Showing posts with label EN World. Show all posts
Showing posts with label EN World. Show all posts

Monday, August 8, 2016

The Great RPG Transition

At Gen Con this year Critical Role, a web-show that features a talented group of voice actors playing Dungeons & Dragons, filled a 1,500 capacity auditorium. The enthusiastic crowd prompted Morrus over at EN World to discuss the effect celebrity players have on the role-playing game industry as a whole.

Without a doubt we are seeing the rise of celebrity players. For several years now we've been seeing people slowly becoming known for how they play role-playing games through podcasts, web shows, and the like; but in doing so we've also missed a critical aspect of what such things have been doing for us as a whole. Mike Mearls, Lead Designer of Dungeons & Dragons Fifth Edition, put it a little bit of an interesting spin on the whole thing:
". . . It’s interesting seeing reactions at GenCon to Critical Role’s show in Indy. Illustrates a big divide in how designers grok TRPGs these days (source). It’ll be great to see a higher level of awareness of how RPGs have transformed and what that means for their future (source
I believe that the rise of 3/3.5e and online discussion forums created a massive, fundamental shift in how RPGs were viewed and used (source). 3e, and then into 4e, D&D was very dense, rules heavy, complicated, and filled with character building options. That was the game (source). That spread to other RPGs, placing the baseline complexity of the typical RPG at the extreme upper end of what we saw in 80s/90s (source). At the same time, online discussion veered heavily towards character optimization and rules details. It was a culture of read and dissect (source).  
Both the indie and old school design movements rose in counter to this, focusing much more heavily on actual play at the table (source). However, the prevailing, forum-based online culture made it very hard to communicate meaningfully about actual play (source). That changed when streaming and actual play vids became accessible to the average DM. The culture of actual play had a platform (source).  
We can now meaningfully interact based on what we’re doing when we play, rather than talk about the stuff we do when we don’t play (source). This is HUGE because it shifts the design . . . [conversation] away from “How do we design for forum discussions?” to “How do we design for play?” (source
As game designers, we can actually watch how RPGs play and what rules and concepts facilitate the effects we’re looking to create (source).  
The tension between theoretical discussion vs actual play has always been a big part of RPG design (source). I believe at the table ruled for a very long time, swung hard to theory, and now back to table-driven design (source). Theory is useful, but it has to be used in service to actual, repeatable results in play. And I say this as someone who veered to theory (source).  
So in a series of 14 tweets, that’s why I see Critical Role at GenCon something that can be very good for the hobby and designers (source).  
Addendum: This ties into the huge success of 5e and the growth of RPGs – people can now learn by watching. The rulebook is not a barrier (source). We don’t learn sports like baseball or soccer by reading the rules – we watch and quickly learn how to play (source). The rulebook is a reference, like the NBA’s rulebook. Comes out only when absolutely needed. Barriers are now gone. Design accordingly . . . (source)"
By and large Mike knocks this one out of the park. D&D 3e and D&D 4e were both cumbersome in the sheer volume of rules, and rule variants, they presented - and that's spoken as someone who loves Third Edition - to the point where it became a challenge just to learn enough of the rules to begin play. Fifth Edition, and to a large extent most modern role-playing games, have moved in the opposite direction going towards a play centered focus where rules not only can be hand-waved when they get in the way of actual play but where it's actually encouraged by the designers to do so. After drowning in the sea of rules Third Edition dropped on us it's like a breath of fresh air.

More later.

Monday, March 16, 2015

The February Top 10 is Up!

Just had the 10(ish) Best Reads of February go live at EN World! Hopefully everyone selected will see an uptick in the readerships and lots of sexy pants people will come dance for them in suggestive ways that rock their faces for the new month!

Friday, October 31, 2014

I Totally Wrote That!

My latest project has just gone live! Over at EN World Morrus has just posted my latest guest column 10 Sites to Make Your Halloween Games Better! Whoot! Go check it out!

Wednesday, September 3, 2014

Did I Tell You Guys I Wrote a Guest Post at EN World?

So on Sunday a guest post I wrote for Morrus at EN World went live. I was pretty excited to have an opportunity to talk about some of the many great blogs out there today and then this happened.


Holy shit that's cool. I've never had anything I've written be read by 60,844 people before.

FUCK YES!


Wednesday, March 26, 2014

Get It Together EN World

 
Any more I might as well just research everything that interests me on my own and stop visiting EN World because I'm beating them to the punch more and more often. Hell I beat them on breaking the Morgan Webb story (see D&D Live Game at PAX East: Guest Player Revealed for more) by nearly twenty-four hours. Which is a ridiculous margin when you realize that they're a clearinghouse for Dungeons and Dragons news that just copied and pasted the announcement off Wizards' homepage and I spent time researching her and putting her in context for people who might not know who she is.

Now I fully understand that when it comes to indie publishers that it's hard as hell to get their information from a central source. So I'm fine with making the effort to follow those companies and creators through social media; but when it comes to a website that is supposed to be bringing you "Daily RPG News and Reviews," and who focuses almost exclusively on D&D, it kind of pisses me off when they suck at it.

Monday, October 14, 2013

Is it a Good Idea to Buy, Sell, and Trade on EN*World?

Yesterday EN*World decided to enter into the Buy, Sell, and Trade marketplace. They're doing this through the Panjo Marketplace, which is an interesting idea but brings on a lot of questions from my end as a consumer.

What is Panjo, and is It Reliable?

Panjo is mostly known for being involved in the business of buying, trading, and selling automotive parts - though they are expanding into new markets - through online forums. The idea being that by marketing directly to enthusiasts you are able to provide a marketplace that is not subject to the pitfalls of wider markets. It's been around for about a year now and has raised a lot of capital with the help of Spark Capital. And that sounds like something really freaking rad until you realize that Spark Capital is a venture capital group looking to turn and burn companies so that they can make a quick profit. 

Panjo is an alumnus of Muckerlabs, a group that works to launch internet based companies in Los Angeles, and they're making some bold moves in the marketplace as they attempt to carve out a place for themselves in a niche market. But the company is very new and there is little data available to tell me about what they are currently doing and way too much about their potential growth.

So are they reliable? 

Maybe now, maybe not tomorrow. It all depends on their bottom line and how quickly Spark Capital decides to flip the company.

 How do I Sell, Buy, and Trade on the New Marketplace?

According to the terms of service the site works as follows:
  1. Seller lists item for sale. Price includes shipping and sales tax if applicable. Panjo uses third-party services to verify the identity of the Seller and collects payment remediation information in the case a dispute arises.
  2. Buyer purchases item. Panjo collects and verifies the Buyer’s payment. Panjo emails Seller with Buyer's shipping address. Panjo confirms the item is still available for sale.
  3. Seller confirms item is still available. Panjo transfers the Buyer’s payment to the Seller.
  4. Seller ships item to Buyer.
  5. Buyer receives item.
  6. Buyer has 14 days from purchase to report a problem and seek Panjo's assistance to resolve any issues related to the transaction.


The video makes it seem like buying on Panjo is as safe as buying from Wal-Mart, only unlike Wal-Mart you'll actually be able to find all the stuff you've been looking for. What it doesn't tell you about is the 14 day problem policy. Read that carefully because we're not talking about a return policy here. If you order something from a Panjo partner site and you don't report a problem within 14 days from the date of purchase you eat it. You have no recourse and there is nothing you can do about it. You agreed to the terms and conditions.

So now you have to remember that late night purchases are a bad idea and god help you if you buy at 11:59 pm on a Saturday with a holiday on Monday because there is a real potential that you won't get that product for eleven or twelve days. - And even then you might find that you're not able to report the problem for two or three days which means time has run out and you're boned my friend.

En*World didn't tell me about the 14 day problem policy or about the shipping and sales tax being included in the price listed. Of course they're asking some ridiculous prices on there right now so who the fuck's going to buy from them anyway.

Screen Capture from 10/13/13 at 10:38pm
In case you can't tell some guy is asking $200 ($175 list price + $25 shipping) for the Wilderlands of High Fantasy from the Judges Guild. Which isn't a bad price when you look at Amazon and Ebay where it starts at $220.00 (not including shipping and handling). But why the hell would you ever pay that price when you could just go to used book stores like I do and pick it up for twenty bucks (or online for free if you're an asshole)?

See that's the problem with this sort of marketplace, a collector's marketplace, you're going to pay collector prices. And while I love to collect role-play game products I'm not going to pay more than twenty bucks for anything, no matter the condition.


Selling with Panjo is no different from what I've been able to tell with how things go on other websites. There are a few improvements to help protect both parties that you can find on their Terms and Conditions page, but by and large nothing overly significant.

Does Panjo Report My Sales to the I.R.S?

Yes. Yes, they do.


How Much Does Panjo Make Per Transaction?

According to their website Panjo charges a rate of 3% on all direct checkout transactions. If you choose to use an indirect transaction such as Paypal you're looking at a rate of 2.9% + $0.30 per transaction.

That means that on that $200.00 Wilderlands of High Fantasy from the Judges Guild up above that Panjo is making $6.00 through their direct checkout and $6.10 on indirect transactions.

What is Morris from EN*World's Take on Every Transaction?

From what I've been able to tell currently he's getting nothing from each transaction. BUT it is clear from the wording that there are plans to charge in the future - and that's something that host sites such as EN*World can do according to the fine print.

Wait, What about the Trade Option? 

There is currently NO WAY TO TRADE USING PANJO. So saying that we can do so is some bullshit that Morris shouldn't have put up there.

So is the EN*World Marketplace for Me?

No, it is not for me; however, it might be for some of you people out there who don't mind this sort of collector price gouging that is going to run rampant on the marketplace. I'm going to take my money to used book stores and actual brick and mortar local gaming stores as often as I can instead.

Tuesday, October 1, 2013

EN Armoury: Chainmail Bikini and Other Adventuring Gear for Beautiful People by Ryan Nock

EN Armoury: Chainmail Bikini and Other Adventuring Gear for Beautiful People by Ryan Nock is a semi-serious, semi-tongue-in-cheek book published by EN World. I would really like to tell you that this book is one of those rare gems that is able to not only present a risky subject in a profound and inventive way but that does so in a fun and engaging manner. 

I would really like to tell you that.

Chapter One: Chainmail Bikini

The chapter starts out with a farcical story about a woman who lead a rebellion against an oppressive overlord and was tricked into wearing the first chainmail bikini by a witch. She subsequently died and so too did the drab narrative. We're then treated to a short and rather engaging history of the bikini; which if the rest of the book kept this tone it would be grand.

It really would be. 

Now this chapter does have a few redeeming points and these come in the new armor modifications. Buoyancy (pg. 6), Custom Fit (pg. 6), Durability (pg. 6), Hardened (pg. 6), Mobility (pg. 6), Quick Release (pg. 6), Reduced Weight (pg. 6), and Superb Balance (pg. 6) are all really good ideas and would make a welcome addition to your game. They are intelligently designed with a keen eye on their use in regular games.

Chapter Two: Fighting and Feats

By J.L. Jones, from pg. 9
This chapter is filled with the sort of sophomoric bile that makes me regret spending my time and money on this book. Feats like Anatomically Over-Endowed (pg. 9), Cleavage (pg. 11), Too Cute to Hit (pg. 13) and Take Your Mind Off It (pg. 13) are not only childish, they're just not that well done. Which is a shame because alongside those insipid feats you have some really great feats like Arcane Armor (pg. 9), Armor Focus (pg. 10), Armor Optimization (pg. 10), Armor Specialization (pg. 11), and Glutton for Punishment (pg. 12). 

Why waste time with eye-rolling feats that are there only for their value as a sophomoric joke when you could focus more of on these inventive and balanced feats. I get that the book is essentially a 'joke' book but there are parts where real value can be found and when I come across those I'm left wondering why Ryan Nock wasted his time with the rest of it.

Chapter Three: Bikini Prestige Classes

There is not one useful line in this entire chapter. 

Chapter Four: Swimsuits of the Multiverse

This is a chapter that is literally about beauty contests. 

Just no. 
 Chapter Five: Bikini Magic

There are only two items worth reading in this entire chapter: the Shirt of Heroic Drama (pg. 23) and the Bikini of Doom (pg. 23). Both of these items need new names, but aside from that they posses some of the best ideas in the book. 
Shirt of Heroic Drama: Whenever the wearer of this +5 manly shirt (the male underwear equivalent of hide armour) takes 10 or more points of damage in a single round, the shirt tears dramatically, granting the wearer a special boon when he attempts something daring and dramatic. During the next round, the wearer may add his Charisma modifier as a bonus to a single attack roll, skill check, saving throw, or similar check. If the wearer’s modified roll for that check is 20 or higher, he may use that ability again in the next round. If he uses the ability again and the modified roll is a 25 or higher, he may use it for a third round, and repeat again, requiring a modified 30 in the third round, 35 in the fourth round, and so on, for continued heroic drama . . . (pg. 23 -24)
In spite of the silly shirt tear this item is really cool; and I find myself really excited by the idea of giving this thing to a bard, or to an overly dramatic player, as it could really encourage moments of awesome and creative game play. That's the sort of stuff that this book could have used more of - not bullshit like the ribbon whirlwind (pg. 24) and the tsunami suit (pg. 25).

Overall Review

EN Armoury: Chainmail Bikini and Other Adventuring Gear for Beautiful People by Ryan Nock is a frustrating book. Which is so disappointing as the author does as good a job with the source material as he could; but there are so many moments in this book where you can hear yourself audibly groaning under the weight of the childish humor, only to find yourself glossing over the real gems hidden deep in this book. 

The art is good, and manages not to take too many liberties with the subject material. The presentation of the material is well done, too, but there isn't enough redeeming material in this book to warrant a second read, let alone anyone else spending their money on it. 

Score: 3 out of 10

Closing Comments.

Due to the influx of spam comments on Dyvers I am closing the comments. I'm not currently doing anything with this blog, but I don'...