The Blog Has Moved

We’ve moved!
If you’re looking for the Roving Band of Misfits, we’re currently blogging at http://rovingbandofmisfits.wordpress.com

In the coming weeks, we’ll be ironing out the kinks and finding a new place for all the podcasts. Ideally, the new site will look just like this one – we want to keep the user experience the same!

This site will be here until October 2013, so feel free to continue to browse the back catalog, but if it’s new content you’re looking for, well, click the link above.

Posted in Musings | Leave a comment

Living The Dream: How To Work In The Gaming Industry

money n diceI often hear, be it online or at cons, some variation of the following:
“Man, I’d love to work in the gaming industry, but the pay sucks and/or the industry is unstable. How would I support myself? Therefore, I will be stuck doing something else for the rest of my life.” Then, everyone listening nods sagely, empathizing with the plight of having a job that is not one’s dream job because of the money.

But what if I told you that there is a way to take money out of the equation? What if I showed you a way to become so rich that you would not have to worry about “the money” when looking for a job; instead, you could simply ask, “Is this something I would enjoy doing?” and quit the very day the answer became “no.” In short, what if I could show you how to retire (very, very) early? In as little as 10 years from now? I know I sound like a huckster, but there’s nothing to buy – just keep reading. Continue reading

Posted in Musings | 2 Comments

Is The Blog Dead?

nicubunu_Emoticons_Sad_faceSo, you may have noticed that the frequency with which I update the blog here has kind of dropped off. Am I done blogging?
Probably not. However, I will not be updating on a regular basis anymore, mostly because I realized that the blog was beginning to encroach on time I’d rather spend with my family and on other hobbies. Yes, I have other hobbies.

This is not a “sorry I haven’t been blogging guys, I’ll blog again soon” post, mostly because I really hate those kinds of blog “posts.” They’re lame, and waste my time. Instead, I’m going to let you know what I’m working on, plus a kind of big announcement for the blog. Continue reading

Posted in Musings | 2 Comments

Hero Kids – The New RPG For Kids

Hero KidsIn recent years, we’ve seen a definite uptick in the number of RPGs aimed at kids. I think it has a lot to do with a generation of gamers who want to get their children involved in the hobby, and are looking for something that is less rules intense than D&D, GURPS, or Rolemaster. The market has responded (not a comprehensive list by any means), and as a parent myself, I couldn’t be happier. Being able to sit down with my kids and share my hobby with them is pretty fun, and if there’s a product that helps me do it, I’m all for it.

Hero Kids is one of the newer entrants in this category. It was developed by Justin Halliday, who you probably know from the adult RPG Heroes Against Darkness. The game is smooth, simple, fun, and definitely geared towards kids. But that doesn’t mean “dumbed down.” It just means “not overly complicated.”

Continue reading

Posted in Musings | Tagged , , | Leave a comment

Mini Map Monday 10

10

One of my favorite features of this “temple dungeon” is the “labyrinth room” at the bottom  right.*

I tried darkening the edges of the rooms, and I like how it turned out.

*Many labyrinths set in floors or on the ground are large enough that the path can be walked. They have been used historically both in group ritual and for private meditation.

Posted in Adventure Seeds, Arts & Crafts | Tagged , | Leave a comment

Playing Dread In The Car

dreadrpgI recently picked up a copy of the horror RPG “Dread.” I read through the book and listened to this actual play podcast from The Walking Eye, which is a great primer on the game if you don’t feel like buying the book just yet. That being said, I have not yet played or hosted a game of Dread, so what follows should be taken accordingly.

I am fascinated by the action resolution mechanic in this game. A Jenga tower is, all at once, simple and inspired. It is a binary mechanic, meaning your character either lives or dies, without modifiers, by your own (hopefully) steady hand. It’s simply you and the tower. It’s quite clear how such a diceless system could create nervousness in a player as they approach the tower.

In the book, there are also several alternatives to the tower. The game Topple seems closest to the Jenga tower, but stacking dice is also suggested. Elsewhere, I have also seen building a house of cards as an alternative. All these things have something in common – they rely on a steady hand, yes, but they also rely on the presence of a steady surface. I want to propose a different resolution mechanic that does not require a steady surface, and yet instills that same growing sense of impending failure that the tower does. It uses a standard deck of cards.

Here’s how it would work:

Card_Fan_I_by_jurkk312At the beginning of the game, remove an Ace for every player (or Aces/Kings, with more than 4 players). More on why in a moment.

When the host calls for a pull, the player making the pull draws a card out of the deck. A 2, 3, or 4 is considered a failure (Aces are high).* This is an easy enough mechanic to resolve actions, just like in the basic Dread game. But how do we create that growing sense of impending doom that a gradually destabilized Jenga tower conveys?

Easy. When a card is “pulled” from the deck, and it is a success, it is discarded. You pulled a 9 for a success? Great. Set that 9 aside; it is no longer part of the deck. Failures however, go back into the draw deck. Therefore, as successful pulls are made, the deck is slowly, surely, and quite literally being stacked against the players. And the players know it. As you discard success after success, they will look at the deck differently. Now there is a greater ratio of failing cards… do I really want to make a pull?

Now, about those Aces. The Dread deck method doesn’t require the same manual dexterity and player interaction that a Jenga tower does – the results are completely chance based. And even though the math tells us that a player only has a 1 in 4 chance of failure on pull 1, there is the possibility that the first pull is a failure. To mitigate this, the Aces are set aside, and can be discarded by a player in order to ignore a result and redraw. So, if that very first pull is a failure, the players can spend an Ace to ignore that failure and redraw.**

Why Use This Method?

I have to agree with those who say a Jenga tower is the perfect resolution system for this RPG. As the title to the article implies however, using a deck of cards allows you to play Dread in an environment that would not support a Jenga tower – in a car for example. In the Will Call line at Gencon (seriously guys, that’s an epic line). Waiting in line to get on the roller coaster. Or maybe the one of the people you want to play with is simply handicapped in a way that impairs their fine motor skills. Whatever the situation, if you want to play Dread but the tower is not an option, you can still play.

Variations

  • You can fine tune the percentages by putting X number of successes back into the deck after every Y pulls. For example, “re-seeding” two successes after every five pulls gets you to about a 50/50 chance of failure on pull 35. This method has the added benefit of extending the number of pulls that can be made from a deck before it is exhausted.
  • Instead of discarding Aces when they are used, they can be shuffled into the deck. If an Ace is subsequently drawn, not only does it count as a success, but it also goes into the Ace pile to be spent again on a future pull. This allows players to stack the deck with an extra success, and also creates a small incentive to make a pull (the possibility of getting that Ace back).
*Dread’s rule of thumb is 1 failure every 35 pulls. Fail on 4 (besides sounding cool) has an approximate 80% likelihood of failure on pull 34. If you don’t like those odds, fail on 3 gives an approximate 50/50 chance of failure at pull 33. This doesn’t take into account the effect of the Aces or re-seeding.
**Whether you will allow multiple redraws on the same pull is up to you.
Posted in Musings | Tagged | Leave a comment