Tuesday, December 11, 2012

Gaming with Kids: Savage Worlds System Changes

If you lack a baseline understanding of the Savage World system let me direct you to the free downloadable Test Drive Rules.

Character creation rules remain the same, although that's a bit of a moot point 'cos I made pre-generated characters. The players never had to concern themselves with character generation rules.

Character Advancement is changed in some small but significant ways. Raising an Attribute is no longer a choice limited to once per Rank. It now happens automatically upon gaining a Rank, in addition to the normal advancement.

Bonus damage uses an extra d6 per Raise — because rolling fists fulls of dice is fun. This makes things potentially more deadly in a system that already allows for a lucky roll from the lowliest of characters to take down a legend. But it's slanted in favor of Wild Cards so I knowingly throw a lot of mooks at my players to give them lots of opportunities to land some cinematically extreme damage rolls.

I'll do a full entry on the Races I created for the campaign later. For now all you need to know is there are basic Humans and 3 types each of Elves and Dwarves. I used the Race creation rules from the Fantasy Companion and everything balances out at +2.

Attributes & Skills

Attributes remain unchanged. But I pared down the Skills to just 10.

  • Agility
    • Fighting
    • Lockpicking
    • Shooting
    • Stealth
  • Smarts
    • Healing
    • Magic (potentially)
    • Notice
    • Taunt
  • Spirit
    • Intimidation
    • Magic (potentially)
    • Persuasion
  • Strength
  • Vigor

The Magic Skill can potentially fall under either the Smarts or Spirit Attributes. In essence it replaces both Spellcasting and Faith from the core rules. I designed this game for an audience of largely unknown (to me) home schooled children so I wanted to avoid potentially loaded or off-putting words. I assume "using magic" sounds less offensive than "casting spells" or expressing "faith" in some sort of pagan deity. :)

Excluded Skills

The following Skills are simply not used at all:

  • Boating
  • Driving
  • Piloting
  • Riding
  • Gambling

Skill Substitutions

The following Skills use some basic substitutions should an actual in-story need arise for them:

  • Swimming — Use Strength
  • Throwing — Use Shooting
  • Repair — Use Smarts or Lockpicking
  • Streetwise — Use Notice or Persuasion
  • Tracking — Use Notice
  • Survival — Use Smarts
  • Climbing — Use Strength

Gear

Savage Worlds provides a fairly basic array of gear, particularly weapons. Swords are essentially limited to short, long, katana, and 2-handed varieties. A scimitar is just another word for long sword as far as this system is concerned. But my players wanted more variety, and a special name for every possible way to curve a blade. So I dug up this wiki of Pathfinder weapons and essentially mapped 40 of the names there to existing weapon stats. If nothing else it provided an effective way to separate fools I mean my players from their money. I'll eventually make item cards for each of the weapons. If anyone is interested I'll throw them up on my Google Drive and share them here.

Everything is Physical

The lack of item cards for everything alluded to above shows that I haven't quite ironed out all the details on this one yet. But my goal is to minimize book keeping as much as possible by representing everything I can with physical objects. Item cards for gear. Coin shaped beads of various colors and sizes for in-game money. Gem shaped beads to represent experience points (the in-game explanation for this is 5 gems can be traded in for training at guild houses just like 5 experience points buys you an Advance in the normal rules). Bennies are represented by various beads that represent ancient artifacts. These can be "donated" to groups who are working to rediscover the lost technologies of magical equipment for something akin to "good karma" and we retcon stuff story-wise to say a character made any needed donations on his or her last visit to town.

One interesting ramification of this is that Bennies and experience points can effectively be sold, and — in rare cases — bought. This is potentially game-unbalancing but I don't expect my group of pre-teens to figure out the min-maxing stuff well enough to take advantage. I was expecting it to present some interesting opportunities for group dynamics and strategy. For example, character advancement is potentially more powerful for a magic user where as expensive gear is potentially better in the hands of a melee based character. So far the group hasn't run into anything like that. Although they do make a strong effort to keep treasure split fairly. I'll do a full post on how I'm using beads and physical stuff in-game at a later date.

Next Time…

I think that fairly well covers my changes to the core rules. Next time, whenever that happens to be, I'll go into details on the Races, pre-generated characters, and custom character sheets I made for the game.

Wednesday, December 05, 2012

Teach Your Kids to Game Week

I'm coming out of the geek closet. I'm a gamer. I don't mean video games. I'm talking table top role playing. I own over 100 dice with a number of sides different from 6!

So there's this thing called Teach Your Kids to Game Week that happens every year. Well, at least for the past 2. It's going on right now. And I decided to blog about what I'm doing in honor of the event.

I've ran a few one-shot games with my 2 kids in the past. A couple of generic fantasy games and some Star Wars based stuff. But ideally a gaming group should have more than 2 players if you hope to sustain a cohesive campaign.

We home school. So I thought it could be cool to get a group of home schooling kids together for a regularly scheduled game. If you find the idea of educational benefits of gaming with kids a bit hard to swallow, the Lewisville (TX, not KY) Public Library has an active program with a website offering several links worth checking out. Or read 5 Reasons to Play D&D which apply just as well to any other role playing game.

D&D is a specific system and kinda the flagship of the hobby so it gets used in a generic sense to refer to table top role playing as a whole. For what it's worth, Savage Worlds is my system of choice because it gives me enough options to run an interesting game without forcing me into a ton of prep work or leaving me feeling like I'm simulating a video game.

My wife has the social connections with the local home schoolers so we put out the call. I ended up with 8 players, counting my own 2 kids, tweens and early teens. We meet every other Friday from 1pm to 4pm. Norma and the other moms knit and drink tea during that time. We had our 4th session last Friday (November 30th) and I think we're finding our groove.

I hope to write up session reports for the 4 sessions we've had so far, although by the time I get that done we'll probably have our 5th session in the bag too. Before any of that I'll write up a few posts about:

  • System Changes — Making the already "Fast! Furious! Fun!" Savage Worlds system more palatable for young players
  • Creating Races & Characters — I wanted easy to find character art so I went with Humans and 3 flavors each of Elves and Dwarves. Then I made several pre-generated characters.
  • Loot — Pretty much everything is a type of treasure, including XP and Bennies (I'll explain what those are when it matters). I bought various beads from Fire Mountain Gems to represent the various types of treasure.
  • Accessories — I use a Chessex Battlemat and minis from whatever sources I can find with an eye towards budget.
  • Adventures — I'm using a mix of One Sheets, Dungeon Crawl Classics, and Dungeon Delve with no sweeping Save the World metaplot

Stay tuned.

Friday, July 16, 2010

Higher Ed Institutional Blogging Server Usage Guidelines

This was one of those projects that I thought would take half a day and ended up taking a week. If I’m going to sink that much work into it, I might as well share what I’ve learned.

I started out looking for lists of higher ed blogs. I didn’t realize at the time that I’d be documenting the process so I didn’t save the lists I ended up using. Those playing along at home can Google it. Once I found my lists, I looked for blogs that lived on a .edu top level domain. Then I looked for any links that mentioned usage guidelines or policies, went to the home page and performed site searches, played around with the wording, and whatever else I could come up with to locate the sort of info I was hunting for. Sometimes the leads I found would be walled up inside an intranet, which is understandable if not a little disappointing. I ended up with around a dozen promising leads.

From those links, I collected about 60 phrases from 7 different schools (in no particular order).

  1. Brandeis
  2. Stanford
  3. Vanderbilt
  4. Tufts
  5. University of Florida
  6. Yale
  7. Harvard

I grouped those phrases under common themes and came up with these 9 common elements.

  1. The stuff you publish here is visible to the entire internet and could be cached by search engines or archiving services for a very long time.
  2. This server/service exists to support the mission of the institution, if your intended purpose is at odds with this then there are many freely available blogging services available to you elsewhere.
  3. Content, including comment moderation, is your responsibility (and liability), not the institution’s.
  4. Don’t do anything stupid or illegal.
  5. We can re-purpose your content (from RSS feeds to marketing campaigns).
  6. We can delete your stuff, up to and including your entire blog/account.
  7. We provide a certain level of technical service/support but there are limits. (Varies widely from one institution to the next)
  8. We can change our minds about any of this with or without notice.
  9. Explanation of process for obtaining an account.

Not every school covered all those points. Not surprisingly, Harvard Law has one of the most thorough documents and they’ve been nice enough to license their terms under a Creative Commons Attribution-Share Alike 3.0 United States License. If you need to put together some guidelines in a hurry I recommend starting there and adjusting the wording to meet the needs of your particular institution.

Wednesday, July 07, 2010

Performance: Where Do We Draw the Line?

I endorse the majority of the content of the following presentation:

The Top 5 Mistakes of Massive CSS

Dissension!

It’s not even so much that I disagree with what she’s saying up there. I just apparently have a slightly different comfort level than she does when it comes to altering my work flow for the sake of performance gains. The only point I really have exceptions to is the idea of avoiding IDs in CSS.

I think IDs make perfect sense for major page areas like #footer or for elements that are truly unique like #logo. But I’m not gonna throw the baby out with the bathwater. She’s right that there are trade offs in using IDs and we should be aware of them so that we can make informed decisions.

It only took me 159 lines of CSS to find a use of an ID that makes me question the sanity of my former self. Applying a class to objects using the same design pattern would be more elegant in that situation. I probably have a dozen or so more of those I can clean up when I find the time (HA!).

Case in Point: Facebook

The primary case study in the above presentation is Facebook. Here’s some CSS from Facebook. I see around 20 instances of IDs used in selectors; stuff like #content and #pageFooter. Even her primary example doesn’s practice what she’s preaching with full on zealotry.

We are quick to forget that presentations like this are designed for oral communication. Nicole wants the people in that room with her to leave the conference with a few big ideas stuck in their minds. But it gets recorded and published as a video. That changes the medium. The medium is the message. So the audience expectations change. We non-attendees fault the speaker for presenting things in absolute terms. We expect video content to at least pay lip service to the fairness doctrine. But that’s really not fair.

Presentational Class Names

Nicole doesn’t spend a lot of time on this, but she mentions it in passing, so I’ll take a moment to get up on this particular soap box. My biggest problem with stuff like object oriented CSS and YUI Grids is presentational class names. That clashes with philosophies like the separation of content, style, and behavior or progressive enhancement that I’m not willing to sacrifice. And not just because Zeldman told me so.

I honestly believe these ideals bring value to the work I do above and beyond simple efficiency. That probably has something to do with the fact that I work in-house. The few client based projects I’ve done over the years tend to get junked up with presentational markup a couple hours after the client takes over anyway. If that was the only sort of work I ever did, I’d probably be in love with Blueprint. I can see the value of such frameworks for quickly producing a high fidelity prototype. But just like a mechanical engineer wouldn’t put a part produced by a 3-D printer into a final product, I wouldn’t put a CSS framework into production.

But that’s an informed decision I’ve made for myself. Your millage will vary. Just try to keep yourself up to date and consider the trade offs so that you can make your own informed decisions.

Tuesday, July 06, 2010

White Space Matters

So far today I’ve read two really good articles dealing with web analytics: Metrics and Dimensions and Reports — Oh My! from the Omniture blog and The Complete Beginner’s Guide to Web Analytics and Measurement from UX Booth.

But seeing these two articles open in adjacent tabs lead me to do some side by side comparisons. I noticed my gut reaction the the Omniture blog was “I don’t want to read all that!” The UX Booth article was considerably longer, but it didn’t illicit such a knee jerk reaction. I think the reason for this is white space. UX Booth gives their content a bit more room to breath.

Screen Shots

The following screen shots show the first 910-ish characters of content. I attempted to preserve the white space between this content and off screen elements. I’m using PNG-8 to avoid jpg compression making the text fuzzy. The downside is the photo from Oniture ends up looking a bit off. My fault, not theirs. Also, Blogger appears to be scaling these images to be the same width. The Omniture Blog screen shot is actually about 20px wider, for what that’s worth.

Omniture Blog

UX Booth

Counting Pixels

The textual content here are within 5 characters of each other, 912 characters for Omniture vs. 907 characters for UX Booth. Both spend some screen real estate on supplementary content, a photo or a table of contents. But I find the UX Booth content much more inviting. And by my count they use about a third more pixels to present their content.

What Do You Think?

Do you notice a difference anything like what I’m talking about? Or am I “putting the ‘anal’ in analytics” to borrow a phrase from the Omniture blog? Either way, the quality of the content in both cases is top notch. Definitely worth a read if you’re into that sort of thing.