MULRAH v0.7

23 12 2009

MULRAH is a role-playing game that incorporates innovative rules from indie games into a system compatible with mainstream modules for the Primary Fantasy SRD rules. Using Microlite20 as its foundation, MULRAH adds the following elements:

  1. Core Rules are now generic, applicable to any setting. Settings are modular, including the default Microlite20 fantasy setting, which is included along with its “Expert Rules.”
  2. Replaces Classes with Skill + Trait system, but Classes are still an easy option.
  3. Rules for “Simple Combat” that allows for zipping through unimportant confrontations to focus on the good stuff.
  4. The option for characters near death to make an awesome “final stand.”
  5. Keys that allow for clear, player-driven ways–other than killing monsters–to gain XP and reincorporate Alignment into the game.
  6. Base rules for the default Microlite20 setting, Microlite20 Expert Rules, and another fantasy setting using the 4×5 magic system.

Some links might not show up in the PDF versions of MULRAH: Keys, Spell List (Divine & Arcane), Equipment List

Release Schedule & Notes

  • v0.5 redid MULRAH from the ground up, shifting it away from being a mash-up of PDQ and FATE to being based on Microlite20.
  • v0.6 added Setting Modules for the base Microlite20 fantasy setting and a new one, the World Beyond.
  • v0.7 (Current Release) include changes from initial playtests and recommendations from editors: replacement of Stat pool with individual Stat rolls, removal of card-based Initiative and rerolls for invoking Traits, addition of Key-based Alignment, revised Simple Combat, inclusion of 4×4 magic system, addition of Skill Challenges, clarification of examples, correction of typos.
  • v0.8 will come out after playtesting through the 3rd Level. Using Erin Smale’s Building the Perfect Class, some tweaks were made to Traits and new Traits were introduced.
  • v0.9 will come out after playtesting through the 9th Level.
  • v1.0 will come out after playtesting through an entire campaign and should include an overview of the indie games that inspired MULRAH.




Microlite11

22 12 2009

Microlite11 (download) replaces Microlite20’s standard Race + Class system with a Point-Buy system for creating customized characters and new Races and Classes that remain compatible with the Primary Fantasy SRD.

The main differences from Microlite20 are as follows, in descending order of impact on the game rules:

  1. 11 Traits encapsulate all the abilities of the various Races and Classes of Microlite20. Characters have 11 Character Points with which to purchase these traits, or the GM can simply require they select a Race (4 points) and a Class (7 points).
  2. Character Points (1 per level) replace the automatic stat increases, additional attack/damage bonuses (Fighters), and increased spell levels (Magi/Clerics). These Character Points can be used in the manner prescribed by a Class or in other ways. For example, the GM could allow a Fighter to gain access to 0th-level Divine Spells instead of the standard +1 attack/damage bonus at 5th level.
  3. Rogues are considerably more powerful in Microlite11, without any significant changes to the class itself or permission from the GM to bend class rules. This is because they gain Character Points like other classes, but these are not prescribed for attack/damage bonuses or spells and therefore can be used on additional skills or other traits.
  4. Skill Rank multiplies a character’s level by 1/3 of the points she’s invested in the skill. This is a variation of the Alternate Skill Rules posted on the Microlite20 website. If you are using Microlite20’s standard classes, you will notice no change in Skill Rank for skills in which a Class has a +3 bonus. However, all other Skill Ranks will be 0 (1 if Human).
  5. Experience Points (XP) can be gained for “frivolous spending,” as per the rules in Microlite74, because of my own personal preference for this old school feel. The XP required to gain a level has been accordingly increased to 20 times the character’s level. Feel free to revert this rule to the Microlite20 default.
  6. The Point Trade option for generating stats establishes 11 as the baseline for all stats, which is lower but less risky than the most likely results (13) you’ll get using the standard 4d6-drop-lowest method.




The MULRAH Tournament for Best Free GM-less Story/Role-Playing Game

13 11 2009

Through an objective scoring system that aggregates ratings and awards and followed by multiple rounds actual playtesting, the MULRAH Tournament addresses some of the shortcomings of other award systems for role-playing and story games:

  • Design awards like Game Chef and the now defunct Ronnies give out awards for game concepts usually without the judges or even the designers themselves having played any of the games.
  • Mainstream awards go to the opposite extreme, acting simply as popularity contests between well-publicized and therefore the most played games such that lesser known–and frequently better–games are overlooked.
  • The Indie RPG Awards have the system that MULRAH holds in the highest esteem, picking winners based on the playtest-weighted opinions of game designers. However, like most other awards, they are given on an annual basis, so, while we get a snapshot of the best games of that particular year, we never get a comparison of games across years.
  • Though they include games from all years, rating systems like those on RPG.net and GeekDo suffer from the lack of comparative analysis. Many contributors proclaim their favorite games as “the best” without the context of having played a lot games.

The MULRAH Tournament’s trial run will focus solely on free, GM-less role-playing and story games. We took nominations, scored the games using MULRAH Scoring Sheet, and now have eight games that will face off in the tournament.

Quarter Finals

Each game will be played once; four will advance.

  1. Bacchanal (Endgame)
  2. The Shab-al-Hiri Roach (Endgame)
  3. Schizonauts (Casa Bella, December 2009)
  4. Coming of Age (Casa Bella, December 2009)
  5. Sea Dracula (Casa Bella, November 2009): It got old after an hour, but what an hour it was!
  6. Capes Lite (Casa Bella, November 2009): Trial version too incomplete for more than just a half hour or so of play.
  7. Shooting the Moon (Casa Bella, December 2009)
  8. Executive Decision (Casa Bella, December 2009)

The last two games (in italics) are “Players’ Choice” games that other gaming groups should feel free to replace if they want to run their own version of the tournament. Other games to consider would be Contenders, Drowning & Falling, Mexican Standoff, and Tier II unpublished games.





Ron Edwards Is Right: System Does Matter

1 11 2009

In my last post, I proclaimed that, despite Ron Edwards’ argument that “System Does Matter,” an indie role-playing game (RPG) could nonetheless be generic.

I was wrong.

It helps to define “indie,” because in one sense of the word, the argument from my previous post still stands, but in the sense that I had intended, it was way off base. The most commonly accepted definition of an indie RPG is simply an RPG owned by its creator. In this regard, sure, an indie RPG can be generic, with PDQ, FATE, and my own MULRAH standing as examples.

However, my last post was really discussing Forge-inspired indie games which favor conflict resolution over task resolution and increase narrative control by players, among other innovations. Ironically, neither PDQ nor FATE, the two games most influencing MULRAH, embrace either of these trends. While “Style Points” in PDQ# and Fate Points in FATE create some element of meta-game in which players control the story more than they might in a traditional game, both remain quite solidly in the realm of task-oriented, GM-driven games.

In his essay “Simulationism: The Right to Dream,” Edwards hesitantly argues that rules-lite systems are actually Simulationist, even though they claim to be “story-oriented.” In other words, the minimalist rules leftover from paring down traditional games do not necessarily lead to quality, theme-driven, collaborative story-telling. Based on our playtests of MULRAH, which started as a simple mash-up of PDQ and FATE, I’m inclined to agree. Even with MULRAH’s rules for player-created content, Edwards’ estimations that, in rules-lite games, “playing the character as conceived is the first priority” and that players do not contribute to “outcomes and final-resolutions” are both correct.

Furthermore, simply flipping a switch from “task” to “conflict” resolution and adding in a mechanism for player narrative control do not lead to Narrativist play. What kind of conflicts will the game handle? Over what elements of the story will players have narrative control? Specificity around these answers, including how the game mechanics themselves will support them, build a game that is both playable and meaningful. While it may be possible for a game to act as a guide to the players on how to construct the rules to tell the stories they want to tell, such a game would be far from MULRAH’s “rules-lite” one-sheet effort. More effective is simply to find some free or cheap indie games that have already made the choices and have been play-tested for you.

That said, MULRAH’s inspirations, PDQ and FATE, have led to some of the most highly-rated games in the RPG community: FATE’s Spirit of the Century is the #2 rated game overall on RPG.net, while PDQ’s Truth & Justice, Swashbucklers of the 7 Skies, and the Zorcerer of Zo are all in the top 7%. For players coming from the confines of games focused purely on system (GURPS, HERO), the “rules-lite” nature of FATE and PDQ provides a refreshing change of focus, as proven by the rave reviews promoting these games’ lavish settings, exciting characters, or both. However, for players seeking truly collaborative story-telling or grappling with narrative themes, someone else’s detailed setting or awesome character concepts will be ultimately unsatisfying.

The most “generic” Forge-inspired games that I know of are the Pool, Universalis, and Primetime Adventures, but even these games are more specific in their design than most “generic” games want to be. I’ll likely discuss them in a separate post, but, for now, let’s just say we’re playing these instead of MULRAH, no offense to me.





Can an Indie RPG Be Generic?

1 10 2009

In his essay “System Does Matter,” indie role-playing game (RPG) theorist and designer Ron Edwards argues that GMs waste precious time tweaking various game systems to meet the needs of their players instead of using a system that works for them out of the box. This essay served as a revelation for GMs trying to impose second-by-second combat simulation upon players more interested in dramatic story-telling, and it coincided with a vast proliferation of $15 digest-sized indie RPGs, each featuring a different set of rules for a specific setting or theme.

While some of the variations between indie games probably do improve the chances of achieving the game’s stated goals, many of the differences are meaningless. Do you roll one die or many dice? Do you add the results or pick the best one? Are you describing your characters with cliches, traits, qualities, or catch phrases? Are there modifiers and target numbers or is every roll opposed? Do you call those little counters that represent some meta-game economy “bennies” or “points”?

Many of these indie games are quite similar in the areas that actually matter. The table below summarizes these key shifts.*

Prevalent Shifts in Indie RPGs

Aspect of Game

Traditional

Indie
Resolution of Tasks Conflicts
Authorship by GM, Pre-Game Players, In-Game
Session Content Combat, Physical Detail Character Development, Moral Choices
Character Creation Quantitative Descriptive

If the best parts of indie RPGs are all basically the same from game to game, it seems to waste more of the GM’s time to expect her to learn a different system for every theme/setting/goal. The old days of just tweaking a few (or even many) rules in D&D or GURPS to up the “pulp” feeling or adding in a couple elements to enhance the “horror” of a game seem a far cry from the growing shelf of small press rulebooks in the indie GM’s library. Why not use one simple system that collects the common elements of indie RPGs, and then add a couple key tweaks to establish the thematic atmosphere so important to indie games?

While a number of free generic systems exist, not even the most cutting edge ones manage to fully incorporate all the above trends. That’s the idea behind MULRAH, a new indie RPG that you can download for free from my Other Explorations page. MULRAH collects and synthesizes the best innovations from free generic games like FATE, PDQ, and Active Exploits and then adds the indie elements they are missing, like conflict resolution and player narrative control.

* See the Mighty Atom for a more comprehensive list of innovations that I found well after writing this post.





New Site “Cheapskate Reviews” Now Live

15 06 2009

For over a year, the majority of the posts here at the Dead Dog Cafe have been reviews of various consumer products like mobile devices and online applications, and I have since spun these off into a new site, Cheapskate Reviews. I’ve moved all the reviews originally posted here at the Dead Dog Cafe to this new site. Below you’ll find links to these new sections.

If you find something you want, I recommend using one of these excellent shopping sites to get it.





Six Categories of Life Goals

8 06 2009

A couple weeks ago, I participated in a brainstorm of areas in which one might want to have clear long-term goals. Career, Personal Development, Relationship(s), Finances, Fitness, and Travel were the categories that immediately came to mind, but, as with any brainstorm, I thought we might have had a blindspot or two, so I’ve been scanning the internet for others’ ideas. From an assortment of credible to dubious sources (see below), I have gleaned a list of the primary areas that one might want to consider when coming up with life goals. In no particular order:

1. Health (Physical/Fitness)

    2. Financial

    They won’t singlehandedly enable you to retire early, but my Cheapskate Reviews might save you a few bucks here and there.

    3. Career

      Elsewhere, I’ve discussed personality and career satisfaction, particularly for INTJs and INTPs.

        4. Relationships (Family/Friends)

        Some sources broke this down into multiple categories, one going so far as to have a separate category for spouse, friends, family, co-workers, and God. If you’re single and want to know the best place to live for meeting other singles, check out this post.

          5. Exploratory

          I’m using this as a catch-all category for a variety of other categories that are related to each other but are never quite the same from one source to another. One lists “Artistic/Creative.” Another lists “Fun/Creative.” Yet another lists “Travel/Fun.” Whatever your preferred flavor (adventure/travel/pleasure/recreation/fun/creative/art/intellect/education/personal), the general idea seems to be that exposure to new ideas, people, places, etc. is healthy and worth aspiring toward over your entire life.

          6. Greater Purpose

          For some sources, this category is strictly religious or “spiritual,” while others had a category for “public service” without mention of religion at all. While we are all aware of the importance of separating church and state, here I am lumping the two together. I believe that as long as you feel like you are a part of something greater than yourself, you can find greater fulfillment in your life.

            Several sources had some form of Psychological Wellbeing (Emotional/Attitudinal/Mindset/Behavior) as a category, but I kind of think it is really just the sum of the other categories. A couple sources also had a category devoted to the home or “living environment” but it was far from a consensus pick. All in all, our initial brainstorm was not too far off the mark, nailing four out of the six, and touching upon a fifth twice (“Personal Development” and “Travel”).

            Sources





            My First Ten Years Since Swarthmore

            4 06 2009

            In some ways, my life has come full circle in the ten years since shortly after graduating from Swarthmore College. The the buzz cut and goatee have returned, though this time with a little gray, and I’m once again without a full-time job. Though it’s easy to ruminate upon how much more I could have accomplished and all the ways I fell short in the last decade, on the whole, I must say I’ve been rather fortunate, and I want to share some highlights, particularly for the Swatties I’ll be missing at this weekend’s reunion. Here’s what I’ve been up to since June 1999.

            • Searching for artistic passion. I loved my time at Swarthmore, but one regret I had was bailing on my Art major after trying to choose the “right” major for a variety of wrong reasons. Unfortunately, an $80,000 Masters at a school offering Fine Arts degrees did not correct for this mistake, probably because I got my degree in Urban Planning. (I’m as mystified as you are.) Returning for a post-bac in Visual Arts at UC Berkeley has simply reminded me of why I quit in the first place: I’m not ready to work so hard at something that still seems self-indulgent and lacks a clear, practical purpose. There’s a contradiction in there I haven’t quite ironed out, and, ten years from now, I’ll probably still be on this journey.

              self-portrait_hat

              That's me, but is this my life/career/passion?

            • Started a non-profit that reaches thousands of kids each year. I devoted most of my time since college–six years, in fact–to City Year, a non-profit organization for young idealists dedicating a year of their lives to service. The first half of my time was as a Manager in Philadelphia, and the second half was as an Executive Director starting up City Year’s local branch in Louisiana after Hurricane Katrina. City Year was a perfect complement to Swarthmore, rounding out an education in critical (over)thinking with daily lessons in getting things done. For someone used to researching, analyzing, and synthesizing unto 30-page 12-point-font perfection, the endless struggle to meet a barrage of goals in variously imperfect ways was hard to handle at times, but such is life at even the best non-profits. Working here, I got more done in a year than I could have done in all ten on 90% of the other paths I might have pursued, and I came out a more mature, well-rounded person. I’m not sure if I’ll get back into non-profit leadership, but the experience I gained at City Year will last the rest of my life.

              sandbox

              Getting Things Done at City Year

            • Visited almost all of the mainland lower continental National Scenic Parks in the US. 93%, to be exact. Some of you may have traveled more of the world than I have, but I don’t know anyone who has been so lucky as to see so many highlights of this country’s natural splendor. In the lower 48 states, I’ve yet to hit three National Parks, but I’ve checked the other 39–from Olympic National Park (longest trip) to Shenandoah National Park (most frequently visited)–off the list. I hope to hit Alaska and the various island parks in the next ten years. My favorite park? If there were a “Southern Utah National Park,” that’d be it.

              dudes

              Here I am in Boulder, Colorado, with Rufus. Discovering beer after college canceled out any physical benefits of my extensive park travels.

            • Three Women. Obviously, no woman defined my life as a young man more than my mother, who passed away in 2000, about a year after I graduated Swarthmore. In retrospect, her death was a gift, as I had an easy excuse to forgive myself if I were not pursuing the most “ambitious” life possible at the time. Unfortunately, I thought this gift expired after a few years, which led me down some less-than-enjoyable paths. On the other end of these ten years, I’ve had the great fortune of meeting Carinne, who is the Absolute Best and will be a defining factor in my life for these next ten years and hopefully more–she is that awesome. However, in this “category” the decade belongs to Stephanie, who was with me through the doldrums of grad school, explored those great parks with me, and was at City Year during both my stints. I thank her for her continued friendship.

            Add in an inordinate amount of time playing fantasy sports and you’ve pretty much got the ten years since I graduated in less than 1000 words. You’ve also got all three reasons why I won’t be at the Swarthmore reunion this weekend: 1) Yosemite with 2) Carinne but mostly 3) unemployment. I’ll be there in spirit, and I welcome updates from anyone who wants to share.





            Art Commentary: As Subjective as Art Itself

            25 04 2009

            A quick read of Celia McGee’s 1995 “Portraiture Is Back” piece for the New York Times and Pernilla Holmes’s 2007 “In Your Face” article for ArtNews leaves an unwitting reader with the impression that portraiture had experienced a dramatic transformation over the course of a dozen years. McGee writes of a renewed interest in portraiture born of a recent focus on social issues like race, class, and gender, all inexorably leading to the deeply personal interface portraiture lends itself to between the artist, subject, and viewer. She provides only a handful of examples, but all of them grapple with gender, race, or personal identity, according to McGee. In stark contrast comes Holmes’s writing, which describes eleven bodies of work, most of which focus on people with whom neither the artist nor the viewer have any personal connection but through mass media: politicians, pop musicians, reality TV stars, athletes, and models. The work she describes does not make these figures any more accessible but rather heightens the concepts they represent: environmentalism, mass media, exploitation, and isolation. However, like the artists themselves, McGee and Holmes’s writings have more to do with their own frame of reference and subjective perspectives than a dramatic transformation in portraiture. The most notable flaw in the two articles is the lack of a comprehensive review of all types of media. McGee focuses on more traditional portraiture media like painting and sculpture, while Holmes seems to discuss everything but. Of course, these different focal points will lead to seemingly different types of “portraiture,” no matter when the articles were written.

            Although McGee mentions many artists in her attempt to show that portraiture is “back,” she discusses only a few of them in detail, most of whom are painters and the rest are sculptors. Though she writes in the guise of an objective journalist, her selection of these types of artists is no mistake and reveals a romanticized notion of portraiture as an intimate process that only traditional media can truly capture. She notes, “Many artists believe that no mechanical means of reproduction should come between artist and subject in their intense connectedness.” Indeed, she is careful to explain that Chuck Close, best known for his photo-realistic paintings, has moved away from such stolid formalism to a more personalized, intimate approach to portraiture.

            Holmes, on the other hand, cannot seem to get away from “mechanical means of reproduction.” Of the eleven bodies of work she covers, six of them work directly with photography or film, hardly the kind of mechanism-free nothing-between-you-and-me art-of-intimacy McGee envisioned. Of the remaining five, two actually work with photography as an integral part of their work—Nicolai’s “performance” piece really just being an elaborate staging for taking photographs and Herring’s sculptures comprised of collaged fragments of photographs—and one, Brian Alfred, does work inescapably entwined with technology as a device, since he bases his paintings off of pictures taken from the internet. Compared with McGee’s intimate “menage a trois…among artist, subject and viewer,” these mechanically-induced portraits are sure to seem more impersonal, detached, less imbued with the artist’s presence, and therefore more conceptual in nature.

            While Chuck Close is the perfect example of how a painting can look like a photograph (and certainly the opposite can be true), different media, like different art forms, experience their own trajectories in art history. While some themes might move between music, visual arts, and writing simultaneously, they are also distinct art forms that evolve at their own pace. Similarly, photography, sculpture, painting, performance art, and movie-making are all very different approaches to the visual arts. This begs the question: what conclusions might have McGee drawn if she had looked at photography or performance art for her article? Similarly, what might have Holmes seen if she had included more than just one painter in hers? By the way, that painter, Brian Alfred, does small paintings of people he admires, including friends and family, in an attempt to portray his own identity. He exemplifies the kind of art McGee described in her article over ten years earlier and shows that, at least in the realm of portraiture painting, perhaps there has been no change at all.

            Even within the media McGee and Holmes selectively review, a scan of 500 Self-Portraits suggests they are just cherry-picking examples to make their own points. Adrian Piper’s 1981 “Self-Portrait Exaggerating My Negroid Features” certainly seems to be striving for individuality in the context of race and ethnicity at least as much as McGee’s example—nearly 15 years later—of Dennis Kardon’s “Jewish noses” sculpture series. Chuck Close’s 1991 self-portrait, comprised of small amoeba-like shapes, seems far more a formal exercise and much less personal than his photo-realistic “Big Self Portrait” from 1967-8, suggesting the trend McGee described with him might actually have been happening in reverse, if at all. Cindy Sherman’s self-portrait is a photograph that “quotes” Ingres much in the same way that Holmes describes contemporary portraiture as doing nearly twenty years later. Similarly, Shirin Neshat’s “Seeking Martyrdom” from 1995 is as every bit as conceptual and “in your face” as Holmes’s repertoire of examples from a decade later.

            From these examples, it seems impossible to conclude anything from a comparison of McGee and Holmes’s articles other than the fact that they, like the artists they write about, are creating their own stories from personal observations and subjective experience. If asked directly, they would likely define portraiture differently, know of vastly different types of artists, and therefore see completely different trends in the exact same period of time. Portraiture in 2007 may well have been very different from portraiture in 1995, but we would not know it from these two articles.





            The Science Behind “Warm” and “Cool” Skin

            30 03 2009

            Understanding skin pigmentation is vital to artists, beauticians, fashion experts, and color analysts. In my last post, I explained why picking whether your skin is pink or yellow will not help you determine whether warm or cool colors are right for you. Instead, I suggested you try to determine whether your skin is blue or orange, which kind of sounds ridiculous, but is actually based on the realities of melanin in the skin.

            • Blue = Very little melanin: Skin with very little melanin will appear bluish from the light reflecting off blood veins and diffused through the skin. Color for Men calls this a “blue undertone” and assigns people of this skin type to Winter (dark hair) and Summer (light hair) color schemes, which include cool colors to go with the cool blue of your skin.
            • Orange = Pheomelanin: Pheomelanin is the more rare of two types of melanin and creates a pigmentation in the skin ranging from yellow to red-brown. In very limited quantities, pheomelanin will combine with the blue vascular layer to create a cool, greenish yellow skin tone (sallow). However, with any intensity, it will overwhelm the coloration of blood vessels and create the warm “golden undertone” that is the signature of Autumn and Spring color types. Indeed, on the spectrum between yellow and red-brown lies orange, which my last post noted is the very definition of a warm color. Unlike the far more common eumelanin, pheomelanin does not create a UV-protecting tan, which is why Color for Men notes that Autumns burn easily.

            Unfortunately, this blue/orange dichotomy works for only a small fraction of the world’s population. Eumelanin provides the black to brown pigment that colors the skin of most non-European people, for whom Color Me Beautiful provides very little coverage. In fact, 90% of the men photographed in Color for Men are white as are all of the models used as examples on the Color Me Beautiful website. Even more recent varieties of this approach to color coordination come off as racist, as evidenced by the comments on this article. People of color interested in learning more about selecting the right color palette for them might be interested in Darlene Mathis’s Women of Color.