Sep 29, 2013

Mr. Rescue, Arcade Fire Fighter



Review #10 – Free Video Game

Mr. Rescue, Arcade Fire Fighter

In this game you guide our guy, Mr. Rescue, through the floors of a semi randomly generated building that’s on fire (hence the need of a fire fighter).



Every building is divided in sections of three floors, and every section has a few civilians to save by throwing them trough a window (who am I to judge, I don’t actually know how fire fighting works), a few coolant units (to keep you from overheating) and a power up. Also fire and weird fire creatures, but let’s concentrate on the good things in life.

The main concern on this game is to try to leave as few people as you can behind while you ascend towards the roof. Meanwhile, you’ll want to get power ups to stand a better chance against the level boss, but the longer you stay on the building the hotter you’ll get. As sexy as that may have sounded, you want to keep your cool, because if you overheat it’s game over.

All in all, it’s a fast paced game, and with the randomness in level design it doesn’t get old fast. Mr. Rescue has a real arcade feeling.

- The Storeman

Disclaimer: I didn’t upload any of the content in the following link. I have downloaded and checked it as I always do. I have even executed it in my own computer and did not experience any kind of problems. But I can’t ensure that it is free of virus and/or malware that my anti-virus programs couldn’t find. That’s the author’s responsibility.


Sep 24, 2013

Dice Mechanics as Atmosphere Builders



Babbling at the Counter #09 – Pen and Paper

Dice Mechanics as Atmosphere Builders

Hi, short babble today. It’s just that I’ve been thinking, when creating a game, it’s important to make sure throwing the dice helps players get the general feeling of the setting. I know it’s not easy, but when done right it feels great.

I’ve recently read a game, and I think it got all of this. I’m not posting it until I can actually playtest it, so today it’ll be just a simple explanation.

Danger Patrol is a game about 50’s sci fi shows, and it’s mainly focused on wild and dangerous stunts. The thing is, the more dangerous your maneuver is, the more dice you get to do it. And dice aren’t necessarily good, either. From each throw you get both your successes AND your failures. You can destroy a threat on a single throw, or knock yourself out of combat. So really, it’s a high risk high reward endeavor, like weird sci fi shows are supposed to be.

Never having played it with people, only by myself, I can’t tell you if the system works or is broken. All I can say is this: I get what the author was trying to do, and can’t wait to properly test it.

- The Storeman

Sep 23, 2013

ACTION TURNIP!!!



Review #09 – Free Video Game

ACTION TURNIP!!!

Another week, another fast-paced shooter. Last week I brought HyperPrincess Peach, and today it’s ACTION TURNIP!!! This little browser game has it all: jumps, bullets, lots of enemies and enough nonsense to take you to Wonderland and back.



It’s always nice to sit in front of the screen and know instinctively what to do. The controls are simple, as is the prime directive: Run and Shoot. Don’t die.

Your score is based on how long you can stay alive.



Before I leave, one last thought: How do the power-ups work? I don’t have the slightest idea. I you find out, feel free to enlighten the rest of us.

- The Storeman

Disclaimer: I didn’t upload any of the content in the following link. I have downloaded and checked it as I always do. I have even executed it in my own computer and did not experience any kind of problems. But I can’t ensure that it is free of virus and/or malware that my anti-virus programs couldn’t find. That’s the author’s responsibility.



Sep 17, 2013

Characterization, Making your Character play its best



Babbling at the Counter #08 - Pen and Paper

Characterization, Making your Character play its best

Have you ever seen comic book or cartoon characters roleplaying? Noticed how the characters in the game look just like the characters playing them? Well, I can tell you that has actually happened to me. Sometimes, I can't see a character; I can only see the player playing them. And it's not good for the game.

I'm guilty myself of lazy gaming, so I won't throw stones from here. But the best characters I've seen (the ones I enjoyed playing the most and enjoyed playing with the most) had a little something that gave them life of their own. It's not just saying "I have an awesome golden armor". It's having a crest on it, representing the animal guide of your family. It's making the extra effort and adding a little cough at the end of every phase. It's giving the GM a smirk while you roll Seduction. It's describing with (horrific) detail how the last blow knocked down one of your character's teeth.
You don't have to go all out and give a monologue with a dying friend on your arms, but a simple battle cry can add a lot of spice to your gaming session. It's also the players job to help set the mood and give the game world its life.

- The Storeman


Sep 15, 2013

Hyper Princess Pitch



Review #08 – Free Video Game

Hyper Princess Pitch

Jajajajaja (that's Spanish for "Hahahaha", that's how I laugh). Sorry, it's just that this is a really funny game. It may not be your cup of tea, but a princess on a quest for vengeance against Mecha Santa because he never got her anything for Christmas is kind of hilarious to me.

Besides a wacky plot and nice graphics, this game offers a pretty good challenge. With an arcade-like gameplay (and High Scores table!), it creates a fast and furious experience. You'll fight against hordes of colorful enemies, and even though you get power-ups like candy, it's not so easy to survive.


As always, I look for games that can appeal to a broad audience. The possible difficulty levels go from "you'll slaughter them" to "ninth layer of hell", so you can either see it through or challenge yourself.
Hyper Princess Pitch is a nice, well done game that doesn't take itself too seriously. Fun for all ages.
- The Storeman

Disclaimer: I didn’t upload any of the content in the following link. I have downloaded and checked it as I always do. I have even executed it in my own computer and did not experience any kind of problems. But I can’t ensure that it is free of virus and/or malware that my anti-virus programs couldn’t find. That’s the author’s responsibility.


Sep 10, 2013

Blog Carnival - September 2013 – Location! Location! Location!



Babbling at the Counter #07 – Pen and Paper

Blog Carnival - September 2013 – Location! Location! Location!

New month, new Carnival. This time it’s hosted by the fine folks at Campaign Mastery: (http://www.campaignmastery.com/blog/bc-location-location-location/)

If you don’t know what a Carnival is about, check the link on the sidebar.

Ok, so let’s talk about the topic at hand:
When describing a scene, I've found something really useful: don't make a puzzle. Don't get me wrong, maybe you are good at puzzles and your players like them, but unless you want to create a specific obstacle that's a puzzle, don't. What I mean is, make a room because of its narrative properties, not it's Challenge Rating (or whatever applies to your game).

When I unleashed my first invincible monster, I knew it would be a tricky thing to get right, both in narrative and mechanics. The monster had to be a threat, but the players should be able to escape. What did I do? I trusted them, and created the most flavorful room I could, giving little though to how they could get out.
It was a ceremonial chamber, with an altar for sacrifices in the middle and some tunnel to drain the blood through the floor. It had engravings on the walls that depicted the battle between the sky and the sea. It all meant nothing to me; I had no plan for any of it. All I knew was that the monster was a giant fish man.
As soon as the players realized they couldn't hurt the creature, one of them asked: "Do I have a blanket?". As he was an explorer we decided he did in fact carry one, so he proceeded to put it on his back and start flapping his arms. I was expecting them to run from the monster but they though it would be better to scare it. They used the pictures on the walls (a detail I had just added to spice the chamber up) and ignored the obvious altar in the middle of the room (one of the few things on the temple that could actually be used against the monster if they deciphered the hieroglyphs). And it was way better than what I had planned!

My conclusion today is simple: describe everything in great detail, but don't try to get ahead of the players. Expect them to surprise you using the whole scenery. Unless you are a puzzlemaster; then mind screw them good.


- The Storeman

Sep 8, 2013

Dawn of Worlds, A World Building Game



Review #07 – Free RPG

Dawn of Worlds, A World Building Game

This is a pretty popular game, so maybe you already knew about it, but it’s so good that I felt it deserved to be here.

Dawn of Worlds lets a group of players design a world from scratch, so it’s not only a game by itself; it’s also a tool you can use when creating a game world or to write a novel; or anything else, really. As a gaming tool, it’s useful because players can make sure that whatever they want does exist in the game world, and it takes a lot of pressure away from the GM.

But enough about that, I want to talk about it as a game, no a design tool. It’s a very fun game, and completely GM-free, so we stressed out GMs can rejoice.
Now, anyone familiar with roleplaying games knows that it’s a serious problem when everyone at the table doesn’t want the same thing. Add to that the fact that messing with someone else’s creation is almost a must here and you have a recipe for disaster.

Don’t get me wrong, it’s a great game and I highly recommend it. Just… try to play it with serious people, because it can get really ugly, really fast.

On a positive note, the worlds created are by far vaster and more complex that what anyone can create by themselves. The stories, the wars, the heroes, everything gets a life of their own pretty fast. You know what they say about too many cooks? Not true when creating a world, at least as far as realism goes.

And something I read a lot while researching for this article: please, don’t be a jerk and cheat a race during the first era with an avatar. That’s cheap, so don’t do it. Anyone who has actually played it must know what I mean.

- The Storeman


Disclaimer: I didn’t upload any of the content in the following link. I have downloaded and checked it as I always do. I have even executed it in my own computer and did not experience any kind of problems. But I can’t ensure that it is free of virus and/or malware that my anti-virus programs couldn’t find. That’s the author’s responsibility.



Sep 3, 2013

How many points did I have again?



Babbling at the Counter #06 – Pen and Paper

How many points did I have again?

So, I'm continuing with my columns about simple role playing systems. Last week I talked about creating Values on the spot while GMing (http://warehouseoftrinkets.blogspot.com.ar/2013/08/how-tough-is-tough-creating-obstacles.html).
For today, I promised to tackle the topic of Logistics. This time I'll divide the analysis into two broad categories: Character Customization and Rolling the Dice. Shall we begin?

Character Customization:
Sometimes, it's not about how the game handles conflict. Some people need to invest themselves on their characters, so they feel them more alive. A "complex" system in term of Values (as described last week) can create that feeling. A character can be strong and resilient, but slow. Or strong and fast while fragile. Or even fast, resilient and weak (that strikes me as a bad build, but they must have their reasons). So, even if a Warrior, a Knight and a Thief are all melee classes that deal damage based on their “Combat Prowess” (see last week’s examples), you expect this Value to be different, even if only because they have a different Speed Value (in our example we said Combat Prowess equals [Body + Speed]).

The point is, if all you do is assign points to "Soldier", sometimes it gets hard to see if you are supposed to be fast or strong or both. And it gets worse if you compare it to another character. Taking Risus (again, http://warehouseoftrinkets.blogspot.com.ar/2013/08/risus-anything-rpg.html) as the example, we can take a "Commando 4" vs. a "Mercenary 4". Outside of combat, it's pretty obvious how each one is different: For example, when calling their contacts, one would call people on the military or government, while the other might call soldiers of fortune and black market merchants.
But in combat, how are they different? It's implied they both can fight hand to hand or with firearms. They might be even supposed to know how to lead a team on the field. Is there really a difference between my “Commando” and your “Mercenary”?
The answer is both yes and no.

No, because there is no mechanical difference between them, so we both take four d6 for our rolls, and we have the same chance of success or failure.
On the other hand, yes, they a very different. Wasn’t my Commando specialized in jungle combat? In my story says he is, so, instead of punching you in the back of the head as a surprise attack, I’ll hide under this table and grab you from the feet, like I did hidden in tree roots back in the day. Mechanically speaking, as far as Risus is concerned, it’s the same to punch you or grab you. If I win the opposed contest, I’ll damage you. If I don’t I get damaged. But doesn’t the second one feel better? In terms of narrative, it’s at least more personal for the character.
So, what happens when you’d rather have a numerical bonus instead of feeling warn and fuzzy inside (good narrative feels nice)? Well, some games have specializations, so you get a bonus if you include some kind of concept on your action. Instead of “Commando 4”, it would be “Commando 4 (Jungle Combat)”. As my action ties to my specialty, I could get a bonus.

That’s an optional rule that can be implemented in almost any game, if needed be.


Rolling the Dice:
Ok, now you have the character you want and each action she does feels right, unique and according to concept. Then you try to tackle a guard only to discover that it requires a roll of 4d6, 2d8, 1d12 and 1d3. Every result over half the dice value adds a success to your attempt, and every 1 subtracts a success. Except for the d12, that one can add but not subtract.
Following me so far? Even though this is an extreme example, I hope the idea is clear enough. It’s really hard to play when it’s hard to remember how to do things, from the players’ point of view.

Every one of you must have seen something like this. You are deep in battle, the enemy commander is escaping and only the fighter can stop her. But he only has a sword and she is too far away for a melee attack! Maybe he could throw to try and incapacitate her. So… how where the rules when you throw a melee weapon? How many of my abilities apply to a ranged attack with a sword? Which Value should I use, Body or Speed? How much damage does a thrown long sword do?
See? It took us right out of the story and into a rulebook. And let me ask you: how often should that happen? Never, most of you must say.
Even though the player had memorized and written down every aspect of his combat style, he just didn’t thought he might need to make a ranged attack with his sword. He had a bow and everything, but in this singular and unique situation he didn’t had time to reach for it.

The story shouldn’t suffer just because a weird situation (rules wise) happened. Unless the aim of the game is tactical combat, where everyone has to constantly check their position and every possible action they can try, the rules shouldn’t be constantly checked.


Well, I’ve really gone overboard with the word count today, haven’t I? Hope you all found this interesting, or at least useful. See you next week.

- The Storeman

Sep 1, 2013

This post is about "This Game is Wizard"


Review #6 – Free Video Game
This post is about "This Game is Wizard"

What's this puzzle plataformer about? Oh, right. This Game is Wizard is a weird little game that I found a while ago. It doesn't have fancy graphics or innovative game mechanics; it's just a simple, fun and addictive game.

In it you guide a wizard through a series of short levels and try to get as many trophies as possible while doing it. There are enemies, there are spells, and there's a hell lot of jumping.
As I always try to do, I offer you a game that can be played casually and burn a few hours, or where you can put your hardcore hat on and try to get each and every trophy (with a side of perfect score).
There's not much to say about it. It's a solid game, fun and simple. Download and enjoy.

- The Storeman



Disclaimer: I didn’t upload any of the content in the following link. I have downloaded and checked it as I always do. I have even executed it in my own computer and did not experience any kind of problems. But I can’t ensure that it is free of virus and/or malware that my anti-virus programs couldn’t find. That’s the author’s responsibility.


External Link