one become a tester?

Just check in on the EpicTable site periodically. I’ll post plenty of info about the alpha as it nears and once it starts. There’s an RSS feed and email notifications you can subscribe to as well.

What do you plan to add to EpicTable 2 that won’t be in the initial release?

At this point, it looks like the character sheet designer will come after 1.0. However, I plan to have a 1.x release that essentially “makes good” on the forecasted feature set. For EpicTable 2, there’s a lot to choose from. I suspect you’re going to see more depth in the character sheet designer and game adaptation, more facilities for designing/adding your own resources, and possibly a more sophisticated combat tracker. A lot will depend on feedback from the community though.

Check out EpicTable at www.epictable.com.

Aegalys

1.  Violca is in the cemetery, scoping out some mourners near a rich person’s funeral.  She looks over into the section dedicated to lost souls and sees some folks digging.  She decides to go and check it out.

2.  She comes to the grave (underneath the statue of the angel with the bat wings) around the end of the day and finds four men digging up a grave.  They are attempting to rob it.  One of them is Bob the Hammer, the local gangster enforcer.  Along with him is another man that looks a bit like Ed Gein and two other thugs from the scummy side of town.  Violca decides to scare them off by dressing up as a ghoul (or rather undressing) and running up to them.  She manages to scare off the two underthugs, but Bob and Ed Gein fellow stay.  Bob pulls out a pistol, proclaiming “Hey, it’s just a friggin’ ghoul.”  Violca stops and puts a knife in Bob’s hand, effectively making him shoot in the wrong direction.  Bob leaves.  Ed Gein guy wanders away and sits down on a tombstone, because Violca, still disguised as a ghoul, is lurking around the grave.  Violca leaves the grave and goes around behind EG guy and finds him reading out of some kind of book.  She puts a knife to his throat and asks him to drop the book.  EG asks her if she was the guardian, but realizes that she is not.  EG stands up and faces off with her, and she puts a knife through his throat as he tries to smack her with the book.  Violca robs the body of the man and takes his boots, some money, a peculiar ring, and the book.  The book has pictures of rituals inside it. While attempting to dig up the grave the rest of the way, a ghostly figure threatens to throw her out of the grave if she does not desist.

3.  She is interested in the book and its contents and wonders what these people are doing.  She heard the name Tarjin the Mystic mentioned.  She goes back to see if she can rob the fresh grave, but finds Frederick the Groundskeeper trying to figure out why the door of the crypt isn’t closing right.  Violca has rigged it.  Violca and Fred have a relationship in that Fred thinks that Violca is cute and if she’s willing to spend her time in the cemetery then maybe she’s willing to give him some attention.  So, hanging out with him, she comes to find out a great deal about the lost souls part of the cemetery, particularly the grave of Tarjin the Mystic.  She finds out that he, about ten years ago, started a cult and became an enemy of the church.  The church had him arrested and killed, along with the rest of his cult.

4.  Violca decides to investigate the matter further, thinking that she could get some money for her take.  She goes into town and looks around for a buyer, and gets a little money for some of it, deciding to keep the book and the ring.  It turns out that she finds out there are a few rumors about this “Cult of the Damned.”  They were involved in bullying, extortion, robbery, and murders.  Violca finds out, through an interesting interview with a fortune teller, that Tarjin the Mystic was involved in disappearances and evil rituals.

5.  The next day, Violca goes to find out if someone will buy the book off of her, as she is becoming increasingly fearful, etc.  She goes to a book seller in the market district named Janos.  The old man attempts to use the book, twice, to cast spells on Violca (only managing to make her feel dizzy).  Violca makes an offer to sell the book one last time, and the old man decides to finally buy it from her, thinking that she has been forgiving and so decides not to try his luck again.  Violca gets the man’s boy (his assistant) to keep an eye on him for her.

6.  When Violca returned to the slum district after selling the book for quite a bit, she comes to find out that there are several things going around by word of mouth in the slummy sides of town.  First, Bob the Hammer and two other gangster thugs have committed suicide.  Also, there are missing children, one of them (who was abducted four days ago) is Violca’s cousin (I know I said distant earlier, but I’m actually changing it here and now to cousin).  I’m also going to add a little something about this relationship.  This Aunt who lost the girl was never in favor of exiling Violca for her past crimes, and has repeatedly tried to mend the relationship bewteen Violca and her parents.  Call it a relationship 1 on your character sheet please.

I don’t know if there was anything more that I missed here.  I know I had some fun with it, and it seemed like Brennen had fun, too.

The Flowers of New Babylon

The following represent index cards from our recent session of Universalis.

Social Contract (Brennen)

Don’t look up rules during play. MSU.

 

Rules Gimmick (Jared)

Mood – Settings

At least 3 descriptors per scene.

 

Story Element (Brennen)

Hero’s Journey

The journey of the one human who can use magic.

 

Story Element (Will)

Goth Girls

 

Story Element (Brennen)

Magic is used only by the Pariah classe for the benefit of the High-status class.

 

Story Element (Will)

High Class People

White Gloves

Disfigured Hands

 

Story Element (Brennen)

There is no natural land.

Man-made islands.

 

Story Element (Jared)

Fantasy Elements

Magic

Dragons

Monsters

Etc.

 

Story Element (Brennen)

No elves.

 

Story Element (Jared)

No cliche vampires.

 

Story Element (Jared)

Late 18th Century

Fantasy

Steampunk

 

Story Element (Will)

Goth Girls

 

Scene 1

New Babylon

Garden of Sky Roses

Insect Infestation

 

Character

Felix

18 years old

Hidden last name (Phi)

Oblivious to romance

Attracts women

Visions

Serpent’s tooth embedded in arm

Importance VII

 

Character

Blustering

Amazon Guard

Allergy to wasp sting

Importance I

 

Story Element (Brennen)

Swarm of Wasps

Importance III

 

Story Element (Will)

Wasp allergy

Control for castes

Hive Mind

Importance III

 

Story Element (Brennen)

High caste always have names like Irony, Snide, Catharsis, Pillage

 

Character (Brennen)

Irony

High Chancellor’s Daughter

Paints using her feet (a creative against the cultural norm).

Using feet is not allowed (it is considered work and is beneath her status).

 

Story Element (Will)

The man who marries Irony will suceed to High Chancellor.

 

Story Element (Brennen)

Marriage involves a vicarious duel to the death between the bride’s father and the potential groom.

 

Story Element (Jared)

Fox hunting parties for nobles.

 

Story Element (Brennen)

The marriage ritual involves the amputation of the bride’s right hand using an ancient blade crafted from the claw of the Great Wyrm. (Corruption of taking someone’s hand in marriage)

The hand is thereafter worn as an amulet by the husband as a symbol of his dominance over the wife.

 

Scene 4

  • Tunnels beneath New Babylon’s surface
  • 6 hours after fleeing the throne room — midnight
  • Rats
  • Splashing through fecal water
  • Imp lights

The Divine Dodecahedron

A wonderful article on the dodecahedron is here.

If you have a thing for hermetic knowledge, or gaming, or both…it’s a good read.

Crackpots and Investors; Godmother, goodmother, badmother, truemother; 10 Minutes

\Jared

An idea struck me for a game.
What if you play as these millionaire investors and you have to figure out what to invest in. The catch is, that you must invest in new, and innovative technology. The problem with this is, there are so many crackpots.

So the object of the game would be to discern the crackpot inventors from the actual livewires and possible next inventors of the printing press.

Don’t know if this would be a role playing sort of thing or a board game (maybe a combination), but could imagine that you could set it in the distant future, the 1800’s or even as far back as the 1000’s where someone has come up with a great idea for an invention and there is someone he must impress.

I imagine you could have people play as the inventor or the investor or one side vs. the other, etc. Don’t know. I was told to post here this idea. Have at it, if you will.

\Will

I told him to post, as a foundation for explaining that we (Jared, Brennen, and I) occasionally had Make It Now! nights, because we’re all performers. We shine when tested.

This night, I asked Brennen for a creativity stimulating exercise out of [citation needed], which we may work through as we continue to hang out. The exercise was this: 1) Say a problem. 2) Take ten minutes and try to solve it.

Since I spoke up first, I of course immediate claimed the problem as Design a Board (not Bored!) Game. This was Brennen’s list of what we generated over ten minutes:

  • 2 PLAYERS
  • SHORT GAME; 30 MINUTES
  • STORYTELLING GAME (NOT ROLEPLAYING)
  • ITERATIVE, RECURSIVE, TEACH AS YOU ITERATE, GAME DESIGN PRIORITY IS SWITCHES AND DIALS
  • HERO VS VILLAIN
  • 3RD
  • CARDS
  • THROWING CONFLICT AT PLAYERS
  • 5 STAGES (OR 3)
  • PLAYERS MAKE RULES ON BLANK CARDS

I also really liked a strict differentiation between players, characters, and roles (hero, villain, third [whose status is inherently uncertain saved, victim--?what]). That distinction allows one in the game to play around with which player is guiding which character, and which character is currently the hero, villain, et cetera. The hero, villain, third menage I take from the discussion of the difference between melodrama and drama in Stephen R. Donaldson’s GAP novels.

Jared mentioned a different game he’d been thinking about, for kids and also adults, in which there were godmothers and princesses errant. Brennen thought there should be a spinner in the game.

Edward de Bono on Art

One of the purposes of art is to help us stock our mind with
further patterns. Art crystallizes patterns of experience so that we
can absorb them without having had to live through and learn
them by a slow process of induction. Art can also give us a range of
experience we would never otherwise have had. In a sense art is an
accelerated life machine.

-Edward de Bono

Our Feature Presentation…

After last night’s really beautiful Primetime Adventures game with Will, Jared, and John I’m thinking a lot about building on the concepts of Primetime Adventures to create a game that emulates a really amazing feature film, or a trilogy of films. As much as I love PTA, I’m not really satisfied with it because it doesn’t focus on intercharacter conflict. The game that really does that for me is In A Wicked Age, but the mechanics aren’t my bag…which is my way of saying I don’t understand them.

The roleplaying games I’m familiar with focus on a character’s strengths and skills to provide bonuses during conflicts. It would be interesting to build a game that focused on a character’s flaws and weaknesses to give the other characters bonuses when using someone’s flaws against them.

I think it’s time to go to the bookstore and raid the screenwriting section.

- Brennen

Snap. Pop. Fizzle. Bang!

The night before last, we tried to push through, “So what do you want to play?” to actual story gaming.

As an aside, I suggest a heuristic: if no one has a passionate preference for a game (at least ideas on 3/5 of Setting, Character, Situation, Color, and System), let’s play board or card games or what movies instead of story gaming. I think midweek emails are our friend re having a clear idea of what’s at least on the docket if not an agenda. OTOH, I’m sensitive to an implied criticism of not planning too much before playing; I just think some planning is necessary.

We made a list, and started talking, and just to get the ball rolling we use Brennen’s current iteration of his universal system. It’s inspired by Fate.

We got a gothic swamp, in Whosiana. It has telephones and electric lights for at least some, and neither of those for others. The action took place on an a secluded manor with attached village and associated travelin’ carnival. We had a hoodoo woman who’ll tell your fortune and if you pay double might tell the truth (Brennen), an aspiring failed master chef (Will), and a Librarian Lecter-alike named Virgo (Jared).

We chose to try collaborative GMing, but without defined roles. So our conflicts limped along for a couple of scenes per character, and then we went outside at Sarah, Brennen’s lady wife’s suggestion, to see the orange colored sky (yes, that is a swing reference). And we didn’t pick up when we came back inside.

The good news was, we learned a lot about what we like and what we don’t, and we had some interesting bit characters in scenes. Brennen does an amazing ignorant hick, and Jared, we learned, is “good with children.” Also Brennen and Jared do a mean tag team on homicidal inanimate object dialogue.

All in all, I’d have called it a fair in high school. The awesome thing is, before this session we laid a little groundwork for possible long-term play, and afterward we got on one page for a Sorcerer session.